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-rw-r--r--doc/class.xsd37
-rw-r--r--doc/classes/@GlobalScope.xml451
-rw-r--r--doc/classes/AABB.xml10
-rw-r--r--doc/classes/AStar2D.xml14
-rw-r--r--doc/classes/AStar3D.xml (renamed from doc/classes/AStar.xml)42
-rw-r--r--doc/classes/AcceptDialog.xml6
-rw-r--r--doc/classes/AnimatedSprite2D.xml8
-rw-r--r--doc/classes/AnimationLibrary.xml70
-rw-r--r--doc/classes/AnimationNode.xml20
-rw-r--r--doc/classes/AnimationNodeAdd2.xml7
-rw-r--r--doc/classes/AnimationNodeAdd3.xml7
-rw-r--r--doc/classes/AnimationNodeBlend2.xml7
-rw-r--r--doc/classes/AnimationNodeBlend3.xml7
-rw-r--r--doc/classes/AnimationNodeBlendSpace1D.xml4
-rw-r--r--doc/classes/AnimationNodeBlendSpace2D.xml4
-rw-r--r--doc/classes/AnimationNodeBlendTree.xml3
-rw-r--r--doc/classes/AnimationNodeOneShot.xml8
-rw-r--r--doc/classes/AnimationNodeStateMachine.xml26
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml6
-rw-r--r--doc/classes/AnimationNodeSync.xml15
-rw-r--r--doc/classes/AnimationNodeTransition.xml5
-rw-r--r--doc/classes/AnimationPlayer.xml40
-rw-r--r--doc/classes/AnimationTree.xml3
-rw-r--r--doc/classes/Area2D.xml16
-rw-r--r--doc/classes/Area3D.xml16
-rw-r--r--doc/classes/Array.xml69
-rw-r--r--doc/classes/AspectRatioContainer.xml3
-rw-r--r--doc/classes/AudioEffect.xml7
-rw-r--r--doc/classes/AudioEffectAmplify.xml2
-rw-r--r--doc/classes/AudioEffectBandLimitFilter.xml1
-rw-r--r--doc/classes/AudioEffectBandPassFilter.xml1
-rw-r--r--doc/classes/AudioEffectCapture.xml3
-rw-r--r--doc/classes/AudioEffectChorus.xml1
-rw-r--r--doc/classes/AudioEffectCompressor.xml1
-rw-r--r--doc/classes/AudioEffectDelay.xml1
-rw-r--r--doc/classes/AudioEffectEQ.xml1
-rw-r--r--doc/classes/AudioEffectEQ10.xml1
-rw-r--r--doc/classes/AudioEffectEQ21.xml1
-rw-r--r--doc/classes/AudioEffectEQ6.xml3
-rw-r--r--doc/classes/AudioEffectHighPassFilter.xml3
-rw-r--r--doc/classes/AudioEffectHighShelfFilter.xml3
-rw-r--r--doc/classes/AudioEffectInstance.xml15
-rw-r--r--doc/classes/AudioEffectLimiter.xml1
-rw-r--r--doc/classes/AudioEffectLowPassFilter.xml3
-rw-r--r--doc/classes/AudioEffectLowShelfFilter.xml3
-rw-r--r--doc/classes/AudioEffectNotchFilter.xml1
-rw-r--r--doc/classes/AudioEffectPanner.xml3
-rw-r--r--doc/classes/AudioEffectPhaser.xml3
-rw-r--r--doc/classes/AudioEffectPitchShift.xml3
-rw-r--r--doc/classes/AudioEffectReverb.xml4
-rw-r--r--doc/classes/AudioEffectStereoEnhance.xml4
-rw-r--r--doc/classes/AudioServer.xml6
-rw-r--r--doc/classes/AudioStream.xml18
-rw-r--r--doc/classes/AudioStreamGenerator.xml2
-rw-r--r--doc/classes/AudioStreamGeneratorPlayback.xml4
-rw-r--r--doc/classes/AudioStreamPlayback.xml5
-rw-r--r--doc/classes/AudioStreamPlaybackResampled.xml19
-rw-r--r--doc/classes/AudioStreamPlayer.xml1
-rw-r--r--doc/classes/AudioStreamPlayer2D.xml4
-rw-r--r--doc/classes/AudioStreamPlayer3D.xml4
-rw-r--r--doc/classes/BaseButton.xml15
-rw-r--r--doc/classes/BaseMaterial3D.xml69
-rw-r--r--doc/classes/Basis.xml18
-rw-r--r--doc/classes/BoneMap.xml56
-rw-r--r--doc/classes/BoxContainer.xml1
-rw-r--r--doc/classes/BoxShape3D.xml5
-rw-r--r--doc/classes/Button.xml30
-rw-r--r--doc/classes/CPUParticles2D.xml11
-rw-r--r--doc/classes/CPUParticles3D.xml13
-rw-r--r--doc/classes/Callable.xml10
-rw-r--r--doc/classes/Camera2D.xml2
-rw-r--r--doc/classes/Camera3D.xml15
-rw-r--r--doc/classes/CanvasItem.xml119
-rw-r--r--doc/classes/CapsuleShape2D.xml5
-rw-r--r--doc/classes/CapsuleShape3D.xml5
-rw-r--r--doc/classes/CenterContainer.xml1
-rw-r--r--doc/classes/CharacterBody2D.xml20
-rw-r--r--doc/classes/CharacterBody3D.xml20
-rw-r--r--doc/classes/CheckBox.xml14
-rw-r--r--doc/classes/CheckButton.xml4
-rw-r--r--doc/classes/CircleShape2D.xml5
-rw-r--r--doc/classes/ClassDB.xml7
-rw-r--r--doc/classes/CodeEdit.xml5
-rw-r--r--doc/classes/CollisionObject2D.xml1
-rw-r--r--doc/classes/CollisionPolygon2D.xml4
-rw-r--r--doc/classes/CollisionPolygon3D.xml5
-rw-r--r--doc/classes/CollisionShape2D.xml1
-rw-r--r--doc/classes/Color.xml311
-rw-r--r--doc/classes/ColorPicker.xml28
-rw-r--r--doc/classes/ColorPickerButton.xml4
-rw-r--r--doc/classes/CompressedCubemap.xml9
-rw-r--r--doc/classes/CompressedCubemapArray.xml9
-rw-r--r--doc/classes/CompressedTexture2D.xml (renamed from doc/classes/StreamTexture2D.xml)8
-rw-r--r--doc/classes/CompressedTexture2DArray.xml9
-rw-r--r--doc/classes/CompressedTexture3D.xml (renamed from doc/classes/StreamTexture3D.xml)2
-rw-r--r--doc/classes/CompressedTextureLayered.xml (renamed from doc/classes/StreamTextureLayered.xml)2
-rw-r--r--doc/classes/ConcavePolygonShape2D.xml7
-rw-r--r--doc/classes/ConcavePolygonShape3D.xml5
-rw-r--r--doc/classes/ConfirmationDialog.xml3
-rw-r--r--doc/classes/Container.xml1
-rw-r--r--doc/classes/Control.xml126
-rw-r--r--doc/classes/ConvexPolygonShape2D.xml7
-rw-r--r--doc/classes/ConvexPolygonShape3D.xml6
-rw-r--r--doc/classes/Crypto.xml1
-rw-r--r--doc/classes/CryptoKey.xml1
-rw-r--r--doc/classes/Curve.xml9
-rw-r--r--doc/classes/Curve2D.xml11
-rw-r--r--doc/classes/Curve3D.xml11
-rw-r--r--doc/classes/CurveTexture.xml8
-rw-r--r--doc/classes/CurveXYZTexture.xml7
-rw-r--r--doc/classes/CylinderMesh.xml12
-rw-r--r--doc/classes/CylinderShape3D.xml5
-rw-r--r--doc/classes/Decal.xml19
-rw-r--r--doc/classes/Dictionary.xml20
-rw-r--r--doc/classes/DirectionalLight3D.xml14
-rw-r--r--doc/classes/Directory.xml3
-rw-r--r--doc/classes/DisplayServer.xml489
-rw-r--r--doc/classes/EditorExportPlugin.xml3
-rw-r--r--doc/classes/EditorFeatureProfile.xml2
-rw-r--r--doc/classes/EditorFileDialog.xml12
-rw-r--r--doc/classes/EditorFileSystem.xml14
-rw-r--r--doc/classes/EditorFileSystemImportFormatSupportQuery.xml31
-rw-r--r--doc/classes/EditorInspector.xml10
-rw-r--r--doc/classes/EditorInspectorPlugin.xml1
-rw-r--r--doc/classes/EditorPlugin.xml63
-rw-r--r--doc/classes/EditorProperty.xml2
-rw-r--r--doc/classes/EditorSceneFormatImporter.xml14
-rw-r--r--doc/classes/EditorSceneFormatImporterFBX.xml32
-rw-r--r--doc/classes/EditorSceneFormatImporterGLTF.xml9
-rw-r--r--doc/classes/EditorScenePostImportPlugin.xml12
-rw-r--r--doc/classes/EditorSettings.xml20
-rw-r--r--doc/classes/EditorSpinSlider.xml4
-rw-r--r--doc/classes/EditorVCSInterface.xml2
-rw-r--r--doc/classes/Engine.xml23
-rw-r--r--doc/classes/EngineProfiler.xml4
-rw-r--r--doc/classes/Environment.xml81
-rw-r--r--doc/classes/Expression.xml1
-rw-r--r--doc/classes/File.xml2
-rw-r--r--doc/classes/FileDialog.xml18
-rw-r--r--doc/classes/FogVolume.xml8
-rw-r--r--doc/classes/Font.xml299
-rw-r--r--doc/classes/FontFile.xml (renamed from doc/classes/FontData.xml)250
-rw-r--r--doc/classes/FontVariation.xml76
-rw-r--r--doc/classes/GPUParticles2D.xml3
-rw-r--r--doc/classes/GPUParticles3D.xml1
-rw-r--r--doc/classes/GPUParticlesAttractor3D.xml12
-rw-r--r--doc/classes/GPUParticlesAttractorBox3D.xml4
-rw-r--r--doc/classes/GPUParticlesAttractorSphere3D.xml5
-rw-r--r--doc/classes/GPUParticlesAttractorVectorField3D.xml7
-rw-r--r--doc/classes/GPUParticlesCollision3D.xml10
-rw-r--r--doc/classes/GPUParticlesCollisionBox3D.xml5
-rw-r--r--doc/classes/GPUParticlesCollisionHeightField3D.xml24
-rw-r--r--doc/classes/GPUParticlesCollisionSDF3D.xml18
-rw-r--r--doc/classes/GPUParticlesCollisionSphere3D.xml5
-rw-r--r--doc/classes/Geometry2D.xml8
-rw-r--r--doc/classes/Geometry3D.xml4
-rw-r--r--doc/classes/GeometryInstance3D.xml24
-rw-r--r--doc/classes/GradientTexture1D.xml2
-rw-r--r--doc/classes/GradientTexture2D.xml2
-rw-r--r--doc/classes/GraphEdit.xml22
-rw-r--r--doc/classes/GraphNode.xml60
-rw-r--r--doc/classes/GridContainer.xml5
-rw-r--r--doc/classes/HBoxContainer.xml1
-rw-r--r--doc/classes/HFlowContainer.xml4
-rw-r--r--doc/classes/HMACContext.xml1
-rw-r--r--doc/classes/HSplitContainer.xml1
-rw-r--r--doc/classes/HTTPRequest.xml36
-rw-r--r--doc/classes/HashingContext.xml1
-rw-r--r--doc/classes/HeightMapShape3D.xml5
-rw-r--r--doc/classes/IP.xml2
-rw-r--r--doc/classes/Image.xml99
-rw-r--r--doc/classes/ImageTexture.xml28
-rw-r--r--doc/classes/ImporterMesh.xml10
-rw-r--r--doc/classes/Input.xml62
-rw-r--r--doc/classes/InputEvent.xml10
-rw-r--r--doc/classes/InputEventJoypadButton.xml2
-rw-r--r--doc/classes/InputEventMouseMotion.xml6
-rw-r--r--doc/classes/InputMap.xml3
-rw-r--r--doc/classes/ItemList.xml61
-rw-r--r--doc/classes/Label.xml83
-rw-r--r--doc/classes/Label3D.xml153
-rw-r--r--doc/classes/LabelSettings.xml29
-rw-r--r--doc/classes/Light3D.xml25
-rw-r--r--doc/classes/LightmapGI.xml44
-rw-r--r--doc/classes/LightmapGIData.xml10
-rw-r--r--doc/classes/LightmapProbe.xml3
-rw-r--r--doc/classes/Lightmapper.xml3
-rw-r--r--doc/classes/LightmapperRD.xml3
-rw-r--r--doc/classes/Line2D.xml4
-rw-r--r--doc/classes/LineEdit.xml23
-rw-r--r--doc/classes/LinkButton.xml27
-rw-r--r--doc/classes/MarginContainer.xml1
-rw-r--r--doc/classes/Material.xml22
-rw-r--r--doc/classes/MenuButton.xml2
-rw-r--r--doc/classes/Mesh.xml114
-rw-r--r--doc/classes/MeshInstance2D.xml2
-rw-r--r--doc/classes/MissingNode.xml17
-rw-r--r--doc/classes/MissingResource.xml17
-rw-r--r--doc/classes/MovieWriter.xml76
-rw-r--r--doc/classes/MultiMesh.xml3
-rw-r--r--doc/classes/MultiplayerAPI.xml4
-rw-r--r--doc/classes/MultiplayerPeerExtension.xml31
-rw-r--r--doc/classes/MultiplayerSpawner.xml26
-rw-r--r--doc/classes/MultiplayerSynchronizer.xml56
-rw-r--r--doc/classes/NavigationAgent2D.xml48
-rw-r--r--doc/classes/NavigationAgent3D.xml50
-rw-r--r--doc/classes/NavigationMesh.xml74
-rw-r--r--doc/classes/NavigationMeshGenerator.xml8
-rw-r--r--doc/classes/NavigationObstacle2D.xml9
-rw-r--r--doc/classes/NavigationObstacle3D.xml9
-rw-r--r--doc/classes/NavigationPolygon.xml6
-rw-r--r--doc/classes/NavigationRegion2D.xml36
-rw-r--r--doc/classes/NavigationRegion3D.xml38
-rw-r--r--doc/classes/NavigationServer2D.xml113
-rw-r--r--doc/classes/NavigationServer3D.xml113
-rw-r--r--doc/classes/Node.xml112
-rw-r--r--doc/classes/Node2D.xml4
-rw-r--r--doc/classes/Node3D.xml8
-rw-r--r--doc/classes/NodePath.xml45
-rw-r--r--doc/classes/ORMMaterial3D.xml3
-rw-r--r--doc/classes/OS.xml53
-rw-r--r--doc/classes/Object.xml21
-rw-r--r--doc/classes/OmniLight3D.xml1
-rw-r--r--doc/classes/OptionButton.xml38
-rw-r--r--doc/classes/PackedByteArray.xml47
-rw-r--r--doc/classes/PackedColorArray.xml37
-rw-r--r--doc/classes/PackedFloat32Array.xml37
-rw-r--r--doc/classes/PackedFloat64Array.xml37
-rw-r--r--doc/classes/PackedInt32Array.xml37
-rw-r--r--doc/classes/PackedInt64Array.xml37
-rw-r--r--doc/classes/PackedScene.xml2
-rw-r--r--doc/classes/PackedStringArray.xml43
-rw-r--r--doc/classes/PackedVector2Array.xml37
-rw-r--r--doc/classes/PackedVector3Array.xml37
-rw-r--r--doc/classes/PacketPeerUDP.xml2
-rw-r--r--doc/classes/PanelContainer.xml1
-rw-r--r--doc/classes/ParticlesMaterial.xml60
-rw-r--r--doc/classes/Performance.xml70
-rw-r--r--doc/classes/PhysicalBone3D.xml16
-rw-r--r--doc/classes/PhysicalSkyMaterial.xml6
-rw-r--r--doc/classes/PhysicsDirectBodyState3DExtension.xml260
-rw-r--r--doc/classes/PhysicsDirectSpaceState3DExtension.xml99
-rw-r--r--doc/classes/PhysicsServer3D.xml2
-rw-r--r--doc/classes/PhysicsServer3DExtension.xml897
-rw-r--r--doc/classes/PhysicsServer3DRenderingServerHandler.xml31
-rw-r--r--doc/classes/PhysicsTestMotionParameters2D.xml4
-rw-r--r--doc/classes/PhysicsTestMotionParameters3D.xml4
-rw-r--r--doc/classes/PlaceholderCubemap.xml9
-rw-r--r--doc/classes/PlaceholderCubemapArray.xml9
-rw-r--r--doc/classes/PlaceholderMaterial.xml9
-rw-r--r--doc/classes/PlaceholderMesh.xml13
-rw-r--r--doc/classes/PlaceholderTexture2D.xml13
-rw-r--r--doc/classes/PlaceholderTexture2DArray.xml9
-rw-r--r--doc/classes/PlaceholderTexture3D.xml13
-rw-r--r--doc/classes/PlaceholderTextureLayered.xml15
-rw-r--r--doc/classes/Plane.xml20
-rw-r--r--doc/classes/Popup.xml6
-rw-r--r--doc/classes/PopupMenu.xml59
-rw-r--r--doc/classes/PortableCompressedTexture2D.xml79
-rw-r--r--doc/classes/Position2D.xml5
-rw-r--r--doc/classes/PrimitiveMesh.xml9
-rw-r--r--doc/classes/PrismMesh.xml2
-rw-r--r--doc/classes/ProceduralSkyMaterial.xml9
-rw-r--r--doc/classes/ProgressBar.xml19
-rw-r--r--doc/classes/ProjectSettings.xml356
-rw-r--r--doc/classes/Projection.xml273
-rw-r--r--doc/classes/Quaternion.xml40
-rw-r--r--doc/classes/RID.xml10
-rw-r--r--doc/classes/Range.xml34
-rw-r--r--doc/classes/Rect2.xml10
-rw-r--r--doc/classes/Rect2i.xml11
-rw-r--r--doc/classes/RectangleShape2D.xml5
-rw-r--r--doc/classes/ReflectionProbe.xml2
-rw-r--r--doc/classes/RenderingDevice.xml2
-rw-r--r--doc/classes/RenderingServer.xml191
-rw-r--r--doc/classes/Resource.xml5
-rw-r--r--doc/classes/ResourceFormatLoader.xml8
-rw-r--r--doc/classes/ResourceLoader.xml17
-rw-r--r--doc/classes/ResourceSaver.xml35
-rw-r--r--doc/classes/RichTextLabel.xml123
-rw-r--r--doc/classes/RigidDynamicBody2D.xml8
-rw-r--r--doc/classes/RigidDynamicBody3D.xml10
-rw-r--r--doc/classes/SceneReplicationConfig.xml6
-rw-r--r--doc/classes/SceneTree.xml70
-rw-r--r--doc/classes/SceneTreeTimer.xml2
-rw-r--r--doc/classes/ScriptCreateDialog.xml1
-rw-r--r--doc/classes/ScriptExtension.xml173
-rw-r--r--doc/classes/ScriptLanguage.xml9
-rw-r--r--doc/classes/ScriptLanguageExtension.xml425
-rw-r--r--doc/classes/ScrollBar.xml2
-rw-r--r--doc/classes/ScrollContainer.xml5
-rw-r--r--doc/classes/SegmentShape2D.xml5
-rw-r--r--doc/classes/SeparationRayShape2D.xml5
-rw-r--r--doc/classes/SeparationRayShape3D.xml5
-rw-r--r--doc/classes/ShaderInclude.xml13
-rw-r--r--doc/classes/Shape2D.xml8
-rw-r--r--doc/classes/Signal.xml12
-rw-r--r--doc/classes/Skeleton3D.xml12
-rw-r--r--doc/classes/SkeletonProfile.xml193
-rw-r--r--doc/classes/SkeletonProfileHumanoid.xml16
-rw-r--r--doc/classes/Slider.xml2
-rw-r--r--doc/classes/SphereMesh.xml4
-rw-r--r--doc/classes/SphereShape3D.xml7
-rw-r--r--doc/classes/SpinBox.xml1
-rw-r--r--doc/classes/SplitContainer.xml1
-rw-r--r--doc/classes/SpriteBase3D.xml22
-rw-r--r--doc/classes/SpriteFrames.xml5
-rw-r--r--doc/classes/StandardMaterial3D.xml4
-rw-r--r--doc/classes/StreamCubemap.xml9
-rw-r--r--doc/classes/StreamCubemapArray.xml9
-rw-r--r--doc/classes/StreamPeerSSL.xml6
-rw-r--r--doc/classes/StreamPeerTCP.xml8
-rw-r--r--doc/classes/StreamTexture2DArray.xml9
-rw-r--r--doc/classes/String.xml107
-rw-r--r--doc/classes/StringName.xml22
-rw-r--r--doc/classes/StyleBox.xml43
-rw-r--r--doc/classes/StyleBoxFlat.xml10
-rw-r--r--doc/classes/SubViewport.xml1
-rw-r--r--doc/classes/SubViewportContainer.xml6
-rw-r--r--doc/classes/SurfaceTool.xml51
-rw-r--r--doc/classes/SystemFont.xml44
-rw-r--r--doc/classes/TabBar.xml61
-rw-r--r--doc/classes/TabContainer.xml95
-rw-r--r--doc/classes/TextEdit.xml31
-rw-r--r--doc/classes/TextLine.xml34
-rw-r--r--doc/classes/TextMesh.xml54
-rw-r--r--doc/classes/TextParagraph.xml56
-rw-r--r--doc/classes/TextServer.xml343
-rw-r--r--doc/classes/TextServerDummy.xml9
-rw-r--r--doc/classes/TextServerExtension.xml592
-rw-r--r--doc/classes/Texture2D.xml55
-rw-r--r--doc/classes/Texture3D.xml30
-rw-r--r--doc/classes/TextureLayered.xml36
-rw-r--r--doc/classes/TextureProgressBar.xml1
-rw-r--r--doc/classes/Theme.xml11
-rw-r--r--doc/classes/Thread.xml7
-rw-r--r--doc/classes/TileData.xml9
-rw-r--r--doc/classes/TileMap.xml37
-rw-r--r--doc/classes/TileSet.xml4
-rw-r--r--doc/classes/Time.xml14
-rw-r--r--doc/classes/Timer.xml2
-rw-r--r--doc/classes/Transform2D.xml21
-rw-r--r--doc/classes/Transform3D.xml28
-rw-r--r--doc/classes/Tree.xml64
-rw-r--r--doc/classes/TreeItem.xml42
-rw-r--r--doc/classes/TubeTrailMesh.xml2
-rw-r--r--doc/classes/Tween.xml61
-rw-r--r--doc/classes/Tweener.xml2
-rw-r--r--doc/classes/VBoxContainer.xml1
-rw-r--r--doc/classes/VFlowContainer.xml4
-rw-r--r--doc/classes/VSplitContainer.xml1
-rw-r--r--doc/classes/Variant.xml1
-rw-r--r--doc/classes/Vector2.xml24
-rw-r--r--doc/classes/Vector2i.xml10
-rw-r--r--doc/classes/Vector3.xml28
-rw-r--r--doc/classes/Vector3i.xml14
-rw-r--r--doc/classes/Vector4.xml332
-rw-r--r--doc/classes/Vector4i.xml214
-rw-r--r--doc/classes/VehicleBody3D.xml4
-rw-r--r--doc/classes/VehicleWheel3D.xml4
-rw-r--r--doc/classes/VideoStreamPlayer.xml6
-rw-r--r--doc/classes/Viewport.xml137
-rw-r--r--doc/classes/ViewportTexture.xml1
-rw-r--r--doc/classes/VisualInstance3D.xml8
-rw-r--r--doc/classes/VisualShader.xml44
-rw-r--r--doc/classes/VisualShaderNode.xml11
-rw-r--r--doc/classes/VisualShaderNodeClamp.xml5
-rw-r--r--doc/classes/VisualShaderNodeColorFunc.xml10
-rw-r--r--doc/classes/VisualShaderNodeCompare.xml9
-rw-r--r--doc/classes/VisualShaderNodeCustom.xml22
-rw-r--r--doc/classes/VisualShaderNodeDerivativeFunc.xml5
-rw-r--r--doc/classes/VisualShaderNodeFloatFunc.xml2
-rw-r--r--doc/classes/VisualShaderNodeMix.xml8
-rw-r--r--doc/classes/VisualShaderNodeMultiplyAdd.xml5
-rw-r--r--doc/classes/VisualShaderNodeSmoothStep.xml8
-rw-r--r--doc/classes/VisualShaderNodeStep.xml8
-rw-r--r--doc/classes/VisualShaderNodeSwitch.xml9
-rw-r--r--doc/classes/VisualShaderNodeTextureUniform.xml2
-rw-r--r--doc/classes/VisualShaderNodeVarying.xml15
-rw-r--r--doc/classes/VisualShaderNodeVaryingGetter.xml9
-rw-r--r--doc/classes/VisualShaderNodeVaryingSetter.xml9
-rw-r--r--doc/classes/VisualShaderNodeVec4Constant.xml16
-rw-r--r--doc/classes/VisualShaderNodeVec4Uniform.xml19
-rw-r--r--doc/classes/VisualShaderNodeVectorBase.xml5
-rw-r--r--doc/classes/VisualShaderNodeVectorCompose.xml4
-rw-r--r--doc/classes/VisualShaderNodeVectorDecompose.xml4
-rw-r--r--doc/classes/VisualShaderNodeVectorFunc.xml66
-rw-r--r--doc/classes/VoxelGI.xml1
-rw-r--r--doc/classes/Window.xml140
-rw-r--r--doc/classes/WorkerThreadPool.xml59
-rw-r--r--doc/classes/World3D.xml2
-rw-r--r--doc/classes/WorldBoundaryShape2D.xml5
-rw-r--r--doc/classes/WorldBoundaryShape3D.xml5
-rw-r--r--doc/classes/WorldEnvironment.xml1
-rw-r--r--doc/classes/X509Certificate.xml1
-rw-r--r--doc/classes/XMLParser.xml2
-rw-r--r--doc/classes/XRCamera3D.xml2
-rw-r--r--doc/classes/XRController3D.xml8
-rw-r--r--doc/classes/XRInterface.xml4
-rw-r--r--doc/classes/XRInterfaceExtension.xml5
-rw-r--r--doc/classes/XROrigin3D.xml2
-rw-r--r--doc/classes/XRPositionalTracker.xml12
-rw-r--r--doc/classes/XRServer.xml2
-rw-r--r--doc/classes/bool.xml11
-rw-r--r--doc/classes/float.xml34
-rw-r--r--doc/classes/int.xml34
-rwxr-xr-xdoc/tools/make_rst.py239
-rw-r--r--doc/translations/ar.po5089
-rw-r--r--doc/translations/ca.po4856
-rw-r--r--doc/translations/classes.pot4856
-rw-r--r--doc/translations/cs.po4993
-rw-r--r--doc/translations/de.po5583
-rw-r--r--doc/translations/el.po4931
-rw-r--r--doc/translations/es.po5789
-rw-r--r--doc/translations/fa.po4876
-rw-r--r--doc/translations/fi.po4994
-rw-r--r--doc/translations/fil.po4911
-rw-r--r--doc/translations/fr.po23087
-rw-r--r--doc/translations/gl.po4856
-rw-r--r--doc/translations/hi.po4856
-rw-r--r--doc/translations/hu.po4865
-rw-r--r--doc/translations/id.po5149
-rw-r--r--doc/translations/is.po4856
-rw-r--r--doc/translations/it.po5150
-rw-r--r--doc/translations/ja.po5124
-rw-r--r--doc/translations/ko.po5048
-rw-r--r--doc/translations/lt.po75249
-rw-r--r--doc/translations/lv.po4856
-rw-r--r--doc/translations/mr.po4868
-rw-r--r--doc/translations/nb.po4856
-rw-r--r--doc/translations/ne.po4856
-rw-r--r--doc/translations/nl.po4900
-rw-r--r--doc/translations/pl.po5011
-rw-r--r--doc/translations/pt.po5228
-rw-r--r--doc/translations/pt_BR.po5118
-rw-r--r--doc/translations/ro.po4905
-rw-r--r--doc/translations/ru.po5510
-rw-r--r--doc/translations/sk.po4856
-rw-r--r--doc/translations/sr_Cyrl.po4856
-rw-r--r--doc/translations/sv.po4867
-rw-r--r--doc/translations/th.po4946
-rw-r--r--doc/translations/tl.po4903
-rw-r--r--doc/translations/tr.po4976
-rw-r--r--doc/translations/uk.po4957
-rw-r--r--doc/translations/vi.po4967
-rw-r--r--doc/translations/zh_CN.po21913
-rw-r--r--doc/translations/zh_TW.po4985
447 files changed, 277571 insertions, 41566 deletions
diff --git a/doc/class.xsd b/doc/class.xsd
index 498c930d6f..70c0323464 100644
--- a/doc/class.xsd
+++ b/doc/class.xsd
@@ -155,6 +155,7 @@
<xs:attribute type="xs:string" name="name" />
<xs:attribute type="xs:string" name="value" />
<xs:attribute type="xs:string" name="enum" use="optional" />
+ <xs:attribute type="xs:boolean" name="is_bitfield" use="optional" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
@@ -162,6 +163,42 @@
</xs:sequence>
</xs:complexType>
</xs:element>
+ <xs:element name="annotations" minOccurs="0">
+ <xs:complexType>
+ <xs:sequence>
+ <xs:element name="annotation" maxOccurs="unbounded" minOccurs="0">
+ <xs:complexType>
+ <xs:sequence>
+ <xs:element name="return" minOccurs="0">
+ <xs:complexType>
+ <xs:sequence>
+ <xs:sequence />
+ </xs:sequence>
+ <xs:attribute type="xs:string" name="type" />
+ <xs:attribute type="xs:string" name="enum" use="optional" />
+ </xs:complexType>
+ </xs:element>
+ <xs:element name="argument" maxOccurs="unbounded" minOccurs="0">
+ <xs:complexType>
+ <xs:sequence>
+ <xs:sequence />
+ </xs:sequence>
+ <xs:attribute type="xs:byte" name="index" />
+ <xs:attribute type="xs:string" name="name" />
+ <xs:attribute type="xs:string" name="type" />
+ <xs:attribute type="xs:string" name="enum" use="optional" />
+ <xs:attribute type="xs:string" name="default" use="optional" />
+ </xs:complexType>
+ </xs:element>
+ <xs:element type="xs:string" name="description" />
+ </xs:sequence>
+ <xs:attribute type="xs:string" name="name" use="optional" />
+ <xs:attribute type="xs:string" name="qualifiers" use="optional" />
+ </xs:complexType>
+ </xs:element>
+ </xs:sequence>
+ </xs:complexType>
+ </xs:element>
<xs:element name="theme_items" minOccurs="0">
<xs:complexType>
<xs:sequence>
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 17cb50d1a4..30a2228294 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -106,6 +106,17 @@
[/codeblock]
</description>
</method>
+ <method name="bezier_interpolate">
+ <return type="float" />
+ <argument index="0" name="start" type="float" />
+ <argument index="1" name="control_1" type="float" />
+ <argument index="2" name="control_2" type="float" />
+ <argument index="3" name="end" type="float" />
+ <argument index="4" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on a one-dimnesional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bytes2var">
<return type="Variant" />
<argument index="0" name="bytes" type="PackedByteArray" />
@@ -266,7 +277,7 @@
- Greater than 1.0 (exclusive): Ease in
[/codeblock]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url]
- See also [method smoothstep]. If you need to perform more advanced transitions, use [Tween] or [AnimationPlayer].
+ See also [method smoothstep]. If you need to perform more advanced transitions, use [method Tween.interpolate_value].
</description>
</method>
<method name="error_string">
@@ -457,6 +468,7 @@
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
[/codeblock]
+ [b]Note:[/b] This method lerps through the shortest path between [code]from[/code] and [code]to[/code]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
</description>
</method>
<method name="linear2db">
@@ -645,6 +657,16 @@
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
+ <method name="print_rich" qualifiers="vararg">
+ <description>
+ Converts one or more arguments of any type to string in the best way possible and prints them to the console. The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor. Color tags only support named colors such as [code]red[/code], [i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in standard output.
+ When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes is currently only supported on Linux and macOS. Support for ANSI escape codes may vary across terminal emulators, especially for italic and strikethrough.
+ [codeblock]
+ print_rich("[code][b]Hello world![/b][/code]") # Prints out: [b]Hello world![/b]
+ [/codeblock]
+ [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
+ </description>
+ </method>
<method name="print_verbose" qualifiers="vararg">
<description>
If verbose mode is enabled ([method OS.is_stdout_verbose] returning [code]true[/code]), converts one or more arguments of any type to string in the best way possible and prints them to the console.
@@ -791,12 +813,6 @@
[/codeblock]
</description>
</method>
- <method name="range_step_decimals">
- <return type="int" />
- <argument index="0" name="x" type="float" />
- <description>
- </description>
- </method>
<method name="rid_allocate_id">
<return type="int" />
<description>
@@ -1045,6 +1061,27 @@
A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
</description>
</method>
+ <method name="wrap">
+ <return type="Variant" />
+ <argument index="0" name="value" type="Variant" />
+ <argument index="1" name="min" type="Variant" />
+ <argument index="2" name="max" type="Variant" />
+ <description>
+ Wraps the [Variant] [code]value[/code] between [code]min[/code] and [code]max[/code].
+ Usable for creating loop-alike behavior or infinite surfaces.
+ Variant types [int] and [float] (real) are supported. If any of the argument is [float] the result will be [float], otherwise it is [int].
+ [codeblock]
+ var a = wrap(4, 5, 10)
+ # a is 9 (int)
+
+ var a = wrap(7, 5, 10)
+ # a is 7 (int)
+
+ var a = wrap(10.5, 5, 10)
+ # a is 5.5 (float)
+ [/codeblock]
+ </description>
+ </method>
<method name="wrapf">
<return type="float" />
<argument index="0" name="value" type="float" />
@@ -1185,6 +1222,8 @@
<member name="VisualScriptCustomNodes" type="VisualScriptCustomNodes" setter="" getter="">
The [VisualScriptCustomNodes] singleton.
</member>
+ <member name="WorkerThreadPool" type="WorkerThreadPool" setter="" getter="">
+ </member>
<member name="XRServer" type="XRServer" setter="" getter="">
The [XRServer] singleton.
</member>
@@ -1284,6 +1323,9 @@
<constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment">
A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
</constant>
+ <constant name="KEY_NONE" value="0" enum="Key">
+ Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
+ </constant>
<constant name="KEY_SPECIAL" value="16777216" enum="Key">
Keycodes with this bit applied are non-printable.
</constant>
@@ -1416,6 +1458,63 @@
<constant name="KEY_F16" value="16777259" enum="Key">
F16 key.
</constant>
+ <constant name="KEY_F17" value="16777260" enum="Key">
+ F17 key.
+ </constant>
+ <constant name="KEY_F18" value="16777261" enum="Key">
+ F18 key.
+ </constant>
+ <constant name="KEY_F19" value="16777262" enum="Key">
+ F19 key.
+ </constant>
+ <constant name="KEY_F20" value="16777263" enum="Key">
+ F20 key.
+ </constant>
+ <constant name="KEY_F21" value="16777264" enum="Key">
+ F21 key.
+ </constant>
+ <constant name="KEY_F22" value="16777265" enum="Key">
+ F22 key.
+ </constant>
+ <constant name="KEY_F23" value="16777266" enum="Key">
+ F23 key.
+ </constant>
+ <constant name="KEY_F24" value="16777267" enum="Key">
+ F24 key.
+ </constant>
+ <constant name="KEY_F25" value="16777268" enum="Key">
+ F25 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F26" value="16777269" enum="Key">
+ F26 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F27" value="16777270" enum="Key">
+ F27 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F28" value="16777271" enum="Key">
+ F28 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F29" value="16777272" enum="Key">
+ F29 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F30" value="16777273" enum="Key">
+ F30 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F31" value="16777274" enum="Key">
+ F31 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F32" value="16777275" enum="Key">
+ F32 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F33" value="16777276" enum="Key">
+ F33 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F34" value="16777277" enum="Key">
+ F34 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
+ <constant name="KEY_F35" value="16777278" enum="Key">
+ F35 key. Only supported on macOS and Linux due to a Windows limitation.
+ </constant>
<constant name="KEY_KP_MULTIPLY" value="16777345" enum="Key">
Multiply (*) key on the numeric keypad.
</constant>
@@ -1461,148 +1560,148 @@
<constant name="KEY_KP_9" value="16777359" enum="Key">
Number 9 on the numeric keypad.
</constant>
- <constant name="KEY_SUPER_L" value="16777260" enum="Key">
+ <constant name="KEY_SUPER_L" value="16777280" enum="Key">
Left Super key (Windows key).
</constant>
- <constant name="KEY_SUPER_R" value="16777261" enum="Key">
+ <constant name="KEY_SUPER_R" value="16777281" enum="Key">
Right Super key (Windows key).
</constant>
- <constant name="KEY_MENU" value="16777262" enum="Key">
+ <constant name="KEY_MENU" value="16777282" enum="Key">
Context menu key.
</constant>
- <constant name="KEY_HYPER_L" value="16777263" enum="Key">
+ <constant name="KEY_HYPER_L" value="16777283" enum="Key">
Left Hyper key.
</constant>
- <constant name="KEY_HYPER_R" value="16777264" enum="Key">
+ <constant name="KEY_HYPER_R" value="16777284" enum="Key">
Right Hyper key.
</constant>
- <constant name="KEY_HELP" value="16777265" enum="Key">
+ <constant name="KEY_HELP" value="16777285" enum="Key">
Help key.
</constant>
- <constant name="KEY_DIRECTION_L" value="16777266" enum="Key">
+ <constant name="KEY_DIRECTION_L" value="16777286" enum="Key">
Left Direction key.
</constant>
- <constant name="KEY_DIRECTION_R" value="16777267" enum="Key">
+ <constant name="KEY_DIRECTION_R" value="16777287" enum="Key">
Right Direction key.
</constant>
- <constant name="KEY_BACK" value="16777280" enum="Key">
+ <constant name="KEY_BACK" value="16777288" enum="Key">
Media back key. Not to be confused with the Back button on an Android device.
</constant>
- <constant name="KEY_FORWARD" value="16777281" enum="Key">
+ <constant name="KEY_FORWARD" value="16777289" enum="Key">
Media forward key.
</constant>
- <constant name="KEY_STOP" value="16777282" enum="Key">
+ <constant name="KEY_STOP" value="16777290" enum="Key">
Media stop key.
</constant>
- <constant name="KEY_REFRESH" value="16777283" enum="Key">
+ <constant name="KEY_REFRESH" value="16777291" enum="Key">
Media refresh key.
</constant>
- <constant name="KEY_VOLUMEDOWN" value="16777284" enum="Key">
+ <constant name="KEY_VOLUMEDOWN" value="16777292" enum="Key">
Volume down key.
</constant>
- <constant name="KEY_VOLUMEMUTE" value="16777285" enum="Key">
+ <constant name="KEY_VOLUMEMUTE" value="16777293" enum="Key">
Mute volume key.
</constant>
- <constant name="KEY_VOLUMEUP" value="16777286" enum="Key">
+ <constant name="KEY_VOLUMEUP" value="16777294" enum="Key">
Volume up key.
</constant>
- <constant name="KEY_BASSBOOST" value="16777287" enum="Key">
+ <constant name="KEY_BASSBOOST" value="16777295" enum="Key">
Bass Boost key.
</constant>
- <constant name="KEY_BASSUP" value="16777288" enum="Key">
+ <constant name="KEY_BASSUP" value="16777296" enum="Key">
Bass up key.
</constant>
- <constant name="KEY_BASSDOWN" value="16777289" enum="Key">
+ <constant name="KEY_BASSDOWN" value="16777297" enum="Key">
Bass down key.
</constant>
- <constant name="KEY_TREBLEUP" value="16777290" enum="Key">
+ <constant name="KEY_TREBLEUP" value="16777298" enum="Key">
Treble up key.
</constant>
- <constant name="KEY_TREBLEDOWN" value="16777291" enum="Key">
+ <constant name="KEY_TREBLEDOWN" value="16777299" enum="Key">
Treble down key.
</constant>
- <constant name="KEY_MEDIAPLAY" value="16777292" enum="Key">
+ <constant name="KEY_MEDIAPLAY" value="16777300" enum="Key">
Media play key.
</constant>
- <constant name="KEY_MEDIASTOP" value="16777293" enum="Key">
+ <constant name="KEY_MEDIASTOP" value="16777301" enum="Key">
Media stop key.
</constant>
- <constant name="KEY_MEDIAPREVIOUS" value="16777294" enum="Key">
+ <constant name="KEY_MEDIAPREVIOUS" value="16777302" enum="Key">
Previous song key.
</constant>
- <constant name="KEY_MEDIANEXT" value="16777295" enum="Key">
+ <constant name="KEY_MEDIANEXT" value="16777303" enum="Key">
Next song key.
</constant>
- <constant name="KEY_MEDIARECORD" value="16777296" enum="Key">
+ <constant name="KEY_MEDIARECORD" value="16777304" enum="Key">
Media record key.
</constant>
- <constant name="KEY_HOMEPAGE" value="16777297" enum="Key">
+ <constant name="KEY_HOMEPAGE" value="16777305" enum="Key">
Home page key.
</constant>
- <constant name="KEY_FAVORITES" value="16777298" enum="Key">
+ <constant name="KEY_FAVORITES" value="16777306" enum="Key">
Favorites key.
</constant>
- <constant name="KEY_SEARCH" value="16777299" enum="Key">
+ <constant name="KEY_SEARCH" value="16777307" enum="Key">
Search key.
</constant>
- <constant name="KEY_STANDBY" value="16777300" enum="Key">
+ <constant name="KEY_STANDBY" value="16777308" enum="Key">
Standby key.
</constant>
- <constant name="KEY_OPENURL" value="16777301" enum="Key">
+ <constant name="KEY_OPENURL" value="16777309" enum="Key">
Open URL / Launch Browser key.
</constant>
- <constant name="KEY_LAUNCHMAIL" value="16777302" enum="Key">
+ <constant name="KEY_LAUNCHMAIL" value="16777310" enum="Key">
Launch Mail key.
</constant>
- <constant name="KEY_LAUNCHMEDIA" value="16777303" enum="Key">
+ <constant name="KEY_LAUNCHMEDIA" value="16777311" enum="Key">
Launch Media key.
</constant>
- <constant name="KEY_LAUNCH0" value="16777304" enum="Key">
+ <constant name="KEY_LAUNCH0" value="16777312" enum="Key">
Launch Shortcut 0 key.
</constant>
- <constant name="KEY_LAUNCH1" value="16777305" enum="Key">
+ <constant name="KEY_LAUNCH1" value="16777313" enum="Key">
Launch Shortcut 1 key.
</constant>
- <constant name="KEY_LAUNCH2" value="16777306" enum="Key">
+ <constant name="KEY_LAUNCH2" value="16777314" enum="Key">
Launch Shortcut 2 key.
</constant>
- <constant name="KEY_LAUNCH3" value="16777307" enum="Key">
+ <constant name="KEY_LAUNCH3" value="16777315" enum="Key">
Launch Shortcut 3 key.
</constant>
- <constant name="KEY_LAUNCH4" value="16777308" enum="Key">
+ <constant name="KEY_LAUNCH4" value="16777316" enum="Key">
Launch Shortcut 4 key.
</constant>
- <constant name="KEY_LAUNCH5" value="16777309" enum="Key">
+ <constant name="KEY_LAUNCH5" value="16777317" enum="Key">
Launch Shortcut 5 key.
</constant>
- <constant name="KEY_LAUNCH6" value="16777310" enum="Key">
+ <constant name="KEY_LAUNCH6" value="16777318" enum="Key">
Launch Shortcut 6 key.
</constant>
- <constant name="KEY_LAUNCH7" value="16777311" enum="Key">
+ <constant name="KEY_LAUNCH7" value="16777319" enum="Key">
Launch Shortcut 7 key.
</constant>
- <constant name="KEY_LAUNCH8" value="16777312" enum="Key">
+ <constant name="KEY_LAUNCH8" value="16777320" enum="Key">
Launch Shortcut 8 key.
</constant>
- <constant name="KEY_LAUNCH9" value="16777313" enum="Key">
+ <constant name="KEY_LAUNCH9" value="16777321" enum="Key">
Launch Shortcut 9 key.
</constant>
- <constant name="KEY_LAUNCHA" value="16777314" enum="Key">
+ <constant name="KEY_LAUNCHA" value="16777322" enum="Key">
Launch Shortcut A key.
</constant>
- <constant name="KEY_LAUNCHB" value="16777315" enum="Key">
+ <constant name="KEY_LAUNCHB" value="16777323" enum="Key">
Launch Shortcut B key.
</constant>
- <constant name="KEY_LAUNCHC" value="16777316" enum="Key">
+ <constant name="KEY_LAUNCHC" value="16777324" enum="Key">
Launch Shortcut C key.
</constant>
- <constant name="KEY_LAUNCHD" value="16777317" enum="Key">
+ <constant name="KEY_LAUNCHD" value="16777325" enum="Key">
Launch Shortcut D key.
</constant>
- <constant name="KEY_LAUNCHE" value="16777318" enum="Key">
+ <constant name="KEY_LAUNCHE" value="16777326" enum="Key">
Launch Shortcut E key.
</constant>
- <constant name="KEY_LAUNCHF" value="16777319" enum="Key">
+ <constant name="KEY_LAUNCHF" value="16777327" enum="Key">
Launch Shortcut F key.
</constant>
<constant name="KEY_UNKNOWN" value="33554431" enum="Key">
@@ -2016,7 +2115,7 @@
<constant name="KEY_CODE_MASK" value="33554431" enum="KeyModifierMask">
Key Code mask.
</constant>
- <constant name="KEY_MODIFIER_MASK" value="-16777216" enum="KeyModifierMask">
+ <constant name="KEY_MODIFIER_MASK" value="2130706432" enum="KeyModifierMask">
Modifier key mask.
</constant>
<constant name="KEY_MASK_SHIFT" value="33554432" enum="KeyModifierMask">
@@ -2040,6 +2139,9 @@
<constant name="KEY_MASK_GROUP_SWITCH" value="1073741824" enum="KeyModifierMask">
Group Switch key mask.
</constant>
+ <constant name="MOUSE_BUTTON_NONE" value="0" enum="MouseButton">
+ Enum value which doesn't correspond to any mouse button. This is used to initialize [enum MouseButton] properties with a generic state.
+ </constant>
<constant name="MOUSE_BUTTON_LEFT" value="1" enum="MouseButton">
Left mouse button.
</constant>
@@ -2184,6 +2286,9 @@
<constant name="JOY_AXIS_MAX" value="10" enum="JoyAxis">
The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes.
</constant>
+ <constant name="MIDI_MESSAGE_NONE" value="0" enum="MIDIMessage">
+ Enum value which doesn't correspond to any MIDI message. This is used to initialize [enum MIDIMessage] properties with a generic state.
+ </constant>
<constant name="MIDI_MESSAGE_NOTE_OFF" value="8" enum="MIDIMessage">
MIDI note OFF message. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs.
</constant>
@@ -2399,10 +2504,11 @@
</constant>
<constant name="PROPERTY_HINT_RANGE" value="1" enum="PropertyHint">
Hints that an integer or float property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"-360,360,1,or_greater,or_lesser"[/code].
- Additionally, other keywords can be included: "exp" for exponential range editing, "radians" for editing radian angles in degrees, "degrees" to hint at an angle and "noslider" to hide the slider.
+ Additionally, other keywords can be included: "exp" for exponential range editing, "radians" for editing radian angles in degrees, "degrees" to hint at an angle and "no_slider" to hide the slider.
</constant>
<constant name="PROPERTY_HINT_ENUM" value="2" enum="PropertyHint">
- Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
+ Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string.
+ The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code].
</constant>
<constant name="PROPERTY_HINT_ENUM_SUGGESTION" value="3" enum="PropertyHint">
Hints that a string property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
@@ -2411,51 +2517,51 @@
<constant name="PROPERTY_HINT_EXP_EASING" value="4" enum="PropertyHint">
Hints that a float property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"inout"[/code] to also include in/out easing.
</constant>
- <constant name="PROPERTY_HINT_LENGTH" value="5" enum="PropertyHint">
- Deprecated hint, unused.
- </constant>
- <constant name="PROPERTY_HINT_KEY_ACCEL" value="6" enum="PropertyHint">
- Deprecated hint, unused.
+ <constant name="PROPERTY_HINT_LINK" value="5" enum="PropertyHint">
+ Hints that a vector property should allow linking values (e.g. to edit both [code]x[/code] and [code]y[/code] together).
</constant>
- <constant name="PROPERTY_HINT_FLAGS" value="7" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_FLAGS" value="6" enum="PropertyHint">
Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like [code]"Bit0,Bit1,Bit2,,Bit4"[/code].
</constant>
- <constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="8" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="7" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 2D render layers.
</constant>
- <constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="9" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="8" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 2D physics layers.
</constant>
- <constant name="PROPERTY_HINT_LAYERS_2D_NAVIGATION" value="10" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LAYERS_2D_NAVIGATION" value="9" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 2D navigation layers.
</constant>
- <constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="11" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="10" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 3D render layers.
</constant>
- <constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="12" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="11" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 3D physics layers.
</constant>
- <constant name="PROPERTY_HINT_LAYERS_3D_NAVIGATION" value="13" enum="PropertyHint">
- Hints that an integer property is a bitmask using the optionally named 2D navigation layers.
+ <constant name="PROPERTY_HINT_LAYERS_3D_NAVIGATION" value="12" enum="PropertyHint">
+ Hints that an integer property is a bitmask using the optionally named 3D navigation layers.
</constant>
- <constant name="PROPERTY_HINT_FILE" value="14" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_FILE" value="13" enum="PropertyHint">
Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
</constant>
- <constant name="PROPERTY_HINT_DIR" value="15" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_DIR" value="14" enum="PropertyHint">
Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path.
</constant>
- <constant name="PROPERTY_HINT_GLOBAL_FILE" value="16" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_GLOBAL_FILE" value="15" enum="PropertyHint">
Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
</constant>
- <constant name="PROPERTY_HINT_GLOBAL_DIR" value="17" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_GLOBAL_DIR" value="16" enum="PropertyHint">
Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
</constant>
- <constant name="PROPERTY_HINT_RESOURCE_TYPE" value="18" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_RESOURCE_TYPE" value="17" enum="PropertyHint">
Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate.
</constant>
- <constant name="PROPERTY_HINT_MULTILINE_TEXT" value="19" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_MULTILINE_TEXT" value="18" enum="PropertyHint">
Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
</constant>
+ <constant name="PROPERTY_HINT_EXPRESSION" value="19" enum="PropertyHint">
+ Hints that a string property is an [Expression].
+ </constant>
<constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="20" enum="PropertyHint">
Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.
</constant>
@@ -2504,97 +2610,100 @@
</constant>
<constant name="PROPERTY_HINT_SAVE_FILE" value="37" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="38" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="38" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_POINTER" value="40" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_ARRAY_TYPE" value="39" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_POINTER" value="41" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_LOCALE_ID" value="41" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_ARRAY_TYPE" value="40" enum="PropertyHint">
+ </constant>
+ <constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint">
Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
</constant>
- <constant name="PROPERTY_HINT_MAX" value="42" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="43" enum="PropertyHint">
+ Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
+ </constant>
+ <constant name="PROPERTY_HINT_NODE_TYPE" value="44" enum="PropertyHint">
+ </constant>
+ <constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_STORAGE" value="1" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_STORAGE" value="2" enum="PropertyUsageFlags">
The property is serialized and saved in the scene file (default).
</constant>
- <constant name="PROPERTY_USAGE_EDITOR" value="2" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_EDITOR" value="4" enum="PropertyUsageFlags">
The property is shown in the editor inspector (default).
</constant>
- <constant name="PROPERTY_USAGE_NETWORK" value="4" enum="PropertyUsageFlags">
- Deprecated usage flag, unused.
- </constant>
- <constant name="PROPERTY_USAGE_EDITOR_HELPER" value="8" enum="PropertyUsageFlags">
- Deprecated usage flag, unused.
- </constant>
- <constant name="PROPERTY_USAGE_CHECKABLE" value="16" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_CHECKABLE" value="8" enum="PropertyUsageFlags">
The property can be checked in the editor inspector.
</constant>
- <constant name="PROPERTY_USAGE_CHECKED" value="32" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_CHECKED" value="16" enum="PropertyUsageFlags">
The property is checked in the editor inspector.
</constant>
- <constant name="PROPERTY_USAGE_INTERNATIONALIZED" value="64" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_INTERNATIONALIZED" value="32" enum="PropertyUsageFlags">
The property is a translatable string.
</constant>
- <constant name="PROPERTY_USAGE_GROUP" value="128" enum="PropertyUsageFlags">
- Used to group properties together in the editor.
+ <constant name="PROPERTY_USAGE_GROUP" value="64" enum="PropertyUsageFlags">
+ Used to group properties together in the editor. See [EditorInspector].
</constant>
- <constant name="PROPERTY_USAGE_CATEGORY" value="256" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_CATEGORY" value="128" enum="PropertyUsageFlags">
Used to categorize properties together in the editor.
</constant>
- <constant name="PROPERTY_USAGE_SUBGROUP" value="512" enum="PropertyUsageFlags">
- Used to group properties together in the editor in a subgroup (under a group).
+ <constant name="PROPERTY_USAGE_SUBGROUP" value="256" enum="PropertyUsageFlags">
+ Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector].
+ </constant>
+ <constant name="PROPERTY_USAGE_CLASS_IS_BITFIELD" value="512" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="2048" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="1024" enum="PropertyUsageFlags">
The property does not save its state in [PackedScene].
</constant>
- <constant name="PROPERTY_USAGE_RESTART_IF_CHANGED" value="4096" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_RESTART_IF_CHANGED" value="2048" enum="PropertyUsageFlags">
Editing the property prompts the user for restarting the editor.
</constant>
- <constant name="PROPERTY_USAGE_SCRIPT_VARIABLE" value="8192" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_SCRIPT_VARIABLE" value="4096" enum="PropertyUsageFlags">
The property is a script variable which should be serialized and saved in the scene file.
</constant>
- <constant name="PROPERTY_USAGE_STORE_IF_NULL" value="16384" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_STORE_IF_NULL" value="8192" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_ANIMATE_AS_TRIGGER" value="32768" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_ANIMATE_AS_TRIGGER" value="16384" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="65536" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="32768" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="131072" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="65536" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="262144" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="131072" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="524288" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="262144" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_INTERNAL" value="1048576" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_INTERNAL" value="524288" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="2097152" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="1048576" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="4194304" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="2097152" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="8388608" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="16777216" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="8388608" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="33554432" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="16777216" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="67108864" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="134217728" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="67108864" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="268435456" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="134217728" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_ARRAY" value="1073741824" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_ARRAY" value="536870912" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_DEFAULT" value="7" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_DEFAULT" value="6" enum="PropertyUsageFlags">
Default usage (storage, editor and network).
</constant>
- <constant name="PROPERTY_USAGE_DEFAULT_INTL" value="71" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_DEFAULT_INTL" value="38" enum="PropertyUsageFlags">
Default usage for translatable strings (storage, editor, network and internationalized).
</constant>
- <constant name="PROPERTY_USAGE_NO_EDITOR" value="5" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_NO_EDITOR" value="2" enum="PropertyUsageFlags">
Default usage but without showing the property in the editor (storage, network).
</constant>
<constant name="METHOD_FLAG_NORMAL" value="1" enum="MethodFlags">
@@ -2603,24 +2712,17 @@
<constant name="METHOD_FLAG_EDITOR" value="2" enum="MethodFlags">
Flag for an editor method.
</constant>
- <constant name="METHOD_FLAG_NOSCRIPT" value="4" enum="MethodFlags">
- Deprecated method flag, unused.
- </constant>
- <constant name="METHOD_FLAG_CONST" value="8" enum="MethodFlags">
+ <constant name="METHOD_FLAG_CONST" value="4" enum="MethodFlags">
Flag for a constant method.
</constant>
- <constant name="METHOD_FLAG_REVERSE" value="16" enum="MethodFlags">
- Deprecated method flag, unused.
- </constant>
- <constant name="METHOD_FLAG_VIRTUAL" value="32" enum="MethodFlags">
+ <constant name="METHOD_FLAG_VIRTUAL" value="8" enum="MethodFlags">
Flag for a virtual method.
</constant>
- <constant name="METHOD_FLAG_FROM_SCRIPT" value="64" enum="MethodFlags">
- Deprecated method flag, unused.
+ <constant name="METHOD_FLAG_VARARG" value="16" enum="MethodFlags">
</constant>
- <constant name="METHOD_FLAG_STATIC" value="256" enum="MethodFlags">
+ <constant name="METHOD_FLAG_STATIC" value="32" enum="MethodFlags">
</constant>
- <constant name="METHOD_FLAG_OBJECT_CORE" value="512" enum="MethodFlags">
+ <constant name="METHOD_FLAG_OBJECT_CORE" value="64" enum="MethodFlags">
Used internally. Allows to not dump core virtuals such as [code]_notification[/code] to the JSON API.
</constant>
<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags">
@@ -2632,8 +2734,8 @@
<constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode">
Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
</constant>
- <constant name="RPC_MODE_AUTH" value="2" enum="RPCMode">
- Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_multiplayer_authority].
+ <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode">
+ Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority].
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
@@ -2680,76 +2782,82 @@
<constant name="TYPE_TRANSFORM2D" value="11" enum="Variant.Type">
Variable is of type [Transform2D].
</constant>
- <constant name="TYPE_PLANE" value="12" enum="Variant.Type">
+ <constant name="TYPE_VECTOR4" value="12" enum="Variant.Type">
+ </constant>
+ <constant name="TYPE_VECTOR4I" value="13" enum="Variant.Type">
+ </constant>
+ <constant name="TYPE_PLANE" value="14" enum="Variant.Type">
Variable is of type [Plane].
</constant>
- <constant name="TYPE_QUATERNION" value="13" enum="Variant.Type">
+ <constant name="TYPE_QUATERNION" value="15" enum="Variant.Type">
Variable is of type [Quaternion].
</constant>
- <constant name="TYPE_AABB" value="14" enum="Variant.Type">
+ <constant name="TYPE_AABB" value="16" enum="Variant.Type">
Variable is of type [AABB].
</constant>
- <constant name="TYPE_BASIS" value="15" enum="Variant.Type">
+ <constant name="TYPE_BASIS" value="17" enum="Variant.Type">
Variable is of type [Basis].
</constant>
- <constant name="TYPE_TRANSFORM3D" value="16" enum="Variant.Type">
+ <constant name="TYPE_TRANSFORM3D" value="18" enum="Variant.Type">
Variable is of type [Transform3D].
</constant>
- <constant name="TYPE_COLOR" value="17" enum="Variant.Type">
+ <constant name="TYPE_PROJECTION" value="19" enum="Variant.Type">
+ </constant>
+ <constant name="TYPE_COLOR" value="20" enum="Variant.Type">
Variable is of type [Color].
</constant>
- <constant name="TYPE_STRING_NAME" value="18" enum="Variant.Type">
+ <constant name="TYPE_STRING_NAME" value="21" enum="Variant.Type">
Variable is of type [StringName].
</constant>
- <constant name="TYPE_NODE_PATH" value="19" enum="Variant.Type">
+ <constant name="TYPE_NODE_PATH" value="22" enum="Variant.Type">
Variable is of type [NodePath].
</constant>
- <constant name="TYPE_RID" value="20" enum="Variant.Type">
+ <constant name="TYPE_RID" value="23" enum="Variant.Type">
Variable is of type [RID].
</constant>
- <constant name="TYPE_OBJECT" value="21" enum="Variant.Type">
+ <constant name="TYPE_OBJECT" value="24" enum="Variant.Type">
Variable is of type [Object].
</constant>
- <constant name="TYPE_CALLABLE" value="22" enum="Variant.Type">
+ <constant name="TYPE_CALLABLE" value="25" enum="Variant.Type">
Variable is of type [Callable].
</constant>
- <constant name="TYPE_SIGNAL" value="23" enum="Variant.Type">
+ <constant name="TYPE_SIGNAL" value="26" enum="Variant.Type">
Variable is of type [Signal].
</constant>
- <constant name="TYPE_DICTIONARY" value="24" enum="Variant.Type">
+ <constant name="TYPE_DICTIONARY" value="27" enum="Variant.Type">
Variable is of type [Dictionary].
</constant>
- <constant name="TYPE_ARRAY" value="25" enum="Variant.Type">
+ <constant name="TYPE_ARRAY" value="28" enum="Variant.Type">
Variable is of type [Array].
</constant>
- <constant name="TYPE_PACKED_BYTE_ARRAY" value="26" enum="Variant.Type">
+ <constant name="TYPE_PACKED_BYTE_ARRAY" value="29" enum="Variant.Type">
Variable is of type [PackedByteArray].
</constant>
- <constant name="TYPE_PACKED_INT32_ARRAY" value="27" enum="Variant.Type">
+ <constant name="TYPE_PACKED_INT32_ARRAY" value="30" enum="Variant.Type">
Variable is of type [PackedInt32Array].
</constant>
- <constant name="TYPE_PACKED_INT64_ARRAY" value="28" enum="Variant.Type">
+ <constant name="TYPE_PACKED_INT64_ARRAY" value="31" enum="Variant.Type">
Variable is of type [PackedInt64Array].
</constant>
- <constant name="TYPE_PACKED_FLOAT32_ARRAY" value="29" enum="Variant.Type">
+ <constant name="TYPE_PACKED_FLOAT32_ARRAY" value="32" enum="Variant.Type">
Variable is of type [PackedFloat32Array].
</constant>
- <constant name="TYPE_PACKED_FLOAT64_ARRAY" value="30" enum="Variant.Type">
+ <constant name="TYPE_PACKED_FLOAT64_ARRAY" value="33" enum="Variant.Type">
Variable is of type [PackedFloat64Array].
</constant>
- <constant name="TYPE_PACKED_STRING_ARRAY" value="31" enum="Variant.Type">
+ <constant name="TYPE_PACKED_STRING_ARRAY" value="34" enum="Variant.Type">
Variable is of type [PackedStringArray].
</constant>
- <constant name="TYPE_PACKED_VECTOR2_ARRAY" value="32" enum="Variant.Type">
+ <constant name="TYPE_PACKED_VECTOR2_ARRAY" value="35" enum="Variant.Type">
Variable is of type [PackedVector2Array].
</constant>
- <constant name="TYPE_PACKED_VECTOR3_ARRAY" value="33" enum="Variant.Type">
+ <constant name="TYPE_PACKED_VECTOR3_ARRAY" value="36" enum="Variant.Type">
Variable is of type [PackedVector3Array].
</constant>
- <constant name="TYPE_PACKED_COLOR_ARRAY" value="34" enum="Variant.Type">
+ <constant name="TYPE_PACKED_COLOR_ARRAY" value="37" enum="Variant.Type">
Variable is of type [PackedColorArray].
</constant>
- <constant name="TYPE_MAX" value="35" enum="Variant.Type">
+ <constant name="TYPE_MAX" value="38" enum="Variant.Type">
Represents the size of the [enum Variant.Type] enum.
</constant>
<constant name="OP_EQUAL" value="0" enum="Variant.Operator">
@@ -2791,40 +2899,43 @@
<constant name="OP_MODULE" value="12" enum="Variant.Operator">
Remainder/modulo operator ([code]%[/code]).
</constant>
- <constant name="OP_SHIFT_LEFT" value="13" enum="Variant.Operator">
+ <constant name="OP_POWER" value="13" enum="Variant.Operator">
+ Power operator ([code]**[/code]).
+ </constant>
+ <constant name="OP_SHIFT_LEFT" value="14" enum="Variant.Operator">
Left shift operator ([code]&lt;&lt;[/code]).
</constant>
- <constant name="OP_SHIFT_RIGHT" value="14" enum="Variant.Operator">
+ <constant name="OP_SHIFT_RIGHT" value="15" enum="Variant.Operator">
Right shift operator ([code]&gt;&gt;[/code]).
</constant>
- <constant name="OP_BIT_AND" value="15" enum="Variant.Operator">
+ <constant name="OP_BIT_AND" value="16" enum="Variant.Operator">
Bitwise AND operator ([code]&amp;[/code]).
</constant>
- <constant name="OP_BIT_OR" value="16" enum="Variant.Operator">
+ <constant name="OP_BIT_OR" value="17" enum="Variant.Operator">
Bitwise OR operator ([code]|[/code]).
</constant>
- <constant name="OP_BIT_XOR" value="17" enum="Variant.Operator">
+ <constant name="OP_BIT_XOR" value="18" enum="Variant.Operator">
Bitwise XOR operator ([code]^[/code]).
</constant>
- <constant name="OP_BIT_NEGATE" value="18" enum="Variant.Operator">
+ <constant name="OP_BIT_NEGATE" value="19" enum="Variant.Operator">
Bitwise NOT operator ([code]~[/code]).
</constant>
- <constant name="OP_AND" value="19" enum="Variant.Operator">
+ <constant name="OP_AND" value="20" enum="Variant.Operator">
Logical AND operator ([code]and[/code] or [code]&amp;&amp;[/code]).
</constant>
- <constant name="OP_OR" value="20" enum="Variant.Operator">
+ <constant name="OP_OR" value="21" enum="Variant.Operator">
Logical OR operator ([code]or[/code] or [code]||[/code]).
</constant>
- <constant name="OP_XOR" value="21" enum="Variant.Operator">
+ <constant name="OP_XOR" value="22" enum="Variant.Operator">
Logical XOR operator (not implemented in GDScript).
</constant>
- <constant name="OP_NOT" value="22" enum="Variant.Operator">
+ <constant name="OP_NOT" value="23" enum="Variant.Operator">
Logical NOT operator ([code]not[/code] or [code]![/code]).
</constant>
- <constant name="OP_IN" value="23" enum="Variant.Operator">
+ <constant name="OP_IN" value="24" enum="Variant.Operator">
Logical IN operator ([code]in[/code]).
</constant>
- <constant name="OP_MAX" value="24" enum="Variant.Operator">
+ <constant name="OP_MAX" value="25" enum="Variant.Operator">
Represents the size of the [enum Variant.Operator] enum.
</constant>
</constants>
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index 6e4a4a2145..db880efaf2 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -228,11 +228,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="AABB" />
<description>
Returns [code]true[/code] if the vectors are not equal.
@@ -248,11 +243,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="AABB" />
<description>
Returns [code]true[/code] if the AABBs are exactly equal.
diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml
index 2dde3ad340..c05fb885b9 100644
--- a/doc/classes/AStar2D.xml
+++ b/doc/classes/AStar2D.xml
@@ -4,7 +4,7 @@
AStar class representation that uses 2D vectors as edges.
</brief_description>
<description>
- This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D vectors.
+ This is a wrapper for the [AStar3D] class which uses 2D vectors instead of 3D vectors.
</description>
<tutorials>
</tutorials>
@@ -33,7 +33,7 @@
<argument index="1" name="position" type="Vector2" />
<argument index="2" name="weight_scale" type="float" default="1.0" />
<description>
- Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 0.0 or greater.
The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path.
[codeblocks]
[gdscript]
@@ -52,8 +52,9 @@
<return type="bool" />
<argument index="0" name="id" type="int" />
<argument index="1" name="to_id" type="int" />
+ <argument index="2" name="bidirectional" type="bool" default="true" />
<description>
- Returns whether there is a connection/segment between the given points.
+ Returns whether there is a connection/segment between the given points. If [code]bidirectional[/code] is [code]false[/code], returns whether movement from [code]id[/code] to [code]to_id[/code] is possible through this segment.
</description>
</method>
<method name="clear">
@@ -89,8 +90,9 @@
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="to_id" type="int" />
+ <argument index="2" name="bidirectional" type="bool" default="true" />
<description>
- Deletes the segment between the given points.
+ Deletes the segment between the given points. If [code]bidirectional[/code] is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] is prevented, and a unidirectional segment possibly remains.
</description>
</method>
<method name="get_available_point_id" qualifiers="const">
@@ -133,7 +135,7 @@
</description>
</method>
<method name="get_id_path">
- <return type="PackedInt32Array" />
+ <return type="PackedInt64Array" />
<argument index="0" name="from_id" type="int" />
<argument index="1" name="to_id" type="int" />
<description>
@@ -177,7 +179,7 @@
</description>
</method>
<method name="get_point_connections">
- <return type="PackedInt32Array" />
+ <return type="PackedInt64Array" />
<argument index="0" name="id" type="int" />
<description>
Returns an array with the IDs of the points that form the connection with the given point.
diff --git a/doc/classes/AStar.xml b/doc/classes/AStar3D.xml
index cb76fe8cf6..ea4e49c173 100644
--- a/doc/classes/AStar.xml
+++ b/doc/classes/AStar3D.xml
@@ -1,16 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AStar" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AStar3D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
An implementation of A* to find the shortest paths among connected points in space.
</brief_description>
<description>
A* (A star) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A* implementation uses points in three-dimensional space and Euclidean distances by default.
You must add points manually with [method add_point] and create segments manually with [method connect_points]. Then you can test if there is a path between two points with the [method are_points_connected] function, get a path containing indices by [method get_id_path], or one containing actual coordinates with [method get_point_path].
- It is also possible to use non-Euclidean distances. To do so, create a class that extends [code]AStar[/code] and override methods [method _compute_cost] and [method _estimate_cost]. Both take two indices and return a length, as is shown in the following example.
+ It is also possible to use non-Euclidean distances. To do so, create a class that extends [code]AStar3D[/code] and override methods [method _compute_cost] and [method _estimate_cost]. Both take two indices and return a length, as is shown in the following example.
[codeblocks]
[gdscript]
class MyAStar:
- extends AStar
+ extends AStar3D
func _compute_cost(u, v):
return abs(u - v)
@@ -19,7 +19,7 @@
return min(0, abs(u - v) - 1)
[/gdscript]
[csharp]
- public class MyAStar : AStar
+ public class MyAStar : AStar3D
{
public override float _ComputeCost(int u, int v)
{
@@ -44,7 +44,7 @@
<argument index="1" name="to_id" type="int" />
<description>
Called when computing the cost between two connected points.
- Note that this function is hidden in the default [code]AStar[/code] class.
+ Note that this function is hidden in the default [code]AStar3D[/code] class.
</description>
</method>
<method name="_estimate_cost" qualifiers="virtual const">
@@ -53,7 +53,7 @@
<argument index="1" name="to_id" type="int" />
<description>
Called when estimating the cost between a point and the path's ending point.
- Note that this function is hidden in the default [code]AStar[/code] class.
+ Note that this function is hidden in the default [code]AStar3D[/code] class.
</description>
</method>
<method name="add_point">
@@ -62,15 +62,15 @@
<argument index="1" name="position" type="Vector3" />
<argument index="2" name="weight_scale" type="float" default="1.0" />
<description>
- Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 0.0 or greater.
The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path.
[codeblocks]
[gdscript]
- var astar = AStar.new()
+ var astar = AStar3D.new()
astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
[/gdscript]
[csharp]
- var astar = new AStar();
+ var astar = new AStar3D();
astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with weight_scale 4 and id 1
[/csharp]
[/codeblocks]
@@ -101,13 +101,13 @@
Creates a segment between the given points. If [code]bidirectional[/code] is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] is allowed, not the reverse direction.
[codeblocks]
[gdscript]
- var astar = AStar.new()
+ var astar = AStar3D.new()
astar.add_point(1, Vector3(1, 1, 0))
astar.add_point(2, Vector3(0, 5, 0))
astar.connect_points(1, 2, false)
[/gdscript]
[csharp]
- var astar = new AStar();
+ var astar = new AStar3D();
astar.AddPoint(1, new Vector3(1, 1, 0));
astar.AddPoint(2, new Vector3(0, 5, 0));
astar.ConnectPoints(1, 2, false);
@@ -146,14 +146,14 @@
Returns the closest position to [code]to_position[/code] that resides inside a segment between two connected points.
[codeblocks]
[gdscript]
- var astar = AStar.new()
+ var astar = AStar3D.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 5, 0))
astar.connect_points(1, 2)
var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns (0, 3, 0)
[/gdscript]
[csharp]
- var astar = new AStar();
+ var astar = new AStar3D();
astar.AddPoint(1, new Vector3(0, 0, 0));
astar.AddPoint(2, new Vector3(0, 5, 0));
astar.ConnectPoints(1, 2);
@@ -164,14 +164,14 @@
</description>
</method>
<method name="get_id_path">
- <return type="PackedInt32Array" />
+ <return type="PackedInt64Array" />
<argument index="0" name="from_id" type="int" />
<argument index="1" name="to_id" type="int" />
<description>
- Returns an array with the IDs of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
+ Returns an array with the IDs of the points that form the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.
[codeblocks]
[gdscript]
- var astar = AStar.new()
+ var astar = AStar3D.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1
astar.add_point(3, Vector3(1, 1, 0))
@@ -185,7 +185,7 @@
var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]
[/gdscript]
[csharp]
- var astar = new AStar();
+ var astar = new AStar3D();
astar.AddPoint(1, new Vector3(0, 0, 0));
astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1
astar.AddPoint(3, new Vector3(1, 1, 0));
@@ -207,13 +207,13 @@
</description>
</method>
<method name="get_point_connections">
- <return type="PackedInt32Array" />
+ <return type="PackedInt64Array" />
<argument index="0" name="id" type="int" />
<description>
Returns an array with the IDs of the points that form the connection with the given point.
[codeblocks]
[gdscript]
- var astar = AStar.new()
+ var astar = AStar3D.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 1, 0))
astar.add_point(3, Vector3(1, 1, 0))
@@ -225,7 +225,7 @@
var neighbors = astar.get_point_connections(1) # Returns [2, 3]
[/gdscript]
[csharp]
- var astar = new AStar();
+ var astar = new AStar3D();
astar.AddPoint(1, new Vector3(0, 0, 0));
astar.AddPoint(2, new Vector3(0, 1, 0));
astar.AddPoint(3, new Vector3(1, 1, 0));
@@ -255,7 +255,7 @@
<argument index="0" name="from_id" type="int" />
<argument index="1" name="to_id" type="int" />
<description>
- Returns an array with the points that are in the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
+ Returns an array with the points that are in the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.
[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it will return an empty [PackedVector3Array] and will print an error message.
</description>
</method>
diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml
index 4836f48a57..0009c82548 100644
--- a/doc/classes/AcceptDialog.xml
+++ b/doc/classes/AcceptDialog.xml
@@ -61,6 +61,9 @@
<member name="dialog_autowrap" type="bool" setter="set_autowrap" getter="has_autowrap" default="false">
Sets autowrapping for the text in the dialog.
</member>
+ <member name="dialog_close_on_escape" type="bool" setter="set_close_on_escape" getter="get_close_on_escape" default="true">
+ If [code]true[/code], the dialog will be hidden when the escape key ([constant @GlobalScope.KEY_ESCAPE]) is pressed.
+ </member>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" default="true">
If [code]true[/code], the dialog is hidden when the OK button is pressed. You can set it to [code]false[/code] if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.
[b]Note:[/b] Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example [FileDialog] defaults to [code]false[/code], and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such, this property can't be used in [FileDialog] to disable hiding the dialog when pressing OK.
@@ -69,6 +72,9 @@
The text displayed by the dialog.
</member>
<member name="exclusive" type="bool" setter="set_exclusive" getter="is_exclusive" overrides="Window" default="true" />
+ <member name="ok_button_text" type="String" setter="set_ok_button_text" getter="get_ok_button_text" default="&quot;OK&quot;">
+ The text displayed by the OK button (see [method get_ok_button]).
+ </member>
<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default="&quot;Alert!&quot;" />
<member name="transient" type="bool" setter="set_transient" getter="is_transient" overrides="Window" default="true" />
<member name="visible" type="bool" setter="set_visible" getter="is_visible" overrides="Window" default="false" />
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml
index e89134d1ac..638d142791 100644
--- a/doc/classes/AnimatedSprite2D.xml
+++ b/doc/classes/AnimatedSprite2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Sprite node that can use multiple textures for animation.
+ Sprite node that contains multiple textures as frames to play for animation.
</brief_description>
<description>
- Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
+ [AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
@@ -29,7 +29,7 @@
</methods>
<members>
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&amp;&quot;default&quot;">
- The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
+ The current animation from the [member frames] resource. If this value changes, the [code]frame[/code] counter is reset.
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
If [code]true[/code], texture will be centered.
@@ -44,7 +44,7 @@
The displayed animation frame's index.
</member>
<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
- The [SpriteFrames] resource containing the animation(s).
+ The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The texture's drawing offset.
diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml
new file mode 100644
index 0000000000..d856c65dfc
--- /dev/null
+++ b/doc/classes/AnimationLibrary.xml
@@ -0,0 +1,70 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="AnimationLibrary" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_animation">
+ <return type="int" enum="Error" />
+ <argument index="0" name="name" type="StringName" />
+ <argument index="1" name="animation" type="Animation" />
+ <description>
+ </description>
+ </method>
+ <method name="get_animation" qualifiers="const">
+ <return type="Animation" />
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="get_animation_list" qualifiers="const">
+ <return type="StringName[]" />
+ <description>
+ </description>
+ </method>
+ <method name="has_animation" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="remove_animation">
+ <return type="void" />
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="rename_animation">
+ <return type="void" />
+ <argument index="0" name="name" type="StringName" />
+ <argument index="1" name="newname" type="StringName" />
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="_data" type="Dictionary" setter="_set_data" getter="_get_data" default="{}">
+ </member>
+ </members>
+ <signals>
+ <signal name="animation_added">
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </signal>
+ <signal name="animation_removed">
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </signal>
+ <signal name="animation_renamed">
+ <argument index="0" name="name" type="StringName" />
+ <argument index="1" name="to_name" type="StringName" />
+ <description>
+ </description>
+ </signal>
+ </signals>
+</class>
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index 99d21706ee..189e30b5f2 100644
--- a/doc/classes/AnimationNode.xml
+++ b/doc/classes/AnimationNode.xml
@@ -53,6 +53,7 @@
<return type="float" />
<argument index="0" name="time" type="float" />
<argument index="1" name="seek" type="bool" />
+ <argument index="2" name="seek_root" type="bool" />
<description>
User-defined callback called when a custom node is processed. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute.
Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory.
@@ -72,8 +73,9 @@
<argument index="1" name="time" type="float" />
<argument index="2" name="delta" type="float" />
<argument index="3" name="seeked" type="bool" />
- <argument index="4" name="blend" type="float" />
- <argument index="5" name="pingponged" type="int" default="0" />
+ <argument index="4" name="seek_root" type="bool" />
+ <argument index="5" name="blend" type="float" />
+ <argument index="6" name="pingponged" type="int" default="0" />
<description>
Blend an animation by [code]blend[/code] amount (name must be valid in the linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be passed, as well as whether [code]seek[/code] happened.
</description>
@@ -83,9 +85,10 @@
<argument index="0" name="input_index" type="int" />
<argument index="1" name="time" type="float" />
<argument index="2" name="seek" type="bool" />
- <argument index="3" name="blend" type="float" />
- <argument index="4" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
- <argument index="5" name="optimize" type="bool" default="true" />
+ <argument index="3" name="seek_root" type="bool" />
+ <argument index="4" name="blend" type="float" />
+ <argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
+ <argument index="6" name="sync" type="bool" default="true" />
<description>
Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).
</description>
@@ -96,9 +99,10 @@
<argument index="1" name="node" type="AnimationNode" />
<argument index="2" name="time" type="float" />
<argument index="3" name="seek" type="bool" />
- <argument index="4" name="blend" type="float" />
- <argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
- <argument index="6" name="optimize" type="bool" default="true" />
+ <argument index="4" name="seek_root" type="bool" />
+ <argument index="5" name="blend" type="float" />
+ <argument index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
+ <argument index="7" name="sync" type="bool" default="true" />
<description>
Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.
</description>
diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml
index ca117e3ecd..e6ac1dd963 100644
--- a/doc/classes/AnimationNodeAdd2.xml
+++ b/doc/classes/AnimationNodeAdd2.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeAdd2" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeAdd2" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends two animations additively inside of an [AnimationNodeBlendTree].
</brief_description>
@@ -9,9 +9,4 @@
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials>
- <members>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
- </member>
- </members>
</class>
diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml
index 91e030a6ae..f290032e11 100644
--- a/doc/classes/AnimationNodeAdd3.xml
+++ b/doc/classes/AnimationNodeAdd3.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeAdd3" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeAdd3" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends two of three animations additively inside of an [AnimationNodeBlendTree].
</brief_description>
@@ -14,9 +14,4 @@
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
- <members>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
- </member>
- </members>
</class>
diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml
index f17163e155..5001e3ba24 100644
--- a/doc/classes/AnimationNodeBlend2.xml
+++ b/doc/classes/AnimationNodeBlend2.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeBlend2" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeBlend2" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends two animations linearly inside of an [AnimationNodeBlendTree].
</brief_description>
@@ -11,9 +11,4 @@
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
- <members>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
- </member>
- </members>
</class>
diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml
index 6bc7a20823..93947c2462 100644
--- a/doc/classes/AnimationNodeBlend3.xml
+++ b/doc/classes/AnimationNodeBlend3.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeBlend3" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeBlend3" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends two of three animations linearly inside of an [AnimationNodeBlendTree].
</brief_description>
@@ -13,9 +13,4 @@
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials>
- <members>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
- </member>
- </members>
</class>
diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml
index 6ded3a7ff9..7bb136308d 100644
--- a/doc/classes/AnimationNodeBlendSpace1D.xml
+++ b/doc/classes/AnimationNodeBlendSpace1D.xml
@@ -76,6 +76,10 @@
<member name="snap" type="float" setter="set_snap" getter="get_snap" default="0.1">
Position increment to snap to when moving a point on the axis.
</member>
+ <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
+ If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code].
+ If [code]true[/code], forcing the blended animations to advance frame.
+ </member>
<member name="value_label" type="String" setter="set_value_label" getter="get_value_label" default="&quot;value&quot;">
Label of the virtual axis of the blend space.
</member>
diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index 9e0e408ac5..eb2249d2d2 100644
--- a/doc/classes/AnimationNodeBlendSpace2D.xml
+++ b/doc/classes/AnimationNodeBlendSpace2D.xml
@@ -113,6 +113,10 @@
<member name="snap" type="Vector2" setter="set_snap" getter="get_snap" default="Vector2(0.1, 0.1)">
Position increment to snap to when moving a point.
</member>
+ <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
+ If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code].
+ If [code]true[/code], forcing the blended animations to advance frame.
+ </member>
<member name="x_label" type="String" setter="set_x_label" getter="get_x_label" default="&quot;x&quot;">
Name of the blend space's X axis.
</member>
diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml
index 20eb349363..fcdd09f144 100644
--- a/doc/classes/AnimationNodeBlendTree.xml
+++ b/doc/classes/AnimationNodeBlendTree.xml
@@ -4,7 +4,8 @@
[AnimationTree] node resource that contains many blend type nodes.
</brief_description>
<description>
- This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots.
+ This node may contain a sub-tree of any other blend type nodes, such as [AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most commonly used roots.
+ An [AnimationNodeOutput] node named [code]output[/code] is created by default.
</description>
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml
index 727a09e110..14abc34992 100644
--- a/doc/classes/AnimationNodeOneShot.xml
+++ b/doc/classes/AnimationNodeOneShot.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeOneShot" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeOneShot" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Plays an animation once in [AnimationNodeBlendTree].
</brief_description>
@@ -20,14 +20,12 @@
<member name="autorestart_random_delay" type="float" setter="set_autorestart_random_delay" getter="get_autorestart_random_delay" default="0.0">
If [member autorestart] is [code]true[/code], a random additional delay (in seconds) between 0 and this value will be added to [member autorestart_delay].
</member>
- <member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.1">
+ <member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.0">
</member>
- <member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.1">
+ <member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.0">
</member>
<member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0">
</member>
- <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
- </member>
</members>
<constants>
<constant name="MIX_MODE_BLEND" value="0" enum="MixMode">
diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml
index 2cafdf8aaa..6140dd799f 100644
--- a/doc/classes/AnimationNodeStateMachine.xml
+++ b/doc/classes/AnimationNodeStateMachine.xml
@@ -39,12 +39,6 @@
Adds a transition between the given nodes.
</description>
</method>
- <method name="get_end_node" qualifiers="const">
- <return type="String" />
- <description>
- Returns the graph's end node.
- </description>
- </method>
<method name="get_graph_offset" qualifiers="const">
<return type="Vector2" />
<description>
@@ -72,12 +66,6 @@
Returns the given node's coordinates. Used for display in the editor.
</description>
</method>
- <method name="get_start_node" qualifiers="const">
- <return type="String" />
- <description>
- Returns the graph's end node.
- </description>
- </method>
<method name="get_transition" qualifiers="const">
<return type="AnimationNodeStateMachineTransition" />
<argument index="0" name="idx" type="int" />
@@ -157,13 +145,6 @@
<description>
</description>
</method>
- <method name="set_end_node">
- <return type="void" />
- <argument index="0" name="name" type="StringName" />
- <description>
- Sets the given node as the graph end point.
- </description>
- </method>
<method name="set_graph_offset">
<return type="void" />
<argument index="0" name="offset" type="Vector2" />
@@ -179,12 +160,5 @@
Sets the node's coordinates. Used for display in the editor.
</description>
</method>
- <method name="set_start_node">
- <return type="void" />
- <argument index="0" name="name" type="StringName" />
- <description>
- Sets the given node as the graph start point.
- </description>
- </method>
</methods>
</class>
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index 94e6a2f23d..0badb831de 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -19,6 +19,12 @@
[/csharp]
[/codeblocks]
</member>
+ <member name="advance_expression" type="String" setter="set_advance_expression" getter="get_advance_expression" default="&quot;&quot;">
+ Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
+ </member>
+ <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;&quot;)">
+ The path to the [Node] used to evaluate an [Expression] if one is not explicitly specified internally.
+ </member>
<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
</member>
diff --git a/doc/classes/AnimationNodeSync.xml b/doc/classes/AnimationNodeSync.xml
new file mode 100644
index 0000000000..21cac11d50
--- /dev/null
+++ b/doc/classes/AnimationNodeSync.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="AnimationNodeSync" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
+ If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code].
+ If [code]true[/code], forcing the blended animations to advance frame.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml
index 70c874d251..7e757d4640 100644
--- a/doc/classes/AnimationNodeTransition.xml
+++ b/doc/classes/AnimationNodeTransition.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AnimationNodeTransition" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AnimationNodeTransition" inherits="AnimationNodeSync" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A generic animation transition node for [AnimationTree].
</brief_description>
@@ -40,6 +40,9 @@
</method>
</methods>
<members>
+ <member name="from_start" type="bool" setter="set_from_start" getter="is_from_start" default="true">
+ If [code]true[/code], the destination animation is played back from the beginning when switched.
+ </member>
<member name="input_count" type="int" setter="set_enabled_inputs" getter="get_enabled_inputs" default="0">
The number of available input ports for this node.
</member>
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index b1d04ce1f2..b24c439432 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -14,12 +14,11 @@
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
- <method name="add_animation">
+ <method name="add_animation_library">
<return type="int" enum="Error" />
<argument index="0" name="name" type="StringName" />
- <argument index="1" name="animation" type="Animation" />
+ <argument index="1" name="library" type="AnimationLibrary" />
<description>
- Adds [code]animation[/code] to the player accessible with the key [code]name[/code].
</description>
</method>
<method name="advance">
@@ -63,6 +62,12 @@
Returns the name of [code]animation[/code] or an empty string if not found.
</description>
</method>
+ <method name="find_animation_library" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="animation" type="Animation" />
+ <description>
+ </description>
+ </method>
<method name="get_animation" qualifiers="const">
<return type="Animation" />
<argument index="0" name="name" type="StringName" />
@@ -70,6 +75,17 @@
Returns the [Animation] with key [code]name[/code] or [code]null[/code] if not found.
</description>
</method>
+ <method name="get_animation_library" qualifiers="const">
+ <return type="AnimationLibrary" />
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="get_animation_library_list" qualifiers="const">
+ <return type="StringName[]" />
+ <description>
+ </description>
+ </method>
<method name="get_animation_list" qualifiers="const">
<return type="PackedStringArray" />
<description>
@@ -103,6 +119,12 @@
Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with key [code]name[/code].
</description>
</method>
+ <method name="has_animation_library" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </method>
<method name="is_playing" qualifiers="const">
<return type="bool" />
<description>
@@ -138,19 +160,17 @@
[b]Note:[/b] If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
</description>
</method>
- <method name="remove_animation">
+ <method name="remove_animation_library">
<return type="void" />
<argument index="0" name="name" type="StringName" />
<description>
- Removes the animation with key [code]name[/code].
</description>
</method>
- <method name="rename_animation">
+ <method name="rename_animation_library">
<return type="void" />
<argument index="0" name="name" type="StringName" />
<argument index="1" name="newname" type="StringName" />
<description>
- Renames an existing animation with key [code]name[/code] to [code]newname[/code].
</description>
</method>
<method name="seek">
@@ -159,6 +179,7 @@
<argument index="1" name="update" type="bool" default="false" />
<description>
Seeks the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time. Events between the current frame and [code]seconds[/code] are skipped.
+ [b]Note:[/b] Seeking to the end of the animation doesn't emit [signal animation_finished]. If you want to skip animation and emit the signal, use [method advance].
</description>
</method>
<method name="set_blend_time">
@@ -199,6 +220,10 @@
<member name="method_call_mode" type="int" setter="set_method_call_mode" getter="get_method_call_mode" enum="AnimationPlayer.AnimationMethodCallMode" default="0">
The call mode to use for Call Method tracks.
</member>
+ <member name="movie_quit_on_finish" type="bool" setter="set_movie_quit_on_finish_enabled" getter="is_movie_quit_on_finish_enabled" default="false">
+ If [code]true[/code] and the engine is running in Movie Maker mode (see [MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an animation is done playing in this [AnimationPlayer]. A message is printed when the engine quits for this reason.
+ [b]Note:[/b] This obeys the same logic as the [signal animation_finished] signal, so it will not quit the engine if the animation is set to be looping.
+ </member>
<member name="playback_active" type="bool" setter="set_active" getter="is_active">
If [code]true[/code], updates animations in response to process-related notifications.
</member>
@@ -232,6 +257,7 @@
<argument index="0" name="anim_name" type="StringName" />
<description>
Notifies when an animation finished playing.
+ [b]Note:[/b] This signal is not emitted if an animation is looping.
</description>
</signal>
<signal name="animation_started">
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 67e64c6bee..45d9152564 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -37,6 +37,9 @@
<member name="active" type="bool" setter="set_active" getter="is_active" default="false">
If [code]true[/code], the [AnimationTree] will be processing.
</member>
+ <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;.&quot;)">
+ The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally.
+ </member>
<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
The path to the [AnimationPlayer] used for animating.
</member>
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index ed3f873251..1eb74768f5 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -118,8 +118,8 @@
Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D].
[code]area[/code] the other Area2D.
- [code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="area_shape_exited">
@@ -131,8 +131,8 @@
Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D].
[code]area[/code] the other Area2D.
- [code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_entered">
@@ -158,8 +158,8 @@
Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap].
- [code]body_shape_index[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -171,8 +171,8 @@
Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap].
- [code]body_shape_index[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
</signals>
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 3d893c1ae4..7d14fd825b 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -137,8 +137,8 @@
Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D].
[code]area[/code] the other Area3D.
- [code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="area_shape_exited">
@@ -150,8 +150,8 @@
Emitted when one of another Area3D's [Shape3D]s exits one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code].
[code]area_rid[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D].
[code]area[/code] the other Area3D.
- [code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]area_shape_index[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_entered">
@@ -177,8 +177,8 @@
Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[code]body_rid[/code] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap].
- [code]body_shape_index[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -190,8 +190,8 @@
Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[code]body_rid[/code] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap].
- [code]body_shape_index[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
</signals>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 6852fb5228..c149cdc0e4 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -123,6 +123,52 @@
</constructor>
</constructors>
<methods>
+ <method name="all" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="method" type="Callable" />
+ <description>
+ Calls the provided [Callable] on each element in the array and returns [code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] elements in the array. If the [Callable] returns [code]false[/code] for one array element or more, this method returns [code]false[/code].
+ The callable's method should take one [Variant] parameter (the current array element) and return a boolean value.
+ [codeblock]
+ func _ready():
+ print([6, 10, 6].all(greater_than_5)) # Prints True (3/3 elements evaluate to `true`).
+ print([4, 10, 4].all(greater_than_5)) # Prints False (1/3 elements evaluate to `true`).
+ print([4, 4, 4].all(greater_than_5)) # Prints False (0/3 elements evaluate to `true`).
+ print([].all(greater_than_5)) # Prints True (0/0 elements evaluate to `true`).
+
+ print([6, 10, 6].all(func(number): return number &gt; 5)) # Prints True. Same as the first line above, but using lambda function.
+
+ func greater_than_5(number):
+ return number &gt; 5
+ [/codeblock]
+ See also [method any], [method filter], [method map] and [method reduce].
+ [b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays).
+ [b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/wiki/Vacuous_truth]always[/url] returns [code]true[/code].
+ </description>
+ </method>
+ <method name="any" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="method" type="Callable" />
+ <description>
+ Calls the provided [Callable] on each element in the array and returns [code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or more[/i] elements in the array. If the [Callable] returns [code]false[/code] for all elements in the array, this method returns [code]false[/code].
+ The callable's method should take one [Variant] parameter (the current array element) and return a boolean value.
+ [codeblock]
+ func _ready():
+ print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate to `true`).
+ print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate to `true`).
+ print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate to `true`).
+ print([].any(greater_than_5)) # Prints False (0 elements evaluate to `true`).
+
+ print([6, 10, 6].any(func(number): return number &gt; 5)) # Prints True. Same as the first line above, but using lambda function.
+
+ func greater_than_5(number):
+ return number &gt; 5
+ [/codeblock]
+ See also [method all], [method filter], [method map] and [method reduce].
+ [b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays).
+ [b]Note:[/b] For an empty array, this method always returns [code]false[/code].
+ </description>
+ </method>
<method name="append">
<return type="void" />
<argument index="0" name="value" type="Variant" />
@@ -194,7 +240,7 @@
<return type="void" />
<argument index="0" name="value" type="Variant" />
<description>
- Removes the first occurrence of a value from the array. To remove an element by index, use [method remove_at] instead.
+ Removes the first occurrence of a value from the array. If the value does not exist in the array, nothing happens. To remove an element by index, use [method remove_at] instead.
[b]Note:[/b] This method acts in-place and doesn't return a value.
[b]Note:[/b] On large arrays, this method will be slower if the removed element is close to the beginning of the array (index 0). This is because all elements placed after the removed element have to be reindexed.
</description>
@@ -232,6 +278,7 @@
func remove_1(number):
return number != 1
[/codeblock]
+ See also [method any], [method all], [method map] and [method reduce].
</description>
</method>
<method name="find" qualifiers="const">
@@ -333,6 +380,7 @@
func negate(number):
return -number
[/codeblock]
+ See also [method filter], [method reduce], [method any] and [method all].
</description>
</method>
<method name="max" qualifiers="const">
@@ -398,6 +446,7 @@
func sum(accum, number):
return accum + number
[/codeblock]
+ See also [method map], [method filter], [method any] and [method all].
</description>
</method>
<method name="remove_at">
@@ -511,60 +560,58 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Array" />
<description>
+ Compares the left operand [Array] against the [code]right[/code] [Array]. Returns [code]true[/code] if the sizes or contents of the arrays are [i]not[/i] equal, [code]false[/code] otherwise.
</description>
</operator>
<operator name="operator +">
<return type="Array" />
<argument index="0" name="right" type="Array" />
<description>
+ Concatenates two [Array]s together, with the [code]right[/code] [Array] being added to the end of the [Array] specified in the left operand. For example, [code][1, 2] + [3, 4][/code] results in [code][1, 2, 3, 4][/code].
</description>
</operator>
<operator name="operator &lt;">
<return type="bool" />
<argument index="0" name="right" type="Array" />
<description>
+ Performs a comparison for each index between the left operand [Array] and the [code]right[/code] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is less, or [code]false[/code] if the element is greater. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]false[/code] if the left operand [Array] has less elements, otherwise it returns [code]true[/code].
</description>
</operator>
<operator name="operator &lt;=">
<return type="bool" />
<argument index="0" name="right" type="Array" />
<description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
- <description>
+ Performs a comparison for each index between the left operand [Array] and the [code]right[/code] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is less, or [code]false[/code] if the element is greater. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]true[/code] if the left operand [Array] has less or the same number of elements, otherwise it returns [code]false[/code].
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<argument index="0" name="right" type="Array" />
<description>
+ Compares the left operand [Array] against the [code]right[/code] [Array]. Returns [code]true[/code] if the sizes and contents of the arrays are equal, [code]false[/code] otherwise.
</description>
</operator>
<operator name="operator &gt;">
<return type="bool" />
<argument index="0" name="right" type="Array" />
<description>
+ Performs a comparison for each index between the left operand [Array] and the [code]right[/code] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is greater, or [code]false[/code] if the element is less. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]true[/code] if the [code]right[/code] [Array] has more elements, otherwise it returns [code]false[/code].
</description>
</operator>
<operator name="operator &gt;=">
<return type="bool" />
<argument index="0" name="right" type="Array" />
<description>
+ Performs a comparison for each index between the left operand [Array] and the [code]right[/code] [Array], considering the highest common index of both arrays for this comparison: Returns [code]true[/code] on the first occurrence of an element that is greater, or [code]false[/code] if the element is less. Note that depending on the type of data stored, this function may be recursive. If all elements are equal, it compares the length of both arrays and returns [code]true[/code] if the [code]right[/code] [Array] has more or the same number of elements, otherwise it returns [code]false[/code].
</description>
</operator>
<operator name="operator []">
<return type="void" />
<argument index="0" name="index" type="int" />
<description>
+ Returns a reference to the element of type [Variant] at the specified location. Arrays start at index 0. [code]index[/code] can be a zero or positive value to start from the beginning, or a negative value to start from the end. Out-of-bounds array access causes a run-time error, which will result in an error being printed and the project execution pausing if run from the editor.
</description>
</operator>
</operators>
diff --git a/doc/classes/AspectRatioContainer.xml b/doc/classes/AspectRatioContainer.xml
index 41e06e6e98..e7847ba05c 100644
--- a/doc/classes/AspectRatioContainer.xml
+++ b/doc/classes/AspectRatioContainer.xml
@@ -7,6 +7,7 @@
Arranges child controls in a way to preserve their aspect ratio automatically whenever the container is resized. Solves the problem where the container size is dynamic and the contents' size needs to adjust accordingly without losing proportions.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<members>
<member name="alignment_horizontal" type="int" setter="set_alignment_horizontal" getter="get_alignment_horizontal" enum="AspectRatioContainer.AlignmentMode" default="1">
@@ -34,7 +35,7 @@
</constant>
<constant name="STRETCH_COVER" value="3" enum="StretchMode">
The width and height of child controls is automatically adjusted to make their bounding rectangle cover the entire area of the container while keeping the aspect ratio.
- When the bounding rectangle of child controls exceed the container's size and [member Control.rect_clip_content] is enabled, this allows to show only the container's area restricted by its own bounding rectangle.
+ When the bounding rectangle of child controls exceed the container's size and [member Control.clip_contents] is enabled, this allows to show only the container's area restricted by its own bounding rectangle.
</constant>
<constant name="ALIGNMENT_BEGIN" value="0" enum="AlignmentMode">
Aligns child controls with the beginning (left or top) of the container.
diff --git a/doc/classes/AudioEffect.xml b/doc/classes/AudioEffect.xml
index 424669eab9..5bfa5be0ca 100644
--- a/doc/classes/AudioEffect.xml
+++ b/doc/classes/AudioEffect.xml
@@ -9,4 +9,11 @@
<tutorials>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
</tutorials>
+ <methods>
+ <method name="_instantiate" qualifiers="virtual">
+ <return type="AudioEffectInstance" />
+ <description>
+ </description>
+ </method>
+ </methods>
</class>
diff --git a/doc/classes/AudioEffectAmplify.xml b/doc/classes/AudioEffectAmplify.xml
index 7ae0b06dad..43fa9d6ad3 100644
--- a/doc/classes/AudioEffectAmplify.xml
+++ b/doc/classes/AudioEffectAmplify.xml
@@ -2,12 +2,12 @@
<class name="AudioEffectAmplify" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Adds an amplifying audio effect to an audio bus.
- Increases or decreases the volume of the selected audio bus.
</brief_description>
<description>
Increases or decreases the volume being routed through the audio bus.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
diff --git a/doc/classes/AudioEffectBandLimitFilter.xml b/doc/classes/AudioEffectBandLimitFilter.xml
index 3635f122f2..4efa431714 100644
--- a/doc/classes/AudioEffectBandLimitFilter.xml
+++ b/doc/classes/AudioEffectBandLimitFilter.xml
@@ -7,5 +7,6 @@
Limits the frequencies in a range around the [member AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to pass.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectBandPassFilter.xml b/doc/classes/AudioEffectBandPassFilter.xml
index 5e7713f3d4..6820b2c9f8 100644
--- a/doc/classes/AudioEffectBandPassFilter.xml
+++ b/doc/classes/AudioEffectBandPassFilter.xml
@@ -7,5 +7,6 @@
Attenuates the frequencies inside of a range around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectCapture.xml b/doc/classes/AudioEffectCapture.xml
index 5ab4403be5..8e02056456 100644
--- a/doc/classes/AudioEffectCapture.xml
+++ b/doc/classes/AudioEffectCapture.xml
@@ -5,9 +5,10 @@
</brief_description>
<description>
AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer.
- Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network.
+ Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
<method name="can_get_buffer" qualifiers="const">
diff --git a/doc/classes/AudioEffectChorus.xml b/doc/classes/AudioEffectChorus.xml
index ca04126da4..5efba17e6a 100644
--- a/doc/classes/AudioEffectChorus.xml
+++ b/doc/classes/AudioEffectChorus.xml
@@ -7,6 +7,7 @@
Adds a chorus audio effect. The effect applies a filter with voices to duplicate the audio source and manipulate it through the filter.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
<method name="get_voice_cutoff_hz" qualifiers="const">
diff --git a/doc/classes/AudioEffectCompressor.xml b/doc/classes/AudioEffectCompressor.xml
index 5ad948feba..8793ec0a02 100644
--- a/doc/classes/AudioEffectCompressor.xml
+++ b/doc/classes/AudioEffectCompressor.xml
@@ -13,6 +13,7 @@
- Accentuates transients by using a wider attack, making effects sound more punchy.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="attack_us" type="float" setter="set_attack_us" getter="get_attack_us" default="20.0">
diff --git a/doc/classes/AudioEffectDelay.xml b/doc/classes/AudioEffectDelay.xml
index 8a95e315cd..8223ccd6bd 100644
--- a/doc/classes/AudioEffectDelay.xml
+++ b/doc/classes/AudioEffectDelay.xml
@@ -8,6 +8,7 @@
Plays input signal back after a period of time. The delayed signal may be played back multiple times to create the sound of a repeating, decaying echo. Delay effects range from a subtle echo effect to a pronounced blending of previous sounds with new sounds.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="dry" type="float" setter="set_dry" getter="get_dry" default="1.0">
diff --git a/doc/classes/AudioEffectEQ.xml b/doc/classes/AudioEffectEQ.xml
index 908ae956ed..ce5b6de3be 100644
--- a/doc/classes/AudioEffectEQ.xml
+++ b/doc/classes/AudioEffectEQ.xml
@@ -8,6 +8,7 @@
AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQs are useful on the Master bus to completely master a mix and give it more character. They are also useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
<method name="get_band_count" qualifiers="const">
diff --git a/doc/classes/AudioEffectEQ10.xml b/doc/classes/AudioEffectEQ10.xml
index 0b03ea99dd..8cf53b9df2 100644
--- a/doc/classes/AudioEffectEQ10.xml
+++ b/doc/classes/AudioEffectEQ10.xml
@@ -19,5 +19,6 @@
See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21].
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectEQ21.xml b/doc/classes/AudioEffectEQ21.xml
index 6861a74596..2eed3b4836 100644
--- a/doc/classes/AudioEffectEQ21.xml
+++ b/doc/classes/AudioEffectEQ21.xml
@@ -30,5 +30,6 @@
See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10].
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectEQ6.xml b/doc/classes/AudioEffectEQ6.xml
index 5aea8efaa9..816d4b9b38 100644
--- a/doc/classes/AudioEffectEQ6.xml
+++ b/doc/classes/AudioEffectEQ6.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ6" inherits="AudioEffectEQ" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz.
+ Adds a 6-band equalizer audio effect to an audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz.
Each frequency can be modulated between -60/+24 dB.
</brief_description>
<description>
@@ -15,5 +15,6 @@
See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21].
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectHighPassFilter.xml b/doc/classes/AudioEffectHighPassFilter.xml
index 02d8dbfffc..53e6f3ca63 100644
--- a/doc/classes/AudioEffectHighPassFilter.xml
+++ b/doc/classes/AudioEffectHighPassFilter.xml
@@ -1,11 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectHighPassFilter" inherits="AudioEffectFilter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a high-pass filter to the Audio Bus.
+ Adds a high-pass filter to the audio bus.
</brief_description>
<description>
Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and allows higher frequencies to pass.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml
index bb5cf5c4a0..f2c20862fb 100644
--- a/doc/classes/AudioEffectHighShelfFilter.xml
+++ b/doc/classes/AudioEffectHighShelfFilter.xml
@@ -1,9 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectHighShelfFilter" inherits="AudioEffectFilter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz].
+ Adds a high-shelf filter to the audio bus.
</brief_description>
<description>
+ Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz].
</description>
<tutorials>
<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
diff --git a/doc/classes/AudioEffectInstance.xml b/doc/classes/AudioEffectInstance.xml
index 369b4130d4..f50246d6ca 100644
--- a/doc/classes/AudioEffectInstance.xml
+++ b/doc/classes/AudioEffectInstance.xml
@@ -6,4 +6,19 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="_process" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="src_buffer" type="const void*" />
+ <argument index="1" name="dst_buffer" type="AudioFrame*" />
+ <argument index="2" name="frame_count" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_process_silence" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ </methods>
</class>
diff --git a/doc/classes/AudioEffectLimiter.xml b/doc/classes/AudioEffectLimiter.xml
index 3fd099b55e..e841889b2a 100644
--- a/doc/classes/AudioEffectLimiter.xml
+++ b/doc/classes/AudioEffectLimiter.xml
@@ -8,6 +8,7 @@
Soft clipping starts to reduce the peaks a little below the threshold level and progressively increases its effect as the input level increases such that the threshold is never exceeded.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="ceiling_db" type="float" setter="set_ceiling_db" getter="get_ceiling_db" default="-0.1">
diff --git a/doc/classes/AudioEffectLowPassFilter.xml b/doc/classes/AudioEffectLowPassFilter.xml
index 8a9ca04354..b0577f19c3 100644
--- a/doc/classes/AudioEffectLowPassFilter.xml
+++ b/doc/classes/AudioEffectLowPassFilter.xml
@@ -1,11 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectLowPassFilter" inherits="AudioEffectFilter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a low-pass filter to the Audio bus.
+ Adds a low-pass filter to the audio bus.
</brief_description>
<description>
Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and allows lower frequencies to pass.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml
index 04cc1ab1d8..f654ba3612 100644
--- a/doc/classes/AudioEffectLowShelfFilter.xml
+++ b/doc/classes/AudioEffectLowShelfFilter.xml
@@ -1,9 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectLowShelfFilter" inherits="AudioEffectFilter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz].
+ Adds a low-shelf filter to the audio bus.
</brief_description>
<description>
+ Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz].
</description>
<tutorials>
<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
diff --git a/doc/classes/AudioEffectNotchFilter.xml b/doc/classes/AudioEffectNotchFilter.xml
index a2cc764003..ad4577cfbc 100644
--- a/doc/classes/AudioEffectNotchFilter.xml
+++ b/doc/classes/AudioEffectNotchFilter.xml
@@ -7,5 +7,6 @@
Attenuates frequencies in a narrow band around the [member AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
</class>
diff --git a/doc/classes/AudioEffectPanner.xml b/doc/classes/AudioEffectPanner.xml
index 1dd2d9fa27..291e86214e 100644
--- a/doc/classes/AudioEffectPanner.xml
+++ b/doc/classes/AudioEffectPanner.xml
@@ -1,12 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPanner" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a panner audio effect to an Audio bus. Pans sound left or right.
+ Adds a panner audio effect to an audio bus. Pans sound left or right.
</brief_description>
<description>
Determines how much of an audio signal is sent to the left and right buses.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="pan" type="float" setter="set_pan" getter="get_pan" default="0.0">
diff --git a/doc/classes/AudioEffectPhaser.xml b/doc/classes/AudioEffectPhaser.xml
index 9c10052b6a..7aaf404352 100644
--- a/doc/classes/AudioEffectPhaser.xml
+++ b/doc/classes/AudioEffectPhaser.xml
@@ -1,13 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPhaser" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a phaser audio effect to an Audio bus.
+ Adds a phaser audio effect to an audio bus.
Combines the original signal with a copy that is slightly out of phase with the original.
</brief_description>
<description>
Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a low-frequency oscillator.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0">
diff --git a/doc/classes/AudioEffectPitchShift.xml b/doc/classes/AudioEffectPitchShift.xml
index aab380aa72..952d432879 100644
--- a/doc/classes/AudioEffectPitchShift.xml
+++ b/doc/classes/AudioEffectPitchShift.xml
@@ -1,13 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPitchShift" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Adds a pitch-shifting audio effect to an Audio bus.
+ Adds a pitch-shifting audio effect to an audio bus.
Raises or lowers the pitch of original sound.
</brief_description>
<description>
Allows modulation of pitch independently of tempo. All frequencies can be increased/decreased with minimal effect on transients.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="fft_size" type="int" setter="set_fft_size" getter="get_fft_size" enum="AudioEffectPitchShift.FFTSize" default="3">
diff --git a/doc/classes/AudioEffectReverb.xml b/doc/classes/AudioEffectReverb.xml
index 5525102806..b024f06849 100644
--- a/doc/classes/AudioEffectReverb.xml
+++ b/doc/classes/AudioEffectReverb.xml
@@ -2,12 +2,12 @@
<class name="AudioEffectReverb" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Adds a reverberation audio effect to an Audio bus.
- Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
</brief_description>
<description>
- Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room.
+ Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<members>
diff --git a/doc/classes/AudioEffectStereoEnhance.xml b/doc/classes/AudioEffectStereoEnhance.xml
index ff176c6ad8..088d61189f 100644
--- a/doc/classes/AudioEffectStereoEnhance.xml
+++ b/doc/classes/AudioEffectStereoEnhance.xml
@@ -1,13 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectStereoEnhance" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ An audio effect that can be used to adjust the intensity of stereo panning.
</brief_description>
<description>
+ An audio effect that can be used to adjust the intensity of stereo panning.
</description>
<tutorials>
+ <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
</tutorials>
<members>
<member name="pan_pullout" type="float" setter="set_pan_pullout" getter="get_pan_pullout" default="1.0">
+ Values greater than 1.0 increase intensity of any panning on audio passing through this effect, whereas values less than 1.0 will decrease the panning intensity. A value of 0.0 will downmix audio to mono.
</member>
<member name="surround" type="float" setter="set_surround" getter="get_surround" default="0.0">
</member>
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index 1e076654fb..28dcd2794e 100644
--- a/doc/classes/AudioServer.xml
+++ b/doc/classes/AudioServer.xml
@@ -275,6 +275,12 @@
Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/code].
</description>
</method>
+ <method name="set_enable_tagging_used_audio_streams">
+ <return type="void" />
+ <argument index="0" name="enable" type="bool" />
+ <description>
+ </description>
+ </method>
<method name="swap_bus_effects">
<return type="void" />
<argument index="0" name="bus_idx" type="int" />
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index 1e6f700c7c..68f64505d0 100644
--- a/doc/classes/AudioStream.xml
+++ b/doc/classes/AudioStream.xml
@@ -13,6 +13,16 @@
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
</tutorials>
<methods>
+ <method name="_get_beat_count" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_bpm" qualifiers="virtual const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
<method name="_get_length" qualifiers="virtual const">
<return type="float" />
<description>
@@ -23,7 +33,7 @@
<description>
</description>
</method>
- <method name="_instance_playback" qualifiers="virtual const">
+ <method name="_instantiate_playback" qualifiers="virtual const">
<return type="AudioStreamPlayback" />
<description>
</description>
@@ -39,6 +49,12 @@
Returns the length of the audio stream in seconds.
</description>
</method>
+ <method name="instantiate_playback">
+ <return type="AudioStreamPlayback" />
+ <description>
+ Returns an AudioStreamPlayback. Useful for when you want to extend [method _instantiate_playback] but call [method instantiate_playback] from an internally held AudioStream subresource. An example of this can be found in the source files for [code]AudioStreamRandomPitch::instantiate_playback[/code].
+ </description>
+ </method>
<method name="is_monophonic" qualifiers="const">
<return type="bool" />
<description>
diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml
index 78a1ed7c51..c8f081215d 100644
--- a/doc/classes/AudioStreamGenerator.xml
+++ b/doc/classes/AudioStreamGenerator.xml
@@ -6,7 +6,7 @@
<description>
This audio stream does not play back sounds, but expects a script to generate audio data for it instead. See also [AudioStreamGeneratorPlayback].
See also [AudioEffectSpectrumAnalyzer] for performing real-time audio spectrum analysis.
- [b]Note:[/b] Due to performance constraints, this class is best used from C# or from a compiled language via GDNative. If you still want to use this class from GDScript, consider using a lower [member mix_rate] such as 11,025 Hz or 22,050 Hz.
+ [b]Note:[/b] Due to performance constraints, this class is best used from C# or from a compiled language via GDExtension. If you still want to use this class from GDScript, consider using a lower [member mix_rate] such as 11,025 Hz or 22,050 Hz.
</description>
<tutorials>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml
index 1cd82026a0..06c285bff7 100644
--- a/doc/classes/AudioStreamGeneratorPlayback.xml
+++ b/doc/classes/AudioStreamGeneratorPlayback.xml
@@ -39,14 +39,14 @@
<return type="bool" />
<argument index="0" name="frames" type="PackedVector2Array" />
<description>
- Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
+ Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDExtension, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
</description>
</method>
<method name="push_frame">
<return type="bool" />
<argument index="0" name="frame" type="Vector2" />
<description>
- Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript.
+ Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript.
</description>
</method>
</methods>
diff --git a/doc/classes/AudioStreamPlayback.xml b/doc/classes/AudioStreamPlayback.xml
index 1909c4b621..d3d97e0c8a 100644
--- a/doc/classes/AudioStreamPlayback.xml
+++ b/doc/classes/AudioStreamPlayback.xml
@@ -50,5 +50,10 @@
<description>
</description>
</method>
+ <method name="_tag_used_streams" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
</methods>
</class>
diff --git a/doc/classes/AudioStreamPlaybackResampled.xml b/doc/classes/AudioStreamPlaybackResampled.xml
index 228b8c19c0..eb41e4256e 100644
--- a/doc/classes/AudioStreamPlaybackResampled.xml
+++ b/doc/classes/AudioStreamPlaybackResampled.xml
@@ -6,4 +6,23 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="_get_stream_sampling_rate" qualifiers="virtual const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_mix_resampled" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="dst_buffer" type="AudioFrame*" />
+ <argument index="1" name="frame_count" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="begin_resample">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ </methods>
</class>
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index 26fe1278f7..e0bc98e208 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -55,6 +55,7 @@
</member>
<member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="&amp;&quot;Master&quot;">
Bus on which this audio is playing.
+ [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code].
</member>
<member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 7d0470f396..f04f95bd72 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -57,6 +57,7 @@
</member>
<member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="&amp;&quot;Master&quot;">
Bus on which this audio is playing.
+ [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code].
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="2000.0">
Maximum distance from which audio is still hearable.
@@ -64,6 +65,9 @@
<member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
</member>
+ <member name="panning_strength" type="float" setter="set_panning_strength" getter="get_panning_strength" default="1.0">
+ Scales the panning strength for this node by multiplying the base [member ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher values will pan audio from left to right more dramatically than lower values.
+ </member>
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
</member>
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index 8356596f54..72febf7006 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -64,6 +64,7 @@
</member>
<member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="&amp;&quot;Master&quot;">
The bus on which this audio is playing.
+ [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code].
</member>
<member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="AudioStreamPlayer3D.DopplerTracking" default="0">
Decides in which step the Doppler effect should be calculated.
@@ -86,6 +87,9 @@
<member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
</member>
+ <member name="panning_strength" type="float" setter="set_panning_strength" getter="get_panning_strength" default="1.0">
+ Scales the panning strength for this node by multiplying the base [member ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher values will pan audio from left to right more dramatically than lower values.
+ </member>
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
</member>
diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml
index 8e73a0dd91..13fe75a3e3 100644
--- a/doc/classes/BaseButton.xml
+++ b/doc/classes/BaseButton.xml
@@ -44,25 +44,24 @@
</method>
</methods>
<members>
- <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1">
+ <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode">
Determines when the button is considered clicked, one of the [enum ActionMode] constants.
</member>
<member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
The [ButtonGroup] associated with the button. Not to be confused with node groups.
</member>
- <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="1">
+ <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton">
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
</member>
- <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
+ <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed">
If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
</member>
- <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
+ <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
</member>
- <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
- <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false">
+ <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside">
If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
[b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
</member>
@@ -72,10 +71,10 @@
<member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
The [Node] which must be a parent of the focused GUI [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused.
</member>
- <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true">
+ <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled">
If [code]true[/code], the button will add information about its shortcut in the tooltip.
</member>
- <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" default="false">
+ <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode">
If [code]true[/code], the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
</member>
</members>
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 9abdddfa5e..b3cea7217e 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -59,12 +59,18 @@
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
The material's base color.
- </member>
- <member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
- Forces a conversion of the [member albedo_texture] from sRGB space to linear space.
+ [b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead.
</member>
<member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture to multiply by [member albedo_color]. Used for basic texturing of objects.
+ If the texture appears unexpectedly too dark or too bright, check [member albedo_texture_force_srgb].
+ </member>
+ <member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], forces a conversion of the [member albedo_texture] from sRGB color space to linear color space. See also [member vertex_color_is_srgb].
+ This should only be enabled when needed (typically when using a [ViewportTexture] as [member albedo_texture]). If [member albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the texture will appear to be too dark. If [member albedo_texture_force_srgb] is [code]false[/code] when it shouldn't be, the texture will appear to be too bright.
+ </member>
+ <member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false">
+ Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters.
</member>
<member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge">
Threshold at which antialiasing will be applied on the alpha channel.
@@ -132,8 +138,8 @@
If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
[b]Note:[/b] Clearcoat rendering is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED].
</member>
- <member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss" default="0.5">
- Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
+ <member name="clearcoat_roughness" type="float" setter="set_clearcoat_roughness" getter="get_clearcoat_roughness" default="0.5">
+ Sets the roughness of the clearcoat pass. A higher value results in a rougher clearcoat while a lower value results in a smoother clearcoat.
</member>
<member name="clearcoat_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.
@@ -145,19 +151,20 @@
Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency].
</member>
<member name="detail_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture that specifies the color of the detail overlay.
+ Texture that specifies the color of the detail overlay. [member detail_albedo]'s alpha channel is used as a mask, even when the material is opaque. To use a dedicated texture as a mask, see [member detail_mask].
+ [b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member albedo_color].
</member>
<member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">
Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options.
</member>
<member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask]. This can be used to add variation to objects, or to blend between two different albedo/normal textures.
+ If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask] and [member detail_albedo]'s alpha channel. This can be used to add variation to objects, or to blend between two different albedo/normal textures.
</member>
<member name="detail_mask" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture used to specify how the detail textures get blended with the base textures.
+ Texture used to specify how the detail textures get blended with the base textures. [member detail_mask] can be used together with [member detail_albedo]'s alpha channel (if any).
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture that specifies the per-pixel normal of the detail overlay.
+ Texture that specifies the per-pixel normal of the detail overlay. The [member detail_normal] texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member detail_normal] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0">
@@ -243,6 +250,12 @@
<member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
Specifies the channel of the [member metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
+ <member name="msdf_outline_size" type="float" setter="set_msdf_outline_size" getter="get_msdf_outline_size" default="0.0">
+ The width of the shape outine.
+ </member>
+ <member name="msdf_pixel_range" type="float" setter="set_msdf_pixel_range" getter="get_msdf_pixel_range" default="4.0">
+ The width of the range around the shape between the minimum and maximum representable signed distance.
+ </member>
<member name="no_depth_test" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
</member>
@@ -253,9 +266,10 @@
The strength of the normal map's effect.
</member>
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh].
+ Texture used to specify the normal at a given pixel. The [member normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member normal_texture] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
@@ -319,6 +333,7 @@
</member>
<member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0">
The method for rendering the specular blob. See [enum SpecularMode].
+ [b]Note:[/b] Only applies to the specular blob. Does not affect specular reflections from the Sky, SSR, or ReflectionProbes.
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
@@ -344,6 +359,7 @@
</member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
Filter flags for the texture. See [enum TextureFilter] for options.
+ [b]Note:[/b] [member heightmap_texture] is always sampled with linear filtering, even if nearest-neighbor filtering is selected here. This is to ensure the heightmap effect looks as intended. If you need sharper height transitions between pixels, resize the heightmap texture in an image editor with nearest-neighbor filtering.
</member>
<member name="texture_repeat" type="bool" setter="set_flag" getter="get_flag" default="true">
Repeat flags for the texture. See [enum TextureFilter] for options.
@@ -358,10 +374,10 @@
[b]Note:[/b] This is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size].
</member>
<member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3(0, 0, 0)">
- How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture.
+ How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3(1, 1, 1)">
- How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function.
+ How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], instead of using [code]UV[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.
@@ -373,10 +389,10 @@
If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar].
</member>
<member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3(0, 0, 0)">
- How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture.
+ How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv2_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3(1, 1, 1)">
- How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function.
+ How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. The Z component is used when [member uv2_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], instead of using [code]UV2[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.
@@ -388,7 +404,8 @@
If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar].
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
- If [code]true[/code], the model's vertex colors are processed as sRGB mode.
+ If [code]true[/code], vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. If [code]false[/code], vertex colors are considered to be stored in linear color space and are rendered as-is. See also [member albedo_texture_force_srgb].
+ [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends.
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the vertex color is used as albedo color.
@@ -594,7 +611,8 @@
Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
</constant>
<constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags">
- Vertex color is in sRGB space and needs to be converted to linear. Only applies in the Vulkan renderer.
+ Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb].
+ [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends.
</constant>
<constant name="FLAG_USE_POINT_SIZE" value="3" enum="Flags">
Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code].
@@ -624,7 +642,7 @@
Use [code]UV2[/code] coordinates to look up from the [member emission_texture].
</constant>
<constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="12" enum="Flags">
- Forces the shader to convert albedo from sRGB space to linear space.
+ Forces the shader to convert albedo from sRGB space to linear space. See also [member albedo_texture_force_srgb].
</constant>
<constant name="FLAG_DONT_RECEIVE_SHADOWS" value="13" enum="Flags">
Disables receiving shadows from other objects.
@@ -646,7 +664,10 @@
</constant>
<constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags">
</constant>
- <constant name="FLAG_MAX" value="20" enum="Flags">
+ <constant name="FLAG_ALBEDO_TEXTURE_MSDF" value="20" enum="Flags">
+ Enables multichannel signed distance field rendering shader.
+ </constant>
+ <constant name="FLAG_MAX" value="21" enum="Flags">
Represents the size of the [enum Flags] enum.
</constant>
<constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode">
@@ -664,16 +685,10 @@
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
Default specular blob.
</constant>
- <constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
- Older specular algorithm, included for compatibility.
- </constant>
- <constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
- Older specular algorithm, included for compatibility.
- </constant>
- <constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
+ <constant name="SPECULAR_TOON" value="1" enum="SpecularMode">
Toon blob which changes size based on roughness.
</constant>
- <constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
+ <constant name="SPECULAR_DISABLED" value="2" enum="SpecularMode">
No specular blob.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
@@ -702,7 +717,7 @@
Used to read from the alpha channel of a texture.
</constant>
<constant name="TEXTURE_CHANNEL_GRAYSCALE" value="4" enum="TextureChannel">
- Currently unused.
+ Used to read from the linear (non-perceptual) average of the red, green and blue channels of a texture.
</constant>
<constant name="EMISSION_OP_ADD" value="0" enum="EmissionOperator">
Adds the emission color to the color from the emission texture.
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index f31e962632..0af482d654 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -35,9 +35,9 @@
<constructor name="Basis">
<return type="Basis" />
<argument index="0" name="axis" type="Vector3" />
- <argument index="1" name="phi" type="float" />
+ <argument index="1" name="angle" type="float" />
<description>
- Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector.
+ Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]angle[/code] (in radians). The axis must be a normalized vector.
</description>
</constructor>
<constructor name="Basis">
@@ -136,9 +136,9 @@
<method name="rotated" qualifiers="const">
<return type="Basis" />
<argument index="0" name="axis" type="Vector3" />
- <argument index="1" name="phi" type="float" />
+ <argument index="1" name="angle" type="float" />
<description>
- Introduce an additional rotation around the given axis by phi (radians). The axis must be a normalized vector.
+ Introduce an additional rotation around the given axis by [code]angle[/code] (in radians). The axis must be a normalized vector.
</description>
</method>
<method name="scaled" qualifiers="const">
@@ -225,11 +225,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Basis" />
<description>
Returns [code]true[/code] if the [Basis] matrices are not equal.
@@ -266,11 +261,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Basis" />
<description>
Returns [code]true[/code] if the [Basis] matrices are exactly equal.
diff --git a/doc/classes/BoneMap.xml b/doc/classes/BoneMap.xml
new file mode 100644
index 0000000000..371cb4fa93
--- /dev/null
+++ b/doc/classes/BoneMap.xml
@@ -0,0 +1,56 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="BoneMap" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Bone map for retargeting.
+ </brief_description>
+ <description>
+ This class contains a hashmap that uses a list of bone names in [SkeletonProfile] as key names.
+ By assigning the actual [Skeleton3D] bone name as the key value, it maps the [Skeleton3D] to the [SkeletonProfile].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="find_profile_bone_name" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="skeleton_bone_name" type="StringName" />
+ <description>
+ Returns a profile bone name having [code]skeleton_bone_name[/code]. If not found, an empty [StringName] will be returned.
+ In the retargeting process, the returned bone name is the bone name of the target skeleton.
+ </description>
+ </method>
+ <method name="get_skeleton_bone_name" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="profile_bone_name" type="StringName" />
+ <description>
+ Returns a skeleton bone name is mapped to [code]profile_bone_name[/code].
+ In the retargeting process, the returned bone name is the bone name of the source skeleton.
+ </description>
+ </method>
+ <method name="set_skeleton_bone_name">
+ <return type="void" />
+ <argument index="0" name="profile_bone_name" type="StringName" />
+ <argument index="1" name="skeleton_bone_name" type="StringName" />
+ <description>
+ Maps a skeleton bone name to [code]profile_bone_name[/code].
+ In the retargeting process, the setting bone name is the bone name of the source skeleton.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="profile" type="SkeletonProfile" setter="set_profile" getter="get_profile">
+ A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are synchronized with it.
+ </member>
+ </members>
+ <signals>
+ <signal name="bone_map_updated">
+ <description>
+ This signal is emitted when change the key value in the [BoneMap]. This is used to validate mapping and to update [BoneMap] editor.
+ </description>
+ </signal>
+ <signal name="profile_updated">
+ <description>
+ This signal is emitted when change the value in profile or change the reference of profile. This is used to update key names in the [BoneMap] and to redraw the [BoneMap] editor.
+ </description>
+ </signal>
+ </signals>
+</class>
diff --git a/doc/classes/BoxContainer.xml b/doc/classes/BoxContainer.xml
index 92fccaa884..c76a178368 100644
--- a/doc/classes/BoxContainer.xml
+++ b/doc/classes/BoxContainer.xml
@@ -7,6 +7,7 @@
Arranges child [Control] nodes vertically or horizontally, and rearranges them automatically when their minimum size changes.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="add_spacer">
diff --git a/doc/classes/BoxShape3D.xml b/doc/classes/BoxShape3D.xml
index 154af1221f..c198dd3405 100644
--- a/doc/classes/BoxShape3D.xml
+++ b/doc/classes/BoxShape3D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoxShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Box shape resource.
+ Box shape resource for 3D collisions.
</brief_description>
<description>
- 3D box shape that can be a child of a [PhysicsBody3D] or [Area3D].
+ 3D box shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node.
+ [b]Performance:[/b] Being a primitive collision shape, [BoxShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]).
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml
index af9724af08..1cd9ca0afb 100644
--- a/doc/classes/Button.xml
+++ b/doc/classes/Button.xml
@@ -40,29 +40,6 @@
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
- <methods>
- <method name="clear_opentype_features">
- <return type="void" />
- <description>
- Removes all OpenType features.
- </description>
- </method>
- <method name="get_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code].
- </description>
- </method>
- <method name="set_opentype_feature">
- <return type="void" />
- <argument index="0" name="tag" type="String" />
- <argument index="1" name="value" type="int" />
- <description>
- Sets OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
- </methods>
<members>
<member name="alignment" type="int" setter="set_text_alignment" getter="get_text_alignment" enum="HorizontalAlignment" default="1">
Text alignment policy for the button's text, use one of the [enum @GlobalScope.HorizontalAlignment] constants.
@@ -78,7 +55,7 @@
</member>
<member name="icon" type="Texture2D" setter="set_button_icon" getter="get_button_icon">
Button's icon, if text is present the icon will be placed before the text.
- To edit margin and spacing of the icon, use [theme_item hseparation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es.
+ To edit margin and spacing of the icon, use [theme_item h_separation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es.
</member>
<member name="icon_alignment" type="int" setter="set_icon_alignment" getter="get_icon_alignment" enum="HorizontalAlignment" default="0">
Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum @GlobalScope.HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon.
@@ -92,6 +69,9 @@
<member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0">
Base text writing direction.
</member>
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="0">
+ Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
+ </member>
</members>
<theme_items>
<theme_item name="font_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 1)">
@@ -133,7 +113,7 @@
<theme_item name="icon_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
Icon modulate [Color] used when the [Button] is being pressed.
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="2">
+ <theme_item name="h_separation" data_type="constant" type="int" default="2">
The horizontal space between [Button]'s icon and text.
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index 4a7ffe1536..dacdca1cee 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -313,18 +313,21 @@
All particles will be emitted from a single point.
</constant>
<constant name="EMISSION_SHAPE_SPHERE" value="1" enum="EmissionShape">
+ Particles will be emitted in the volume of a sphere flattened to two dimensions.
+ </constant>
+ <constant name="EMISSION_SHAPE_SPHERE_SURFACE" value="2" enum="EmissionShape">
Particles will be emitted on the surface of a sphere flattened to two dimensions.
</constant>
- <constant name="EMISSION_SHAPE_RECTANGLE" value="2" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_RECTANGLE" value="3" enum="EmissionShape">
Particles will be emitted in the area of a rectangle.
</constant>
- <constant name="EMISSION_SHAPE_POINTS" value="3" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_POINTS" value="4" enum="EmissionShape">
Particles will be emitted at a position chosen randomly among [member emission_points]. Particle color will be modulated by [member emission_colors].
</constant>
- <constant name="EMISSION_SHAPE_DIRECTED_POINTS" value="4" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_DIRECTED_POINTS" value="5" enum="EmissionShape">
Particles will be emitted at a position chosen randomly among [member emission_points]. Particle velocity and rotation will be set based on [member emission_normals]. Particle color will be modulated by [member emission_colors].
</constant>
- <constant name="EMISSION_SHAPE_MAX" value="5" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_MAX" value="6" enum="EmissionShape">
Represents the size of the [enum EmissionShape] enum.
</constant>
</constants>
diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml
index 7152f67f48..f2a0040ed4 100644
--- a/doc/classes/CPUParticles3D.xml
+++ b/doc/classes/CPUParticles3D.xml
@@ -370,19 +370,22 @@
<constant name="EMISSION_SHAPE_SPHERE" value="1" enum="EmissionShape">
Particles will be emitted in the volume of a sphere.
</constant>
- <constant name="EMISSION_SHAPE_BOX" value="2" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_SPHERE_SURFACE" value="2" enum="EmissionShape">
+ Particles will be emitted on the surface of a sphere.
+ </constant>
+ <constant name="EMISSION_SHAPE_BOX" value="3" enum="EmissionShape">
Particles will be emitted in the volume of a box.
</constant>
- <constant name="EMISSION_SHAPE_POINTS" value="3" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_POINTS" value="4" enum="EmissionShape">
Particles will be emitted at a position chosen randomly among [member emission_points]. Particle color will be modulated by [member emission_colors].
</constant>
- <constant name="EMISSION_SHAPE_DIRECTED_POINTS" value="4" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_DIRECTED_POINTS" value="5" enum="EmissionShape">
Particles will be emitted at a position chosen randomly among [member emission_points]. Particle velocity and rotation will be set based on [member emission_normals]. Particle color will be modulated by [member emission_colors].
</constant>
- <constant name="EMISSION_SHAPE_RING" value="5" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_RING" value="6" enum="EmissionShape">
Particles will be emitted in a ring or cylinder.
</constant>
- <constant name="EMISSION_SHAPE_MAX" value="6" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_MAX" value="7" enum="EmissionShape">
Represents the size of the [enum EmissionShape] enum.
</constant>
</constants>
diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml
index 7c7e37d0a5..efe3e3d091 100644
--- a/doc/classes/Callable.xml
+++ b/doc/classes/Callable.xml
@@ -150,11 +150,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Callable" />
<description>
Returns [code]true[/code] if both [Callable]s invoke different targets.
@@ -162,11 +157,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Callable" />
<description>
Returns [code]true[/code] if both [Callable]s invoke the same custom target.
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index 3350735ca2..b9373676e2 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -157,7 +157,7 @@
Speed in pixels per second of the camera's smoothing effect when [member smoothing_enabled] is [code]true[/code].
</member>
<member name="zoom" type="Vector2" setter="set_zoom" getter="get_zoom" default="Vector2(1, 1)">
- The camera's zoom relative to the viewport. Values larger than [code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and [code]Vector2(4, 4)[/code] for a 4× zoom-out.
+ The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen in the viewport.
</member>
</members>
<constants>
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index f7a0d41626..3aedbbd1e6 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -88,14 +88,14 @@
<return type="Vector3" />
<argument index="0" name="screen_point" type="Vector2" />
<description>
- Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
+ Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
</description>
</method>
<method name="project_ray_origin" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="screen_point" type="Vector2" />
<description>
- Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
+ Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
</description>
</method>
<method name="set_cull_mask_value">
@@ -155,6 +155,7 @@
</member>
<member name="current" type="bool" setter="set_current" getter="is_current" default="false">
If [code]true[/code], the ancestor [Viewport] is currently using this camera.
+ If multiple cameras are in the scene, one will always be made current. For example, if two [Camera3D] nodes are present in the scene and only one is current, setting one camera's [member current] to [code]false[/code] will cause the other camera to be made current.
</member>
<member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="Camera3D.DopplerTracking" default="0">
If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values.
@@ -188,24 +189,24 @@
<member name="near" type="float" setter="set_near" getter="get_near" default="0.05">
The distance to the near culling boundary for this camera relative to its local Z axis.
</member>
- <member name="projection" type="int" setter="set_projection" getter="get_projection" enum="Camera3D.Projection" default="0">
+ <member name="projection" type="int" setter="set_projection" getter="get_projection" enum="Camera3D.ProjectionType" default="0">
The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, objects' Z distance from the camera's local space scales their perceived size.
</member>
<member name="size" type="float" setter="set_size" getter="get_size" default="1.0">
- The camera's size measured as 1/2 the width or height. Only applicable in orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] sets the other axis' size length.
+ The camera's size measured as 1/2 the width or height. Only applicable in orthogonal and frustum modes. Since [member keep_aspect] locks on axis, [code]size[/code] sets the other axis' size length.
</member>
<member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0">
The vertical (Y) offset of the camera viewport.
</member>
</members>
<constants>
- <constant name="PROJECTION_PERSPECTIVE" value="0" enum="Projection">
+ <constant name="PROJECTION_PERSPECTIVE" value="0" enum="ProjectionType">
Perspective projection. Objects on the screen becomes smaller when they are far away.
</constant>
- <constant name="PROJECTION_ORTHOGONAL" value="1" enum="Projection">
+ <constant name="PROJECTION_ORTHOGONAL" value="1" enum="ProjectionType">
Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
</constant>
- <constant name="PROJECTION_FRUSTUM" value="2" enum="Projection">
+ <constant name="PROJECTION_FRUSTUM" value="2" enum="ProjectionType">
Frustum projection. This mode allows adjusting [member frustum_offset] to create "tilted frustum" effects.
</constant>
<constant name="KEEP_WIDTH" value="0" enum="KeepAspect">
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index d71762801c..2d68ae6902 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -48,17 +48,26 @@
</description>
</method>
<method name="draw_char" qualifiers="const">
- <return type="float" />
+ <return type="void" />
<argument index="0" name="font" type="Font" />
<argument index="1" name="pos" type="Vector2" />
<argument index="2" name="char" type="String" />
- <argument index="3" name="next" type="String" default="&quot;&quot;" />
- <argument index="4" name="size" type="int" default="16" />
+ <argument index="3" name="font_size" type="int" default="16" />
+ <argument index="4" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
+ <description>
+ Draws a string first character using a custom font.
+ </description>
+ </method>
+ <method name="draw_char_outline" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="font" type="Font" />
+ <argument index="1" name="pos" type="Vector2" />
+ <argument index="2" name="char" type="String" />
+ <argument index="3" name="font_size" type="int" default="16" />
+ <argument index="4" name="size" type="int" default="-1" />
<argument index="5" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="6" name="outline_size" type="int" default="0" />
- <argument index="7" name="outline_modulate" type="Color" default="Color(1, 1, 1, 0)" />
<description>
- Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.
+ Draws a string first character outline using a custom font.
</description>
</method>
<method name="draw_circle">
@@ -67,7 +76,7 @@
<argument index="1" name="radius" type="float" />
<argument index="2" name="color" type="Color" />
<description>
- Draws a colored, unfilled circle. See also [method draw_arc], [method draw_polyline] and [method draw_polygon].
+ Draws a colored, filled circle. See also [method draw_arc], [method draw_polyline] and [method draw_polygon].
</description>
</method>
<method name="draw_colored_polygon">
@@ -80,6 +89,17 @@
Draws a colored polygon of any amount of points, convex or concave. Unlike [method draw_polygon], a single color must be specified for the whole polygon.
</description>
</method>
+ <method name="draw_dashed_line">
+ <return type="void" />
+ <argument index="0" name="from" type="Vector2" />
+ <argument index="1" name="to" type="Vector2" />
+ <argument index="2" name="color" type="Color" />
+ <argument index="3" name="width" type="float" default="1.0" />
+ <argument index="4" name="dash" type="float" default="2.0" />
+ <description>
+ Draws a dashed line from a 2D point to another, with a given color and width. See also [method draw_multiline] and [method draw_polyline].
+ </description>
+ </method>
<method name="draw_end_animation">
<return type="void" />
<description>
@@ -92,8 +112,9 @@
<argument index="1" name="to" type="Vector2" />
<argument index="2" name="color" type="Color" />
<argument index="3" name="width" type="float" default="1.0" />
+ <argument index="4" name="antialiased" type="bool" default="false" />
<description>
- Draws a line from a 2D point to another, with a given color and width. See also [method draw_multiline] and [method draw_polyline].
+ Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also [method draw_multiline] and [method draw_polyline].
</description>
</method>
<method name="draw_mesh">
@@ -115,7 +136,7 @@
<argument index="4" name="outline" type="float" default="0.0" />
<argument index="5" name="pixel_range" type="float" default="4.0" />
<description>
- Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See [member FontData.multichannel_signed_distance_field] for more information and caveats about MSDF font rendering.
+ Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See [member FontFile.multichannel_signed_distance_field] for more information and caveats about MSDF font rendering.
If [code]outline[/code] is positive, each alpha channel value of pixel in region is set to maximum value of true distance in the [code]outline[/code] radius.
Value of the [code]pixel_range[/code] should the same that was used during distance field texture generation.
</description>
@@ -145,16 +166,36 @@
<argument index="2" name="text" type="String" />
<argument index="3" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
<argument index="4" name="width" type="float" default="-1" />
- <argument index="5" name="max_lines" type="int" default="-1" />
- <argument index="6" name="size" type="int" default="16" />
+ <argument index="5" name="font_size" type="int" default="16" />
+ <argument index="6" name="max_lines" type="int" default="-1" />
<argument index="7" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="8" name="outline_size" type="int" default="0" />
- <argument index="9" name="outline_modulate" type="Color" default="Color(1, 1, 1, 0)" />
- <argument index="10" name="flags" type="int" default="99" />
+ <argument index="8" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="9" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="10" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="11" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Breaks [code]text[/code] to the lines and draws it using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
</description>
</method>
+ <method name="draw_multiline_string_outline" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="font" type="Font" />
+ <argument index="1" name="pos" type="Vector2" />
+ <argument index="2" name="text" type="String" />
+ <argument index="3" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
+ <argument index="4" name="width" type="float" default="-1" />
+ <argument index="5" name="font_size" type="int" default="16" />
+ <argument index="6" name="max_lines" type="int" default="-1" />
+ <argument index="7" name="size" type="int" default="1" />
+ <argument index="8" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
+ <argument index="9" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="10" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="11" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="12" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <description>
+ Breaks [code]text[/code] to the lines and draws text outline using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
+ </description>
+ </method>
<method name="draw_multimesh">
<return type="void" />
<argument index="0" name="multimesh" type="MultiMesh" />
@@ -180,7 +221,7 @@
<argument index="2" name="width" type="float" default="1.0" />
<argument index="3" name="antialiased" type="bool" default="false" />
<description>
- Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon].
+ Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code] and optional antialiasing. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline] instead. See also [method draw_polygon].
</description>
</method>
<method name="draw_polyline_colors">
@@ -190,7 +231,7 @@
<argument index="2" name="width" type="float" default="1.0" />
<argument index="3" name="antialiased" type="bool" default="false" />
<description>
- Draws interconnected line segments with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon].
+ Draws interconnected line segments with a uniform [code]width[/code] and segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. When drawing large amounts of lines, this is faster than using individual [method draw_line] calls. To draw disconnected lines, use [method draw_multiline_colors] instead. See also [method draw_polygon].
</description>
</method>
<method name="draw_primitive">
@@ -238,11 +279,11 @@
<argument index="2" name="text" type="String" />
<argument index="3" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
<argument index="4" name="width" type="float" default="-1" />
- <argument index="5" name="size" type="int" default="16" />
+ <argument index="5" name="font_size" type="int" default="16" />
<argument index="6" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="7" name="outline_size" type="int" default="0" />
- <argument index="8" name="outline_modulate" type="Color" default="Color(1, 1, 1, 0)" />
- <argument index="9" name="flags" type="int" default="3" />
+ <argument index="7" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="8" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="9" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Draws [code]text[/code] using the specified [code]font[/code] at the [code]position[/code] (bottom-left corner using the baseline of the font). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
[b]Example using the default project font:[/b]
@@ -267,6 +308,23 @@
See also [method Font.draw_string].
</description>
</method>
+ <method name="draw_string_outline" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="font" type="Font" />
+ <argument index="1" name="pos" type="Vector2" />
+ <argument index="2" name="text" type="String" />
+ <argument index="3" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
+ <argument index="4" name="width" type="float" default="-1" />
+ <argument index="5" name="font_size" type="int" default="16" />
+ <argument index="6" name="size" type="int" default="1" />
+ <argument index="7" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
+ <argument index="8" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="9" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="10" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <description>
+ Draws [code]text[/code] outline using the specified [code]font[/code] at the [code]position[/code] (bottom-left corner using the baseline of the font). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
+ </description>
+ </method>
<method name="draw_style_box">
<return type="void" />
<argument index="0" name="style_box" type="StyleBox" />
@@ -355,6 +413,13 @@
Returns the mouse's position in this [CanvasItem] using the local coordinate system of this [CanvasItem].
</description>
</method>
+ <method name="get_screen_transform" qualifiers="const">
+ <return type="Transform2D" />
+ <description>
+ Returns the transform of this [CanvasItem] in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
+ Equals to [method get_global_transform] if the window is embedded (see [member Viewport.gui_embed_subwindows]).
+ </description>
+ </method>
<method name="get_transform" qualifiers="const">
<return type="Transform2D" />
<description>
@@ -421,14 +486,14 @@
<return type="void" />
<argument index="0" name="enable" type="bool" />
<description>
- If [code]enable[/code] is [code]true[/code], children will be updated with local transform data.
+ If [code]enable[/code] is [code]true[/code], this node will receive [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes.
</description>
</method>
<method name="set_notify_transform">
<return type="void" />
<argument index="0" name="enable" type="bool" />
<description>
- If [code]enable[/code] is [code]true[/code], children will be updated with global transform data.
+ If [code]enable[/code] is [code]true[/code], this node will receive [constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes.
</description>
</method>
<method name="show">
@@ -462,9 +527,6 @@
<member name="show_behind_parent" type="bool" setter="set_draw_behind_parent" getter="is_draw_behind_parent_enabled" default="false">
If [code]true[/code], the object draws behind its parent.
</member>
- <member name="show_on_top" type="bool" setter="_set_on_top" getter="_is_on_top">
- If [code]true[/code], the object draws on top of its parent.
- </member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0">
The texture filtering mode to use on this [CanvasItem].
</member>
@@ -472,7 +534,7 @@
The texture repeating mode to use on this [CanvasItem].
</member>
<member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false">
- If [code]true[/code], the node will not inherit its transform from parent [CanvasItem]s.
+ If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform from parent [CanvasItem]s. Its draw order will also be changed to make it draw on top of other [CanvasItem]s that do not have [member top_level] set to [code]true[/code]. The [CanvasItem] will effectively act as if it was placed as a child of a bare [Node].
</member>
<member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" default="false">
If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.
@@ -506,7 +568,10 @@
</signals>
<constants>
<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="2000">
- The [CanvasItem]'s transform has changed. This notification is only received if enabled by [method set_notify_transform] or [method set_notify_local_transform].
+ The [CanvasItem]'s global transform has changed. This notification is only received if enabled by [method set_notify_transform].
+ </constant>
+ <constant name="NOTIFICATION_LOCAL_TRANSFORM_CHANGED" value="35">
+ The [CanvasItem]'s local transform has changed. This notification is only received if enabled by [method set_notify_local_transform].
</constant>
<constant name="NOTIFICATION_DRAW" value="30">
The [CanvasItem] is requested to draw.
diff --git a/doc/classes/CapsuleShape2D.xml b/doc/classes/CapsuleShape2D.xml
index ae8e1ca001..2236d8035f 100644
--- a/doc/classes/CapsuleShape2D.xml
+++ b/doc/classes/CapsuleShape2D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CapsuleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Capsule shape for 2D collisions.
+ Capsule shape resource for 2D physics.
</brief_description>
<description>
- Capsule shape for 2D collisions.
+ 2D capsule shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. In 2D, a capsule is a rectangle shape with half-circles at both ends.
+ [b]Performance:[/b] Being a primitive collision shape, [CapsuleShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CapsuleShape3D.xml b/doc/classes/CapsuleShape3D.xml
index 5f15aaafad..cdcfab76ce 100644
--- a/doc/classes/CapsuleShape3D.xml
+++ b/doc/classes/CapsuleShape3D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CapsuleShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Capsule shape for collisions.
+ Capsule shape resource for 3D collisions.
</brief_description>
<description>
- Capsule shape for collisions.
+ 3D capsule shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. In 3D, a capsule is a cylinder shape with hemispheres at both ends.
+ [b]Performance:[/b] Being a primitive collision shape, [CapsuleShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). [CapsuleShape3D] is cheaper to check collisions against compared to [CylinderShape3D].
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
diff --git a/doc/classes/CenterContainer.xml b/doc/classes/CenterContainer.xml
index 08cdf64cea..f5f32bd325 100644
--- a/doc/classes/CenterContainer.xml
+++ b/doc/classes/CenterContainer.xml
@@ -7,6 +7,7 @@
CenterContainer keeps children controls centered. This container keeps all children to their minimum size, in the center.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<members>
<member name="use_top_left" type="bool" setter="set_use_top_left" getter="is_using_top_left" default="false">
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index f90c477f6d..63d493248f 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -55,7 +55,7 @@
<method name="get_real_velocity" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity.
+ Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity.
</description>
</method>
<method name="get_slide_collision">
@@ -131,8 +131,8 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behavior and available properties change according to the [member motion_mode].
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
@@ -162,7 +162,7 @@
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
- If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
+ If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@@ -170,9 +170,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="motion_velocity" type="Vector2" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector2(0, 0)">
- Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
- </member>
<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
@@ -186,7 +183,10 @@
If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
</member>
<member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)">
- Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
+ Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. As the vector will be normalized it can't be equal to [constant Vector2.ZERO], if you want all collisions to be reported as walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode].
+ </member>
+ <member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
+ Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
</member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING].
@@ -200,10 +200,10 @@
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index f1c717b74a..6c5cd62fe1 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -56,7 +56,7 @@
<method name="get_real_velocity" qualifiers="const">
<return type="Vector3" />
<description>
- Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity.
+ Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity.
</description>
</method>
<method name="get_slide_collision">
@@ -117,8 +117,8 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
</description>
@@ -147,7 +147,7 @@
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
- If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
+ If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="6">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@@ -155,9 +155,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="motion_velocity" type="Vector3" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector3(0, 0, 0)">
- Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
- </member>
<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0">
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
@@ -171,7 +168,10 @@
If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
</member>
<member name="up_direction" type="Vector3" setter="set_up_direction" getter="get_up_direction" default="Vector3(0, 1, 0)">
- Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
+ Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. As the vector will be normalized it can't be equal to [constant Vector3.ZERO], if you want all collisions to be reported as walls, consider using [constant MOTION_MODE_FLOATING] as [member motion_mode].
+ </member>
+ <member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)">
+ Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
</member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code].
@@ -185,10 +185,10 @@
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.
diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml
index 606f5ca51f..6483faf763 100644
--- a/doc/classes/CheckBox.xml
+++ b/doc/classes/CheckBox.xml
@@ -35,10 +35,10 @@
<theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
The [CheckBox] text's font color when it's pressed.
</theme_item>
- <theme_item name="check_vadjust" data_type="constant" type="int" default="0">
+ <theme_item name="check_v_adjust" data_type="constant" type="int" default="0">
The vertical offset used when rendering the check icons (in pixels).
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
The separation between the check icon and the text (in pixels).
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
@@ -54,23 +54,25 @@
The check icon to display when the [CheckBox] is checked.
</theme_item>
<theme_item name="checked_disabled" data_type="icon" type="Texture2D">
- The check icon to display when the [CheckBox] is checked and disabled.
+ The check icon to display when the [CheckBox] is checked and is disabled.
</theme_item>
<theme_item name="radio_checked" data_type="icon" type="Texture2D">
- If the [CheckBox] is configured as a radio button, the icon to display when the [CheckBox] is checked.
+ The check icon to display when the [CheckBox] is configured as a radio button and is checked.
</theme_item>
<theme_item name="radio_checked_disabled" data_type="icon" type="Texture2D">
+ The check icon to display when the [CheckBox] is configured as a radio button, is disabled, and is unchecked.
</theme_item>
<theme_item name="radio_unchecked" data_type="icon" type="Texture2D">
- If the [CheckBox] is configured as a radio button, the icon to display when the [CheckBox] is unchecked.
+ The check icon to display when the [CheckBox] is configured as a radio button and is unchecked.
</theme_item>
<theme_item name="radio_unchecked_disabled" data_type="icon" type="Texture2D">
+ The check icon to display when the [CheckBox] is configured as a radio button, is disabled, and is unchecked.
</theme_item>
<theme_item name="unchecked" data_type="icon" type="Texture2D">
The check icon to display when the [CheckBox] is unchecked.
</theme_item>
<theme_item name="unchecked_disabled" data_type="icon" type="Texture2D">
- The check icon to display when the [CheckBox] is unchecked and disabled.
+ The check icon to display when the [CheckBox] is unchecked and is disabled.
</theme_item>
<theme_item name="disabled" data_type="style" type="StyleBox">
The [StyleBox] to display as a background when the [CheckBox] is disabled.
diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml
index c6ebfaf4b0..51b0411f4e 100644
--- a/doc/classes/CheckButton.xml
+++ b/doc/classes/CheckButton.xml
@@ -35,10 +35,10 @@
<theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
The [CheckButton] text's font color when it's pressed.
</theme_item>
- <theme_item name="check_vadjust" data_type="constant" type="int" default="0">
+ <theme_item name="check_v_adjust" data_type="constant" type="int" default="0">
The vertical offset used when rendering the toggle icons (in pixels).
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
The separation between the toggle icon and the text (in pixels).
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
diff --git a/doc/classes/CircleShape2D.xml b/doc/classes/CircleShape2D.xml
index b0336086dc..6f4989daa3 100644
--- a/doc/classes/CircleShape2D.xml
+++ b/doc/classes/CircleShape2D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CircleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Circular shape for 2D collisions.
+ Circular shape resource for 2D physics.
</brief_description>
<description>
- Circular shape for 2D collisions. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
+ 2D circular shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
+ [b]Performance:[/b] Being a primitive collision shape, [CircleShape2D] is the fastest collision shape to check collisions against, as it only requires a distance check with the shape's origin.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml
index 835588b293..43210de686 100644
--- a/doc/classes/ClassDB.xml
+++ b/doc/classes/ClassDB.xml
@@ -23,13 +23,6 @@
Returns whether the specified [code]class[/code] is available or not.
</description>
</method>
- <method name="class_get_category" qualifiers="const">
- <return type="StringName" />
- <argument index="0" name="class" type="StringName" />
- <description>
- Returns a category associated with the class for use in documentation and the Asset Library. Debug mode required.
- </description>
- </method>
<method name="class_get_enum_constants" qualifiers="const">
<return type="PackedStringArray" />
<argument index="0" name="class" type="StringName" />
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index ab55aeba05..4994ef352e 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -478,7 +478,7 @@
<member name="indent_automatic" type="bool" setter="set_auto_indent_enabled" getter="is_auto_indent_enabled" default="false">
Sets whether automatic indent are enabled, this will add an extra indent if a prefix or brace is found.
</member>
- <member name="indent_automatic_prefixes" type="String[]" setter="set_auto_indent_prefixes" getter="get_auto_indent_prefixes" default="[&quot;(&quot;, &quot;:&quot;, &quot;[&quot;, &quot;{&quot;]">
+ <member name="indent_automatic_prefixes" type="String[]" setter="set_auto_indent_prefixes" getter="get_auto_indent_prefixes" default="[&quot;:&quot;, &quot;{&quot;, &quot;[&quot;, &quot;(&quot;]">
Prefixes to trigger an automatic indent.
</member>
<member name="indent_size" type="int" setter="set_indent_size" getter="get_indent_size" default="4">
@@ -592,6 +592,9 @@
<theme_item name="completion_scroll_color" data_type="color" type="Color" default="Color(1, 1, 1, 0.29)">
[Color] of the scrollbar in the code completion popup.
</theme_item>
+ <theme_item name="completion_scroll_hovered_color" data_type="color" type="Color" default="Color(1, 1, 1, 0.4)">
+ [Color] of the scrollbar in the code completion popup when hovered.
+ </theme_item>
<theme_item name="completion_selected_color" data_type="color" type="Color" default="Color(0.26, 0.26, 0.27, 1)">
Background highlight [Color] for the current selected option item in the code completion popup.
</theme_item>
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index 99bf9f7853..5d025985cc 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
CollisionObject2D is the base class for 2D physics objects. It can hold any number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject2D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
+ [b]Note:[/b] Only collisions between objects within the same canvas ([Viewport] canvas or [CanvasLayer]) are supported. The behavior of collisions between objects in different canvases is undefined.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CollisionPolygon2D.xml b/doc/classes/CollisionPolygon2D.xml
index 48fd7c19dc..f290fc9801 100644
--- a/doc/classes/CollisionPolygon2D.xml
+++ b/doc/classes/CollisionPolygon2D.xml
@@ -4,7 +4,8 @@
Defines a 2D collision polygon.
</brief_description>
<description>
- Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices.
+ Provides a concave or convex 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices. See also [ConvexPolygonShape2D].
+ In the editor, a [CollisionPolygon2D] can be generated from a [Sprite2D]'s outline by selecting a [Sprite2D] node, going to the [b]Sprite2D[/b] menu at the top of the 2D editor viewport then choosing [b]Create CollisionPolygon2D Sibling[/b].
</description>
<tutorials>
</tutorials>
@@ -17,6 +18,7 @@
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">
If [code]true[/code], only edges that face up, relative to [CollisionPolygon2D]'s rotation, will collide with other objects.
+ [b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a child of an [Area2D] node.
</member>
<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin" default="1.0">
The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the polygon at a high velocity.
diff --git a/doc/classes/CollisionPolygon3D.xml b/doc/classes/CollisionPolygon3D.xml
index c8c3752254..7d718cff27 100644
--- a/doc/classes/CollisionPolygon3D.xml
+++ b/doc/classes/CollisionPolygon3D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionPolygon3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Editor-only class for defining a collision polygon in 3D space.
+ Editor-only node for defining a collision polygon in 3D space.
</brief_description>
<description>
- Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a [Shape3D] for gameplay. Properties modified during gameplay will have no effect.
+ Allows editing a concave or convex collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates several [ConvexPolygonShape3D]s at run-time to represent the original polygon using convex decomposition.
+ [b]Note:[/b] Since this is an editor-only helper, properties modified during gameplay will have no effect.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index f3a4cbc2d6..246e0e8663 100644
--- a/doc/classes/CollisionShape2D.xml
+++ b/doc/classes/CollisionShape2D.xml
@@ -18,6 +18,7 @@
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">
Sets whether this collision shape should only detect collision on one side (top or bottom).
+ [b]Note:[/b] This property has no effect if this [CollisionShape2D] is a child of an [Area2D] node.
</member>
<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin" default="1.0">
The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index bc0baf42c9..59ad104ad1 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -157,10 +157,28 @@
Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV profile[/url]. [code]h[/code] (hue), [code]s[/code] (saturation), and [code]v[/code] (value) are typically between 0 and 1.
[codeblocks]
[gdscript]
- var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8)
+ var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)
[/gdscript]
[csharp]
- var c = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);
+ var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="from_ok_hsl" qualifiers="static">
+ <return type="Color" />
+ <argument index="0" name="h" type="float" />
+ <argument index="1" name="s" type="float" />
+ <argument index="2" name="l" type="float" />
+ <argument index="3" name="alpha" type="float" default="1.0" />
+ <description>
+ Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. [code]h[/code] (hue), [code]s[/code] (saturation), and [code]v[/code] (value) are typically between 0 and 1.
+ [codeblocks]
+ [gdscript]
+ var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)
+ [/gdscript]
+ [csharp]
+ var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);
[/csharp]
[/codeblocks]
</description>
@@ -183,6 +201,7 @@
<description>
Returns the luminance of the color in the [code][0.0, 1.0][/code] range.
This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark.
+ [b]Note:[/b] [method get_luminance] relies on the colour being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first.
</description>
</method>
<method name="get_named_color" qualifiers="static">
@@ -320,6 +339,18 @@
[/codeblocks]
</description>
</method>
+ <method name="linear_to_srgb" qualifiers="const">
+ <return type="Color" />
+ <description>
+ Returns the color converted to the [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] color space. This assumes the original color is in the linear color space. See also [method srgb_to_linear] which performs the opposite operation.
+ </description>
+ </method>
+ <method name="srgb_to_linear" qualifiers="const">
+ <return type="Color" />
+ <description>
+ Returns the color converted to the linear color space. This assumes the original color is in the sRGB color space. See also [method linear_to_srgb] which performs the opposite operation.
+ </description>
+ </method>
<method name="to_abgr32" qualifiers="const">
<return type="int" />
<description>
@@ -473,343 +504,343 @@
</member>
</members>
<constants>
- <constant name="ALICE_BLUE" value="Color(0.94, 0.97, 1, 1)">
+ <constant name="ALICE_BLUE" value="Color(0.941176, 0.972549, 1, 1)">
Alice blue color.
</constant>
- <constant name="ANTIQUE_WHITE" value="Color(0.98, 0.92, 0.84, 1)">
+ <constant name="ANTIQUE_WHITE" value="Color(0.980392, 0.921569, 0.843137, 1)">
Antique white color.
</constant>
<constant name="AQUA" value="Color(0, 1, 1, 1)">
Aqua color.
</constant>
- <constant name="AQUAMARINE" value="Color(0.5, 1, 0.83, 1)">
+ <constant name="AQUAMARINE" value="Color(0.498039, 1, 0.831373, 1)">
Aquamarine color.
</constant>
- <constant name="AZURE" value="Color(0.94, 1, 1, 1)">
+ <constant name="AZURE" value="Color(0.941176, 1, 1, 1)">
Azure color.
</constant>
- <constant name="BEIGE" value="Color(0.96, 0.96, 0.86, 1)">
+ <constant name="BEIGE" value="Color(0.960784, 0.960784, 0.862745, 1)">
Beige color.
</constant>
- <constant name="BISQUE" value="Color(1, 0.89, 0.77, 1)">
+ <constant name="BISQUE" value="Color(1, 0.894118, 0.768627, 1)">
Bisque color.
</constant>
<constant name="BLACK" value="Color(0, 0, 0, 1)">
Black color.
</constant>
- <constant name="BLANCHED_ALMOND" value="Color(1, 0.92, 0.8, 1)">
+ <constant name="BLANCHED_ALMOND" value="Color(1, 0.921569, 0.803922, 1)">
Blanched almond color.
</constant>
<constant name="BLUE" value="Color(0, 0, 1, 1)">
Blue color.
</constant>
- <constant name="BLUE_VIOLET" value="Color(0.54, 0.17, 0.89, 1)">
+ <constant name="BLUE_VIOLET" value="Color(0.541176, 0.168627, 0.886275, 1)">
Blue violet color.
</constant>
- <constant name="BROWN" value="Color(0.65, 0.16, 0.16, 1)">
+ <constant name="BROWN" value="Color(0.647059, 0.164706, 0.164706, 1)">
Brown color.
</constant>
- <constant name="BURLYWOOD" value="Color(0.87, 0.72, 0.53, 1)">
+ <constant name="BURLYWOOD" value="Color(0.870588, 0.721569, 0.529412, 1)">
Burlywood color.
</constant>
- <constant name="CADET_BLUE" value="Color(0.37, 0.62, 0.63, 1)">
+ <constant name="CADET_BLUE" value="Color(0.372549, 0.619608, 0.627451, 1)">
Cadet blue color.
</constant>
- <constant name="CHARTREUSE" value="Color(0.5, 1, 0, 1)">
+ <constant name="CHARTREUSE" value="Color(0.498039, 1, 0, 1)">
Chartreuse color.
</constant>
- <constant name="CHOCOLATE" value="Color(0.82, 0.41, 0.12, 1)">
+ <constant name="CHOCOLATE" value="Color(0.823529, 0.411765, 0.117647, 1)">
Chocolate color.
</constant>
- <constant name="CORAL" value="Color(1, 0.5, 0.31, 1)">
+ <constant name="CORAL" value="Color(1, 0.498039, 0.313726, 1)">
Coral color.
</constant>
- <constant name="CORNFLOWER_BLUE" value="Color(0.39, 0.58, 0.93, 1)">
+ <constant name="CORNFLOWER_BLUE" value="Color(0.392157, 0.584314, 0.929412, 1)">
Cornflower blue color.
</constant>
- <constant name="CORNSILK" value="Color(1, 0.97, 0.86, 1)">
+ <constant name="CORNSILK" value="Color(1, 0.972549, 0.862745, 1)">
Cornsilk color.
</constant>
- <constant name="CRIMSON" value="Color(0.86, 0.08, 0.24, 1)">
+ <constant name="CRIMSON" value="Color(0.862745, 0.0784314, 0.235294, 1)">
Crimson color.
</constant>
<constant name="CYAN" value="Color(0, 1, 1, 1)">
Cyan color.
</constant>
- <constant name="DARK_BLUE" value="Color(0, 0, 0.55, 1)">
+ <constant name="DARK_BLUE" value="Color(0, 0, 0.545098, 1)">
Dark blue color.
</constant>
- <constant name="DARK_CYAN" value="Color(0, 0.55, 0.55, 1)">
+ <constant name="DARK_CYAN" value="Color(0, 0.545098, 0.545098, 1)">
Dark cyan color.
</constant>
- <constant name="DARK_GOLDENROD" value="Color(0.72, 0.53, 0.04, 1)">
+ <constant name="DARK_GOLDENROD" value="Color(0.721569, 0.52549, 0.0431373, 1)">
Dark goldenrod color.
</constant>
- <constant name="DARK_GRAY" value="Color(0.66, 0.66, 0.66, 1)">
+ <constant name="DARK_GRAY" value="Color(0.662745, 0.662745, 0.662745, 1)">
Dark gray color.
</constant>
- <constant name="DARK_GREEN" value="Color(0, 0.39, 0, 1)">
+ <constant name="DARK_GREEN" value="Color(0, 0.392157, 0, 1)">
Dark green color.
</constant>
- <constant name="DARK_KHAKI" value="Color(0.74, 0.72, 0.42, 1)">
+ <constant name="DARK_KHAKI" value="Color(0.741176, 0.717647, 0.419608, 1)">
Dark khaki color.
</constant>
- <constant name="DARK_MAGENTA" value="Color(0.55, 0, 0.55, 1)">
+ <constant name="DARK_MAGENTA" value="Color(0.545098, 0, 0.545098, 1)">
Dark magenta color.
</constant>
- <constant name="DARK_OLIVE_GREEN" value="Color(0.33, 0.42, 0.18, 1)">
+ <constant name="DARK_OLIVE_GREEN" value="Color(0.333333, 0.419608, 0.184314, 1)">
Dark olive green color.
</constant>
- <constant name="DARK_ORANGE" value="Color(1, 0.55, 0, 1)">
+ <constant name="DARK_ORANGE" value="Color(1, 0.54902, 0, 1)">
Dark orange color.
</constant>
- <constant name="DARK_ORCHID" value="Color(0.6, 0.2, 0.8, 1)">
+ <constant name="DARK_ORCHID" value="Color(0.6, 0.196078, 0.8, 1)">
Dark orchid color.
</constant>
- <constant name="DARK_RED" value="Color(0.55, 0, 0, 1)">
+ <constant name="DARK_RED" value="Color(0.545098, 0, 0, 1)">
Dark red color.
</constant>
- <constant name="DARK_SALMON" value="Color(0.91, 0.59, 0.48, 1)">
+ <constant name="DARK_SALMON" value="Color(0.913725, 0.588235, 0.478431, 1)">
Dark salmon color.
</constant>
- <constant name="DARK_SEA_GREEN" value="Color(0.56, 0.74, 0.56, 1)">
+ <constant name="DARK_SEA_GREEN" value="Color(0.560784, 0.737255, 0.560784, 1)">
Dark sea green color.
</constant>
- <constant name="DARK_SLATE_BLUE" value="Color(0.28, 0.24, 0.55, 1)">
+ <constant name="DARK_SLATE_BLUE" value="Color(0.282353, 0.239216, 0.545098, 1)">
Dark slate blue color.
</constant>
- <constant name="DARK_SLATE_GRAY" value="Color(0.18, 0.31, 0.31, 1)">
+ <constant name="DARK_SLATE_GRAY" value="Color(0.184314, 0.309804, 0.309804, 1)">
Dark slate gray color.
</constant>
- <constant name="DARK_TURQUOISE" value="Color(0, 0.81, 0.82, 1)">
+ <constant name="DARK_TURQUOISE" value="Color(0, 0.807843, 0.819608, 1)">
Dark turquoise color.
</constant>
- <constant name="DARK_VIOLET" value="Color(0.58, 0, 0.83, 1)">
+ <constant name="DARK_VIOLET" value="Color(0.580392, 0, 0.827451, 1)">
Dark violet color.
</constant>
- <constant name="DEEP_PINK" value="Color(1, 0.08, 0.58, 1)">
+ <constant name="DEEP_PINK" value="Color(1, 0.0784314, 0.576471, 1)">
Deep pink color.
</constant>
- <constant name="DEEP_SKY_BLUE" value="Color(0, 0.75, 1, 1)">
+ <constant name="DEEP_SKY_BLUE" value="Color(0, 0.74902, 1, 1)">
Deep sky blue color.
</constant>
- <constant name="DIM_GRAY" value="Color(0.41, 0.41, 0.41, 1)">
+ <constant name="DIM_GRAY" value="Color(0.411765, 0.411765, 0.411765, 1)">
Dim gray color.
</constant>
- <constant name="DODGER_BLUE" value="Color(0.12, 0.56, 1, 1)">
+ <constant name="DODGER_BLUE" value="Color(0.117647, 0.564706, 1, 1)">
Dodger blue color.
</constant>
- <constant name="FIREBRICK" value="Color(0.7, 0.13, 0.13, 1)">
+ <constant name="FIREBRICK" value="Color(0.698039, 0.133333, 0.133333, 1)">
Firebrick color.
</constant>
- <constant name="FLORAL_WHITE" value="Color(1, 0.98, 0.94, 1)">
+ <constant name="FLORAL_WHITE" value="Color(1, 0.980392, 0.941176, 1)">
Floral white color.
</constant>
- <constant name="FOREST_GREEN" value="Color(0.13, 0.55, 0.13, 1)">
+ <constant name="FOREST_GREEN" value="Color(0.133333, 0.545098, 0.133333, 1)">
Forest green color.
</constant>
<constant name="FUCHSIA" value="Color(1, 0, 1, 1)">
Fuchsia color.
</constant>
- <constant name="GAINSBORO" value="Color(0.86, 0.86, 0.86, 1)">
+ <constant name="GAINSBORO" value="Color(0.862745, 0.862745, 0.862745, 1)">
Gainsboro color.
</constant>
- <constant name="GHOST_WHITE" value="Color(0.97, 0.97, 1, 1)">
+ <constant name="GHOST_WHITE" value="Color(0.972549, 0.972549, 1, 1)">
Ghost white color.
</constant>
- <constant name="GOLD" value="Color(1, 0.84, 0, 1)">
+ <constant name="GOLD" value="Color(1, 0.843137, 0, 1)">
Gold color.
</constant>
- <constant name="GOLDENROD" value="Color(0.85, 0.65, 0.13, 1)">
+ <constant name="GOLDENROD" value="Color(0.854902, 0.647059, 0.12549, 1)">
Goldenrod color.
</constant>
- <constant name="GRAY" value="Color(0.75, 0.75, 0.75, 1)">
+ <constant name="GRAY" value="Color(0.745098, 0.745098, 0.745098, 1)">
Gray color.
</constant>
<constant name="GREEN" value="Color(0, 1, 0, 1)">
Green color.
</constant>
- <constant name="GREEN_YELLOW" value="Color(0.68, 1, 0.18, 1)">
+ <constant name="GREEN_YELLOW" value="Color(0.678431, 1, 0.184314, 1)">
Green yellow color.
</constant>
- <constant name="HONEYDEW" value="Color(0.94, 1, 0.94, 1)">
+ <constant name="HONEYDEW" value="Color(0.941176, 1, 0.941176, 1)">
Honeydew color.
</constant>
- <constant name="HOT_PINK" value="Color(1, 0.41, 0.71, 1)">
+ <constant name="HOT_PINK" value="Color(1, 0.411765, 0.705882, 1)">
Hot pink color.
</constant>
- <constant name="INDIAN_RED" value="Color(0.8, 0.36, 0.36, 1)">
+ <constant name="INDIAN_RED" value="Color(0.803922, 0.360784, 0.360784, 1)">
Indian red color.
</constant>
- <constant name="INDIGO" value="Color(0.29, 0, 0.51, 1)">
+ <constant name="INDIGO" value="Color(0.294118, 0, 0.509804, 1)">
Indigo color.
</constant>
- <constant name="IVORY" value="Color(1, 1, 0.94, 1)">
+ <constant name="IVORY" value="Color(1, 1, 0.941176, 1)">
Ivory color.
</constant>
- <constant name="KHAKI" value="Color(0.94, 0.9, 0.55, 1)">
+ <constant name="KHAKI" value="Color(0.941176, 0.901961, 0.54902, 1)">
Khaki color.
</constant>
- <constant name="LAVENDER" value="Color(0.9, 0.9, 0.98, 1)">
+ <constant name="LAVENDER" value="Color(0.901961, 0.901961, 0.980392, 1)">
Lavender color.
</constant>
- <constant name="LAVENDER_BLUSH" value="Color(1, 0.94, 0.96, 1)">
+ <constant name="LAVENDER_BLUSH" value="Color(1, 0.941176, 0.960784, 1)">
Lavender blush color.
</constant>
- <constant name="LAWN_GREEN" value="Color(0.49, 0.99, 0, 1)">
+ <constant name="LAWN_GREEN" value="Color(0.486275, 0.988235, 0, 1)">
Lawn green color.
</constant>
- <constant name="LEMON_CHIFFON" value="Color(1, 0.98, 0.8, 1)">
+ <constant name="LEMON_CHIFFON" value="Color(1, 0.980392, 0.803922, 1)">
Lemon chiffon color.
</constant>
- <constant name="LIGHT_BLUE" value="Color(0.68, 0.85, 0.9, 1)">
+ <constant name="LIGHT_BLUE" value="Color(0.678431, 0.847059, 0.901961, 1)">
Light blue color.
</constant>
- <constant name="LIGHT_CORAL" value="Color(0.94, 0.5, 0.5, 1)">
+ <constant name="LIGHT_CORAL" value="Color(0.941176, 0.501961, 0.501961, 1)">
Light coral color.
</constant>
- <constant name="LIGHT_CYAN" value="Color(0.88, 1, 1, 1)">
+ <constant name="LIGHT_CYAN" value="Color(0.878431, 1, 1, 1)">
Light cyan color.
</constant>
- <constant name="LIGHT_GOLDENROD" value="Color(0.98, 0.98, 0.82, 1)">
+ <constant name="LIGHT_GOLDENROD" value="Color(0.980392, 0.980392, 0.823529, 1)">
Light goldenrod color.
</constant>
- <constant name="LIGHT_GRAY" value="Color(0.83, 0.83, 0.83, 1)">
+ <constant name="LIGHT_GRAY" value="Color(0.827451, 0.827451, 0.827451, 1)">
Light gray color.
</constant>
- <constant name="LIGHT_GREEN" value="Color(0.56, 0.93, 0.56, 1)">
+ <constant name="LIGHT_GREEN" value="Color(0.564706, 0.933333, 0.564706, 1)">
Light green color.
</constant>
- <constant name="LIGHT_PINK" value="Color(1, 0.71, 0.76, 1)">
+ <constant name="LIGHT_PINK" value="Color(1, 0.713726, 0.756863, 1)">
Light pink color.
</constant>
- <constant name="LIGHT_SALMON" value="Color(1, 0.63, 0.48, 1)">
+ <constant name="LIGHT_SALMON" value="Color(1, 0.627451, 0.478431, 1)">
Light salmon color.
</constant>
- <constant name="LIGHT_SEA_GREEN" value="Color(0.13, 0.7, 0.67, 1)">
+ <constant name="LIGHT_SEA_GREEN" value="Color(0.12549, 0.698039, 0.666667, 1)">
Light sea green color.
</constant>
- <constant name="LIGHT_SKY_BLUE" value="Color(0.53, 0.81, 0.98, 1)">
+ <constant name="LIGHT_SKY_BLUE" value="Color(0.529412, 0.807843, 0.980392, 1)">
Light sky blue color.
</constant>
- <constant name="LIGHT_SLATE_GRAY" value="Color(0.47, 0.53, 0.6, 1)">
+ <constant name="LIGHT_SLATE_GRAY" value="Color(0.466667, 0.533333, 0.6, 1)">
Light slate gray color.
</constant>
- <constant name="LIGHT_STEEL_BLUE" value="Color(0.69, 0.77, 0.87, 1)">
+ <constant name="LIGHT_STEEL_BLUE" value="Color(0.690196, 0.768627, 0.870588, 1)">
Light steel blue color.
</constant>
- <constant name="LIGHT_YELLOW" value="Color(1, 1, 0.88, 1)">
+ <constant name="LIGHT_YELLOW" value="Color(1, 1, 0.878431, 1)">
Light yellow color.
</constant>
<constant name="LIME" value="Color(0, 1, 0, 1)">
Lime color.
</constant>
- <constant name="LIME_GREEN" value="Color(0.2, 0.8, 0.2, 1)">
+ <constant name="LIME_GREEN" value="Color(0.196078, 0.803922, 0.196078, 1)">
Lime green color.
</constant>
- <constant name="LINEN" value="Color(0.98, 0.94, 0.9, 1)">
+ <constant name="LINEN" value="Color(0.980392, 0.941176, 0.901961, 1)">
Linen color.
</constant>
<constant name="MAGENTA" value="Color(1, 0, 1, 1)">
Magenta color.
</constant>
- <constant name="MAROON" value="Color(0.69, 0.19, 0.38, 1)">
+ <constant name="MAROON" value="Color(0.690196, 0.188235, 0.376471, 1)">
Maroon color.
</constant>
- <constant name="MEDIUM_AQUAMARINE" value="Color(0.4, 0.8, 0.67, 1)">
+ <constant name="MEDIUM_AQUAMARINE" value="Color(0.4, 0.803922, 0.666667, 1)">
Medium aquamarine color.
</constant>
- <constant name="MEDIUM_BLUE" value="Color(0, 0, 0.8, 1)">
+ <constant name="MEDIUM_BLUE" value="Color(0, 0, 0.803922, 1)">
Medium blue color.
</constant>
- <constant name="MEDIUM_ORCHID" value="Color(0.73, 0.33, 0.83, 1)">
+ <constant name="MEDIUM_ORCHID" value="Color(0.729412, 0.333333, 0.827451, 1)">
Medium orchid color.
</constant>
- <constant name="MEDIUM_PURPLE" value="Color(0.58, 0.44, 0.86, 1)">
+ <constant name="MEDIUM_PURPLE" value="Color(0.576471, 0.439216, 0.858824, 1)">
Medium purple color.
</constant>
- <constant name="MEDIUM_SEA_GREEN" value="Color(0.24, 0.7, 0.44, 1)">
+ <constant name="MEDIUM_SEA_GREEN" value="Color(0.235294, 0.701961, 0.443137, 1)">
Medium sea green color.
</constant>
- <constant name="MEDIUM_SLATE_BLUE" value="Color(0.48, 0.41, 0.93, 1)">
+ <constant name="MEDIUM_SLATE_BLUE" value="Color(0.482353, 0.407843, 0.933333, 1)">
Medium slate blue color.
</constant>
- <constant name="MEDIUM_SPRING_GREEN" value="Color(0, 0.98, 0.6, 1)">
+ <constant name="MEDIUM_SPRING_GREEN" value="Color(0, 0.980392, 0.603922, 1)">
Medium spring green color.
</constant>
- <constant name="MEDIUM_TURQUOISE" value="Color(0.28, 0.82, 0.8, 1)">
+ <constant name="MEDIUM_TURQUOISE" value="Color(0.282353, 0.819608, 0.8, 1)">
Medium turquoise color.
</constant>
- <constant name="MEDIUM_VIOLET_RED" value="Color(0.78, 0.08, 0.52, 1)">
+ <constant name="MEDIUM_VIOLET_RED" value="Color(0.780392, 0.0823529, 0.521569, 1)">
Medium violet red color.
</constant>
- <constant name="MIDNIGHT_BLUE" value="Color(0.1, 0.1, 0.44, 1)">
+ <constant name="MIDNIGHT_BLUE" value="Color(0.0980392, 0.0980392, 0.439216, 1)">
Midnight blue color.
</constant>
- <constant name="MINT_CREAM" value="Color(0.96, 1, 0.98, 1)">
+ <constant name="MINT_CREAM" value="Color(0.960784, 1, 0.980392, 1)">
Mint cream color.
</constant>
- <constant name="MISTY_ROSE" value="Color(1, 0.89, 0.88, 1)">
+ <constant name="MISTY_ROSE" value="Color(1, 0.894118, 0.882353, 1)">
Misty rose color.
</constant>
- <constant name="MOCCASIN" value="Color(1, 0.89, 0.71, 1)">
+ <constant name="MOCCASIN" value="Color(1, 0.894118, 0.709804, 1)">
Moccasin color.
</constant>
- <constant name="NAVAJO_WHITE" value="Color(1, 0.87, 0.68, 1)">
+ <constant name="NAVAJO_WHITE" value="Color(1, 0.870588, 0.678431, 1)">
Navajo white color.
</constant>
- <constant name="NAVY_BLUE" value="Color(0, 0, 0.5, 1)">
+ <constant name="NAVY_BLUE" value="Color(0, 0, 0.501961, 1)">
Navy blue color.
</constant>
- <constant name="OLD_LACE" value="Color(0.99, 0.96, 0.9, 1)">
+ <constant name="OLD_LACE" value="Color(0.992157, 0.960784, 0.901961, 1)">
Old lace color.
</constant>
- <constant name="OLIVE" value="Color(0.5, 0.5, 0, 1)">
+ <constant name="OLIVE" value="Color(0.501961, 0.501961, 0, 1)">
Olive color.
</constant>
- <constant name="OLIVE_DRAB" value="Color(0.42, 0.56, 0.14, 1)">
+ <constant name="OLIVE_DRAB" value="Color(0.419608, 0.556863, 0.137255, 1)">
Olive drab color.
</constant>
- <constant name="ORANGE" value="Color(1, 0.65, 0, 1)">
+ <constant name="ORANGE" value="Color(1, 0.647059, 0, 1)">
Orange color.
</constant>
- <constant name="ORANGE_RED" value="Color(1, 0.27, 0, 1)">
+ <constant name="ORANGE_RED" value="Color(1, 0.270588, 0, 1)">
Orange red color.
</constant>
- <constant name="ORCHID" value="Color(0.85, 0.44, 0.84, 1)">
+ <constant name="ORCHID" value="Color(0.854902, 0.439216, 0.839216, 1)">
Orchid color.
</constant>
- <constant name="PALE_GOLDENROD" value="Color(0.93, 0.91, 0.67, 1)">
+ <constant name="PALE_GOLDENROD" value="Color(0.933333, 0.909804, 0.666667, 1)">
Pale goldenrod color.
</constant>
- <constant name="PALE_GREEN" value="Color(0.6, 0.98, 0.6, 1)">
+ <constant name="PALE_GREEN" value="Color(0.596078, 0.984314, 0.596078, 1)">
Pale green color.
</constant>
- <constant name="PALE_TURQUOISE" value="Color(0.69, 0.93, 0.93, 1)">
+ <constant name="PALE_TURQUOISE" value="Color(0.686275, 0.933333, 0.933333, 1)">
Pale turquoise color.
</constant>
- <constant name="PALE_VIOLET_RED" value="Color(0.86, 0.44, 0.58, 1)">
+ <constant name="PALE_VIOLET_RED" value="Color(0.858824, 0.439216, 0.576471, 1)">
Pale violet red color.
</constant>
- <constant name="PAPAYA_WHIP" value="Color(1, 0.94, 0.84, 1)">
+ <constant name="PAPAYA_WHIP" value="Color(1, 0.937255, 0.835294, 1)">
Papaya whip color.
</constant>
- <constant name="PEACH_PUFF" value="Color(1, 0.85, 0.73, 1)">
+ <constant name="PEACH_PUFF" value="Color(1, 0.854902, 0.72549, 1)">
Peach puff color.
</constant>
- <constant name="PERU" value="Color(0.8, 0.52, 0.25, 1)">
+ <constant name="PERU" value="Color(0.803922, 0.521569, 0.247059, 1)">
Peru color.
</constant>
- <constant name="PINK" value="Color(1, 0.75, 0.8, 1)">
+ <constant name="PINK" value="Color(1, 0.752941, 0.796078, 1)">
Pink color.
</constant>
- <constant name="PLUM" value="Color(0.87, 0.63, 0.87, 1)">
+ <constant name="PLUM" value="Color(0.866667, 0.627451, 0.866667, 1)">
Plum color.
</constant>
- <constant name="POWDER_BLUE" value="Color(0.69, 0.88, 0.9, 1)">
+ <constant name="POWDER_BLUE" value="Color(0.690196, 0.878431, 0.901961, 1)">
Powder blue color.
</constant>
- <constant name="PURPLE" value="Color(0.63, 0.13, 0.94, 1)">
+ <constant name="PURPLE" value="Color(0.627451, 0.12549, 0.941176, 1)">
Purple color.
</constant>
<constant name="REBECCA_PURPLE" value="Color(0.4, 0.2, 0.6, 1)">
@@ -818,108 +849,103 @@
<constant name="RED" value="Color(1, 0, 0, 1)">
Red color.
</constant>
- <constant name="ROSY_BROWN" value="Color(0.74, 0.56, 0.56, 1)">
+ <constant name="ROSY_BROWN" value="Color(0.737255, 0.560784, 0.560784, 1)">
Rosy brown color.
</constant>
- <constant name="ROYAL_BLUE" value="Color(0.25, 0.41, 0.88, 1)">
+ <constant name="ROYAL_BLUE" value="Color(0.254902, 0.411765, 0.882353, 1)">
Royal blue color.
</constant>
- <constant name="SADDLE_BROWN" value="Color(0.55, 0.27, 0.07, 1)">
+ <constant name="SADDLE_BROWN" value="Color(0.545098, 0.270588, 0.0745098, 1)">
Saddle brown color.
</constant>
- <constant name="SALMON" value="Color(0.98, 0.5, 0.45, 1)">
+ <constant name="SALMON" value="Color(0.980392, 0.501961, 0.447059, 1)">
Salmon color.
</constant>
- <constant name="SANDY_BROWN" value="Color(0.96, 0.64, 0.38, 1)">
+ <constant name="SANDY_BROWN" value="Color(0.956863, 0.643137, 0.376471, 1)">
Sandy brown color.
</constant>
- <constant name="SEA_GREEN" value="Color(0.18, 0.55, 0.34, 1)">
+ <constant name="SEA_GREEN" value="Color(0.180392, 0.545098, 0.341176, 1)">
Sea green color.
</constant>
- <constant name="SEASHELL" value="Color(1, 0.96, 0.93, 1)">
+ <constant name="SEASHELL" value="Color(1, 0.960784, 0.933333, 1)">
Seashell color.
</constant>
- <constant name="SIENNA" value="Color(0.63, 0.32, 0.18, 1)">
+ <constant name="SIENNA" value="Color(0.627451, 0.321569, 0.176471, 1)">
Sienna color.
</constant>
- <constant name="SILVER" value="Color(0.75, 0.75, 0.75, 1)">
+ <constant name="SILVER" value="Color(0.752941, 0.752941, 0.752941, 1)">
Silver color.
</constant>
- <constant name="SKY_BLUE" value="Color(0.53, 0.81, 0.92, 1)">
+ <constant name="SKY_BLUE" value="Color(0.529412, 0.807843, 0.921569, 1)">
Sky blue color.
</constant>
- <constant name="SLATE_BLUE" value="Color(0.42, 0.35, 0.8, 1)">
+ <constant name="SLATE_BLUE" value="Color(0.415686, 0.352941, 0.803922, 1)">
Slate blue color.
</constant>
- <constant name="SLATE_GRAY" value="Color(0.44, 0.5, 0.56, 1)">
+ <constant name="SLATE_GRAY" value="Color(0.439216, 0.501961, 0.564706, 1)">
Slate gray color.
</constant>
- <constant name="SNOW" value="Color(1, 0.98, 0.98, 1)">
+ <constant name="SNOW" value="Color(1, 0.980392, 0.980392, 1)">
Snow color.
</constant>
- <constant name="SPRING_GREEN" value="Color(0, 1, 0.5, 1)">
+ <constant name="SPRING_GREEN" value="Color(0, 1, 0.498039, 1)">
Spring green color.
</constant>
- <constant name="STEEL_BLUE" value="Color(0.27, 0.51, 0.71, 1)">
+ <constant name="STEEL_BLUE" value="Color(0.27451, 0.509804, 0.705882, 1)">
Steel blue color.
</constant>
- <constant name="TAN" value="Color(0.82, 0.71, 0.55, 1)">
+ <constant name="TAN" value="Color(0.823529, 0.705882, 0.54902, 1)">
Tan color.
</constant>
- <constant name="TEAL" value="Color(0, 0.5, 0.5, 1)">
+ <constant name="TEAL" value="Color(0, 0.501961, 0.501961, 1)">
Teal color.
</constant>
- <constant name="THISTLE" value="Color(0.85, 0.75, 0.85, 1)">
+ <constant name="THISTLE" value="Color(0.847059, 0.74902, 0.847059, 1)">
Thistle color.
</constant>
- <constant name="TOMATO" value="Color(1, 0.39, 0.28, 1)">
+ <constant name="TOMATO" value="Color(1, 0.388235, 0.278431, 1)">
Tomato color.
</constant>
<constant name="TRANSPARENT" value="Color(1, 1, 1, 0)">
Transparent color (white with zero alpha).
</constant>
- <constant name="TURQUOISE" value="Color(0.25, 0.88, 0.82, 1)">
+ <constant name="TURQUOISE" value="Color(0.25098, 0.878431, 0.815686, 1)">
Turquoise color.
</constant>
- <constant name="VIOLET" value="Color(0.93, 0.51, 0.93, 1)">
+ <constant name="VIOLET" value="Color(0.933333, 0.509804, 0.933333, 1)">
Violet color.
</constant>
- <constant name="WEB_GRAY" value="Color(0.5, 0.5, 0.5, 1)">
+ <constant name="WEB_GRAY" value="Color(0.501961, 0.501961, 0.501961, 1)">
Web gray color.
</constant>
- <constant name="WEB_GREEN" value="Color(0, 0.5, 0, 1)">
+ <constant name="WEB_GREEN" value="Color(0, 0.501961, 0, 1)">
Web green color.
</constant>
- <constant name="WEB_MAROON" value="Color(0.5, 0, 0, 1)">
+ <constant name="WEB_MAROON" value="Color(0.501961, 0, 0, 1)">
Web maroon color.
</constant>
- <constant name="WEB_PURPLE" value="Color(0.5, 0, 0.5, 1)">
+ <constant name="WEB_PURPLE" value="Color(0.501961, 0, 0.501961, 1)">
Web purple color.
</constant>
- <constant name="WHEAT" value="Color(0.96, 0.87, 0.7, 1)">
+ <constant name="WHEAT" value="Color(0.960784, 0.870588, 0.701961, 1)">
Wheat color.
</constant>
<constant name="WHITE" value="Color(1, 1, 1, 1)">
White color.
</constant>
- <constant name="WHITE_SMOKE" value="Color(0.96, 0.96, 0.96, 1)">
+ <constant name="WHITE_SMOKE" value="Color(0.960784, 0.960784, 0.960784, 1)">
White smoke color.
</constant>
<constant name="YELLOW" value="Color(1, 1, 0, 1)">
Yellow color.
</constant>
- <constant name="YELLOW_GREEN" value="Color(0.6, 0.8, 0.2, 1)">
+ <constant name="YELLOW_GREEN" value="Color(0.603922, 0.803922, 0.196078, 1)">
Yellow green color.
</constant>
</constants>
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Color" />
<description>
Returns [code]true[/code] if the colors are not equal.
@@ -984,11 +1010,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Color" />
<description>
Returns [code]true[/code] if the colors are exactly equal.
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index 5c47d6fb54..cc9c5877c5 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -37,16 +37,15 @@
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(1, 1, 1, 1)">
The currently selected color.
</member>
+ <member name="color_mode" type="int" setter="set_color_mode" getter="get_color_mode" enum="ColorPicker.ColorModeType" default="0">
+ The currently selected color mode. See [enum ColorModeType].
+ </member>
<member name="deferred_mode" type="bool" setter="set_deferred_mode" getter="is_deferred_mode" default="false">
If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues).
</member>
<member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha" default="true">
If [code]true[/code], shows an alpha channel slider (opacity).
</member>
- <member name="hsv_mode" type="bool" setter="set_hsv_mode" getter="is_hsv_mode" default="false">
- If [code]true[/code], allows editing the color with Hue/Saturation/Value sliders.
- [b]Note:[/b] Cannot be enabled if raw mode is on.
- </member>
<member name="picker_shape" type="int" setter="set_picker_shape" getter="get_picker_shape" enum="ColorPicker.PickerShapeType" default="0">
The shape of the color space view. See [enum PickerShapeType].
</member>
@@ -56,10 +55,6 @@
<member name="presets_visible" type="bool" setter="set_presets_visible" getter="are_presets_visible" default="true">
If [code]true[/code], saved color presets are visible.
</member>
- <member name="raw_mode" type="bool" setter="set_raw_mode" getter="is_raw_mode" default="false">
- If [code]true[/code], allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR).
- [b]Note:[/b] Cannot be enabled if HSV mode is on.
- </member>
</members>
<signals>
<signal name="color_changed">
@@ -82,6 +77,20 @@
</signal>
</signals>
<constants>
+ <constant name="MODE_RGB" value="0" enum="ColorModeType">
+ Allows editing the color with Red/Green/Blue sliders.
+ </constant>
+ <constant name="MODE_HSV" value="1" enum="ColorModeType">
+ Allows editing the color with Hue/Saturation/Value sliders.
+ </constant>
+ <constant name="MODE_RAW" value="2" enum="ColorModeType">
+ Allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR).
+ </constant>
+ <constant name="MODE_OKHSL" value="3" enum="ColorModeType">
+ Allows editing the color with Hue/Saturation/Lightness sliders.
+ OKHSL is a new color space similar to HSL but that better match perception by leveraging the Oklab color space which is designed to be simple to use, while doing a good job at predicting perceived lightness, chroma and hue.
+ [url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color spaces[/url]
+ </constant>
<constant name="SHAPE_HSV_RECTANGLE" value="0" enum="PickerShapeType">
HSV Color Model rectangle color space.
</constant>
@@ -91,6 +100,9 @@
<constant name="SHAPE_VHS_CIRCLE" value="2" enum="PickerShapeType">
HSV Color Model circle color space. Use Saturation as a radius.
</constant>
+ <constant name="SHAPE_OKHSL_CIRCLE" value="3" enum="PickerShapeType">
+ HSL OK Color Model circle color space.
+ </constant>
</constants>
<theme_items>
<theme_item name="h_width" data_type="constant" type="int" default="30">
diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml
index e2f1fdfae1..75a715789c 100644
--- a/doc/classes/ColorPickerButton.xml
+++ b/doc/classes/ColorPickerButton.xml
@@ -6,7 +6,7 @@
<description>
Encapsulates a [ColorPicker] making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility.
See also [BaseButton] which contains common properties and methods associated with this node.
- [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.rect_min_size] to a big enough value to give the button enough space.
+ [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.custom_minimum_size] to a big enough value to give the button enough space.
</description>
<tutorials>
<link title="GUI Drag And Drop Demo">https://godotengine.org/asset-library/asset/133</link>
@@ -74,7 +74,7 @@
<theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(0.8, 0.8, 0.8, 1)">
Text [Color] used when the [ColorPickerButton] is being pressed.
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="2">
+ <theme_item name="h_separation" data_type="constant" type="int" default="2">
The horizontal space between [ColorPickerButton]'s icon and text.
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml
new file mode 100644
index 0000000000..fbb0879fdc
--- /dev/null
+++ b/doc/classes/CompressedCubemap.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="CompressedCubemap" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml
new file mode 100644
index 0000000000..ff096cea47
--- /dev/null
+++ b/doc/classes/CompressedCubemapArray.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="CompressedCubemapArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/StreamTexture2D.xml b/doc/classes/CompressedTexture2D.xml
index b18105cc29..5f73b55f69 100644
--- a/doc/classes/StreamTexture2D.xml
+++ b/doc/classes/CompressedTexture2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="CompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A [code].stex[/code] texture.
+ A [code].ctex[/code] texture.
</brief_description>
<description>
- A texture that is loaded from a [code].stex[/code] file.
+ A texture that is loaded from a [code].ctex[/code] file.
</description>
<tutorials>
</tutorials>
@@ -19,7 +19,7 @@
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
- The StreamTexture's file path to a [code].stex[/code] file.
+ The CompressedTexture's file path to a [code].ctex[/code] file.
</member>
</members>
</class>
diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml
new file mode 100644
index 0000000000..0c751759af
--- /dev/null
+++ b/doc/classes/CompressedTexture2DArray.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="CompressedTexture2DArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/StreamTexture3D.xml b/doc/classes/CompressedTexture3D.xml
index c0b783369f..de7a93d788 100644
--- a/doc/classes/StreamTexture3D.xml
+++ b/doc/classes/CompressedTexture3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="CompressedTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
diff --git a/doc/classes/StreamTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml
index 8ed36ff54c..03bea84ba4 100644
--- a/doc/classes/StreamTextureLayered.xml
+++ b/doc/classes/CompressedTextureLayered.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="CompressedTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml
index 924178f9bf..f3c245c229 100644
--- a/doc/classes/ConcavePolygonShape2D.xml
+++ b/doc/classes/ConcavePolygonShape2D.xml
@@ -1,11 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConcavePolygonShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Concave polygon 2D shape resource for physics.
+ Concave polygon shape resource for 2D physics.
</brief_description>
<description>
- Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
- The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
+ 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
+ The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection.
+ [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape2D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape2D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape2D]'s documentation for instructions. However, consider using primitive collision shapes such as [CircleShape2D] or [RectangleShape2D] first.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml
index 4e67f91db8..60d7e32492 100644
--- a/doc/classes/ConcavePolygonShape3D.xml
+++ b/doc/classes/ConcavePolygonShape3D.xml
@@ -1,11 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConcavePolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Concave polygon shape.
+ Concave polygon shape resource (also called "trimesh") for 3D physics.
</brief_description>
<description>
- Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles.
+ 3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively.
[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static.
+ [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
diff --git a/doc/classes/ConfirmationDialog.xml b/doc/classes/ConfirmationDialog.xml
index 2316e32b5d..d4c503857d 100644
--- a/doc/classes/ConfirmationDialog.xml
+++ b/doc/classes/ConfirmationDialog.xml
@@ -27,6 +27,9 @@
</method>
</methods>
<members>
+ <member name="cancel_button_text" type="String" setter="set_cancel_button_text" getter="get_cancel_button_text" default="&quot;Cancel&quot;">
+ The text displayed by the cancel button (see [method get_cancel_button]).
+ </member>
<member name="min_size" type="Vector2i" setter="set_min_size" getter="get_min_size" overrides="Window" default="Vector2i(200, 70)" />
<member name="size" type="Vector2i" setter="set_size" getter="get_size" overrides="Window" default="Vector2i(200, 100)" />
<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default="&quot;Please Confirm...&quot;" />
diff --git a/doc/classes/Container.xml b/doc/classes/Container.xml
index 11b20b5654..900997d119 100644
--- a/doc/classes/Container.xml
+++ b/doc/classes/Container.xml
@@ -8,6 +8,7 @@
A Control can inherit this to create custom container classes.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="_get_allowed_size_flags_horizontal" qualifiers="virtual const">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index cecc8f658d..9fc80e1aab 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -100,7 +100,7 @@
<method name="_get_minimum_size" qualifiers="virtual const">
<return type="Vector2" />
<description>
- Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to [member rect_min_size] for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
+ Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to [member custom_minimum_size] for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).
If not overridden, defaults to [constant Vector2.ZERO].
[b]Note:[/b] This method will not be called when the script is attached to a [Control] node that already overrides its minimum size (e.g. [Label], [Button], [PanelContainer] etc.). It can only be used with most basic GUI nodes, like [Control], [Container], [Panel] etc.
</description>
@@ -137,7 +137,7 @@
* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];
* control is obstructed by another [Control] on top of it, which doesn't have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];
* control's parent has [member mouse_filter] set to [constant MOUSE_FILTER_STOP] or has accepted the event;
- * it happens outside the parent's rectangle and the parent has either [member rect_clip_content] enabled.
+ * it happens outside the parent's rectangle and the parent has either [member clip_contents] enabled.
[b]Note:[/b] Event position is relative to the control origin.
</description>
</method>
@@ -157,7 +157,7 @@
Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [code]for_text[/code] includes the contents of the [member hint_tooltip] property.
The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead.
The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member hint_tooltip] for an example).
- [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member rect_min_size] to some non-zero value.
+ [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value.
[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
Example of usage with a custom-constructed node:
[codeblocks]
@@ -351,13 +351,13 @@
<method name="get_begin" qualifiers="const">
<return type="Vector2" />
<description>
- Returns [member offset_left] and [member offset_top]. See also [member rect_position].
+ Returns [member offset_left] and [member offset_top]. See also [member position].
</description>
</method>
<method name="get_combined_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns combined minimum size from [member rect_min_size] and [method get_minimum_size].
+ Returns combined minimum size from [member custom_minimum_size] and [method get_minimum_size].
</description>
</method>
<method name="get_cursor_shape" qualifiers="const">
@@ -383,13 +383,13 @@
<method name="get_global_rect" qualifiers="const">
<return type="Rect2" />
<description>
- Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size].
+ Returns the position and size of the control relative to the top-left corner of the screen. See [member position] and [member size].
</description>
</method>
<method name="get_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the minimum size for this control. See [member rect_min_size].
+ Returns the minimum size for this control. See [member custom_minimum_size].
</description>
</method>
<method name="get_offset" qualifiers="const">
@@ -414,7 +414,20 @@
<method name="get_rect" qualifiers="const">
<return type="Rect2" />
<description>
- Returns the position and size of the control relative to the top-left corner of the parent Control. See [member rect_position] and [member rect_size].
+ Returns the position and size of the control relative to the top-left corner of the parent Control. See [member position] and [member size].
+ </description>
+ </method>
+ <method name="get_screen_position" qualifiers="const">
+ <return type="Vector2" />
+ <description>
+ Returns the position of this [Control] in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
+ Equals to [member global_position] if the window is embedded (see [member Viewport.gui_embed_subwindows]).
+ Example usage for showing a popup:
+ [codeblock]
+ popup_menu.position = get_screen_position() + get_local_mouse_position()
+ popup_menu.reset_size()
+ popup_menu.popup()
+ [/codeblock]
</description>
</method>
<method name="get_theme_color" qualifiers="const">
@@ -652,7 +665,8 @@
<method name="is_drag_successful" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if drag operation is successful.
+ Returns [code]true[/code] if a drag operation is successful. Alternative to [method Viewport.gui_is_drag_successful].
+ Best used with [constant Node.NOTIFICATION_DRAG_END].
</description>
</method>
<method name="is_layout_rtl" qualifiers="const">
@@ -759,7 +773,7 @@
<return type="void" />
<argument index="0" name="position" type="Vector2" />
<description>
- Sets [member offset_left] and [member offset_top] at the same time. Equivalent of changing [member rect_position].
+ Sets [member offset_left] and [member offset_top] at the same time. Equivalent of changing [member position].
</description>
</method>
<method name="set_drag_forwarding">
@@ -840,7 +854,7 @@
# Use a control that is not in the tree
var cpb = ColorPickerButton.new()
cpb.color = color
- cpb.rect_size = Vector2(50, 50)
+ cpb.size = Vector2(50, 50)
set_drag_preview(cpb)
return color
[/gdscript]
@@ -881,7 +895,7 @@
<argument index="0" name="position" type="Vector2" />
<argument index="1" name="keep_offsets" type="bool" default="false" />
<description>
- Sets the [member rect_global_position] to given [code]position[/code].
+ Sets the [member global_position] to given [code]position[/code].
If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
@@ -909,7 +923,7 @@
<argument index="0" name="position" type="Vector2" />
<argument index="1" name="keep_offsets" type="bool" default="false" />
<description>
- Sets the [member rect_position] to given [code]position[/code].
+ Sets the [member position] to given [code]position[/code].
If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
@@ -918,21 +932,21 @@
<argument index="0" name="size" type="Vector2" />
<argument index="1" name="keep_offsets" type="bool" default="false" />
<description>
- Sets the size (see [member rect_size]).
+ Sets the size (see [member size]).
If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets.
</description>
</method>
<method name="update_minimum_size">
<return type="void" />
<description>
- Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically.
+ Invalidates the size cache in this node and in parent nodes up to top level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member custom_minimum_size] directly calls this method automatically.
</description>
</method>
<method name="warp_mouse">
<return type="void" />
- <argument index="0" name="to_position" type="Vector2" />
+ <argument index="0" name="position" type="Vector2" />
<description>
- Moves the mouse cursor to [code]to_position[/code], relative to [member rect_position] of this [Control].
+ Moves the mouse cursor to [code]position[/code], relative to [member position] of this [Control].
</description>
</method>
</methods>
@@ -953,6 +967,12 @@
Toggles if any text should automatically change to its translated version depending on the current locale. Note that this will not affect any internal nodes (e.g. the popup of a [MenuButton]).
Also decides if the node's strings should be parsed for POT generation.
</member>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false">
+ Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered and won't receive input.
+ </member>
+ <member name="custom_minimum_size" type="Vector2" setter="set_custom_minimum_size" getter="get_custom_minimum_size" default="Vector2(0, 0)">
+ The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
+ </member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
</member>
@@ -976,6 +996,9 @@
Tells Godot which node it should give keyboard focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
</member>
+ <member name="global_position" type="Vector2" setter="_set_global_position" getter="get_global_position">
+ The node's global position, relative to the world (usually to the top-left corner of the window).
+ </member>
<member name="grow_horizontal" type="int" setter="set_h_grow_direction" getter="get_h_grow_direction" enum="Control.GrowDirection" default="1">
Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.
</member>
@@ -1014,6 +1037,10 @@
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0">
Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
</member>
+ <member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true">
+ When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested scrollable containers to work out of the box.
+ You should disable it on the root of your UI if you do not want scroll events to go to the [code]_unhandled_input[/code] processing.
+ </member>
<member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
@@ -1030,30 +1057,21 @@
Distance between the node's top edge and its parent control, based on [member anchor_top].
Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false">
- Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered and won't receive input.
- </member>
- <member name="rect_global_position" type="Vector2" setter="_set_global_position" getter="get_global_position">
- The node's global position, relative to the world (usually to the top-left corner of the window).
+ <member name="pivot_offset" type="Vector2" setter="set_pivot_offset" getter="get_pivot_offset" default="Vector2(0, 0)">
+ By default, the node's pivot is its top-left corner. When you change its [member rotation] or [member scale], it will rotate or scale around this pivot. Set this property to [member size] / 2 to pivot around the Control's center.
</member>
- <member name="rect_min_size" type="Vector2" setter="set_custom_minimum_size" getter="get_custom_minimum_size" default="Vector2(0, 0)">
- The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
+ <member name="position" type="Vector2" setter="_set_position" getter="get_position" default="Vector2(0, 0)">
+ The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member pivot_offset].
</member>
- <member name="rect_pivot_offset" type="Vector2" setter="set_pivot_offset" getter="get_pivot_offset" default="Vector2(0, 0)">
- By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle.
+ <member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
+ The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position.
</member>
- <member name="rect_position" type="Vector2" setter="_set_position" getter="get_position" default="Vector2(0, 0)">
- The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member rect_pivot_offset].
- </member>
- <member name="rect_rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
- The node's rotation around its pivot, in radians. See [member rect_pivot_offset] to change the pivot's position.
- </member>
- <member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
- The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
+ <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
+ The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
- [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member rect_scale] property.
+ [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property.
</member>
- <member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)">
+ <member name="size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)">
The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.
</member>
<member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags" default="1">
@@ -1110,7 +1128,7 @@
If you want to check whether the mouse truly left the area, ignoring any top nodes, you can use code like this:
[codeblock]
func _on_mouse_exited():
- if not Rect2(Vector2(), rect_size).has_point(get_local_mouse_position()):
+ if not Rect2(Vector2(), size).has_point(get_local_mouse_position()):
# Not hovering over area.
[/codeblock]
</description>
@@ -1141,7 +1159,7 @@
The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with [member focus_mode].
</constant>
<constant name="NOTIFICATION_RESIZED" value="40">
- Sent when the node changes size. Use [member rect_size] to get the new size.
+ Sent when the node changes size. Use [member size] to get the new size.
</constant>
<constant name="NOTIFICATION_MOUSE_ENTER" value="41">
Sent when the mouse pointer enters the node.
@@ -1180,10 +1198,10 @@
Show the system's cross mouse cursor when the user hovers the node.
</constant>
<constant name="CURSOR_WAIT" value="4" enum="CursorShape">
- Show the system's wait mouse cursor, often an hourglass, when the user hovers the node.
+ Show the system's wait mouse cursor when the user hovers the node. Often an hourglass.
</constant>
<constant name="CURSOR_BUSY" value="5" enum="CursorShape">
- Show the system's busy mouse cursor when the user hovers the node. Often an hourglass.
+ Show the system's busy mouse cursor when the user hovers the node. Often an arrow with a small hourglass.
</constant>
<constant name="CURSOR_DRAG" value="6" enum="CursorShape">
Show the system's drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they're currently dragging an item, like a node in the Scene dock.
@@ -1263,8 +1281,8 @@
<constant name="PRESET_HCENTER_WIDE" value="14" enum="LayoutPreset">
Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with [method set_anchors_preset].
</constant>
- <constant name="PRESET_WIDE" value="15" enum="LayoutPreset">
- Snap all 4 anchors to the respective corners of the parent control. Set all 4 offsets to 0 after you applied this preset and the [Control] will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with [method set_anchors_preset].
+ <constant name="PRESET_FULL_RECT" value="15" enum="LayoutPreset">
+ Snap all 4 anchors to the respective corners of the parent control. Set all 4 offsets to 0 after you applied this preset and the [Control] will fit its parent control. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_MODE_MINSIZE" value="0" enum="LayoutPresetMode">
The control will be resized to its minimum size.
@@ -1301,7 +1319,7 @@
The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.
</constant>
<constant name="MOUSE_FILTER_PASS" value="1" enum="MouseFilter">
- The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. Even if no control handled it at all, the event will still be handled automatically, so unhandled input will not be fired.
+ The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to `_unhandled_input` for further processing.
</constant>
<constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter">
The control will not receive mouse button input events through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.
@@ -1345,27 +1363,5 @@
<constant name="TEXT_DIRECTION_RTL" value="2" enum="TextDirection">
Right-to-left text writing direction.
</constant>
- <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser">
- Use default behavior. Same as [code]STRUCTURED_TEXT_NONE[/code] unless specified otherwise in the control description.
- </constant>
- <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser">
- BiDi override for URI.
- </constant>
- <constant name="STRUCTURED_TEXT_FILE" value="2" enum="StructuredTextParser">
- BiDi override for file path.
- </constant>
- <constant name="STRUCTURED_TEXT_EMAIL" value="3" enum="StructuredTextParser">
- BiDi override for email.
- </constant>
- <constant name="STRUCTURED_TEXT_LIST" value="4" enum="StructuredTextParser">
- BiDi override for lists.
- Structured text options: list separator [code]String[/code].
- </constant>
- <constant name="STRUCTURED_TEXT_NONE" value="5" enum="StructuredTextParser">
- Use default Unicode BiDi algorithm.
- </constant>
- <constant name="STRUCTURED_TEXT_CUSTOM" value="6" enum="StructuredTextParser">
- User defined structured text BiDi override function.
- </constant>
</constants>
</class>
diff --git a/doc/classes/ConvexPolygonShape2D.xml b/doc/classes/ConvexPolygonShape2D.xml
index 449c3132c7..df96b50fc1 100644
--- a/doc/classes/ConvexPolygonShape2D.xml
+++ b/doc/classes/ConvexPolygonShape2D.xml
@@ -1,11 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConvexPolygonShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Convex polygon shape for 2D physics.
+ Convex polygon shape resource for 2D physics.
</brief_description>
<description>
- Convex polygon shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check).
- The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
+ 2D convex polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check). See also [CollisionPolygon2D].
+ The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection.
+ [b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] or [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml
index d2f110d187..32dc8f673b 100644
--- a/doc/classes/ConvexPolygonShape3D.xml
+++ b/doc/classes/ConvexPolygonShape3D.xml
@@ -1,10 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConvexPolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Convex polygon shape for 3D physics.
+ Convex polygon shape resource for 3D physics.
</brief_description>
<description>
- Convex polygon shape resource, which can be added to a [PhysicsBody3D] or area.
+ 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node.
+ [b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time.
+ [b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
diff --git a/doc/classes/Crypto.xml b/doc/classes/Crypto.xml
index c0a76dc80e..4936fc1d85 100644
--- a/doc/classes/Crypto.xml
+++ b/doc/classes/Crypto.xml
@@ -68,7 +68,6 @@
}
[/csharp]
[/codeblocks]
- [b]Note:[/b] Not available in HTML5 exports.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml
index b0abdf60c8..8496c6dec1 100644
--- a/doc/classes/CryptoKey.xml
+++ b/doc/classes/CryptoKey.xml
@@ -6,7 +6,6 @@
<description>
The CryptoKey class represents a cryptographic key. Keys can be loaded and saved like any other [Resource].
They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerSSL.accept_stream] along with the appropriate certificate.
- [b]Note:[/b] Not available in HTML5 exports.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml
index 16d0e82a1f..383d33532b 100644
--- a/doc/classes/Curve.xml
+++ b/doc/classes/Curve.xml
@@ -38,12 +38,6 @@
Removes all points from the curve.
</description>
</method>
- <method name="get_point_count" qualifiers="const">
- <return type="int" />
- <description>
- Returns the number of points describing the curve.
- </description>
- </method>
<method name="get_point_left_mode" qualifiers="const">
<return type="int" enum="Curve.TangentMode" />
<argument index="0" name="index" type="int" />
@@ -159,6 +153,9 @@
<member name="min_value" type="float" setter="set_min_value" getter="get_min_value" default="0.0">
The minimum value the curve can reach.
</member>
+ <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0">
+ The number of points describing the curve.
+ </member>
</members>
<signals>
<signal name="range_changed">
diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml
index f040d292e9..3bba825aaa 100644
--- a/doc/classes/Curve2D.xml
+++ b/doc/classes/Curve2D.xml
@@ -17,7 +17,7 @@
<argument index="2" name="out" type="Vector2" default="Vector2(0, 0)" />
<argument index="3" name="at_position" type="int" default="-1" />
<description>
- Adds a point to a curve at [code]position[/code], with control points [code]in[/code] and [code]out[/code].
+ Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s position, with control points [code]in[/code] and [code]out[/code].
If [code]at_position[/code] is given, the point is inserted before the point number [code]at_position[/code], moving that point (and every point after) after the inserted point. If [code]at_position[/code] is not given, or is an illegal value ([code]at_position &lt;0[/code] or [code]at_position &gt;= [method get_point_count][/code]), the point will be appended at the end of the point list.
</description>
</method>
@@ -55,12 +55,6 @@
[code]to_point[/code] must be in this curve's local space.
</description>
</method>
- <method name="get_point_count" qualifiers="const">
- <return type="int" />
- <description>
- Returns the number of points describing the curve.
- </description>
- </method>
<method name="get_point_in" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="idx" type="int" />
@@ -155,5 +149,8 @@
<member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="5.0">
The distance in pixels between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.
</member>
+ <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0">
+ The number of points describing the curve.
+ </member>
</members>
</class>
diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml
index 27856f2564..6457d9681e 100644
--- a/doc/classes/Curve3D.xml
+++ b/doc/classes/Curve3D.xml
@@ -17,7 +17,7 @@
<argument index="2" name="out" type="Vector3" default="Vector3(0, 0, 0)" />
<argument index="3" name="at_position" type="int" default="-1" />
<description>
- Adds a point to a curve at [code]position[/code], with control points [code]in[/code] and [code]out[/code].
+ Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s position, with control points [code]in[/code] and [code]out[/code].
If [code]at_position[/code] is given, the point is inserted before the point number [code]at_position[/code], moving that point (and every point after) after the inserted point. If [code]at_position[/code] is not given, or is an illegal value ([code]at_position &lt;0[/code] or [code]at_position &gt;= [method get_point_count][/code]), the point will be appended at the end of the point list.
</description>
</method>
@@ -68,12 +68,6 @@
[code]to_point[/code] must be in this curve's local space.
</description>
</method>
- <method name="get_point_count" qualifiers="const">
- <return type="int" />
- <description>
- Returns the number of points describing the curve.
- </description>
- </method>
<method name="get_point_in" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="idx" type="int" />
@@ -194,6 +188,9 @@
<member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="0.2">
The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.
</member>
+ <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0">
+ The number of points describing the curve.
+ </member>
<member name="up_vector_enabled" type="bool" setter="set_up_vector_enabled" getter="is_up_vector_enabled" default="true">
If [code]true[/code], the curve will bake up vectors used for orientation. This is used when [member PathFollow3D.rotation_mode] is set to [constant PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed.
</member>
diff --git a/doc/classes/CurveTexture.xml b/doc/classes/CurveTexture.xml
index 6aa39e453e..85473fc237 100644
--- a/doc/classes/CurveTexture.xml
+++ b/doc/classes/CurveTexture.xml
@@ -5,23 +5,27 @@
</brief_description>
<description>
Renders a given [Curve] provided to it. Simplifies the task of drawing curves and/or saving them as image files.
+ If you need to store up to 3 curves within a single texture, use [CurveXYZTexture] instead. See also [GradientTexture1D] and [GradientTexture2D].
</description>
<tutorials>
</tutorials>
<members>
<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
- The [code]curve[/code] rendered onto the texture.
+ The [Curve] that is rendered onto the texture.
</member>
<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0">
+ The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted.
</member>
<member name="width" type="int" setter="set_width" getter="get_width" default="256">
- The width of the texture.
+ The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
</member>
</members>
<constants>
<constant name="TEXTURE_MODE_RGB" value="0" enum="TextureMode">
+ Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values.
</constant>
<constant name="TEXTURE_MODE_RED" value="1" enum="TextureMode">
+ Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this.
</constant>
</constants>
</class>
diff --git a/doc/classes/CurveXYZTexture.xml b/doc/classes/CurveXYZTexture.xml
index d289e394aa..e3f2e8fc45 100644
--- a/doc/classes/CurveXYZTexture.xml
+++ b/doc/classes/CurveXYZTexture.xml
@@ -1,19 +1,26 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CurveXYZTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ A texture that shows 3 different curves (stored on the red, green and blue color channels).
</brief_description>
<description>
+ Renders 3 given [Curve]s provided to it, on the red, green and blue channels respectively. Compared to using separate [CurveTexture]s, this further simplifies the task of drawing curves and/or saving them as image files.
+ If you only need to store one curve within a single texture, use [CurveTexture] instead. See also [GradientTexture1D] and [GradientTexture2D].
</description>
<tutorials>
</tutorials>
<members>
<member name="curve_x" type="Curve" setter="set_curve_x" getter="get_curve_x">
+ The [Curve] that is rendered onto the texture's red channel.
</member>
<member name="curve_y" type="Curve" setter="set_curve_y" getter="get_curve_y">
+ The [Curve] that is rendered onto the texture's green channel.
</member>
<member name="curve_z" type="Curve" setter="set_curve_z" getter="get_curve_z">
+ The [Curve] that is rendered onto the texture's blue channel.
</member>
<member name="width" type="int" setter="set_width" getter="get_width" default="256">
+ The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
</member>
</members>
</class>
diff --git a/doc/classes/CylinderMesh.xml b/doc/classes/CylinderMesh.xml
index e141ba8203..045c3b914b 100644
--- a/doc/classes/CylinderMesh.xml
+++ b/doc/classes/CylinderMesh.xml
@@ -10,7 +10,15 @@
</tutorials>
<members>
<member name="bottom_radius" type="float" setter="set_bottom_radius" getter="get_bottom_radius" default="0.5">
- Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces will not be generated, resulting in a conic shape.
+ Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces will not be generated, resulting in a conic shape. See also [member cap_bottom].
+ </member>
+ <member name="cap_bottom" type="bool" setter="set_cap_bottom" getter="is_cap_bottom" default="true">
+ If [code]true[/code], generates a cap at the bottom of the cylinder. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera. See also [member bottom_radius].
+ [b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation is always skipped even if [member cap_bottom] is [code]true[/code].
+ </member>
+ <member name="cap_top" type="bool" setter="set_cap_top" getter="is_cap_top" default="true">
+ If [code]true[/code], generates a cap at the top of the cylinder. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera. See also [member top_radius].
+ [b]Note:[/b] If [member top_radius] is [code]0.0[/code], cap generation is always skipped even if [member cap_top] is [code]true[/code].
</member>
<member name="height" type="float" setter="set_height" getter="get_height" default="2.0">
Full height of the cylinder.
@@ -22,7 +30,7 @@
Number of edge rings along the height of the cylinder. Changing [member rings] does not have any visual impact unless a shader or procedural mesh tool is used to alter the vertex data. Higher values result in more subdivisions, which can be used to create smoother-looking effects with shaders or procedural mesh tools (at the cost of performance). When not altering the vertex data using a shader or procedural mesh tool, [member rings] should be kept to its default value.
</member>
<member name="top_radius" type="float" setter="set_top_radius" getter="get_top_radius" default="0.5">
- Top radius of the cylinder. If set to [code]0.0[/code], the top faces will not be generated, resulting in a conic shape.
+ Top radius of the cylinder. If set to [code]0.0[/code], the top faces will not be generated, resulting in a conic shape. See also [member cap_top].
</member>
</members>
</class>
diff --git a/doc/classes/CylinderShape3D.xml b/doc/classes/CylinderShape3D.xml
index 06ad590bb3..6ff142da59 100644
--- a/doc/classes/CylinderShape3D.xml
+++ b/doc/classes/CylinderShape3D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CylinderShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Cylinder shape for collisions.
+ Cylinder shape for 3D collisions.
</brief_description>
<description>
- Cylinder shape for collisions.
+ Cylinder shape for collisions. Like [CapsuleShape3D], but without hemispheres at the cylinder's ends.
+ [b]Performance:[/b] Being a primitive collision shape, [CylinderShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). [CylinderShape3D] is also more demanding compared to [CapsuleShape3D].
</description>
<tutorials>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml
index 342bc762af..b86104a5e3 100644
--- a/doc/classes/Decal.xml
+++ b/doc/classes/Decal.xml
@@ -7,6 +7,7 @@
[Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals to add detail to a scene without affecting the underlying [Mesh]. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots.
They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y).
The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after.
+ [b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them.
</description>
<tutorials>
</tutorials>
@@ -62,14 +63,14 @@
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575">
Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.
</member>
- <member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="10.0">
- Distance from the camera at which the Decal begins to fade away.
+ <member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0">
+ The distance from the camera at which the Decal begins to fade away (in 3D units).
</member>
<member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false">
- If [code]true[/code], decals will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. The Decal will fade out over [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance.
+ If [code]true[/code], decals will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. The Decal will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance.
</member>
- <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="1.0">
- Distance over which the Decal fades. The Decal becomes slowly more transparent over this distance and is completely invisible at the end.
+ <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
+ The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end.
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0">
Energy multiplier for the emission texture. This will make the decal emit light at a higher intensity.
@@ -78,7 +79,7 @@
Sets the size of the [AABB] used by the decal. The AABB goes from [code]-extents[/code] to [code]extents[/code].
</member>
<member name="lower_fade" type="float" setter="set_lower_fade" getter="get_lower_fade" default="0.3">
- Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB].
+ Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
Changes the [Color] of the Decal by multiplying it with this value.
@@ -88,18 +89,22 @@
</member>
<member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_emission" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="upper_fade" type="float" setter="set_upper_fade" getter="get_upper_fade" default="0.3">
- Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB].
+ Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
</member>
</members>
<constants>
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index ab04366eb7..6f2ad5205c 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -43,7 +43,7 @@
You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
[codeblocks]
[gdscript]
- export(string, "White", "Yellow", "Orange") var my_color
+ export(String, "White", "Yellow", "Orange") var my_color
var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
func _ready():
# We can't use dot syntax here as `my_color` is a variable.
@@ -291,6 +291,14 @@
Returns the list of keys in the [Dictionary].
</description>
</method>
+ <method name="merge">
+ <return type="void" />
+ <argument index="0" name="dictionary" type="Dictionary" />
+ <argument index="1" name="overwrite" type="bool" default="false" />
+ <description>
+ Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, duplicate keys will not be copied over, unless [code]overwrite[/code] is [code]true[/code].
+ </description>
+ </method>
<method name="size" qualifiers="const">
<return type="int" />
<description>
@@ -307,22 +315,12 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Dictionary" />
<description>
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Dictionary" />
<description>
</description>
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index ad2663a61b..9c943b8c8b 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -34,9 +34,8 @@
<member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5">
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS].
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.1" />
- <member name="use_in_sky_only" type="bool" setter="set_sky_only" getter="is_sky_only" default="false">
- If [code]true[/code], this [DirectionalLight3D] will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
+ <member name="sky_mode" type="int" setter="set_sky_mode" getter="get_sky_mode" enum="DirectionalLight3D.SkyMode" default="0">
+ Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or both in the sky and in the scene. See [enum SkyMode] for options.
</member>
</members>
<constants>
@@ -49,5 +48,14 @@
<constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode">
Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.
</constant>
+ <constant name="SKY_MODE_LIGHT_AND_SKY" value="0" enum="SkyMode">
+ Makes the light visible in both scene lighting and sky rendering.
+ </constant>
+ <constant name="SKY_MODE_LIGHT_ONLY" value="1" enum="SkyMode">
+ Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.
+ </constant>
+ <constant name="SKY_MODE_SKY_ONLY" value="2" enum="SkyMode">
+ Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).
+ </constant>
</constants>
</class>
diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml
index 7d72cd867c..bd16fd3936 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/Directory.xml
@@ -196,7 +196,8 @@
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
- Deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.
+ Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.
+ If you don't want to delete the file/directory permanently, use [method OS.move_to_trash] instead.
Returns one of the [enum Error] code constants ([code]OK[/code] on success).
</description>
</method>
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index be8811d629..cec504584c 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -104,6 +104,19 @@
<description>
</description>
</method>
+ <method name="get_display_cutouts" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns an [Array] of [Rect2], each of which is the bounding rectangle for a display cutout or notch. These are non-functional areas on edge-to-edge screens used by cameras and sensors. Returns an empty array if the device does not have cutouts. See also [method get_display_safe_area].
+ [b]Note:[/b] Currently only implemented on Android. Other platforms will return an empty array even if they do have display cutouts or notches.
+ </description>
+ </method>
+ <method name="get_display_safe_area" qualifiers="const">
+ <return type="Rect2i" />
+ <description>
+ Returns the unobscured area of the display where interactive controls should be rendered. See also [method get_display_cutouts].
+ </description>
+ </method>
<method name="get_name" qualifiers="const">
<return type="String" />
<description>
@@ -136,7 +149,74 @@
<argument index="1" name="label" type="String" />
<argument index="2" name="callback" type="Callable" />
<argument index="3" name="tag" type="Variant" default="null" />
+ <argument index="4" name="accelerator" type="int" enum="Key" default="0" />
+ <argument index="5" name="index" type="int" default="-1" />
+ <description>
+ Adds a new checkable item with text [code]label[/code] to the global menu with ID [code]menu_root[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
+ </description>
+ </method>
+ <method name="global_menu_add_icon_check_item">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="icon" type="Texture2D" />
+ <argument index="2" name="label" type="String" />
+ <argument index="3" name="callback" type="Callable" />
+ <argument index="4" name="tag" type="Variant" default="null" />
+ <argument index="5" name="accelerator" type="int" enum="Key" default="0" />
+ <argument index="6" name="index" type="int" default="-1" />
<description>
+ Adds a new checkable item with text [code]label[/code] and icon [code]icon[/code] to the global menu with ID [code]menu_root[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
+ </description>
+ </method>
+ <method name="global_menu_add_icon_item">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="icon" type="Texture2D" />
+ <argument index="2" name="label" type="String" />
+ <argument index="3" name="callback" type="Callable" />
+ <argument index="4" name="tag" type="Variant" default="null" />
+ <argument index="5" name="accelerator" type="int" enum="Key" default="0" />
+ <argument index="6" name="index" type="int" default="-1" />
+ <description>
+ Adds a new item with text [code]label[/code] and icon [code]icon[/code] to the global menu with ID [code]menu_root[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
+ </description>
+ </method>
+ <method name="global_menu_add_icon_radio_check_item">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="icon" type="Texture2D" />
+ <argument index="2" name="label" type="String" />
+ <argument index="3" name="callback" type="Callable" />
+ <argument index="4" name="tag" type="Variant" default="null" />
+ <argument index="5" name="accelerator" type="int" enum="Key" default="0" />
+ <argument index="6" name="index" type="int" default="-1" />
+ <description>
+ Adds a new radio-checkable item with text [code]label[/code] and icon [code]icon[/code] to the global menu with ID [code]menu_root[/code].
+ [b]Note:[/b] Radio-checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method global_menu_set_item_checked] for more info on how to control it.
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
</description>
</method>
<method name="global_menu_add_item">
@@ -145,13 +225,70 @@
<argument index="1" name="label" type="String" />
<argument index="2" name="callback" type="Callable" />
<argument index="3" name="tag" type="Variant" default="null" />
+ <argument index="4" name="accelerator" type="int" enum="Key" default="0" />
+ <argument index="5" name="index" type="int" default="-1" />
<description>
+ Adds a new item with text [code]label[/code] to the global menu with ID [code]menu_root[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
+ </description>
+ </method>
+ <method name="global_menu_add_multistate_item">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="labe" type="String" />
+ <argument index="2" name="max_states" type="int" />
+ <argument index="3" name="default_state" type="int" />
+ <argument index="4" name="callback" type="Callable" />
+ <argument index="5" name="tag" type="Variant" default="null" />
+ <argument index="6" name="accelerator" type="int" enum="Key" default="0" />
+ <argument index="7" name="index" type="int" default="-1" />
+ <description>
+ Adds a new item with text [code]label[/code] to the global menu with ID [code]menu_root[/code].
+ Contrarily to normal binary items, multistate items can have more than two states, as defined by [code]max_states[/code]. Each press or activate of the item will increase the state by one. The default value is defined by [code]default_state[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
+ </description>
+ </method>
+ <method name="global_menu_add_radio_check_item">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="label" type="String" />
+ <argument index="2" name="callback" type="Callable" />
+ <argument index="3" name="tag" type="Variant" default="null" />
+ <argument index="4" name="accelerator" type="int" enum="Key" default="0" />
+ <argument index="5" name="index" type="int" default="-1" />
+ <description>
+ Adds a new radio-checkable item with text [code]label[/code] to the global menu with ID [code]menu_root[/code].
+ [b]Note:[/b] Radio-checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method global_menu_set_item_checked] for more info on how to control it.
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
</description>
</method>
<method name="global_menu_add_separator">
<return type="void" />
<argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="index" type="int" default="-1" />
<description>
+ Adds a separator between items to the global menu with ID [code]menu_root[/code]. Separators also occupy an index.
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
</description>
</method>
<method name="global_menu_add_submenu_item">
@@ -159,41 +296,127 @@
<argument index="0" name="menu_root" type="String" />
<argument index="1" name="label" type="String" />
<argument index="2" name="submenu" type="String" />
+ <argument index="3" name="index" type="int" default="-1" />
<description>
+ Adds an item that will act as a submenu of the global menu [code]menu_root[/code]. The [code]submenu[/code] argument is the ID of the global menu root that will be shown when the item is clicked.
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
</description>
</method>
<method name="global_menu_clear">
<return type="void" />
<argument index="0" name="menu_root" type="String" />
<description>
+ Removes all items from the global menu with ID [code]menu_root[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Supported system menu IDs:[/b]
+ [codeblock]
+ "" - Main menu (macOS).
+ "_dock" - Dock popup menu (macOS).
+ [/codeblock]
+ </description>
+ </method>
+ <method name="global_menu_get_item_accelerator" qualifiers="const">
+ <return type="int" enum="Key" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <description>
+ Returns the accelerator of the item at index [code]idx[/code]. Accelerators are special combinations of keys that activate the item, no matter which control is focused.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
- <method name="global_menu_get_item_callback">
+ <method name="global_menu_get_item_callback" qualifiers="const">
<return type="Callable" />
<argument index="0" name="menu_root" type="String" />
<argument index="1" name="idx" type="int" />
<description>
+ Returns the callback of the item at index [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_get_item_icon" qualifiers="const">
+ <return type="Texture2D" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <description>
+ Returns the icon of the item at index [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_get_item_index_from_tag" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="tag" type="Variant" />
+ <description>
+ Returns the index of the item with the specified [code]tag[/code]. Index is automatically assigned to each item by the engine. Index can not be set manually.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_get_item_index_from_text" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="text" type="String" />
+ <description>
+ Returns the index of the item with the specified [code]text[/code]. Index is automatically assigned to each item by the engine. Index can not be set manually.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_get_item_max_states" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <description>
+ Returns number of states of an multistate item. See [method global_menu_add_multistate_item] for details.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_get_item_state" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <description>
+ Returns the state of an multistate item. See [method global_menu_add_multistate_item] for details.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
- <method name="global_menu_get_item_submenu">
+ <method name="global_menu_get_item_submenu" qualifiers="const">
<return type="String" />
<argument index="0" name="menu_root" type="String" />
<argument index="1" name="idx" type="int" />
<description>
+ Returns the submenu ID of the item at index [code]idx[/code]. See [method global_menu_add_submenu_item] for more info on how to add a submenu.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
- <method name="global_menu_get_item_tag">
+ <method name="global_menu_get_item_tag" qualifiers="const">
<return type="Variant" />
<argument index="0" name="menu_root" type="String" />
<argument index="1" name="idx" type="int" />
<description>
+ Returns the metadata of the specified item, which might be of any type. You can set it with [method global_menu_set_item_tag], which provides a simple way of assigning context data to items.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
- <method name="global_menu_get_item_text">
+ <method name="global_menu_get_item_text" qualifiers="const">
<return type="String" />
<argument index="0" name="menu_root" type="String" />
<argument index="1" name="idx" type="int" />
<description>
+ Returns the text of the item at index [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_get_item_tooltip" qualifiers="const">
+ <return type="String" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <description>
+ Returns the tooltip associated with the specified index index [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_is_item_checkable" qualifiers="const">
@@ -201,6 +424,8 @@
<argument index="0" name="menu_root" type="String" />
<argument index="1" name="idx" type="int" />
<description>
+ Returns [code]true[/code] if the item at index [code]idx[/code] is checkable in some way, i.e. if it has a checkbox or radio button.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_is_item_checked" qualifiers="const">
@@ -208,6 +433,28 @@
<argument index="0" name="menu_root" type="String" />
<argument index="1" name="idx" type="int" />
<description>
+ Returns [code]true[/code] if the item at index [code]idx[/code] is checked.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_is_item_disabled" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <description>
+ Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. When it is disabled it can't be selected, or its action invoked.
+ See [method global_menu_set_item_disabled] for more info on how to disable an item.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_is_item_radio_checkable" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <description>
+ Returns [code]true[/code] if the item at index [code]idx[/code] has radio button-style checkability.
+ [b]Note:[/b] This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_remove_item">
@@ -215,6 +462,19 @@
<argument index="0" name="menu_root" type="String" />
<argument index="1" name="idx" type="int" />
<description>
+ Removes the item at index [code]idx[/code] from the global menu [code]menu_root[/code].
+ [b]Note:[/b] The indices of items after the removed item will be shifted by one.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_set_item_accelerator">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <argument index="2" name="keycode" type="int" enum="Key" />
+ <description>
+ Sets the accelerator of the item at index [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_set_item_callback">
@@ -223,6 +483,8 @@
<argument index="1" name="idx" type="int" />
<argument index="2" name="callback" type="Callable" />
<description>
+ Sets the callback of the item at index [code]idx[/code]. Callback is emitted when an item is pressed or its accelerator is activated.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_set_item_checkable">
@@ -231,6 +493,8 @@
<argument index="1" name="idx" type="int" />
<argument index="2" name="checkable" type="bool" />
<description>
+ Sets whether the item at index [code]idx[/code] has a checkbox. If [code]false[/code], sets the type of the item to plain text.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_set_item_checked">
@@ -239,6 +503,60 @@
<argument index="1" name="idx" type="int" />
<argument index="2" name="checked" type="bool" />
<description>
+ Sets the checkstate status of the item at index [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_set_item_disabled">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <argument index="2" name="disabled" type="bool" />
+ <description>
+ Enables/disables the item at index [code]idx[/code]. When it is disabled, it can't be selected and its action can't be invoked.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_set_item_icon">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <argument index="2" name="icon" type="Texture2D" />
+ <description>
+ Replaces the [Texture2D] icon of the specified [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ [b]Note:[/b] This method is not supported by macOS "_dock" menu items.
+ </description>
+ </method>
+ <method name="global_menu_set_item_max_states">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <argument index="2" name="max_states" type="int" />
+ <description>
+ Sets number of state of an multistate item. See [method global_menu_add_multistate_item] for details.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_set_item_radio_checkable">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <argument index="2" name="checkable" type="bool" />
+ <description>
+ Sets the type of the item at the specified index [code]idx[/code] to radio button. If [code]false[/code], sets the type of the item to plain text
+ [b]Note:[/b] This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_set_item_state">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <argument index="2" name="state" type="int" />
+ <description>
+ Sets the state of an multistate item. See [method global_menu_add_multistate_item] for details.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_set_item_submenu">
@@ -247,6 +565,8 @@
<argument index="1" name="idx" type="int" />
<argument index="2" name="submenu" type="String" />
<description>
+ Sets the submenu of the item at index [code]idx[/code]. The submenu is the ID of a global menu root that would be shown when the item is clicked.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_set_item_tag">
@@ -255,6 +575,8 @@
<argument index="1" name="idx" type="int" />
<argument index="2" name="tag" type="Variant" />
<description>
+ Sets the metadata of an item, which may be of any type. You can later get it with [method global_menu_get_item_tag], which provides a simple way of assigning context data to items.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="global_menu_set_item_text">
@@ -263,6 +585,18 @@
<argument index="1" name="idx" type="int" />
<argument index="2" name="text" type="String" />
<description>
+ Sets the text of the item at index [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="global_menu_set_item_tooltip">
+ <return type="void" />
+ <argument index="0" name="menu_root" type="String" />
+ <argument index="1" name="idx" type="int" />
+ <argument index="2" name="tooltip" type="String" />
+ <description>
+ Sets the [String] tooltip of the item at the specified index [code]idx[/code].
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="has_feature" qualifiers="const">
@@ -349,13 +683,6 @@
<description>
</description>
</method>
- <method name="mouse_warp_to_position">
- <return type="void" />
- <argument index="0" name="position" type="Vector2i" />
- <description>
- Sets the mouse cursor position to the given [code]position[/code].
- </description>
- </method>
<method name="process_events">
<return type="void" />
<description>
@@ -500,6 +827,93 @@
[b]Note:[/b] This method is implemented on Windows.
</description>
</method>
+ <method name="tts_get_voices" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns an [Array] of voice information dictionaries.
+ Each [Dictionary] contains two [String] entries:
+ - [code]name[/code] is voice name.
+ - [code]id[/code] is voice identifier.
+ - [code]language[/code] is language code in [code]lang_Variant[/code] format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And [code]Variant[/code] part is an engine dependent string describing country, region or/and dialect.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_get_voices_for_language" qualifiers="const">
+ <return type="PackedStringArray" />
+ <argument index="0" name="language" type="String" />
+ <description>
+ Returns an [PackedStringArray] of voice identifiers for the [code]language[/code].
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_is_paused" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the synthesizer is in a paused state.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_is_speaking" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the synthesizer is generating speech, or have utterance waiting in the queue.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_pause">
+ <return type="void" />
+ <description>
+ Puts the synthesizer into a paused state.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_resume">
+ <return type="void" />
+ <description>
+ Resumes the synthesizer if it was paused.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_set_utterance_callback">
+ <return type="void" />
+ <argument index="0" name="event" type="int" enum="DisplayServer.TTSUtteranceEvent" />
+ <argument index="1" name="callable" type="Callable" />
+ <description>
+ Adds a callback, which is called when the utterance has started, finished, canceled or reached a text boundary.
+ - [code]TTS_UTTERANCE_STARTED[/code], [code]TTS_UTTERANCE_ENDED[/code], and [code]TTS_UTTERANCE_CANCELED[/code] callable's method should take one [int] parameter, the utterance id.
+ - [code]TTS_UTTERANCE_BOUNDARY[/code] callable's method should take two [int] parameters, the index of the character and the utterance id.
+ [b]Note:[/b] The granularity of the boundary callbacks is engine dependent.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_speak">
+ <return type="void" />
+ <argument index="0" name="text" type="String" />
+ <argument index="1" name="voice" type="String" />
+ <argument index="2" name="volume" type="int" default="50" />
+ <argument index="3" name="pitch" type="float" default="1.0" />
+ <argument index="4" name="rate" type="float" default="1.0" />
+ <argument index="5" name="utterance_id" type="int" default="0" />
+ <argument index="6" name="interrupt" type="bool" default="false" />
+ <description>
+ Adds an utterance to the queue. If [code]interrupt[/code] is [code]true[/code], the queue is cleared first.
+ - [code]voice[/code] identifier is one of the [code]"id"[/code] values returned by [method tts_get_voices] or one of the values returned by [method tts_get_voices_for_language].
+ - [code]volume[/code] ranges from [code]0[/code] (lowest) to [code]100[/code] (highest).
+ - [code]pitch[/code] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] (highest), [code]1.0[/code] is default pitch for the current voice.
+ - [code]rate[/code] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] (highest), [code]1.0[/code] is a normal speaking rate. Other values act as a percentage relative.
+ - [code]utterance_id[/code] is passed as a parameter to the callback functions.
+ [b]Note:[/b] On Windows and Linux, utterance [code]text[/code] can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling [method tts_speak].
+ [b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice dependent. Values may be truncated.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_stop">
+ <return type="void" />
+ <description>
+ Stops synthesis in progress and removes all utterances from the queue.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
<method name="virtual_keyboard_get_height" qualifiers="const">
<return type="int" />
<description>
@@ -531,6 +945,13 @@
[b]Note:[/b] This method is implemented on Android, iOS and UWP.
</description>
</method>
+ <method name="warp_mouse">
+ <return type="void" />
+ <argument index="0" name="position" type="Vector2i" />
+ <description>
+ Sets the mouse cursor position to the given [code]position[/code] relative to an origin at the upper left corner of the currently focused game Window Manager window.
+ </description>
+ </method>
<method name="window_attach_instance_id">
<return type="void" />
<argument index="0" name="instance_id" type="int" />
@@ -544,6 +965,12 @@
<description>
</description>
</method>
+ <method name="window_get_active_popup" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns ID of the active popup window, or [constant INVALID_WINDOW_ID] if there is none.
+ </description>
+ </method>
<method name="window_get_attached_instance_id" qualifiers="const">
<return type="int" />
<argument index="0" name="window_id" type="int" default="0" />
@@ -592,6 +1019,13 @@
[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
</description>
</method>
+ <method name="window_get_popup_safe_rect" qualifiers="const">
+ <return type="Rect2i" />
+ <argument index="0" name="window" type="int" />
+ <description>
+ Returns the bounding box of control, or menu item that was used to open the popup window, in the screen coordinate system.
+ </description>
+ </method>
<method name="window_get_position" qualifiers="const">
<return type="Vector2i" />
<argument index="0" name="window_id" type="int" default="0" />
@@ -749,6 +1183,14 @@
[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
</description>
</method>
+ <method name="window_set_popup_safe_rect">
+ <return type="void" />
+ <argument index="0" name="window" type="int" />
+ <argument index="1" name="rect" type="Rect2i" />
+ <description>
+ Sets the bounding box of control, or menu item that was used to open the popup window, in the screen coordinate system. Clicking this area will not auto-close this popup.
+ </description>
+ </method>
<method name="window_set_position">
<return type="void" />
<argument index="0" name="position" type="Vector2i" />
@@ -842,6 +1284,9 @@
</constant>
<constant name="FEATURE_CLIPBOARD_PRIMARY" value="18" enum="Feature">
</constant>
+ <constant name="FEATURE_TEXT_TO_SPEECH" value="19" enum="Feature">
+ Display server supports text-to-speech. See [code]tts_*[/code] methods.
+ </constant>
<constant name="MOUSE_MODE_VISIBLE" value="0" enum="MouseMode">
Makes the mouse cursor visible if it is hidden.
</constant>
@@ -930,16 +1375,24 @@
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
</constant>
<constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags">
+ Window can't be resizing by dragging its resize grip. It's still possible to resize the window using [method window_set_size]. This flag is ignored for full screen windows.
</constant>
<constant name="WINDOW_FLAG_BORDERLESS" value="1" enum="WindowFlags">
+ Window do not have native title bar and other decorations. This flag is ignored for full-screen windows.
</constant>
<constant name="WINDOW_FLAG_ALWAYS_ON_TOP" value="2" enum="WindowFlags">
+ Window is floating above other regular windows. This flag is ignored for full-screen windows.
</constant>
<constant name="WINDOW_FLAG_TRANSPARENT" value="3" enum="WindowFlags">
+ Window is will be destroyed with its transient parent and displayed on top of non-exclusive full-screen parent window. Transient windows can't enter full-screen mode.
</constant>
<constant name="WINDOW_FLAG_NO_FOCUS" value="4" enum="WindowFlags">
+ Window can't be focused. No-focus window will ignore all input, except mouse clicks.
</constant>
- <constant name="WINDOW_FLAG_MAX" value="5" enum="WindowFlags">
+ <constant name="WINDOW_FLAG_POPUP" value="5" enum="WindowFlags">
+ Window is part of menu or [OptionButton] dropdown. This flag can't be changed when window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [constant WINDOW_FLAG_TRANSPARENT] set.
+ </constant>
+ <constant name="WINDOW_FLAG_MAX" value="6" enum="WindowFlags">
</constant>
<constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent">
</constant>
@@ -985,5 +1438,17 @@
- MacOS: [code]NSView*[/code] for the window main view.
- iOS: [code]UIView*[/code] for the window main view.
</constant>
+ <constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent">
+ Utterance has begun to be spoken.
+ </constant>
+ <constant name="TTS_UTTERANCE_ENDED" value="1" enum="TTSUtteranceEvent">
+ Utterance was successfully finished.
+ </constant>
+ <constant name="TTS_UTTERANCE_CANCELED" value="2" enum="TTSUtteranceEvent">
+ Utterance was canceled, or TTS service was unable to process it.
+ </constant>
+ <constant name="TTS_UTTERANCE_BOUNDARY" value="3" enum="TTSUtteranceEvent">
+ Utterance reached a word or sentence boundary.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml
index 698d3bfcce..f217fbaf48 100644
--- a/doc/classes/EditorExportPlugin.xml
+++ b/doc/classes/EditorExportPlugin.xml
@@ -96,7 +96,7 @@
Adds a static lib from the given [code]path[/code] to the iOS project.
</description>
</method>
- <method name="add_osx_plugin_file">
+ <method name="add_macos_plugin_file">
<return type="void" />
<argument index="0" name="path" type="String" />
<description>
@@ -108,6 +108,7 @@
<return type="void" />
<argument index="0" name="path" type="String" />
<argument index="1" name="tags" type="PackedStringArray" />
+ <argument index="2" name="target" type="String" />
<description>
Adds a shared object or a directory containing only shared objects with the given [code]tags[/code] and destination [code]path[/code].
[b]Note:[/b] In case of macOS exports, those shared objects will be added to [code]Frameworks[/code] directory of app bundle.
diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml
index 2ab87b0dd1..a6bdc294ac 100644
--- a/doc/classes/EditorFeatureProfile.xml
+++ b/doc/classes/EditorFeatureProfile.xml
@@ -57,7 +57,7 @@
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
- Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] button.
+ Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] method.
</description>
</method>
<method name="set_disable_class">
diff --git a/doc/classes/EditorFileDialog.xml b/doc/classes/EditorFileDialog.xml
index 0474cbd387..6fd5abe369 100644
--- a/doc/classes/EditorFileDialog.xml
+++ b/doc/classes/EditorFileDialog.xml
@@ -11,9 +11,11 @@
<method name="add_filter">
<return type="void" />
<argument index="0" name="filter" type="String" />
+ <argument index="1" name="description" type="String" default="&quot;&quot;" />
<description>
- Adds a comma-delimited file extension filter option to the [EditorFileDialog] with an optional semi-colon-delimited label.
- For example, [code]"*.tscn, *.scn; Scenes"[/code] results in filter text "Scenes (*.tscn, *.scn)".
+ Adds a comma-delimited file name [code]filter[/code] option to the [EditorFileDialog] with an optional [code]description[/code], which restricts what files can be picked.
+ A [code]filter[/code] should be of the form [code]"filename.extension"[/code], where filename and extension can be [code]*[/code] to match any string. Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.
+ For example, a [code]filter[/code] of [code]"*.tscn, *.scn"[/code] and a [code]description[/code] of [code]"Scenes"[/code] results in filter text "Scenes (*.tscn, *.scn)".
</description>
</method>
<method name="clear_filters">
@@ -40,13 +42,13 @@
<member name="access" type="int" setter="set_access" getter="get_access" enum="EditorFileDialog.Access" default="0">
The location from which the user may select a file, including [code]res://[/code], [code]user://[/code], and the local file system.
</member>
- <member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir" default="&quot;res://&quot;">
+ <member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir">
The currently occupied directory.
</member>
- <member name="current_file" type="String" setter="set_current_file" getter="get_current_file" default="&quot;&quot;">
+ <member name="current_file" type="String" setter="set_current_file" getter="get_current_file">
The currently selected file.
</member>
- <member name="current_path" type="String" setter="set_current_path" getter="get_current_path" default="&quot;res://&quot;">
+ <member name="current_path" type="String" setter="set_current_path" getter="get_current_path">
The file system path in the address bar.
</member>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" overrides="AcceptDialog" default="false" />
diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml
index 300cb4bfd6..402efba34a 100644
--- a/doc/classes/EditorFileSystem.xml
+++ b/doc/classes/EditorFileSystem.xml
@@ -39,7 +39,16 @@
<method name="is_scanning" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] of the filesystem is being scanned.
+ Returns [code]true[/code] if the filesystem is being scanned.
+ </description>
+ </method>
+ <method name="reimport_files">
+ <return type="void" />
+ <argument index="0" name="files" type="PackedStringArray" />
+ <description>
+ Reimports a set of files. Call this if these files or their [code].import[/code] files were directly edited by script or an external program.
+ If the file type changed or the file was newly created, use [method update_file] or [method scan].
+ [b]Note:[/b] This function blocks until the import is finished. However, the main loop iteration, including timers and [method Node._process], will occur during the import process due to progress bar updates. Avoid calls to [method reimport_files] or [method scan] while an import is in progress.
</description>
</method>
<method name="scan">
@@ -58,7 +67,8 @@
<return type="void" />
<argument index="0" name="path" type="String" />
<description>
- Update a file information. Call this if an external program (not Godot) modified the file.
+ Add a file in an existing directory, or schedule file information to be updated on editor restart. Can be used to update text files saved by an external program.
+ This will not import the file. To reimport, call [method reimport_files] or [method scan] methods.
</description>
</method>
<method name="update_script_classes">
diff --git a/doc/classes/EditorFileSystemImportFormatSupportQuery.xml b/doc/classes/EditorFileSystemImportFormatSupportQuery.xml
new file mode 100644
index 0000000000..abd77909bd
--- /dev/null
+++ b/doc/classes/EditorFileSystemImportFormatSupportQuery.xml
@@ -0,0 +1,31 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorFileSystemImportFormatSupportQuery" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Used to query and configure import format support.
+ </brief_description>
+ <description>
+ This class is used to query and configure a certain import format. It is used in conjunction with asset format import plugins.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_file_extensions" qualifiers="virtual const">
+ <return type="PackedStringArray" />
+ <description>
+ Return the file extensions supported.
+ </description>
+ </method>
+ <method name="_is_active" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ Return whether this importer is active.
+ </description>
+ </method>
+ <method name="_query" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ Query support. Return false if import must not continue.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml
index cd249ed319..365e1f13a9 100644
--- a/doc/classes/EditorInspector.xml
+++ b/doc/classes/EditorInspector.xml
@@ -1,11 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspector" inherits="ScrollContainer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A tab used to edit properties of the selected node.
+ A control used to edit properties of an object.
</brief_description>
<description>
- The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as the Sprite2D then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
- [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector].
+ This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector].
+ [EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list].
+ If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.
+ If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section.
+ If a property has [constant @GlobalScope.PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
+ [b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml
index 2bbed84b1e..572d5d9d84 100644
--- a/doc/classes/EditorInspectorPlugin.xml
+++ b/doc/classes/EditorInspectorPlugin.xml
@@ -77,6 +77,7 @@
<return type="void" />
<argument index="0" name="property" type="String" />
<argument index="1" name="editor" type="Control" />
+ <argument index="2" name="add_to_end" type="bool" default="false" />
<description>
Adds a property editor for an individual property. The [code]editor[/code] control must extend [EditorProperty].
</description>
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index d28bf80a1e..2930c2ec22 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -261,14 +261,28 @@
<method name="_get_state" qualifiers="virtual const">
<return type="Dictionary" />
<description>
- Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns).
+ Override this method to provide a state data you want to be saved, like view position, grid settings, folding, etc. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). This data is automatically saved for each scene in an [code]editstate[/code] file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use [method _get_window_layout] instead.
+ Use [method _set_state] to restore your saved state.
+ [b]Note:[/b] This method should not be used to save important settings that should persist with the project.
+ [b]Note:[/b] You must implement [method _get_plugin_name] for the state to be stored and restored correctly.
+ [codeblock]
+ func _get_state():
+ var state = {"zoom": zoom, "preferred_color": my_color}
+ return state
+ [/codeblock]
</description>
</method>
<method name="_get_window_layout" qualifiers="virtual">
<return type="void" />
<argument index="0" name="configuration" type="ConfigFile" />
<description>
- Gets the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock).
+ Override this method to provide the GUI layout of the plugin or any other data you want to be stored. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed (for example changing the position of a dock). The data is stored in the [code]editor_layout.cfg[/code] file in the editor metadata directory.
+ Use [method _set_window_layout] to restore your saved layout.
+ [codeblock]
+ func _get_window_layout(configuration):
+ configuration.set_value("MyPlugin", "window_position", $Window.position)
+ configuration.set_value("MyPlugin", "icon_color", $Icon.modulate)
+ [/codeblock]
</description>
</method>
<method name="_handles" qualifiers="virtual const">
@@ -282,6 +296,28 @@
<return type="bool" />
<description>
Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
+ When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of [method EditorInterface.get_base_control] and made visible inside [method _make_visible].
+ Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the plugin button's appearance.
+ [codeblock]
+ var plugin_control
+
+ func _enter_tree():
+ plugin_control = preload("my_plugin_control.tscn").instantiate()
+ get_editor_interface().get_editor_main_control().add_child(plugin_control)
+ plugin_control.hide()
+
+ func _has_main_screen():
+ return true
+
+ func _make_visible(visible):
+ plugin_control.visible = visible
+
+ func _get_plugin_name():
+ return "My Super Cool Plugin 3000"
+
+ func _get_plugin_icon():
+ return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")
+ [/codeblock]
</description>
</method>
<method name="_make_visible" qualifiers="virtual">
@@ -302,14 +338,25 @@
<return type="void" />
<argument index="0" name="state" type="Dictionary" />
<description>
- Restore the state saved by [method _get_state].
+ Restore the state saved by [method _get_state]. This method is called when the current scene tab is changed in the editor.
+ [b]Note:[/b] Your plugin must implement [method _get_plugin_name], otherwise it will not be recognized and this method will not be called.
+ [codeblock]
+ func _set_state(data):
+ zoom = data.get("zoom", 1.0)
+ preferred_color = data.get("my_color", Color.white)
+ [/codeblock]
</description>
</method>
<method name="_set_window_layout" qualifiers="virtual">
<return type="void" />
<argument index="0" name="configuration" type="ConfigFile" />
<description>
- Restore the plugin GUI layout saved by [method _get_window_layout].
+ Restore the plugin GUI layout and data saved by [method _get_window_layout]. This method is called for every plugin on editor startup. Use the provided [code]configuration[/code] file to read your saved data.
+ [codeblock]
+ func _set_window_layout(configuration):
+ $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2())
+ $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.white)
+ [/codeblock]
</description>
</method>
<method name="add_autoload_singleton">
@@ -470,10 +517,16 @@
Returns the [EditorInterface] object that gives you control over Godot editor's window and its functionalities.
</description>
</method>
+ <method name="get_export_as_menu">
+ <return type="PopupMenu" />
+ <description>
+ Returns the [PopupMenu] under [b]Scene &gt; Export As...[/b].
+ </description>
+ </method>
<method name="get_script_create_dialog">
<return type="ScriptCreateDialog" />
<description>
- Gets the Editor's dialogue used for making scripts.
+ Gets the Editor's dialog used for making scripts.
[b]Note:[/b] Users can configure it before use.
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml
index c428233372..84f8523da3 100644
--- a/doc/classes/EditorProperty.xml
+++ b/doc/classes/EditorProperty.xml
@@ -38,7 +38,7 @@
Gets the edited object.
</description>
</method>
- <method name="get_edited_property">
+ <method name="get_edited_property" qualifiers="const">
<return type="StringName" />
<description>
Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin._parse_property]), then this will return the property.
diff --git a/doc/classes/EditorSceneFormatImporter.xml b/doc/classes/EditorSceneFormatImporter.xml
index 63c1498f20..0290d7207d 100644
--- a/doc/classes/EditorSceneFormatImporter.xml
+++ b/doc/classes/EditorSceneFormatImporter.xml
@@ -29,16 +29,8 @@
<method name="_get_option_visibility" qualifiers="virtual const">
<return type="Variant" />
<argument index="0" name="path" type="String" />
- <argument index="1" name="option" type="String" />
- <description>
- </description>
- </method>
- <method name="_import_animation" qualifiers="virtual">
- <return type="Animation" />
- <argument index="0" name="path" type="String" />
- <argument index="1" name="flags" type="int" />
- <argument index="2" name="options" type="Dictionary" />
- <argument index="3" name="bake_fps" type="int" />
+ <argument index="1" name="for_animation" type="bool" />
+ <argument index="2" name="option" type="String" />
<description>
</description>
</method>
@@ -63,5 +55,7 @@
</constant>
<constant name="IMPORT_USE_NAMED_SKIN_BINDS" value="16">
</constant>
+ <constant name="IMPORT_DISCARD_MESHES_AND_MATERIALS" value="32">
+ </constant>
</constants>
</class>
diff --git a/doc/classes/EditorSceneFormatImporterFBX.xml b/doc/classes/EditorSceneFormatImporterFBX.xml
deleted file mode 100644
index 21aebd4507..0000000000
--- a/doc/classes/EditorSceneFormatImporterFBX.xml
+++ /dev/null
@@ -1,32 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorSceneFormatImporterFBX" inherits="EditorSceneFormatImporter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- FBX 3D asset importer.
- </brief_description>
- <description>
- This is an FBX 3D asset importer with full support for most FBX features.
- If exporting a FBX scene from Autodesk Maya, use these FBX export settings:
- [codeblock]
- - Smoothing Groups
- - Smooth Mesh
- - Triangluate (for meshes with blend shapes)
- - Bake Animation
- - Resample All
- - Deformed Models
- - Skins
- - Blend Shapes
- - Curve Filters
- - Constant Key Reducer
- - Auto Tangents Only
- - *Do not check* Constraints (as it will break the file)
- - Can check Embed Media (embeds textures into the exported FBX file)
- - Note that when importing embedded media, the texture and mesh will be a single immutable file.
- - You will have to re-export then re-import the FBX if the texture has changed.
- - Units: Centimeters
- - Up Axis: Y
- - Binary format in FBX 2017
- [/codeblock]
- </description>
- <tutorials>
- </tutorials>
-</class>
diff --git a/doc/classes/EditorSceneFormatImporterGLTF.xml b/doc/classes/EditorSceneFormatImporterGLTF.xml
deleted file mode 100644
index 6478e853eb..0000000000
--- a/doc/classes/EditorSceneFormatImporterGLTF.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorSceneFormatImporterGLTF" inherits="EditorSceneFormatImporter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
-</class>
diff --git a/doc/classes/EditorScenePostImportPlugin.xml b/doc/classes/EditorScenePostImportPlugin.xml
index de9d5e067a..44d644411d 100644
--- a/doc/classes/EditorScenePostImportPlugin.xml
+++ b/doc/classes/EditorScenePostImportPlugin.xml
@@ -34,7 +34,8 @@
<method name="_get_internal_option_visibility" qualifiers="virtual const">
<return type="Variant" />
<argument index="0" name="category" type="int" />
- <argument index="1" name="option" type="String" />
+ <argument index="1" name="for_animation" type="bool" />
+ <argument index="2" name="option" type="String" />
<description>
Return true or false whether a given option should be visible. Return null to ignore.
</description>
@@ -42,7 +43,8 @@
<method name="_get_option_visibility" qualifiers="virtual const">
<return type="Variant" />
<argument index="0" name="path" type="String" />
- <argument index="1" name="option" type="String" />
+ <argument index="1" name="for_animation" type="bool" />
+ <argument index="2" name="option" type="String" />
<description>
Return true or false whether a given option should be visible. Return null to ignore.
</description>
@@ -86,7 +88,7 @@
<argument index="2" name="default_value" type="Variant" />
<argument index="3" name="hint" type="int" enum="PropertyHint" default="0" />
<argument index="4" name="hint_string" type="String" default="&quot;&quot;" />
- <argument index="5" name="usage_flags" type="int" default="7" />
+ <argument index="5" name="usage_flags" type="int" default="6" />
<description>
Add a specific import option. This function can only be called from [method _get_import_options] and [method _get_internal_import_options].
</description>
@@ -112,7 +114,9 @@
</constant>
<constant name="INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE" value="5" enum="InternalImportCategory">
</constant>
- <constant name="INTERNAL_IMPORT_CATEGORY_MAX" value="6" enum="InternalImportCategory">
+ <constant name="INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE" value="6" enum="InternalImportCategory">
+ </constant>
+ <constant name="INTERNAL_IMPORT_CATEGORY_MAX" value="7" enum="InternalImportCategory">
</constant>
</constants>
</class>
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 81472c09ee..ac2250ab6d 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -70,6 +70,13 @@
[/codeblocks]
</description>
</method>
+ <method name="check_changed_settings_in_group" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="setting_prefix" type="String" />
+ <description>
+ Checks if any settings with the prefix [code]setting_prefix[/code] exist in the set of changed settings. See also [method get_changed_settings].
+ </description>
+ </method>
<method name="erase">
<return type="void" />
<argument index="0" name="property" type="String" />
@@ -77,6 +84,12 @@
Erases the setting whose name is specified by [code]property[/code].
</description>
</method>
+ <method name="get_changed_settings" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Gets an array of the settings which have been changed since the last save. Note that internally [code]changed_settings[/code] is cleared after a successful save, so generally the most appropriate place to use this method is when processing [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED]
+ </description>
+ </method>
<method name="get_favorites" qualifiers="const">
<return type="PackedStringArray" />
<description>
@@ -118,6 +131,13 @@
Returns [code]true[/code] if the setting specified by [code]name[/code] exists, [code]false[/code] otherwise.
</description>
</method>
+ <method name="mark_setting_changed">
+ <return type="void" />
+ <argument index="0" name="setting" type="String" />
+ <description>
+ Marks the passed editor setting as being changed, see [method get_changed_settings]. Only settings which exist (see [method has_setting]) will be accepted.
+ </description>
+ </method>
<method name="property_can_revert">
<return type="bool" />
<argument index="0" name="name" type="String" />
diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml
index a45882b063..2ada211dab 100644
--- a/doc/classes/EditorSpinSlider.xml
+++ b/doc/classes/EditorSpinSlider.xml
@@ -11,7 +11,9 @@
<members>
<member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false">
</member>
- <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
+ <member name="hide_slider" type="bool" setter="set_hide_slider" getter="is_hiding_slider" default="false">
+ If [code]true[/code], the slider is hidden.
+ </member>
<member name="label" type="String" setter="set_label" getter="get_label" default="&quot;&quot;">
</member>
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
diff --git a/doc/classes/EditorVCSInterface.xml b/doc/classes/EditorVCSInterface.xml
index b78b027fa8..0215d81a4e 100644
--- a/doc/classes/EditorVCSInterface.xml
+++ b/doc/classes/EditorVCSInterface.xml
@@ -4,7 +4,7 @@
Version Control System (VCS) interface which reads and writes to the local VCS in use.
</brief_description>
<description>
- Used by the editor to display VCS extracted information in the editor. The implementation of this API is included in VCS addons, which are essentially GDNative plugins that need to be put into the project folder. These VCS addons are scripts which are attached (on demand) to the object instance of [code]EditorVCSInterface[/code]. All the functions listed below, instead of performing the task themselves, they call the internally defined functions in the VCS addons to provide a plug-n-play experience.
+ Used by the editor to display VCS extracted information in the editor. The implementation of this API is included in VCS addons, which are essentially GDExtension plugins that need to be put into the project folder. These VCS addons are scripts which are attached (on demand) to the object instance of [code]EditorVCSInterface[/code]. All the functions listed below, instead of performing the task themselves, they call the internally defined functions in the VCS addons to provide a plug-n-play experience.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index af4df321c1..36dfee833b 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -94,6 +94,17 @@
[/codeblock]
</description>
</method>
+ <method name="get_script_language" qualifiers="const">
+ <return type="ScriptLanguage" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="get_script_language_count">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
<method name="get_singleton" qualifiers="const">
<return type="Object" />
<argument index="0" name="name" type="StringName" />
@@ -140,6 +151,12 @@
[/codeblocks]
</description>
</method>
+ <method name="get_write_movie_path" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the path to the [MovieWriter]'s output file, or an empty string if the engine wasn't started in Movie Maker mode. This path can be absolute or relative depending on how the user specified it.
+ </description>
+ </method>
<method name="has_singleton" qualifiers="const">
<return type="bool" />
<argument index="0" name="name" type="StringName" />
@@ -167,6 +184,12 @@
Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
</description>
</method>
+ <method name="register_script_language">
+ <return type="void" />
+ <argument index="0" name="language" type="ScriptLanguage" />
+ <description>
+ </description>
+ </method>
<method name="register_singleton">
<return type="void" />
<argument index="0" name="name" type="StringName" />
diff --git a/doc/classes/EngineProfiler.xml b/doc/classes/EngineProfiler.xml
index 45eb926108..752ecda867 100644
--- a/doc/classes/EngineProfiler.xml
+++ b/doc/classes/EngineProfiler.xml
@@ -20,11 +20,11 @@
<method name="_tick" qualifiers="virtual">
<return type="void" />
<argument index="0" name="frame_time" type="float" />
- <argument index="1" name="idle_time" type="float" />
+ <argument index="1" name="process_time" type="float" />
<argument index="2" name="physics_time" type="float" />
<argument index="3" name="physics_frame_time" type="float" />
<description>
- Called once every engine iteration when the profiler is active with information about the current frame.
+ Called once every engine iteration when the profiler is active with information about the current frame. All time values are in seconds. Lower values represent faster processing times and are therefore considered better.
</description>
</method>
<method name="_toggle" qualifiers="virtual">
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 90d774058b..9da360915b 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -51,16 +51,17 @@
The global color saturation value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="ambient_light_color" type="Color" setter="set_ambient_light_color" getter="get_ambient_light_color" default="Color(0, 0, 0, 1)">
- The ambient light's [Color].
+ The ambient light's [Color]. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
</member>
<member name="ambient_light_energy" type="float" setter="set_ambient_light_energy" getter="get_ambient_light_energy" default="1.0">
- The ambient light's energy. The higher the value, the stronger the light.
+ The ambient light's energy. The higher the value, the stronger the light. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
</member>
<member name="ambient_light_sky_contribution" type="float" setter="set_ambient_light_sky_contribution" getter="get_ambient_light_sky_contribution" default="1.0">
Defines the amount of light that the sky brings on the scene. A value of [code]0.0[/code] means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped between [code]0.0[/code] and [code]1.0[/code] (inclusive).
</member>
<member name="ambient_light_source" type="int" setter="set_ambient_source" getter="get_ambient_source" enum="Environment.AmbientSource" default="0">
+ The ambient light source to use for rendering materials and global illumination.
</member>
<member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure_enabled" getter="is_tonemap_auto_exposure_enabled" default="false">
If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
@@ -97,6 +98,7 @@
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
</member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
+ The exponential fog density to use. Higher values result in a more dense fog.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled.
@@ -108,10 +110,13 @@
The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.
</member>
<member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.5, 0.6, 0.7, 1)">
+ The fog's color.
</member>
<member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0">
+ The fog's brightness. Higher values result in brighter fog.
</member>
<member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0">
+ If set above [code]0.0[/code], renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog.
</member>
<member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2">
The glow blending mode.
@@ -132,7 +137,7 @@
The lower threshold of the HDR glow. When using the OpenGL renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case.
</member>
<member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8">
- The overall brightness multiplier of the glow effect. When using the OpenGL renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
+ The overall brightness multiplier of the glow effect. When using the OpenGL renderer, this should be increased to [code]1.5[/code] to compensate for the lack of HDR rendering.
</member>
<member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
The intensity of the 1st level of glow. This is the most "local" level (least blurry).
@@ -163,6 +168,7 @@
How strong of an impact the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no effect on the overall glow effect. A strength of [code]1.0[/code] means the glow has a full effect on the overall glow effect (and can turn off glow entirely in specific areas of the screen if the glow map has black areas).
</member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
+ When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this controls how much the source image is blended with the glow layer. A value of [code]0.0[/code] makes the glow rendering invisible, while a value of [code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].
</member>
<member name="glow_normalized" type="bool" setter="set_glow_normalized" getter="is_glow_normalized" default="false">
If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code].
@@ -171,10 +177,15 @@
The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the OpenGL renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
</member>
<member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0">
+ The reflected (specular) light source.
</member>
<member name="sdfgi_bounce_feedback" type="float" setter="set_sdfgi_bounce_feedback" getter="get_sdfgi_bounce_feedback" default="0.5">
+ The energy multiplier applied to light every time it bounces from a surface when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple bounces, resulting in a more realistic appearance. Increasing [member sdfgi_bounce_feedback] generally has no performance impact. See also [member sdfgi_energy].
+ [b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback loops and should be avoided in scenes with bright materials.
+ [b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect lighting will not be represented in reflections as light will only bounce one time.
</member>
<member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8">
+ [b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and [member sdfgi_max_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" default="4">
The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, [member sdfgi_cascades] can often be decreased between [code]1[/code] and [code]4[/code] to improve performance.
@@ -185,42 +196,39 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
</member>
<member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0">
+ The energy multiplier to use for SDFGI. Higher values will result in brighter indirect lighting and reflections. See also [member sdfgi_bounce_feedback].
</member>
<member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="204.8">
+ The maximum distance at which SDFGI is visible. Beyond this distance, environment lighting or other sources of GI such as [ReflectionProbe] will be used as a fallback.
+ [b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and [member sdfgi_cascade0_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_min_cell_size" type="float" setter="set_sdfgi_min_cell_size" getter="get_sdfgi_min_cell_size" default="0.2">
+ The cell size to use for the closest SDFGI cascade (in 3D units). Lower values allow SDFGI to be more precise up close, at the cost of making SDFGI updates more demanding. This can cause stuttering when the camera moves fast. Higher values allow SDFGI to cover more ground, while also reducing the performance impact of SDFGI updates.
+ [b]Note:[/b] This property is linked to [member sdfgi_max_distance] and [member sdfgi_cascade0_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_normal_bias" type="float" setter="set_sdfgi_normal_bias" getter="get_sdfgi_normal_bias" default="1.1">
+ The normal bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.
</member>
<member name="sdfgi_probe_bias" type="float" setter="set_sdfgi_probe_bias" getter="get_sdfgi_probe_bias" default="1.1">
+ The constant bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.
</member>
<member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="true">
+ If [code]true[/code], SDFGI takes the environment lighting into account. This should be set to [code]false[/code] for interior scenes.
</member>
<member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false">
+ If [code]true[/code], SDFGI uses an occlusion detection approach to reduce light leaking. Occlusion may however introduce dark blotches in certain spots, which may be undesired in mostly outdoor scenes. [member sdfgi_use_occlusion] has a performance impact and should only be enabled when needed.
</member>
<member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="1">
+ The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells being packed together more closely on the Y axis. This is used to balance between quality and covering a lot of vertical ground. [member sdfgi_y_scale] should be set depending on how vertical your scene is (and how fast your camera may move on the Y axis).
</member>
<member name="sky" type="Sky" setter="set_sky" getter="get_sky">
The [Sky] resource used for this [Environment].
</member>
<member name="sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov" default="0.0">
+ If set to a value greater than [code]0.0[/code], overrides the field of view to use for sky rendering. If set to [code]0.0[/code], the same FOV as the current [Camera3D] is used for sky rendering.
</member>
<member name="sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3(0, 0, 0)">
- </member>
- <member name="ss_reflections_depth_tolerance" type="float" setter="set_ssr_depth_tolerance" getter="get_ssr_depth_tolerance" default="0.2">
- The depth tolerance for screen-space reflections.
- </member>
- <member name="ss_reflections_enabled" type="bool" setter="set_ssr_enabled" getter="is_ssr_enabled" default="false">
- If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [VoxelGI]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others.
- </member>
- <member name="ss_reflections_fade_in" type="float" setter="set_ssr_fade_in" getter="get_ssr_fade_in" default="0.15">
- The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection). Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
- </member>
- <member name="ss_reflections_fade_out" type="float" setter="set_ssr_fade_out" getter="get_ssr_fade_out" default="2.0">
- The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
- </member>
- <member name="ss_reflections_max_steps" type="int" setter="set_ssr_max_steps" getter="get_ssr_max_steps" default="64">
- The maximum number of steps for screen-space reflections. Higher values are slower.
+ The rotation to use for sky rendering.
</member>
<member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0">
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
@@ -264,14 +272,29 @@
<member name="ssil_sharpness" type="float" setter="set_ssil_sharpness" getter="get_ssil_sharpness" default="0.98">
The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
</member>
+ <member name="ssr_depth_tolerance" type="float" setter="set_ssr_depth_tolerance" getter="get_ssr_depth_tolerance" default="0.2">
+ The depth tolerance for screen-space reflections.
+ </member>
+ <member name="ssr_enabled" type="bool" setter="set_ssr_enabled" getter="is_ssr_enabled" default="false">
+ If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [VoxelGI]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others.
+ </member>
+ <member name="ssr_fade_in" type="float" setter="set_ssr_fade_in" getter="get_ssr_fade_in" default="0.15">
+ The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection). Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
+ </member>
+ <member name="ssr_fade_out" type="float" setter="set_ssr_fade_out" getter="get_ssr_fade_out" default="2.0">
+ The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
+ </member>
+ <member name="ssr_max_steps" type="int" setter="set_ssr_max_steps" getter="get_ssr_max_steps" default="64">
+ The maximum number of steps for screen-space reflections. Higher values are slower.
+ </member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
- The default exposure used for tonemapping.
+ The default exposure used for tonemapping. Higher values result in a brighter image. See also [member tonemap_white].
</member>
<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a LDR display. (Godot doesn't support rendering on HDR displays yet.)
</member>
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
- The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
+ The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure].
</member>
<member name="volumetric_fog_albedo" type="Color" setter="set_volumetric_fog_albedo" getter="get_volumetric_fog_albedo" default="Color(1, 1, 1, 1)">
The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
@@ -336,10 +359,10 @@
Gather ambient light from whichever source is specified as the background.
</constant>
<constant name="AMBIENT_SOURCE_DISABLED" value="1" enum="AmbientSource">
- Disable ambient light.
+ Disable ambient light. This provides a slight performance boost over [constant AMBIENT_SOURCE_SKY].
</constant>
<constant name="AMBIENT_SOURCE_COLOR" value="2" enum="AmbientSource">
- Specify a specific [Color] for ambient light.
+ Specify a specific [Color] for ambient light. This provides a slight performance boost over [constant AMBIENT_SOURCE_SKY].
</constant>
<constant name="AMBIENT_SOURCE_SKY" value="3" enum="AmbientSource">
Gather ambient light from the [Sky] regardless of what the background is.
@@ -348,22 +371,23 @@
Use the background for reflections.
</constant>
<constant name="REFLECTION_SOURCE_DISABLED" value="1" enum="ReflectionSource">
- Disable reflections.
+ Disable reflections. This provides a slight performance boost over other options.
</constant>
<constant name="REFLECTION_SOURCE_SKY" value="2" enum="ReflectionSource">
Use the [Sky] for reflections regardless of what the background is.
</constant>
<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
- Linear tonemapper operator. Reads the linear data and passes it on unmodified.
+ Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
</constant>
<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
- Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
+ Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
</constant>
<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
- Filmic tonemapper operator.
+ Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
</constant>
<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
- Academy Color Encoding System tonemapper operator.
+ Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC].
+ [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
</constant>
<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
@@ -381,10 +405,13 @@
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="SDFGI_Y_SCALE_50_PERCENT" value="0" enum="SDFGIYScale">
+ Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
</constant>
<constant name="SDFGI_Y_SCALE_75_PERCENT" value="1" enum="SDFGIYScale">
+ Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.
</constant>
<constant name="SDFGI_Y_SCALE_100_PERCENT" value="2" enum="SDFGIYScale">
+ Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.
</constant>
</constants>
</class>
diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml
index b37de09e04..50979c9b68 100644
--- a/doc/classes/Expression.xml
+++ b/doc/classes/Expression.xml
@@ -56,6 +56,7 @@
<argument index="0" name="inputs" type="Array" default="[]" />
<argument index="1" name="base_instance" type="Object" default="null" />
<argument index="2" name="show_error" type="bool" default="true" />
+ <argument index="3" name="const_calls_only" type="bool" default="false" />
<description>
Executes the expression that was previously parsed by [method parse] and returns the result. Before you use the returned object, you should check if the method failed by calling [method has_execute_failed].
If you defined input variables in [method parse], you can specify their values in the inputs array, in the same order.
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 29283e107d..0b4a8fa46e 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -74,7 +74,7 @@
[/codeblocks]
</description>
</method>
- <method name="file_exists" qualifiers="const">
+ <method name="file_exists" qualifiers="static">
<return type="bool" />
<argument index="0" name="path" type="String" />
<description>
diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml
index 05d90390f8..f45031cea8 100644
--- a/doc/classes/FileDialog.xml
+++ b/doc/classes/FileDialog.xml
@@ -12,10 +12,11 @@
<method name="add_filter">
<return type="void" />
<argument index="0" name="filter" type="String" />
+ <argument index="1" name="description" type="String" default="&quot;&quot;" />
<description>
- Adds [code]filter[/code] to the list of filters, which restricts what files can be picked.
- A [code]filter[/code] should be of the form [code]"filename.extension ; Description"[/code], where filename and extension can be [code]*[/code] to match any string. Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.
- Example filters: [code]"*.png ; PNG Images"[/code], [code]"project.godot ; Godot Project"[/code].
+ Adds a comma-delimited file name [code]filter[/code] option to the [FileDialog] with an optional [code]description[/code], which restricts what files can be picked.
+ A [code]filter[/code] should be of the form [code]"filename.extension"[/code], where filename and extension can be [code]*[/code] to match any string. Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.
+ For example, a [code]filter[/code] of [code]"*.png, *.jpg"[/code] and a [code]description[/code] of [code]"Images"[/code] results in filter text "Images (*.png, *.jpg)".
</description>
</method>
<method name="clear_filters">
@@ -56,13 +57,13 @@
The file system access scope. See enum [code]Access[/code] constants.
[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url].
</member>
- <member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir" default="&quot;res://&quot;">
+ <member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir">
The current working directory of the file dialog.
</member>
- <member name="current_file" type="String" setter="set_current_file" getter="get_current_file" default="&quot;&quot;">
+ <member name="current_file" type="String" setter="set_current_file" getter="get_current_file">
The currently selected file of the file dialog.
</member>
- <member name="current_path" type="String" setter="set_current_path" getter="get_current_path" default="&quot;res://&quot;">
+ <member name="current_path" type="String" setter="set_current_path" getter="get_current_path">
The currently selected file path of the file dialog.
</member>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" overrides="AcceptDialog" default="false" />
@@ -75,6 +76,9 @@
<member name="mode_overrides_title" type="bool" setter="set_mode_overrides_title" getter="is_mode_overriding_title" default="true">
If [code]true[/code], changing the [code]Mode[/code] property will set the window title accordingly (e.g. setting mode to [constant FILE_MODE_OPEN_FILE] will change the window title to "Open a File").
</member>
+ <member name="root_subfolder" type="String" setter="set_root_subfolder" getter="get_root_subfolder" default="&quot;&quot;">
+ If non-empty, the given sub-folder will be "root" of this [FileDialog], i.e. user won't be able to go to its parent directory.
+ </member>
<member name="show_hidden_files" type="bool" setter="set_show_hidden_files" getter="is_showing_hidden_files" default="false">
If [code]true[/code], the dialog will show hidden files.
</member>
@@ -130,7 +134,7 @@
<theme_item name="file_icon_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
The color modulation applied to the file icon.
</theme_item>
- <theme_item name="files_disabled" data_type="color" type="Color" default="Color(0, 0, 0, 0.7)">
+ <theme_item name="files_disabled" data_type="color" type="Color" default="Color(1, 1, 1, 0.25)">
The color tint for disabled files (when the [FileDialog] is used in open folder mode).
</theme_item>
<theme_item name="folder_icon_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
diff --git a/doc/classes/FogVolume.xml b/doc/classes/FogVolume.xml
index c869141ef6..3f2ee3035c 100644
--- a/doc/classes/FogVolume.xml
+++ b/doc/classes/FogVolume.xml
@@ -11,13 +11,15 @@
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
- Sets the size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
+ Sets the size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
+ [b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or rotates. This can be alleviated by increasing [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or by decreasing [member Environment.volumetric_fog_length] (at no performance cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can be made thicker and use a lower density in the [member material].
+ [b]Note:[/b] If [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within the extents. Non-uniform scaling of cone/cylinder shapes via the [member extents] property is not supported, but you can scale the [FogVolume] node instead.
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
Sets the [Material] to be used by the [FogVolume]. Can be either a [FogMaterial] or a custom [ShaderMaterial].
</member>
- <member name="shape" type="int" setter="set_shape" getter="get_shape" enum="RenderingServer.FogVolumeShape" default="1">
- Sets the shape of the [FogVolume] to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX], or [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
+ <member name="shape" type="int" setter="set_shape" getter="get_shape" enum="RenderingServer.FogVolumeShape" default="3">
+ Sets the shape of the [FogVolume] to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
</member>
</members>
</class>
diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml
index 4ba15d7afc..ec2776f636 100644
--- a/doc/classes/Font.xml
+++ b/doc/classes/Font.xml
@@ -1,93 +1,36 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Font" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Font class is set of font data sources used to draw text.
+ Base class for fonts and font variations.
</brief_description>
<description>
- Font contains a set of glyphs to represent Unicode characters, as well as the ability to draw it with variable width, ascent, descent and kerning.
- [b]Note:[/b] A character is a symbol that represents an item (letter, digit etc.) in an abstract way.
- [b]Note:[/b] A glyph is a bitmap or shape used to draw a one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source.
- [b]Note:[/b] If a non of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code.
- [codeblocks]
- [gdscript]
- var font = Font.new()
- font.add_data(load("res://BarlowCondensed-Bold.ttf"))
- $"Label".set("custom_fonts/font", font)
- $"Label".set("custom_fonts/font_size", 64)
- [/gdscript]
- [csharp]
- var font = new Font();
- font.AddData(ResourceLoader.Load&lt;FontData&gt;("res://BarlowCondensed-Bold.ttf"));
- GetNode("Label").Set("custom_fonts/font", font);
- GetNode("Label").Set("custom_font_sizes/font_size", 64);
- [/csharp]
- [/codeblocks]
- To control font substitution priority use [FontData] language and script support.
- Use language overrides to use same [Font] stack for multiple languages:
- [codeblocks]
- [gdscript]
- # Use Naskh font for Persian and Nastaʼlīq font for Urdu text.
- var font_data_fa = load("res://NotoNaskhArabicUI_Regular.ttf");
- font_data_fa.set_language_support_override("fa", true);
- font_data_fa.set_language_support_override("ur", false);
-
- var font_data_ur = load("res://NotoNastaliqUrdu_Regular.ttf");
- font_data_ur.set_language_support_override("fa", false);
- font_data_ur.set_language_support_override("ur", true);
- [/gdscript]
- [csharp]
- // Use Naskh font for Persian and Nastaʼlīq font for Urdu text.
- var fontDataFA = ResourceLoader.Load&lt;FontData&gt;("res://NotoNaskhArabicUI_Regular.ttf");
- fontDataFA.SetLanguageSupportOverride("fa", true);
- fontDataFA.SetLanguageSupportOverride("ur", false);
-
- var fontDataUR = ResourceLoader.Load&lt;FontData&gt;("res://NotoNastaliqUrdu_Regular.ttf");
- fontDataUR.SetLanguageSupportOverride("fa", false);
- fontDataUR.SetLanguageSupportOverride("ur", true);
- [/csharp]
- [/codeblocks]
- Use script overrides to specify supported scripts for bitmap font or for less common scripts not directly supported by TrueType format:
- [codeblocks]
- [gdscript]
- # Use specified font for Egyptian hieroglyphs.
- var font_data = load("res://unifont.ttf");
- font_data.set_script_support_override("Egyp", true);
- [/gdscript]
- [csharp]
- // Use specified font for Egyptian hieroglyphs.
- var fontData = ResourceLoader.Load&lt;FontData&gt;("res://unifont.ttf");
- fontData.SetScriptSupportOverride("Egyp", true);
- [/csharp]
- [/codeblocks]
+ Font is the abstract base class for font, so it shouldn't be used directly. Other types of fonts inherit from it.
</description>
<tutorials>
</tutorials>
<methods>
- <method name="add_data">
- <return type="void" />
- <argument index="0" name="data" type="FontData" />
- <description>
- Add font data source to the set.
- </description>
- </method>
- <method name="clear_data">
- <return type="void" />
+ <method name="draw_char" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="canvas_item" type="RID" />
+ <argument index="1" name="pos" type="Vector2" />
+ <argument index="2" name="char" type="int" />
+ <argument index="3" name="font_size" type="int" />
+ <argument index="4" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
<description>
- Removes all font data sourcers for the set.
+ Draw a single Unicode character [code]char[/code] into a canvas item using the font, at a given position, with [code]modulate[/code] color. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
+ [b]Note:[/b] Do not use this function to draw strings character by character, use [method draw_string] or [TextLine] instead.
</description>
</method>
- <method name="draw_char" qualifiers="const">
+ <method name="draw_char_outline" qualifiers="const">
<return type="float" />
<argument index="0" name="canvas_item" type="RID" />
<argument index="1" name="pos" type="Vector2" />
<argument index="2" name="char" type="int" />
- <argument index="3" name="next" type="int" default="0" />
- <argument index="4" name="size" type="int" default="16" />
+ <argument index="3" name="font_size" type="int" />
+ <argument index="4" name="size" type="int" default="-1" />
<argument index="5" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="6" name="outline_size" type="int" default="0" />
- <argument index="7" name="outline_modulate" type="Color" default="Color(1, 1, 1, 0)" />
<description>
- Draw a single Unicode character [code]char[/code] into a canvas item using the font, at a given position, with [code]modulate[/code] color, and optionally kerning if [code]next[/code] is passed. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
+ Draw a single Unicode character [code]char[/code] outline into a canvas item using the font, at a given position, with [code]modulate[/code] color and [code]size[/code] outline size. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
[b]Note:[/b] Do not use this function to draw strings character by character, use [method draw_string] or [TextLine] instead.
</description>
</method>
@@ -98,17 +41,38 @@
<argument index="2" name="text" type="String" />
<argument index="3" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
<argument index="4" name="width" type="float" default="-1" />
- <argument index="5" name="max_lines" type="int" default="-1" />
- <argument index="6" name="size" type="int" default="16" />
+ <argument index="5" name="font_size" type="int" default="16" />
+ <argument index="6" name="max_lines" type="int" default="-1" />
<argument index="7" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="8" name="outline_size" type="int" default="0" />
- <argument index="9" name="outline_modulate" type="Color" default="Color(1, 1, 1, 0)" />
- <argument index="10" name="flags" type="int" default="99" />
+ <argument index="8" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="9" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="10" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="11" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Breaks [code]text[/code] to the lines using rules specified by [code]flags[/code] and draws it into a canvas item using the font, at a given position, with [code]modulate[/code] color, optionally clipping the width and aligning horizontally. [code]position[/code] specifies the baseline of the first line, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
See also [method CanvasItem.draw_multiline_string].
</description>
</method>
+ <method name="draw_multiline_string_outline" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="canvas_item" type="RID" />
+ <argument index="1" name="pos" type="Vector2" />
+ <argument index="2" name="text" type="String" />
+ <argument index="3" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
+ <argument index="4" name="width" type="float" default="-1" />
+ <argument index="5" name="font_size" type="int" default="16" />
+ <argument index="6" name="max_lines" type="int" default="-1" />
+ <argument index="7" name="size" type="int" default="1" />
+ <argument index="8" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
+ <argument index="9" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="10" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="11" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="12" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <description>
+ Breaks [code]text[/code] to the lines using rules specified by [code]flags[/code] and draws text outline into a canvas item using the font, at a given position, with [code]modulate[/code] color and [code]size[/code] outline size, optionally clipping the width and aligning horizontally. [code]position[/code] specifies the baseline of the first line, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
+ See also [method CanvasItem.draw_multiline_string_outline].
+ </description>
+ </method>
<method name="draw_string" qualifiers="const">
<return type="void" />
<argument index="0" name="canvas_item" type="RID" />
@@ -116,19 +80,47 @@
<argument index="2" name="text" type="String" />
<argument index="3" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
<argument index="4" name="width" type="float" default="-1" />
- <argument index="5" name="size" type="int" default="16" />
+ <argument index="5" name="font_size" type="int" default="16" />
<argument index="6" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
- <argument index="7" name="outline_size" type="int" default="0" />
- <argument index="8" name="outline_modulate" type="Color" default="Color(1, 1, 1, 0)" />
- <argument index="9" name="flags" type="int" default="3" />
+ <argument index="7" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="8" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="9" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Draw [code]text[/code] into a canvas item using the font, at a given position, with [code]modulate[/code] color, optionally clipping the width and aligning horizontally. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
See also [method CanvasItem.draw_string].
</description>
</method>
+ <method name="draw_string_outline" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="canvas_item" type="RID" />
+ <argument index="1" name="pos" type="Vector2" />
+ <argument index="2" name="text" type="String" />
+ <argument index="3" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
+ <argument index="4" name="width" type="float" default="-1" />
+ <argument index="5" name="font_size" type="int" default="16" />
+ <argument index="6" name="size" type="int" default="1" />
+ <argument index="7" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
+ <argument index="8" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="9" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="10" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
+ <description>
+ Draw [code]text[/code] outline into a canvas item using the font, at a given position, with [code]modulate[/code] color and [code]size[/code] outline size, optionally clipping the width and aligning horizontally. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis.
+ See also [method CanvasItem.draw_string_outline].
+ </description>
+ </method>
+ <method name="find_variation" qualifiers="const">
+ <return type="RID" />
+ <argument index="0" name="variation_coordinates" type="Dictionary" />
+ <argument index="1" name="face_index" type="int" default="0" />
+ <argument index="2" name="strength" type="float" default="0.0" />
+ <argument index="3" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)" />
+ <description>
+ Returns [TextServer] RID of the font cache for specific variation.
+ </description>
+ </method>
<method name="get_ascent" qualifiers="const">
<return type="float" />
- <argument index="0" name="size" type="int" default="16" />
+ <argument index="0" name="font_size" type="int" default="16" />
<description>
Returns the average font ascent (number of pixels above the baseline).
[b]Note:[/b] Real ascent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the ascent of empty line).
@@ -137,44 +129,53 @@
<method name="get_char_size" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="char" type="int" />
- <argument index="1" name="next" type="int" default="0" />
- <argument index="2" name="size" type="int" default="16" />
+ <argument index="1" name="font_size" type="int" />
<description>
Returns the size of a character, optionally taking kerning into account if the next character is provided.
[b]Note:[/b] Do not use this function to calculate width of the string character by character, use [method get_string_size] or [TextLine] instead. The height returned is the font height (see also [method get_height]) and has no relation to the glyph height.
</description>
</method>
- <method name="get_data" qualifiers="const">
- <return type="FontData" />
- <argument index="0" name="idx" type="int" />
+ <method name="get_descent" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="font_size" type="int" default="16" />
<description>
- Returns the font data source at index [code]idx[/code]. If the index does not exist, returns [code]null[/code].
+ Returns the average font descent (number of pixels below the baseline).
+ [b]Note:[/b] Real descent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the descent of empty line).
</description>
</method>
- <method name="get_data_count" qualifiers="const">
+ <method name="get_face_count" qualifiers="const">
<return type="int" />
<description>
- Returns the number of font data sources.
+ Returns number of faces in the TrueType / OpenType collection.
</description>
</method>
- <method name="get_data_rid" qualifiers="const">
- <return type="RID" />
- <argument index="0" name="idx" type="int" />
+ <method name="get_fallbacks" qualifiers="const">
+ <return type="Font[]" />
<description>
- Returns TextServer RID of the font data resources.
+ Returns array of fallback [Font]s.
</description>
</method>
- <method name="get_descent" qualifiers="const">
- <return type="float" />
- <argument index="0" name="size" type="int" default="16" />
+ <method name="get_font_name" qualifiers="const">
+ <return type="String" />
<description>
- Returns the average font descent (number of pixels below the baseline).
- [b]Note:[/b] Real descent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the descent of empty line).
+ Returns font family name.
+ </description>
+ </method>
+ <method name="get_font_style" qualifiers="const">
+ <return type="int" enum="TextServer.FontStyle" />
+ <description>
+ Returns font style flags, see [enum TextServer.FontStyle].
+ </description>
+ </method>
+ <method name="get_font_style_name" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns font style name.
</description>
</method>
<method name="get_height" qualifiers="const">
<return type="float" />
- <argument index="0" name="size" type="int" default="16" />
+ <argument index="0" name="font_size" type="int" default="16" />
<description>
Returns the total average font height (ascent plus descent) in pixels.
[b]Note:[/b] Real height of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the height of empty line).
@@ -183,14 +184,31 @@
<method name="get_multiline_string_size" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="text" type="String" />
- <argument index="1" name="width" type="float" default="-1" />
- <argument index="2" name="size" type="int" default="16" />
- <argument index="3" name="flags" type="int" default="96" />
+ <argument index="1" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
+ <argument index="2" name="width" type="float" default="-1" />
+ <argument index="3" name="font_size" type="int" default="16" />
+ <argument index="4" name="max_lines" type="int" default="-1" />
+ <argument index="5" name="brk_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
+ <argument index="6" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="7" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="8" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
Returns the size of a bounding box of a string broken into the lines, taking kerning and advance into account.
See also [method draw_multiline_string].
</description>
</method>
+ <method name="get_opentype_features" qualifiers="const">
+ <return type="Dictionary" />
+ <description>
+ Returns a set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
+ </description>
+ </method>
+ <method name="get_rids" qualifiers="const">
+ <return type="RID[]" />
+ <description>
+ Returns [Array] of valid [Font] [RID]s, which can be passed to the [TextServer] methods.
+ </description>
+ </method>
<method name="get_spacing" qualifiers="const">
<return type="int" />
<argument index="0" name="spacing" type="int" enum="TextServer.SpacingType" />
@@ -201,14 +219,19 @@
<method name="get_string_size" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="text" type="String" />
- <argument index="1" name="size" type="int" default="16" />
- <argument index="2" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
- <argument index="3" name="width" type="float" default="-1" />
- <argument index="4" name="flags" type="int" default="3" />
+ <argument index="1" name="alignment" type="int" enum="HorizontalAlignment" default="0" />
+ <argument index="2" name="width" type="float" default="-1" />
+ <argument index="3" name="font_size" type="int" default="16" />
+ <argument index="4" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
+ <argument index="5" name="direction" type="int" enum="TextServer.Direction" default="0" />
+ <argument index="6" name="orientation" type="int" enum="TextServer.Orientation" default="0" />
<description>
- Returns the size of a bounding box of a string, taking kerning and advance into account.
+ Returns the size of a bounding box of a single-line string, taking kerning and advance into account. See also [method get_multiline_string_size] and [method draw_string].
+ For example, to get the string size as displayed by a single-line Label, use:
+ [codeblock]
+ var string_size = $Label.get_theme_font("font").get_string_size($Label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label.get_theme_font_size("font_size"))
+ [/codeblock]
[b]Note:[/b] Real height of the string is context-dependent and can be significantly different from the value returned by [method get_height].
- See also [method draw_string].
</description>
</method>
<method name="get_supported_chars" qualifiers="const">
@@ -218,9 +241,22 @@
If a given character is included in more than one font data source, it appears only once in the returned string.
</description>
</method>
+ <method name="get_supported_feature_list" qualifiers="const">
+ <return type="Dictionary" />
+ <description>
+ Returns list of OpenType features supported by font.
+ </description>
+ </method>
+ <method name="get_supported_variation_list" qualifiers="const">
+ <return type="Dictionary" />
+ <description>
+ Returns list of supported [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]variation coordinates[/url], each coordinate is returned as [code]tag: Vector3i(min_value,max_value,default_value)[/code].
+ Font variations allow for continuous change of glyph characteristics along some given design axis, such as weight, width or slant.
+ </description>
+ </method>
<method name="get_underline_position" qualifiers="const">
<return type="float" />
- <argument index="0" name="size" type="int" default="16" />
+ <argument index="0" name="font_size" type="int" default="16" />
<description>
Returns average pixel offset of the underline below the baseline.
[b]Note:[/b] Real underline position of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.
@@ -228,7 +264,7 @@
</method>
<method name="get_underline_thickness" qualifiers="const">
<return type="float" />
- <argument index="0" name="size" type="int" default="16" />
+ <argument index="0" name="font_size" type="int" default="16" />
<description>
Returns average thickness of the underline.
[b]Note:[/b] Real underline thickness of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.
@@ -241,45 +277,34 @@
Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
- <method name="remove_data">
- <return type="void" />
- <argument index="0" name="idx" type="int" />
+ <method name="is_language_supported" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="language" type="String" />
<description>
- Removes the font data source at index [code]idx[/code]. If the index does not exist, nothing happens.
+ Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code).
</description>
</method>
- <method name="set_data">
- <return type="void" />
- <argument index="0" name="idx" type="int" />
- <argument index="1" name="data" type="FontData" />
+ <method name="is_script_supported" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="script" type="String" />
<description>
- Sets the font data source at index [code]idx[/code]. If the index does not exist, nothing happens.
+ Returns [code]true[/code], if font supports given script ([url=https://en.wikipedia.org/wiki/ISO_15924]ISO 15924[/url] code).
</description>
</method>
- <method name="set_spacing">
+ <method name="set_cache_capacity">
<return type="void" />
- <argument index="0" name="spacing" type="int" enum="TextServer.SpacingType" />
- <argument index="1" name="value" type="int" />
+ <argument index="0" name="single_line" type="int" />
+ <argument index="1" name="multi_line" type="int" />
<description>
- Sets the spacing for [code]type[/code] (see [enum TextServer.SpacingType]) to [code]value[/code] in pixels (not relative to the font size).
+ Sets LRU cache capacity for [code]draw_*[/code] methods.
</description>
</method>
- <method name="update_changes">
+ <method name="set_fallbacks">
<return type="void" />
+ <argument index="0" name="fallbacks" type="Font[]" />
<description>
- After editing a font (changing data sources, etc.). Call this function to propagate changes to controls that might use it.
+ Sets array of fallback [Font]s.
</description>
</method>
</methods>
- <members>
- <member name="spacing_bottom" type="int" setter="set_spacing" getter="get_spacing" default="0">
- Extra spacing at the bottom of the line in pixels.
- </member>
- <member name="spacing_top" type="int" setter="set_spacing" getter="get_spacing" default="0">
- Extra spacing at the top of the line in pixels.
- </member>
- <member name="variation_coordinates" type="Dictionary" setter="set_variation_coordinates" getter="get_variation_coordinates" default="{}">
- Default font [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]variation coordinates[/url].
- </member>
- </members>
</class>
diff --git a/doc/classes/FontData.xml b/doc/classes/FontFile.xml
index ccaefc60ee..dc2cbdde63 100644
--- a/doc/classes/FontData.xml
+++ b/doc/classes/FontFile.xml
@@ -1,13 +1,32 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="FontData" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="FontFile" inherits="Font" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Font source data and prerendered glyph cache, imported from dynamic or bitmap font.
+ </brief_description>
+ <description>
+ [FontFile] contains a set of glyphs to represent Unicode characters imported from a font file, as well as a cache of rasterized glyphs, and a set of fallback [Font]s to use.
+ Use [FontVariation] to access specific OpenType variation of the font, create simulated bold / slanted version, and draw lines of text.
+ For more complex text processing, use [FontVariation] in conjunction with [TextLine] or [TextParagraph].
Supported font formats:
- - Dynamic font importer: TrueType (.ttf), OpenType (.otf), WOFF (.woff), Type 1 (.pfb, .pfm).
+ - Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), Type 1 (.pfb, .pfm).
- Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary (version 3) format variants.
- Monospace image font importer: All supported image formats.
- </brief_description>
- <description>
+ [b]Note:[/b] A character is a symbol that represents an item (letter, digit etc.) in an abstract way.
+ [b]Note:[/b] A glyph is a bitmap or shape used to draw a one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source.
+ [b]Note:[/b] If a none of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code.
+
+ [codeblocks]
+ [gdscript]
+ var f = load("res://BarlowCondensed-Bold.ttf")
+ $"Label".set("custom_fonts/font", f)
+ $"Label".set("custom_fonts/font_size", 64)
+ [/gdscript]
+ [csharp]
+ var f = ResourceLoader.Load&lt;FontFile&gt;("res://BarlowCondensed-Bold.ttf");
+ GetNode("Label").Set("custom_fonts/font", f);
+ GetNode("Label").Set("custom_font_sizes/font_size", 64);
+ [/csharp]
+ [/codeblocks]
</description>
<tutorials>
</tutorials>
@@ -51,14 +70,7 @@
[b]Note:[/b] This function will not remove glyphs associated with the texture, use [method remove_glyph] to remove them manually.
</description>
</method>
- <method name="find_cache" qualifiers="const">
- <return type="RID" />
- <argument index="0" name="variation_coordinates" type="Dictionary" />
- <description>
- Returns existing or creates a new font cache entry for the specified variation coordinates.
- </description>
- </method>
- <method name="get_ascent" qualifiers="const">
+ <method name="get_cache_ascent" qualifiers="const">
<return type="float" />
<argument index="0" name="cache_index" type="int" />
<argument index="1" name="size" type="int" />
@@ -72,19 +84,46 @@
Returns number of the font cache entries.
</description>
</method>
- <method name="get_cache_rid" qualifiers="const">
- <return type="RID" />
+ <method name="get_cache_descent" qualifiers="const">
+ <return type="float" />
<argument index="0" name="cache_index" type="int" />
+ <argument index="1" name="size" type="int" />
<description>
- Returns text server font cache entry resource id.
</description>
</method>
- <method name="get_descent" qualifiers="const">
+ <method name="get_cache_scale" qualifiers="const">
<return type="float" />
<argument index="0" name="cache_index" type="int" />
<argument index="1" name="size" type="int" />
<description>
- Returns font descent (number of pixels below the baseline).
+ </description>
+ </method>
+ <method name="get_cache_underline_position" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="cache_index" type="int" />
+ <argument index="1" name="size" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="get_cache_underline_thickness" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="cache_index" type="int" />
+ <argument index="1" name="size" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="get_embolden" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="cache_index" type="int" />
+ <description>
+ Returns embolden strength, if is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
+ </description>
+ </method>
+ <method name="get_face_index" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="cache_index" type="int" />
+ <description>
+ Recturns an active face index in the TrueType / OpenType collection.
</description>
</method>
<method name="get_glyph_advance" qualifiers="const">
@@ -180,14 +219,6 @@
Returns list of language support overrides.
</description>
</method>
- <method name="get_scale" qualifiers="const">
- <return type="float" />
- <argument index="0" name="cache_index" type="int" />
- <argument index="1" name="size" type="int" />
- <description>
- Returns scaling factor of the color bitmap font.
- </description>
- </method>
<method name="get_script_support_override" qualifiers="const">
<return type="bool" />
<argument index="0" name="script" type="String" />
@@ -208,34 +239,6 @@
Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
- <method name="get_spacing" qualifiers="const">
- <return type="int" />
- <argument index="0" name="cache_index" type="int" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="spacing_type" type="int" enum="TextServer.SpacingType" />
- <description>
- Returns extra spacing added between glyphs in pixels.
- </description>
- </method>
- <method name="get_supported_chars" qualifiers="const">
- <return type="String" />
- <description>
- Returns a string containing all the characters available in the font.
- </description>
- </method>
- <method name="get_supported_feature_list" qualifiers="const">
- <return type="Dictionary" />
- <description>
- Returns list of OpenType features supported by font.
- </description>
- </method>
- <method name="get_supported_variation_list" qualifiers="const">
- <return type="Dictionary" />
- <description>
- Returns list of supported [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]variation coordinates[/url], each coordinate is returned as [code]tag: Vector3i(min_value,max_value,default_value)[/code].
- Font variations allow for continuous change of glyph characteristics along some given design axis, such as weight, width or slant.
- </description>
- </method>
<method name="get_texture_count" qualifiers="const">
<return type="int" />
<argument index="0" name="cache_index" type="int" />
@@ -262,48 +265,18 @@
Returns a copy of the array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
</description>
</method>
- <method name="get_underline_position" qualifiers="const">
- <return type="float" />
- <argument index="0" name="cache_index" type="int" />
- <argument index="1" name="size" type="int" />
- <description>
- Returns pixel offset of the underline below the baseline.
- </description>
- </method>
- <method name="get_underline_thickness" qualifiers="const">
- <return type="float" />
+ <method name="get_transform" qualifiers="const">
+ <return type="Transform2D" />
<argument index="0" name="cache_index" type="int" />
- <argument index="1" name="size" type="int" />
<description>
- Returns thickness of the underline in pixels.
+ Returns 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.
</description>
</method>
<method name="get_variation_coordinates" qualifiers="const">
<return type="Dictionary" />
<argument index="0" name="cache_index" type="int" />
<description>
- Returns variation coordinates for the specified font cache entry. See [method get_supported_variation_list] for more info.
- </description>
- </method>
- <method name="has_char" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="char" type="int" />
- <description>
- Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
- </description>
- </method>
- <method name="is_language_supported" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="language" type="String" />
- <description>
- Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code).
- </description>
- </method>
- <method name="is_script_supported" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="script" type="String" />
- <description>
- Returns [code]true[/code], if font supports given script ([url=https://en.wikipedia.org/wiki/ISO_15924]ISO 15924[/url] code).
+ Returns variation coordinates for the specified font cache entry. See [method Font.get_supported_variation_list] for more info.
</description>
</method>
<method name="load_bitmap_font">
@@ -318,7 +291,7 @@
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
- Loads a TrueType (.ttf), OpenType (.otf), WOFF (.woff) or Type 1 (.pfb, .pfm) dynamic font from file [code]path[/code].
+ Loads a TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2) or Type 1 (.pfb, .pfm) dynamic font from file [code]path[/code].
[b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external fonts at run-time, such as fonts located at the [code]user://[/code] directory.
</description>
</method>
@@ -376,8 +349,8 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="texture_index" type="int" />
<description>
- Removes specified texture from font cache entry.
- [b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method remove_glyph].
+ Removes specified texture from the cache entry.
+ [b]Note:[/b] This function will not remove glyphs associated with the texture. Remove them manually using [method remove_glyph].
</description>
</method>
<method name="render_glyph">
@@ -386,7 +359,7 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="index" type="int" />
<description>
- Renders specified glyph the the font cache texture.
+ Renders specified glyph to the font cache texture.
</description>
</method>
<method name="render_range">
@@ -399,22 +372,60 @@
Renders the range of characters to the font cache texture.
</description>
</method>
- <method name="set_ascent">
+ <method name="set_cache_ascent">
<return type="void" />
<argument index="0" name="cache_index" type="int" />
<argument index="1" name="size" type="int" />
<argument index="2" name="ascent" type="float" />
<description>
- Sets the font ascent (number of pixels above the baseline).
</description>
</method>
- <method name="set_descent">
+ <method name="set_cache_descent">
<return type="void" />
<argument index="0" name="cache_index" type="int" />
<argument index="1" name="size" type="int" />
<argument index="2" name="descent" type="float" />
<description>
- Sets the font descent (number of pixels below the baseline).
+ </description>
+ </method>
+ <method name="set_cache_scale">
+ <return type="void" />
+ <argument index="0" name="cache_index" type="int" />
+ <argument index="1" name="size" type="int" />
+ <argument index="2" name="scale" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="set_cache_underline_position">
+ <return type="void" />
+ <argument index="0" name="cache_index" type="int" />
+ <argument index="1" name="size" type="int" />
+ <argument index="2" name="underline_position" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="set_cache_underline_thickness">
+ <return type="void" />
+ <argument index="0" name="cache_index" type="int" />
+ <argument index="1" name="size" type="int" />
+ <argument index="2" name="underline_thickness" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="set_embolden">
+ <return type="void" />
+ <argument index="0" name="cache_index" type="int" />
+ <argument index="1" name="strength" type="float" />
+ <description>
+ Sets embolden strength, if is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
+ </description>
+ </method>
+ <method name="set_face_index">
+ <return type="void" />
+ <argument index="0" name="cache_index" type="int" />
+ <argument index="1" name="face_index" type="int" />
+ <description>
+ Sets an active face index in the TrueType / OpenType collection.
</description>
</method>
<method name="set_glyph_advance">
@@ -483,16 +494,7 @@
<argument index="0" name="language" type="String" />
<argument index="1" name="supported" type="bool" />
<description>
- Adds override for [method is_language_supported].
- </description>
- </method>
- <method name="set_scale">
- <return type="void" />
- <argument index="0" name="cache_index" type="int" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="scale" type="float" />
- <description>
- Sets scaling factor of the color bitmap font.
+ Adds override for [method Font.is_language_supported].
</description>
</method>
<method name="set_script_support_override">
@@ -500,17 +502,7 @@
<argument index="0" name="script" type="String" />
<argument index="1" name="supported" type="bool" />
<description>
- Adds override for [method is_script_supported].
- </description>
- </method>
- <method name="set_spacing">
- <return type="void" />
- <argument index="0" name="cache_index" type="int" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="spacing_type" type="int" enum="TextServer.SpacingType" />
- <argument index="3" name="value" type="int" />
- <description>
- Sets extra spacing added between glyphs in pixels.
+ Adds override for [method Font.is_script_supported].
</description>
</method>
<method name="set_texture_image">
@@ -533,22 +525,12 @@
Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty (for the fonts without dynamic glyph generation support).
</description>
</method>
- <method name="set_underline_position">
- <return type="void" />
- <argument index="0" name="cache_index" type="int" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="underline_position" type="float" />
- <description>
- Sets pixel offset of the underline below the baseline.
- </description>
- </method>
- <method name="set_underline_thickness">
+ <method name="set_transform">
<return type="void" />
<argument index="0" name="cache_index" type="int" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="underline_thickness" type="float" />
+ <argument index="1" name="transform" type="Transform2D" />
<description>
- Sets thickness of the underline in pixels.
+ Sets 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.
</description>
</method>
<method name="set_variation_coordinates">
@@ -556,7 +538,7 @@
<argument index="0" name="cache_index" type="int" />
<argument index="1" name="variation_coordinates" type="Dictionary" />
<description>
- Sets variation coordinates for the specified font cache entry. See [method get_supported_variation_list] for more info.
+ Sets variation coordinates for the specified font cache entry. See [method Font.get_supported_variation_list] for more info.
</description>
</method>
</methods>
@@ -567,18 +549,24 @@
<member name="data" type="PackedByteArray" setter="set_data" getter="get_data" default="PackedByteArray()">
Contents of the dynamic font source file.
</member>
+ <member name="fallbacks" type="Font[]" setter="set_fallbacks" getter="get_fallbacks" default="[]">
+ Array of fallback [Font]s.
+ </member>
<member name="fixed_size" type="int" setter="set_fixed_size" getter="get_fixed_size" default="0">
Font size, used only for the bitmap fonts.
</member>
<member name="font_name" type="String" setter="set_font_name" getter="get_font_name" default="&quot;&quot;">
Font family name.
</member>
- <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" default="0">
+ <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" enum="TextServer.FontStyle" default="0">
Font style flags, see [enum TextServer.FontStyle].
</member>
<member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false">
If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</member>
+ <member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="get_generate_mipmaps" default="false">
+ If set to [code]true[/code], generate mipmaps for the font textures.
+ </member>
<member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="TextServer.Hinting" default="1">
Font hinting mode. Used by dynamic fonts only.
</member>
diff --git a/doc/classes/FontVariation.xml b/doc/classes/FontVariation.xml
new file mode 100644
index 0000000000..a1b96fb137
--- /dev/null
+++ b/doc/classes/FontVariation.xml
@@ -0,0 +1,76 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="FontVariation" inherits="Font" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Variation of the [Font].
+ </brief_description>
+ <description>
+ OpenType variations, simulated bold / slant, and additional font settings like OpenType features and extra spacing.
+
+ To use simulated bold font variant:
+ [codeblocks]
+ [gdscript]
+ var fv = FontVariation.new()
+ fv.set_base_font(load("res://BarlowCondensed-Regular.ttf"))
+ fv.set_variation_embolden(1.2);
+ $"Label".set("custom_fonts/font", fv)
+ $"Label".set("custom_fonts/font_size", 64)
+ [/gdscript]
+ [csharp]
+ var fv = new FontVariation();
+ fv.SetBaseFont(ResourceLoader.Load&lt;FontFile&gt;("res://BarlowCondensed-Regular.ttf"));
+ fv.SetVariationEmbolden(1.2);
+ GetNode("Label").Set("custom_fonts/font", fv);
+ GetNode("Label").Set("custom_font_sizes/font_size", 64);
+ [/csharp]
+ [/codeblocks]
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="set_spacing">
+ <return type="void" />
+ <argument index="0" name="spacing" type="int" enum="TextServer.SpacingType" />
+ <argument index="1" name="value" type="int" />
+ <description>
+ Sets the spacing for [code]type[/code] (see [enum TextServer.SpacingType]) to [code]value[/code] in pixels (not relative to the font size).
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="base_font" type="Font" setter="set_base_font" getter="get_base_font">
+ Base font used to create a variation. If not set, default [Theme] font is used.
+ </member>
+ <member name="fallbacks" type="Font[]" setter="set_fallbacks" getter="get_fallbacks" default="[]">
+ Array of fallback [Font]s. If not set [member base_font] fallback are ussed.
+ </member>
+ <member name="opentype_features" type="Dictionary" setter="set_opentype_features" getter="get_opentype_features" default="{}">
+ A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
+ </member>
+ <member name="spacing_bottom" type="int" setter="set_spacing" getter="get_spacing" default="0">
+ Extra spacing at the bottom of the line in pixels.
+ </member>
+ <member name="spacing_glyph" type="int" setter="set_spacing" getter="get_spacing" default="0">
+ Extra spacing between graphical glyphs
+ </member>
+ <member name="spacing_space" type="int" setter="set_spacing" getter="get_spacing" default="0">
+ Extra width of the space glyphs.
+ </member>
+ <member name="spacing_top" type="int" setter="set_spacing" getter="get_spacing" default="0">
+ Extra spacing at the top of the line in pixels.
+ </member>
+ <member name="variation_embolden" type="float" setter="set_variation_embolden" getter="get_variation_embolden" default="0.0">
+ If is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
+ [b]Note:[/b] Emboldened fonts might have self-intersecting outlines, which will prevent MSDF fonts and [TextMesh] from working correctly.
+ </member>
+ <member name="variation_face_index" type="int" setter="set_variation_face_index" getter="get_variation_face_index" default="0">
+ Active face index in the TrueType / OpenType collection file.
+ </member>
+ <member name="variation_opentype" type="Dictionary" setter="set_variation_opentype" getter="get_variation_opentype" default="{}">
+ Font OpenType variation coordinates. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]OpenType variation tags[/url].
+ </member>
+ <member name="variation_transform" type="Transform2D" setter="set_variation_transform" getter="get_variation_transform" default="Transform2D(1, 0, 0, 1, 0, 0)">
+ 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.
+ For example, to simulate italic typeface by slanting, apply the following transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code].
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index 3de0d0dbe9..53894bad87 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -57,6 +57,9 @@
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
</member>
+ <member name="interpolate" type="bool" setter="set_interpolate" getter="get_interpolate" default="true">
+ Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
+ </member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index 899b5dec27..c4bd18db69 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -90,6 +90,7 @@
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
</member>
<member name="interpolate" type="bool" setter="set_interpolate" getter="get_interpolate" default="true">
+ Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
diff --git a/doc/classes/GPUParticlesAttractor3D.xml b/doc/classes/GPUParticlesAttractor3D.xml
index 5577b47c89..e69255cc31 100644
--- a/doc/classes/GPUParticlesAttractor3D.xml
+++ b/doc/classes/GPUParticlesAttractor3D.xml
@@ -1,19 +1,31 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesAttractor3D" inherits="VisualInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Abstract class for 3D particle attractors affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Particle attractors can be used to attract particles towards the attractor's origin, or to push them away from the attractor's origin.
+ Particle attractors work in real-time and can be moved, rotated and scaled during gameplay. Unlike collision shapes, non-uniform scaling of attractors is also supported.
+ Attractors can be temporarily disabled by hiding them, or by setting their [member strength] to [code]0.0[/code].
+ [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="attenuation" type="float" setter="set_attenuation" getter="get_attenuation" default="1.0">
+ The particle attractor's attenuation. Higher values result in more gradual pushing of particles as they come closer to the attractor's origin. Zero or negative values will cause particles to be pushed very fast as soon as the touch the attractor's edges.
</member>
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295">
+ The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the attractor. By default, all particles are affected by an attractor.
+ After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.
+ Particle attraction can also be disabled on a per-process material basis by setting [member ParticlesMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node.
</member>
<member name="directionality" type="float" setter="set_directionality" getter="get_directionality" default="0.0">
+ Adjusts how directional the attractor is. At [code]0.0[/code], the attractor is not directional at all: it will attract particles towards its center. At [code]1.0[/code], the attractor is fully directional: particles will always be pushed towards local -Z (or +Z if [member strength] is negative).
+ [b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], the direction in which particles are pushed can be changed by rotating the [GPUParticlesAttractor3D] node.
</member>
<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
+ If [member strength] is negative, particles will be pushed in the reverse direction. Particles will be pushed [i]away[/i] from the attractor's origin if [member directionality] is [code]0.0[/code], or towards local +Z if [member directionality] is greater than [code]0.0[/code].
</member>
</members>
</class>
diff --git a/doc/classes/GPUParticlesAttractorBox3D.xml b/doc/classes/GPUParticlesAttractorBox3D.xml
index 3fa8276579..6595428cc2 100644
--- a/doc/classes/GPUParticlesAttractorBox3D.xml
+++ b/doc/classes/GPUParticlesAttractorBox3D.xml
@@ -1,13 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesAttractorBox3D" inherits="GPUParticlesAttractor3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Box-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Box-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
+ [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
+ The attractor box's extents in 3D units.
</member>
</members>
</class>
diff --git a/doc/classes/GPUParticlesAttractorSphere3D.xml b/doc/classes/GPUParticlesAttractorSphere3D.xml
index 2b68637b38..4077937ef3 100644
--- a/doc/classes/GPUParticlesAttractorSphere3D.xml
+++ b/doc/classes/GPUParticlesAttractorSphere3D.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesAttractorSphere3D" inherits="GPUParticlesAttractor3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Ellipse-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Ellipse-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
+ [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ The attractor sphere's radius in 3D units.
+ [b]Note:[/b] Stretched ellipses can be obtained by using non-uniform scaling on the [GPUParticlesAttractorSphere3D] node.
</member>
</members>
</class>
diff --git a/doc/classes/GPUParticlesAttractorVectorField3D.xml b/doc/classes/GPUParticlesAttractorVectorField3D.xml
index cbf817f407..aeadfaf4ab 100644
--- a/doc/classes/GPUParticlesAttractorVectorField3D.xml
+++ b/doc/classes/GPUParticlesAttractorVectorField3D.xml
@@ -1,15 +1,22 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesAttractorVectorField3D" inherits="GPUParticlesAttractor3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Box-shaped 3D particle attractor with strength varying within the box, affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Box-shaped 3D particle attractor with strength varying within the box, affecting [GPUParticles3D] nodes.
+ Unlike [GPUParticlesAttractorBox3D], [GPUParticlesAttractorVectorField3D] uses a [member texture] to affect attraction strength within the box. This can be used to create complex attraction scenarios where particles travel in different directions depending on their location. This can be useful for weather effects such as sandstorms.
+ [b]Note:[/b] Particle attractors only affect [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
+ The extents of the vector field box in 3D units.
</member>
<member name="texture" type="Texture3D" setter="set_texture" getter="get_texture">
+ The 3D texture to be used. Values are linearly interpolated between the texture's pixels.
+ [b]Note:[/b] To get better performance, the 3D texture's resolution should reflect the [member extents] of the attractor. Since particle attraction is usually low-frequency data, the texture can be kept at a low resolution such as 64×64×64.
</member>
</members>
</class>
diff --git a/doc/classes/GPUParticlesCollision3D.xml b/doc/classes/GPUParticlesCollision3D.xml
index 45bc9b402b..435f9781f0 100644
--- a/doc/classes/GPUParticlesCollision3D.xml
+++ b/doc/classes/GPUParticlesCollision3D.xml
@@ -1,13 +1,23 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesCollision3D" inherits="VisualInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Abstract class for 3D particle collision shapes affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Particle collision shapes can be used to make particles stop or bounce against them.
+ Particle collision shapes in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is [i]not[/i] supported.
+ Particle collision shapes can be temporarily disabled by hiding them.
+ [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
+ [b]Note:[/b] Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value that matches or exceeds the target framerate.
</description>
<tutorials>
</tutorials>
<members>
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295">
+ The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticlesMaterial.collision_enabled] set to [code]true[/code] will be affected by a collision shape.
+ After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.
+ Particle attraction can also be disabled on a per-process material basis by setting [member ParticlesMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node.
</member>
</members>
</class>
diff --git a/doc/classes/GPUParticlesCollisionBox3D.xml b/doc/classes/GPUParticlesCollisionBox3D.xml
index 091b4ca730..60d66ca682 100644
--- a/doc/classes/GPUParticlesCollisionBox3D.xml
+++ b/doc/classes/GPUParticlesCollisionBox3D.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesCollisionBox3D" inherits="GPUParticlesCollision3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
+ [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
+ The collision box's extents in 3D units.
</member>
</members>
</class>
diff --git a/doc/classes/GPUParticlesCollisionHeightField3D.xml b/doc/classes/GPUParticlesCollisionHeightField3D.xml
index e7e14375d9..3fcad43efb 100644
--- a/doc/classes/GPUParticlesCollisionHeightField3D.xml
+++ b/doc/classes/GPUParticlesCollisionHeightField3D.xml
@@ -1,41 +1,59 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesCollisionHeightField3D" inherits="GPUParticlesCollision3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
+ Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking step.
+ [GPUParticlesCollisionHeightField3D] can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes [GPUParticlesCollisionHeightField3D] a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, since heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] is not suited for indoor particle collision.
+ [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
+ The collision heightmap's extents in 3D units. To improve heightmap quality, [member extents] should be set as small as possible while covering the parts of the scene you need.
</member>
- <member name="follow_camera_enabled" type="bool" setter="set_follow_camera_mode" getter="is_follow_camera_mode_enabled" default="false">
- </member>
- <member name="follow_camera_push_ratio" type="float" setter="set_follow_camera_push_ratio" getter="get_follow_camera_push_ratio" default="0.1">
+ <member name="follow_camera_enabled" type="bool" setter="set_follow_camera_enabled" getter="is_follow_camera_enabled" default="false">
+ If [code]true[/code], the [GPUParticlesCollisionHeightField3D] will follow the current camera in global space. The [GPUParticlesCollisionHeightField3D] does not need to be a child of the [Camera3D] node for this to work.
+ Following the camera has a performance cost, as it will force the heightmap to update whenever the camera moves. Consider lowering [member resolution] to improve performance if [member follow_camera_enabled] is [code]true[/code].
</member>
<member name="resolution" type="int" setter="set_resolution" getter="get_resolution" enum="GPUParticlesCollisionHeightField3D.Resolution" default="2">
+ Higher resolutions can represent small details more accurately in large scenes, at the cost of lower performance. If [member update_mode] is [constant UPDATE_MODE_ALWAYS], consider using the lowest resolution possible.
</member>
<member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="GPUParticlesCollisionHeightField3D.UpdateMode" default="0">
+ The update policy to use for the generated heightmap.
</member>
</members>
<constants>
<constant name="RESOLUTION_256" value="0" enum="Resolution">
+ Generate a 256×256 heightmap. Intended for small-scale scenes, or larger scenes with no distant particles.
</constant>
<constant name="RESOLUTION_512" value="1" enum="Resolution">
+ Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger scenes with no distant particles.
</constant>
<constant name="RESOLUTION_1024" value="2" enum="Resolution">
+ Generate a 1024×1024 heightmap. Intended for large scenes with distant particles.
</constant>
<constant name="RESOLUTION_2048" value="3" enum="Resolution">
+ Generate a 2048×2048 heightmap. Intended for very large scenes with distant particles.
</constant>
<constant name="RESOLUTION_4096" value="4" enum="Resolution">
+ Generate a 4096×4096 heightmap. Intended for huge scenes with distant particles.
</constant>
<constant name="RESOLUTION_8192" value="5" enum="Resolution">
+ Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant particles.
</constant>
<constant name="RESOLUTION_MAX" value="6" enum="Resolution">
+ Represents the size of the [enum Resolution] enum.
</constant>
<constant name="UPDATE_MODE_WHEN_MOVED" value="0" enum="UpdateMode">
+ Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node is moved, or when the camera moves if [member follow_camera_enabled] is [code]true[/code]. An update can be forced by slightly moving the [GPUParticlesCollisionHeightField3D] in any direction.
</constant>
<constant name="UPDATE_MODE_ALWAYS" value="1" enum="UpdateMode">
+ Update the heightmap every frame. This has a significant performance cost. This update should only be used when geometry that particles can collide with changes significantly during gameplay.
</constant>
</constants>
</class>
diff --git a/doc/classes/GPUParticlesCollisionSDF3D.xml b/doc/classes/GPUParticlesCollisionSDF3D.xml
index 6f59a18eb5..c9af07288e 100644
--- a/doc/classes/GPUParticlesCollisionSDF3D.xml
+++ b/doc/classes/GPUParticlesCollisionSDF3D.xml
@@ -1,35 +1,53 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesCollisionSDF3D" inherits="GPUParticlesCollision3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Baked signed distance field 3D particle attractor affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Baked signed distance field 3D particle attractor affecting [GPUParticles3D] nodes.
+ Signed distance fields (SDF) allow for efficiently representing approximate collision shapes for convex and concave objects of any shape. This is more flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking step.
+ [b]Baking:[/b] The signed distance field texture can be baked by selecting the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s touching the [member extents] will be taken into account for baking, regardless of their [member GeometryInstance3D.gi_mode].
+ [b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only possible within the editor, as there is no bake method exposed for use in exported projects. However, it's still possible to load pre-baked [Texture3D]s into its [member texture] property in an exported project.
+ [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
+ The collision SDF's extents in 3D units. To improve SDF quality, the [member extents] should be set as small as possible while covering the parts of the scene you need.
</member>
<member name="resolution" type="int" setter="set_resolution" getter="get_resolution" enum="GPUParticlesCollisionSDF3D.Resolution" default="2">
+ The bake resolution to use for the signed distance field [member texture]. The texture must be baked again for changes to the [member resolution] property to be effective. Higher resolutions have a greater performance cost and take more time to bake. Higher resolutions also result in larger baked textures, leading to increased VRAM and storage space requirements. To improve performance and reduce bake times, use the lowest resolution possible for the object you're representing the collision of.
</member>
<member name="texture" type="Texture3D" setter="set_texture" getter="get_texture">
+ The 3D texture representing the signed distance field.
</member>
<member name="thickness" type="float" setter="set_thickness" getter="get_thickness" default="1.0">
+ The collision shape's thickness. Unlike other particle colliders, [GPUParticlesCollisionSDF3D] is actually hollow on the inside. [member thickness] can be increased to prevent particles from tunneling through the collision shape at high speeds, or when the [GPUParticlesCollisionSDF3D] is moved.
</member>
</members>
<constants>
<constant name="RESOLUTION_16" value="0" enum="Resolution">
+ Bake a 16×16×16 signed distance field. This is the fastest option, but also the least precise.
</constant>
<constant name="RESOLUTION_32" value="1" enum="Resolution">
+ Bake a 32×32×32 signed distance field.
</constant>
<constant name="RESOLUTION_64" value="2" enum="Resolution">
+ Bake a 64×64×64 signed distance field.
</constant>
<constant name="RESOLUTION_128" value="3" enum="Resolution">
+ Bake a 128×128×128 signed distance field.
</constant>
<constant name="RESOLUTION_256" value="4" enum="Resolution">
+ Bake a 256×256×256 signed distance field.
</constant>
<constant name="RESOLUTION_512" value="5" enum="Resolution">
+ Bake a 512×512×512 signed distance field. This is the slowest option, but also the most precise.
</constant>
<constant name="RESOLUTION_MAX" value="6" enum="Resolution">
+ Represents the size of the [enum Resolution] enum.
</constant>
</constants>
</class>
diff --git a/doc/classes/GPUParticlesCollisionSphere3D.xml b/doc/classes/GPUParticlesCollisionSphere3D.xml
index b78e114d09..6651a732da 100644
--- a/doc/classes/GPUParticlesCollisionSphere3D.xml
+++ b/doc/classes/GPUParticlesCollisionSphere3D.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GPUParticlesCollisionSphere3D" inherits="GPUParticlesCollision3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
</brief_description>
<description>
+ Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.
+ [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ The collision sphere's radius in 3D units.
</member>
</members>
</class>
diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml
index 446a90463d..195c481187 100644
--- a/doc/classes/Geometry2D.xml
+++ b/doc/classes/Geometry2D.xml
@@ -118,7 +118,7 @@
<argument index="2" name="from_b" type="Vector2" />
<argument index="3" name="dir_b" type="Vector2" />
<description>
- Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and ([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant].
+ Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and ([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns [code]null[/code].
[b]Note:[/b] The lines are specified using direction vectors, not end points.
</description>
</method>
@@ -126,7 +126,7 @@
<return type="Dictionary" />
<argument index="0" name="sizes" type="PackedVector2Array" />
<description>
- Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a vector of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2].
+ Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is an array of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2].
</description>
</method>
<method name="merge_polygons">
@@ -195,7 +195,7 @@
<argument index="2" name="from_b" type="Vector2" />
<argument index="3" name="to_b" type="Vector2" />
<description>
- Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant].
+ Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns [code]null[/code].
</description>
</method>
<method name="triangulate_delaunay">
@@ -209,7 +209,7 @@
<return type="PackedInt32Array" />
<argument index="0" name="polygon" type="PackedVector2Array" />
<description>
- Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PackedInt32Array] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). If the triangulation did not succeed, an empty [PackedInt32Array] is returned.
+ Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PackedInt32Array] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). Output triangles will always be counter clockwise, and the contour will be flipped if it's clockwise. If the triangulation did not succeed, an empty [PackedInt32Array] is returned.
</description>
</method>
</methods>
diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml
index 0bf6f880c2..c05d7df53f 100644
--- a/doc/classes/Geometry3D.xml
+++ b/doc/classes/Geometry3D.xml
@@ -81,7 +81,7 @@
<argument index="3" name="b" type="Vector3" />
<argument index="4" name="c" type="Vector3" />
<description>
- Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned.
+ Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, returns [code]null[/code].
</description>
</method>
<method name="segment_intersects_convex">
@@ -121,7 +121,7 @@
<argument index="3" name="b" type="Vector3" />
<argument index="4" name="c" type="Vector3" />
<description>
- Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned.
+ Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, returns [code]null[/code].
</description>
</method>
</methods>
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index 77afb98225..c803f43fb0 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -31,22 +31,22 @@
</method>
</methods>
<members>
- <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting" default="1">
+ <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting">
The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
</member>
- <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0">
+ <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin">
The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box.
</member>
- <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0">
+ <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale">
The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.
</member>
- <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="0">
+ <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode">
The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
- <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
+ <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling">
</member>
- <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
+ <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias">
</member>
<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
The material overlay for the whole geometry.
@@ -56,26 +56,26 @@
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
</member>
- <member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0">
+ <member name="transparency" type="float" setter="set_transparency" getter="get_transparency">
The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
</member>
- <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0">
+ <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin">
Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
- <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin" default="0.0">
+ <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin">
Margin for the [member visibility_range_begin] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_begin] threshold by this amount.
If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
- <member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end" default="0.0">
+ <member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end">
Distance from which the GeometryInstance3D will be hidden, taking [member visibility_range_end_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
- <member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin" default="0.0">
+ <member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin">
Margin for the [member visibility_range_end] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_end] threshold by this amount.
If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
- <member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode" default="0">
+ <member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode">
Controls which instances will be faded when approaching the limits of the visibility range. See [enum VisibilityRangeFadeMode] for possible values.
</member>
</members>
diff --git a/doc/classes/GradientTexture1D.xml b/doc/classes/GradientTexture1D.xml
index a124753a9f..3254754ac1 100644
--- a/doc/classes/GradientTexture1D.xml
+++ b/doc/classes/GradientTexture1D.xml
@@ -4,7 +4,7 @@
Gradient-filled texture.
</brief_description>
<description>
- GradientTexture1D uses a [Gradient] to fill the texture data. The gradient will be filled from left to right using colors obtained from the gradient. This means the texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width]).
+ GradientTexture1D uses a [Gradient] to fill the texture data. The gradient will be filled from left to right using colors obtained from the gradient. This means the texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width]). See also [GradientTexture2D], [CurveTexture] and [CurveXYZTexture].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/GradientTexture2D.xml b/doc/classes/GradientTexture2D.xml
index 4362578932..7561f1b947 100644
--- a/doc/classes/GradientTexture2D.xml
+++ b/doc/classes/GradientTexture2D.xml
@@ -4,7 +4,7 @@
Gradient-filled 2D texture.
</brief_description>
<description>
- The texture uses a [Gradient] to fill the texture data in 2D space. The gradient is filled according to the specified [member fill] and [member repeat] types using colors obtained from the gradient. The texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width] and [member height]).
+ The texture uses a [Gradient] to fill the texture data in 2D space. The gradient is filled according to the specified [member fill] and [member repeat] types using colors obtained from the gradient. The texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width] and [member height]). See also [GradientTexture1D], [CurveTexture] and [CurveXYZTexture].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 5525e7f1f3..965dbe7449 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -198,9 +198,13 @@
</method>
</methods>
<members>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="connection_lines_antialiased" type="bool" setter="set_connection_lines_antialiased" getter="is_connection_lines_antialiased" default="true">
If [code]true[/code], the lines between nodes will use antialiasing.
</member>
+ <member name="connection_lines_curvature" type="float" setter="set_connection_lines_curvature" getter="get_connection_lines_curvature" default="0.5">
+ The curvature of the lines between the nodes. 0 results in straight lines.
+ </member>
<member name="connection_lines_thickness" type="float" setter="set_connection_lines_thickness" getter="get_connection_lines_thickness" default="2.0">
The thickness of the lines between the nodes.
</member>
@@ -217,7 +221,6 @@
<member name="panning_scheme" type="int" setter="set_panning_scheme" getter="get_panning_scheme" enum="GraphEdit.PanningScheme" default="0">
Defines the control scheme for panning with mouse wheel.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="right_disconnects" type="bool" setter="set_right_disconnects" getter="is_right_disconnects_enabled" default="false">
If [code]true[/code], enables disconnection of existing connections in the GraphEdit by dragging the right end.
</member>
@@ -296,8 +299,9 @@
</description>
</signal>
<signal name="delete_nodes_request">
+ <argument index="0" name="nodes" type="StringName[]" />
<description>
- Emitted when a GraphNode is attempted to be removed from the GraphEdit.
+ Emitted when a GraphNode is attempted to be removed from the GraphEdit. Provides a list of node names to be removed (all selected nodes, excluding nodes without closing button).
</description>
</signal>
<signal name="disconnection_request">
@@ -342,7 +346,7 @@
</description>
</signal>
<signal name="scroll_offset_changed">
- <argument index="0" name="ofs" type="Vector2" />
+ <argument index="0" name="offset" type="Vector2" />
<description>
Emitted when the scroll offset is changed by the user. It will not be emitted when changed in code.
</description>
@@ -371,15 +375,11 @@
<theme_item name="selection_stroke" data_type="color" type="Color" default="Color(1, 1, 1, 0.8)">
The outline color of the selection rectangle.
</theme_item>
- <theme_item name="bezier_len_neg" data_type="constant" type="int" default="160">
- </theme_item>
- <theme_item name="bezier_len_pos" data_type="constant" type="int" default="80">
- </theme_item>
- <theme_item name="port_grab_distance_horizontal" data_type="constant" type="int" default="24">
- The horizontal range within which a port can be grabbed (on both sides).
+ <theme_item name="port_hotzone_inner_extent" data_type="constant" type="int" default="22">
+ The horizontal range within which a port can be grabbed (inner side).
</theme_item>
- <theme_item name="port_grab_distance_vertical" data_type="constant" type="int" default="26">
- The vertical range within which a port can be grabbed (on both sides).
+ <theme_item name="port_hotzone_outer_extent" data_type="constant" type="int" default="26">
+ The horizontal range within which a port can be grabbed (outer side).
</theme_item>
<theme_item name="layout" data_type="icon" type="Texture2D">
</theme_item>
diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml
index 1e9169146e..36dbae1d74 100644
--- a/doc/classes/GraphNode.xml
+++ b/doc/classes/GraphNode.xml
@@ -17,12 +17,6 @@
Disables all input and output slots of the GraphNode.
</description>
</method>
- <method name="clear_opentype_features">
- <return type="void" />
- <description>
- Removes all OpenType features.
- </description>
- </method>
<method name="clear_slot">
<return type="void" />
<argument index="0" name="idx" type="int" />
@@ -43,6 +37,13 @@
Returns the number of enabled input slots (connections) to the GraphNode.
</description>
</method>
+ <method name="get_connection_input_height">
+ <return type="int" />
+ <argument index="0" name="idx" type="int" />
+ <description>
+ Returns the height of the input connection [code]idx[/code].
+ </description>
+ </method>
<method name="get_connection_input_position">
<return type="Vector2" />
<argument index="0" name="idx" type="int" />
@@ -70,6 +71,13 @@
Returns the number of enabled output slots (connections) of the GraphNode.
</description>
</method>
+ <method name="get_connection_output_height">
+ <return type="int" />
+ <argument index="0" name="idx" type="int" />
+ <description>
+ Returns the height of the output connection [code]idx[/code].
+ </description>
+ </method>
<method name="get_connection_output_position">
<return type="Vector2" />
<argument index="0" name="idx" type="int" />
@@ -84,13 +92,6 @@
Returns the type of the output connection [code]idx[/code].
</description>
</method>
- <method name="get_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code].
- </description>
- </method>
<method name="get_slot_color_left" qualifiers="const">
<return type="Color" />
<argument index="0" name="idx" type="int" />
@@ -119,6 +120,13 @@
Returns the right (output) type of the slot [code]idx[/code].
</description>
</method>
+ <method name="is_slot_draw_stylebox" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="idx" type="int" />
+ <description>
+ Returns true if the background [StyleBox] of the slot [code]idx[/code] is drawn.
+ </description>
+ </method>
<method name="is_slot_enabled_left" qualifiers="const">
<return type="bool" />
<argument index="0" name="idx" type="int" />
@@ -133,14 +141,6 @@
Returns [code]true[/code] if right (output) side of the slot [code]idx[/code] is enabled.
</description>
</method>
- <method name="set_opentype_feature">
- <return type="void" />
- <argument index="0" name="tag" type="String" />
- <argument index="1" name="value" type="int" />
- <description>
- Sets OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
<method name="set_slot">
<return type="void" />
<argument index="0" name="idx" type="int" />
@@ -152,6 +152,7 @@
<argument index="6" name="color_right" type="Color" />
<argument index="7" name="custom_left" type="Texture2D" default="null" />
<argument index="8" name="custom_right" type="Texture2D" default="null" />
+ <argument index="9" name="enable" type="bool" default="true" />
<description>
Sets properties of the slot with ID [code]idx[/code].
If [code]enable_left[/code]/[code]right[/code], a port will appear and the slot will be able to be connected from this side.
@@ -178,6 +179,14 @@
Sets the [Color] of the right (output) side of the slot [code]idx[/code] to [code]color_right[/code].
</description>
</method>
+ <method name="set_slot_draw_stylebox">
+ <return type="void" />
+ <argument index="0" name="idx" type="int" />
+ <argument index="1" name="draw_stylebox" type="bool" />
+ <description>
+ Toggles the background [StyleBox] of the slot [code]idx[/code].
+ </description>
+ </method>
<method name="set_slot_enabled_left">
<return type="void" />
<argument index="0" name="idx" type="int" />
@@ -301,6 +310,8 @@
<theme_item name="title_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 1)">
Color of the title text.
</theme_item>
+ <theme_item name="close_h_offset" data_type="constant" type="int" default="22">
+ </theme_item>
<theme_item name="close_offset" data_type="constant" type="int" default="22">
The vertical offset of the close button.
</theme_item>
@@ -331,7 +342,7 @@
<theme_item name="comment" data_type="style" type="StyleBox">
The [StyleBox] used when [member comment] is enabled.
</theme_item>
- <theme_item name="commentfocus" data_type="style" type="StyleBox">
+ <theme_item name="comment_focus" data_type="style" type="StyleBox">
The [StyleBox] used when [member comment] is enabled and the [GraphNode] is focused.
</theme_item>
<theme_item name="frame" data_type="style" type="StyleBox">
@@ -340,8 +351,11 @@
<theme_item name="position" data_type="style" type="StyleBox">
The background used when [member overlay] is set to [constant OVERLAY_POSITION].
</theme_item>
- <theme_item name="selectedframe" data_type="style" type="StyleBox">
+ <theme_item name="selected_frame" data_type="style" type="StyleBox">
The background used when the [GraphNode] is selected.
</theme_item>
+ <theme_item name="slot" data_type="style" type="StyleBox">
+ The [StyleBox] used for each slot of the [GraphNode].
+ </theme_item>
</theme_items>
</class>
diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml
index 59777ffb79..8b7a0fe407 100644
--- a/doc/classes/GridContainer.xml
+++ b/doc/classes/GridContainer.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<members>
@@ -17,10 +18,10 @@
</member>
</members>
<theme_items>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal separation of children nodes.
</theme_item>
- <theme_item name="vseparation" data_type="constant" type="int" default="4">
+ <theme_item name="v_separation" data_type="constant" type="int" default="4">
The vertical separation of children nodes.
</theme_item>
</theme_items>
diff --git a/doc/classes/HBoxContainer.xml b/doc/classes/HBoxContainer.xml
index 0af9f7a0f4..21267215eb 100644
--- a/doc/classes/HBoxContainer.xml
+++ b/doc/classes/HBoxContainer.xml
@@ -7,6 +7,7 @@
Horizontal box container. See [BoxContainer].
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="separation" data_type="constant" type="int" default="4">
diff --git a/doc/classes/HFlowContainer.xml b/doc/classes/HFlowContainer.xml
index 3cee25e3ab..a8594a1c76 100644
--- a/doc/classes/HFlowContainer.xml
+++ b/doc/classes/HFlowContainer.xml
@@ -9,10 +9,10 @@
<tutorials>
</tutorials>
<theme_items>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal separation of children nodes.
</theme_item>
- <theme_item name="vseparation" data_type="constant" type="int" default="4">
+ <theme_item name="v_separation" data_type="constant" type="int" default="4">
The vertical separation of children nodes.
</theme_item>
</theme_items>
diff --git a/doc/classes/HMACContext.xml b/doc/classes/HMACContext.xml
index fa60a7eb58..f2b946cab7 100644
--- a/doc/classes/HMACContext.xml
+++ b/doc/classes/HMACContext.xml
@@ -50,7 +50,6 @@
[/csharp]
[/codeblocks]
- [b]Note:[/b] Not available in HTML5 exports.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/HSplitContainer.xml b/doc/classes/HSplitContainer.xml
index f240718176..8137e26b8c 100644
--- a/doc/classes/HSplitContainer.xml
+++ b/doc/classes/HSplitContainer.xml
@@ -7,6 +7,7 @@
Horizontal split container. See [SplitContainer]. This goes from left to right.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="autohide" data_type="constant" type="int" default="1">
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 42047a68c8..3d2e9449e2 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -15,7 +15,7 @@
# Create an HTTP request node and connect its completion signal.
var http_request = HTTPRequest.new()
add_child(http_request)
- http_request.connect("request_completed", self, "_http_request_completed")
+ http_request.request_completed.connect(self._http_request_completed)
# Perform a GET request. The URL below returns JSON as of writing.
var error = http_request.request("https://httpbin.org/get")
@@ -25,7 +25,7 @@
# Perform a POST request. The URL below returns JSON as of writing.
# Note: Don't make simultaneous requests using a single HTTPRequest node.
# The snippet below is provided for reference only.
- var body = {"name": "Godette"}
+ var body = JSON.new().stringify({"name": "Godette"})
error = http_request.request("https://httpbin.org/post", [], true, HTTPClient.METHOD_POST, body)
if error != OK:
push_error("An error occurred in the HTTP request.")
@@ -33,7 +33,9 @@
# Called when the HTTP request is completed.
func _http_request_completed(result, response_code, headers, body):
- var response = parse_json(body.get_string_from_utf8())
+ var json = JSON.new()
+ json.parse(body.get_string_from_utf8())
+ var response = json.get_data()
# Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
print(response.headers["User-Agent"])
@@ -44,7 +46,7 @@
// Create an HTTP request node and connect its completion signal.
var httpRequest = new HTTPRequest();
AddChild(httpRequest);
- httpRequest.Connect("request_completed", this, nameof(HttpRequestCompleted));
+ httpRequest.RequestCompleted += HttpRequestCompleted;
// Perform a GET request. The URL below returns JSON as of writing.
Error error = httpRequest.Request("https://httpbin.org/get");
@@ -56,21 +58,24 @@
// Perform a POST request. The URL below returns JSON as of writing.
// Note: Don't make simultaneous requests using a single HTTPRequest node.
// The snippet below is provided for reference only.
- string[] body = { "name", "Godette" };
- // GDScript to_json is non existent, so we use JSON.Print() here.
- error = httpRequest.Request("https://httpbin.org/post", null, true, HTTPClient.Method.Post, JSON.Print(body));
+ string body = new JSON().Stringify(new Godot.Collections.Dictionary
+ {
+ { "name", "Godette" }
+ });
+ error = httpRequest.Request("https://httpbin.org/post", null, true, HTTPClient.Method.Post, body);
if (error != Error.Ok)
{
GD.PushError("An error occurred in the HTTP request.");
}
}
-
// Called when the HTTP request is completed.
private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body)
{
- // GDScript parse_json is non existent so we have to use JSON.parse, which has a slightly different syntax.
- var response = JSON.Parse(body.GetStringFromUTF8()).Result as Godot.Collections.Dictionary;
+ var json = new JSON();
+ json.Parse(body.GetStringFromUTF8());
+ var response = json.GetData() as Godot.Collections.Dictionary;
+
// Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
GD.Print((response["headers"] as Godot.Collections.Dictionary)["User-Agent"]);
}
@@ -83,7 +88,7 @@
# Create an HTTP request node and connect its completion signal.
var http_request = HTTPRequest.new()
add_child(http_request)
- http_request.connect("request_completed", self, "_http_request_completed")
+ http_request.request_completed.connect(self._http_request_completed)
# Perform the HTTP request. The URL below returns a PNG image as of writing.
var error = http_request.request("https://via.placeholder.com/512")
@@ -101,8 +106,7 @@
if error != OK:
push_error("Couldn't load the image.")
- var texture = ImageTexture.new()
- texture.create_from_image(image)
+ var texture = ImageTexture.create_from_image(image)
# Display the image in a TextureRect node.
var texture_rect = TextureRect.new()
@@ -115,7 +119,7 @@
// Create an HTTP request node and connect its completion signal.
var httpRequest = new HTTPRequest();
AddChild(httpRequest);
- httpRequest.Connect("request_completed", this, nameof(HttpRequestCompleted));
+ httpRequest.RequestCompleted += HttpRequestCompleted;
// Perform the HTTP request. The URL below returns a PNG image as of writing.
Error error = httpRequest.Request("https://via.placeholder.com/512");
@@ -125,7 +129,6 @@
}
}
-
// Called when the HTTP request is completed.
private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body)
{
@@ -247,7 +250,8 @@
<member name="max_redirects" type="int" setter="set_max_redirects" getter="get_max_redirects" default="8">
Maximum number of allowed redirects.
</member>
- <member name="timeout" type="int" setter="set_timeout" getter="get_timeout" default="0">
+ <member name="timeout" type="float" setter="set_timeout" getter="get_timeout" default="0.0">
+ If set to a value greater than [code]0.0[/code] before the request starts, the HTTP request will time out after [code]timeout[/code] seconds have passed and the request is not [i]completed[/i] yet. For small HTTP requests such as REST API usage, set [member timeout] to a value between [code]10.0[/code] and [code]30.0[/code] to prevent the application from getting stuck if the request fails to get a response in a timely manner. For file downloads, leave this to [code]0.0[/code] to prevent the download from failing if it takes too much time.
</member>
<member name="use_threads" type="bool" setter="set_use_threads" getter="is_using_threads" default="false">
If [code]true[/code], multithreading is used to improve performance.
diff --git a/doc/classes/HashingContext.xml b/doc/classes/HashingContext.xml
index 9ecf2872f3..c126efcfbb 100644
--- a/doc/classes/HashingContext.xml
+++ b/doc/classes/HashingContext.xml
@@ -57,7 +57,6 @@
}
[/csharp]
[/codeblocks]
- [b]Note:[/b] Not available in HTML5 exports.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/HeightMapShape3D.xml b/doc/classes/HeightMapShape3D.xml
index b8fe094490..206981e547 100644
--- a/doc/classes/HeightMapShape3D.xml
+++ b/doc/classes/HeightMapShape3D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="HeightMapShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Height map shape for 3D physics.
+ Height map shape resource for 3D physics.
</brief_description>
<description>
- Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D].
+ Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D]. Heightmap collision is typically used for colliding with terrains. However, since heightmaps cannot store overhangs, collisions with other structures (such as buildings) must be done with other collision shapes such as [ConcavePolygonShape3D]. If needed, "holes" can be created in an [HeightMapShape3D] by assigning very low points (like [code]-100000[/code]) in the desired area.
+ [b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/IP.xml b/doc/classes/IP.xml
index 7ecac8680a..569f7fe570 100644
--- a/doc/classes/IP.xml
+++ b/doc/classes/IP.xml
@@ -103,7 +103,7 @@
<constant name="RESOLVER_STATUS_ERROR" value="3" enum="ResolverStatus">
DNS hostname resolver status: Error.
</constant>
- <constant name="RESOLVER_MAX_QUERIES" value="32">
+ <constant name="RESOLVER_MAX_QUERIES" value="256">
Maximum number of concurrent DNS resolver queries allowed, [constant RESOLVER_INVALID_ID] is returned if exceeded.
</constant>
<constant name="RESOLVER_INVALID_ID" value="-1">
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 35868563de..a927345e79 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -23,39 +23,39 @@
<method name="blend_rect">
<return type="void" />
<argument index="0" name="src" type="Image" />
- <argument index="1" name="src_rect" type="Rect2" />
- <argument index="2" name="dst" type="Vector2" />
+ <argument index="1" name="src_rect" type="Rect2i" />
+ <argument index="2" name="dst" type="Vector2i" />
<description>
- Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dest[/code].
+ Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dest[/code], clipped accordingly to both image bounds. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src_rect[/code] with not positive size is treated as empty.
</description>
</method>
<method name="blend_rect_mask">
<return type="void" />
<argument index="0" name="src" type="Image" />
<argument index="1" name="mask" type="Image" />
- <argument index="2" name="src_rect" type="Rect2" />
- <argument index="3" name="dst" type="Vector2" />
+ <argument index="2" name="src_rect" type="Rect2i" />
+ <argument index="3" name="dst" type="Vector2i" />
<description>
- Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha channels are required for both [code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and [code]src[/code] pixels will blend if the corresponding mask pixel's alpha value is not 0. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats.
+ Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image using [code]mask[/code] image at coordinates [code]dst[/code], clipped accordingly to both image bounds. Alpha channels are required for both [code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and [code]src[/code] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats. [code]src_rect[/code] with not positive size is treated as empty.
</description>
</method>
<method name="blit_rect">
<return type="void" />
<argument index="0" name="src" type="Image" />
- <argument index="1" name="src_rect" type="Rect2" />
- <argument index="2" name="dst" type="Vector2" />
+ <argument index="1" name="src_rect" type="Rect2i" />
+ <argument index="2" name="dst" type="Vector2i" />
<description>
- Copies [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dst[/code].
+ Copies [code]src_rect[/code] from [code]src[/code] image to this image at coordinates [code]dst[/code], clipped accordingly to both image bounds. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src_rect[/code] with not positive size is treated as empty.
</description>
</method>
<method name="blit_rect_mask">
<return type="void" />
<argument index="0" name="src" type="Image" />
<argument index="1" name="mask" type="Image" />
- <argument index="2" name="src_rect" type="Rect2" />
- <argument index="3" name="dst" type="Vector2" />
+ <argument index="2" name="src_rect" type="Rect2i" />
+ <argument index="3" name="dst" type="Vector2i" />
<description>
- Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats.
+ Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code], clipped accordingly to both image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. This image and [code]src[/code] image [b]must[/b] have the same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats. [code]src_rect[/code] with not positive size is treated as empty.
</description>
</method>
<method name="bump_map_to_normal_map">
@@ -153,7 +153,7 @@
Returns [constant ALPHA_BLEND] if the image has data for alpha values. Returns [constant ALPHA_BIT] if all the alpha values are stored in a single bit. Returns [constant ALPHA_NONE] if no data for alpha values is found.
</description>
</method>
- <method name="detect_used_channels">
+ <method name="detect_used_channels" qualifiers="const">
<return type="int" enum="Image.UsedChannels" />
<argument index="0" name="source" type="int" enum="Image.CompressSource" default="0" />
<description>
@@ -168,7 +168,7 @@
</method>
<method name="fill_rect">
<return type="void" />
- <argument index="0" name="rect" type="Rect2" />
+ <argument index="0" name="rect" type="Rect2i" />
<argument index="1" name="color" type="Color" />
<description>
Fills [code]rect[/code] with [code]color[/code].
@@ -244,7 +244,7 @@
</method>
<method name="get_rect" qualifiers="const">
<return type="Image" />
- <argument index="0" name="rect" type="Rect2" />
+ <argument index="0" name="rect" type="Rect2i" />
<description>
Returns a new image that is a copy of the image's area specified with [code]rect[/code].
</description>
@@ -256,9 +256,9 @@
</description>
</method>
<method name="get_used_rect" qualifiers="const">
- <return type="Rect2" />
+ <return type="Rect2i" />
<description>
- Returns a [Rect2] enclosing the visible portion of the image, considering each pixel with a non-zero alpha channel as visible.
+ Returns a [Rect2i] enclosing the visible portion of the image, considering each pixel with a non-zero alpha channel as visible.
</description>
</method>
<method name="get_width" qualifiers="const">
@@ -308,6 +308,13 @@
[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.
</description>
</method>
+ <method name="load_from_file" qualifiers="static">
+ <return type="Image" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ Creates a new [Image] and loads data from the specified file.
+ </description>
+ </method>
<method name="load_jpg_from_buffer">
<return type="int" enum="Error" />
<argument index="0" name="buffer" type="PackedByteArray" />
@@ -371,6 +378,19 @@
Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.
</description>
</method>
+ <method name="rotate_180">
+ <return type="void" />
+ <description>
+ Rotates the image by [code]180[/code] degrees. The width and height of the image must be greater than [code]1[/code].
+ </description>
+ </method>
+ <method name="rotate_90">
+ <return type="void" />
+ <argument index="0" name="direction" type="int" enum="ClockDirection" />
+ <description>
+ Rotates the image in the specified [code]direction[/code] by [code]90[/code] degrees. The width and height of the image must be greater than [code]1[/code]. If the width and height are not equal, the image will be resized.
+ </description>
+ </method>
<method name="save_exr" qualifiers="const">
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
@@ -380,16 +400,59 @@
[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is called from an exported project.
</description>
</method>
+ <method name="save_exr_to_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <argument index="0" name="grayscale" type="bool" default="false" />
+ <description>
+ Saves the image as an EXR file to a byte array. If [code]grayscale[/code] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Godot was compiled without the TinyEXR module.
+ [b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return an empty byte array when it is called from an exported project.
+ </description>
+ </method>
+ <method name="save_jpg" qualifiers="const">
+ <return type="int" enum="Error" />
+ <argument index="0" name="path" type="String" />
+ <argument index="1" name="quality" type="float" default="0.75" />
+ <description>
+ Saves the image as a JPEG file to [code]path[/code] with the specified [code]quality[/code] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/code] values result in better-looking output at the cost of larger file sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] and [code]0.90[/code]. Even at quality [code]1.00[/code], JPEG compression remains lossy.
+ [b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an alpha channel, the image will still be saved, but the resulting JPEG file won't contain the alpha channel.
+ </description>
+ </method>
+ <method name="save_jpg_to_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <argument index="0" name="quality" type="float" default="0.75" />
+ <description>
+ Saves the image as a JPEG file to a byte array with the specified [code]quality[/code] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/code] values result in better-looking output at the cost of larger byte array sizes (and therefore memory usage). Recommended [code]quality[/code] values are between [code]0.75[/code] and [code]0.90[/code]. Even at quality [code]1.00[/code], JPEG compression remains lossy.
+ [b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an alpha channel, the image will still be saved, but the resulting byte array won't contain the alpha channel.
+ </description>
+ </method>
<method name="save_png" qualifiers="const">
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
- Saves the image as a PNG file to [code]path[/code].
+ Saves the image as a PNG file to the file at [code]path[/code].
</description>
</method>
<method name="save_png_to_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
+ Saves the image as a PNG file to a byte array.
+ </description>
+ </method>
+ <method name="save_webp" qualifiers="const">
+ <return type="int" enum="Error" />
+ <argument index="0" name="path" type="String" />
+ <argument index="1" name="lossy" type="bool" default="false" />
+ <argument index="2" name="quality" type="float" default="0.75" />
+ <description>
+ Saves the image as a WebP (Web Picture) file to the file at [code]path[/code]. By default it will save lossless. If [code]lossy[/code] is true, the image will be saved lossy, using the [code]quality[/code] setting between 0.0 and 1.0 (inclusive).
+ </description>
+ </method>
+ <method name="save_webp_to_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <argument index="0" name="lossy" type="bool" default="false" />
+ <argument index="1" name="quality" type="float" default="0.75" />
+ <description>
+ Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If [code]lossy[/code] is true, the image will be saved lossy, using the [code]quality[/code] setting between 0.0 and 1.0 (inclusive).
</description>
</method>
<method name="set_pixel">
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index d35dacfcde..084bf7e809 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -6,10 +6,8 @@
<description>
A [Texture2D] based on an [Image]. For an image to be displayed, an [ImageTexture] has to be created from it using the [method create_from_image] method:
[codeblock]
- var texture = ImageTexture.new()
- var image = Image.new()
- image.load("res://icon.png")
- texture.create_from_image(image)
+ var image = Image.load_from_file("res://icon.png")
+ var texture = ImageTexture.create_from_image(image)
$Sprite2D.texture = texture
[/codeblock]
This way, textures can be created at run-time by loading images both from within the editor and externally.
@@ -18,7 +16,7 @@
var texture = load("res://icon.png")
$Sprite2D.texture = texture
[/codeblock]
- This is because images have to be imported as a [StreamTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method.
+ This is because images have to be imported as a [CompressedTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method.
[b]Note:[/b] The image can be retrieved from an imported texture using the [method Texture2D.get_image] method, which returns a copy of the image:
[codeblock]
var texture = load("res://icon.png")
@@ -31,11 +29,11 @@
<link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link>
</tutorials>
<methods>
- <method name="create_from_image">
- <return type="void" />
+ <method name="create_from_image" qualifiers="static">
+ <return type="ImageTexture" />
<argument index="0" name="image" type="Image" />
<description>
- Initializes the texture by allocating and setting the data from an [Image].
+ Creates a new [ImageTexture] and initializes it by allocating and setting the data from an [Image].
</description>
</method>
<method name="get_format" qualifiers="const">
@@ -44,9 +42,17 @@
Returns the format of the texture, one of [enum Image.Format].
</description>
</method>
+ <method name="set_image">
+ <return type="void" />
+ <argument index="0" name="image" type="Image" />
+ <description>
+ Replaces the texture's data with a new [Image]. This will re-allocate new memory for the texture.
+ If you want to update the image, but don't need to change its parameters (format, size), use [method update] instead for better performance.
+ </description>
+ </method>
<method name="set_size_override">
<return type="void" />
- <argument index="0" name="size" type="Vector2" />
+ <argument index="0" name="size" type="Vector2i" />
<description>
Resizes the texture to the specified dimensions.
</description>
@@ -56,8 +62,8 @@
<argument index="0" name="image" type="Image" />
<description>
Replaces the texture's data with a new [Image].
- [b]Note:[/b] The texture has to be initialized first with the [method create_from_image] method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration, otherwise it has to be re-created with the [method create_from_image] method.
- Use this method over [method create_from_image] if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time.
+ [b]Note:[/b] The texture has to be created using [method create_from_image] or initialized first with the [method set_image] method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration.
+ Use this method over [method set_image] if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time.
</description>
</method>
</methods>
diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml
index 90e7df4421..00601cec75 100644
--- a/doc/classes/ImporterMesh.xml
+++ b/doc/classes/ImporterMesh.xml
@@ -39,6 +39,16 @@
Removes all surfaces and blend shapes from this [ImporterMesh].
</description>
</method>
+ <method name="generate_lods">
+ <return type="void" />
+ <argument index="0" name="normal_merge_angle" type="float" />
+ <argument index="1" name="normal_split_angle" type="float" />
+ <description>
+ Generates all lods for this ImporterMesh.
+ [code]normal_merge_angle[/code] and [code]normal_split_angle[/code] are in degrees and used in the same way as the importer settings in [code]lods[/code]. As a good default, use 25 and 60 respectively.
+ The number of generated lods can be accessed using [method get_surface_lod_count], and each LOD is available in [method get_surface_lod_size] and [method get_surface_lod_indices].
+ </description>
+ </method>
<method name="get_blend_shape_count" qualifiers="const">
<return type="int" />
<description>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 2cbcfb8d9b..796a80873f 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -40,7 +40,7 @@
<method name="flush_buffered_events">
<return type="void" />
<description>
- Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([method set_use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]).
+ Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([member use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]).
The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.
</description>
</method>
@@ -58,7 +58,7 @@
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use [method get_action_strength] instead.
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="get_action_strength" qualifiers="const">
@@ -67,7 +67,7 @@
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="get_axis" qualifiers="const">
@@ -80,7 +80,7 @@
</description>
</method>
<method name="get_connected_joypads">
- <return type="Array" />
+ <return type="int[]" />
<description>
Returns an [Array] containing the device IDs of all currently connected joypads.
</description>
@@ -160,12 +160,6 @@
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.
</description>
</method>
- <method name="get_mouse_mode" qualifiers="const">
- <return type="int" enum="Input.MouseMode" />
- <description>
- Returns the mouse mode. See the constants for more information.
- </description>
- </method>
<method name="get_vector" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="negative_x" type="StringName" />
@@ -186,7 +180,7 @@
<description>
Returns [code]true[/code] when the user starts pressing the action event, meaning it's [code]true[/code] only on the frame that the user pressed down the button.
This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
@@ -196,7 +190,7 @@
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
Returns [code]true[/code] when the user stops pressing the action event, meaning it's [code]true[/code] only on the frame that the user released the button.
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action_pressed" qualifiers="const">
@@ -205,7 +199,7 @@
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
@@ -338,21 +332,6 @@
[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
</description>
</method>
- <method name="set_mouse_mode">
- <return type="void" />
- <argument index="0" name="mode" type="int" enum="Input.MouseMode" />
- <description>
- Sets the mouse mode. See the constants for more information.
- </description>
- </method>
- <method name="set_use_accumulated_input">
- <return type="void" />
- <argument index="0" name="enable" type="bool" />
- <description>
- Enables or disables the accumulation of similar input events sent by the operating system. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
- Input accumulation is enabled by default. It can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.
- </description>
- </method>
<method name="start_joy_vibration">
<return type="void" />
<argument index="0" name="device" type="int" />
@@ -375,19 +354,32 @@
<return type="void" />
<argument index="0" name="duration_ms" type="int" default="500" />
<description>
- Vibrate Android and iOS devices.
- [b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export settings. iOS does not support duration.
+ Vibrate handheld devices.
+ [b]Note:[/b] This method is implemented on Android, iOS, and HTML5.
+ [b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] permission in the export preset.
+ [b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and later.
+ [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support this method.
</description>
</method>
- <method name="warp_mouse_position">
+ <method name="warp_mouse">
<return type="void" />
- <argument index="0" name="to" type="Vector2" />
+ <argument index="0" name="position" type="Vector2" />
<description>
- Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the game window.
+ Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.
Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [code]MOUSE_MODE_CONFINED[/code] or [code]MOUSE_MODE_CONFINED_HIDDEN[/code].
</description>
</method>
</methods>
+ <members>
+ <member name="mouse_mode" type="int" setter="set_mouse_mode" getter="get_mouse_mode" enum="Input.MouseMode">
+ Controls the mouse mode. See [enum MouseMode] for more information.
+ </member>
+ <member name="use_accumulated_input" type="bool" setter="set_use_accumulated_input" getter="is_using_accumulated_input">
+ If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
+ Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.
+ [b]Note:[/b] Input accumulation is [i]enabled[/i] by default.
+ </member>
+ </members>
<signals>
<signal name="joy_connection_changed">
<argument index="0" name="device" type="int" />
@@ -427,10 +419,10 @@
Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.
</constant>
<constant name="CURSOR_WAIT" value="4" enum="CursorShape">
- Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation.
+ Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread).
</constant>
<constant name="CURSOR_BUSY" value="5" enum="CursorShape">
- Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread).
+ Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation.
</constant>
<constant name="CURSOR_DRAG" value="6" enum="CursorShape">
Drag cursor. Usually displayed when dragging something.
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index cbed163f18..230ad04b33 100644
--- a/doc/classes/InputEvent.xml
+++ b/doc/classes/InputEvent.xml
@@ -33,7 +33,7 @@
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action" qualifiers="const">
@@ -42,7 +42,7 @@
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
Returns [code]true[/code] if this input event matches a pre-defined action of any type.
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action_pressed" qualifiers="const">
@@ -52,7 +52,7 @@
<argument index="2" name="exact_match" type="bool" default="false" />
<description>
Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
@@ -62,7 +62,7 @@
<argument index="1" name="exact_match" type="bool" default="false" />
<description>
Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action_type" qualifiers="const">
@@ -83,7 +83,7 @@
<argument index="1" name="exact_match" type="bool" default="true" />
<description>
Returns [code]true[/code] if the specified [code]event[/code] matches this event. Only valid for action events i.e key ([InputEventKey]), button ([InputEventMouseButton] or [InputEventJoypadButton]), axis [InputEventJoypadMotion] or action ([InputEventAction]) events.
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_pressed" qualifiers="const">
diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml
index 5066fb29d3..edbc5b1e0b 100644
--- a/doc/classes/InputEventJoypadButton.xml
+++ b/doc/classes/InputEventJoypadButton.xml
@@ -17,7 +17,7 @@
If [code]true[/code], the button's state is pressed. If [code]false[/code], the button's state is released.
</member>
<member name="pressure" type="float" setter="set_pressure" getter="get_pressure" default="0.0">
- Represents the pressure the user puts on the button with his finger, if the controller supports it. Ranges from [code]0[/code] to [code]1[/code].
+ Represents the pressure the user puts on the button with their finger, if the controller supports it. Ranges from [code]0[/code] to [code]1[/code].
</member>
</members>
</class>
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index 7cc3de8fcb..83aad587a5 100644
--- a/doc/classes/InputEventMouseMotion.xml
+++ b/doc/classes/InputEventMouseMotion.xml
@@ -5,13 +5,17 @@
</brief_description>
<description>
Contains mouse and pen motion information. Supports relative, absolute positions and velocity. See [method Node._input].
- [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
+ [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, set [member Input.use_accumulated_input] to [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
</description>
<tutorials>
<link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<members>
+ <member name="pen_inverted" type="bool" setter="set_pen_inverted" getter="get_pen_inverted" default="false">
+ Returns [code]true[/code] when using the eraser end of a stylus pen.
+ [b]Note:[/b] This property is implemented on Linux, macOS and Windows.
+ </member>
<member name="pressure" type="float" setter="set_pressure" getter="get_pressure" default="0.0">
Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
</member>
diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml
index ac5921404c..eb708432b4 100644
--- a/doc/classes/InputMap.xml
+++ b/doc/classes/InputMap.xml
@@ -45,6 +45,7 @@
<argument index="0" name="action" type="StringName" />
<description>
Returns an array of [InputEvent]s associated with a given action.
+ [b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the [code]input/*[/code] settings from [ProjectSettings].
</description>
</method>
<method name="action_has_event">
@@ -86,7 +87,7 @@
<argument index="2" name="exact_match" type="bool" default="false" />
<description>
Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
- If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
+ If [code]exact_match[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="get_actions">
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 875d8d27b2..15c97b0838 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -7,6 +7,8 @@
This control provides a selectable list of items that may be in a single (or multiple columns) with option of text, icons, or both text and icon. Tooltips are supported and may be different for every item in the list.
Selectable items in the list may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled to allow use of popup context menus. Items may also be "activated" by double-clicking them or by pressing [kbd]Enter[/kbd].
Item text only supports single-line strings, newline characters (e.g. [code]\n[/code]) in the string won't produce a newline. Text wrapping is enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to fully fit its content by default. You need to set [member fixed_column_width] greater than zero to wrap the text.
+ All [code]set_*[/code] methods allow negative item index, which makes the item accessed from the last one.
+ [b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
</description>
<tutorials>
</tutorials>
@@ -36,13 +38,6 @@
Removes all items from the list.
</description>
</method>
- <method name="clear_item_opentype_features">
- <return type="void" />
- <argument index="0" name="idx" type="int" />
- <description>
- Removes all OpenType features from the item's text.
- </description>
- </method>
<method name="deselect">
<return type="void" />
<argument index="0" name="idx" type="int" />
@@ -120,14 +115,6 @@
Returns the metadata value of the specified index.
</description>
</method>
- <method name="get_item_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="idx" type="int" />
- <argument index="1" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code] of the item's text.
- </description>
- </method>
<method name="get_item_text" qualifiers="const">
<return type="String" />
<argument index="0" name="idx" type="int" />
@@ -300,15 +287,6 @@
Sets a value (of any type) to be stored with the item associated with the specified index.
</description>
</method>
- <method name="set_item_opentype_feature">
- <return type="void" />
- <argument index="0" name="idx" type="int" />
- <argument index="1" name="tag" type="String" />
- <argument index="2" name="value" type="int" />
- <description>
- Sets OpenType feature [code]tag[/code] for the item's text. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
<method name="set_item_selectable">
<return type="void" />
<argument index="0" name="idx" type="int" />
@@ -366,6 +344,7 @@
<member name="auto_height" type="bool" setter="set_auto_height" getter="has_auto_height" default="false">
If [code]true[/code], the control will automatically resize the height to fit its content.
</member>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="fixed_column_width" type="int" setter="set_fixed_column_width" getter="get_fixed_column_width" default="0">
The width all columns will be adjusted to.
A value of zero disables the adjustment, each item will have a width equal to the width of its content and the columns will have an uneven width.
@@ -393,7 +372,6 @@
Maximum lines of text allowed in each item. Space will be reserved even when there is not enough lines of text to display.
[b]Note:[/b] This property takes effect only when [member icon_mode] is [constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] should be greater than zero.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="same_column_width" type="bool" setter="set_same_column_width" getter="is_same_column_width" default="false">
Whether all columns will have the same width.
If [code]true[/code], the width is equal to the largest column width of all columns.
@@ -401,24 +379,31 @@
<member name="select_mode" type="int" setter="set_select_mode" getter="get_select_mode" enum="ItemList.SelectMode" default="0">
Allows single or multiple item selection. See the [enum SelectMode] constants.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextParagraph.OverrunBehavior" default="0">
- Sets the clipping behavior when the text exceeds an item's bounding rectangle. See [enum TextParagraph.OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="3">
+ Sets the clipping behavior when the text exceeds an item's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
</members>
<signals>
+ <signal name="empty_clicked">
+ <argument index="0" name="at_position" type="Vector2" />
+ <argument index="1" name="mouse_button_index" type="int" />
+ <description>
+ Triggered when any mouse click is issued within the rect of the list but on empty space.
+ </description>
+ </signal>
<signal name="item_activated">
<argument index="0" name="index" type="int" />
<description>
Triggered when specified list item is activated via double-clicking or by pressing [kbd]Enter[/kbd].
</description>
</signal>
- <signal name="item_rmb_selected">
+ <signal name="item_clicked">
<argument index="0" name="index" type="int" />
<argument index="1" name="at_position" type="Vector2" />
+ <argument index="2" name="mouse_button_index" type="int" />
<description>
- Triggered when specified list item has been selected via right mouse clicking.
+ Triggered when specified list item has been clicked with any mouse button.
The click position is also provided to allow appropriate popup of context menus at the correct location.
- [member allow_rmb_select] must be enabled.
</description>
</signal>
<signal name="item_selected">
@@ -435,18 +420,6 @@
Triggered when a multiple selection is altered on a list allowing multiple selection.
</description>
</signal>
- <signal name="nothing_selected">
- <description>
- Triggered when a left mouse click is issued within the rect of the list but on empty space.
- </description>
- </signal>
- <signal name="rmb_clicked">
- <argument index="0" name="at_position" type="Vector2" />
- <description>
- Triggered when a right mouse click is issued within the rect of the list but on empty space.
- [member allow_rmb_select] must be enabled.
- </description>
- </signal>
</signals>
<constants>
<constant name="ICON_MODE_TOP" value="0" enum="IconMode">
@@ -475,7 +448,7 @@
<theme_item name="guide_color" data_type="color" type="Color" default="Color(0, 0, 0, 0.1)">
[Color] of the guideline. The guideline is a line drawn between each row of items.
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal spacing between items.
</theme_item>
<theme_item name="icon_margin" data_type="constant" type="int" default="4">
@@ -487,7 +460,7 @@
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the item text outline.
</theme_item>
- <theme_item name="vseparation" data_type="constant" type="int" default="2">
+ <theme_item name="v_separation" data_type="constant" type="int" default="2">
The vertical spacing between items.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index b1046dea6b..1ebf770f7e 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -11,12 +11,6 @@
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
- <method name="clear_opentype_features">
- <return type="void" />
- <description>
- Removes all OpenType features.
- </description>
- </method>
<method name="get_line_count" qualifiers="const">
<return type="int" />
<description>
@@ -32,13 +26,6 @@
If there're no lines returns font size in pixels.
</description>
</method>
- <method name="get_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code].
- </description>
- </method>
<method name="get_total_character_count" qualifiers="const">
<return type="int" />
<description>
@@ -51,18 +38,10 @@
Returns the number of lines shown. Useful if the [Label]'s height cannot currently display all lines.
</description>
</method>
- <method name="set_opentype_feature">
- <return type="void" />
- <argument index="0" name="tag" type="String" />
- <argument index="1" name="value" type="int" />
- <description>
- Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
</methods>
<members>
- <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="Label.AutowrapMode" default="0">
- If set to something other than [constant AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum AutowrapMode].
+ <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="TextServer.AutowrapMode" default="0">
+ If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum TextServer.AutowrapMode].
</member>
<member name="clip_text" type="bool" setter="set_clip_text" getter="is_clipping_text" default="false">
If [code]true[/code], the Label only shows the text that fits inside its bounding rectangle and will clip text horizontally.
@@ -70,6 +49,8 @@
<member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0">
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
</member>
+ <member name="label_settings" type="LabelSettings" setter="set_label_settings" getter="get_label_settings">
+ </member>
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
@@ -85,7 +66,7 @@
[b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count].
</member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="4" />
- <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0">
+ <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
</member>
<member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]">
@@ -97,8 +78,8 @@
<member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0">
Base text writing direction.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="Label.OverrunBehavior" default="0">
- Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="0">
+ Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
<member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false">
If [code]true[/code], all the text displays as UPPERCASE.
@@ -110,60 +91,16 @@
Restricts the number of characters to display. Set to -1 to disable.
[b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count].
</member>
- <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="Label.VisibleCharactersBehavior" default="0">
- Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum VisibleCharactersBehavior] for more info.
+ <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
+ Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
</member>
</members>
- <constants>
- <constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode">
- Autowrap is disabled.
- </constant>
- <constant name="AUTOWRAP_ARBITRARY" value="1" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
- </constant>
- <constant name="AUTOWRAP_WORD" value="2" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by soft-breaking between words.
- </constant>
- <constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode">
- Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
- </constant>
- <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
- No text trimming is performed.
- </constant>
- <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
- Trims the text per character.
- </constant>
- <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
- Trims the text per word.
- </constant>
- <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
- Trims the text per character and adds an ellipsis to indicate that parts are hidden.
- </constant>
- <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
- Trims the text per word and adds an ellipsis to indicate that parts are hidden.
- </constant>
- <constant name="VC_CHARS_BEFORE_SHAPING" value="0" enum="VisibleCharactersBehavior">
- Trims text before the shaping. e.g, increasing [member visible_characters] value is visually identical to typing the text.
- </constant>
- <constant name="VC_CHARS_AFTER_SHAPING" value="1" enum="VisibleCharactersBehavior">
- Displays glyphs that are mapped to the first [member visible_characters] characters from the beginning of the text.
- </constant>
- <constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
- </constant>
- <constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the left.
- </constant>
- <constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the right.
- </constant>
- </constants>
<theme_items>
<theme_item name="font_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
Default text [Color] of the [Label].
</theme_item>
<theme_item name="font_outline_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
- The tint of [Font]'s outline.
+ The tint of text outline.
</theme_item>
<theme_item name="font_shadow_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)">
[Color] of the text's shadow effect.
diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml
new file mode 100644
index 0000000000..5ba0a2d79a
--- /dev/null
+++ b/doc/classes/Label3D.xml
@@ -0,0 +1,153 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Label3D" inherits="GeometryInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Displays plain text in a 3D world.
+ </brief_description>
+ <description>
+ Label3D displays plain text in a 3D world. It gives you control over the horizontal and vertical alignment.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="generate_triangle_mesh" qualifiers="const">
+ <return type="TriangleMesh" />
+ <description>
+ Returns a [TriangleMesh] with the label's vertices following its current configuration (such as its [member pixel_size]).
+ </description>
+ </method>
+ <method name="get_draw_flag" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="flag" type="int" enum="Label3D.DrawFlags" />
+ <description>
+ Returns the value of the specified flag.
+ </description>
+ </method>
+ <method name="set_draw_flag">
+ <return type="void" />
+ <argument index="0" name="flag" type="int" enum="Label3D.DrawFlags" />
+ <argument index="1" name="enabled" type="bool" />
+ <description>
+ If [code]true[/code], the specified flag will be enabled. See [enum Label3D.DrawFlags] for a list of flags.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="Label3D.AlphaCutMode" default="0">
+ The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values.
+ </member>
+ <member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold" default="0.5">
+ Threshold at which the alpha scissor will discard values.
+ </member>
+ <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="TextServer.AutowrapMode" default="0">
+ If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum TextServer.AutowrapMode].
+ </member>
+ <member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
+ The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values.
+ </member>
+ <member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
+ If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
+ </member>
+ <member name="fixed_size" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
+ If [code]true[/code], the label is rendered at the same size regardless of distance.
+ </member>
+ <member name="font" type="Font" setter="set_font" getter="get_font">
+ Font configuration used to display text.
+ </member>
+ <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16">
+ Font size of the [Label3D]'s text.
+ </member>
+ <member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1">
+ Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
+ </member>
+ <member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
+ Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
+ </member>
+ <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0">
+ Vertical space between lines in multiline [Label3D].
+ </member>
+ <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
+ Text [Color] of the [Label3D].
+ </member>
+ <member name="no_depth_test" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
+ If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
+ </member>
+ <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
+ The text drawing offset (in pixels).
+ </member>
+ <member name="outline_modulate" type="Color" setter="set_outline_modulate" getter="get_outline_modulate" default="Color(0, 0, 0, 1)">
+ The tint of text outline.
+ </member>
+ <member name="outline_render_priority" type="int" setter="set_outline_render_priority" getter="get_outline_render_priority" default="-1">
+ Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
+ <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0">
+ Text outline size.
+ </member>
+ <member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
+ The size of one pixel's width on the label to scale it in 3D.
+ </member>
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
+ <member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
+ If [code]true[/code], the [Light3D] in the [Environment] has effects on the label.
+ </member>
+ <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
+ Set BiDi algorithm override for the structured text.
+ </member>
+ <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]">
+ Set additional options for BiDi override.
+ </member>
+ <member name="text" type="String" setter="set_text" getter="get_text" default="&quot;&quot;">
+ The text to display on screen.
+ </member>
+ <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="TextServer.Direction" default="0">
+ Base text writing direction.
+ </member>
+ <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
+ Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for options.
+ </member>
+ <member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false">
+ If [code]true[/code], all the text displays as UPPERCASE.
+ </member>
+ <member name="vertical_alignment" type="int" setter="set_vertical_alignment" getter="get_vertical_alignment" enum="VerticalAlignment" default="1">
+ Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the [enum VerticalAlignment] constants.
+ </member>
+ <member name="width" type="float" setter="set_width" getter="get_width" default="500.0">
+ Text width (in pixels), used for autowrap and fill alignment.
+ </member>
+ </members>
+ <constants>
+ <constant name="FLAG_SHADED" value="0" enum="DrawFlags">
+ If set, lights in the environment affect the label.
+ </constant>
+ <constant name="FLAG_DOUBLE_SIDED" value="1" enum="DrawFlags">
+ If set, text can be seen from the back as well. If not, the text is invisible when looking at it from behind.
+ </constant>
+ <constant name="FLAG_DISABLE_DEPTH_TEST" value="2" enum="DrawFlags">
+ Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
+ </constant>
+ <constant name="FLAG_FIXED_SIZE" value="3" enum="DrawFlags">
+ Label is scaled by depth so that it always appears the same size on screen.
+ </constant>
+ <constant name="FLAG_MAX" value="4" enum="DrawFlags">
+ Represents the size of the [enum DrawFlags] enum.
+ </constant>
+ <constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode">
+ This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
+ </constant>
+ <constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode">
+ This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].
+ [b]Note:[/b] This mode might have issues with anti-aliased fonts and outlines, try adjusting [member alpha_scissor_threshold] or using MSDF font.
+ [b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
+ </constant>
+ <constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode">
+ This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.
+ [b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/LabelSettings.xml b/doc/classes/LabelSettings.xml
new file mode 100644
index 0000000000..227313d3b3
--- /dev/null
+++ b/doc/classes/LabelSettings.xml
@@ -0,0 +1,29 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="LabelSettings" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="font" type="Font" setter="set_font" getter="get_font">
+ </member>
+ <member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(0.875, 0.875, 0.875, 1)">
+ </member>
+ <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16">
+ </member>
+ <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0">
+ </member>
+ <member name="outline_color" type="Color" setter="set_outline_color" getter="get_outline_color" default="Color(1, 1, 1, 1)">
+ </member>
+ <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0">
+ </member>
+ <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(1, 1, 1, 1)">
+ </member>
+ <member name="shadow_offset" type="Vector2" setter="set_shadow_offset" getter="get_shadow_offset" default="Vector2(1, 1)">
+ </member>
+ <member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="0">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index a058611915..0ebd83c882 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -28,6 +28,23 @@
</method>
</methods>
<members>
+ <member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0">
+ The distance from the camera at which the light begins to fade away (in 3D units).
+ [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
+ </member>
+ <member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false">
+ If [code]true[/code], the light will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. This acts as a form of level of detail (LOD). The light will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.
+ [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
+ </member>
+ <member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
+ Distance over which the light fades. The light's energy is progressively reduced over this distance and is completely invisible at the end.
+ [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
+ </member>
+ <member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0">
+ The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than [member distance_fade_begin] + [member distance_fade_length] to further improve performance, as shadow rendering is often more expensive than light rendering itself.
+ [b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only when [member shadow_enabled] is [code]true[/code].
+ [b]Note:[/b] Due to a rendering engine limitation, shadows will be disabled instantly instead of fading smoothly according to [member distance_fade_length]. This may result in visible pop-in depending on the scene topography.
+ </member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
@@ -56,6 +73,7 @@
</member>
<member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector">
[Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.
@@ -63,17 +81,14 @@
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.2">
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1">
Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.
</member>
<member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0">
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
</member>
- <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 1)">
- The color of shadows cast by this light.
- </member>
<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false">
- If [code]true[/code], the light will cast shadows.
+ If [code]true[/code], the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using [member distance_fade_enabled] to hide the light when far away from the [Camera3D].
</member>
<member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="0.1">
</member>
diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml
index ee98356962..c0766cd1ec 100644
--- a/doc/classes/LightmapGI.xml
+++ b/doc/classes/LightmapGI.xml
@@ -4,80 +4,122 @@
Computes and stores baked lightmaps for fast global illumination.
</brief_description>
<description>
- The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI].
+ The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv] to a value other than [constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI].
[b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [LightmapGI] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment.sdfgi_enabled]).
[b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices.
+ [b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
+ [b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking.
+ [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Clustered or Mobile), not OpenGL.
</description>
<tutorials>
</tutorials>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005">
+ The bias to use when computing shadows. Increasing [member bias] can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-time [Light3D] shadows are not affected by this [member bias] property.
</member>
<member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="1">
+ Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to [code]0[/code], only environment lighting, direct light and emissive lighting is baked.
</member>
<member name="directional" type="bool" setter="set_directional" getter="is_directional" default="false">
+ If [code]true[/code], bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that have their direct light baked ([member Light3D.light_bake_mode] set to [constant Light3D.BAKE_STATIC]). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes.
+ [b]Note:[/b] The property's name has no relationship with [DirectionalLight3D]. [member directional] works with all light types.
</member>
<member name="environment_custom_color" type="Color" setter="set_environment_custom_color" getter="get_environment_custom_color">
+ The color to use for environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR].
</member>
<member name="environment_custom_energy" type="float" setter="set_environment_custom_energy" getter="get_environment_custom_energy">
+ The color multiplier to use for environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR].
</member>
<member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky">
+ The sky to use as a source of environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY].
</member>
<member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="LightmapGI.EnvironmentMode" default="0">
+ The environment mode to use when baking lightmaps.
</member>
<member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="LightmapGI.GenerateProbes" default="0">
+ The level of subdivision to use when automatically generating [LightmapProbe]s for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes.
+ [b]Note:[/b] Automatically generated [LightmapProbe]s are not visible as nodes in the Scene tree dock, and cannot be modified this way after they are generated.
+ [b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting on dynamic objects is always applied using [Light3D] nodes in real-time.
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
+ If [code]true[/code], ignore environment lighting when baking lightmaps.
</member>
<member name="light_data" type="LightmapGIData" setter="set_light_data" getter="get_light_data">
+ The [LightmapGIData] associated to this [LightmapGI] node. This resource is automatically created after baking, and is not meant to be created manually.
</member>
<member name="max_texture_size" type="int" setter="set_max_texture_size" getter="get_max_texture_size" default="16384">
+ The maximum texture size for the generated texture atlas. Higher values will result in fewer slices being generated, but may not work on all hardware as a result of hardware limitations on texture sizes. Leave [member max_texture_size] at its default value of [code]16384[/code] if unsure.
</member>
<member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="LightmapGI.BakeQuality" default="1">
+ The quality preset to use when baking lightmaps. This affects bake times, but output file sizes remain mostly identical across quality levels.
+ To further speed up bake times, decrease [member bounces], disable [member use_denoiser] and increase the lightmap texel size on 3D scenes in the Import doc.
</member>
<member name="use_denoiser" type="bool" setter="set_use_denoiser" getter="is_using_denoiser" default="true">
+ If [code]true[/code], uses a CPU-based denoising algorithm on the generated lightmap. This eliminates most noise within the generated lightmap at the cost of longer bake times. File sizes are generally not impacted significantly by the use of a denoiser, although lossless compression may do a better job at compressing a denoised image.
+ [b]Note:[/b] The built-in denoiser (OpenImageDenoise) may crash when denoising lightmaps in large scenes. If you encounter a crash at the end of lightmap baking, try disabling [member use_denoiser].
</member>
</members>
<constants>
<constant name="BAKE_QUALITY_LOW" value="0" enum="BakeQuality">
+ Low bake quality (fastest bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/low_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/low_quality_probe_ray_count].
</constant>
<constant name="BAKE_QUALITY_MEDIUM" value="1" enum="BakeQuality">
+ Medium bake quality (fast bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_probe_ray_count].
</constant>
<constant name="BAKE_QUALITY_HIGH" value="2" enum="BakeQuality">
+ High bake quality (slow bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_probe_ray_count].
</constant>
<constant name="BAKE_QUALITY_ULTRA" value="3" enum="BakeQuality">
+ Highest bake quality (slowest bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count].
</constant>
<constant name="GENERATE_PROBES_DISABLED" value="0" enum="GenerateProbes">
+ Don't generate lightmap probes for lighting dynamic objects.
</constant>
<constant name="GENERATE_PROBES_SUBDIV_4" value="1" enum="GenerateProbes">
+ Lowest level of subdivision (fastest bake times, smallest file sizes).
</constant>
<constant name="GENERATE_PROBES_SUBDIV_8" value="2" enum="GenerateProbes">
+ Low level of subdivision (fast bake times, small file sizes).
</constant>
<constant name="GENERATE_PROBES_SUBDIV_16" value="3" enum="GenerateProbes">
+ High level of subdivision (slow bake times, large file sizes).
</constant>
<constant name="GENERATE_PROBES_SUBDIV_32" value="4" enum="GenerateProbes">
+ Highest level of subdivision (slowest bake times, largest file sizes).
</constant>
<constant name="BAKE_ERROR_OK" value="0" enum="BakeError">
+ Lightmap baking was successful.
</constant>
<constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="1" enum="BakeError">
+ Lightmap baking failed as there is no lightmapper available in this Godot build.
</constant>
<constant name="BAKE_ERROR_NO_SAVE_PATH" value="2" enum="BakeError">
+ Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource.
</constant>
<constant name="BAKE_ERROR_NO_MESHES" value="3" enum="BakeError">
+ Lightmap baking failed as there are no meshes whose [member GeometryInstance3D.gi_mode] is [constant GeometryInstance3D.GI_MODE_STATIC] and with valid UV2 mapping in the current scene. You may need to select 3D scenes in the Import dock and change their global illumination mode accordingly.
</constant>
<constant name="BAKE_ERROR_MESHES_INVALID" value="4" enum="BakeError">
+ Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking.
</constant>
<constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="5" enum="BakeError">
+ Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved.
</constant>
<constant name="BAKE_ERROR_USER_ABORTED" value="6" enum="BakeError">
+ The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog).
</constant>
<constant name="ENVIRONMENT_MODE_DISABLED" value="0" enum="EnvironmentMode">
+ Ignore environment lighting when baking lightmaps.
</constant>
<constant name="ENVIRONMENT_MODE_SCENE" value="1" enum="EnvironmentMode">
+ Use the scene's environment lighting when baking lightmaps.
+ [b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking lightmaps.
</constant>
<constant name="ENVIRONMENT_MODE_CUSTOM_SKY" value="2" enum="EnvironmentMode">
+ Use [member environment_custom_sky] as a source of environment lighting when baking lightmaps.
</constant>
<constant name="ENVIRONMENT_MODE_CUSTOM_COLOR" value="3" enum="EnvironmentMode">
+ Use [member environment_custom_color] multiplied by [member environment_custom_energy] as a constant source of environment lighting when baking lightmaps.
</constant>
</constants>
</class>
diff --git a/doc/classes/LightmapGIData.xml b/doc/classes/LightmapGIData.xml
index c2423daef0..13f44150d7 100644
--- a/doc/classes/LightmapGIData.xml
+++ b/doc/classes/LightmapGIData.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="LightmapGIData" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Contains baked lightmap and dynamic object probe data for [LightmapGI].
</brief_description>
<description>
+ [LightmapGIData] contains baked lightmap and dynamic object probe data for [LightmapGI]. It is replaced every time lightmaps are baked in [LightmapGI].
</description>
<tutorials>
</tutorials>
@@ -14,38 +16,46 @@
<argument index="2" name="slice_index" type="int" />
<argument index="3" name="sub_instance" type="int" />
<description>
+ Adds an object that is considered baked within this [LightmapGIData].
</description>
</method>
<method name="clear_users">
<return type="void" />
<description>
+ Clear all objects that are considered baked within this [LightmapGIData].
</description>
</method>
<method name="get_user_count" qualifiers="const">
<return type="int" />
<description>
+ Returns the number of objects that are considered baked within this [LightmapGIData].
</description>
</method>
<method name="get_user_path" qualifiers="const">
<return type="NodePath" />
<argument index="0" name="user_idx" type="int" />
<description>
+ Returns the [NodePath] of the baked object at index [code]user_idx[/code].
</description>
</method>
<method name="is_using_spherical_harmonics" qualifiers="const">
<return type="bool" />
<description>
+ If [code]true[/code], lightmaps were baked with directional information. See also [member LightmapGI.directional].
</description>
</method>
<method name="set_uses_spherical_harmonics">
<return type="void" />
<argument index="0" name="uses_spherical_harmonics" type="bool" />
<description>
+ If [code]uses_spherical_harmonics[/code] is [code]true[/code], tells the engine to treat the lightmap data as if it was baked with directional information.
+ [b]Note:[/b] Changing this value on already baked lightmaps will not cause them to be baked again. This means the material appearance will look incorrect until lightmaps are baked again, in which case the value set here is discarded as the entire [LightmapGIData] resource is replaced by the lightmapper.
</description>
</method>
</methods>
<members>
<member name="light_texture" type="TextureLayered" setter="set_light_texture" getter="get_light_texture">
+ The lightmap atlas texture generated by the lightmapper.
</member>
</members>
</class>
diff --git a/doc/classes/LightmapProbe.xml b/doc/classes/LightmapProbe.xml
index a5ba6294b9..cb4879b6c7 100644
--- a/doc/classes/LightmapProbe.xml
+++ b/doc/classes/LightmapProbe.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="LightmapProbe" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Represents a single manually placed probe for dynamic object lighting with [LightmapGI].
</brief_description>
<description>
+ [LightmapProbe] represents the position of a single manually placed probe for dynamic object lighting with [LightmapGI].
+ Typically, [LightmapGI] probes are placed automatically by setting [member LightmapGI.generate_probes_subdiv] to a value other than [constant LightmapGI.GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes before baking lightmaps, you can add more probes in specific areas for greater detail, or disable automatic generation and rely only on manually placed probes instead.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Lightmapper.xml b/doc/classes/Lightmapper.xml
index f9a1e2fa99..58ef2ed0cf 100644
--- a/doc/classes/Lightmapper.xml
+++ b/doc/classes/Lightmapper.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Lightmapper" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Abstract class extended by lightmappers, for use in [LightmapGI].
</brief_description>
<description>
+ This class should be extended by custom lightmapper classes. Lightmappers can then be used with [LightmapGI] to provide fast baked global illumination in 3D.
+ Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/LightmapperRD.xml b/doc/classes/LightmapperRD.xml
index 29d95244ce..e4b68a7ef8 100644
--- a/doc/classes/LightmapperRD.xml
+++ b/doc/classes/LightmapperRD.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="LightmapperRD" inherits="Lightmapper" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ The built-in GPU-based lightmapper for use with [LightmapGI].
</brief_description>
<description>
+ LightmapperRD ("RD" stands for [RenderingDevice]) is the built-in GPU-based lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses compute shaders to bake lightmaps, so it does not require CUDA or OpenCL libraries to be installed to be usable.
+ [b]Note:[/b] Only usable when using the Vulkan backend (Clustered or Mobile), not OpenGL.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml
index 88574c0028..e2cc43bb75 100644
--- a/doc/classes/Line2D.xml
+++ b/doc/classes/Line2D.xml
@@ -121,10 +121,10 @@
Takes the left pixels of the texture and renders it over the whole line.
</constant>
<constant name="LINE_TEXTURE_TILE" value="1" enum="LineTextureMode">
- Tiles the texture over the line. The texture must be imported with [b]Repeat[/b] enabled for it to work properly.
+ Tiles the texture over the line. [member CanvasItem.texture_repeat] of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_ENABLED] or [constant CanvasItem.TEXTURE_REPEAT_MIRROR] for it to work properly.
</constant>
<constant name="LINE_TEXTURE_STRETCH" value="2" enum="LineTextureMode">
- Stretches the texture across the line. Import the texture with [b]Repeat[/b] disabled for best results.
+ Stretches the texture across the line. [member CanvasItem.texture_repeat] of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_DISABLED] for best results.
</constant>
</constants>
</class>
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index 136147b4b0..84471bafc0 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -37,12 +37,6 @@
Erases the [LineEdit]'s [member text].
</description>
</method>
- <method name="clear_opentype_features">
- <return type="void" />
- <description>
- Removes all OpenType features.
- </description>
- </method>
<method name="delete_char_at_caret">
<return type="void" />
<description>
@@ -70,13 +64,6 @@
[b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
</description>
</method>
- <method name="get_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code].
- </description>
- </method>
<method name="get_scroll_offset" qualifiers="const">
<return type="int" />
<description>
@@ -149,14 +136,6 @@
Selects the whole [String].
</description>
</method>
- <method name="set_opentype_feature">
- <return type="void" />
- <argument index="0" name="tag" type="String" />
- <argument index="1" name="value" type="int" />
- <description>
- Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
</methods>
<members>
<member name="alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0">
@@ -251,7 +230,7 @@
<member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true">
If [code]false[/code], using shortcuts will be disabled.
</member>
- <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0">
+ <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
</member>
<member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]">
diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml
index ad5a5a5518..7c6ff2d4e1 100644
--- a/doc/classes/LinkButton.xml
+++ b/doc/classes/LinkButton.xml
@@ -9,36 +9,11 @@
</description>
<tutorials>
</tutorials>
- <methods>
- <method name="clear_opentype_features">
- <return type="void" />
- <description>
- Removes all OpenType features.
- </description>
- </method>
- <method name="get_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code].
- </description>
- </method>
- <method name="set_opentype_feature">
- <return type="void" />
- <argument index="0" name="tag" type="String" />
- <argument index="1" name="value" type="int" />
- <description>
- Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
- </methods>
<members>
- <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="0" />
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
- <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" overrides="Control" enum="Control.CursorShape" default="2" />
- <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0">
+ <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
</member>
<member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]">
diff --git a/doc/classes/MarginContainer.xml b/doc/classes/MarginContainer.xml
index 3f9f93a39b..3b2ace8475 100644
--- a/doc/classes/MarginContainer.xml
+++ b/doc/classes/MarginContainer.xml
@@ -26,6 +26,7 @@
[/codeblocks]
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="margin_bottom" data_type="constant" type="int" default="0">
diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml
index 78dbf8729b..c5d567c1fe 100644
--- a/doc/classes/Material.xml
+++ b/doc/classes/Material.xml
@@ -11,6 +11,26 @@
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
+ <method name="_can_do_next_pass" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_can_use_render_priority" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_shader_mode" qualifiers="virtual const">
+ <return type="int" enum="Shader.Mode" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_shader_rid" qualifiers="virtual const">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
<method name="inspect_native_shader_code">
<return type="void" />
<description>
@@ -22,7 +42,7 @@
Sets the [Material] to be used for the next pass. This renders the object again using a different material.
[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s with type "Spatial".
</member>
- <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority">
Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.
[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s with type "Spatial".
[b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml
index c32f7318c0..bec567b3ef 100644
--- a/doc/classes/MenuButton.xml
+++ b/doc/classes/MenuButton.xml
@@ -64,7 +64,7 @@
<theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
Text [Color] used when the [MenuButton] is being pressed.
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="3">
+ <theme_item name="h_separation" data_type="constant" type="int" default="3">
The horizontal space between [MenuButton]'s icon and text.
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index c5bfdcecd2..48fa2754d5 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -13,6 +13,89 @@
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
+ <method name="_get_aabb" qualifiers="virtual const">
+ <return type="AABB" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_blend_shape_count" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_blend_shape_name" qualifiers="virtual const">
+ <return type="StringName" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_surface_count" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_blend_shape_name" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="index" type="int" />
+ <argument index="1" name="name" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_get_array_index_len" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_get_array_len" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_get_arrays" qualifiers="virtual const">
+ <return type="Array" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_get_blend_shape_arrays" qualifiers="virtual const">
+ <return type="Array" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_get_format" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_get_lods" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_get_material" qualifiers="virtual const">
+ <return type="Material" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_get_primitive_type" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_surface_set_material" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="index" type="int" />
+ <argument index="1" name="material" type="Material" />
+ <description>
+ </description>
+ </method>
<method name="create_convex_shape" qualifiers="const">
<return type="Shape3D" />
<argument index="0" name="clean" type="bool" default="true" />
@@ -40,7 +123,7 @@
<method name="generate_triangle_mesh" qualifiers="const">
<return type="TriangleMesh" />
<description>
- Generate a [TriangleMesh] from the mesh.
+ Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of these primitive types: [constant PRIMITIVE_TRIANGLES], [constant PRIMITIVE_TRIANGLE_STRIP].
</description>
</method>
<method name="get_aabb" qualifiers="const">
@@ -93,7 +176,7 @@
</method>
</methods>
<members>
- <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i(0, 0)">
+ <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint">
Sets a hint to be used for lightmap resolution.
</member>
</members>
@@ -132,12 +215,16 @@
[PackedVector2Array] for second UV coordinates.
</constant>
<constant name="ARRAY_CUSTOM0" value="6" enum="ArrayType">
+ Contains custom color channel 0. [PackedByteArray] if [code](format &gt;&gt; [constant ARRAY_FORMAT_CUSTOM0_SHIFT]) &amp; [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
</constant>
<constant name="ARRAY_CUSTOM1" value="7" enum="ArrayType">
+ Contains custom color channel 1. [PackedByteArray] if [code](format &gt;&gt; [constant ARRAY_FORMAT_CUSTOM1_SHIFT]) &amp; [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
</constant>
<constant name="ARRAY_CUSTOM2" value="8" enum="ArrayType">
+ Contains custom color channel 2. [PackedByteArray] if [code](format &gt;&gt; [constant ARRAY_FORMAT_CUSTOM2_SHIFT]) &amp; [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
</constant>
<constant name="ARRAY_CUSTOM3" value="9" enum="ArrayType">
+ Contains custom color channel 3. [PackedByteArray] if [code](format &gt;&gt; [constant ARRAY_FORMAT_CUSTOM3_SHIFT]) &amp; [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
</constant>
<constant name="ARRAY_BONES" value="10" enum="ArrayType">
[PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element is a group of 4 numbers.
@@ -153,20 +240,28 @@
Represents the size of the [enum ArrayType] enum.
</constant>
<constant name="ARRAY_CUSTOM_RGBA8_UNORM" value="0" enum="ArrayCustomFormat">
+ Indicates this custom channel contains unsigned normalized byte colors from 0 to 1, encoded as [PackedByteArray].
</constant>
<constant name="ARRAY_CUSTOM_RGBA8_SNORM" value="1" enum="ArrayCustomFormat">
+ Indicates this custom channel contains signed normalized byte colors from -1 to 1, encoded as [PackedByteArray].
</constant>
<constant name="ARRAY_CUSTOM_RG_HALF" value="2" enum="ArrayCustomFormat">
+ Indicates this custom channel contains half precision float colors, encoded as [PackedByteArray]. Only red and green channels are used.
</constant>
<constant name="ARRAY_CUSTOM_RGBA_HALF" value="3" enum="ArrayCustomFormat">
+ Indicates this custom channel contains half precision float colors, encoded as [PackedByteArray].
</constant>
<constant name="ARRAY_CUSTOM_R_FLOAT" value="4" enum="ArrayCustomFormat">
+ Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only the red green channel is used.
</constant>
<constant name="ARRAY_CUSTOM_RG_FLOAT" value="5" enum="ArrayCustomFormat">
+ Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only red and green channels are used.
</constant>
<constant name="ARRAY_CUSTOM_RGB_FLOAT" value="6" enum="ArrayCustomFormat">
+ Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only red, green and blue channels are used.
</constant>
<constant name="ARRAY_CUSTOM_RGBA_FLOAT" value="7" enum="ArrayCustomFormat">
+ Indicates this custom channel contains full float colors, in a [PackedFloat32Array].
</constant>
<constant name="ARRAY_CUSTOM_MAX" value="8" enum="ArrayCustomFormat">
Represents the size of the [enum ArrayCustomFormat] enum.
@@ -190,12 +285,16 @@
Mesh array contains second UV.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat">
+ Mesh array contains custom channel index 0.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat">
+ Mesh array contains custom channel index 1.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat">
+ Mesh array contains custom channel index 2.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat">
+ Mesh array contains custom channel index 3.
</constant>
<constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat">
Mesh array contains bones.
@@ -207,29 +306,40 @@
Mesh array uses indices.
</constant>
<constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="7" enum="ArrayFormat">
+ Mask of mesh channels permitted in blend shapes.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat">
+ Shift of first custom channel.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM_BITS" value="3" enum="ArrayFormat">
+ Number of format bits per custom channel. See [enum ArrayCustomFormat].
</constant>
<constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat">
+ Amount to shift [enum ArrayCustomFormat] for custom channel index 0.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat">
+ Amount to shift [enum ArrayCustomFormat] for custom channel index 1.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat">
+ Amount to shift [enum ArrayCustomFormat] for custom channel index 2.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat">
+ Amount to shift [enum ArrayCustomFormat] for custom channel index 3.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat">
+ Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See [enum ArrayCustomFormat].
</constant>
<constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat">
+ Shift of first compress flag. Compress flags should be passed to [method ArrayMesh.add_surface_from_arrays] and [method SurfaceTool.commit].
</constant>
<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat">
Flag used to mark that the array contains 2D vertices.
</constant>
<constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat">
+ Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on GLES. Unused on Vulkan.
</constant>
<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat">
+ Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] elements will have double length.
</constant>
<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
Blend shapes are normalized.
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index 96e66f850a..e9666337a1 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -4,7 +4,7 @@
Node used for displaying a [Mesh] in 2D.
</brief_description>
<description>
- Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
+ Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D &gt; Convert to MeshInstance2D[/b] at the top of the 2D editor viewport.
</description>
<tutorials>
<link title="2D meshes">$DOCS_URL/tutorials/2d/2d_meshes.html</link>
diff --git a/doc/classes/MissingNode.xml b/doc/classes/MissingNode.xml
new file mode 100644
index 0000000000..b5aa02cfd6
--- /dev/null
+++ b/doc/classes/MissingNode.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MissingNode" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ This is an internal editor class intended for keeping data of nodes of unknown type.
+ </brief_description>
+ <description>
+ This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="original_class" type="String" setter="set_original_class" getter="get_original_class">
+ </member>
+ <member name="recording_properties" type="bool" setter="set_recording_properties" getter="is_recording_properties">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/MissingResource.xml b/doc/classes/MissingResource.xml
new file mode 100644
index 0000000000..eede6350d8
--- /dev/null
+++ b/doc/classes/MissingResource.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MissingResource" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ This is an internal editor class intended for keeping data of resources of unknown type.
+ </brief_description>
+ <description>
+ This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="original_class" type="String" setter="set_original_class" getter="get_original_class">
+ </member>
+ <member name="recording_properties" type="bool" setter="set_recording_properties" getter="is_recording_properties">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/MovieWriter.xml b/doc/classes/MovieWriter.xml
new file mode 100644
index 0000000000..d47e52d7c0
--- /dev/null
+++ b/doc/classes/MovieWriter.xml
@@ -0,0 +1,76 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MovieWriter" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Abstract class for non-real-time video recording encoders.
+ </brief_description>
+ <description>
+ Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] command line argument, this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities.
+ Godot has 2 built-in [MovieWriter]s:
+ - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.
+ - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
+ If you need to encode to a different format or pipe a stream through third-party software, you can extend the [MovieWriter] class to create your own movie writers. This should typically be done using GDExtension for performance reasons.
+ [b]Editor usage:[/b] A default movie file path can be specified in [member ProjectSettings.editor/movie_writer/movie_file]. Alternatively, for running single scenes, a [code]movie_path[/code] metadata can be added to the root node, specifying the path to a movie file that will be used when recording that scene. Once a path is set, click the video reel icon in the top-right corner of the editor to enable Movie Maker mode, then run any scene as usual. The engine will start recording as soon as the splash screen is finished, and it will only stop recording when the engine quits. Click the video reel icon again to disable Movie Maker mode. Note that toggling Movie Maker mode does not affect project instances that are already running.
+ [b]Note:[/b] MovieWriter is available for use in both the editor and exported projects, but it is [i]not[/i] designed for use by end users to record videos while playing. Players wishing to record gameplay videos should install tools such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www.maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_audio_mix_rate" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ Called when the audio sample rate used for recording the audio is requested by the engine. The value returned must be specified in Hz. Defaults to 48000 Hz if [method _get_audio_mix_rate] is not overridden.
+ </description>
+ </method>
+ <method name="_get_audio_speaker_mode" qualifiers="virtual const">
+ <return type="int" enum="AudioServer.SpeakerMode" />
+ <description>
+ Called when the audio speaker mode used for recording the audio is requested by the engine. This can affect the number of output channels in the resulting audio file/stream. Defaults to [constant AudioServer.SPEAKER_MODE_STEREO] if [method _get_audio_speaker_mode] is not overridden.
+ </description>
+ </method>
+ <method name="_handles_file" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ Called when the engine determines whether this [MovieWriter] is able to handle the file at [code]path[/code]. Must return [code]true[/code] if this [MovieWriter] is able to handle the given file path, [code]false[/code] otherwise. Typically, [method _handles_file] is overridden as follows to allow the user to record a file at any path with a given file extension:
+ [codeblock]
+ func _handles_file(path):
+ # Allows specifying an output file with a `.mkv` file extension (case-insensitive),
+ # either in the Project Settings or with the `--write-movie &lt;path&gt;` command line argument.
+ return path.get_extension().to_lower() == "mkv"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="_write_begin" qualifiers="virtual">
+ <return type="int" enum="Error" />
+ <argument index="0" name="movie_size" type="Vector2i" />
+ <argument index="1" name="fps" type="int" />
+ <argument index="2" name="base_path" type="String" />
+ <description>
+ Called once before the engine starts writing video and audio data. [code]movie_size[/code] is the width and height of the video to save. [code]fps[/code] is the number of frames per second specified in the project settings or using the [code]--fixed-fps &lt;fps&gt;[/code] command line argument.
+ </description>
+ </method>
+ <method name="_write_end" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ Called when the engine finishes writing. This occurs when the engine quits by pressing the window manager's close button, or when [method SceneTree.quit] is called.
+ [b]Note:[/b] Pressing [kbd]Ctrl + C[/kbd] on the terminal running the editor/project does [i]not[/i] result in [method _write_end] being called.
+ </description>
+ </method>
+ <method name="_write_frame" qualifiers="virtual">
+ <return type="int" enum="Error" />
+ <argument index="0" name="frame_image" type="Image" />
+ <argument index="1" name="audio_frame_block" type="const void*" />
+ <description>
+ Called at the end of every rendered frame. The [code]frame_image[/code] and [code]audio_frame_block[/code] function arguments should be written to.
+ </description>
+ </method>
+ <method name="add_writer" qualifiers="static">
+ <return type="void" />
+ <argument index="0" name="writer" type="MovieWriter" />
+ <description>
+ Adds a writer to be usable by the engine. The supported file extensions can be set by overriding [method _handles_file].
+ [b]Note:[/b] [method add_writer] must be called early enough in the engine initialization to work, as movie writing is designed to start at the same time as the rest of the engine.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 631b2ea050..9d8f1e1e5d 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -91,7 +91,8 @@
<member name="custom_data_array" type="PackedColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array">
</member>
<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0">
- Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with [member visible_instance_count].
+ Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect.
+ By default, all instances are drawn but you can limit this with [member visible_instance_count].
</member>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Mesh to be drawn.
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index ac17886183..059d147979 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -6,7 +6,7 @@
<description>
This class implements the high-level multiplayer API. See also [MultiplayerPeer].
By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
- It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
+ It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the [method SceneTree.set_multiplayer] method, effectively allowing to run both client and server in the same scene.
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
@@ -53,7 +53,7 @@
<method name="poll">
<return type="void" />
<description>
- Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI for you.
+ Method used for polling the MultiplayerAPI. You only need to worry about this if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI(s) for you.
[b]Note:[/b] This method results in RPCs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
</description>
</method>
diff --git a/doc/classes/MultiplayerPeerExtension.xml b/doc/classes/MultiplayerPeerExtension.xml
index c5fe04cb32..f837171e2f 100644
--- a/doc/classes/MultiplayerPeerExtension.xml
+++ b/doc/classes/MultiplayerPeerExtension.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeerExtension" inherits="MultiplayerPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Class that can be inherited to implement custom multiplayer API networking layers via GDExtension.
</brief_description>
<description>
+ This class is designed to be inherited from a GDExtension plugin to implement custom networking layers for the multiplayer API (such as WebRTC). All the methods below [b]must[/b] be implemented to have a working custom multiplayer implementation. See also [MultiplayerAPI].
</description>
<tutorials>
</tutorials>
@@ -10,16 +12,19 @@
<method name="_get_available_packet_count" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the available packet count is internally requested by the [MultiplayerAPI].
</description>
</method>
<method name="_get_connection_status" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the connection status is requested on the [MultiplayerPeer] (see [method MultiplayerPeer.get_connection_status]).
</description>
</method>
<method name="_get_max_packet_size" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the maximum allowed packet size (in bytes) is requested by the [MultiplayerAPI].
</description>
</method>
<method name="_get_packet" qualifiers="virtual">
@@ -27,41 +32,55 @@
<argument index="0" name="r_buffer" type="const uint8_t **" />
<argument index="1" name="r_buffer_size" type="int32_t*" />
<description>
+ Called when a packet needs to be received by the [MultiplayerAPI], with [code]p_buffer_size[/code] being the size of the binary [code]p_buffer[/code] in bytes.
</description>
</method>
<method name="_get_packet_peer" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the ID of the [MultiplayerPeer] who sent the most recent packet is requested (see [method MultiplayerPeer.get_packet_peer]).
+ </description>
+ </method>
+ <method name="_get_packet_script" qualifiers="virtual">
+ <return type="PackedByteArray" />
+ <description>
+ Called when a packet needs to be received by the [MultiplayerAPI], if [method _get_packet] isn't implemented. Use this when extending this class via GDScript.
</description>
</method>
<method name="_get_transfer_channel" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the transfer channel to use is read on this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_channel]).
</description>
</method>
<method name="_get_transfer_mode" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the transfer mode to use is read on this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_mode]).
</description>
</method>
<method name="_get_unique_id" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the unique ID of this [MultiplayerPeer] is requested (see [method MultiplayerPeer.get_unique_id]).
</description>
</method>
<method name="_is_refusing_new_connections" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the "refuse new connections" status is requested on this [MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections]).
</description>
</method>
<method name="_is_server" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the "is server" status is requested on the [MultiplayerAPI]. See [method MultiplayerAPI.is_server].
</description>
</method>
<method name="_poll" qualifiers="virtual">
<return type="int" />
<description>
+ Called when the [MultiplayerAPI] is polled. See [method MultiplayerAPI.poll].
</description>
</method>
<method name="_put_packet" qualifiers="virtual">
@@ -69,30 +88,42 @@
<argument index="0" name="p_buffer" type="const uint8_t*" />
<argument index="1" name="p_buffer_size" type="int" />
<description>
+ Called when a packet needs to be sent by the [MultiplayerAPI], with [code]p_buffer_size[/code] being the size of the binary [code]p_buffer[/code] in bytes.
+ </description>
+ </method>
+ <method name="_put_packet_script" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="p_buffer" type="PackedByteArray" />
+ <description>
+ Called when a packet needs to be sent by the [MultiplayerAPI], if [method _put_packet] isn't implemented. Use this when extending this class via GDScript.
</description>
</method>
<method name="_set_refuse_new_connections" qualifiers="virtual">
<return type="void" />
<argument index="0" name="p_enable" type="bool" />
<description>
+ Called when the "refuse new connections" status is set on this [MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections]).
</description>
</method>
<method name="_set_target_peer" qualifiers="virtual">
<return type="void" />
<argument index="0" name="p_peer" type="int" />
<description>
+ Called when the target peer to use is set for this [MultiplayerPeer] (see [method MultiplayerPeer.set_target_peer]).
</description>
</method>
<method name="_set_transfer_channel" qualifiers="virtual">
<return type="void" />
<argument index="0" name="p_channel" type="int" />
<description>
+ Called when the channel to use is set for this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_channel]).
</description>
</method>
<method name="_set_transfer_mode" qualifiers="virtual">
<return type="void" />
<argument index="0" name="p_mode" type="int" />
<description>
+ Called when the transfer mode is set on this [MultiplayerPeer] (see [member MultiplayerPeer.transfer_mode]).
</description>
</method>
</methods>
diff --git a/doc/classes/MultiplayerSpawner.xml b/doc/classes/MultiplayerSpawner.xml
index 465db85455..9de67068eb 100644
--- a/doc/classes/MultiplayerSpawner.xml
+++ b/doc/classes/MultiplayerSpawner.xml
@@ -13,6 +13,28 @@
<description>
</description>
</method>
+ <method name="add_spawnable_scene">
+ <return type="void" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="clear_spawnable_scenes">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="get_spawnable_scene" qualifiers="const">
+ <return type="String" />
+ <argument index="0" name="path" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="get_spawnable_scene_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
<method name="spawn">
<return type="Node" />
<argument index="0" name="data" type="Variant" default="null" />
@@ -21,10 +43,6 @@
</method>
</methods>
<members>
- <member name="auto_spawn" type="bool" setter="set_auto_spawning" getter="is_auto_spawning" default="false">
- </member>
- <member name="replication" type="PackedScene[]" setter="set_spawnable_scenes" getter="get_spawnable_scenes" default="[]">
- </member>
<member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0">
</member>
<member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath(&quot;&quot;)">
diff --git a/doc/classes/MultiplayerSynchronizer.xml b/doc/classes/MultiplayerSynchronizer.xml
index e1f0948346..3766491a6c 100644
--- a/doc/classes/MultiplayerSynchronizer.xml
+++ b/doc/classes/MultiplayerSynchronizer.xml
@@ -6,12 +6,64 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="add_visibility_filter">
+ <return type="void" />
+ <argument index="0" name="filter" type="Callable" />
+ <description>
+ </description>
+ </method>
+ <method name="get_visibility_for" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="peer" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="remove_visibility_filter">
+ <return type="void" />
+ <argument index="0" name="filter" type="Callable" />
+ <description>
+ </description>
+ </method>
+ <method name="set_visibility_for">
+ <return type="void" />
+ <argument index="0" name="peer" type="int" />
+ <argument index="1" name="visible" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="update_visibility">
+ <return type="void" />
+ <argument index="0" name="for_peer" type="int" default="0" />
+ <description>
+ </description>
+ </method>
+ </methods>
<members>
+ <member name="public_visibility" type="bool" setter="set_visibility_public" getter="is_visibility_public" default="true">
+ </member>
+ <member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config">
+ </member>
<member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0">
</member>
- <member name="resource" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config">
+ <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath(&quot;..&quot;)">
</member>
- <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath(&quot;&quot;)">
+ <member name="visibility_update_mode" type="int" setter="set_visibility_update_mode" getter="get_visibility_update_mode" enum="MultiplayerSynchronizer.VisibilityUpdateMode" default="0">
</member>
</members>
+ <signals>
+ <signal name="visibility_changed">
+ <argument index="0" name="for_peer" type="int" />
+ <description>
+ </description>
+ </signal>
+ </signals>
+ <constants>
+ <constant name="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode">
+ </constant>
+ <constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode">
+ </constant>
+ <constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode">
+ </constant>
+ </constants>
</class>
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index b7b23a1097..058f1032cb 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
2D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe.
+ [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
</description>
<tutorials>
</tutorials>
@@ -24,7 +25,7 @@
<method name="get_nav_path" qualifiers="const">
<return type="PackedVector2Array" />
<description>
- Returns the path from start to finish in global coordinates.
+ Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
</description>
</method>
<method name="get_nav_path_index" qualifiers="const">
@@ -33,15 +34,29 @@
Returns which index the agent is currently on in the navigation path's [PackedVector2Array].
</description>
</method>
+ <method name="get_navigation_layer_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="get_navigation_map" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.
+ </description>
+ </method>
<method name="get_next_location">
<return type="Vector2" />
<description>
- Returns a [Vector2] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent.
+ Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
+ Returns the [RID] of this agent on the [NavigationServer2D].
</description>
</method>
<method name="get_target_location" qualifiers="const">
@@ -68,6 +83,21 @@
Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
</description>
</method>
+ <method name="set_navigation_layer_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="set_navigation_map">
+ <return type="void" />
+ <argument index="0" name="navigation_map" type="RID" />
+ <description>
+ Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer.
+ </description>
+ </method>
<method name="set_target_location">
<return type="void" />
<argument index="0" name="location" type="Vector2" />
@@ -84,23 +114,33 @@
</method>
</methods>
<members>
+ <member name="avoidance_enabled" type="bool" setter="set_avoidance_enabled" getter="get_avoidance_enabled" default="false">
+ If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer2D]. When [method NavigationAgent2D.set_velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector2 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.
+ </member>
<member name="max_neighbors" type="int" setter="set_max_neighbors" getter="get_max_neighbors" default="10">
The maximum number of neighbors for the agent to consider.
</member>
<member name="max_speed" type="float" setter="set_max_speed" getter="get_max_speed" default="200.0">
The maximum speed that an agent can move.
</member>
+ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
+ A bitfield determining what navigation layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers.
+ </member>
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0">
The distance to search for other agents.
</member>
+ <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
+ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
+ </member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
- The radius of the agent.
+ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
+ Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
- The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
+ The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 18886ac33e..c689ddc345 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe.
+ [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
</description>
<tutorials>
</tutorials>
@@ -24,7 +25,7 @@
<method name="get_nav_path" qualifiers="const">
<return type="PackedVector3Array" />
<description>
- Returns the path from start to finish in global coordinates.
+ Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
</description>
</method>
<method name="get_nav_path_index" qualifiers="const">
@@ -33,15 +34,29 @@
Returns which index the agent is currently on in the navigation path's [PackedVector3Array].
</description>
</method>
+ <method name="get_navigation_layer_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="get_navigation_map" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.
+ </description>
+ </method>
<method name="get_next_location">
<return type="Vector3" />
<description>
- Returns a [Vector3] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the origin of the agent's parent.
+ Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
+ Returns the [RID] of this agent on the [NavigationServer3D].
</description>
</method>
<method name="get_target_location" qualifiers="const">
@@ -68,6 +83,21 @@
Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
</description>
</method>
+ <method name="set_navigation_layer_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="set_navigation_map">
+ <return type="void" />
+ <argument index="0" name="navigation_map" type="RID" />
+ <description>
+ Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer.
+ </description>
+ </method>
<method name="set_target_location">
<return type="void" />
<argument index="0" name="location" type="Vector3" />
@@ -85,7 +115,10 @@
</methods>
<members>
<member name="agent_height_offset" type="float" setter="set_agent_height_offset" getter="get_agent_height_offset" default="0.0">
- The agent height offset to match the navigation mesh height.
+ The NavigationAgent height offset is subtracted from the y-axis value of any vector path position for this NavigationAgent. The NavigationAgent height offset does not change or influence the navigation mesh or pathfinding query result. Additional navigation maps that use regions with navigation meshes that the developer baked with appropriate agent radius or height values are required to support different-sized agents.
+ </member>
+ <member name="avoidance_enabled" type="bool" setter="set_avoidance_enabled" getter="get_avoidance_enabled" default="false">
+ If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer3D]. When [method NavigationAgent3D.set_velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector3 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.
</member>
<member name="ignore_y" type="bool" setter="set_ignore_y" getter="get_ignore_y" default="true">
Ignores collisions on the Y axis. Must be true to move on a horizontal plane.
@@ -96,17 +129,24 @@
<member name="max_speed" type="float" setter="set_max_speed" getter="get_max_speed" default="10.0">
The maximum speed that an agent can move.
</member>
+ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
+ A bitfield determining what navigation layers of navigation regions this NavigationAgent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers.
+ </member>
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0">
The distance to search for other agents.
</member>
+ <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
+ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
+ </member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
- The radius of the agent.
+ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
+ Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
- The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
+ The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml
index bcf2cfc507..966f964b12 100644
--- a/doc/classes/NavigationMesh.xml
+++ b/doc/classes/NavigationMesh.xml
@@ -34,7 +34,7 @@
<return type="bool" />
<argument index="0" name="layer_number" type="int" />
<description>
- Returns whether or not the specified layer of the [member geometry/collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
+ Returns whether or not the specified layer of the [member geometry_collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="get_polygon">
@@ -61,7 +61,7 @@
<argument index="0" name="layer_number" type="int" />
<argument index="1" name="value" type="bool" />
<description>
- Based on [code]value[/code], enables or disables the specified layer in the [member geometry/collision_mask], given a [code]layer_number[/code] between 1 and 32.
+ Based on [code]value[/code], enables or disables the specified layer in the [member geometry_collision_mask], given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="set_vertices">
@@ -73,75 +73,81 @@
</method>
</methods>
<members>
- <member name="agent/height" type="float" setter="set_agent_height" getter="get_agent_height" default="2.0">
+ <member name="agent_height" type="float" setter="set_agent_height" getter="get_agent_height" default="1.5">
The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
- [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/height].
+ [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_height].
</member>
- <member name="agent/max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.9">
+ <member name="agent_max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.25">
The minimum ledge height that is considered to still be traversable.
- [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell/height].
+ [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell_height].
</member>
- <member name="agent/max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0">
+ <member name="agent_max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0">
The maximum slope that is considered walkable, in degrees.
</member>
- <member name="agent/radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="1.0">
+ <member name="agent_radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="0.5">
The distance to erode/shrink the walkable area of the heightfield away from obstructions.
- [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size].
+ [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size].
</member>
- <member name="cell/height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.2">
+ <member name="cell_height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.25">
The Y axis cell size to use for fields.
</member>
- <member name="cell/size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3">
+ <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.25">
The XZ plane cell size to use for fields.
</member>
- <member name="detail/sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0">
+ <member name="detail_sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0">
The sampling distance to use when generating the detail mesh, in cell unit.
</member>
- <member name="detail/sample_max_error" type="float" setter="set_detail_sample_max_error" getter="get_detail_sample_max_error" default="1.0">
+ <member name="detail_sample_max_error" type="float" setter="set_detail_sample_max_error" getter="get_detail_sample_max_error" default="1.0">
The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
</member>
- <member name="edge/max_error" type="float" setter="set_edge_max_error" getter="get_edge_max_error" default="1.3">
+ <member name="edge_max_error" type="float" setter="set_edge_max_error" getter="get_edge_max_error" default="1.3">
The maximum distance a simplfied contour's border edges should deviate the original raw contour.
</member>
- <member name="edge/max_length" type="float" setter="set_edge_max_length" getter="get_edge_max_length" default="12.0">
+ <member name="edge_max_length" type="float" setter="set_edge_max_length" getter="get_edge_max_length" default="12.0">
The maximum allowed length for contour edges along the border of the mesh.
- [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size].
+ [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size].
</member>
- <member name="filter/filter_walkable_low_height_spans" type="bool" setter="set_filter_walkable_low_height_spans" getter="get_filter_walkable_low_height_spans" default="false">
- If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent/height].
+ <member name="filter_baking_aabb" type="AABB" setter="set_filter_baking_aabb" getter="get_filter_baking_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ If the baking [AABB] has a volume the navigation mesh baking will be restricted to its enclosing area.
</member>
- <member name="filter/ledge_spans" type="bool" setter="set_filter_ledge_spans" getter="get_filter_ledge_spans" default="false">
+ <member name="filter_baking_aabb_offset" type="Vector3" setter="set_filter_baking_aabb_offset" getter="get_filter_baking_aabb_offset" default="Vector3(0, 0, 0)">
+ The position offset applied to the [member filter_baking_aabb] [AABB].
+ </member>
+ <member name="filter_ledge_spans" type="bool" setter="set_filter_ledge_spans" getter="get_filter_ledge_spans" default="false">
If [code]true[/code], marks spans that are ledges as non-walkable.
</member>
- <member name="filter/low_hanging_obstacles" type="bool" setter="set_filter_low_hanging_obstacles" getter="get_filter_low_hanging_obstacles" default="false">
- If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent/max_climb] of a walkable neighbor.
+ <member name="filter_low_hanging_obstacles" type="bool" setter="set_filter_low_hanging_obstacles" getter="get_filter_low_hanging_obstacles" default="false">
+ If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent_max_climb] of a walkable neighbor.
+ </member>
+ <member name="filter_walkable_low_height_spans" type="bool" setter="set_filter_walkable_low_height_spans" getter="get_filter_walkable_low_height_spans" default="false">
+ If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent_height].
</member>
- <member name="geometry/collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
+ <member name="geometry_collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers to scan for static colliders.
- Only used when [member geometry/parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH].
+ Only used when [member geometry_parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH].
</member>
- <member name="geometry/parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" enum="NavigationMesh.ParsedGeometryType" default="0">
+ <member name="geometry_parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" enum="NavigationMesh.ParsedGeometryType" default="0">
Determines which type of nodes will be parsed as geometry. See [enum ParsedGeometryType] for possible values.
</member>
- <member name="geometry/source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" enum="NavigationMesh.SourceGeometryMode" default="0">
+ <member name="geometry_source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" enum="NavigationMesh.SourceGeometryMode" default="0">
The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values.
</member>
- <member name="geometry/source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name">
+ <member name="geometry_source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name" default="&amp;&quot;navmesh&quot;">
The name of the group to scan for geometry.
- Only used when [member geometry/source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT].
+ Only used when [member geometry_source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT].
</member>
- <member name="polygon/verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0">
+ <member name="polygon_verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0">
The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
</member>
- <member name="region/merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0">
+ <member name="region_merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0">
Any regions with a size smaller than this will be merged with larger regions if possible.
[b]Note:[/b] This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
</member>
- <member name="region/min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="8.0">
+ <member name="region_min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="2.0">
The minimum size of a region for it to be created.
[b]Note:[/b] This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
</member>
- <member name="sample_partition_type/sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" enum="NavigationMesh.SamplePartitionType" default="0">
+ <member name="sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" enum="NavigationMesh.SamplePartitionType" default="0">
Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values.
</member>
</members>
@@ -162,7 +168,7 @@
Parses mesh instances as geometry. This includes [MeshInstance3D], [CSGShape3D], and [GridMap] nodes.
</constant>
<constant name="PARSED_GEOMETRY_STATIC_COLLIDERS" value="1" enum="ParsedGeometryType">
- Parses [StaticBody3D] colliders as geometry. The collider should be in any of the layers specified by [member geometry/collision_mask].
+ Parses [StaticBody3D] colliders as geometry. The collider should be in any of the layers specified by [member geometry_collision_mask].
</constant>
<constant name="PARSED_GEOMETRY_BOTH" value="2" enum="ParsedGeometryType">
Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant PARSED_GEOMETRY_STATIC_COLLIDERS].
@@ -174,10 +180,10 @@
Scans the child nodes of [NavigationRegion3D] recursively for geometry.
</constant>
<constant name="SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN" value="1" enum="SourceGeometryMode">
- Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry/source_group_name].
+ Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry_source_group_name].
</constant>
<constant name="SOURCE_GEOMETRY_GROUPS_EXPLICIT" value="2" enum="SourceGeometryMode">
- Uses nodes in a group for geometry. The group is specified by [member geometry/source_group_name].
+ Uses nodes in a group for geometry. The group is specified by [member geometry_source_group_name].
</constant>
<constant name="SOURCE_GEOMETRY_MAX" value="3" enum="SourceGeometryMode">
Represents the size of the [enum SourceGeometryMode] enum.
diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml
index 1cffb1a627..612ce54d34 100644
--- a/doc/classes/NavigationMeshGenerator.xml
+++ b/doc/classes/NavigationMeshGenerator.xml
@@ -1,8 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationMeshGenerator" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Helper class for creating and clearing navigation meshes.
</brief_description>
<description>
+ This class is responsible for creating and clearing 3D navigation meshes used as [NavigationMesh] resources inside [NavigationRegion3D]. The [NavigationMeshGenerator] has very limited to no use for 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse.
+ The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very performance and time hungry operations.
+ Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total amount of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area.
+ The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.
+ [b]Note:[/b] Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh.
</description>
<tutorials>
</tutorials>
@@ -12,12 +18,14 @@
<argument index="0" name="nav_mesh" type="NavigationMesh" />
<argument index="1" name="root_node" type="Node" />
<description>
+ Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child nodes under the provided [code]root_node[/code] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry_parsed_geometry_type] and [member NavigationMesh.geometry_source_geometry_mode] properties on the [NavigationMesh] resource.
</description>
</method>
<method name="clear">
<return type="void" />
<argument index="0" name="nav_mesh" type="NavigationMesh" />
<description>
+ Removes all polygons and vertices from the provided [code]nav_mesh[/code] resource.
</description>
</method>
</methods>
diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml
index 2540c56258..4ecdc06645 100644
--- a/doc/classes/NavigationObstacle2D.xml
+++ b/doc/classes/NavigationObstacle2D.xml
@@ -5,9 +5,18 @@
</brief_description>
<description>
2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle2D] is physics safe.
+ [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="get_rid" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of this obstacle on the [NavigationServer2D].
+ </description>
+ </method>
+ </methods>
<members>
<member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true">
Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius.
diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml
index f9489db5f1..ed8af3883c 100644
--- a/doc/classes/NavigationObstacle3D.xml
+++ b/doc/classes/NavigationObstacle3D.xml
@@ -5,9 +5,18 @@
</brief_description>
<description>
3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle3D] is physics safe.
+ [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="get_rid" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of this obstacle on the [NavigationServer3D].
+ </description>
+ </method>
+ </methods>
<members>
<member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true">
Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius.
diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml
index ee57d8f26b..0a2ceeedc5 100644
--- a/doc/classes/NavigationPolygon.xml
+++ b/doc/classes/NavigationPolygon.xml
@@ -80,6 +80,12 @@
Clears the array of polygons, but it doesn't clear the array of outlines and vertices.
</description>
</method>
+ <method name="get_mesh">
+ <return type="NavigationMesh" />
+ <description>
+ Returns the [NavigationMesh] resulting from this navigation polygon. This navmesh can be used to update the navmesh of a region with the [method NavigationServer3D.region_set_navmesh] API directly (as 2D uses the 3D server behind the scene).
+ </description>
+ </method>
<method name="get_outline" qualifiers="const">
<return type="PackedVector2Array" />
<argument index="0" name="idx" type="int" />
diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml
index b1165174a2..75b6544827 100644
--- a/doc/classes/NavigationRegion2D.xml
+++ b/doc/classes/NavigationRegion2D.xml
@@ -7,18 +7,50 @@
A region of the navigation map. It tells the [NavigationServer2D] what can be navigated and what cannot, based on its [NavigationPolygon] resource.
Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer2D.map_set_edge_connection_margin].
[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting two regions. They must share a similar edge.
+ The pathfinding cost of entering this region from another region can be controlled with the [member enter_cost] value.
+ [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region.
+ The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="get_navigation_layer_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="get_region_rid" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of this region on the [NavigationServer2D]. Combined with [method NavigationServer2D.map_get_closest_point_owner] can be used to identify the [NavigationRegion2D] closest to a point on the merged navigation map.
+ </description>
+ </method>
+ <method name="set_navigation_layer_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ </methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Determines if the [NavigationRegion2D] is enabled or disabled.
</member>
- <member name="layers" type="int" setter="set_layers" getter="get_layers" default="1">
- A bitfield determining all layers the region belongs to. These layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path].
+ <member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
+ When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
+ </member>
+ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
+ A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path].
</member>
<member name="navpoly" type="NavigationPolygon" setter="set_navigation_polygon" getter="get_navigation_polygon">
The [NavigationPolygon] resource to use.
</member>
+ <member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0">
+ When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
+ </member>
</members>
</class>
diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml
index e007633a1e..f5824a24fd 100644
--- a/doc/classes/NavigationRegion3D.xml
+++ b/doc/classes/NavigationRegion3D.xml
@@ -6,14 +6,40 @@
<description>
A region of the navigation map. It tells the [NavigationServer3D] what can be navigated and what cannot, based on its [NavigationMesh] resource.
Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer3D.map_set_edge_connection_margin].
+ [b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting two regions. They must share a similar edge.
+ The cost of entering this region from another region can be controlled with the [member enter_cost] value.
+ [b]Note:[/b] This value is not added to the path cost when the start position is already inside this region.
+ The cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
</description>
<tutorials>
</tutorials>
<methods>
<method name="bake_navigation_mesh">
<return type="void" />
+ <argument index="0" name="on_thread" type="bool" default="true" />
<description>
- Bakes the [NavigationMesh]. The baking is done in a separate thread because navigation baking is not a cheap operation. This can be done at runtime. When it is completed, it automatically sets the new [NavigationMesh].
+ Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled).
+ </description>
+ </method>
+ <method name="get_navigation_layer_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="get_region_rid" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of this region on the [NavigationServer3D]. Combined with [method NavigationServer3D.map_get_closest_point_owner] can be used to identify the [NavigationRegion3D] closest to a point on the merged navigation map.
+ </description>
+ </method>
+ <method name="set_navigation_layer_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
</methods>
@@ -21,12 +47,18 @@
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Determines if the [NavigationRegion3D] is enabled or disabled.
</member>
- <member name="layers" type="int" setter="set_layers" getter="get_layers" default="1">
- A bitfield determining all layers the region belongs to. These layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path].
+ <member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
+ When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
+ </member>
+ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
+ A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path].
</member>
<member name="navmesh" type="NavigationMesh" setter="set_navigation_mesh" getter="get_navigation_mesh">
The [NavigationMesh] resource to use.
</member>
+ <member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0">
+ When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
+ </member>
</members>
<signals>
<signal name="bake_finished">
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml
index a59666356c..36379d2531 100644
--- a/doc/classes/NavigationServer2D.xml
+++ b/doc/classes/NavigationServer2D.xml
@@ -5,8 +5,10 @@
</brief_description>
<description>
NavigationServer2D is the server responsible for all 2D navigation. It handles several objects, namely maps, regions and agents.
- Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
- You may assign navigation layers to regions with [method NavigationServer2D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This allows allowing or forbidding some areas to 2D objects.
+ Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world.
+ [b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts.
+ For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
+ You may assign navigation layers to regions with [method NavigationServer2D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This allows allowing or forbidding some areas to 2D objects.
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
@@ -21,6 +23,13 @@
Creates the agent.
</description>
</method>
+ <method name="agent_get_map" qualifiers="const">
+ <return type="RID" />
+ <argument index="0" name="agent" type="RID" />
+ <description>
+ Returns the navigation map [RID] the requested [code]agent[/code] is currently assigned to.
+ </description>
+ </method>
<method name="agent_is_map_changed" qualifiers="const">
<return type="bool" />
<argument index="0" name="agent" type="RID" />
@@ -35,7 +44,8 @@
<argument index="2" name="method" type="StringName" />
<argument index="3" name="userdata" type="Variant" default="null" />
<description>
- Callback called at the end of the RVO process.
+ Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [code]receiver[/code] object with a signal to the chosen [code]method[/code] name.
+ [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [code]receiver[/code].
</description>
</method>
<method name="agent_set_map" qualifiers="const">
@@ -110,11 +120,17 @@
Sets the current velocity of the agent.
</description>
</method>
- <method name="free" qualifiers="const">
+ <method name="free_rid" qualifiers="const">
<return type="void" />
- <argument index="0" name="object" type="RID" />
+ <argument index="0" name="rid" type="RID" />
<description>
- Destroy the RID
+ Destroys the given RID.
+ </description>
+ </method>
+ <method name="get_maps" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.
</description>
</method>
<method name="map_create" qualifiers="const">
@@ -123,6 +139,23 @@
Create a new map.
</description>
</method>
+ <method name="map_force_update">
+ <return type="void" />
+ <argument index="0" name="map" type="RID" />
+ <description>
+ This function immediately forces synchronization of the specified navigation [code]map[/code] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
+ Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
+ Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.
+ [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
+ </description>
+ </method>
+ <method name="map_get_agents" qualifiers="const">
+ <return type="Array" />
+ <argument index="0" name="map" type="RID" />
+ <description>
+ Returns all navigation agents [RID]s that are currently assigned to the requested navigation [code]map[/code].
+ </description>
+ </method>
<method name="map_get_cell_size" qualifiers="const">
<return type="float" />
<argument index="0" name="map" type="RID" />
@@ -159,9 +192,16 @@
<argument index="1" name="origin" type="Vector2" />
<argument index="2" name="destination" type="Vector2" />
<argument index="3" name="optimize" type="bool" />
- <argument index="4" name="layers" type="int" default="1" />
+ <argument index="4" name="navigation_layers" type="int" default="1" />
<description>
- Returns the navigation path to reach the destination from the origin. [code]layers[/code] is a bitmask of all region layers that are allowed to be in the path.
+ Returns the navigation path to reach the destination from the origin. [code]navigation_layers[/code] is a bitmask of all region navigation layers that are allowed to be in the path.
+ </description>
+ </method>
+ <method name="map_get_regions" qualifiers="const">
+ <return type="Array" />
+ <argument index="0" name="map" type="RID" />
+ <description>
+ Returns all navigation regions [RID]s that are currently assigned to the requested navigation [code]map[/code].
</description>
</method>
<method name="map_is_active" qualifiers="const">
@@ -224,19 +264,50 @@
Returns how many connections this [code]region[/code] has with other regions in the map.
</description>
</method>
- <method name="region_get_layers" qualifiers="const">
+ <method name="region_get_enter_cost" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="region" type="RID" />
+ <description>
+ Returns the [code]enter_cost[/code] of this [code]region[/code].
+ </description>
+ </method>
+ <method name="region_get_map" qualifiers="const">
+ <return type="RID" />
+ <argument index="0" name="region" type="RID" />
+ <description>
+ Returns the navigation map [RID] the requested [code]region[/code] is currently assigned to.
+ </description>
+ </method>
+ <method name="region_get_navigation_layers" qualifiers="const">
<return type="int" />
<argument index="0" name="region" type="RID" />
<description>
- Returns the region's layers.
+ Returns the region's navigation layers.
</description>
</method>
- <method name="region_set_layers" qualifiers="const">
+ <method name="region_get_travel_cost" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="region" type="RID" />
+ <description>
+ Returns the [code]travel_cost[/code] of this [code]region[/code].
+ </description>
+ </method>
+ <method name="region_owns_point" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="region" type="RID" />
+ <argument index="1" name="point" type="Vector2" />
+ <description>
+ Returns [code]true[/code] if the provided [code]point[/code] in world space is currently owned by the provided navigation [code]region[/code]. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.
+ If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.
+ [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.
+ </description>
+ </method>
+ <method name="region_set_enter_cost" qualifiers="const">
<return type="void" />
<argument index="0" name="region" type="RID" />
- <argument index="1" name="layers" type="int" />
+ <argument index="1" name="enter_cost" type="float" />
<description>
- Set the region's layers. This allows selecting regions from a path request (when using [method NavigationServer2D.map_get_path]).
+ Sets the [code]enter_cost[/code] for this [code]region[/code].
</description>
</method>
<method name="region_set_map" qualifiers="const">
@@ -247,6 +318,14 @@
Sets the map for the region.
</description>
</method>
+ <method name="region_set_navigation_layers" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="region" type="RID" />
+ <argument index="1" name="navigation_layers" type="int" />
+ <description>
+ Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer2D.map_get_path]).
+ </description>
+ </method>
<method name="region_set_navpoly" qualifiers="const">
<return type="void" />
<argument index="0" name="region" type="RID" />
@@ -263,6 +342,14 @@
Sets the global transformation for the region.
</description>
</method>
+ <method name="region_set_travel_cost" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="region" type="RID" />
+ <argument index="1" name="travel_cost" type="float" />
+ <description>
+ Sets the [code]travel_cost[/code] for this [code]region[/code].
+ </description>
+ </method>
</methods>
<signals>
<signal name="map_changed">
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index 7d11a30647..5185b353bc 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -5,8 +5,10 @@
</brief_description>
<description>
NavigationServer3D is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents.
- Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
- You may assign navigation layers to regions with [method NavigationServer3D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This allows allowing or forbidding some areas to 3D objects.
+ Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.
+ [b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts.
+ For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
+ You may assign navigation layers to regions with [method NavigationServer3D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This allows allowing or forbidding some areas to 3D objects.
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
@@ -21,6 +23,13 @@
Creates the agent.
</description>
</method>
+ <method name="agent_get_map" qualifiers="const">
+ <return type="RID" />
+ <argument index="0" name="agent" type="RID" />
+ <description>
+ Returns the navigation map [RID] the requested [code]agent[/code] is currently assigned to.
+ </description>
+ </method>
<method name="agent_is_map_changed" qualifiers="const">
<return type="bool" />
<argument index="0" name="agent" type="RID" />
@@ -35,7 +44,8 @@
<argument index="2" name="method" type="StringName" />
<argument index="3" name="userdata" type="Variant" default="null" />
<description>
- Callback called at the end of the RVO process.
+ Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [code]receiver[/code] object with a signal to the chosen [code]method[/code] name.
+ [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [code]receiver[/code].
</description>
</method>
<method name="agent_set_map" qualifiers="const">
@@ -110,11 +120,17 @@
Sets the current velocity of the agent.
</description>
</method>
- <method name="free" qualifiers="const">
+ <method name="free_rid" qualifiers="const">
<return type="void" />
- <argument index="0" name="object" type="RID" />
+ <argument index="0" name="rid" type="RID" />
<description>
- Destroy the RID
+ Destroys the given RID.
+ </description>
+ </method>
+ <method name="get_maps" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns all created navigation map [RID]s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.
</description>
</method>
<method name="map_create" qualifiers="const">
@@ -123,6 +139,23 @@
Create a new map.
</description>
</method>
+ <method name="map_force_update">
+ <return type="void" />
+ <argument index="0" name="map" type="RID" />
+ <description>
+ This function immediately forces synchronization of the specified navigation [code]map[/code] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
+ Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
+ Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.
+ [b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
+ </description>
+ </method>
+ <method name="map_get_agents" qualifiers="const">
+ <return type="Array" />
+ <argument index="0" name="map" type="RID" />
+ <description>
+ Returns all navigation agents [RID]s that are currently assigned to the requested navigation [code]map[/code].
+ </description>
+ </method>
<method name="map_get_cell_size" qualifiers="const">
<return type="float" />
<argument index="0" name="map" type="RID" />
@@ -177,9 +210,16 @@
<argument index="1" name="origin" type="Vector3" />
<argument index="2" name="destination" type="Vector3" />
<argument index="3" name="optimize" type="bool" />
- <argument index="4" name="layers" type="int" default="1" />
+ <argument index="4" name="navigation_layers" type="int" default="1" />
<description>
- Returns the navigation path to reach the destination from the origin. [code]layers[/code] is a bitmask of all region layers that are allowed to be in the path.
+ Returns the navigation path to reach the destination from the origin. [code]navigation_layers[/code] is a bitmask of all region navigation layers that are allowed to be in the path.
+ </description>
+ </method>
+ <method name="map_get_regions" qualifiers="const">
+ <return type="Array" />
+ <argument index="0" name="map" type="RID" />
+ <description>
+ Returns all navigation regions [RID]s that are currently assigned to the requested navigation [code]map[/code].
</description>
</method>
<method name="map_get_up" qualifiers="const">
@@ -274,19 +314,50 @@
Returns how many connections this [code]region[/code] has with other regions in the map.
</description>
</method>
- <method name="region_get_layers" qualifiers="const">
+ <method name="region_get_enter_cost" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="region" type="RID" />
+ <description>
+ Returns the [code]enter_cost[/code] of this [code]region[/code].
+ </description>
+ </method>
+ <method name="region_get_map" qualifiers="const">
+ <return type="RID" />
+ <argument index="0" name="region" type="RID" />
+ <description>
+ Returns the navigation map [RID] the requested [code]region[/code] is currently assigned to.
+ </description>
+ </method>
+ <method name="region_get_navigation_layers" qualifiers="const">
<return type="int" />
<argument index="0" name="region" type="RID" />
<description>
- Returns the region's layers.
+ Returns the region's navigation layers.
</description>
</method>
- <method name="region_set_layers" qualifiers="const">
+ <method name="region_get_travel_cost" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="region" type="RID" />
+ <description>
+ Returns the [code]travel_cost[/code] of this [code]region[/code].
+ </description>
+ </method>
+ <method name="region_owns_point" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="region" type="RID" />
+ <argument index="1" name="point" type="Vector3" />
+ <description>
+ Returns [code]true[/code] if the provided [code]point[/code] in world space is currently owned by the provided navigation [code]region[/code]. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.
+ If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.
+ [b]Note:[/b] If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.
+ </description>
+ </method>
+ <method name="region_set_enter_cost" qualifiers="const">
<return type="void" />
<argument index="0" name="region" type="RID" />
- <argument index="1" name="layers" type="int" />
+ <argument index="1" name="enter_cost" type="float" />
<description>
- Set the region's layers. This allows selecting regions from a path request (when using [method NavigationServer3D.map_get_path]).
+ Sets the [code]enter_cost[/code] for this [code]region[/code].
</description>
</method>
<method name="region_set_map" qualifiers="const">
@@ -297,6 +368,14 @@
Sets the map for the region.
</description>
</method>
+ <method name="region_set_navigation_layers" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="region" type="RID" />
+ <argument index="1" name="navigation_layers" type="int" />
+ <description>
+ Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer3D.map_get_path]).
+ </description>
+ </method>
<method name="region_set_navmesh" qualifiers="const">
<return type="void" />
<argument index="0" name="region" type="RID" />
@@ -313,6 +392,14 @@
Sets the global transformation for the region.
</description>
</method>
+ <method name="region_set_travel_cost" qualifiers="const">
+ <return type="void" />
+ <argument index="0" name="region" type="RID" />
+ <argument index="1" name="travel_cost" type="float" />
+ <description>
+ Sets the [code]travel_cost[/code] for this [code]region[/code].
+ </description>
+ </method>
<method name="set_active" qualifiers="const">
<return type="void" />
<argument index="0" name="active" type="bool" />
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 5291ecab08..b7591ed4f4 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -84,6 +84,17 @@
[b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding it again, [code]_ready[/code] will not be called a second time. This can be bypassed by requesting another call with [method request_ready], which may be called anywhere before adding the node again.
</description>
</method>
+ <method name="_shortcut_input" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="event" type="InputEvent" />
+ <description>
+ Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
+ It is only called if shortcut processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_shortcut_input].
+ To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
+ This method can be used to handle shortcuts.
+ [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
+ </description>
+ </method>
<method name="_unhandled_input" qualifiers="virtual">
<return type="void" />
<argument index="0" name="event" type="InputEvent" />
@@ -102,6 +113,7 @@
Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
+ This method can be used to handle Unicode character input with [kbd]Alt[/kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after shortcuts were handled.
For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
</description>
@@ -133,7 +145,7 @@
[/csharp]
[/codeblocks]
If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method.
- [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
+ [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</description>
</method>
<method name="add_sibling">
@@ -181,28 +193,45 @@
[b]Note:[/b] It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [method Object._init] method). In that case, the node will be duplicated without a script.
</description>
</method>
- <method name="find_nodes" qualifiers="const">
+ <method name="find_child" qualifiers="const">
+ <return type="Node" />
+ <argument index="0" name="pattern" type="String" />
+ <argument index="1" name="recursive" type="bool" default="true" />
+ <argument index="2" name="owned" type="bool" default="true" />
+ <description>
+ Finds the first descendant of this node whose name matches [code]pattern[/code] as in [method String.match].
+ [code]pattern[/code] does not match against the full path, just against individual node names. It is case-sensitive, with [code]"*"[/code] matching zero or more characters and [code]"?"[/code] matching any single character except [code]"."[/code]).
+ If [code]recursive[/code] is [code]true[/code], all child nodes are included, even if deeply nested. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. If [code]recursive[/code] is [code]false[/code], only this node's direct children are matched.
+ If [code]owned[/code] is [code]true[/code], this method only finds nodes who have an assigned [member Node.owner]. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
+ Returns [code]null[/code] if no matching [Node] is found.
+ [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] with unique names instead (see [member unique_name_in_owner]), or caching the node references into variable.
+ [b]Note:[/b] To find all descendant nodes matching a pattern or a class type, see [method find_children].
+ </description>
+ </method>
+ <method name="find_children" qualifiers="const">
<return type="Node[]" />
- <argument index="0" name="mask" type="String" />
+ <argument index="0" name="pattern" type="String" />
<argument index="1" name="type" type="String" default="&quot;&quot;" />
<argument index="2" name="recursive" type="bool" default="true" />
<argument index="3" name="owned" type="bool" default="true" />
<description>
- Finds descendants of this node whose, name matches [code]mask[/code] as in [method String.match], and/or type matches [code]type[/code] as in [method Object.is_class].
- [code]mask[/code] does not match against the full path, just against individual node names. It is case-sensitive, with [code]"*"[/code] matching zero or more characters and [code]"?"[/code] matching any single character except [code]"."[/code]).
- [code]type[/code] will check equality or inheritance. It is case-sensitive, [code]"Object"[/code] will match a node whose type is [code]"Node"[/code] but not the other way around.
- If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
- Returns an empty array, if no matching nodes are found.
- [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get references to other nodes. To avoid using [method find_nodes] too often, consider caching the node references into variables.
+ Finds descendants of this node whose name matches [code]pattern[/code] as in [method String.match], and/or type matches [code]type[/code] as in [method Object.is_class].
+ [code]pattern[/code] does not match against the full path, just against individual node names. It is case-sensitive, with [code]"*"[/code] matching zero or more characters and [code]"?"[/code] matching any single character except [code]"."[/code]).
+ [code]type[/code] will check equality or inheritance, and is case-sensitive. [code]"Object"[/code] will match a node whose type is [code]"Node"[/code] but not the other way around.
+ If [code]recursive[/code] is [code]true[/code], all child nodes are included, even if deeply nested. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. If [code]recursive[/code] is [code]false[/code], only this node's direct children are matched.
+ If [code]owned[/code] is [code]true[/code], this method only finds nodes who have an assigned [member Node.owner]. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
+ Returns an empty array if no matching nodes are found.
+ [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get references to other nodes. Whenever possible, consider caching the node references into variables.
+ [b]Note:[/b] If you only want to find the first descendant node that matches a pattern, see [method find_child].
</description>
</method>
<method name="find_parent" qualifiers="const">
<return type="Node" />
- <argument index="0" name="mask" type="String" />
+ <argument index="0" name="pattern" type="String" />
<description>
- Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]).
- [b]Note:[/b] It does not match against the full path, just against individual node names.
- [b]Note:[/b] As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] instead. To avoid using [method find_parent] too often, consider caching the node reference into a variable.
+ Finds the first parent of the current node whose name matches [code]pattern[/code] as in [method String.match].
+ [code]pattern[/code] does not match against the full path, just against individual node names. It is case-sensitive, with [code]"*"[/code] matching zero or more characters and [code]"?"[/code] matching any single character except [code]"."[/code]).
+ [b]Note:[/b] As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] with unique names instead (see [member unique_name_in_owner]), or caching the node references into variable.
</description>
</method>
<method name="get_child" qualifiers="const">
@@ -462,6 +491,12 @@
Returns [code]true[/code] if internal processing is enabled (see [method set_process_internal]).
</description>
</method>
+ <method name="is_processing_shortcut_input" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the node is processing shortcuts (see [method set_process_shortcut_input]).
+ </description>
+ </method>
<method name="is_processing_unhandled_input" qualifiers="const">
<return type="bool" />
<description>
@@ -483,10 +518,11 @@
[b]Note:[/b] Internal children can only be moved within their expected "internal range" (see [code]internal[/code] parameter in [method add_child]).
</description>
</method>
- <method name="print_stray_nodes">
+ <method name="print_orphan_nodes">
<return type="void" />
<description>
- Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. Works only in debug builds.
+ Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging.
+ [b]Note:[/b] [method print_orphan_nodes] only works in debug builds. When called in a project exported in release mode, [method print_orphan_nodes] will not print anything.
</description>
</method>
<method name="print_tree">
@@ -586,10 +622,10 @@
</description>
</method>
<method name="rpc" qualifiers="vararg">
- <return type="Variant" />
+ <return type="void" />
<argument index="0" name="method" type="StringName" />
<description>
- Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns an empty [Variant].
+ Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/code].
[b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code].
</description>
</method>
@@ -601,15 +637,15 @@
<argument index="3" name="transfer_mode" type="int" enum="TransferMode" default="2" />
<argument index="4" name="channel" type="int" default="0" />
<description>
- Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(auth)[/code]). By default, methods are not exposed to networking (and RPCs).
+ Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs).
</description>
</method>
<method name="rpc_id" qualifiers="vararg">
- <return type="Variant" />
+ <return type="void" />
<argument index="0" name="peer_id" type="int" />
<argument index="1" name="method" type="StringName" />
<description>
- Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). Returns an empty [Variant].
+ Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). Returns [code]null[/code].
</description>
</method>
<method name="set_display_folded">
@@ -672,6 +708,13 @@
[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.
</description>
</method>
+ <method name="set_process_shortcut_input">
+ <return type="void" />
+ <argument index="0" name="enable" type="bool" />
+ <description>
+ Enables shortcut processing. Enabled automatically if [method _shortcut_input] is overridden. Any calls to this before [method _ready] will be ignored.
+ </description>
+ </method>
<method name="set_process_unhandled_input">
<return type="void" />
<argument index="0" name="enable" type="bool" />
@@ -702,14 +745,11 @@
</method>
</methods>
<members>
- <member name="custom_multiplayer" type="MultiplayerAPI" setter="set_custom_multiplayer" getter="get_custom_multiplayer">
- The override to the default [MultiplayerAPI]. Set to [code]null[/code] to use the default [SceneTree] one.
- </member>
<member name="editor_description" type="String" setter="set_editor_description" getter="get_editor_description" default="&quot;&quot;">
- Add a custom description to a node.
+ Add a custom description to a node. It will be displayed in a tooltip when hovered in editor's scene tree.
</member>
<member name="multiplayer" type="MultiplayerAPI" setter="" getter="get_multiplayer">
- The [MultiplayerAPI] instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).
+ The [MultiplayerAPI] instance associated with this node. See [method SceneTree.get_multiplayer].
</member>
<member name="name" type="StringName" setter="set_name" getter="get_name">
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
@@ -717,6 +757,7 @@
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
+ [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default).
@@ -727,18 +768,24 @@
<member name="scene_file_path" type="String" setter="set_scene_file_path" getter="get_scene_file_path">
If a scene is instantiated from a file, its topmost node contains the absolute file path from which it was loaded in [member scene_file_path] (e.g. [code]res://levels/1.tscn[/code]). Otherwise, [member scene_file_path] is set to an empty string.
</member>
+ <member name="unique_name_in_owner" type="bool" setter="set_unique_name_in_owner" getter="is_unique_name_in_owner" default="false">
+ Sets this node's name as a unique name in its [member owner]. This allows the node to be accessed as [code]%Name[/code] instead of the full path, from any node within that scene.
+ If another node with the same owner already had that name declared as unique, that other node's name will no longer be set as having a unique name.
+ </member>
</members>
<signals>
<signal name="child_entered_tree">
<argument index="0" name="node" type="Node" />
<description>
Emitted when a child node enters the scene tree, either because it entered on its own or because this node entered with it.
+ This signal is emitted [i]after[/i] the child node's own [constant NOTIFICATION_ENTER_TREE] and [signal tree_entered].
</description>
</signal>
- <signal name="child_exited_tree">
+ <signal name="child_exiting_tree">
<argument index="0" name="node" type="Node" />
<description>
- Emitted when a child node exits the scene tree, either because it exited on its own or because this node exited.
+ Emitted when a child node is about to exit the scene tree, either because it is being removed or freed directly, or because this node is exiting the tree.
+ When this signal is received, the child [code]node[/code] is still in the tree and valid. This signal is emitted [i]after[/i] the child node's own [signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE].
</description>
</signal>
<signal name="ready">
@@ -754,6 +801,7 @@
<signal name="tree_entered">
<description>
Emitted when the node enters the tree.
+ This signal is emitted [i]after[/i] the related [constant NOTIFICATION_ENTER_TREE] notification.
</description>
</signal>
<signal name="tree_exited">
@@ -764,15 +812,18 @@
<signal name="tree_exiting">
<description>
Emitted when the node is still active but about to exit the tree. This is the right place for de-initialization (or a "destructor", if you will).
+ This signal is emitted [i]before[/i] the related [constant NOTIFICATION_EXIT_TREE] notification.
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_ENTER_TREE" value="10">
Notification received when the node enters a [SceneTree].
+ This notification is emitted [i]before[/i] the related [signal tree_entered].
</constant>
<constant name="NOTIFICATION_EXIT_TREE" value="11">
Notification received when the node is about to exit a [SceneTree].
+ This notification is emitted [i]after[/i] the related [signal tree_exiting].
</constant>
<constant name="NOTIFICATION_MOVED_IN_PARENT" value="12">
Notification received when the node is moved in the parent.
@@ -803,10 +854,13 @@
Notification received when the node is instantiated.
</constant>
<constant name="NOTIFICATION_DRAG_BEGIN" value="21">
- Notification received when a drag begins.
+ Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one.
+ Can be triggered either by dragging a [Control] that provides drag data (see [method Control._get_drag_data]) or using [method Control.force_drag].
+ Use [method Viewport.gui_get_drag_data] to get the dragged data.
</constant>
<constant name="NOTIFICATION_DRAG_END" value="22">
- Notification received when a drag ends.
+ Notification received when a drag operation ends.
+ Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded.
</constant>
<constant name="NOTIFICATION_PATH_RENAMED" value="23">
Notification received when the node's name or one of its parents' name is changed. This notification is [i]not[/i] received when the node is removed from the scene tree to be added to another parent later on.
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index bb73019668..2238be4ece 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -102,6 +102,9 @@
<member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale">
Global scale.
</member>
+ <member name="global_skew" type="float" setter="set_global_skew" getter="get_global_skew">
+ Global skew in radians.
+ </member>
<member name="global_transform" type="Transform2D" setter="set_global_transform" getter="get_global_transform">
Global [Transform2D].
</member>
@@ -113,6 +116,7 @@
</member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale. Unscaled value: [code](1, 1)[/code].
+ [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
</member>
<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
</member>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 4444416a06..ff2afd595a 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -281,6 +281,13 @@
<member name="basis" type="Basis" setter="set_basis" getter="get_basis">
Direct access to the 3x3 basis of the [Transform3D] property.
</member>
+ <member name="global_position" type="Vector3" setter="set_global_position" getter="get_global_position">
+ Global position of this node. This is equivalent to [code]global_transform.origin[/code].
+ </member>
+ <member name="global_rotation" type="Vector3" setter="set_global_rotation" getter="get_global_rotation">
+ Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
+ [b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
+ </member>
<member name="global_transform" type="Transform3D" setter="set_global_transform" getter="get_global_transform">
World3D space (global) [Transform3D] of this node.
</member>
@@ -302,6 +309,7 @@
</member>
<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
Scale part of the local transformation.
+ [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.
</member>
<member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false">
If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space.
diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml
index 3d3e139781..d9e0680a38 100644
--- a/doc/classes/NodePath.xml
+++ b/doc/classes/NodePath.xml
@@ -5,21 +5,22 @@
</brief_description>
<description>
A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path.
- You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
+ You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]^"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
Some examples of NodePaths include the following:
[codeblock]
# No leading slash means it is relative to the current node.
- @"A" # Immediate child A
- @"A/B" # A's child B
- @"." # The current node.
- @".." # The parent node.
- @"../C" # A sibling node C.
+ ^"A" # Immediate child A
+ ^"A/B" # A's child B
+ ^"." # The current node.
+ ^".." # The parent node.
+ ^"../C" # A sibling node C.
# A leading slash means it is absolute from the SceneTree.
- @"/root" # Equivalent to get_tree().get_root().
- @"/root/Main" # If your main scene's root node were named "Main".
- @"/root/MyAutoload" # If you have an autoloaded node or scene.
+ ^"/root" # Equivalent to get_tree().get_root().
+ ^"/root/Main" # If your main scene's root node were named "Main".
+ ^"/root/MyAutoload" # If you have an autoloaded node or scene.
[/codeblock]
+ See also [StringName], which is a similar concept for general-purpose string interning.
[b]Note:[/b] In the editor, [NodePath] properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.
</description>
<tutorials>
@@ -36,7 +37,7 @@
<return type="NodePath" />
<argument index="0" name="from" type="NodePath" />
<description>
- Constructs a [NodePath] as a copy of the given [NodePath].
+ Constructs a [NodePath] as a copy of the given [NodePath]. [code]NodePath("example")[/code] is equivalent to [code]^"example"[/code].
</description>
</constructor>
<constructor name="NodePath">
@@ -86,6 +87,12 @@
[/codeblocks]
</description>
</method>
+ <method name="get_concatenated_names" qualifiers="const">
+ <return type="StringName" />
+ <description>
+ Returns all paths concatenated with a slash character ([code]/[/code]) as separator without subnames.
+ </description>
+ </method>
<method name="get_concatenated_subnames" qualifiers="const">
<return type="StringName" />
<description>
@@ -106,7 +113,7 @@
<return type="StringName" />
<argument index="0" name="idx" type="int" />
<description>
- Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]).
+ Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count] - 1).
[codeblocks]
[gdscript]
var node_path = NodePath("Path2D/PathFollow2D/Sprite2D")
@@ -156,6 +163,12 @@
For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:load_path"[/code] has 2 subnames.
</description>
</method>
+ <method name="hash" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the 32-bit hash value representing the [NodePath]'s contents.
+ </description>
+ </method>
<method name="is_absolute" qualifiers="const">
<return type="bool" />
<description>
@@ -172,22 +185,12 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="NodePath" />
<description>
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="NodePath" />
<description>
</description>
diff --git a/doc/classes/ORMMaterial3D.xml b/doc/classes/ORMMaterial3D.xml
index 69d238ceff..656594a3c3 100644
--- a/doc/classes/ORMMaterial3D.xml
+++ b/doc/classes/ORMMaterial3D.xml
@@ -1,9 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ORMMaterial3D" inherits="BaseMaterial3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Physically based rendering (PBR) material that can be applied to 3D objects, can use an ORM texture.
</brief_description>
<description>
+ ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike [StandardMaterial3D], ORMMaterial3D uses a single texture for ambient occlusion, roughness and metallic maps, known as an ORM texture.
</description>
<tutorials>
+ <link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
</tutorials>
</class>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index bc9bfc9676..5473347cb1 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -175,6 +175,10 @@
if argument.find("=") &gt; -1:
var key_value = argument.split("=")
arguments[key_value[0].lstrip("--")] = key_value[1]
+ else:
+ # Options without an argument will be present in the dictionary,
+ # with the value set to an empty string.
+ arguments[argument.lstrip("--")] = ""
[/gdscript]
[csharp]
var arguments = new Godot.Collections.Dictionary();
@@ -185,6 +189,12 @@
string[] keyValue = argument.Split("=");
arguments[keyValue[0].LStrip("--")] = keyValue[1];
}
+ else
+ {
+ // Options without an argument will be present in the dictionary,
+ // with the value set to an empty string.
+ arguments[keyValue[0].LStrip("--")] = "";
+ }
}
[/csharp]
[/codeblocks]
@@ -278,7 +288,7 @@
<return type="String" />
<description>
Returns the name of the host OS.
- On Windows, this is [code]"Windows"[/code] or [code]"UWP"[/code] (Universal Windows Platform) if exported thereon.
+ On Windows, this is [code]"Windows"[/code] or [code]"UWP"[/code] if exported on Universal Windows Platform.
On macOS, this is [code]"macOS"[/code].
On Linux-based operating systems, this is [code]"Linux"[/code].
On BSD-based operating systems, this is [code]"FreeBSD"[/code], [code]"NetBSD"[/code], [code]"OpenBSD"[/code], or [code]"BSD"[/code] as a fallback.
@@ -375,6 +385,23 @@
[b]Note:[/b] Shared storage is implemented on Android and allows to differentiate between app specific and shared directories. Shared directories have additional restrictions on Android.
</description>
</method>
+ <method name="get_system_font_path" qualifiers="const">
+ <return type="String" />
+ <argument index="0" name="font_name" type="String" />
+ <argument index="1" name="bold" type="bool" default="false" />
+ <argument index="2" name="italic" type="bool" default="false" />
+ <description>
+ Returns path to the system font file with [code]font_name[/code] and style. Return empty string if no matching fonts found.
+ [b]Note:[/b] This method is implemented on iOS, Linux, macOS and Windows.
+ </description>
+ </method>
+ <method name="get_system_fonts" qualifiers="const">
+ <return type="PackedStringArray" />
+ <description>
+ Returns list of font family names available.
+ [b]Note:[/b] This method is implemented on iOS, Linux, macOS and Windows.
+ </description>
+ </method>
<method name="get_thread_caller_id" qualifiers="const">
<return type="int" />
<description>
@@ -434,6 +461,15 @@
Returns [code]true[/code] if the input keycode corresponds to a Unicode character.
</description>
</method>
+ <method name="is_process_running" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="pid" type="int" />
+ <description>
+ Returns [code]true[/code] if the child process ID ([code]pid[/code]) is still running or [code]false[/code] if it has terminated.
+ Must be a valid ID generated from [method create_process].
+ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
+ </description>
+ </method>
<method name="is_stdout_verbose" qualifiers="const">
<return type="bool" />
<description>
@@ -455,6 +491,19 @@
[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
</description>
</method>
+ <method name="move_to_trash" qualifiers="const">
+ <return type="int" enum="Error" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ Moves the file or directory to the system's recycle bin. See also [method Directory.remove].
+ The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported project.
+ [b]Note:[/b] If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.
+ [codeblock]
+ var file_to_remove = "user://slot1.sav"
+ OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))
+ [/codeblock]
+ </description>
+ </method>
<method name="open_midi_inputs">
<return type="void" />
<description>
@@ -533,7 +582,7 @@
Requests the OS to open a resource with the most appropriate program. For example:
- [code]OS.shell_open("C:\\Users\name\Downloads")[/code] on Windows opens the file explorer at the user's Downloads folder.
- [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website.
- - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://blog.escapecreative.com/customizing-mailto-links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields that can be added.
+ - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] for a list of fields that can be added.
Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] path into a system path for use with this method.
[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.
</description>
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index a57101b62d..11ae7cc2b0 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -53,7 +53,8 @@
<method name="_init" qualifiers="virtual">
<return type="void" />
<description>
- Called when the object is initialized.
+ Called when the object is initialized in memory. Can be defined to take in parameters, that are passed in when constructing.
+ [b]Note:[/b] If [method _init] is defined with required parameters, then explicit construction is the only valid means of creating an Object of the class. If any other means (such as [method PackedScene.instantiate]) is used, then initialization will fail.
</description>
</method>
<method name="_notification" qualifiers="virtual">
@@ -106,7 +107,7 @@
</description>
</method>
<method name="call_deferred" qualifiers="vararg">
- <return type="void" />
+ <return type="Variant" />
<argument index="0" name="method" type="StringName" />
<description>
Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
@@ -156,7 +157,7 @@
<description>
Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
[b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
- A signal can only be connected once to a [Callable]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
+ A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
[b]Examples with recommended syntax:[/b]
Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach for both GDScript and C#.
@@ -244,7 +245,7 @@
}
[/csharp]
[/codeblocks]
- While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will throw a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will throw a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
+ While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will print a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
[b]Parameter bindings and passing:[/b]
For legacy or language-specific reasons, there are also several ways to bind parameters to signals. One can pass a [code]binds[/code] [Array] to [method Object.connect] or [method Signal.connect], or use the recommended [method Callable.bind] method to create a new callable from an existing one, with the given parameter binds.
One can also pass additional parameters when emitting the signal with [method emit_signal]. The examples below show the relationship between those two types of parameters.
@@ -296,11 +297,11 @@
<argument index="1" name="callable" type="Callable" />
<description>
Disconnects a [code]signal[/code] from a given [code]callable[/code].
- If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
+ If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists.
</description>
</method>
<method name="emit_signal" qualifiers="vararg">
- <return type="void" />
+ <return type="int" enum="Error" />
<argument index="0" name="signal" type="StringName" />
<description>
Emits the given [code]signal[/code]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
@@ -324,7 +325,7 @@
</method>
<method name="get" qualifiers="const">
<return type="Variant" />
- <argument index="0" name="property" type="String" />
+ <argument index="0" name="property" type="StringName" />
<description>
Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
@@ -365,8 +366,10 @@
<method name="get_meta" qualifiers="const">
<return type="Variant" />
<argument index="0" name="name" type="StringName" />
+ <argument index="1" name="default" type="Variant" default="null" />
<description>
Returns the object's metadata entry for the given [code]name[/code].
+ Throws error if the entry does not exist, unless [code]default[/code] is not [code]null[/code] (in which case the default value will be returned).
</description>
</method>
<method name="get_meta_list" qualifiers="const">
@@ -396,7 +399,7 @@
</method>
<method name="get_signal_connection_list" qualifiers="const">
<return type="Array" />
- <argument index="0" name="signal" type="String" />
+ <argument index="0" name="signal" type="StringName" />
<description>
Returns an [Array] of connections for the given [code]signal[/code].
</description>
@@ -487,7 +490,7 @@
</method>
<method name="set">
<return type="void" />
- <argument index="0" name="property" type="String" />
+ <argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
Assigns a new value to the given property. If the [code]property[/code] does not exist or the given value's type doesn't match, nothing will happen.
diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml
index f83d31a9b5..ce63dbdbc1 100644
--- a/doc/classes/OmniLight3D.xml
+++ b/doc/classes/OmniLight3D.xml
@@ -19,6 +19,7 @@
<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1">
See [enum ShadowMode].
</member>
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.2" />
</members>
<constants>
<constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode">
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index f65925f0f6..a7b1f0ea33 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -6,6 +6,7 @@
<description>
OptionButton is a type button that provides a selectable list of items when pressed. The item selected becomes the "current" item and is displayed as the button text.
See also [BaseButton] which contains common properties and methods associated with this node.
+ [b]Note:[/b] Properties [member Button.text] and [member Button.icon] are automatically set based on the selected item. They shouldn't be changed manually.
</description>
<tutorials>
</tutorials>
@@ -29,8 +30,9 @@
</method>
<method name="add_separator">
<return type="void" />
+ <argument index="0" name="text" type="String" default="&quot;&quot;" />
<description>
- Adds a separator to the list of items. Separators help to group items. Separator also takes up an index and is appended at the end.
+ Adds a separator to the list of items. Separators help to group items, and can optionally be given a [code]text[/code] header. A separator also gets an index assigned, and is appended at the end of the item list.
</description>
</method>
<method name="clear">
@@ -74,6 +76,13 @@
Returns the text of the item at index [code]idx[/code].
</description>
</method>
+ <method name="get_item_tooltip" qualifiers="const">
+ <return type="String" />
+ <argument index="0" name="idx" type="int" />
+ <description>
+ Returns the tooltip of the item at index [code]idx[/code].
+ </description>
+ </method>
<method name="get_popup" qualifiers="const">
<return type="PopupMenu" />
<description>
@@ -81,6 +90,12 @@
[b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
</description>
</method>
+ <method name="get_selectable_item" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="from_last" type="bool" default="false" />
+ <description>
+ </description>
+ </method>
<method name="get_selected_id" qualifiers="const">
<return type="int" />
<description>
@@ -93,6 +108,11 @@
Gets the metadata of the selected item. Metadata for items can be set using [method set_item_metadata].
</description>
</method>
+ <method name="has_selectable_items" qualifiers="const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
<method name="is_item_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="idx" type="int" />
@@ -100,6 +120,12 @@
Returns [code]true[/code] if the item at index [code]idx[/code] is disabled.
</description>
</method>
+ <method name="is_item_separator" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="idx" type="int" />
+ <description>
+ </description>
+ </method>
<method name="remove_item">
<return type="void" />
<argument index="0" name="idx" type="int" />
@@ -156,6 +182,14 @@
Sets the text of the item at index [code]idx[/code].
</description>
</method>
+ <method name="set_item_tooltip">
+ <return type="void" />
+ <argument index="0" name="idx" type="int" />
+ <argument index="1" name="tooltip" type="String" />
+ <description>
+ Sets the tooltip of the item at index [code]idx[/code].
+ </description>
+ </method>
</methods>
<members>
<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" overrides="BaseButton" enum="BaseButton.ActionMode" default="0" />
@@ -204,7 +238,7 @@
<theme_item name="arrow_margin" data_type="constant" type="int" default="4">
The horizontal space between the arrow icon and the right edge of the button.
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="2">
+ <theme_item name="h_separation" data_type="constant" type="int" default="2">
The horizontal space between [OptionButton]'s icon and text.
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml
index be51b1dcf8..3af3bb8697 100644
--- a/doc/classes/PackedByteArray.xml
+++ b/doc/classes/PackedByteArray.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedByteArray" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of bytes.
+ A packed array of bytes.
</brief_description>
<description>
- An [Array] specifically designed to hold bytes. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold bytes. Packs data tightly, so it saves memory for large array sizes.
</description>
<tutorials>
</tutorials>
@@ -61,6 +61,13 @@
Returns a new [PackedByteArray] with the data compressed. Set the compression mode using one of [enum File.CompressionMode]'s constants.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="decode_double" qualifiers="const">
<return type="float" />
<argument index="0" name="byte_offset" type="int" />
@@ -257,6 +264,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="get_string_from_ascii" qualifiers="const">
<return type="String" />
<description>
@@ -352,6 +367,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -386,7 +409,7 @@
<return type="PackedFloat32Array" />
<description>
Returns a copy of the data converted to a [PackedFloat32Array], where each block of 4 bytes has been converted to a 32-bit float (C++ [code]float[/code]).
- The size of the new array will be [code]byte_array.size() / 4[/code].
+ The size of the input array must be a multiple of 4 (size of 32-bit float). The size of the new array will be [code]byte_array.size() / 4[/code].
If the original data can't be converted to 32-bit floats, the resulting data is undefined.
</description>
</method>
@@ -394,7 +417,7 @@
<return type="PackedFloat64Array" />
<description>
Returns a copy of the data converted to a [PackedFloat64Array], where each block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/code], Godot [float]).
- The size of the new array will be [code]byte_array.size() / 8[/code].
+ The size of the input array must be a multiple of 8 (size of 64-bit double). The size of the new array will be [code]byte_array.size() / 8[/code].
If the original data can't be converted to 64-bit floats, the resulting data is undefined.
</description>
</method>
@@ -402,15 +425,15 @@
<return type="PackedInt32Array" />
<description>
Returns a copy of the data converted to a [PackedInt32Array], where each block of 4 bytes has been converted to a signed 32-bit integer (C++ [code]int32_t[/code]).
- The size of the new array will be [code]byte_array.size() / 4[/code].
+ The size of the input array must be a multiple of 4 (size of 32-bit integer). The size of the new array will be [code]byte_array.size() / 4[/code].
If the original data can't be converted to signed 32-bit integers, the resulting data is undefined.
</description>
</method>
<method name="to_int64_array" qualifiers="const">
<return type="PackedInt64Array" />
<description>
- Returns a copy of the data converted to a [PackedInt64Array], where each block of 4 bytes has been converted to a signed 64-bit integer (C++ [code]int64_t[/code], Godot [int]).
- The size of the new array will be [code]byte_array.size() / 8[/code].
+ Returns a copy of the data converted to a [PackedInt64Array], where each block of 8 bytes has been converted to a signed 64-bit integer (C++ [code]int64_t[/code], Godot [int]).
+ The size of the input array must be a multiple of 8 (size of 64-bit integer). The size of the new array will be [code]byte_array.size() / 8[/code].
If the original data can't be converted to signed 64-bit integers, the resulting data is undefined.
</description>
</method>
@@ -418,11 +441,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedByteArray" />
<description>
</description>
@@ -435,11 +453,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedByteArray" />
<description>
</description>
diff --git a/doc/classes/PackedColorArray.xml b/doc/classes/PackedColorArray.xml
index f98c5c37e4..12a553af49 100644
--- a/doc/classes/PackedColorArray.xml
+++ b/doc/classes/PackedColorArray.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedColorArray" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of [Color]s.
+ A packed array of [Color]s.
</brief_description>
<description>
- An [Array] specifically designed to hold [Color]. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold [Color]. Packs data tightly, so it saves memory for large array sizes.
</description>
<tutorials>
</tutorials>
@@ -54,6 +54,13 @@
[b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Color" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="duplicate">
<return type="PackedColorArray" />
<description>
@@ -67,6 +74,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Color" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="has" qualifiers="const">
<return type="bool" />
<argument index="0" name="value" type="Color" />
@@ -115,6 +130,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Color" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -154,11 +177,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedColorArray" />
<description>
</description>
@@ -171,11 +189,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedColorArray" />
<description>
</description>
diff --git a/doc/classes/PackedFloat32Array.xml b/doc/classes/PackedFloat32Array.xml
index 393af5f6c4..0a114e6c06 100644
--- a/doc/classes/PackedFloat32Array.xml
+++ b/doc/classes/PackedFloat32Array.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedFloat32Array" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of 32-bit floating-point values.
+ A packed array of 32-bit floating-point values.
</brief_description>
<description>
- An [Array] specifically designed to hold 32-bit floating-point values. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold 32-bit floating-point values. Packs data tightly, so it saves memory for large array sizes.
If you need to pack 64-bit floats tightly, see [PackedFloat64Array].
</description>
<tutorials>
@@ -55,6 +55,13 @@
[b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="float" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="duplicate">
<return type="PackedFloat32Array" />
<description>
@@ -68,6 +75,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="float" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="has" qualifiers="const">
<return type="bool" />
<argument index="0" name="value" type="float" />
@@ -116,6 +131,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="float" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -157,11 +180,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedFloat32Array" />
<description>
</description>
@@ -174,11 +192,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedFloat32Array" />
<description>
</description>
diff --git a/doc/classes/PackedFloat64Array.xml b/doc/classes/PackedFloat64Array.xml
index 5a80d7b2e9..0327559f5b 100644
--- a/doc/classes/PackedFloat64Array.xml
+++ b/doc/classes/PackedFloat64Array.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedFloat64Array" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of 64-bit floating-point values.
+ A packed array of 64-bit floating-point values.
</brief_description>
<description>
- An [Array] specifically designed to hold 64-bit floating-point values. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold 64-bit floating-point values. Packs data tightly, so it saves memory for large array sizes.
If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for a more memory-friendly alternative.
</description>
<tutorials>
@@ -55,6 +55,13 @@
[b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="float" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="duplicate">
<return type="PackedFloat64Array" />
<description>
@@ -68,6 +75,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="float" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="has" qualifiers="const">
<return type="bool" />
<argument index="0" name="value" type="float" />
@@ -116,6 +131,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="float" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -157,11 +180,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedFloat64Array" />
<description>
</description>
@@ -174,11 +192,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedFloat64Array" />
<description>
</description>
diff --git a/doc/classes/PackedInt32Array.xml b/doc/classes/PackedInt32Array.xml
index 17085a9626..f8b606d266 100644
--- a/doc/classes/PackedInt32Array.xml
+++ b/doc/classes/PackedInt32Array.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedInt32Array" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of 32-bit integers.
+ A packed array of 32-bit integers.
</brief_description>
<description>
- An [Array] specifically designed to hold 32-bit integer values. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold 32-bit integer values. Packs data tightly, so it saves memory for large array sizes.
[b]Note:[/b] This type stores signed 32-bit integers, which means it can take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In comparison, [int] uses signed 64-bit integers which can hold much larger values. If you need to pack 64-bit integers tightly, see [PackedInt64Array].
</description>
<tutorials>
@@ -55,6 +55,13 @@
[b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="duplicate">
<return type="PackedInt32Array" />
<description>
@@ -68,6 +75,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="has" qualifiers="const">
<return type="bool" />
<argument index="0" name="value" type="int" />
@@ -116,6 +131,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -157,11 +180,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedInt32Array" />
<description>
</description>
@@ -174,11 +192,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedInt32Array" />
<description>
</description>
diff --git a/doc/classes/PackedInt64Array.xml b/doc/classes/PackedInt64Array.xml
index 066bc05f54..ea3e304d35 100644
--- a/doc/classes/PackedInt64Array.xml
+++ b/doc/classes/PackedInt64Array.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedInt64Array" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of 64-bit integers.
+ A packed array of 64-bit integers.
</brief_description>
<description>
- An [Array] specifically designed to hold 64-bit integer values. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold 64-bit integer values. Packs data tightly, so it saves memory for large array sizes.
[b]Note:[/b] This type stores signed 64-bit integers, which means it can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds will wrap around. If you only need to pack 32-bit integers tightly, see [PackedInt32Array] for a more memory-friendly alternative.
</description>
<tutorials>
@@ -55,6 +55,13 @@
[b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="duplicate">
<return type="PackedInt64Array" />
<description>
@@ -68,6 +75,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="has" qualifiers="const">
<return type="bool" />
<argument index="0" name="value" type="int" />
@@ -116,6 +131,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="int" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -157,11 +180,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedInt64Array" />
<description>
</description>
@@ -174,11 +192,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedInt64Array" />
<description>
</description>
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 1a1a7f8333..821fc1ae95 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -82,7 +82,7 @@
Returns [code]true[/code] if the scene file has nodes.
</description>
</method>
- <method name="get_state">
+ <method name="get_state" qualifiers="const">
<return type="SceneState" />
<description>
Returns the [code]SceneState[/code] representing the scene file contents.
diff --git a/doc/classes/PackedStringArray.xml b/doc/classes/PackedStringArray.xml
index 3cf43ecb28..a4653344f0 100644
--- a/doc/classes/PackedStringArray.xml
+++ b/doc/classes/PackedStringArray.xml
@@ -1,10 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedStringArray" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of [String]s.
+ A packed array of [String]s.
</brief_description>
<description>
- An [Array] specifically designed to hold [String]s. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold [String]s. Packs data tightly, so it saves memory for large array sizes.
+ If you want to join the strings in the array, use [method String.join].
+ [codeblock]
+ var string_array = PackedStringArray(["hello", "world"])
+ var string = " ".join(string_array)
+ print(string) # "hello world"
+ [/codeblock]
</description>
<tutorials>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
@@ -55,6 +61,13 @@
[b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="String" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="duplicate">
<return type="PackedStringArray" />
<description>
@@ -68,6 +81,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="String" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="has" qualifiers="const">
<return type="bool" />
<argument index="0" name="value" type="String" />
@@ -116,6 +137,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="String" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -155,11 +184,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedStringArray" />
<description>
</description>
@@ -172,11 +196,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedStringArray" />
<description>
</description>
diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml
index 9abc366702..8f3e5d173d 100644
--- a/doc/classes/PackedVector2Array.xml
+++ b/doc/classes/PackedVector2Array.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedVector2Array" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of [Vector2]s.
+ A packed array of [Vector2]s.
</brief_description>
<description>
- An [Array] specifically designed to hold [Vector2]. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold [Vector2]. Packs data tightly, so it saves memory for large array sizes.
</description>
<tutorials>
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
@@ -55,6 +55,13 @@
[b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Vector2" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="duplicate">
<return type="PackedVector2Array" />
<description>
@@ -68,6 +75,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Vector2" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="has" qualifiers="const">
<return type="bool" />
<argument index="0" name="value" type="Vector2" />
@@ -116,6 +131,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Vector2" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -155,11 +178,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedVector2Array" />
<description>
</description>
@@ -178,11 +196,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedVector2Array" />
<description>
</description>
diff --git a/doc/classes/PackedVector3Array.xml b/doc/classes/PackedVector3Array.xml
index ff9fc6a757..1207293c32 100644
--- a/doc/classes/PackedVector3Array.xml
+++ b/doc/classes/PackedVector3Array.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedVector3Array" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A packed [Array] of [Vector3]s.
+ A packed array of [Vector3]s.
</brief_description>
<description>
- An [Array] specifically designed to hold [Vector3]. Packs data tightly, so it saves memory for large array sizes.
+ An array specifically designed to hold [Vector3]. Packs data tightly, so it saves memory for large array sizes.
</description>
<tutorials>
</tutorials>
@@ -54,6 +54,13 @@
[b]Note:[/b] Calling [method bsearch] on an unsorted array results in unexpected behavior.
</description>
</method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Vector3" />
+ <description>
+ Returns the number of times an element is in the array.
+ </description>
+ </method>
<method name="duplicate">
<return type="PackedVector3Array" />
<description>
@@ -67,6 +74,14 @@
Assigns the given value to all elements in the array. This can typically be used together with [method resize] to create an array with a given size and initialized elements.
</description>
</method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Vector3" />
+ <argument index="1" name="from" type="int" default="0" />
+ <description>
+ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
+ </description>
+ </method>
<method name="has" qualifiers="const">
<return type="bool" />
<argument index="0" name="value" type="Vector3" />
@@ -115,6 +130,14 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="value" type="Vector3" />
+ <argument index="1" name="from" type="int" default="-1" />
+ <description>
+ Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
+ </description>
+ </method>
<method name="set">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -154,11 +177,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="PackedVector3Array" />
<description>
</description>
@@ -177,11 +195,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="PackedVector3Array" />
<description>
</description>
diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml
index 580bf60518..7c6622be3c 100644
--- a/doc/classes/PacketPeerUDP.xml
+++ b/doc/classes/PacketPeerUDP.xml
@@ -61,7 +61,7 @@
Returns whether this [PacketPeerUDP] is bound to an address and can receive packets.
</description>
</method>
- <method name="is_connected_to_host" qualifiers="const">
+ <method name="is_socket_connected" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if the UDP socket is open and has been connected to a remote address. See [method connect_to_host].
diff --git a/doc/classes/PanelContainer.xml b/doc/classes/PanelContainer.xml
index 1bb26045d9..fff30e0dc0 100644
--- a/doc/classes/PanelContainer.xml
+++ b/doc/classes/PanelContainer.xml
@@ -7,6 +7,7 @@
Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
</tutorials>
<members>
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index 1ce21d96e1..354fbd462c 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -77,28 +77,30 @@
Each particle's rotation will be animated along this [CurveTexture].
</member>
<member name="angle_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
- Maximum angle.
+ Maximum initial rotation applied to each particle, in degrees.
+ Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
</member>
<member name="angle_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum angle.
+ Minimum equivalent of [member angle_max].
</member>
<member name="angular_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's angular velocity (rotation speed) will vary along this [CurveTexture] over its lifetime.
</member>
<member name="angular_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
+ Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
</member>
<member name="angular_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
+ Minimum equivalent of [member angular_velocity_max].
</member>
<member name="anim_offset_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's animation offset will vary along this [CurveTexture].
</member>
<member name="anim_offset_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
- Maximum animation offset.
+ Maximum animation offset that corresponds to frame index in the texture. [code]0[/code] is the first frame, [code]1[/code] is the last one. See [member CanvasItemMaterial.particles_animation].
</member>
<member name="anim_offset_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum animation offset.
+ Minimum equivalent of [member anim_offset_max].
</member>
<member name="anim_speed_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's animation speed will vary along this [CurveTexture].
@@ -108,13 +110,13 @@
With animation speed greater than [code]1[/code], remember to enable [member CanvasItemMaterial.particles_anim_loop] property if you want the animation to repeat.
</member>
<member name="anim_speed_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum particle animation speed.
+ Minimum equivalent of [member anim_speed_max].
</member>
<member name="attractor_interaction_enabled" type="bool" setter="set_attractor_interaction_enabled" getter="is_attractor_interaction_enabled" default="true">
True if the interaction with particle attractors is enabled.
</member>
<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0">
- Collision bouncyness.
+ Collision bounciness.
</member>
<member name="collision_enabled" type="bool" setter="set_collision_enabled" getter="is_collision_enabled" default="false">
True if collisions are enabled for this particle system.
@@ -138,8 +140,10 @@
Damping will vary along this [CurveTexture].
</member>
<member name="damping_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ The maximum rate at which particles lose velocity. For example value of [code]100[/code] means that the particle will go from [code]100[/code] velocity to [code]0[/code] in [code]1[/code] second.
</member>
<member name="damping_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member damping_max].
</member>
<member name="direction" type="Vector3" setter="set_direction" getter="get_direction" default="Vector3(1, 0, 0)">
Unit vector specifying the particles' emission direction.
@@ -187,16 +191,16 @@
Each particle's hue will vary along this [CurveTexture].
</member>
<member name="hue_variation_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
- Maximum hue variation.
+ Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
</member>
<member name="hue_variation_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum hue variation.
+ Minimum equivalent of [member hue_variation_max].
</member>
<member name="initial_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
- Maximum initial velocity.
+ Maximum initial velocity magnitude for each particle. Direction comes from [member direction] and [member spread].
</member>
<member name="initial_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum initial velocity.
+ Minimum equivalent of [member initial_velocity_max].
</member>
<member name="lifetime_randomness" type="float" setter="set_lifetime_randomness" getter="get_lifetime_randomness" default="0.0">
Particle lifetime randomness ratio. The lifetime will be multiplied by a value interpolated between [code]1.0[/code] and a random number less than one. For example a random ratio of [code]0.4[/code] would scale the original lifetime between [code]0.4-1.0[/code] of its original value.
@@ -205,19 +209,20 @@
Each particle's linear acceleration will vary along this [CurveTexture].
</member>
<member name="linear_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
- Maximum linear acceleration.
+ Maximum linear acceleration applied to each particle in the direction of motion.
</member>
<member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum linear acceleration.
+ Minimum equivalent of [member linear_accel_min].
</member>
<member name="orbit_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's orbital velocity will vary along this [CurveTexture].
</member>
<member name="orbit_velocity_max" type="float" setter="set_param_max" getter="get_param_max">
- Maximum orbit velocity.
+ Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
+ Only available when [member particle_flag_disable_z] is [code]true[/code].
</member>
<member name="orbit_velocity_min" type="float" setter="set_param_min" getter="get_param_min">
- Minimum orbit velocity.
+ Minimum equivalent of [member orbit_velocity_max].
</member>
<member name="particle_flag_align_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false">
Align Y axis of particle with the direction of its velocity.
@@ -232,19 +237,19 @@
Each particle's radial acceleration will vary along this [CurveTexture].
</member>
<member name="radial_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
- Maximum radial acceleration.
+ Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
</member>
<member name="radial_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum radial acceleration.
+ Minimum equivalent of [member radial_accel_max].
</member>
<member name="scale_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's scale will vary along this [CurveTexture]. If a [CurveXYZTexture] is supplied instead, the scale will be separated per-axis.
</member>
<member name="scale_max" type="float" setter="set_param_max" getter="get_param_max" default="1.0">
- Maximum scale.
+ Maximum initial scale applied to each particle.
</member>
<member name="scale_min" type="float" setter="set_param_min" getter="get_param_min" default="1.0">
- Minimum scale.
+ Minimum equivalent of [member scale_max].
</member>
<member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0">
Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
@@ -261,10 +266,10 @@
Each particle's tangential acceleration will vary along this [CurveTexture].
</member>
<member name="tangential_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
- Maximum tangential acceleration.
+ Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
</member>
<member name="tangential_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum tangential acceleration.
+ Minimum equivalent of [member tangential_accel_max].
</member>
</members>
<constants>
@@ -325,19 +330,22 @@
<constant name="EMISSION_SHAPE_SPHERE" value="1" enum="EmissionShape">
Particles will be emitted in the volume of a sphere.
</constant>
- <constant name="EMISSION_SHAPE_BOX" value="2" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_SPHERE_SURFACE" value="2" enum="EmissionShape">
+ Particles will be emitted on the surface of a sphere.
+ </constant>
+ <constant name="EMISSION_SHAPE_BOX" value="3" enum="EmissionShape">
Particles will be emitted in the volume of a box.
</constant>
- <constant name="EMISSION_SHAPE_POINTS" value="3" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_POINTS" value="4" enum="EmissionShape">
Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle color will be modulated by [member emission_color_texture].
</constant>
- <constant name="EMISSION_SHAPE_DIRECTED_POINTS" value="4" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_DIRECTED_POINTS" value="5" enum="EmissionShape">
Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle velocity and rotation will be set based on [member emission_normal_texture]. Particle color will be modulated by [member emission_color_texture].
</constant>
- <constant name="EMISSION_SHAPE_RING" value="5" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_RING" value="6" enum="EmissionShape">
Particles will be emitted in a ring or cylinder.
</constant>
- <constant name="EMISSION_SHAPE_MAX" value="6" enum="EmissionShape">
+ <constant name="EMISSION_SHAPE_MAX" value="7" enum="EmissionShape">
Represents the size of the [enum EmissionShape] enum.
</constant>
<constant name="SUB_EMITTER_DISABLED" value="0" enum="SubEmitterMode">
diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml
index 3b8e481519..01da9cb9a2 100644
--- a/doc/classes/Performance.xml
+++ b/doc/classes/Performance.xml
@@ -6,8 +6,8 @@
<description>
This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code.
You can add custom monitors using the [method add_custom_monitor] method. Custom monitors are available in [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel together with built-in monitors.
- [b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build.
- [b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes.
+ [b]Note:[/b] Some of the built-in monitors are only available in debug mode and will always return [code]0[/code] when used in a project exported in release mode.
+ [b]Note:[/b] Some of the built-in monitors are not updated in real-time for performance reasons, so there may be a delay of up to 1 second between changes.
[b]Note:[/b] Custom monitors do not support negative values. Negative values are clamped to 0.
</description>
<tutorials>
@@ -19,7 +19,7 @@
<argument index="1" name="callable" type="Callable" />
<argument index="2" name="arguments" type="Array" default="[]" />
<description>
- Adds a custom monitor with name same as id. You can specify the category of monitor using '/' in id. If there are more than one '/' then default category is used. Default category is "Custom".
+ Adds a custom monitor with the name [code]id[/code]. You can specify the category of the monitor using slash delimiters in [code]id[/code] (for example: [code]"Game/NumberOfNPCs"[/code]). If there is more than one slash delimiter, then the default category is used. The default category is [code]"Custom"[/code]. Prints an error if given [code]id[/code] is already present.
[codeblocks]
[gdscript]
func _ready():
@@ -29,11 +29,11 @@
Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value)
# Adds monitor with name "MyName" to category "Custom".
- # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
+ # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different IDs, so the code is valid.
Performance.add_custom_monitor("MyMonitor", monitor_value)
# Adds monitor with name "MyName" to category "Custom".
- # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
+ # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different IDs, so the code is valid.
Performance.add_custom_monitor("Custom/MyMonitor", monitor_value)
# Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
@@ -67,30 +67,28 @@
}
[/csharp]
[/codeblocks]
- The debugger calls the callable to get the value of custom monitor. The callable must return a number.
+ The debugger calls the callable to get the value of custom monitor. The callable must return a zero or positive integer or floating-point number.
Callables are called with arguments supplied in argument array.
- [b]Note:[/b] It throws an error if given id is already present.
</description>
</method>
<method name="get_custom_monitor">
<return type="Variant" />
<argument index="0" name="id" type="StringName" />
<description>
- Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor.
- [b]Note:[/b] It throws an error if the given id is absent.
+ Returns the value of custom monitor with given [code]id[/code]. The callable is called to get the value of custom monitor. See also [method has_custom_monitor]. Prints an error if the given [code]id[/code] is absent.
</description>
</method>
<method name="get_custom_monitor_names">
<return type="Array" />
<description>
- Returns the names of active custom monitors in an array.
+ Returns the names of active custom monitors in an [Array].
</description>
</method>
<method name="get_monitor" qualifiers="const">
<return type="float" />
<argument index="0" name="monitor" type="int" enum="Performance.Monitor" />
<description>
- Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
+ Returns the value of one of the available built-in monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
[codeblocks]
[gdscript]
print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console.
@@ -99,95 +97,99 @@
GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console.
[/csharp]
[/codeblocks]
+ See [method get_custom_monitor] to query custom performance monitors' values.
</description>
</method>
<method name="get_monitor_modification_time">
<return type="int" />
<description>
- Returns the last tick in which custom monitor was added/removed.
+ Returns the last tick in which custom monitor was added/removed (in microseconds since the engine started). This is set to [method Time.get_ticks_usec] when the monitor is updated.
</description>
</method>
<method name="has_custom_monitor">
<return type="bool" />
<argument index="0" name="id" type="StringName" />
<description>
- Returns true if custom monitor with the given id is present otherwise returns false.
+ Returns [code]true[/code] if custom monitor with the given [code]id[/code] is present, [code]false[/code] otherwise.
</description>
</method>
<method name="remove_custom_monitor">
<return type="void" />
<argument index="0" name="id" type="StringName" />
<description>
- Removes the custom monitor with given id.
- [b]Note:[/b] It throws an error if the given id is already absent.
+ Removes the custom monitor with given [code]id[/code]. Prints an error if the given [code]id[/code] is already absent.
</description>
</method>
</methods>
<constants>
<constant name="TIME_FPS" value="0" enum="Monitor">
- Number of frames per second.
+ The number of frames rendered in the last second. This metric is only updated once per second, even if queried more often. [i]Higher is better.[/i]
</constant>
<constant name="TIME_PROCESS" value="1" enum="Monitor">
- Time it took to complete one frame, in seconds.
+ Time it took to complete one frame, in seconds. [i]Lower is better.[/i]
</constant>
<constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor">
- Time it took to complete one physics frame, in seconds.
+ Time it took to complete one physics frame, in seconds. [i]Lower is better.[/i]
</constant>
<constant name="MEMORY_STATIC" value="3" enum="Monitor">
- Static memory currently used, in bytes. Not available in release builds.
+ Static memory currently used, in bytes. Not available in release builds. [i]Lower is better.[/i]
</constant>
<constant name="MEMORY_STATIC_MAX" value="4" enum="Monitor">
- Available static memory. Not available in release builds.
+ Available static memory. Not available in release builds. [i]Lower is better.[/i]
</constant>
<constant name="MEMORY_MESSAGE_BUFFER_MAX" value="5" enum="Monitor">
- Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
+ Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. [i]Lower is better.[/i]
</constant>
<constant name="OBJECT_COUNT" value="6" enum="Monitor">
- Number of objects currently instantiated (including nodes).
+ Number of objects currently instantiated (including nodes). [i]Lower is better.[/i]
</constant>
<constant name="OBJECT_RESOURCE_COUNT" value="7" enum="Monitor">
- Number of resources currently used.
+ Number of resources currently used. [i]Lower is better.[/i]
</constant>
<constant name="OBJECT_NODE_COUNT" value="8" enum="Monitor">
- Number of nodes currently instantiated in the scene tree. This also includes the root node.
+ Number of nodes currently instantiated in the scene tree. This also includes the root node. [i]Lower is better.[/i]
</constant>
<constant name="OBJECT_ORPHAN_NODE_COUNT" value="9" enum="Monitor">
- Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
+ Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. [i]Lower is better.[/i]
</constant>
<constant name="RENDER_TOTAL_OBJECTS_IN_FRAME" value="10" enum="Monitor">
+ The total number of objects in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling). [i]Lower is better.[/i]
</constant>
<constant name="RENDER_TOTAL_PRIMITIVES_IN_FRAME" value="11" enum="Monitor">
+ The total number of vertices or indices rendered in the last rendered frame. This metric doesn't include primitives from culled objects (either via hiding nodes, frustum culling or occlusion culling). Due to the depth prepass and shadow passes, the number of primitives is always higher than the actual number of vertices in the scene (typically double or triple the original vertex count). [i]Lower is better.[/i]
</constant>
<constant name="RENDER_TOTAL_DRAW_CALLS_IN_FRAME" value="12" enum="Monitor">
+ The total number of draw calls performed in the last rendered frame. This metric doesn't include culled objects (either via hiding nodes, frustum culling or occlusion culling), since they do not result in draw calls. [i]Lower is better.[/i]
</constant>
<constant name="RENDER_VIDEO_MEM_USED" value="13" enum="Monitor">
- The amount of video memory used, i.e. texture and vertex memory combined.
+ The amount of video memory used (texture and vertex memory combined, in bytes). Since this metric also includes miscellaneous allocations, this value is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and [constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]
</constant>
<constant name="RENDER_TEXTURE_MEM_USED" value="14" enum="Monitor">
- The amount of texture memory used.
+ The amount of texture memory used (in bytes). [i]Lower is better.[/i]
</constant>
<constant name="RENDER_BUFFER_MEM_USED" value="15" enum="Monitor">
+ The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor">
- Number of active [RigidDynamicBody2D] nodes in the game.
+ Number of active [RigidDynamicBody2D] nodes in the game. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor">
- Number of collision pairs in the 2D physics engine.
+ Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_2D_ISLAND_COUNT" value="18" enum="Monitor">
- Number of islands in the 2D physics engine.
+ Number of islands in the 2D physics engine. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor">
- Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game.
+ Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor">
- Number of collision pairs in the 3D physics engine.
+ Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_3D_ISLAND_COUNT" value="21" enum="Monitor">
- Number of islands in the 3D physics engine.
+ Number of islands in the 3D physics engine. [i]Lower is better.[/i]
</constant>
<constant name="AUDIO_OUTPUT_LATENCY" value="22" enum="Monitor">
- Output latency of the [AudioServer].
+ Output latency of the [AudioServer]. [i]Lower is better.[/i]
</constant>
<constant name="MONITOR_MAX" value="23" enum="Monitor">
Represents the size of the [enum Monitor] enum.
diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml
index e7c702aefb..7e8cc91766 100644
--- a/doc/classes/PhysicalBone3D.xml
+++ b/doc/classes/PhysicalBone3D.xml
@@ -7,6 +7,13 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_integrate_forces" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="state" type="PhysicsDirectBodyState3D" />
+ <description>
+ Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body.
+ </description>
+ </method>
<method name="apply_central_impulse">
<return type="void" />
<argument index="0" name="impulse" type="Vector3" />
@@ -44,6 +51,9 @@
<member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
</member>
+ <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
+ The PhysicalBone3D's rotational velocity in [i]radians[/i] per second.
+ </member>
<member name="body_offset" type="Transform3D" setter="set_body_offset" getter="get_body_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
Sets the body's transform.
</member>
@@ -53,6 +63,9 @@
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.
</member>
+ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false">
+ If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
+ </member>
<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
</member>
@@ -75,6 +88,9 @@
<member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
</member>
+ <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
+ The body's linear velocity in units per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
+ </member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
The body's mass.
</member>
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml
index 3e85074e41..7c2ea088c8 100644
--- a/doc/classes/PhysicalSkyMaterial.xml
+++ b/doc/classes/PhysicalSkyMaterial.xml
@@ -11,9 +11,6 @@
<tutorials>
</tutorials>
<members>
- <member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0">
- Sets the amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible, higher amounts may add fuzziness to the sky.
- </member>
<member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1">
Sets the exposure of the sky. Higher exposure values make the entire sky brighter.
</member>
@@ -44,5 +41,8 @@
<member name="turbidity" type="float" setter="set_turbidity" getter="get_turbidity" default="10.0">
Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
</member>
+ <member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true">
+ If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.
+ </member>
</members>
</class>
diff --git a/doc/classes/PhysicsDirectBodyState3DExtension.xml b/doc/classes/PhysicsDirectBodyState3DExtension.xml
new file mode 100644
index 0000000000..f0659f8f1b
--- /dev/null
+++ b/doc/classes/PhysicsDirectBodyState3DExtension.xml
@@ -0,0 +1,260 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsDirectBodyState3DExtension" inherits="PhysicsDirectBodyState3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_add_constant_central_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_add_constant_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <argument index="1" name="position" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_add_constant_torque" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="torque" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_apply_central_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_apply_central_impulse" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="impulse" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_apply_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <argument index="1" name="position" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_apply_impulse" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="impulse" type="Vector3" />
+ <argument index="1" name="position" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_apply_torque" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="torque" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_apply_torque_impulse" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="impulse" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_angular_velocity" qualifiers="virtual const">
+ <return type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_center_of_mass" qualifiers="virtual const">
+ <return type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_center_of_mass_local" qualifiers="virtual const">
+ <return type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_constant_force" qualifiers="virtual const">
+ <return type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_constant_torque" qualifiers="virtual const">
+ <return type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_collider" qualifiers="virtual const">
+ <return type="RID" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_collider_id" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_collider_object" qualifiers="virtual const">
+ <return type="Object" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_collider_position" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_collider_shape" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_collider_velocity_at_position" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_count" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_impulse" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_local_normal" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_local_position" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_contact_local_shape" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="contact_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_inverse_inertia" qualifiers="virtual const">
+ <return type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_inverse_mass" qualifiers="virtual const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_linear_velocity" qualifiers="virtual const">
+ <return type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_principal_inertia_axes" qualifiers="virtual const">
+ <return type="Basis" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_space_state" qualifiers="virtual">
+ <return type="PhysicsDirectSpaceState3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_step" qualifiers="virtual const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_total_angular_damp" qualifiers="virtual const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_total_gravity" qualifiers="virtual const">
+ <return type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_total_linear_damp" qualifiers="virtual const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_transform" qualifiers="virtual const">
+ <return type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_velocity_at_local_position" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="local_position" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_integrate_forces" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_sleeping" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_angular_velocity" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="velocity" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_constant_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_constant_torque" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="torque" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_linear_velocity" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="velocity" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_sleep_state" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="enabled" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_transform" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="transform" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/PhysicsDirectSpaceState3DExtension.xml b/doc/classes/PhysicsDirectSpaceState3DExtension.xml
new file mode 100644
index 0000000000..f150907963
--- /dev/null
+++ b/doc/classes/PhysicsDirectSpaceState3DExtension.xml
@@ -0,0 +1,99 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsDirectSpaceState3DExtension" inherits="PhysicsDirectSpaceState3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_cast_motion" qualifiers="virtual">
+ <return type="bool" />
+ <argument index="0" name="shape_rid" type="RID" />
+ <argument index="1" name="transform" type="Transform3D" />
+ <argument index="2" name="motion" type="Vector3" />
+ <argument index="3" name="margin" type="float" />
+ <argument index="4" name="collision_mask" type="int" />
+ <argument index="5" name="collide_with_bodies" type="bool" />
+ <argument index="6" name="collide_with_areas" type="bool" />
+ <argument index="7" name="closest_safe" type="float*" />
+ <argument index="8" name="closest_unsafe" type="float*" />
+ <argument index="9" name="info" type="PhysicsServer3DExtensionShapeRestInfo*" />
+ <description>
+ </description>
+ </method>
+ <method name="_collide_shape" qualifiers="virtual">
+ <return type="bool" />
+ <argument index="0" name="shape_rid" type="RID" />
+ <argument index="1" name="transform" type="Transform3D" />
+ <argument index="2" name="motion" type="Vector3" />
+ <argument index="3" name="margin" type="float" />
+ <argument index="4" name="collision_mask" type="int" />
+ <argument index="5" name="collide_with_bodies" type="bool" />
+ <argument index="6" name="collide_with_areas" type="bool" />
+ <argument index="7" name="results" type="void*" />
+ <argument index="8" name="max_results" type="int" />
+ <argument index="9" name="result_count" type="int32_t*" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_closest_point_to_object_volume" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="object" type="RID" />
+ <argument index="1" name="point" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_intersect_point" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="position" type="Vector3" />
+ <argument index="1" name="collision_mask" type="int" />
+ <argument index="2" name="collide_with_bodies" type="bool" />
+ <argument index="3" name="collide_with_areas" type="bool" />
+ <argument index="4" name="results" type="PhysicsServer3DExtensionShapeResult*" />
+ <argument index="5" name="max_results" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_intersect_ray" qualifiers="virtual">
+ <return type="bool" />
+ <argument index="0" name="from" type="Vector3" />
+ <argument index="1" name="to" type="Vector3" />
+ <argument index="2" name="collision_mask" type="int" />
+ <argument index="3" name="collide_with_bodies" type="bool" />
+ <argument index="4" name="collide_with_areas" type="bool" />
+ <argument index="5" name="hit_from_inside" type="bool" />
+ <argument index="6" name="hit_back_faces" type="bool" />
+ <argument index="7" name="result" type="PhysicsServer3DExtensionRayResult*" />
+ <description>
+ </description>
+ </method>
+ <method name="_intersect_shape" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="shape_rid" type="RID" />
+ <argument index="1" name="transform" type="Transform3D" />
+ <argument index="2" name="motion" type="Vector3" />
+ <argument index="3" name="margin" type="float" />
+ <argument index="4" name="collision_mask" type="int" />
+ <argument index="5" name="collide_with_bodies" type="bool" />
+ <argument index="6" name="collide_with_areas" type="bool" />
+ <argument index="7" name="result_count" type="PhysicsServer3DExtensionShapeResult*" />
+ <argument index="8" name="max_results" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_rest_info" qualifiers="virtual">
+ <return type="bool" />
+ <argument index="0" name="shape_rid" type="RID" />
+ <argument index="1" name="transform" type="Transform3D" />
+ <argument index="2" name="motion" type="Vector3" />
+ <argument index="3" name="margin" type="float" />
+ <argument index="4" name="collision_mask" type="int" />
+ <argument index="5" name="collide_with_bodies" type="bool" />
+ <argument index="6" name="collide_with_areas" type="bool" />
+ <argument index="7" name="rest_info" type="PhysicsServer3DExtensionShapeRestInfo*" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index 7a9a0ac7c5..2e84287227 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -733,7 +733,7 @@
<return type="int" />
<argument index="0" name="process_info" type="int" enum="PhysicsServer3D.ProcessInfo" />
<description>
- Returns an Info defined by the [enum ProcessInfo] input given.
+ Returns information about the current state of the 3D physics engine. See [enum ProcessInfo] for a list of available states.
</description>
</method>
<method name="heightmap_shape_create">
diff --git a/doc/classes/PhysicsServer3DExtension.xml b/doc/classes/PhysicsServer3DExtension.xml
new file mode 100644
index 0000000000..795f5b86dd
--- /dev/null
+++ b/doc/classes/PhysicsServer3DExtension.xml
@@ -0,0 +1,897 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsServer3DExtension" inherits="PhysicsServer3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_area_add_shape" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="shape" type="RID" />
+ <argument index="2" name="transform" type="Transform3D" />
+ <argument index="3" name="disabled" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_attach_object_instance_id" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="id" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_clear_shapes" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_object_instance_id" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_param" qualifiers="virtual const">
+ <return type="Variant" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.AreaParameter" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_shape" qualifiers="virtual const">
+ <return type="RID" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_shape_count" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_shape_transform" qualifiers="virtual const">
+ <return type="Transform3D" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_space" qualifiers="virtual const">
+ <return type="RID" />
+ <argument index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_transform" qualifiers="virtual const">
+ <return type="Transform3D" />
+ <argument index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_remove_shape" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_area_monitor_callback" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="callback" type="Callable" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_collision_layer" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="layer" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_collision_mask" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="mask" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_monitor_callback" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="callback" type="Callable" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_monitorable" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="monitorable" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_param" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.AreaParameter" />
+ <argument index="2" name="value" type="Variant" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_ray_pickable" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="enable" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_shape" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <argument index="2" name="shape" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_shape_disabled" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <argument index="2" name="disabled" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_shape_transform" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <argument index="2" name="transform" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_space" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_set_transform" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="area" type="RID" />
+ <argument index="1" name="transform" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_add_collision_exception" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="excepted_body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_add_constant_central_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_add_constant_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector3" />
+ <argument index="2" name="position" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_add_constant_torque" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_add_shape" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="shape" type="RID" />
+ <argument index="2" name="transform" type="Transform3D" />
+ <argument index="3" name="disabled" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_apply_central_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_apply_central_impulse" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="impulse" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_apply_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector3" />
+ <argument index="2" name="position" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_apply_impulse" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="impulse" type="Vector3" />
+ <argument index="2" name="position" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_apply_torque" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_apply_torque_impulse" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="impulse" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_attach_object_instance_id" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="id" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_clear_shapes" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_collision_layer" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_collision_mask" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_constant_force" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_constant_torque" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_direct_state" qualifiers="virtual">
+ <return type="PhysicsDirectBodyState3D" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_max_contacts_reported" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_mode" qualifiers="virtual const">
+ <return type="int" enum="PhysicsServer3D.BodyMode" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_object_instance_id" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_param" qualifiers="virtual const">
+ <return type="Variant" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.BodyParameter" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_shape" qualifiers="virtual const">
+ <return type="RID" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_shape_count" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_shape_transform" qualifiers="virtual const">
+ <return type="Transform3D" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_space" qualifiers="virtual const">
+ <return type="RID" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_get_state" qualifiers="virtual const">
+ <return type="Variant" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="state" type="int" enum="PhysicsServer3D.BodyState" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_is_axis_locked" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_is_continuous_collision_detection_enabled" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_is_omitting_force_integration" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_remove_collision_exception" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="excepted_body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_remove_shape" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_reset_mass_properties" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_axis_lock" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
+ <argument index="2" name="lock" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_axis_velocity" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="axis_velocity" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_collision_layer" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="layer" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_collision_mask" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="mask" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_constant_force" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_constant_torque" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_enable_continuous_collision_detection" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="enable" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_force_integration_callback" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="callable" type="Callable" />
+ <argument index="2" name="userdata" type="Variant" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_max_contacts_reported" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="amount" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_mode" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="mode" type="int" enum="PhysicsServer3D.BodyMode" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_omit_force_integration" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="enable" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_param" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.BodyParameter" />
+ <argument index="2" name="value" type="Variant" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_ray_pickable" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="enable" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_shape" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <argument index="2" name="shape" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_shape_disabled" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <argument index="2" name="disabled" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_shape_transform" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="shape_idx" type="int" />
+ <argument index="2" name="transform" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_space" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_state" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="state" type="int" enum="PhysicsServer3D.BodyState" />
+ <argument index="2" name="value" type="Variant" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_test_motion" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="from" type="Transform3D" />
+ <argument index="2" name="motion" type="Vector3" />
+ <argument index="3" name="margin" type="float" />
+ <argument index="4" name="max_collisions" type="int" />
+ <argument index="5" name="collide_separation_ray" type="bool" />
+ <argument index="6" name="result" type="PhysicsServer3DExtensionMotionResult*" />
+ <description>
+ </description>
+ </method>
+ <method name="_box_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_capsule_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_concave_polygon_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_cone_twist_joint_get_param" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.ConeTwistJointParam" />
+ <description>
+ </description>
+ </method>
+ <method name="_cone_twist_joint_set_param" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.ConeTwistJointParam" />
+ <argument index="2" name="value" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_convex_polygon_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_custom_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_cylinder_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_free_rid" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="rid" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_generic_6dof_joint_get_flag" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="axis" type="int" enum="Vector3.Axis" />
+ <argument index="2" name="flag" type="int" enum="PhysicsServer3D.G6DOFJointAxisFlag" />
+ <description>
+ </description>
+ </method>
+ <method name="_generic_6dof_joint_get_param" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="axis" type="int" enum="Vector3.Axis" />
+ <argument index="2" name="param" type="int" enum="PhysicsServer3D.G6DOFJointAxisParam" />
+ <description>
+ </description>
+ </method>
+ <method name="_generic_6dof_joint_set_flag" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="axis" type="int" enum="Vector3.Axis" />
+ <argument index="2" name="flag" type="int" enum="PhysicsServer3D.G6DOFJointAxisFlag" />
+ <argument index="3" name="enable" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_generic_6dof_joint_set_param" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="axis" type="int" enum="Vector3.Axis" />
+ <argument index="2" name="param" type="int" enum="PhysicsServer3D.G6DOFJointAxisParam" />
+ <argument index="3" name="value" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_process_info" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="process_info" type="int" enum="PhysicsServer3D.ProcessInfo" />
+ <description>
+ </description>
+ </method>
+ <method name="_heightmap_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_hinge_joint_get_flag" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="flag" type="int" enum="PhysicsServer3D.HingeJointFlag" />
+ <description>
+ </description>
+ </method>
+ <method name="_hinge_joint_get_param" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.HingeJointParam" />
+ <description>
+ </description>
+ </method>
+ <method name="_hinge_joint_set_flag" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="flag" type="int" enum="PhysicsServer3D.HingeJointFlag" />
+ <argument index="2" name="enabled" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_hinge_joint_set_param" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.HingeJointParam" />
+ <argument index="2" name="value" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_clear" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_get_solver_priority" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="joint" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_get_type" qualifiers="virtual const">
+ <return type="int" enum="PhysicsServer3D.JointType" />
+ <argument index="0" name="joint" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_make_cone_twist" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="body_A" type="RID" />
+ <argument index="2" name="local_ref_A" type="Transform3D" />
+ <argument index="3" name="body_B" type="RID" />
+ <argument index="4" name="local_ref_B" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_make_generic_6dof" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="body_A" type="RID" />
+ <argument index="2" name="local_ref_A" type="Transform3D" />
+ <argument index="3" name="body_B" type="RID" />
+ <argument index="4" name="local_ref_B" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_make_hinge" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="body_A" type="RID" />
+ <argument index="2" name="hinge_A" type="Transform3D" />
+ <argument index="3" name="body_B" type="RID" />
+ <argument index="4" name="hinge_B" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_make_pin" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="body_A" type="RID" />
+ <argument index="2" name="local_A" type="Vector3" />
+ <argument index="3" name="body_B" type="RID" />
+ <argument index="4" name="local_B" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_make_slider" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="body_A" type="RID" />
+ <argument index="2" name="local_ref_A" type="Transform3D" />
+ <argument index="3" name="body_B" type="RID" />
+ <argument index="4" name="local_ref_B" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_joint_set_solver_priority" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="priority" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_pin_joint_get_local_a" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="joint" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_pin_joint_get_local_b" qualifiers="virtual const">
+ <return type="Vector3" />
+ <argument index="0" name="joint" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_pin_joint_get_param" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.PinJointParam" />
+ <description>
+ </description>
+ </method>
+ <method name="_pin_joint_set_local_a" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="local_A" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_pin_joint_set_local_b" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="local_B" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_pin_joint_set_param" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.PinJointParam" />
+ <argument index="2" name="value" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_separation_ray_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_active" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="active" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_shape_get_data" qualifiers="virtual const">
+ <return type="Variant" />
+ <argument index="0" name="shape" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_shape_get_type" qualifiers="virtual const">
+ <return type="int" enum="PhysicsServer3D.ShapeType" />
+ <argument index="0" name="shape" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_shape_set_data" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="shape" type="RID" />
+ <argument index="1" name="data" type="Variant" />
+ <description>
+ </description>
+ </method>
+ <method name="_slider_joint_get_param" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.SliderJointParam" />
+ <description>
+ </description>
+ </method>
+ <method name="_slider_joint_set_param" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="joint" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.SliderJointParam" />
+ <argument index="2" name="value" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_bounds" qualifiers="virtual const">
+ <return type="AABB" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_space_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_space_get_direct_state" qualifiers="virtual">
+ <return type="PhysicsDirectSpaceState3D" />
+ <argument index="0" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_space_get_param" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="space" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.SpaceParameter" />
+ <description>
+ </description>
+ </method>
+ <method name="_space_is_active" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_space_set_active" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="space" type="RID" />
+ <argument index="1" name="active" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_space_set_param" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="space" type="RID" />
+ <argument index="1" name="param" type="int" enum="PhysicsServer3D.SpaceParameter" />
+ <argument index="2" name="value" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_sphere_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_world_boundary_shape_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/PhysicsServer3DRenderingServerHandler.xml b/doc/classes/PhysicsServer3DRenderingServerHandler.xml
new file mode 100644
index 0000000000..a40a2dd1c6
--- /dev/null
+++ b/doc/classes/PhysicsServer3DRenderingServerHandler.xml
@@ -0,0 +1,31 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsServer3DRenderingServerHandler" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_set_aabb" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="aabb" type="AABB" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_normal" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="vertex_id" type="int" />
+ <argument index="1" name="normals" type="const void*" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_vertex" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="vertex_id" type="int" />
+ <argument index="1" name="vertices" type="const void*" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml
index c22a49edf7..00f21a2058 100644
--- a/doc/classes/PhysicsTestMotionParameters2D.xml
+++ b/doc/classes/PhysicsTestMotionParameters2D.xml
@@ -28,5 +28,9 @@
<member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)">
Motion vector to define the length and direction of the motion to test.
</member>
+ <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
+ If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody2D.move_and_slide] for improving floor detection when floor snapping is disabled.
+ If set to [code]false[/code], only collisions resulting from the motion are reported; this is used e.g. by [method PhysicsBody2D.move_and_collide].
+ </member>
</members>
</class>
diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml
index 4ff07de7aa..5b07796a10 100644
--- a/doc/classes/PhysicsTestMotionParameters3D.xml
+++ b/doc/classes/PhysicsTestMotionParameters3D.xml
@@ -31,5 +31,9 @@
<member name="motion" type="Vector3" setter="set_motion" getter="get_motion" default="Vector3(0, 0, 0)">
Motion vector to define the length and direction of the motion to test.
</member>
+ <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
+ If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody3D.move_and_slide] for improving floor detection when floor snapping is disabled.
+ If set to [code]false[/code], only collisions resulting from the motion are detected; this is used e.g. by [method PhysicsBody3D.move_and_collide].
+ </member>
</members>
</class>
diff --git a/doc/classes/PlaceholderCubemap.xml b/doc/classes/PlaceholderCubemap.xml
new file mode 100644
index 0000000000..3617c6ac2c
--- /dev/null
+++ b/doc/classes/PlaceholderCubemap.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PlaceholderCubemap" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/PlaceholderCubemapArray.xml b/doc/classes/PlaceholderCubemapArray.xml
new file mode 100644
index 0000000000..1fcf1e7795
--- /dev/null
+++ b/doc/classes/PlaceholderCubemapArray.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PlaceholderCubemapArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/PlaceholderMaterial.xml b/doc/classes/PlaceholderMaterial.xml
new file mode 100644
index 0000000000..c66641d81c
--- /dev/null
+++ b/doc/classes/PlaceholderMaterial.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PlaceholderMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/PlaceholderMesh.xml b/doc/classes/PlaceholderMesh.xml
new file mode 100644
index 0000000000..cc688816b6
--- /dev/null
+++ b/doc/classes/PlaceholderMesh.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PlaceholderMesh" inherits="Mesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="aabb" type="AABB" setter="set_aabb" getter="get_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/PlaceholderTexture2D.xml b/doc/classes/PlaceholderTexture2D.xml
new file mode 100644
index 0000000000..76e575265b
--- /dev/null
+++ b/doc/classes/PlaceholderTexture2D.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PlaceholderTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/PlaceholderTexture2DArray.xml b/doc/classes/PlaceholderTexture2DArray.xml
new file mode 100644
index 0000000000..a502e5d334
--- /dev/null
+++ b/doc/classes/PlaceholderTexture2DArray.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PlaceholderTexture2DArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/PlaceholderTexture3D.xml b/doc/classes/PlaceholderTexture3D.xml
new file mode 100644
index 0000000000..d31e538307
--- /dev/null
+++ b/doc/classes/PlaceholderTexture3D.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PlaceholderTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="size" type="Vector3i" setter="set_size" getter="get_size" default="Vector3i(1, 1, 1)">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/PlaceholderTextureLayered.xml b/doc/classes/PlaceholderTextureLayered.xml
new file mode 100644
index 0000000000..39af08473a
--- /dev/null
+++ b/doc/classes/PlaceholderTextureLayered.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PlaceholderTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="layers" type="int" setter="set_layers" getter="get_layers" default="1">
+ </member>
+ <member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(1, 1)">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index f037b0bf1e..32eb71f1c7 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -77,15 +77,15 @@
<return type="float" />
<argument index="0" name="point" type="Vector3" />
<description>
- Returns the shortest distance from the plane to the position [code]point[/code].
+ Returns the shortest distance from the plane to the position [code]point[/code]. If the point is above the plane, the distance will be positive. If below, the distance will be negative.
</description>
</method>
<method name="has_point" qualifiers="const">
<return type="bool" />
<argument index="0" name="point" type="Vector3" />
- <argument index="1" name="epsilon" type="float" default="1e-05" />
+ <argument index="1" name="tolerance" type="float" default="1e-05" />
<description>
- Returns [code]true[/code] if [code]point[/code] is inside the plane. Comparison uses a custom minimum [code]epsilon[/code] threshold.
+ Returns [code]true[/code] if [code]point[/code] is inside the plane. Comparison uses a custom minimum [code]tolerance[/code] threshold.
</description>
</method>
<method name="intersect_3" qualifiers="const">
@@ -109,7 +109,7 @@
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="to" type="Vector3" />
<description>
- Returns the intersection point of a segment from position [code]begin[/code] to position [code]end[/code] with this plane. If no intersection is found, [code]null[/code] is returned.
+ Returns the intersection point of a segment from position [code]from[/code] to position [code]to[/code] with this plane. If no intersection is found, [code]null[/code] is returned.
</description>
</method>
<method name="is_equal_approx" qualifiers="const">
@@ -121,7 +121,7 @@
</method>
<method name="is_point_over" qualifiers="const">
<return type="bool" />
- <argument index="0" name="plane" type="Vector3" />
+ <argument index="0" name="point" type="Vector3" />
<description>
Returns [code]true[/code] if [code]point[/code] is located above the plane.
</description>
@@ -173,11 +173,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Plane" />
<description>
Returns [code]true[/code] if the planes are not equal.
@@ -186,11 +181,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Plane" />
<description>
Returns [code]true[/code] if the planes are exactly equal.
diff --git a/doc/classes/Popup.xml b/doc/classes/Popup.xml
index 06efadb071..3fcf0a9b8f 100644
--- a/doc/classes/Popup.xml
+++ b/doc/classes/Popup.xml
@@ -4,15 +4,13 @@
Popup is a base window container for popup-like subwindows.
</brief_description>
<description>
- Popup is a base window container for popup-like subwindows. It's a modal by default (see [member close_on_parent_focus]) and has helpers for custom popup behavior.
+ Popup is a base window container for popup-like subwindows. It's a modal by default (see [member popup_window]) and has helpers for custom popup behavior.
</description>
<tutorials>
</tutorials>
<members>
<member name="borderless" type="bool" setter="set_flag" getter="get_flag" overrides="Window" default="true" />
- <member name="close_on_parent_focus" type="bool" setter="set_close_on_parent_focus" getter="get_close_on_parent_focus" default="true">
- If true, the [Popup] will close when its parent [Window] is focused.
- </member>
+ <member name="popup_window" type="bool" setter="set_flag" getter="get_flag" overrides="Window" default="true" />
<member name="transient" type="bool" setter="set_transient" getter="is_transient" overrides="Window" default="true" />
<member name="unresizable" type="bool" setter="set_flag" getter="get_flag" overrides="Window" default="true" />
<member name="visible" type="bool" setter="set_visible" getter="is_visible" overrides="Window" default="false" />
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index b64c392357..5da2196f29 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -7,6 +7,8 @@
[PopupMenu] is a modal window used to display a list of options. They are popular in toolbars or context menus.
The size of a [PopupMenu] can be limited by using [member Window.max_size]. If the height of the list of items is larger than the maximum height of the [PopupMenu], a [ScrollContainer] within the popup will allow the user to scroll the contents.
If no maximum size is set, or if it is set to 0, the [PopupMenu] height will be limited by its parent rect.
+ All [code]set_*[/code] methods allow negative item index, which makes the item accessed from the last one.
+ [b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
</description>
<tutorials>
</tutorials>
@@ -180,13 +182,6 @@
Removes all items from the [PopupMenu].
</description>
</method>
- <method name="clear_item_opentype_features">
- <return type="void" />
- <argument index="0" name="index" type="int" />
- <description>
- Removes all OpenType features form the item's text.
- </description>
- </method>
<method name="get_current_index" qualifiers="const">
<return type="int" />
<description>
@@ -200,6 +195,13 @@
Returns the accelerator of the item at the given [code]index[/code]. Accelerators are special combinations of keys that activate the item, no matter which control is focused.
</description>
</method>
+ <method name="get_item_horizontal_offset" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the horizontal offset of the item at the given [code]index[/code].
+ </description>
+ </method>
<method name="get_item_icon" qualifiers="const">
<return type="Texture2D" />
<argument index="0" name="index" type="int" />
@@ -235,14 +237,6 @@
Returns the metadata of the specified item, which might be of any type. You can set it with [method set_item_metadata], which provides a simple way of assigning context data to items.
</description>
</method>
- <method name="get_item_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="index" type="int" />
- <argument index="1" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code] of the item's text.
- </description>
- </method>
<method name="get_item_shortcut" qualifiers="const">
<return type="Shortcut" />
<argument index="0" name="index" type="int" />
@@ -394,6 +388,14 @@
Enables/disables the item at the given [code]index[/code]. When it is disabled, it can't be selected and its action can't be invoked.
</description>
</method>
+ <method name="set_item_horizontal_offset">
+ <return type="void" />
+ <argument index="0" name="index" type="int" />
+ <argument index="1" name="offset" type="int" />
+ <description>
+ Sets the horizontal offset of the item at the given [code]index[/code].
+ </description>
+ </method>
<method name="set_item_icon">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -435,15 +437,6 @@
Sets the state of a multistate item. See [method add_multistate_item] for details.
</description>
</method>
- <method name="set_item_opentype_feature">
- <return type="void" />
- <argument index="0" name="index" type="int" />
- <argument index="1" name="tag" type="String" />
- <argument index="2" name="value" type="int" />
- <description>
- Sets OpenType feature [code]tag[/code] for the item's text. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
<method name="set_item_shortcut">
<return type="void" />
<argument index="0" name="index" type="int" />
@@ -567,8 +560,11 @@
<theme_item name="font_separator_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 1)">
[Color] used for labeled separators' text. See [method add_separator].
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
- The horizontal space between the item's name and the shortcut text/submenu arrow.
+ <theme_item name="font_separator_outline_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
+ The tint of text outline of the labeled separator.
+ </theme_item>
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
+ The horizontal space between the item's elements.
</theme_item>
<theme_item name="item_end_padding" data_type="constant" type="int" default="2">
</theme_item>
@@ -577,12 +573,21 @@
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the item text outline.
</theme_item>
- <theme_item name="vseparation" data_type="constant" type="int" default="4">
+ <theme_item name="separator_outline_size" data_type="constant" type="int" default="0">
+ The size of the labeled separator text outline.
+ </theme_item>
+ <theme_item name="v_separation" data_type="constant" type="int" default="4">
The vertical space between each menu item.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
[Font] used for the menu items.
</theme_item>
+ <theme_item name="font_separator" data_type="font" type="Font">
+ [Font] used for the labeled separator.
+ </theme_item>
+ <theme_item name="font_separator_size" data_type="font_size" type="int">
+ Font size of the labeled separator.
+ </theme_item>
<theme_item name="font_size" data_type="font_size" type="int">
Font size of the menu items.
</theme_item>
diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml
new file mode 100644
index 0000000000..aad72bbb48
--- /dev/null
+++ b/doc/classes/PortableCompressedTexture2D.xml
@@ -0,0 +1,79 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PortableCompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Provides a compressed texture for disk and/or VRAM in a way that is portable.
+ </brief_description>
+ <description>
+ This class allows storing compressed textures as self contained (not imported) resources.
+ For 2D usage (compressed on disk, uncompressed on VRAM), the lossy and lossless modes are recommended. For 3D usage (compressed on VRAM) it depends on the target platform.
+ If you intend to only use desktop, S3TC or BPTC are recommended. For only mobile, ETC2 is recommended.
+ For portable, self contained 3D textures that work on both desktop and mobile, Basis Universal is recommended (although it has a small quality cost and longer compression time as a tradeoff).
+ This resource is intended to be created from code.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="create_from_image">
+ <return type="void" />
+ <argument index="0" name="image" type="Image" />
+ <argument index="1" name="compression_mode" type="int" enum="PortableCompressedTexture2D.CompressionMode" />
+ <argument index="2" name="normal_map" type="bool" default="false" />
+ <argument index="3" name="lossy_quality" type="float" default="0.8" />
+ <description>
+ Initializes the compressed texture from a base image. The compression mode must be provided.
+ If this image will be used as a normal map, the "normal map" flag is recommended, to ensure optimum quality.
+ If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WEBP compression quality.
+ </description>
+ </method>
+ <method name="get_compression_mode" qualifiers="const">
+ <return type="int" enum="PortableCompressedTexture2D.CompressionMode" />
+ <description>
+ Return the compression mode used (valid after initialized).
+ </description>
+ </method>
+ <method name="get_format" qualifiers="const">
+ <return type="int" enum="Image.Format" />
+ <description>
+ Return the image format used (valid after initialized).
+ </description>
+ </method>
+ <method name="is_keeping_all_compressed_buffers" qualifiers="static">
+ <return type="bool" />
+ <description>
+ Return whether the flag is overridden for all textures of this type.
+ </description>
+ </method>
+ <method name="set_keep_all_compressed_buffers" qualifiers="static">
+ <return type="void" />
+ <argument index="0" name="keep" type="bool" />
+ <description>
+ Overrides the flag globally for all textures of this type. This is used primarily by the editor.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="_data" type="PackedByteArray" setter="_set_data" getter="_get_data" default="PackedByteArray()">
+ </member>
+ <member name="keep_compressed_buffer" type="bool" setter="set_keep_compressed_buffer" getter="is_keeping_compressed_buffer" default="false">
+ When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.
+ This flag allows to keep the compressed data in memory if you intend it to persist after loading.
+ </member>
+ <member name="size_override" type="Vector2" setter="set_size_override" getter="get_size_override" default="Vector2(0, 0)">
+ Allow overriding the texture size (for 2D only).
+ </member>
+ </members>
+ <constants>
+ <constant name="COMPRESSION_MODE_LOSSLESS" value="0" enum="CompressionMode">
+ </constant>
+ <constant name="COMPRESSION_MODE_LOSSY" value="1" enum="CompressionMode">
+ </constant>
+ <constant name="COMPRESSION_MODE_BASIS_UNIVERSAL" value="2" enum="CompressionMode">
+ </constant>
+ <constant name="COMPRESSION_MODE_S3TC" value="3" enum="CompressionMode">
+ </constant>
+ <constant name="COMPRESSION_MODE_ETC2" value="4" enum="CompressionMode">
+ </constant>
+ <constant name="COMPRESSION_MODE_BPTC" value="5" enum="CompressionMode">
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/Position2D.xml b/doc/classes/Position2D.xml
index 881ec028de..754fd1fdf1 100644
--- a/doc/classes/Position2D.xml
+++ b/doc/classes/Position2D.xml
@@ -8,4 +8,9 @@
</description>
<tutorials>
</tutorials>
+ <members>
+ <member name="gizmo_extents" type="float" setter="set_gizmo_extents" getter="get_gizmo_extents" default="10.0">
+ Size of the gizmo cross that appears in the editor.
+ </member>
+ </members>
</class>
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index d0136e389a..7046a21f68 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -9,6 +9,11 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_create_mesh_array" qualifiers="virtual const">
+ <return type="Array" />
+ <description>
+ </description>
+ </method>
<method name="get_mesh_arrays" qualifiers="const">
<return type="Array" />
<description>
@@ -29,10 +34,10 @@
</method>
</methods>
<members>
- <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb">
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
</member>
- <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
+ <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces">
If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in [member BaseMaterial3D.cull_mode].
</member>
diff --git a/doc/classes/PrismMesh.xml b/doc/classes/PrismMesh.xml
index 10c2b11a9a..a7bfa43c52 100644
--- a/doc/classes/PrismMesh.xml
+++ b/doc/classes/PrismMesh.xml
@@ -12,7 +12,7 @@
<member name="left_to_right" type="float" setter="set_left_to_right" getter="get_left_to_right" default="0.5">
Displacement of the upper edge along the X axis. 0.0 positions edge straight above the bottom-left edge.
</member>
- <member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(2, 2, 2)">
+ <member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">
Size of the prism.
</member>
<member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0">
diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml
index 2b15508119..3cc4bd71f7 100644
--- a/doc/classes/ProceduralSkyMaterial.xml
+++ b/doc/classes/ProceduralSkyMaterial.xml
@@ -23,6 +23,12 @@
<member name="ground_horizon_color" type="Color" setter="set_ground_horizon_color" getter="get_ground_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)">
Color of the ground at the horizon. Blends with [member ground_bottom_color].
</member>
+ <member name="sky_cover" type="Texture2D" setter="set_sky_cover" getter="get_sky_cover">
+ The sky cover texture to use. This texture must use an equirectangular projection (similar to [PanoramaSkyMaterial]). The texture's colors will be [i]added[/i] to the existing sky color, and will be multiplied by [member sky_energy] and [member sky_cover_modulate]. This is mainly suited to displaying stars at night, but it can also be used to display clouds at day or night (with a non-physically-accurate look).
+ </member>
+ <member name="sky_cover_modulate" type="Color" setter="set_sky_cover_modulate" getter="get_sky_cover_modulate" default="Color(1, 1, 1, 1)">
+ The tint to apply to the [member sky_cover] texture. This can be used to change the sky cover's colors or opacity independently of the sky energy, which is useful for day/night or weather transitions. Only effective if a texture is defined in [member sky_cover].
+ </member>
<member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.15">
How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
</member>
@@ -41,5 +47,8 @@
<member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.15">
How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max].
</member>
+ <member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true">
+ If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.
+ </member>
</members>
</class>
diff --git a/doc/classes/ProgressBar.xml b/doc/classes/ProgressBar.xml
index 60b66a2493..8a781c51fb 100644
--- a/doc/classes/ProgressBar.xml
+++ b/doc/classes/ProgressBar.xml
@@ -9,12 +9,27 @@
<tutorials>
</tutorials>
<members>
+ <member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0">
+ The fill direction. See [enum FillMode] for possible values.
+ </member>
<member name="percent_visible" type="bool" setter="set_percent_visible" getter="is_percent_visible" default="true">
If [code]true[/code], the fill percentage is displayed on the bar.
</member>
- <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
- <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="0.01" />
</members>
+ <constants>
+ <constant name="FILL_BEGIN_TO_END" value="0" enum="FillMode">
+ The progress bar fills from begin to end horizontally, according to the language direction. If [method Control.is_layout_rtl] returns [code]false[/code], it fills from left to right, and if it returns [code]true[/code], it fills from right to left.
+ </constant>
+ <constant name="FILL_END_TO_BEGIN" value="1" enum="FillMode">
+ The progress bar fills from end to begin horizontally, according to the language direction. If [method Control.is_layout_rtl] returns [code]false[/code], it fills from right to left, and if it returns [code]true[/code], it fills from left to right.
+ </constant>
+ <constant name="FILL_TOP_TO_BOTTOM" value="2" enum="FillMode">
+ The progress fills from top to bottom.
+ </constant>
+ <constant name="FILL_BOTTOM_TO_TOP" value="3" enum="FillMode">
+ The progress fills from bottom to top.
+ </constant>
+ </constants>
<theme_items>
<theme_item name="font_color" data_type="color" type="Color" default="Color(0.95, 0.95, 0.95, 1)">
The color of the text.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 0a695414ee..f7567133cd 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -203,6 +203,9 @@
Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code].
</member>
+ <member name="application/boot_splash/minimum_display_time" type="int" setter="" getter="" default="0">
+ Minimum boot splash display time (in milliseconds). It is not recommended to set too high values for this setting.
+ </member>
<member name="application/boot_splash/show_image" type="bool" setter="" getter="" default="true">
If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color].
</member>
@@ -216,6 +219,9 @@
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
</member>
+ <member name="application/config/features" type="PackedStringArray" setter="" getter="">
+ List of internal features associated with the project, like [code]Double Precision[/code] or [code]C#[/code]. Not to be confused with feature tags.
+ </member>
<member name="application/config/icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
</member>
@@ -226,6 +232,9 @@
The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
[b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
</member>
+ <member name="application/config/name_localized" type="Dictionary" setter="" getter="" default="{}">
+ Translations of the project's name. This setting is used by OS tools to translate application name on Android, iOS and macOS.
+ </member>
<member name="application/config/project_settings_override" type="String" setter="" getter="" default="&quot;&quot;">
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
@@ -301,6 +310,12 @@
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
+ <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="1.0">
+ The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength].
+ </member>
+ <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="1.0">
+ The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength].
+ </member>
<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
@@ -331,18 +346,20 @@
<member name="debug/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum amount of log files allowed (used for rotation).
</member>
- <member name="debug/gdscript/warnings/assert_always_false" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when an [code]assert[/code] call always returns false.
</member>
- <member name="debug/gdscript/warnings/assert_always_true" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when an [code]assert[/code] call always returns true.
</member>
- <member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when a constant is used as a function.
+ <member name="debug/gdscript/warnings/constant_used_as_function" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when a constant is used as a function.
</member>
- <member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when deprecated keywords are used.
+ <member name="debug/gdscript/warnings/deprecated_keyword" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when deprecated keywords are used.
</member>
- <member name="debug/gdscript/warnings/empty_file" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when an empty file is parsed.
+ <member name="debug/gdscript/warnings/empty_file" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when an empty file is parsed.
</member>
<member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings.
@@ -350,85 +367,94 @@
<member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true">
If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings.
</member>
- <member name="debug/gdscript/warnings/function_used_as_property" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when using a function as if it was a property.
+ <member name="debug/gdscript/warnings/function_used_as_property" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when using a function as if it was a property.
</member>
- <member name="debug/gdscript/warnings/incompatible_ternary" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when a ternary operator may emit values with incompatible types.
+ <member name="debug/gdscript/warnings/incompatible_ternary" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when a ternary operator may emit values with incompatible types.
</member>
- <member name="debug/gdscript/warnings/int_assigned_to_enum" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/int_assigned_to_enum" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when trying to assign an integer to a variable that expects an enum value.
</member>
- <member name="debug/gdscript/warnings/integer_division" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when dividing an integer by another integer (the decimal part will be discarded).
+ <member name="debug/gdscript/warnings/integer_division" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when dividing an integer by another integer (the decimal part will be discarded).
</member>
- <member name="debug/gdscript/warnings/narrowing_conversion" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
+ <member name="debug/gdscript/warnings/narrowing_conversion" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
</member>
- <member name="debug/gdscript/warnings/property_used_as_function" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when using a property as if it was a function.
+ <member name="debug/gdscript/warnings/property_used_as_function" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when using a property as if it was a function.
</member>
- <member name="debug/gdscript/warnings/redundant_await" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when a function that is not a coroutine is called with await.
</member>
- <member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum.
+ <member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum.
</member>
- <member name="debug/gdscript/warnings/shadowed_global_identifier" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when defining a local or subclass member variable, signal, or enum that would have the same name as a built-in function or global class name, which possibly shadow it.
+ <member name="debug/gdscript/warnings/shadowed_global_identifier" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when defining a local or subclass member variable, signal, or enum that would have the same name as a built-in function or global class name, which possibly shadow it.
</member>
- <member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
+ <member name="debug/gdscript/warnings/shadowed_variable" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
</member>
- <member name="debug/gdscript/warnings/shadowed_variable_base_class" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/shadowed_variable_base_class" type="int" setter="" getter="" default="1">
</member>
- <member name="debug/gdscript/warnings/standalone_expression" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
+ <member name="debug/gdscript/warnings/standalone_expression" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
</member>
- <member name="debug/gdscript/warnings/standalone_ternary" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement.
+ <member name="debug/gdscript/warnings/standalone_ternary" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement.
</member>
<member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false">
If [code]true[/code], all warnings will be reported as if they were errors.
</member>
- <member name="debug/gdscript/warnings/unassigned_variable" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when using a variable that wasn't previously assigned.
+ <member name="debug/gdscript/warnings/unassigned_variable" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when using a variable that wasn't previously assigned.
+ </member>
+ <member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
</member>
- <member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
+ <member name="debug/gdscript/warnings/unreachable_code" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
</member>
- <member name="debug/gdscript/warnings/unreachable_code" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
+ <member name="debug/gdscript/warnings/unreachable_pattern" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when an unreachable [code]match[/code] pattern is detected.
</member>
- <member name="debug/gdscript/warnings/unreachable_pattern" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/unsafe_call_argument" type="int" setter="" getter="" default="0">
+ If [code]enabled[/code], prints a warning or an error when using an expression whose type may not be compatible with the function parameter expected.
</member>
- <member name="debug/gdscript/warnings/unsafe_call_argument" type="bool" setter="" getter="" default="false">
- If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected.
+ <member name="debug/gdscript/warnings/unsafe_cast" type="int" setter="" getter="" default="0">
+ If [code]enabled[/code], prints a warning or an error when performing an unsafe cast.
</member>
- <member name="debug/gdscript/warnings/unsafe_cast" type="bool" setter="" getter="" default="false">
- If [code]true[/code], enables warnings when performing an unsafe cast.
+ <member name="debug/gdscript/warnings/unsafe_method_access" type="int" setter="" getter="" default="0">
+ If [code]enabled[/code], prints a warning or an error when calling a method whose presence is not guaranteed at compile-time in the class.
</member>
- <member name="debug/gdscript/warnings/unsafe_method_access" type="bool" setter="" getter="" default="false">
- If [code]true[/code], enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.
+ <member name="debug/gdscript/warnings/unsafe_property_access" type="int" setter="" getter="" default="0">
+ If [code]enabled[/code], prints a warning or an error when accessing a property whose presence is not guaranteed at compile-time in the class.
</member>
- <member name="debug/gdscript/warnings/unsafe_property_access" type="bool" setter="" getter="" default="false">
- If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.
+ <member name="debug/gdscript/warnings/unused_local_constant" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when a local constant is never used.
</member>
- <member name="debug/gdscript/warnings/unused_local_constant" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/unused_parameter" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when a function parameter is never used.
</member>
- <member name="debug/gdscript/warnings/unused_parameter" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/unused_private_class_variable" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when a class variable is never used.
</member>
- <member name="debug/gdscript/warnings/unused_private_class_variable" type="bool" setter="" getter="" default="true">
+ <member name="debug/gdscript/warnings/unused_signal" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when a signal is unused.
</member>
- <member name="debug/gdscript/warnings/unused_signal" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when a signal is unused.
+ <member name="debug/gdscript/warnings/unused_variable" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when a local variable is unused.
</member>
- <member name="debug/gdscript/warnings/unused_variable" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when a local variable is unused.
+ <member name="debug/gdscript/warnings/void_assignment" type="int" setter="" getter="" default="1">
+ If [code]enabled[/code], prints a warning or an error when assigning the result of a function that returns [code]void[/code] to a variable.
</member>
- <member name="debug/gdscript/warnings/void_assignment" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable.
+ <member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug to the project developer.&quot;">
+ Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting.
</member>
- <member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug on https://github.com/godotengine/godot/issues&quot;">
- Message to be displayed before the backtrace when the engine crashes.
+ <member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug on: https://github.com/godotengine/godot/issues&quot;">
+ Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode.
</member>
<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
@@ -471,6 +497,12 @@
<member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)">
Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
+ <member name="debug/shapes/paths/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)">
+ Color of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/paths/geometry_width" type="float" setter="" getter="" default="2.0">
+ Line width of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
+ </member>
<member name="display/mouse_cursor/custom_image" type="String" setter="" getter="" default="&quot;&quot;">
Custom image for the mouse cursor (limited to 256×256).
</member>
@@ -509,7 +541,7 @@
</member>
<member name="display/window/size/resizable" type="bool" setter="" getter="" default="true">
Allows the window to be resizable by default.
- [b]Note:[/b] This setting is ignored on iOS and Android.
+ [b]Note:[/b] This setting is ignored on iOS.
</member>
<member name="display/window/size/viewport_height" type="int" setter="" getter="" default="600">
Sets the game's main viewport height. On desktop platforms, this is also the initial window height.
@@ -530,6 +562,32 @@
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported.
</member>
+ <member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
+ [b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
+ </member>
+ <member name="editor/movie_writer/fps" type="int" setter="" getter="" default="60">
+ The number of frames per second to record in the video when writing a movie. Simulation speed will adjust to always match the specified framerate, which means the engine will appear to run slower at higher [member editor/movie_writer/fps] values. Certain FPS values will require you to adjust [member editor/movie_writer/mix_rate] to prevent audio from desynchronizing over time.
+ This can be specified manually on the command line using the [code]--fixed-fps &lt;fps&gt;[/code] command line argument.
+ </member>
+ <member name="editor/movie_writer/mix_rate" type="int" setter="" getter="" default="48000">
+ The audio mix rate to use in the recorded audio when writing a movie (in Hz). This can be different from [member audio/driver/mix_rate], but this value must be divisible by [member editor/movie_writer/fps] to prevent audio from desynchronizing over time.
+ </member>
+ <member name="editor/movie_writer/mjpeg_quality" type="float" setter="" getter="" default="0.75">
+ The JPEG quality to use when writing a video to an AVI file, between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/code] values result in better-looking output at the cost of larger file sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] and [code]0.9[/code]. Even at quality [code]1.0[/code], JPEG compression remains lossy.
+ [b]Note:[/b] This does not affect the audio quality or writing PNG image sequences.
+ </member>
+ <member name="editor/movie_writer/movie_file" type="String" setter="" getter="" default="&quot;&quot;">
+ The output path for the movie. The file extension determines the [MovieWriter] that will be used.
+ Godot has 2 built-in [MovieWriter]s:
+ - AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.
+ - PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
+ If you need to encode to a different format or pipe a stream through third-party software, you can extend this [MovieWriter] class to create your own movie writers.
+ When using PNG output, the frame number will be appended at the end of the file name. It starts from 0 and is padded with 8 digits to ensure correct sorting and easier processing. For example, if the output path is [code]/tmp/hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at [code]/tmp/hello.wav[/code].
+ </member>
+ <member name="editor/movie_writer/speaker_mode" type="int" setter="" getter="" default="0">
+ The speaker mode to use in the recorded audio when writing a movie. See [enum AudioServer.SpeakerMode] for possible values.
+ </member>
<member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
</member>
@@ -550,6 +608,14 @@
<member name="editor/script/templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
</member>
+ <member name="filesystem/import/blender/enabled" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
+ This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required.
+ </member>
+ <member name="filesystem/import/fbx/enabled" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0.
+ This requires configuring a path to a FBX2glTF executable in the editor settings at [code]filesystem/import/fbx/fbx2gltf_path[/code].
+ </member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
@@ -565,13 +631,23 @@
Path to a custom [Font] resource to use as default for all GUI elements of the project.
</member>
<member name="gui/theme/default_font_antialiased" type="bool" setter="" getter="" default="true">
- If set to [code]true[/code], default font uses 8-bit anitialiased glyph rendering. See [member FontData.antialiased].
+ If set to [code]true[/code], default font uses 8-bit anitialiased glyph rendering. See [member FontFile.antialiased].
+ </member>
+ <member name="gui/theme/default_font_generate_mipmaps" type="bool" setter="" getter="" default="false">
+ If set to [code]true[/code], the default font will have mipmaps generated. This prevents text from looking grainy when a [Control] is scaled down, or when a [Label3D] is viewed from a long distance (if [member Label3D.texture_filter] is set to a mode that displays mipmaps).
+ Enabling [member gui/theme/default_font_generate_mipmaps] increases font generation time and memory usage. Only enable this setting if you actually need it.
+ [b]Note:[/b] This setting does not affect custom [Font]s used within the project.
</member>
<member name="gui/theme/default_font_hinting" type="int" setter="" getter="" default="1">
- Default font hinting mode. See [member FontData.hinting].
+ Default font hinting mode. See [member FontFile.hinting].
+ </member>
+ <member name="gui/theme/default_font_multichannel_signed_distance_field" type="bool" setter="" getter="" default="false">
+ If set to [code]true[/code], the default font will use multichannel signed distance field (MSDF) for crisp rendering at any size. Since this approach does not rely on rasterizing the font every time its size changes, this allows for resizing the font in real-time without any performance penalty. Text will also not look grainy for [Control]s that are scaled down (or for [Label3D]s viewed from a long distance).
+ MSDF font rendering can be combined with [member gui/theme/default_font_generate_mipmaps] to further improve font rendering quality when scaled down.
+ [b]Note:[/b] This setting does not affect custom [Font]s used within the project.
</member>
<member name="gui/theme/default_font_subpixel_positioning" type="int" setter="" getter="" default="1">
- Default font glyph sub-pixel positioning mode. See [member FontData.subpixel_positioning].
+ Default font glyph sub-pixel positioning mode. See [member FontFile.subpixel_positioning].
</member>
<member name="gui/theme/default_theme_scale" type="float" setter="" getter="" default="1.0">
</member>
@@ -782,6 +858,12 @@
<member name="internationalization/locale/test" type="String" setter="" getter="" default="&quot;&quot;">
If non-empty, this locale will be used when running the project from the editor.
</member>
+ <member name="internationalization/locale/translation_remaps" type="PackedStringArray" setter="" getter="">
+ Locale-dependent resource remaps. Edit them in the "Localization" tab of Project Settings editor.
+ </member>
+ <member name="internationalization/locale/translations" type="PackedStringArray" setter="" getter="">
+ List of translation files available in the project. Edit them in the "Localization" tab of Project Settings editor.
+ </member>
<member name="internationalization/pseudolocalization/double_vowels" type="bool" setter="" getter="" default="false">
Double vowels in strings during pseudolocalization to simulate the lengthening of text due to localization.
</member>
@@ -1346,10 +1428,10 @@
<member name="navigation/2d/default_edge_connection_margin" type="int" setter="" getter="" default="1">
Default edge connection margin for 2D navigation maps. See [method NavigationServer2D.map_set_edge_connection_margin].
</member>
- <member name="navigation/3d/default_cell_size" type="float" setter="" getter="" default="0.3">
+ <member name="navigation/3d/default_cell_size" type="float" setter="" getter="" default="0.25">
Default cell size for 3D navigation maps. See [method NavigationServer3D.map_set_cell_size].
</member>
- <member name="navigation/3d/default_edge_connection_margin" type="float" setter="" getter="" default="0.3">
+ <member name="navigation/3d/default_edge_connection_margin" type="float" setter="" getter="" default="0.25">
Default edge connection margin for 3D navigation maps. See [method NavigationServer3D.map_set_edge_connection_margin].
</member>
<member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768">
@@ -1493,7 +1575,7 @@
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
- "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
+ "DEFAULT" and "GodotPhysics3D" are the same, as there is currently no alternative 3D physics server implemented.
</member>
<member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
@@ -1536,18 +1618,6 @@
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
</member>
- <member name="rendering/2d/opengl/batching_send_null" type="int" setter="" getter="" default="0">
- </member>
- <member name="rendering/2d/opengl/batching_stream" type="int" setter="" getter="" default="0">
- </member>
- <member name="rendering/2d/opengl/legacy_orphan_buffers" type="int" setter="" getter="" default="0">
- </member>
- <member name="rendering/2d/opengl/legacy_stream" type="int" setter="" getter="" default="0">
- </member>
- <member name="rendering/2d/options/ninepatch_mode" type="int" setter="" getter="" default="1">
- </member>
- <member name="rendering/2d/options/use_software_skinning" type="bool" setter="" getter="" default="true">
- </member>
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/2d/sdf/scale" type="int" setter="" getter="" default="1">
@@ -1567,38 +1637,16 @@
</member>
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
</member>
+ <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
+ Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/enabled" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/limit" type="float" setter="" getter="" default="0.18">
</member>
- <member name="rendering/batching/debug/diagnose_frame" type="bool" setter="" getter="" default="false">
- </member>
- <member name="rendering/batching/debug/flash_batching" type="bool" setter="" getter="" default="false">
- </member>
- <member name="rendering/batching/lights/max_join_items" type="int" setter="" getter="" default="32">
- </member>
- <member name="rendering/batching/lights/scissor_area_threshold" type="float" setter="" getter="" default="1.0">
- </member>
- <member name="rendering/batching/options/single_rect_fallback" type="bool" setter="" getter="" default="false">
- </member>
- <member name="rendering/batching/options/use_batching" type="bool" setter="" getter="" default="false">
- </member>
- <member name="rendering/batching/options/use_batching_in_editor" type="bool" setter="" getter="" default="false">
- </member>
- <member name="rendering/batching/parameters/batch_buffer_size" type="int" setter="" getter="" default="16384">
- </member>
- <member name="rendering/batching/parameters/colored_vertex_format_threshold" type="float" setter="" getter="" default="0.25">
- </member>
- <member name="rendering/batching/parameters/item_reordering_lookahead" type="int" setter="" getter="" default="4">
- </member>
- <member name="rendering/batching/parameters/max_join_item_commands" type="int" setter="" getter="" default="16">
- </member>
- <member name="rendering/batching/precision/uv_contract" type="bool" setter="" getter="" default="false">
- </member>
- <member name="rendering/batching/precision/uv_contract_amount" type="int" setter="" getter="" default="100">
- </member>
<member name="rendering/camera/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="1">
Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother.
</member>
@@ -1608,13 +1656,16 @@
<member name="rendering/camera/depth_of_field/depth_of_field_use_jitter" type="bool" setter="" getter="" default="false">
If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples.
</member>
+ <member name="rendering/driver/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default="&quot;PowerVR,Mali,Adreno,Apple&quot;">
+ Disables [member rendering/driver/depth_prepass/enable] conditionally for certain vendors. By default, disables the depth prepass for mobile devices as mobile devices do not benefit from the depth prepass due to their unique architecture.
+ </member>
<member name="rendering/driver/depth_prepass/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
- [b]Note:[/b] Only supported when using the Vulkan Clustered backend (not Vulkan Mobile or OpenGL). When using Vulkan Mobile or OpenGL, there is no depth prepass performed.
+ [b]Note:[/b] Only supported when using the Vulkan Clustered backend or the OpenGL backend. When using Vulkan Mobile there is no depth prepass performed.
</member>
<member name="rendering/driver/driver_name" type="String" setter="" getter="" default="&quot;vulkan&quot;">
The video driver to use.
- [b]Note:[/b] OpenGL support is currently incomplete. Only basic 2D rendering is supported, and single-window mode is required for correct operation.
+ [b]Note:[/b] OpenGL support is currently incomplete. Only basic rendering is supported.
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument.
[b]FIXME:[/b] No longer valid after DisplayServer split:
In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time.
@@ -1652,11 +1703,8 @@
<member name="rendering/environment/ssao/fadeout_to" type="float" setter="" getter="" default="300.0">
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
</member>
- <member name="rendering/environment/ssao/half_size" type="bool" setter="" getter="" default="false">
- If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details.
- </member>
- <member name="rendering/environment/ssao/half_size.mobile" type="bool" setter="" getter="" default="true">
- Lower-end override for [member rendering/environment/ssao/half_size] on mobile devices, due to performance concerns.
+ <member name="rendering/environment/ssao/half_size" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size.
</member>
<member name="rendering/environment/ssao/quality" type="int" setter="" getter="" default="2">
Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting.
@@ -1697,10 +1745,6 @@
<member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
</member>
- <member name="rendering/gles2/compatibility/disable_half_float" type="bool" setter="" getter="" default="false">
- </member>
- <member name="rendering/gles2/compatibility/enable_high_float.Android" type="bool" setter="" getter="" default="false">
- </member>
<member name="rendering/global_illumination/gi/use_half_resolution" type="bool" setter="" getter="" default="false">
If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting.
[b]Note:[/b] This property is only read when the project starts. To set half-resolution GI at run-time, call [method RenderingServer.gi_set_use_half_resolution] instead.
@@ -1714,28 +1758,40 @@
<member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="0">
</member>
<member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
+ The maximum number of rays that can be thrown per pass when baking lightmaps with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times.
</member>
<member name="rendering/lightmapping/bake_performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
+ The maximum number of rays that can be thrown per pass when baking dynamic object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times.
</member>
<member name="rendering/lightmapping/bake_performance/region_size" type="int" setter="" getter="" default="512">
+ The region size to use when baking lightmaps with [LightmapGI].
</member>
<member name="rendering/lightmapping/bake_quality/high_quality_probe_ray_count" type="int" setter="" getter="" default="512">
+ The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH].
</member>
<member name="rendering/lightmapping/bake_quality/high_quality_ray_count" type="int" setter="" getter="" default="256">
+ The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH].
</member>
<member name="rendering/lightmapping/bake_quality/low_quality_probe_ray_count" type="int" setter="" getter="" default="64">
+ The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW].
</member>
<member name="rendering/lightmapping/bake_quality/low_quality_ray_count" type="int" setter="" getter="" default="16">
+ The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW].
</member>
<member name="rendering/lightmapping/bake_quality/medium_quality_probe_ray_count" type="int" setter="" getter="" default="256">
+ The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM].
</member>
<member name="rendering/lightmapping/bake_quality/medium_quality_ray_count" type="int" setter="" getter="" default="64">
+ The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM].
</member>
<member name="rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count" type="int" setter="" getter="" default="2048">
+ The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
</member>
<member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
+ The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
</member>
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
+ The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
</member>
<member name="rendering/limits/cluster_builder/max_clustered_elements" type="float" setter="" getter="" default="512">
</member>
@@ -1743,6 +1799,15 @@
</member>
<member name="rendering/limits/global_shader_variables/buffer_size" type="int" setter="" getter="" default="65536">
</member>
+ <member name="rendering/limits/opengl/max_lights_per_object" type="int" setter="" getter="" default="8">
+ Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
+ </member>
+ <member name="rendering/limits/opengl/max_renderable_elements" type="int" setter="" getter="" default="65536">
+ Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
+ </member>
+ <member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="32">
+ Max number of positional lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
+ </member>
<member name="rendering/limits/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000">
</member>
<member name="rendering/limits/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10">
@@ -1813,12 +1878,6 @@
</member>
<member name="rendering/shader_compiler/shader_cache/use_zstd_compression" type="bool" setter="" getter="" default="true">
</member>
- <member name="rendering/shading/overrides/force_blinn_over_ggx" type="bool" setter="" getter="" default="false">
- If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
- </member>
- <member name="rendering/shading/overrides/force_blinn_over_ggx.mobile" type="bool" setter="" getter="" default="true">
- Lower-end override for [member rendering/shading/overrides/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support.
- </member>
<member name="rendering/shading/overrides/force_lambert_over_burley" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
</member>
@@ -1839,41 +1898,41 @@
<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
+ <member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
</member>
- <member name="rendering/shadows/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
- Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
+ <member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
+ Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/shadows/shadow_atlas/16_bits" type="bool" setter="" getter="" default="true">
+ <member name="rendering/shadows/positional_shadow/atlas_16_bits" type="bool" setter="" getter="" default="true">
</member>
- <member name="rendering/shadows/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter="" default="2">
+ <member name="rendering/shadows/positional_shadow/atlas_quadrant_0_subdiv" type="int" setter="" getter="" default="2">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
- <member name="rendering/shadows/shadow_atlas/quadrant_1_subdiv" type="int" setter="" getter="" default="2">
+ <member name="rendering/shadows/positional_shadow/atlas_quadrant_1_subdiv" type="int" setter="" getter="" default="2">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
- <member name="rendering/shadows/shadow_atlas/quadrant_2_subdiv" type="int" setter="" getter="" default="3">
+ <member name="rendering/shadows/positional_shadow/atlas_quadrant_2_subdiv" type="int" setter="" getter="" default="3">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
- <member name="rendering/shadows/shadow_atlas/quadrant_3_subdiv" type="int" setter="" getter="" default="4">
+ <member name="rendering/shadows/positional_shadow/atlas_quadrant_3_subdiv" type="int" setter="" getter="" default="4">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
- <member name="rendering/shadows/shadow_atlas/size" type="int" setter="" getter="" default="4096">
+ <member name="rendering/shadows/positional_shadow/atlas_size" type="int" setter="" getter="" default="4096">
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
</member>
- <member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
- Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
+ <member name="rendering/shadows/positional_shadow/atlas_size.mobile" type="int" setter="" getter="" default="2048">
+ Lower-end override for [member rendering/shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
+ <member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
</member>
- <member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
- Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
+ <member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
+ Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
</member>
@@ -1909,6 +1968,12 @@
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
+ <member name="rendering/vrs/mode" type="int" setter="" getter="" default="0">
+ Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values.
+ </member>
+ <member name="rendering/vrs/texture" type="String" setter="" getter="" default="&quot;&quot;">
+ If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image.
+ </member>
<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0">
@@ -1921,8 +1986,29 @@
</member>
<member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
</member>
- <member name="rendering/xr/enabled" type="bool" setter="" getter="" default="false">
- If [code]true[/code], XR support is enabled in Godot, this ensures required shaders are compiled.
+ <member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
+ </member>
+ <member name="threading/worker_pool/max_threads" type="int" setter="" getter="" default="-1">
+ </member>
+ <member name="threading/worker_pool/use_system_threads_for_low_priority_tasks" type="bool" setter="" getter="" default="true">
+ </member>
+ <member name="xr/openxr/default_action_map" type="String" setter="" getter="" default="&quot;res://openxr_action_map.tres&quot;">
+ Action map configuration to load by default.
+ </member>
+ <member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false">
+ If [code]true[/code] Godot will setup and initialise OpenXR on startup.
+ </member>
+ <member name="xr/openxr/form_factor" type="int" setter="" getter="" default="&quot;0&quot;">
+ Specify whether OpenXR should be configured for an HMD or a hand held device.
+ </member>
+ <member name="xr/openxr/reference_space" type="int" setter="" getter="" default="&quot;1&quot;">
+ Specify the default reference space.
+ </member>
+ <member name="xr/openxr/view_configuration" type="int" setter="" getter="" default="&quot;1&quot;">
+ Specify the view configuration with which to configure OpenXR setting up either Mono or Stereo rendering.
+ </member>
+ <member name="xr/shaders/enabled" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], Godot will compile shaders required for XR.
</member>
</members>
</class>
diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml
new file mode 100644
index 0000000000..115015c2d7
--- /dev/null
+++ b/doc/classes/Projection.xml
@@ -0,0 +1,273 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Projection" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <constructors>
+ <constructor name="Projection">
+ <return type="Projection" />
+ <description>
+ </description>
+ </constructor>
+ <constructor name="Projection">
+ <return type="Projection" />
+ <argument index="0" name="from" type="Projection" />
+ <description>
+ </description>
+ </constructor>
+ <constructor name="Projection">
+ <return type="Projection" />
+ <argument index="0" name="from" type="Transform3D" />
+ <description>
+ </description>
+ </constructor>
+ </constructors>
+ <methods>
+ <method name="create_depth_correction" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="flip_y" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="create_fit_aabb" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="aabb" type="AABB" />
+ <description>
+ </description>
+ </method>
+ <method name="create_for_hmd" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="eye" type="int" />
+ <argument index="1" name="aspect" type="float" />
+ <argument index="2" name="intraocular_dist" type="float" />
+ <argument index="3" name="display_width" type="float" />
+ <argument index="4" name="display_to_lens" type="float" />
+ <argument index="5" name="oversample" type="float" />
+ <argument index="6" name="z_near" type="float" />
+ <argument index="7" name="z_far" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="create_frustum" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="left" type="float" />
+ <argument index="1" name="right" type="float" />
+ <argument index="2" name="bottom" type="float" />
+ <argument index="3" name="top" type="float" />
+ <argument index="4" name="z_near" type="float" />
+ <argument index="5" name="z_far" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="create_frustum_aspect" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="size" type="float" />
+ <argument index="1" name="aspect" type="float" />
+ <argument index="2" name="offset" type="Vector2" />
+ <argument index="3" name="z_near" type="float" />
+ <argument index="4" name="z_far" type="float" />
+ <argument index="5" name="flip_fov" type="bool" default="false" />
+ <description>
+ </description>
+ </method>
+ <method name="create_light_atlas_rect" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="rect" type="Rect2" />
+ <description>
+ </description>
+ </method>
+ <method name="create_orthogonal" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="left" type="float" />
+ <argument index="1" name="right" type="float" />
+ <argument index="2" name="bottom" type="float" />
+ <argument index="3" name="top" type="float" />
+ <argument index="4" name="z_near" type="float" />
+ <argument index="5" name="z_far" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="create_orthogonal_aspect" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="size" type="float" />
+ <argument index="1" name="aspect" type="float" />
+ <argument index="2" name="z_near" type="float" />
+ <argument index="3" name="z_far" type="float" />
+ <argument index="4" name="flip_fov" type="bool" default="false" />
+ <description>
+ </description>
+ </method>
+ <method name="create_perspective" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="fovy" type="float" />
+ <argument index="1" name="aspect" type="float" />
+ <argument index="2" name="z_near" type="float" />
+ <argument index="3" name="z_far" type="float" />
+ <argument index="4" name="flip_fov" type="bool" default="false" />
+ <description>
+ </description>
+ </method>
+ <method name="create_perspective_hmd" qualifiers="static">
+ <return type="Projection" />
+ <argument index="0" name="fovy" type="float" />
+ <argument index="1" name="aspect" type="float" />
+ <argument index="2" name="z_near" type="float" />
+ <argument index="3" name="z_far" type="float" />
+ <argument index="4" name="flip_fov" type="bool" />
+ <argument index="5" name="eye" type="int" />
+ <argument index="6" name="intraocular_dist" type="float" />
+ <argument index="7" name=" convergence_dist" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="determinant" qualifiers="const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="flipped_y" qualifiers="const">
+ <return type="Projection" />
+ <description>
+ </description>
+ </method>
+ <method name="get_aspect" qualifiers="const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="get_far_plane_half_extents" qualifiers="const">
+ <return type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="get_fov" qualifiers="const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="get_fovy" qualifiers="static">
+ <return type="float" />
+ <argument index="0" name="fovx" type="float" />
+ <argument index="1" name="aspect" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="get_lod_multiplier" qualifiers="const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="get_pixels_per_meter" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="for_pixel_width" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="get_projection_plane" qualifiers="const">
+ <return type="Plane" />
+ <argument index="0" name="plane" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="get_viewport_half_extents" qualifiers="const">
+ <return type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="get_z_far" qualifiers="const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="get_z_near" qualifiers="const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="inverse" qualifiers="const">
+ <return type="Projection" />
+ <description>
+ </description>
+ </method>
+ <method name="is_orthogonal" qualifiers="const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="jitter_offseted" qualifiers="const">
+ <return type="Projection" />
+ <argument index="0" name="offset" type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="perspective_znear_adjusted" qualifiers="const">
+ <return type="Projection" />
+ <argument index="0" name="new_znear" type="float" />
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="w" type="Vector4" setter="" getter="" default="Vector4(0, 0, 0)">
+ </member>
+ <member name="x" type="Vector4" setter="" getter="" default="Vector4(1, 0, 0)">
+ </member>
+ <member name="y" type="Vector4" setter="" getter="" default="Vector4(0, 1, 0)">
+ </member>
+ <member name="z" type="Vector4" setter="" getter="" default="Vector4(0, 0, 1)">
+ </member>
+ </members>
+ <constants>
+ <constant name="PLANE_NEAR" value="0">
+ </constant>
+ <constant name="PLANE_FAR" value="1">
+ </constant>
+ <constant name="PLANE_LEFT" value="2">
+ </constant>
+ <constant name="PLANE_TOP" value="3">
+ </constant>
+ <constant name="PLANE_RIGHT" value="4">
+ </constant>
+ <constant name="PLANE_BOTTOM" value="5">
+ </constant>
+ <constant name="IDENTITY" value="Projection(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)">
+ </constant>
+ <constant name="ZERO" value="Projection(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)">
+ </constant>
+ </constants>
+ <operators>
+ <operator name="operator !=">
+ <return type="bool" />
+ <argument index="0" name="right" type="Projection" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Projection" />
+ <argument index="0" name="right" type="Projection" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator ==">
+ <return type="bool" />
+ <argument index="0" name="right" type="Projection" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator []">
+ <return type="Vector4" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </operator>
+ </operators>
+</class>
diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml
index c94b649b58..30e96607da 100644
--- a/doc/classes/Quaternion.xml
+++ b/doc/classes/Quaternion.xml
@@ -74,16 +74,6 @@
[b]Note:[/b] This method has an abnormally high amount of floating-point error, so methods such as [code]is_zero_approx[/code] will not work reliably.
</description>
</method>
- <method name="cubic_slerp" qualifiers="const">
- <return type="Quaternion" />
- <argument index="0" name="b" type="Quaternion" />
- <argument index="1" name="pre_a" type="Quaternion" />
- <argument index="2" name="post_b" type="Quaternion" />
- <argument index="3" name="weight" type="float" />
- <description>
- Performs a cubic spherical interpolation between quaternions [code]pre_a[/code], this vector, [code]b[/code], and [code]post_b[/code], by the given amount [code]weight[/code].
- </description>
- </method>
<method name="dot" qualifiers="const">
<return type="float" />
<argument index="0" name="with" type="Quaternion" />
@@ -91,6 +81,11 @@
Returns the dot product of two quaternions.
</description>
</method>
+ <method name="exp" qualifiers="const">
+ <return type="Quaternion" />
+ <description>
+ </description>
+ </method>
<method name="get_angle" qualifiers="const">
<return type="float" />
<description>
@@ -138,6 +133,11 @@
Returns the length of the quaternion, squared.
</description>
</method>
+ <method name="log" qualifiers="const">
+ <return type="Quaternion" />
+ <description>
+ </description>
+ </method>
<method name="normalized" qualifiers="const">
<return type="Quaternion" />
<description>
@@ -161,6 +161,16 @@
Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees.
</description>
</method>
+ <method name="spherical_cubic_interpolate" qualifiers="const">
+ <return type="Quaternion" />
+ <argument index="0" name="b" type="Quaternion" />
+ <argument index="1" name="pre_a" type="Quaternion" />
+ <argument index="2" name="post_b" type="Quaternion" />
+ <argument index="3" name="weight" type="float" />
+ <description>
+ Performs a spherical cubic interpolation between quaternions [code]pre_a[/code], this vector, [code]b[/code], and [code]post_b[/code], by the given amount [code]weight[/code].
+ </description>
+ </method>
</methods>
<members>
<member name="w" type="float" setter="" getter="" default="1.0">
@@ -188,11 +198,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Quaternion" />
<description>
Returns [code]true[/code] if the quaternions are not equal.
@@ -257,11 +262,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Quaternion" />
<description>
Returns [code]true[/code] if the quaternions are exactly equal.
diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml
index 6888c1f56c..39be605e1b 100644
--- a/doc/classes/RID.xml
+++ b/doc/classes/RID.xml
@@ -40,11 +40,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="RID" />
<description>
</description>
@@ -63,11 +58,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="RID" />
<description>
</description>
diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml
index 70a9912b76..22793e75d8 100644
--- a/doc/classes/Range.xml
+++ b/doc/classes/Range.xml
@@ -4,54 +4,61 @@
Abstract base class for range-based controls.
</brief_description>
<description>
- Range is a base class for [Control] nodes that change a floating-point [i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/i] and [i]page[/i], for example a [ScrollBar].
+ Range is a base class for [Control] nodes that change a floating-point [member value] between a [member min_value] and [member max_value], using a configured [member step] and [member page] size. See e.g. [ScrollBar] and [Slider] for examples of higher level nodes using Range.
</description>
<tutorials>
</tutorials>
<methods>
+ <method name="_value_changed" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="new_value" type="float" />
+ <description>
+ Called when the [Range]'s value is changed (following the same conditions as [signal value_changed]).
+ </description>
+ </method>
<method name="share">
<return type="void" />
<argument index="0" name="with" type="Node" />
<description>
- Binds two ranges together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group.
+ Binds two [Range]s together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group.
</description>
</method>
<method name="unshare">
<return type="void" />
<description>
- Stops range from sharing its member variables with any other.
+ Stops the [Range] from sharing its member variables with any other.
</description>
</method>
</methods>
<members>
- <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed" default="false">
+ <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed">
If [code]true[/code], [member value] may be greater than [member max_value].
</member>
- <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed" default="false">
+ <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed">
If [code]true[/code], [member value] may be less than [member min_value].
</member>
- <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp" default="false">
+ <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp">
If [code]true[/code], and [code]min_value[/code] is greater than 0, [code]value[/code] will be represented exponentially rather than linearly.
</member>
- <member name="max_value" type="float" setter="set_max" getter="get_max" default="100.0">
+ <member name="max_value" type="float" setter="set_max" getter="get_max">
Maximum value. Range is clamped if [code]value[/code] is greater than [code]max_value[/code].
</member>
- <member name="min_value" type="float" setter="set_min" getter="get_min" default="0.0">
+ <member name="min_value" type="float" setter="set_min" getter="get_min">
Minimum value. Range is clamped if [code]value[/code] is less than [code]min_value[/code].
</member>
- <member name="page" type="float" setter="set_page" getter="get_page" default="0.0">
+ <member name="page" type="float" setter="set_page" getter="get_page">
Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size multiplied by [code]page[/code] over the difference between [code]min_value[/code] and [code]max_value[/code].
</member>
<member name="ratio" type="float" setter="set_as_ratio" getter="get_as_ratio">
The value mapped between 0 and 1.
</member>
- <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values" default="false">
+ <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values">
If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer.
</member>
- <member name="step" type="float" setter="set_step" getter="get_step" default="1.0">
+ <member name="step" type="float" setter="set_step" getter="get_step">
If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer.
</member>
- <member name="value" type="float" setter="set_value" getter="get_value" default="0.0">
+ <member name="value" type="float" setter="set_value" getter="get_value">
Range's current value.
</member>
</members>
@@ -64,7 +71,8 @@
<signal name="value_changed">
<argument index="0" name="value" type="float" />
<description>
- Emitted when [member value] changes.
+ Emitted when [member value] changes. When used on a [Slider], this is called continuously while dragging (potentially every frame). If you are performing an expensive operation in a function connected to [signal value_changed], consider using a [i]debouncing[/i] [Timer] to call the function less often.
+ [b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal value_changed] is also emitted when [code]value[/code] is set directly via code.
</description>
</signal>
</signals>
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index a975382bfa..e4b66a9d53 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -189,11 +189,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Rect2" />
<description>
Returns [code]true[/code] if the rectangles are not equal.
@@ -209,11 +204,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Rect2" />
<description>
Returns [code]true[/code] if the rectangles are exactly equal.
diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml
index 78ab4b9103..c9ae685a15 100644
--- a/doc/classes/Rect2i.xml
+++ b/doc/classes/Rect2i.xml
@@ -153,7 +153,6 @@
<argument index="0" name="b" type="Rect2i" />
<description>
Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i.e. they have at least one point in common).
- If [code]include_borders[/code] is [code]true[/code], they will also be considered overlapping if their borders touch, even without intersection.
</description>
</method>
<method name="merge" qualifiers="const">
@@ -179,11 +178,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Rect2i" />
<description>
Returns [code]true[/code] if the rectangles are not equal.
@@ -191,11 +185,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Rect2i" />
<description>
Returns [code]true[/code] if the rectangles are equal.
diff --git a/doc/classes/RectangleShape2D.xml b/doc/classes/RectangleShape2D.xml
index cc3da8a789..124d752ae0 100644
--- a/doc/classes/RectangleShape2D.xml
+++ b/doc/classes/RectangleShape2D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RectangleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Rectangle shape for 2D collisions.
+ Rectangle shape resource for 2D physics.
</brief_description>
<description>
- Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D objects.
+ 2D rectangle shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. This shape is useful for modeling box-like 2D objects.
+ [b]Performance:[/b] Being a primitive collision shape, [RectangleShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]).
</description>
<tutorials>
<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index debbfd8d5d..ff66a89cb7 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
- The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ss_reflections_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is.
+ The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ssr_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is.
[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera3D] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe].
</description>
<tutorials>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 0d121a29d2..6248394b1a 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -395,7 +395,7 @@
<description>
</description>
</method>
- <method name="limit_get">
+ <method name="limit_get" qualifiers="const">
<return type="int" />
<argument index="0" name="limit" type="int" enum="RenderingDevice.Limit" />
<description>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index bb8aa8c9db..c2752d9f7b 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -149,6 +149,17 @@
Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method.
</description>
</method>
+ <method name="canvas_item_add_animation_slice">
+ <return type="void" />
+ <argument index="0" name="item" type="RID" />
+ <argument index="1" name="animation_length" type="float" />
+ <argument index="2" name="slice_begin" type="float" />
+ <argument index="3" name="slice_end" type="float" />
+ <argument index="4" name="offset" type="float" default="0.0" />
+ <description>
+ Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.
+ </description>
+ </method>
<method name="canvas_item_add_circle">
<return type="void" />
<argument index="0" name="item" type="RID" />
@@ -172,6 +183,7 @@
<argument index="2" name="to" type="Vector2" />
<argument index="3" name="color" type="Color" />
<argument index="4" name="width" type="float" default="1.0" />
+ <argument index="5" name="antialiased" type="bool" default="false" />
<description>
</description>
</method>
@@ -878,7 +890,7 @@
<description>
</description>
</method>
- <method name="directional_shadow_quality_set">
+ <method name="directional_soft_shadow_filter_set_quality">
<return type="void" />
<argument index="0" name="quality" type="int" enum="RenderingServer.ShadowQuality" />
<description>
@@ -1174,7 +1186,7 @@
<argument index="0" name="fog_volume" type="RID" />
<argument index="1" name="extents" type="Vector3" />
<description>
- Sets the size of the fog volume when shape is [constant FOG_VOLUME_SHAPE_ELLIPSOID] or [constant FOG_VOLUME_SHAPE_BOX].
+ Sets the size of the fog volume when shape is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
</description>
</method>
<method name="fog_volume_set_material">
@@ -1190,7 +1202,7 @@
<argument index="0" name="fog_volume" type="RID" />
<argument index="1" name="shape" type="int" enum="RenderingServer.FogVolumeShape" />
<description>
- Sets the shape of the fog volume to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX], or [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
+ Sets the shape of the fog volume to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
</description>
</method>
<method name="force_draw">
@@ -1240,6 +1252,13 @@
Returns the id of the test texture. Creates one if none exists.
</description>
</method>
+ <method name="get_video_adapter_api_version" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version.
+ [b]Note:[/b] When running a headless or server binary, this function returns an empty string.
+ </description>
+ </method>
<method name="get_video_adapter_name" qualifiers="const">
<return type="String" />
<description>
@@ -1605,10 +1624,10 @@
Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options.
</description>
</method>
- <method name="light_directional_set_sky_only">
+ <method name="light_directional_set_sky_mode">
<return type="void" />
<argument index="0" name="light" type="RID" />
- <argument index="1" name="enable" type="bool" />
+ <argument index="1" name="mode" type="int" enum="RenderingServer.LightDirectionalSkyMode" />
<description>
If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
</description>
@@ -1650,6 +1669,17 @@
Sets the cull mask for this Light3D. Lights only affect objects in the selected layers. Equivalent to [member Light3D.light_cull_mask].
</description>
</method>
+ <method name="light_set_distance_fade">
+ <return type="void" />
+ <argument index="0" name="decal" type="RID" />
+ <argument index="1" name="enabled" type="bool" />
+ <argument index="2" name="begin" type="float" />
+ <argument index="3" name="shadow" type="float" />
+ <argument index="4" name="length" type="float" />
+ <description>
+ Sets the distance fade for this Light3D. This acts as a form of level of detail (LOD) and can be used to improve performance. Equivalent to [member Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], [member Light3D.distance_fade_shadow], and [member Light3D.distance_fade_length].
+ </description>
+ </method>
<method name="light_set_max_sdfgi_cascade">
<return type="void" />
<argument index="0" name="light" type="RID" />
@@ -1698,14 +1728,6 @@
If [code]true[/code], light will cast shadows. Equivalent to [member Light3D.shadow_enabled].
</description>
</method>
- <method name="light_set_shadow_color">
- <return type="void" />
- <argument index="0" name="light" type="RID" />
- <argument index="1" name="color" type="Color" />
- <description>
- Sets the color of the shadow cast by the light. Equivalent to [member Light3D.shadow_color].
- </description>
- </method>
<method name="lightmap_create">
<return type="RID" />
<description>
@@ -2497,6 +2519,12 @@
If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member GPUParticles3D.local_coords].
</description>
</method>
+ <method name="positional_soft_shadow_filter_set_quality">
+ <return type="void" />
+ <argument index="0" name="quality" type="int" enum="RenderingServer.ShadowQuality" />
+ <description>
+ </description>
+ </method>
<method name="reflection_probe_create">
<return type="RID" />
<description>
@@ -2720,6 +2748,13 @@
Returns the parameters of a shader.
</description>
</method>
+ <method name="shader_set_code">
+ <return type="void" />
+ <argument index="0" name="shader" type="RID" />
+ <argument index="1" name="code" type="String" />
+ <description>
+ </description>
+ </method>
<method name="shader_set_default_texture_param">
<return type="void" />
<argument index="0" name="shader" type="RID" />
@@ -2731,9 +2766,10 @@
[b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
- <method name="shadows_quality_set">
+ <method name="shader_set_path_hint">
<return type="void" />
- <argument index="0" name="quality" type="int" enum="RenderingServer.ShadowQuality" />
+ <argument index="0" name="shader" type="RID" />
+ <argument index="1" name="path" type="String" />
<description>
</description>
</method>
@@ -3013,7 +3049,7 @@
$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))
[/gdscript]
[/codeblocks]
- Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For a further optimization see, [method viewport_set_render_direct_to_screen].
+ Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see [method viewport_set_render_direct_to_screen].
</description>
</method>
<method name="viewport_create">
@@ -3198,6 +3234,25 @@
Sets the viewport's parent to another viewport.
</description>
</method>
+ <method name="viewport_set_positional_shadow_atlas_quadrant_subdivision">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="quadrant" type="int" />
+ <argument index="2" name="subdivision" type="int" />
+ <description>
+ Sets the shadow atlas quadrant's subdivision.
+ </description>
+ </method>
+ <method name="viewport_set_positional_shadow_atlas_size">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="size" type="int" />
+ <argument index="2" name="use_16_bits" type="bool" default="false" />
+ <description>
+ Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
+ [b]Note:[/b] If this is set to [code]0[/code], no shadows will be visible at all (including directional shadows).
+ </description>
+ </method>
<method name="viewport_set_render_direct_to_screen">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -3247,24 +3302,6 @@
<description>
</description>
</method>
- <method name="viewport_set_shadow_atlas_quadrant_subdivision">
- <return type="void" />
- <argument index="0" name="viewport" type="RID" />
- <argument index="1" name="quadrant" type="int" />
- <argument index="2" name="subdivision" type="int" />
- <description>
- Sets the shadow atlas quadrant's subdivision.
- </description>
- </method>
- <method name="viewport_set_shadow_atlas_size">
- <return type="void" />
- <argument index="0" name="viewport" type="RID" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="use_16_bits" type="bool" default="false" />
- <description>
- Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
- </description>
- </method>
<method name="viewport_set_size">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -3318,6 +3355,14 @@
<description>
</description>
</method>
+ <method name="viewport_set_use_taa">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="enable" type="bool" />
+ <description>
+ If [code]true[/code], use Temporal Anti-Aliasing.
+ </description>
+ </method>
<method name="viewport_set_use_xr">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -3326,6 +3371,22 @@
If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [XRInterface].
</description>
</method>
+ <method name="viewport_set_vrs_mode">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="mode" type="int" enum="RenderingServer.ViewportVRSMode" />
+ <description>
+ Sets the Variable Rate Shading (VRS) mode for the viewport. Note, if hardware does not support VRS this property is ignored.
+ </description>
+ </method>
+ <method name="viewport_set_vrs_texture">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="texture" type="RID" />
+ <description>
+ Texture to use when the VRS mode is set to [constant RenderingServer.VIEWPORT_VRS_TEXTURE].
+ </description>
+ </method>
<method name="visibility_notifier_create">
<return type="RID" />
<description>
@@ -3781,6 +3842,15 @@
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="2" enum="LightDirectionalShadowMode">
Use 4 splits for shadow projection when using directional light.
</constant>
+ <constant name="LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY" value="0" enum="LightDirectionalSkyMode">
+ Use DirectionalLight3D in both sky rendering and scene lighting.
+ </constant>
+ <constant name="LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY" value="1" enum="LightDirectionalSkyMode">
+ Only use DirectionalLight3D in scene lighting.
+ </constant>
+ <constant name="LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY" value="2" enum="LightDirectionalSkyMode">
+ Only use DirectionalLight3D in sky rendering.
+ </constant>
<constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality">
Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code].
[b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.
@@ -3900,19 +3970,27 @@
<constant name="PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX" value="6" enum="ParticlesCollisionHeightfieldResolution">
</constant>
<constant name="FOG_VOLUME_SHAPE_ELLIPSOID" value="0" enum="FogVolumeShape">
- [FogVolume] will be shaped like an ellipsoid.
+ [FogVolume] will be shaped like an ellipsoid (stretched sphere).
+ </constant>
+ <constant name="FOG_VOLUME_SHAPE_CONE" value="1" enum="FogVolumeShape">
+ [FogVolume] will be shaped like a cone pointing upwards (in local coordinates). The cone's angle is set automatically to fill the extents. The cone will be adjusted to fit within the extents. Rotate the [FogVolume] node to reorient the cone. Non-uniform scaling via extents is not supported (scale the [FogVolume] node instead).
+ </constant>
+ <constant name="FOG_VOLUME_SHAPE_CYLINDER" value="2" enum="FogVolumeShape">
+ [FogVolume] will be shaped like an upright cylinder (in local coordinates). Rotate the [FogVolume] node to reorient the cylinder. The cylinder will be adjusted to fit within the extents. Non-uniform scaling via extents is not supported (scale the [FogVolume] node instead).
</constant>
- <constant name="FOG_VOLUME_SHAPE_BOX" value="1" enum="FogVolumeShape">
+ <constant name="FOG_VOLUME_SHAPE_BOX" value="3" enum="FogVolumeShape">
[FogVolume] will be shaped like a box.
</constant>
- <constant name="FOG_VOLUME_SHAPE_WORLD" value="2" enum="FogVolumeShape">
+ <constant name="FOG_VOLUME_SHAPE_WORLD" value="4" enum="FogVolumeShape">
[FogVolume] will have no shape, will cover the whole world and will not be culled.
</constant>
+ <constant name="FOG_VOLUME_SHAPE_MAX" value="5" enum="FogVolumeShape">
+ </constant>
<constant name="VIEWPORT_SCALING_3D_MODE_BILINEAR" value="0" enum="ViewportScaling3DMode">
- Enables bilinear scaling on 3D viewports. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
+ Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="VIEWPORT_SCALING_3D_MODE_FSR" value="1" enum="ViewportScaling3DMode">
- Enables FSR upscaling on 3D viewports. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear supersampling will be used instead. A value of [code]1.0[/code] disables scaling.
+ Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="VIEWPORT_SCALING_3D_MODE_MAX" value="2" enum="ViewportScaling3DMode">
</constant>
@@ -4066,6 +4144,20 @@
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="24" enum="ViewportDebugDraw">
</constant>
+ <constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="25" enum="ViewportDebugDraw">
+ </constant>
+ <constant name="VIEWPORT_VRS_DISABLED" value="0" enum="ViewportVRSMode">
+ VRS is disabled.
+ </constant>
+ <constant name="VIEWPORT_VRS_TEXTURE" value="1" enum="ViewportVRSMode">
+ VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
+ </constant>
+ <constant name="VIEWPORT_VRS_XR" value="2" enum="ViewportVRSMode">
+ VRS texture is supplied by the primary [XRInterface].
+ </constant>
+ <constant name="VIEWPORT_VRS_MAX" value="3" enum="ViewportVRSMode">
+ Represents the size of the [enum ViewportVRSMode] enum.
+ </constant>
<constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode">
</constant>
<constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode">
@@ -4135,24 +4227,29 @@
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
- Output color as they came in.
+ Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
</constant>
<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
- Use the Reinhard tonemapper.
+ Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
</constant>
<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
- Use the filmic tonemapper.
+ Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
</constant>
<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
- Use the ACES tonemapper.
+ Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
+ [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
</constant>
- <constant name="ENV_SSR_ROUGNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
+ <constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
+ Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
</constant>
- <constant name="ENV_SSR_ROUGNESS_QUALITY_LOW" value="1" enum="EnvironmentSSRRoughnessQuality">
+ <constant name="ENV_SSR_ROUGHNESS_QUALITY_LOW" value="1" enum="EnvironmentSSRRoughnessQuality">
+ Low quality of roughness filter for screen-space reflections.
</constant>
- <constant name="ENV_SSR_ROUGNESS_QUALITY_MEDIUM" value="2" enum="EnvironmentSSRRoughnessQuality">
+ <constant name="ENV_SSR_ROUGHNESS_QUALITY_MEDIUM" value="2" enum="EnvironmentSSRRoughnessQuality">
+ Medium quality of roughness filter for screen-space reflections.
</constant>
- <constant name="ENV_SSR_ROUGNESS_QUALITY_HIGH" value="3" enum="EnvironmentSSRRoughnessQuality">
+ <constant name="ENV_SSR_ROUGHNESS_QUALITY_HIGH" value="3" enum="EnvironmentSSRRoughnessQuality">
+ High quality of roughness filter for screen-space reflections. This is the slowest option.
</constant>
<constant name="ENV_SSAO_QUALITY_VERY_LOW" value="0" enum="EnvironmentSSAOQuality">
Lowest quality of screen-space ambient occlusion.
diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml
index 0850d39015..b08b1540ab 100644
--- a/doc/classes/Resource.xml
+++ b/doc/classes/Resource.xml
@@ -12,6 +12,11 @@
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
</tutorials>
<methods>
+ <method name="_get_rid" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
<method name="duplicate" qualifiers="const">
<return type="Resource" />
<argument index="0" name="subresources" type="bool" default="false" />
diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml
index c516aec809..fef94b5f3b 100644
--- a/doc/classes/ResourceFormatLoader.xml
+++ b/doc/classes/ResourceFormatLoader.xml
@@ -6,7 +6,7 @@
<description>
Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine.
Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver].
- [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture2D]) first, so they can be loaded with better efficiency on the graphics card.
+ [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better efficiency on the graphics card.
</description>
<tutorials>
</tutorials>
@@ -17,6 +17,12 @@
<description>
</description>
</method>
+ <method name="_get_classes_used" qualifiers="virtual const">
+ <return type="PackedStringArray" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ </description>
+ </method>
<method name="_get_dependencies" qualifiers="virtual const">
<return type="PackedStringArray" />
<argument index="0" name="path" type="String" />
diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml
index 1ffb0dba5c..dd52d09750 100644
--- a/doc/classes/ResourceLoader.xml
+++ b/doc/classes/ResourceLoader.xml
@@ -6,11 +6,21 @@
<description>
Singleton used to load resource files from the filesystem.
It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
+ [b]Note:[/b] You have to import the files into the engine first to load them using [method load]. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data].
</description>
<tutorials>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<methods>
+ <method name="add_resource_format_loader">
+ <return type="void" />
+ <argument index="0" name="format_loader" type="ResourceFormatLoader" />
+ <argument index="1" name="at_front" type="bool" default="false" />
+ <description>
+ Registers a new [ResourceFormatLoader]. The ResourceLoader will use the ResourceFormatLoader as described in [method load].
+ This method is performed implicitly for ResourceFormatLoaders written in GDScript (see [ResourceFormatLoader] for more information).
+ </description>
+ </method>
<method name="exists">
<return type="bool" />
<argument index="0" name="path" type="String" />
@@ -89,6 +99,13 @@
Loads the resource using threads. If [code]use_sub_threads[/code] is [code]true[/code], multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns).
</description>
</method>
+ <method name="remove_resource_format_loader">
+ <return type="void" />
+ <argument index="0" name="format_loader" type="ResourceFormatLoader" />
+ <description>
+ Unregisters the given [ResourceFormatLoader].
+ </description>
+ </method>
<method name="set_abort_on_missing_resources">
<return type="void" />
<argument index="0" name="abort" type="bool" />
diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml
index 3872db5ea9..240c72a131 100644
--- a/doc/classes/ResourceSaver.xml
+++ b/doc/classes/ResourceSaver.xml
@@ -10,6 +10,15 @@
<tutorials>
</tutorials>
<methods>
+ <method name="add_resource_format_saver">
+ <return type="void" />
+ <argument index="0" name="format_saver" type="ResourceFormatSaver" />
+ <argument index="1" name="at_front" type="bool" default="false" />
+ <description>
+ Registers a new [ResourceFormatSaver]. The ResourceSaver will use the ResourceFormatSaver as described in [method save].
+ This method is performed implicitly for ResourceFormatSavers written in GDScript (see [ResourceFormatSaver] for more information).
+ </description>
+ </method>
<method name="get_recognized_extensions">
<return type="PackedStringArray" />
<argument index="0" name="type" type="Resource" />
@@ -17,6 +26,13 @@
Returns the list of extensions available for saving a resource of a given type.
</description>
</method>
+ <method name="remove_resource_format_saver">
+ <return type="void" />
+ <argument index="0" name="format_saver" type="ResourceFormatSaver" />
+ <description>
+ Unregisters the given [ResourceFormatSaver].
+ </description>
+ </method>
<method name="save">
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
@@ -24,31 +40,34 @@
<argument index="2" name="flags" type="int" enum="ResourceSaver.SaverFlags" default="0" />
<description>
Saves a resource to disk to the given path, using a [ResourceFormatSaver] that recognizes the resource object.
- The [code]flags[/code] bitmask can be specified to customize the save behavior.
+ The [code]flags[/code] bitmask can be specified to customize the save behavior using [enum SaverFlags] flags.
Returns [constant OK] on success.
</description>
</method>
</methods>
<constants>
- <constant name="FLAG_RELATIVE_PATHS" value="1" enum="SaverFlags">
+ <constant name="FLAG_NONE" value="0" enum="SaverFlags" is_bitfield="true">
+ No resource saving option.
+ </constant>
+ <constant name="FLAG_RELATIVE_PATHS" value="1" enum="SaverFlags" is_bitfield="true">
Save the resource with a path relative to the scene which uses it.
</constant>
- <constant name="FLAG_BUNDLE_RESOURCES" value="2" enum="SaverFlags">
+ <constant name="FLAG_BUNDLE_RESOURCES" value="2" enum="SaverFlags" is_bitfield="true">
Bundles external resources.
</constant>
- <constant name="FLAG_CHANGE_PATH" value="4" enum="SaverFlags">
+ <constant name="FLAG_CHANGE_PATH" value="4" enum="SaverFlags" is_bitfield="true">
Changes the [member Resource.resource_path] of the saved resource to match its new location.
</constant>
- <constant name="FLAG_OMIT_EDITOR_PROPERTIES" value="8" enum="SaverFlags">
+ <constant name="FLAG_OMIT_EDITOR_PROPERTIES" value="8" enum="SaverFlags" is_bitfield="true">
Do not save editor-specific metadata (identified by their [code]__editor[/code] prefix).
</constant>
- <constant name="FLAG_SAVE_BIG_ENDIAN" value="16" enum="SaverFlags">
+ <constant name="FLAG_SAVE_BIG_ENDIAN" value="16" enum="SaverFlags" is_bitfield="true">
Save as big endian (see [member File.big_endian]).
</constant>
- <constant name="FLAG_COMPRESS" value="32" enum="SaverFlags">
+ <constant name="FLAG_COMPRESS" value="32" enum="SaverFlags" is_bitfield="true">
Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only available for binary resource types.
</constant>
- <constant name="FLAG_REPLACE_SUBRESOURCE_PATHS" value="64" enum="SaverFlags">
+ <constant name="FLAG_REPLACE_SUBRESOURCE_PATHS" value="64" enum="SaverFlags" is_bitfield="true">
Take over the paths of the saved subresources (see [method Resource.take_over_path]).
</constant>
</constants>
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index f480071d32..8228bcc442 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -49,11 +49,18 @@
Clears the tag stack and sets [member text] to an empty string.
</description>
</method>
+ <method name="deselect">
+ <return type="void" />
+ <description>
+ Clears the current selection.
+ </description>
+ </method>
<method name="get_character_line">
<return type="int" />
<argument index="0" name="character" type="int" />
<description>
Returns the line number of the character position provided.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
</description>
</method>
<method name="get_character_paragraph">
@@ -61,24 +68,28 @@
<argument index="0" name="character" type="int" />
<description>
Returns the paragraph number of the character position provided.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
</description>
</method>
<method name="get_content_height" qualifiers="const">
<return type="int" />
<description>
Returns the height of the content.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
</description>
</method>
<method name="get_content_width" qualifiers="const">
<return type="int" />
<description>
Returns the width of the content.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
</description>
</method>
<method name="get_line_count" qualifiers="const">
<return type="int" />
<description>
Returns the total number of lines in the text. Wrapped text is counted as multiple lines.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
</description>
</method>
<method name="get_line_offset">
@@ -86,6 +97,14 @@
<argument index="0" name="line" type="int" />
<description>
Returns the vertical offset of the line found at the provided index.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
+ </description>
+ </method>
+ <method name="get_menu" qualifiers="const">
+ <return type="PopupMenu" />
+ <description>
+ Returns the [PopupMenu] of this [RichTextLabel]. By default, this menu is displayed when right-clicking on the [RichTextLabel].
+ [b]Warning:[/b] This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their [member Window.visible] property.
</description>
</method>
<method name="get_paragraph_count" qualifiers="const">
@@ -99,6 +118,7 @@
<argument index="0" name="paragraph" type="int" />
<description>
Returns the vertical offset of the paragraph found at the provided index.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
</description>
</method>
<method name="get_parsed_text" qualifiers="const">
@@ -142,12 +162,14 @@
<return type="int" />
<description>
Returns the number of visible lines.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
</description>
</method>
<method name="get_visible_paragraph_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of visible paragraphs. A paragraph is considered visible if at least one of its lines is visible.
+ [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded.
</description>
</method>
<method name="install_effect">
@@ -157,6 +179,18 @@
Installs a custom effect. [code]effect[/code] should be a valid [RichTextEffect].
</description>
</method>
+ <method name="is_menu_visible" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns whether the menu is visible. Use this instead of [code]get_menu().visible[/code] to improve performance (so the creation of the menu is avoided).
+ </description>
+ </method>
+ <method name="is_ready" qualifiers="const">
+ <return type="bool" />
+ <description>
+ If [member threaded] is enabled, returns [code]true[/code] if the background thread has finished text processing, otherwise always return [code]true[/code].
+ </description>
+ </method>
<method name="newline">
<return type="void" />
<description>
@@ -238,22 +272,22 @@
<method name="push_font">
<return type="void" />
<argument index="0" name="font" type="Font" />
+ <argument index="1" name="font_size" type="int" />
<description>
Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for its duration.
</description>
</method>
- <method name="push_font_features">
+ <method name="push_font_size">
<return type="void" />
- <argument index="0" name="opentype_features" type="Dictionary" />
+ <argument index="0" name="font_size" type="int" />
<description>
- Adds a [code][ot_feature][/code] tag to the tag stack. Overrides default OpenType font feature for its duration.
</description>
</method>
- <method name="push_font_size">
+ <method name="push_hint">
<return type="void" />
- <argument index="0" name="font_size" type="int" />
+ <argument index="0" name="description" type="String" />
<description>
- Adds a [code][font_size][/code] tag to the tag stack. Overrides default font size for its duration.
+ Adds a [code][hint][/code] tag to the tag stack. Same as BBCode [code][hint=something]{text}[/hint][/code].
</description>
</method>
<method name="push_indent">
@@ -316,7 +350,7 @@
<argument index="0" name="alignment" type="int" enum="HorizontalAlignment" />
<argument index="1" name="base_direction" type="int" enum="Control.TextDirection" default="0" />
<argument index="2" name="language" type="String" default="&quot;&quot;" />
- <argument index="3" name="st_parser" type="int" enum="Control.StructuredTextParser" default="0" />
+ <argument index="3" name="st_parser" type="int" enum="TextServer.StructuredTextParser" default="0" />
<description>
Adds a [code][p][/code] tag to the tag stack.
</description>
@@ -363,6 +397,13 @@
Scrolls the window's top line to match first line of the [code]paragraph[/code].
</description>
</method>
+ <method name="select_all">
+ <return type="void" />
+ <description>
+ Select all the text.
+ If [member selection_enabled] is [code]false[/code], no selection will occur.
+ </description>
+ </method>
<method name="set_cell_border_color">
<return type="void" />
<argument index="0" name="color" type="Color" />
@@ -406,12 +447,16 @@
</method>
</methods>
<members>
- <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="RichTextLabel.AutowrapMode" default="3">
- If set to something other than [constant AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. To see how each mode behaves, see [enum AutowrapMode].
+ <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="TextServer.AutowrapMode" default="3">
+ If set to something other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. To see how each mode behaves, see [enum TextServer.AutowrapMode].
</member>
<member name="bbcode_enabled" type="bool" setter="set_use_bbcode" getter="is_using_bbcode" default="false">
If [code]true[/code], the label uses BBCode formatting.
</member>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
+ <member name="context_menu_enabled" type="bool" setter="set_context_menu_enabled" getter="is_context_menu_enabled" default="false">
+ If [code]true[/code], a right-click displays the context menu.
+ </member>
<member name="custom_effects" type="Array" setter="set_effects" getter="get_effects" default="[]">
The currently installed custom effects. This is an array of [RichTextEffect]s.
To add a custom effect, it's more convenient to use [method install_effect].
@@ -423,6 +468,9 @@
If [code]true[/code], the label's height will be automatically updated to fit its content.
[b]Note:[/b] This property is used as a workaround to fix issues with [RichTextLabel] in [Container]s, but it's unreliable in some cases and will be removed in future versions.
</member>
+ <member name="hint_underlined" type="bool" setter="set_hint_underline" getter="is_hint_underlined" default="true">
+ If [code]true[/code], the label underlines hint tags such as [code][hint=description]{text}[/hint][/code].
+ </member>
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
@@ -436,7 +484,10 @@
The range of characters to display, as a [float] between 0.0 and 1.0. When assigned an out of range value, it's the same as assigning 1.0.
[b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count].
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
+ <member name="progress_bar_delay" type="int" setter="set_progress_bar_delay" getter="get_progress_bar_delay" default="1000">
+ The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely.
+ [b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled.
+ </member>
<member name="scroll_active" type="bool" setter="set_scroll_active" getter="is_scroll_active" default="true">
If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/code] does not block scrolling completely. See [method scroll_to_line].
</member>
@@ -446,7 +497,10 @@
<member name="selection_enabled" type="bool" setter="set_selection_enabled" getter="is_selection_enabled" default="false">
If [code]true[/code], the label allows text selection.
</member>
- <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0">
+ <member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true">
+ If [code]true[/code], shortcut keys for context menu items are enabled, even if the context menu is disabled.
+ </member>
+ <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
</member>
<member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]">
@@ -462,15 +516,23 @@
<member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0">
Base text writing direction.
</member>
+ <member name="threaded" type="bool" setter="set_threaded" getter="is_threaded" default="false">
+ If [code]true[/code], text processing is done in a background thread.
+ </member>
<member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1">
The restricted number of characters to display in the label. If [code]-1[/code], all characters will be displayed.
[b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count].
</member>
- <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="RichTextLabel.VisibleCharactersBehavior" default="0">
- Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum VisibleCharactersBehavior] for more info.
+ <member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
+ Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
</member>
</members>
<signals>
+ <signal name="finished">
+ <description>
+ Triggered when the document is fully loaded.
+ </description>
+ </signal>
<signal name="meta_clicked">
<argument index="0" name="meta" type="Variant" />
<description>
@@ -491,18 +553,6 @@
</signal>
</signals>
<constants>
- <constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode">
- Autowrap is disabled.
- </constant>
- <constant name="AUTOWRAP_ARBITRARY" value="1" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
- </constant>
- <constant name="AUTOWRAP_WORD" value="2" enum="AutowrapMode">
- Wraps the text inside the node's bounding rectangle by soft-breaking between words.
- </constant>
- <constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode">
- Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
- </constant>
<constant name="LIST_NUMBERS" value="0" enum="ListType">
Each list item has a number marker.
</constant>
@@ -563,24 +613,11 @@
</constant>
<constant name="ITEM_META" value="23" enum="ItemType">
</constant>
- <constant name="ITEM_DROPCAP" value="24" enum="ItemType">
- </constant>
- <constant name="ITEM_CUSTOMFX" value="25" enum="ItemType">
- </constant>
- <constant name="VC_CHARS_BEFORE_SHAPING" value="0" enum="VisibleCharactersBehavior">
- Trims text before the shaping. e.g, increasing [member visible_characters] value is visually identical to typing the text.
- </constant>
- <constant name="VC_CHARS_AFTER_SHAPING" value="1" enum="VisibleCharactersBehavior">
- Displays glyphs that are mapped to the first [member visible_characters] characters from the beginning of the text.
- </constant>
- <constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
+ <constant name="ITEM_HINT" value="24" enum="ItemType">
</constant>
- <constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the left.
+ <constant name="ITEM_DROPCAP" value="25" enum="ItemType">
</constant>
- <constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior">
- Displays [member percent_visible] glyphs, starting from the right.
+ <constant name="ITEM_CUSTOMFX" value="26" enum="ItemType">
</constant>
</constants>
<theme_items>
@@ -623,10 +660,10 @@
<theme_item name="shadow_outline_size" data_type="constant" type="int" default="1">
The size of the shadow outline.
</theme_item>
- <theme_item name="table_hseparation" data_type="constant" type="int" default="3">
+ <theme_item name="table_h_separation" data_type="constant" type="int" default="3">
The horizontal separation of elements in a table.
</theme_item>
- <theme_item name="table_vseparation" data_type="constant" type="int" default="3">
+ <theme_item name="table_v_separation" data_type="constant" type="int" default="3">
The vertical separation of elements in a table.
</theme_item>
<theme_item name="bold_font" data_type="font" type="Font">
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml
index 696ad7a98e..087156989e 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidDynamicBody2D.xml
@@ -219,8 +219,8 @@
Emitted when one of this RigidDynamicBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
- [code]body_shape_index[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -232,8 +232,8 @@
Emitted when the collision between one of this RigidDynamicBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
- [code]body_shape_index[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
+ [code]body_shape_index[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml
index 5fd53a7638..285176b8b0 100644
--- a/doc/classes/RigidDynamicBody3D.xml
+++ b/doc/classes/RigidDynamicBody3D.xml
@@ -225,9 +225,8 @@
Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[code]body_rid[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
- [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
- [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices.
+ [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -239,9 +238,8 @@
Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[code]body_rid[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s.
[code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
- [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body_shape_index)[/code].
- [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(local_shape_index)[/code].
- [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices.
+ [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
+ [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/SceneReplicationConfig.xml b/doc/classes/SceneReplicationConfig.xml
index aade8ac3be..62c108a477 100644
--- a/doc/classes/SceneReplicationConfig.xml
+++ b/doc/classes/SceneReplicationConfig.xml
@@ -19,6 +19,12 @@
<description>
</description>
</method>
+ <method name="has_property" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="path" type="NodePath" />
+ <description>
+ </description>
+ </method>
<method name="property_get_index" qualifiers="const">
<return type="int" />
<argument index="0" name="path" type="NodePath" />
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 288c35f159..9982cc0d60 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -14,27 +14,26 @@
</tutorials>
<methods>
<method name="call_group" qualifiers="vararg">
- <return type="Variant" />
+ <return type="void" />
<argument index="0" name="group" type="StringName" />
<argument index="1" name="method" type="StringName" />
<description>
- Calls [code]method[/code] on each member of the given group. You can pass arguments to [code]method[/code] by specifying them at the end of the method call. This method is equivalent of calling [method call_group_flags] with [constant GROUP_CALL_DEFAULT] flag.
- [b]Note:[/b] Due to design limitations, [method call_group] will fail silently if one of the arguments is [code]null[/code].
- [b]Note:[/b] [method call_group] will always call methods with an one-frame delay, in a way similar to [method Object.call_deferred]. To call methods immediately, use [method call_group_flags] with the [constant GROUP_CALL_REALTIME] flag.
+ Calls [code]method[/code] on each member of the given group. You can pass arguments to [code]method[/code] by specifying them at the end of the method call. If a node doesn't have the given method or the argument list does not match (either in count or in types), it will be skipped.
+ [b]Note:[/b] [method call_group] will call methods immediately on all members at once, which can cause stuttering if an expensive method is called on lots of members. To wait for one frame after [method call_group] was called, use [method call_group_flags] with the [constant GROUP_CALL_DEFERRED] flag.
</description>
</method>
<method name="call_group_flags" qualifiers="vararg">
- <return type="Variant" />
+ <return type="void" />
<argument index="0" name="flags" type="int" />
<argument index="1" name="group" type="StringName" />
<argument index="2" name="method" type="StringName" />
<description>
- Calls [code]method[/code] on each member of the given group, respecting the given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] by specifying them at the end of the method call.
- [b]Note:[/b] Due to design limitations, [method call_group_flags] will fail silently if one of the arguments is [code]null[/code].
+ Calls [code]method[/code] on each member of the given group, respecting the given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] by specifying them at the end of the method call. If a node doesn't have the given method or the argument list does not match (either in count or in types), it will be skipped.
[codeblock]
- # Call the method immediately and in reverse order.
- get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree.GROUP_CALL_REVERSE, "bases", "destroy")
+ # Call the method in a deferred manner and in reverse order.
+ get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE)
[/codeblock]
+ [b]Note:[/b] Group call flags are used to control the method calling behavior. By default, methods will be called immediately in a way similar to [method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, methods will be called with a one-frame delay in a way similar to [method Object.set_deferred].
</description>
</method>
<method name="change_scene">
@@ -91,6 +90,7 @@
<return type="Node" />
<argument index="0" name="group" type="StringName" />
<description>
+ Returns the first node in the specified group, or [code]null[/code] if the group is empty or does not exist.
</description>
</method>
<method name="get_frame" qualifiers="const">
@@ -99,6 +99,13 @@
Returns the current frame number, i.e. the total frame count since the application started.
</description>
</method>
+ <method name="get_multiplayer" qualifiers="const">
+ <return type="MultiplayerAPI" />
+ <argument index="0" name="for_path" type="NodePath" default="NodePath(&quot;&quot;)" />
+ <description>
+ Return the [MultiplayerAPI] configured for the given path, or the default one if [code]for_path[/code] is empty.
+ </description>
+ </method>
<method name="get_node_count" qualifiers="const">
<return type="int" />
<description>
@@ -131,6 +138,7 @@
<argument index="1" name="notification" type="int" />
<description>
Sends the given notification to all members of the [code]group[/code].
+ [b]Note:[/b] [method notify_group] will immediately notify all members at once, which can cause stuttering if an expensive method is called as a result of sending the notification lots of members. To wait for one frame, use [method notify_group_flags] with the [constant GROUP_CALL_DEFERRED] flag.
</description>
</method>
<method name="notify_group_flags">
@@ -140,6 +148,7 @@
<argument index="2" name="notification" type="int" />
<description>
Sends the given notification to all members of the [code]group[/code], respecting the given [enum GroupCallFlags].
+ [b]Note:[/b] Group call flags are used to control the notification sending behavior. By default, notifications will be sent immediately in a way similar to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, notifications will be sent with a one-frame delay in a way similar to using [code]Object.call_deferred("notification", ...)[/code].
</description>
</method>
<method name="queue_delete">
@@ -166,14 +175,6 @@
Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.
</description>
</method>
- <method name="set_auto_accept_quit">
- <return type="void" />
- <argument index="0" name="enabled" type="bool" />
- <description>
- If [code]true[/code], the application automatically accepts quitting. Enabled by default.
- For mobile platforms, see [method set_quit_on_go_back].
- </description>
- </method>
<method name="set_group">
<return type="void" />
<argument index="0" name="group" type="StringName" />
@@ -181,6 +182,7 @@
<argument index="2" name="value" type="Variant" />
<description>
Sets the given [code]property[/code] to [code]value[/code] on all members of the given group.
+ [b]Note:[/b] [method set_group] will set the property immediately on all members at once, which can cause stuttering if a property with an expensive setter is set on lots of members. To wait for one frame, use [method set_group_flags] with the [constant GROUP_CALL_DEFERRED] flag.
</description>
</method>
<method name="set_group_flags">
@@ -191,18 +193,23 @@
<argument index="3" name="value" type="Variant" />
<description>
Sets the given [code]property[/code] to [code]value[/code] on all members of the given group, respecting the given [enum GroupCallFlags].
+ [b]Note:[/b] Group call flags are used to control the property setting behavior. By default, properties will be set immediately in a way similar to [method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, properties will be set with a one-frame delay in a way similar to [method Object.call_deferred].
</description>
</method>
- <method name="set_quit_on_go_back">
+ <method name="set_multiplayer">
<return type="void" />
- <argument index="0" name="enabled" type="bool" />
+ <argument index="0" name="multiplayer" type="MultiplayerAPI" />
+ <argument index="1" name="root_path" type="NodePath" default="NodePath(&quot;&quot;)" />
<description>
- If [code]true[/code], the application quits automatically on going back (e.g. on Android). Enabled by default.
- To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
+ Sets a custom [MultiplayerAPI] with the given [code]root_path[/code] (controlling also the relative subpaths), or override the default one if [code]root_path[/code] is empty.
</description>
</method>
</methods>
<members>
+ <member name="auto_accept_quit" type="bool" setter="set_auto_accept_quit" getter="is_auto_accept_quit" default="true">
+ If [code]true[/code], the application automatically accepts quitting.
+ For mobile platforms, see [member quit_on_go_back].
+ </member>
<member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene">
The current scene.
</member>
@@ -212,12 +219,12 @@
<member name="debug_navigation_hint" type="bool" setter="set_debug_navigation_hint" getter="is_debugging_navigation_hint" default="false">
If [code]true[/code], navigation polygons will be visible when running the game from the editor for debugging purposes.
</member>
+ <member name="debug_paths_hint" type="bool" setter="set_debug_paths_hint" getter="is_debugging_paths_hint" default="false">
+ If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be visible when running the game from the editor for debugging purposes.
+ </member>
<member name="edited_scene_root" type="Node" setter="set_edited_scene_root" getter="get_edited_scene_root">
The root of the edited scene.
</member>
- <member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer">
- The default [MultiplayerAPI] instance for this [SceneTree].
- </member>
<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true">
If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs. This allows running RPCs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
@@ -227,18 +234,15 @@
- 2D and 3D physics will be stopped. This includes signals and collision detection.
- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.
</member>
+ <member name="quit_on_go_back" type="bool" setter="set_quit_on_go_back" getter="is_quit_on_go_back" default="true">
+ If [code]true[/code], the application quits automatically on going back (e.g. on Android).
+ To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
+ </member>
<member name="root" type="Window" setter="" getter="get_root">
The [SceneTree]'s root [Window].
</member>
</members>
<signals>
- <signal name="files_dropped">
- <argument index="0" name="files" type="PackedStringArray" />
- <argument index="1" name="screen" type="int" />
- <description>
- Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.
- </description>
- </signal>
<signal name="node_added">
<argument index="0" name="node" type="Node" />
<description>
@@ -291,8 +295,8 @@
<constant name="GROUP_CALL_REVERSE" value="1" enum="GroupCallFlags">
Call a group in reverse scene order.
</constant>
- <constant name="GROUP_CALL_REALTIME" value="2" enum="GroupCallFlags">
- Call a group immediately (calls are normally made on idle).
+ <constant name="GROUP_CALL_DEFERRED" value="2" enum="GroupCallFlags">
+ Call a group with a one-frame delay (idle frame, not physics).
</constant>
<constant name="GROUP_CALL_UNIQUE" value="4" enum="GroupCallFlags">
Call a group only once even if the call is executed many times.
diff --git a/doc/classes/SceneTreeTimer.xml b/doc/classes/SceneTreeTimer.xml
index 427608ead3..f28e65c5bf 100644
--- a/doc/classes/SceneTreeTimer.xml
+++ b/doc/classes/SceneTreeTimer.xml
@@ -22,7 +22,7 @@
}
[/csharp]
[/codeblocks]
- The timer will be automatically freed after its time elapses.
+ The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [RefCounted].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ScriptCreateDialog.xml b/doc/classes/ScriptCreateDialog.xml
index e21fac2d32..79ee95719d 100644
--- a/doc/classes/ScriptCreateDialog.xml
+++ b/doc/classes/ScriptCreateDialog.xml
@@ -40,6 +40,7 @@
</methods>
<members>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" overrides="AcceptDialog" default="false" />
+ <member name="ok_button_text" type="String" setter="set_ok_button_text" getter="get_ok_button_text" overrides="AcceptDialog" default="&quot;Create&quot;" />
<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default="&quot;Attach Node Script&quot;" />
</members>
<signals>
diff --git a/doc/classes/ScriptExtension.xml b/doc/classes/ScriptExtension.xml
new file mode 100644
index 0000000000..91fa6206d7
--- /dev/null
+++ b/doc/classes/ScriptExtension.xml
@@ -0,0 +1,173 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ScriptExtension" inherits="Script" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_can_instantiate" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_editor_can_reload_from_file" qualifiers="virtual">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_base_script" qualifiers="virtual const">
+ <return type="Script" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_constants" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_documentation" qualifiers="virtual const">
+ <return type="Dictionary[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_instance_base_type" qualifiers="virtual const">
+ <return type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_language" qualifiers="virtual const">
+ <return type="ScriptLanguage" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_member_line" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="member" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_members" qualifiers="virtual const">
+ <return type="StringName[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_method_info" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <argument index="0" name="method" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_property_default_value" qualifiers="virtual const">
+ <return type="Variant" />
+ <argument index="0" name="property" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_rpc_methods" qualifiers="virtual const">
+ <return type="Dictionary[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_script_method_list" qualifiers="virtual const">
+ <return type="Dictionary[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_script_property_list" qualifiers="virtual const">
+ <return type="Dictionary[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_script_signal_list" qualifiers="virtual const">
+ <return type="Dictionary[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_source_code" qualifiers="virtual const">
+ <return type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_has_method" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="method" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_has_script_signal" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="signal" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_has_source_code" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_inherits_script" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="script" type="Script" />
+ <description>
+ </description>
+ </method>
+ <method name="_instance_create" qualifiers="virtual const">
+ <return type="void*" />
+ <argument index="0" name="for_object" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_instance_has" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="object" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_placeholder_fallback_enabled" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_tool" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_valid" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_placeholder_erased" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="placeholder" type="void*" />
+ <description>
+ </description>
+ </method>
+ <method name="_placeholder_instance_create" qualifiers="virtual const">
+ <return type="void*" />
+ <argument index="0" name="for_object" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_reload" qualifiers="virtual">
+ <return type="int" enum="Error" />
+ <argument index="0" name="keep_state" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_set_source_code" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="code" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_update_exports" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/ScriptLanguage.xml b/doc/classes/ScriptLanguage.xml
new file mode 100644
index 0000000000..b229e461f5
--- /dev/null
+++ b/doc/classes/ScriptLanguage.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ScriptLanguage" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/ScriptLanguageExtension.xml b/doc/classes/ScriptLanguageExtension.xml
new file mode 100644
index 0000000000..45d4cf44fa
--- /dev/null
+++ b/doc/classes/ScriptLanguageExtension.xml
@@ -0,0 +1,425 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ScriptLanguageExtension" inherits="ScriptLanguage" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_add_global_constant" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="name" type="StringName" />
+ <argument index="1" name="value" type="Variant" />
+ <description>
+ </description>
+ </method>
+ <method name="_add_named_global_constant" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="name" type="StringName" />
+ <argument index="1" name="value" type="Variant" />
+ <description>
+ </description>
+ </method>
+ <method name="_alloc_instance_binding_data" qualifiers="virtual">
+ <return type="void*" />
+ <argument index="0" name="object" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_auto_indent_code" qualifiers="virtual const">
+ <return type="String" />
+ <argument index="0" name="code" type="String" />
+ <argument index="1" name="from_line" type="int" />
+ <argument index="2" name="to_line" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_can_inherit_from_file" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_complete_code" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <argument index="0" name="code" type="String" />
+ <argument index="1" name="path" type="String" />
+ <argument index="2" name="owner" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_create_script" qualifiers="virtual const">
+ <return type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_current_stack_info" qualifiers="virtual">
+ <return type="Dictionary[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_error" qualifiers="virtual const">
+ <return type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_globals" qualifiers="virtual">
+ <return type="Dictionary" />
+ <argument index="0" name="max_subitems" type="int" />
+ <argument index="1" name="max_depth" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_stack_level_count" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_stack_level_function" qualifiers="virtual const">
+ <return type="String" />
+ <argument index="0" name="level" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_stack_level_instance" qualifiers="virtual">
+ <return type="void*" />
+ <argument index="0" name="level" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_stack_level_line" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="level" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_stack_level_locals" qualifiers="virtual">
+ <return type="Dictionary" />
+ <argument index="0" name="level" type="int" />
+ <argument index="1" name="max_subitems" type="int" />
+ <argument index="2" name="max_depth" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_get_stack_level_members" qualifiers="virtual">
+ <return type="Dictionary" />
+ <argument index="0" name="level" type="int" />
+ <argument index="1" name="max_subitems" type="int" />
+ <argument index="2" name="max_depth" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_debug_parse_stack_level_expression" qualifiers="virtual">
+ <return type="String" />
+ <argument index="0" name="level" type="int" />
+ <argument index="1" name="expression" type="String" />
+ <argument index="2" name="max_subitems" type="int" />
+ <argument index="3" name="max_depth" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_execute_file" qualifiers="virtual">
+ <return type="int" enum="Error" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_find_function" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="class_name" type="String" />
+ <argument index="1" name="function_name" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_finish" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_frame" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_free_instance_binding_data" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="data" type="void*" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_built_in_templates" qualifiers="virtual const">
+ <return type="Dictionary[]" />
+ <argument index="0" name="object" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_comment_delimiters" qualifiers="virtual const">
+ <return type="PackedStringArray" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_extension" qualifiers="virtual const">
+ <return type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_global_class_name" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_name" qualifiers="virtual const">
+ <return type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_public_annotations" qualifiers="virtual const">
+ <return type="Dictionary[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_public_constants" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_public_functions" qualifiers="virtual const">
+ <return type="Dictionary[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_recognized_extensions" qualifiers="virtual const">
+ <return type="PackedStringArray" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_reserved_words" qualifiers="virtual const">
+ <return type="PackedStringArray" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_string_delimiters" qualifiers="virtual const">
+ <return type="PackedStringArray" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_type" qualifiers="virtual const">
+ <return type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_handles_global_class_type" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="type" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_has_named_classes" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_init" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_control_flow_keyword" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="keyword" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_using_templates" qualifiers="virtual">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_lookup_code" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <argument index="0" name="code" type="String" />
+ <argument index="1" name="symbol" type="String" />
+ <argument index="2" name="path" type="String" />
+ <argument index="3" name="owner" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_make_function" qualifiers="virtual const">
+ <return type="String" />
+ <argument index="0" name="class_name" type="String" />
+ <argument index="1" name="function_name" type="String" />
+ <argument index="2" name="function_args" type="PackedStringArray" />
+ <description>
+ </description>
+ </method>
+ <method name="_make_template" qualifiers="virtual const">
+ <return type="Script" />
+ <argument index="0" name="template" type="String" />
+ <argument index="1" name="class_name" type="String" />
+ <argument index="2" name="base_class_name" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="_open_in_external_editor" qualifiers="virtual">
+ <return type="int" enum="Error" />
+ <argument index="0" name="script" type="Script" />
+ <argument index="1" name="line" type="int" />
+ <argument index="2" name="column" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_overrides_external_editor" qualifiers="virtual">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_profiling_get_accumulated_data" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="info_array" type="ScriptLanguageExtensionProfilingInfo*" />
+ <argument index="1" name="info_max" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_profiling_get_frame_data" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="info_array" type="ScriptLanguageExtensionProfilingInfo*" />
+ <argument index="1" name="info_max" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_profiling_start" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_profiling_stop" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_refcount_decremented_instance_binding" qualifiers="virtual">
+ <return type="bool" />
+ <argument index="0" name="object" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_refcount_incremented_instance_binding" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="object" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="_reload_all_scripts" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_reload_tool_script" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="script" type="Script" />
+ <argument index="1" name="soft_reload" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_remove_named_global_constant" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </method>
+ <method name="_supports_builtin_mode" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_supports_documentation" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_thread_enter" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_thread_exit" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_validate" qualifiers="virtual const">
+ <return type="Dictionary" />
+ <argument index="0" name="script" type="String" />
+ <argument index="1" name="path" type="String" />
+ <argument index="2" name="validate_functions" type="bool" />
+ <argument index="3" name="validate_errors" type="bool" />
+ <argument index="4" name="validate_warnings" type="bool" />
+ <argument index="5" name="validate_safe_lines" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_validate_path" qualifiers="virtual const">
+ <return type="String" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ </description>
+ </method>
+ </methods>
+ <constants>
+ <constant name="LOOKUP_RESULT_SCRIPT_LOCATION" value="0" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_CLASS" value="1" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_CLASS_CONSTANT" value="2" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_CLASS_PROPERTY" value="3" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_CLASS_METHOD" value="4" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_CLASS_SIGNAL" value="5" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_CLASS_ENUM" value="6" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_CLASS_TBD_GLOBALSCOPE" value="7" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_CLASS_ANNOTATION" value="8" enum="LookupResultType">
+ </constant>
+ <constant name="LOOKUP_RESULT_MAX" value="9" enum="LookupResultType">
+ </constant>
+ <constant name="LOCATION_LOCAL" value="0" enum="CodeCompletionLocation">
+ The option is local to the location of the code completion query - e.g. a local variable.
+ </constant>
+ <constant name="LOCATION_PARENT_MASK" value="256" enum="CodeCompletionLocation">
+ The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in a the class or a parent class.
+ </constant>
+ <constant name="LOCATION_OTHER_USER_CODE" value="512" enum="CodeCompletionLocation">
+ The option is from user code which is not local and not in a derived class (e.g. Autoload Singletons).
+ </constant>
+ <constant name="LOCATION_OTHER" value="1024" enum="CodeCompletionLocation">
+ The option is from other engine code, not covered by the other enum constants - e.g. built-in classes.
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_CLASS" value="0" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_FUNCTION" value="1" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_SIGNAL" value="2" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_VARIABLE" value="3" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_MEMBER" value="4" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_ENUM" value="5" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_CONSTANT" value="6" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_NODE_PATH" value="7" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_FILE_PATH" value="8" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_PLAIN_TEXT" value="9" enum="CodeCompletionKind">
+ </constant>
+ <constant name="CODE_COMPLETION_KIND_MAX" value="10" enum="CodeCompletionKind">
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/ScrollBar.xml b/doc/classes/ScrollBar.xml
index 266787c9c8..d0dd69408e 100644
--- a/doc/classes/ScrollBar.xml
+++ b/doc/classes/ScrollBar.xml
@@ -12,8 +12,6 @@
<member name="custom_step" type="float" setter="set_custom_step" getter="get_custom_step" default="-1.0">
Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
</member>
- <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
- <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="0.0" />
</members>
<signals>
<signal name="scrolling">
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index ea1d972d14..1bbf5cb91b 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -5,10 +5,11 @@
</brief_description>
<description>
A ScrollContainer node meant to contain a [Control] child.
- ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.rect_min_size] of the Control relative to the ScrollContainer.
+ ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.custom_minimum_size] of the Control relative to the ScrollContainer.
Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="ensure_control_visible">
@@ -40,13 +41,13 @@
</method>
</methods>
<members>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="follow_focus" type="bool" setter="set_follow_focus" getter="is_following_focus" default="false">
If [code]true[/code], the ScrollContainer will automatically scroll to focused children (including indirect children) to make sure they are fully visible.
</member>
<member name="horizontal_scroll_mode" type="int" setter="set_horizontal_scroll_mode" getter="get_horizontal_scroll_mode" enum="ScrollContainer.ScrollMode" default="1">
Controls whether horizontal scrollbar can be used and when it should be visible. See [enum ScrollMode] for options.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="scroll_deadzone" type="int" setter="set_deadzone" getter="get_deadzone" default="0">
</member>
<member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0">
diff --git a/doc/classes/SegmentShape2D.xml b/doc/classes/SegmentShape2D.xml
index 8109886262..a1809301e5 100644
--- a/doc/classes/SegmentShape2D.xml
+++ b/doc/classes/SegmentShape2D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SegmentShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Segment shape for 2D collisions.
+ Segment shape resource for 2D physics.
</brief_description>
<description>
- Segment shape for 2D collisions. Consists of two points, [code]a[/code] and [code]b[/code].
+ 2D segment shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. Consists of two points, [code]a[/code] and [code]b[/code].
+ [b]Performance:[/b] Being a primitive collision shape, [SegmentShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SeparationRayShape2D.xml b/doc/classes/SeparationRayShape2D.xml
index 3e7a2857bf..d67c7b4cd9 100644
--- a/doc/classes/SeparationRayShape2D.xml
+++ b/doc/classes/SeparationRayShape2D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SeparationRayShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Separation ray shape for 2D collisions.
+ Separation ray shape resource for 2D physics.
</brief_description>
<description>
- Separation ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+ 2D separation ray shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+ [b]Performance:[/b] Being a primitive collision shape, [SeparationRayShape2D] is fast to check collisions against.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SeparationRayShape3D.xml b/doc/classes/SeparationRayShape3D.xml
index 028c3ba511..0fb4a07457 100644
--- a/doc/classes/SeparationRayShape3D.xml
+++ b/doc/classes/SeparationRayShape3D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SeparationRayShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Separation ray shape for 3D collisions.
+ Separation ray shape resource for 3D physics.
</brief_description>
<description>
- Separation ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+ 3D separation ray shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+ [b]Performance:[/b] Being a primitive collision shape, [SeparationRayShape3D] is fast to check collisions against.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ShaderInclude.xml b/doc/classes/ShaderInclude.xml
new file mode 100644
index 0000000000..40072a933b
--- /dev/null
+++ b/doc/classes/ShaderInclude.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ShaderInclude" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 03ff3cc188..94fb2d7dc7 100644
--- a/doc/classes/Shape2D.xml
+++ b/doc/classes/Shape2D.xml
@@ -26,7 +26,9 @@
<argument index="1" name="with_shape" type="Shape2D" />
<argument index="2" name="shape_xform" type="Transform2D" />
<description>
- Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
+ Returns a list of contact point pairs where this shape touches another.
+ If there are no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of [code]with_shape[/code].
+ A collision pair A, B can be used to calculate the collision normal with [code](B - A).normalized()[/code], and the collision depth with [code](B - A).length()[/code]. This information is typically used to separate shapes, particularly in collision solvers.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
</description>
</method>
@@ -50,7 +52,9 @@
<argument index="3" name="shape_xform" type="Transform2D" />
<argument index="4" name="shape_motion" type="Vector2" />
<description>
- Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
+ Returns a list of contact point pairs where this shape would touch another, if a given movement was applied.
+ If there would be no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of [code]with_shape[/code].
+ A collision pair A, B can be used to calculate the collision normal with [code](B - A).normalized()[/code], and the collision depth with [code](B - A).length()[/code]. This information is typically used to separate shapes, particularly in collision solvers.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
</description>
</method>
diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml
index 1b67900607..049e7f8777 100644
--- a/doc/classes/Signal.xml
+++ b/doc/classes/Signal.xml
@@ -6,6 +6,8 @@
<description>
</description>
<tutorials>
+ <link title="Using Signals">$DOCS_URL/getting_started/step_by_step/signals.html</link>
+ <link title="GDScript Basics">$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#signals</link>
</tutorials>
<constructors>
<constructor name="Signal">
@@ -99,22 +101,12 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Signal" />
<description>
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Signal" />
<description>
</description>
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 80a36acacc..6295724aa2 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -111,6 +111,14 @@
<return type="Transform3D" />
<argument index="0" name="bone_idx" type="int" />
<description>
+ Returns the global pose override transform for [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="get_bone_global_rest" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the global rest transform for [code]bone_idx[/code].
</description>
</method>
<method name="get_bone_local_pose_override" qualifiers="const">
@@ -384,6 +392,10 @@
<members>
<member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true">
</member>
+ <member name="motion_scale" type="float" setter="set_motion_scale" getter="get_motion_scale" default="1.0">
+ Multiplies the position 3D track animation.
+ [b]Note:[/b] Unless this value is [code]1.0[/code], the key value in animation will not match the actual position value.
+ </member>
<member name="show_rest_only" type="bool" setter="set_show_rest_only" getter="is_show_rest_only" default="false">
</member>
</members>
diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml
new file mode 100644
index 0000000000..5c2d0eefb4
--- /dev/null
+++ b/doc/classes/SkeletonProfile.xml
@@ -0,0 +1,193 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="SkeletonProfile" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Profile of a virtual skeleton used as a target for retargeting.
+ </brief_description>
+ <description>
+ This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="find_bone" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="bone_name" type="StringName" />
+ <description>
+ Returns the bone index that matches [code]bone_name[/code] as its name.
+ </description>
+ </method>
+ <method name="get_bone_name" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the name of the bone at [code]bone_idx[/code] that will be the key name in the [BoneMap].
+ In the retargeting process, the returned bone name is the bone name of the target skeleton.
+ </description>
+ </method>
+ <method name="get_bone_parent" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the name of the bone which is the parent to the bone at [code]bone_idx[/code]. The result is empty if the bone has no parent.
+ </description>
+ </method>
+ <method name="get_bone_tail" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the name of the bone which is the tail of the bone at [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="get_group" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the group of the bone at [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="get_group_name" qualifiers="const">
+ <return type="StringName" />
+ <argument index="0" name="group_idx" type="int" />
+ <description>
+ Returns the name of the group at [code]group_idx[/code] that will be the drawing group in the [BoneMap] editor.
+ </description>
+ </method>
+ <method name="get_handle_offset" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the offset of the bone at [code]bone_idx[/code] that will be the button position in the [BoneMap] editor.
+ This is the offset with origin at the top left corner of the square.
+ </description>
+ </method>
+ <method name="get_reference_pose" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the reference pose transform for bone [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="get_tail_direction" qualifiers="const">
+ <return type="int" enum="SkeletonProfile.TailDirection" />
+ <argument index="0" name="bone_idx" type="int" />
+ <description>
+ Returns the tail direction of the bone at [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="get_texture" qualifiers="const">
+ <return type="Texture2D" />
+ <argument index="0" name="group_idx" type="int" />
+ <description>
+ Returns the texture of the group at [code]group_idx[/code] that will be the drawing group background image in the [BoneMap] editor.
+ </description>
+ </method>
+ <method name="set_bone_name">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="bone_name" type="StringName" />
+ <description>
+ Sets the name of the bone at [code]bone_idx[/code] that will be the key name in the [BoneMap].
+ In the retargeting process, the setting bone name is the bone name of the target skeleton.
+ </description>
+ </method>
+ <method name="set_bone_parent">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="bone_parent" type="StringName" />
+ <description>
+ Sets the bone with name [code]bone_parent[/code] as the parent of the bone at [code]bone_idx[/code]. If an empty string is passed, then the bone has no parent.
+ </description>
+ </method>
+ <method name="set_bone_tail">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="bone_tail" type="StringName" />
+ <description>
+ Sets the bone with name [code]bone_tail[/code] as the tail of the bone at [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="set_group">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="group" type="StringName" />
+ <description>
+ Sets the group of the bone at [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="set_group_name">
+ <return type="void" />
+ <argument index="0" name="group_idx" type="int" />
+ <argument index="1" name="group_name" type="StringName" />
+ <description>
+ Sets the name of the group at [code]group_idx[/code] that will be the drawing group in the [BoneMap] editor.
+ </description>
+ </method>
+ <method name="set_handle_offset">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="handle_offset" type="Vector2" />
+ <description>
+ Sets the offset of the bone at [code]bone_idx[/code] that will be the button position in the [BoneMap] editor.
+ This is the offset with origin at the top left corner of the square.
+ </description>
+ </method>
+ <method name="set_reference_pose">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="bone_name" type="Transform3D" />
+ <description>
+ Sets the reference pose transform for bone [code]bone_idx[/code].
+ </description>
+ </method>
+ <method name="set_tail_direction">
+ <return type="void" />
+ <argument index="0" name="bone_idx" type="int" />
+ <argument index="1" name="tail_direction" type="int" enum="SkeletonProfile.TailDirection" />
+ <description>
+ Sets the tail direction of the bone at [code]bone_idx[/code].
+ [b]Note:[/b] This only specifies the method of calculation. The actual coordinates required should be stored in an external skeleton, so the calculation itself needs to be done externally.
+ </description>
+ </method>
+ <method name="set_texture">
+ <return type="void" />
+ <argument index="0" name="group_idx" type="int" />
+ <argument index="1" name="texture" type="Texture2D" />
+ <description>
+ Sets the texture of the group at [code]group_idx[/code] that will be the drawing group background image in the [BoneMap] editor.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" default="0">
+ </member>
+ <member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0">
+ </member>
+ <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&amp;&quot;&quot;">
+ A name of bone that will be used as the root bone in [AnimationTree].
+ [b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model.
+ </member>
+ <member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&amp;&quot;&quot;">
+ A name of bone which height will be used as the coefficient for normalization.
+ [b]Note:[/b] In most cases, it is hips in the humanoid model.
+ </member>
+ </members>
+ <signals>
+ <signal name="profile_updated">
+ <description>
+ This signal is emitted when change the value in profile. This is used to update key name in the [BoneMap] and to redraw the [BoneMap] editor.
+ [b]Note:[/b] This signal is not connected directly to editor to simplify the reference, instead it is passed on to editor through the [BoneMap].
+ </description>
+ </signal>
+ </signals>
+ <constants>
+ <constant name="TAIL_DIRECTION_AVERAGE_CHILDREN" value="0" enum="TailDirection">
+ Direction to the average coordinates of bone children.
+ </constant>
+ <constant name="TAIL_DIRECTION_SPECIFIC_CHILD" value="1" enum="TailDirection">
+ Direction to the coordinates of specified bone child.
+ </constant>
+ <constant name="TAIL_DIRECTION_END" value="2" enum="TailDirection">
+ Direction is not calculated.
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/SkeletonProfileHumanoid.xml b/doc/classes/SkeletonProfileHumanoid.xml
new file mode 100644
index 0000000000..11f0521718
--- /dev/null
+++ b/doc/classes/SkeletonProfileHumanoid.xml
@@ -0,0 +1,16 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="SkeletonProfileHumanoid" inherits="SkeletonProfile" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ A [SkeletonProfile] as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only.
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" overrides="SkeletonProfile" default="56" />
+ <member name="group_size" type="int" setter="set_group_size" getter="get_group_size" overrides="SkeletonProfile" default="4" />
+ <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" overrides="SkeletonProfile" default="&amp;&quot;Root&quot;" />
+ <member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" overrides="SkeletonProfile" default="&amp;&quot;Hips&quot;" />
+ </members>
+</class>
diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml
index 03f20b0aab..4139530db1 100644
--- a/doc/classes/Slider.xml
+++ b/doc/classes/Slider.xml
@@ -13,11 +13,9 @@
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
If [code]true[/code], the slider can be interacted with. If [code]false[/code], the value can be changed only by code.
</member>
- <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
<member name="scrollable" type="bool" setter="set_scrollable" getter="is_scrollable" default="true">
If [code]true[/code], the value can be changed using the mouse wheel.
</member>
- <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
<member name="tick_count" type="int" setter="set_ticks" getter="get_ticks" default="0">
Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers.
</member>
diff --git a/doc/classes/SphereMesh.xml b/doc/classes/SphereMesh.xml
index d0549d6b52..28c9704626 100644
--- a/doc/classes/SphereMesh.xml
+++ b/doc/classes/SphereMesh.xml
@@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<members>
- <member name="height" type="float" setter="set_height" getter="get_height" default="2.0">
+ <member name="height" type="float" setter="set_height" getter="get_height" default="1.0">
Full height of the sphere.
</member>
<member name="is_hemisphere" type="bool" setter="set_is_hemisphere" getter="get_is_hemisphere" default="false">
@@ -19,7 +19,7 @@
<member name="radial_segments" type="int" setter="set_radial_segments" getter="get_radial_segments" default="64">
Number of radial segments on the sphere.
</member>
- <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
Radius of sphere.
</member>
<member name="rings" type="int" setter="set_rings" getter="get_rings" default="32">
diff --git a/doc/classes/SphereShape3D.xml b/doc/classes/SphereShape3D.xml
index b5e9c9069b..b4713b1d41 100644
--- a/doc/classes/SphereShape3D.xml
+++ b/doc/classes/SphereShape3D.xml
@@ -1,16 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SphereShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Sphere shape for 3D collisions.
+ Sphere shape resource for 3D collisions.
</brief_description>
<description>
- Sphere shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. This shape is useful for modeling sphere-like 3D objects.
+ 3D sphere shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is useful for modeling sphere-like 3D objects.
+ [b]Performance:[/b] Being a primitive collision shape, [SphereShape3D] is the fastest collision shape to check collisions against, as it only requires a distance check with the shape's origin.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
</tutorials>
<members>
- <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
The sphere's radius. The shape's diameter is double the radius.
</member>
</members>
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index 5e3eb0c9f8..e84f9c38ff 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -25,6 +25,7 @@
The above code will create a [SpinBox], disable context menu on it and set the text alignment to right.
See [Range] class for more options over the [SpinBox].
[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a [SpinBox]'s background, add theme items for [LineEdit] and customize them.
+ [b]Note:[/b] If you want to implement drag and drop for the underlying [LineEdit], you can use [method Control.set_drag_forwarding] on the node returned by [method get_line_edit].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SplitContainer.xml b/doc/classes/SplitContainer.xml
index b2fcd46731..f2bc65f8df 100644
--- a/doc/classes/SplitContainer.xml
+++ b/doc/classes/SplitContainer.xml
@@ -7,6 +7,7 @@
Container for splitting two [Control]s vertically or horizontally, with a grabber that allows adjusting the split offset or ratio.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="clamp_split_offset">
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index 405fff0ce8..bc381578d9 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -53,6 +53,9 @@
<member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
</member>
+ <member name="fixed_size" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
+ If [code]true[/code], the label is rendered at the same size regardless of distance.
+ </member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
If [code]true[/code], texture is flipped horizontally.
</member>
@@ -63,15 +66,26 @@
A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light.
[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function.
</member>
+ <member name="no_depth_test" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
+ If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
+ </member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The texture's drawing offset.
</member>
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
The size of one pixel's width on the sprite to scale it in 3D.
</member>
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Note:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite.
</member>
+ <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
+ Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for options.
+ </member>
<member name="transparent" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible.
</member>
@@ -86,7 +100,13 @@
<constant name="FLAG_DOUBLE_SIDED" value="2" enum="DrawFlags">
If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
</constant>
- <constant name="FLAG_MAX" value="3" enum="DrawFlags">
+ <constant name="FLAG_DISABLE_DEPTH_TEST" value="3" enum="DrawFlags">
+ Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
+ </constant>
+ <constant name="FLAG_FIXED_SIZE" value="4" enum="DrawFlags">
+ Label is scaled by depth so that it always appears the same size on screen.
+ </constant>
+ <constant name="FLAG_MAX" value="5" enum="DrawFlags">
Represents the size of the [enum DrawFlags] enum.
</constant>
<constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode">
diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml
index b0d1e1efcf..0d423630d4 100644
--- a/doc/classes/SpriteFrames.xml
+++ b/doc/classes/SpriteFrames.xml
@@ -130,9 +130,4 @@
</description>
</method>
</methods>
- <members>
- <member name="frames" type="Array" setter="_set_frames" getter="_get_frames">
- Compatibility property, always equals to an empty array.
- </member>
- </members>
</class>
diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml
index 2305a9d325..bd6e5cdfa2 100644
--- a/doc/classes/StandardMaterial3D.xml
+++ b/doc/classes/StandardMaterial3D.xml
@@ -1,10 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="StandardMaterial3D" inherits="BaseMaterial3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Physically based rendering (PBR) material that can be applied to 3D objects.
</brief_description>
<description>
+ StandardMaterial3D's properties are inherited from [BaseMaterial3D].
</description>
<tutorials>
- <link title="Standard Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
+ <link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
</tutorials>
</class>
diff --git a/doc/classes/StreamCubemap.xml b/doc/classes/StreamCubemap.xml
deleted file mode 100644
index 61ab28ad41..0000000000
--- a/doc/classes/StreamCubemap.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamCubemap" inherits="StreamTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
-</class>
diff --git a/doc/classes/StreamCubemapArray.xml b/doc/classes/StreamCubemapArray.xml
deleted file mode 100644
index 98e10d9a47..0000000000
--- a/doc/classes/StreamCubemapArray.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamCubemapArray" inherits="StreamTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
-</class>
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index 3aede347a0..70762cbf6c 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerSSL.xml
@@ -44,6 +44,12 @@
Returns the status of the connection. See [enum Status] for values.
</description>
</method>
+ <method name="get_stream" qualifiers="const">
+ <return type="StreamPeer" />
+ <description>
+ Returns the underlying [StreamPeer] connection, used in [method accept_stream] or [method connect_to_stream].
+ </description>
+ </method>
<method name="poll">
<return type="void" />
<description>
diff --git a/doc/classes/StreamPeerTCP.xml b/doc/classes/StreamPeerTCP.xml
index a1f1f1be79..f06cf5c7a2 100644
--- a/doc/classes/StreamPeerTCP.xml
+++ b/doc/classes/StreamPeerTCP.xml
@@ -51,16 +51,16 @@
Returns the local port to which this peer is bound.
</description>
</method>
- <method name="get_status">
+ <method name="get_status" qualifiers="const">
<return type="int" enum="StreamPeerTCP.Status" />
<description>
Returns the status of the connection, see [enum Status].
</description>
</method>
- <method name="is_connected_to_host" qualifiers="const">
- <return type="bool" />
+ <method name="poll">
+ <return type="int" enum="Error" />
<description>
- Returns [code]true[/code] if this peer is currently connected or is connecting to a host, [code]false[/code] otherwise.
+ Poll the socket, updating its state. See [method get_status].
</description>
</method>
<method name="set_no_delay">
diff --git a/doc/classes/StreamTexture2DArray.xml b/doc/classes/StreamTexture2DArray.xml
deleted file mode 100644
index e78a23416c..0000000000
--- a/doc/classes/StreamTexture2DArray.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamTexture2DArray" inherits="StreamTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
-</class>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index c1a7a2edda..9f197dae02 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -49,7 +49,10 @@
<method name="bigrams" qualifiers="const">
<return type="PackedStringArray" />
<description>
- Returns the bigrams (pairs of consecutive letters) of this string.
+ Returns an array containing the bigrams (pairs of consecutive letters) of this string.
+ [codeblock]
+ print("Bigrams".bigrams()) # Prints "[Bi, ig, gr, ra, am, ms]"
+ [/codeblock]
</description>
</method>
<method name="bin_to_int" qualifiers="const">
@@ -101,6 +104,11 @@
<return type="String" />
<argument index="0" name="char" type="int" />
<description>
+ Directly converts an decimal integer to a unicode character. Tables of these characters can be found in various locations, for example [url=https://unicodelookup.com/]here.[/url]
+ [codeblock]
+ print(String.chr(65)) # Prints "A"
+ print(String.chr(129302)) # Prints "🤖" (robot face emoji)
+ [/codeblock]
</description>
</method>
<method name="contains" qualifiers="const">
@@ -172,7 +180,22 @@
<argument index="0" name="values" type="Variant" />
<argument index="1" name="placeholder" type="String" default="&quot;{_}&quot;" />
<description>
- Formats the string by replacing all occurrences of [code]placeholder[/code] with [code]values[/code].
+ Formats the string by replacing all occurrences of [code]placeholder[/code] with the elements of [code]values[/code].
+ [code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in [code]placeholder[/code] will be replaced with the corresponding keys in advance. Array elements use their index as keys.
+ [codeblock]
+ # Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it.
+ var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it."
+ print(use_array_values.format(["Godot", "Samuel Beckett"]))
+
+ # Prints: User 42 is Godot.
+ print("User {id} is {name}.".format({"id": 42, "name": "Godot"}))
+ [/codeblock]
+ Some additional handling is performed when [code]values[/code] is an array. If [code]placeholder[/code] does not contain an underscore, the elements of the array will be used to replace one occurrence of the placeholder in turn; If an array element is another 2-element array, it'll be interpreted as a key-value pair.
+ [codeblock]
+ # Prints: User 42 is Godot.
+ print("User {} is {}.".format([42, "Godot"], "{}"))
+ print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]]))
+ [/codeblock]
</description>
</method>
<method name="get_base_dir" qualifiers="const">
@@ -265,6 +288,8 @@
<return type="String" />
<argument index="0" name="size" type="int" />
<description>
+ Converts an integer representing a number of bytes into a human-readable form.
+ Note that this output is in [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]IEC prefix format[/url], and includes [code]B[/code], [code]KiB[/code], [code]MiB[/code], [code]GiB[/code], [code]TiB[/code], [code]PiB[/code], and [code]EiB[/code].
</description>
</method>
<method name="indent" qualifiers="const">
@@ -326,7 +351,13 @@
<method name="is_valid_float" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this string contains a valid float.
+ Returns [code]true[/code] if this string contains a valid float. This is inclusive of integers, and also supports exponents:
+ [codeblock]
+ print("1.7".is_valid_float()) # Prints "true"
+ print("24".is_valid_float()) # Prints "true"
+ print("7e3".is_valid_float()) # Prints "true"
+ print("Hello".is_valid_float()) # Prints "false"
+ [/codeblock]
</description>
</method>
<method name="is_valid_hex_number" qualifiers="const">
@@ -346,12 +377,24 @@
<return type="bool" />
<description>
Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]) and the first character may not be a digit.
+ [codeblock]
+ print("good_ident_1".is_valid_identifier()) # Prints "true"
+ print("1st_bad_ident".is_valid_identifier()) # Prints "false"
+ print("bad_ident_#2".is_valid_identifier()) # Prints "false"
+ [/codeblock]
</description>
</method>
<method name="is_valid_int" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if this string contains a valid integer.
+ [codeblock]
+ print("7".is_valid_int()) # Prints "true"
+ print("14.6".is_valid_int()) # Prints "false"
+ print("L".is_valid_int()) # Prints "false"
+ print("+3".is_valid_int()) # Prints "true"
+ print("-12".is_valid_int()) # Prints "true"
+ [/codeblock]
</description>
</method>
<method name="is_valid_ip_address" qualifiers="const">
@@ -384,9 +427,9 @@
</method>
<method name="left" qualifiers="const">
<return type="String" />
- <argument index="0" name="position" type="int" />
+ <argument index="0" name="length" type="int" />
<description>
- Returns a number of characters from the left of the string. If negative [code]position[/code] is used, the characters are counted downwards from [String]'s length.
+ Returns a number of characters from the left of the string. If negative [code]length[/code] is used, the characters are counted downwards from [String]'s length.
Examples:
[codeblock]
print("sample text".left(3)) #prints "sam"
@@ -420,14 +463,14 @@
<return type="bool" />
<argument index="0" name="expr" type="String" />
<description>
- Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]).
+ Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code].
</description>
</method>
<method name="matchn" qualifiers="const">
<return type="bool" />
<argument index="0" name="expr" type="String" />
<description>
- Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]).
+ Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code].
</description>
</method>
<method name="md5_buffer" qualifiers="const">
@@ -485,12 +528,30 @@
[/codeblock]
</description>
</method>
+ <method name="num_int64" qualifiers="static">
+ <return type="String" />
+ <argument index="0" name="number" type="int" />
+ <argument index="1" name="base" type="int" default="10" />
+ <argument index="2" name="capitalize_hex" type="bool" default="false" />
+ <description>
+ Converts a signed [int] to a string representation of a number.
+ </description>
+ </method>
<method name="num_scientific" qualifiers="static">
<return type="String" />
<argument index="0" name="number" type="float" />
<description>
</description>
</method>
+ <method name="num_uint64" qualifiers="static">
+ <return type="String" />
+ <argument index="0" name="number" type="int" />
+ <argument index="1" name="base" type="int" default="10" />
+ <argument index="2" name="capitalize_hex" type="bool" default="false" />
+ <description>
+ Converts a unsigned [int] to a string representation of a number.
+ </description>
+ </method>
<method name="pad_decimals" qualifiers="const">
<return type="String" />
<argument index="0" name="digits" type="int" />
@@ -553,9 +614,9 @@
</method>
<method name="right" qualifiers="const">
<return type="String" />
- <argument index="0" name="position" type="int" />
+ <argument index="0" name="length" type="int" />
<description>
- Returns a number of characters from the right of the string. If negative [code]position[/code] is used, the characters are counted downwards from [String]'s length.
+ Returns a number of characters from the right of the string. If negative [code]length[/code] is used, the characters are counted downwards from [String]'s length.
Examples:
[codeblock]
print("sample text".right(3)) #prints "ext"
@@ -586,8 +647,8 @@
var some_string = "One,Two,Three,Four"
var some_array = some_string.rsplit(",", true, 1)
print(some_array.size()) # Prints 2
- print(some_array[0]) # Prints "Four"
- print(some_array[1]) # Prints "Three,Two,One"
+ print(some_array[0]) # Prints "One,Two,Three"
+ print(some_array[1]) # Prints "Four"
[/gdscript]
[csharp]
// There is no Rsplit.
@@ -631,7 +692,13 @@
<return type="float" />
<argument index="0" name="text" type="String" />
<description>
- Returns the similarity index of the text compared to this string. 1 means totally similar and 0 means totally dissimilar.
+ Returns the similarity index ([url=https://en.wikipedia.org/wiki/S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of this string compared to another. A result of 1.0 means totally similar, while 0.0 means totally dissimilar.
+ [codeblock]
+ print("ABC123".similarity("ABC123")) # Prints "1"
+ print("ABC123".similarity("XYZ456")) # Prints "0"
+ print("ABC123".similarity("123ABC")) # Prints "0.8"
+ print("ABC123".similarity("abc123")) # Prints "0.4"
+ [/codeblock]
</description>
</method>
<method name="simplify_path" qualifiers="const">
@@ -830,11 +897,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="String" />
<description>
</description>
@@ -857,20 +919,21 @@
<description>
</description>
</operator>
- <operator name="operator &lt;">
- <return type="bool" />
- <argument index="0" name="right" type="String" />
+ <operator name="operator +">
+ <return type="String" />
+ <argument index="0" name="right" type="int" />
<description>
</description>
</operator>
- <operator name="operator &lt;=">
+ <operator name="operator &lt;">
<return type="bool" />
<argument index="0" name="right" type="String" />
<description>
</description>
</operator>
- <operator name="operator ==">
+ <operator name="operator &lt;=">
<return type="bool" />
+ <argument index="0" name="right" type="String" />
<description>
</description>
</operator>
diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml
index c19fce9944..a2bcac9788 100644
--- a/doc/classes/StringName.xml
+++ b/doc/classes/StringName.xml
@@ -4,7 +4,9 @@
An optimized string type for unique names.
</brief_description>
<description>
- [StringName]s are immutable strings designed for general-purpose representation of unique names. [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings.
+ [StringName]s are immutable strings designed for general-purpose representation of unique names (also called "string interning"). [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings.
+ You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or the literal syntax [code]&amp;"example"[/code].
+ See also [NodePath], which is a similar concept specifically designed to store pre-parsed node paths.
</description>
<tutorials>
</tutorials>
@@ -26,16 +28,19 @@
<return type="StringName" />
<argument index="0" name="from" type="String" />
<description>
- Creates a new [StringName] from the given [String].
+ Creates a new [StringName] from the given [String]. [code]StringName("example")[/code] is equivalent to [code]&amp;"example"[/code].
</description>
</constructor>
</constructors>
- <operators>
- <operator name="operator !=">
- <return type="bool" />
+ <methods>
+ <method name="hash" qualifiers="const">
+ <return type="int" />
<description>
+ Returns the 32-bit hash value representing the [StringName]'s contents.
</description>
- </operator>
+ </method>
+ </methods>
+ <operators>
<operator name="operator !=">
<return type="bool" />
<argument index="0" name="right" type="String" />
@@ -62,11 +67,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="String" />
<description>
</description>
diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml
index f805692f4d..d863e3c652 100644
--- a/doc/classes/StyleBox.xml
+++ b/doc/classes/StyleBox.xml
@@ -10,13 +10,44 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_draw" qualifiers="virtual const">
+ <return type="void" />
+ <argument index="0" name="to_canvas_item" type="RID" />
+ <argument index="1" name="rect" type="Rect2" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_center_size" qualifiers="virtual const">
+ <return type="Vector2" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_draw_rect" qualifiers="virtual const">
+ <return type="Rect2" />
+ <argument index="0" name="rect" type="Rect2" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_style_margin" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="side" type="int" enum="Side" />
+ <description>
+ </description>
+ </method>
+ <method name="_test_mask" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="point" type="Vector2" />
+ <argument index="1" name="rect" type="Rect2" />
+ <description>
+ </description>
+ </method>
<method name="draw" qualifiers="const">
<return type="void" />
<argument index="0" name="canvas_item" type="RID" />
<argument index="1" name="rect" type="Rect2" />
<description>
- Draws this stylebox using a [CanvasItem] with given [RID].
- You can get a [RID] value using [method Object.get_instance_id] on a [CanvasItem]-derived node.
+ Draws this stylebox using a canvas item identified by the given [RID].
+ The [RID] value can either be the result of [method CanvasItem.get_canvas_item] called on an existing [CanvasItem]-derived node, or directly from creating a canvas item in the [RenderingServer] with [method RenderingServer.canvas_item_create].
</description>
</method>
<method name="get_center_size" qualifiers="const">
@@ -76,21 +107,21 @@
</method>
</methods>
<members>
- <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
+ <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin">
The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom.
If this value is negative, it is ignored and a child-specific margin is used instead. For example for [StyleBoxFlat] the border thickness (if any) is used instead.
It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button.
[method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above.
</member>
- <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
+ <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin">
The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left.
Refer to [member content_margin_bottom] for extra considerations.
</member>
- <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
+ <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin">
The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right.
Refer to [member content_margin_bottom] for extra considerations.
</member>
- <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
+ <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin">
The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top.
Refer to [member content_margin_bottom] for extra considerations.
</member>
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index 20430f3205..c80f8dcbb1 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -119,7 +119,7 @@
</methods>
<members>
<member name="anti_aliasing" type="bool" setter="set_anti_aliased" getter="is_anti_aliased" default="true">
- Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners.
+ Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners or [member skew].
[b]Note:[/b] When using beveled corners with 45-degree angles ([member corner_detail] = 1), it is recommended to set [member anti_aliasing] to [code]false[/code] to ensure crisp visuals and avoid possible visual glitches.
</member>
<member name="anti_aliasing_size" type="float" setter="set_aa_size" getter="get_aa_size" default="0.625">
@@ -168,15 +168,19 @@
</member>
<member name="expand_margin_bottom" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0">
Expands the stylebox outside of the control rect on the bottom edge. Useful in combination with [member border_width_bottom] to draw a border outside the control rect.
+ [b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member expand_margin_bottom] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
</member>
<member name="expand_margin_left" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0">
Expands the stylebox outside of the control rect on the left edge. Useful in combination with [member border_width_left] to draw a border outside the control rect.
+ [b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member expand_margin_left] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
</member>
<member name="expand_margin_right" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0">
Expands the stylebox outside of the control rect on the right edge. Useful in combination with [member border_width_right] to draw a border outside the control rect.
+ [b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member expand_margin_right] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
</member>
<member name="expand_margin_top" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0">
Expands the stylebox outside of the control rect on the top edge. Useful in combination with [member border_width_top] to draw a border outside the control rect.
+ [b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member expand_margin_top] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
</member>
<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0.6)">
The color of the shadow. This has no effect if [member shadow_size] is lower than 1.
@@ -187,5 +191,9 @@
<member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="0">
The shadow size in pixels.
</member>
+ <member name="skew" type="Vector2" setter="set_skew" getter="get_skew" default="Vector2(0, 0)">
+ If set to a non-zero value on either axis, [member skew] distorts the StyleBox horizontally and/or vertically. This can be used for "futuristic"-style UIs. Positive values skew the StyleBox towards the right (X axis) and upwards (Y axis), while negative values skew the StyleBox towards the left (X axis) and downwards (Y axis).
+ [b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider increasing the [StyleBox]'s content margin (see [member StyleBox.content_margin_bottom]). It is preferable to increase the content margin instead of the expand margin (see [member expand_margin_bottom]), as increasing the expand margin does not increase the size of the clickable area for [Control]s.
+ </member>
</members>
</class>
diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml
index c439c1d016..b62c294f2c 100644
--- a/doc/classes/SubViewport.xml
+++ b/doc/classes/SubViewport.xml
@@ -4,6 +4,7 @@
Creates a sub-view into the screen.
</brief_description>
<description>
+ [SubViewport] is a [Viewport] that isn't a [Window], i.e. it doesn't draw anything by itself. To display something, [SubViewport]'s [member size] must be non-zero and it should be either put inside a [SubViewportContainer] or assigned to a [ViewportTexture].
</description>
<tutorials>
<link title="Using Viewports">$DOCS_URL/tutorials/rendering/viewports.html</link>
diff --git a/doc/classes/SubViewportContainer.xml b/doc/classes/SubViewportContainer.xml
index 050186a883..77aa7e3ff4 100644
--- a/doc/classes/SubViewportContainer.xml
+++ b/doc/classes/SubViewportContainer.xml
@@ -4,15 +4,15 @@
Control for holding [SubViewport]s.
</brief_description>
<description>
- A [Container] node that holds a [SubViewport], automatically setting its size.
- [b]Note:[/b] Changing a SubViewportContainer's [member Control.rect_scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container).
+ A [Container] node that holds a [SubViewport]. It uses the [SubViewport]'s size as minimum size, unless [member stretch] is enabled.
+ [b]Note:[/b] Changing a SubViewportContainer's [member Control.scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container).
[b]Note:[/b] The SubViewportContainer forwards mouse-enter and mouse-exit notifications to its sub-viewports.
</description>
<tutorials>
</tutorials>
<members>
<member name="stretch" type="bool" setter="set_stretch" getter="is_stretch_enabled" default="false">
- If [code]true[/code], the sub-viewport will be scaled to the control's size.
+ If [code]true[/code], the sub-viewport will be automatically resized to the control's size.
</member>
<member name="stretch_shrink" type="int" setter="set_stretch_shrink" getter="get_stretch_shrink" default="1">
Divides the sub-viewport's effective resolution by this value while preserving its scale. This can be used to speed up rendering.
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 9d0962f337..ad638a680b 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -11,14 +11,14 @@
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.set_color(Color(1, 0, 0))
st.set_uv(Vector2(0, 0))
- st.set_vertex(Vector3(0, 0, 0))
+ st.add_vertex(Vector3(0, 0, 0))
[/gdscript]
[csharp]
var st = new SurfaceTool();
st.Begin(Mesh.PrimitiveType.Triangles);
st.SetColor(new Color(1, 0, 0));
st.SetUv(new Vector2(0, 0));
- st.SetVertex(new Vector3(0, 0, 0));
+ st.AddVertex(new Vector3(0, 0, 0));
[/csharp]
[/codeblocks]
The above [SurfaceTool] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calling [method set_uv] or [method set_color], then the last values would be used.
@@ -35,7 +35,7 @@
<return type="void" />
<argument index="0" name="index" type="int" />
<description>
- Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices.
+ Adds a vertex to index array if you are using indexed vertices. Does not need to be called before adding vertices.
</description>
</method>
<method name="add_triangle_fan">
@@ -123,6 +123,8 @@
<argument index="0" name="nd_threshold" type="float" />
<argument index="1" name="target_index_count" type="int" default="3" />
<description>
+ Generates a LOD for a given [code]nd_threshold[/code] in linear units (square root of quadric error metric), using at most [code]target_index_count[/code] indices.
+ Deprecated. Unused internally and neglects to preserve normals or UVs. Consider using [method ImporterMesh.generate_lods] instead.
</description>
</method>
<method name="generate_normals">
@@ -139,25 +141,31 @@
Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already (see [method generate_normals]).
</description>
</method>
- <method name="get_custom_format" qualifiers="const">
- <return type="int" enum="SurfaceTool.CustomFormat" />
- <argument index="0" name="index" type="int" />
+ <method name="get_aabb" qualifiers="const">
+ <return type="AABB" />
<description>
+ Returns the axis-aligned bounding box of the vertex positions.
</description>
</method>
- <method name="get_max_axis_length" qualifiers="const">
- <return type="float" />
+ <method name="get_custom_format" qualifiers="const">
+ <return type="int" enum="SurfaceTool.CustomFormat" />
+ <argument index="0" name="channel_index" type="int" />
<description>
+ Returns the format for custom [code]channel_index[/code] (currently up to 4). Returns [constant CUSTOM_MAX] if this custom channel is unused.
</description>
</method>
- <method name="get_primitive" qualifiers="const">
+ <method name="get_primitive_type" qualifiers="const">
<return type="int" enum="Mesh.PrimitiveType" />
<description>
+ Returns the type of mesh geometry, such as [constant Mesh.PRIMITIVE_TRIANGLES].
</description>
</method>
<method name="get_skin_weight_count" qualifiers="const">
<return type="int" enum="SurfaceTool.SkinWeightCount" />
<description>
+ By default, returns [constant SKIN_4_WEIGHTS] to indicate only 4 bone influences per vertex are used.
+ Returns [constant SKIN_8_WEIGHTS] if up to 8 influences are used.
+ [b]Note:[/b] This function returns an enum, not the exact number of weights.
</description>
</method>
<method name="index">
@@ -169,6 +177,7 @@
<method name="optimize_indices_for_cache">
<return type="void" />
<description>
+ Optimizes triangle sorting for performance. Requires that [method get_primitive_type] is [constant Mesh.PRIMITIVE_TRIANGLES].
</description>
</method>
<method name="set_bones">
@@ -188,16 +197,20 @@
</method>
<method name="set_custom">
<return type="void" />
- <argument index="0" name="index" type="int" />
- <argument index="1" name="custom" type="Color" />
+ <argument index="0" name="channel_index" type="int" />
+ <argument index="1" name="custom_color" type="Color" />
<description>
+ Sets the custom value on this vertex for [code]channel_index[/code].
+ [method set_custom_format] must be called first for this [code]channel_index[/code]. Formats which are not RGBA will ignore other color channels.
</description>
</method>
<method name="set_custom_format">
<return type="void" />
- <argument index="0" name="index" type="int" />
+ <argument index="0" name="channel_index" type="int" />
<argument index="1" name="format" type="int" enum="SurfaceTool.CustomFormat" />
<description>
+ Sets the color format for this custom [code]channel_index[/code]. Use [constant CUSTOM_MAX] to disable.
+ Must be invoked after [method begin] and should be set before [method commit] or [method commit_to_arrays].
</description>
</method>
<method name="set_material">
@@ -218,6 +231,9 @@
<return type="void" />
<argument index="0" name="count" type="int" enum="SurfaceTool.SkinWeightCount" />
<description>
+ Set to [constant SKIN_8_WEIGHTS] to indicate that up to 8 bone influences per vertex may be used.
+ By default, only 4 bone influences are used ([constant SKIN_4_WEIGHTS])
+ [b]Note:[/b] This function takes an enum, not the exact number of weights.
</description>
</method>
<method name="set_smooth_group">
@@ -258,26 +274,37 @@
</methods>
<constants>
<constant name="CUSTOM_RGBA8_UNORM" value="0" enum="CustomFormat">
+ Limits range of data passed to `set_custom` to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM].
</constant>
<constant name="CUSTOM_RGBA8_SNORM" value="1" enum="CustomFormat">
+ Limits range of data passed to `set_custom` to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM].
</constant>
<constant name="CUSTOM_RG_HALF" value="2" enum="CustomFormat">
+ Stores data passed to `set_custom` as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF].
</constant>
<constant name="CUSTOM_RGBA_HALF" value="3" enum="CustomFormat">
+ Stores data passed to `set_custom` as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF].
</constant>
<constant name="CUSTOM_R_FLOAT" value="4" enum="CustomFormat">
+ Stores data passed to `set_custom` as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT].
</constant>
<constant name="CUSTOM_RG_FLOAT" value="5" enum="CustomFormat">
+ Stores data passed to `set_custom` as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT].
</constant>
<constant name="CUSTOM_RGB_FLOAT" value="6" enum="CustomFormat">
+ Stores data passed to `set_custom` as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT].
</constant>
<constant name="CUSTOM_RGBA_FLOAT" value="7" enum="CustomFormat">
+ Stores data passed to `set_custom` as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT].
</constant>
<constant name="CUSTOM_MAX" value="8" enum="CustomFormat">
+ Used to indicate a disabled custom channel.
</constant>
<constant name="SKIN_4_WEIGHTS" value="0" enum="SkinWeightCount">
+ Each individual vertex can be influenced by only 4 bone weights.
</constant>
<constant name="SKIN_8_WEIGHTS" value="1" enum="SkinWeightCount">
+ Each individual vertex can be influenced by up to 8 bone weights.
</constant>
</constants>
</class>
diff --git a/doc/classes/SystemFont.xml b/doc/classes/SystemFont.xml
new file mode 100644
index 0000000000..b1b78f1705
--- /dev/null
+++ b/doc/classes/SystemFont.xml
@@ -0,0 +1,44 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="SystemFont" inherits="Font" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Font loaded from a system font.
+ [b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on other platforms it will fallback to default theme font.
+ </brief_description>
+ <description>
+ [SystemFont] loads a font from a system font with the first matching name from [member font_names].
+ It will attempt to match font style, but it's not guaranteed.
+ The returned font might be part of a font collection or be a variable font with OpenType "weight" and/or "italic" features set.
+ You can create [FontVariation] of the system font for fine control over its features.
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased" default="true">
+ If set to [code]true[/code], font 8-bit anitialiased glyph rendering is supported and enabled.
+ </member>
+ <member name="fallbacks" type="Font[]" setter="set_fallbacks" getter="get_fallbacks" default="[]">
+ Array of fallback [Font]s.
+ </member>
+ <member name="font_names" type="PackedStringArray" setter="set_font_names" getter="get_font_names" default="PackedStringArray()">
+ Array of font family names to search, first matching font found is used.
+ </member>
+ <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" enum="TextServer.FontStyle" default="0">
+ Font style flags, see [enum TextServer.FontStyle].
+ </member>
+ <member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false">
+ If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting.
+ </member>
+ <member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="get_generate_mipmaps" default="false">
+ If set to [code]true[/code], generate mipmaps for the font textures.
+ </member>
+ <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="TextServer.Hinting" default="1">
+ Font hinting mode.
+ </member>
+ <member name="oversampling" type="float" setter="set_oversampling" getter="get_oversampling" default="0.0">
+ Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead.
+ </member>
+ <member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1">
+ Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/TabBar.xml b/doc/classes/TabBar.xml
index 40d6e9f26c..79d52b70fb 100644
--- a/doc/classes/TabBar.xml
+++ b/doc/classes/TabBar.xml
@@ -17,13 +17,6 @@
Adds a new tab.
</description>
</method>
- <method name="clear_tab_opentype_features">
- <return type="void" />
- <argument index="0" name="tab_idx" type="int" />
- <description>
- Removes all OpenType features from the tab title.
- </description>
- </method>
<method name="ensure_tab_visible">
<return type="void" />
<argument index="0" name="idx" type="int" />
@@ -57,6 +50,13 @@
Returns the [Texture2D] for the tab at index [code]tab_idx[/code] or [code]null[/code] if the tab has no [Texture2D].
</description>
</method>
+ <method name="get_tab_idx_at_point" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="point" type="Vector2" />
+ <description>
+ Returns the index of the tab at local coordinates [code]point[/code]. Returns [code]-1[/code] if the point is outside the control boundaries or if there's no tab at the queried position.
+ </description>
+ </method>
<method name="get_tab_language" qualifiers="const">
<return type="String" />
<argument index="0" name="tab_idx" type="int" />
@@ -70,14 +70,6 @@
Returns the number of hidden tabs offsetted to the left.
</description>
</method>
- <method name="get_tab_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="tab_idx" type="int" />
- <argument index="1" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code] of the tab title.
- </description>
- </method>
<method name="get_tab_rect" qualifiers="const">
<return type="Rect2" />
<argument index="0" name="tab_idx" type="int" />
@@ -99,12 +91,6 @@
Returns the title of the tab at index [code]tab_idx[/code].
</description>
</method>
- <method name="get_tabs_rearrange_group" qualifiers="const">
- <return type="int" />
- <description>
- Returns the [TabBar]'s rearrange group ID.
- </description>
- </method>
<method name="is_tab_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="tab_idx" type="int" />
@@ -174,15 +160,6 @@
Sets language code of tab title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</description>
</method>
- <method name="set_tab_opentype_feature">
- <return type="void" />
- <argument index="0" name="tab_idx" type="int" />
- <argument index="1" name="tag" type="String" />
- <argument index="2" name="values" type="int" />
- <description>
- Sets OpenType feature [code]tag[/code] for the tab title. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
<method name="set_tab_text_direction">
<return type="void" />
<argument index="0" name="tab_idx" type="int" />
@@ -199,13 +176,6 @@
Sets a [code]title[/code] for the tab at index [code]tab_idx[/code].
</description>
</method>
- <method name="set_tabs_rearrange_group">
- <return type="void" />
- <argument index="0" name="group_id" type="int" />
- <description>
- Defines the rearrange group ID. Choose for each [TabBar] the same value to dragging tabs between [TabBar]. Enable drag with [member drag_to_rearrange_enabled].
- </description>
- </method>
</methods>
<members>
<member name="clip_tabs" type="bool" setter="set_clip_tabs" getter="get_clip_tabs" default="true">
@@ -217,6 +187,9 @@
<member name="drag_to_rearrange_enabled" type="bool" setter="set_drag_to_rearrange_enabled" getter="get_drag_to_rearrange_enabled" default="false">
If [code]true[/code], tabs can be rearranged with mouse drag.
</member>
+ <member name="max_tab_width" type="int" setter="set_max_tab_width" getter="get_max_tab_width" default="0">
+ Sets the maximum width which all tabs should be limited to. Unlimited if set to [code]0[/code].
+ </member>
<member name="scroll_to_selected" type="bool" setter="set_scroll_to_selected" getter="get_scroll_to_selected" default="true">
If [code]true[/code], the tab offset will be changed to keep the the currently selected tab visible.
</member>
@@ -226,7 +199,7 @@
<member name="select_with_rmb" type="bool" setter="set_select_with_rmb" getter="get_select_with_rmb" default="false">
If [code]true[/code], enables selecting a tab with the right mouse button.
</member>
- <member name="tab_alignment" type="int" setter="set_tab_alignment" getter="get_tab_alignment" enum="TabBar.AlignmentMode" default="1">
+ <member name="tab_alignment" type="int" setter="set_tab_alignment" getter="get_tab_alignment" enum="TabBar.AlignmentMode" default="0">
Sets the position at which tabs will be placed. See [enum AlignmentMode] for details.
</member>
<member name="tab_close_display_policy" type="int" setter="set_tab_close_display_policy" getter="get_tab_close_display_policy" enum="TabBar.CloseButtonDisplayPolicy" default="0">
@@ -235,6 +208,10 @@
<member name="tab_count" type="int" setter="set_tab_count" getter="get_tab_count" default="0">
The number of tabs currently in the bar.
</member>
+ <member name="tabs_rearrange_group" type="int" setter="set_tabs_rearrange_group" getter="get_tabs_rearrange_group" default="-1">
+ [TabBar]s with the same rearrange group ID will allow dragging the tabs between them. Enable drag with [member drag_to_rearrange_enabled].
+ Setting this to [code]-1[/code] will disable rearranging between [TabBar]s.
+ </member>
</members>
<signals>
<signal name="active_tab_rearranged">
@@ -322,6 +299,9 @@
</constant>
</constants>
<theme_items>
+ <theme_item name="drop_mark_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
+ Modulation color for the [theme_item drop_mark] icon.
+ </theme_item>
<theme_item name="font_disabled_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 0.5)">
Font color of disabled tabs.
</theme_item>
@@ -334,7 +314,7 @@
<theme_item name="font_unselected_color" data_type="color" type="Color" default="Color(0.7, 0.7, 0.7, 1)">
Font color of the other, unselected tabs.
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal separation between the elements inside tabs.
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
@@ -355,6 +335,9 @@
<theme_item name="decrement_highlight" data_type="icon" type="Texture2D">
Icon for the left arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor.
</theme_item>
+ <theme_item name="drop_mark" data_type="icon" type="Texture2D">
+ Icon shown to indicate where a dragged tab is gonna be dropped (see [member drag_to_rearrange_enabled]).
+ </theme_item>
<theme_item name="increment" data_type="icon" type="Texture2D">
Icon for the right arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the last tab is visible) it appears semi-transparent.
</theme_item>
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index 3986983155..10b5f730ad 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this node. Adding [TabBar]s as children is not needed.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="get_current_tab_control" qualifiers="const">
@@ -30,6 +31,13 @@
Returns the previously active tab index.
</description>
</method>
+ <method name="get_tab_button_icon" qualifiers="const">
+ <return type="Texture2D" />
+ <argument index="0" name="tab_idx" type="int" />
+ <description>
+ Returns the button icon from the tab at index [code]tab_idx[/code].
+ </description>
+ </method>
<method name="get_tab_control" qualifiers="const">
<return type="Control" />
<argument index="0" name="tab_idx" type="int" />
@@ -43,20 +51,6 @@
Returns the number of tabs.
</description>
</method>
- <method name="get_tab_disabled" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="tab_idx" type="int" />
- <description>
- Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is disabled.
- </description>
- </method>
- <method name="get_tab_hidden" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="tab_idx" type="int" />
- <description>
- Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden.
- </description>
- </method>
<method name="get_tab_icon" qualifiers="const">
<return type="Texture2D" />
<argument index="0" name="tab_idx" type="int" />
@@ -71,6 +65,13 @@
Returns the index of the tab at local coordinates [code]point[/code]. Returns [code]-1[/code] if the point is outside the control boundaries or if there's no tab at the queried position.
</description>
</method>
+ <method name="get_tab_idx_from_control" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="control" type="Control" />
+ <description>
+ Returns the index of the tab tied to the given [code]control[/code]. The control must be a child of the [TabContainer].
+ </description>
+ </method>
<method name="get_tab_title" qualifiers="const">
<return type="String" />
<argument index="0" name="tab_idx" type="int" />
@@ -78,17 +79,33 @@
Returns the title of the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node, but this can be overridden with [method set_tab_title].
</description>
</method>
- <method name="get_tabs_rearrange_group" qualifiers="const">
- <return type="int" />
+ <method name="is_tab_disabled" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="tab_idx" type="int" />
<description>
- Returns the [TabContainer] rearrange group id.
+ Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is disabled.
+ </description>
+ </method>
+ <method name="is_tab_hidden" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="tab_idx" type="int" />
+ <description>
+ Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden.
</description>
</method>
<method name="set_popup">
<return type="void" />
<argument index="0" name="popup" type="Node" />
<description>
- If set on a [Popup] node instance, a popup menu icon appears in the top-right corner of the [TabContainer]. Clicking it will expand the [Popup] node.
+ If set on a [Popup] node instance, a popup menu icon appears in the top-right corner of the [TabContainer] (setting it to [code]null[/code] will make it go away). Clicking it will expand the [Popup] node.
+ </description>
+ </method>
+ <method name="set_tab_button_icon">
+ <return type="void" />
+ <argument index="0" name="tab_idx" type="int" />
+ <argument index="1" name="icon" type="Texture2D" />
+ <description>
+ Sets the button icon from the tab at index [code]tab_idx[/code].
</description>
</method>
<method name="set_tab_disabled">
@@ -120,14 +137,7 @@
<argument index="0" name="tab_idx" type="int" />
<argument index="1" name="title" type="String" />
<description>
- Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node.
- </description>
- </method>
- <method name="set_tabs_rearrange_group">
- <return type="void" />
- <argument index="0" name="group_id" type="int" />
- <description>
- Defines rearrange group id, choose for each [TabContainer] the same value to enable tab drag between [TabContainer]. Enable drag with [member drag_to_rearrange_enabled].
+ Sets a custom title for the tab at index [code]tab_idx[/code] (tab titles default to the name of the indexed child node). Set it back to the child's name to make the tab default to it again.
</description>
</method>
</methods>
@@ -135,13 +145,21 @@
<member name="all_tabs_in_front" type="bool" setter="set_all_tabs_in_front" getter="is_all_tabs_in_front" default="false">
If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel.
</member>
+ <member name="clip_tabs" type="bool" setter="set_clip_tabs" getter="get_clip_tabs" default="true">
+ If [code]true[/code], tabs overflowing this node's width will be hidden, displaying two navigation buttons instead. Otherwise, this node's minimum size is updated so that all tabs are visible.
+ </member>
<member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab" default="0">
The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
</member>
<member name="drag_to_rearrange_enabled" type="bool" setter="set_drag_to_rearrange_enabled" getter="get_drag_to_rearrange_enabled" default="false">
If [code]true[/code], tabs can be rearranged with mouse drag.
</member>
- <member name="tab_alignment" type="int" setter="set_tab_alignment" getter="get_tab_alignment" enum="TabContainer.AlignmentMode" default="1">
+ <member name="tab_alignment" type="int" setter="set_tab_alignment" getter="get_tab_alignment" enum="TabBar.AlignmentMode" default="0">
+ Sets the position at which tabs will be placed. See [enum TabBar.AlignmentMode] for details.
+ </member>
+ <member name="tabs_rearrange_group" type="int" setter="set_tabs_rearrange_group" getter="get_tabs_rearrange_group" default="-1">
+ [TabContainer]s with the same rearrange group ID will allow dragging the tabs between them. Enable drag with [member drag_to_rearrange_enabled].
+ Setting this to [code]-1[/code] will disable rearranging between [TabContainer]s.
</member>
<member name="tabs_visible" type="bool" setter="set_tabs_visible" getter="are_tabs_visible" default="true">
If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content and titles are hidden.
@@ -156,6 +174,12 @@
Emitted when the [TabContainer]'s [Popup] button is clicked. See [method set_popup] for details.
</description>
</signal>
+ <signal name="tab_button_pressed">
+ <argument index="0" name="tab" type="int" />
+ <description>
+ Emitted when the user clicks on the button icon on this tab.
+ </description>
+ </signal>
<signal name="tab_changed">
<argument index="0" name="tab" type="int" />
<description>
@@ -169,15 +193,10 @@
</description>
</signal>
</signals>
- <constants>
- <constant name="ALIGNMENT_LEFT" value="0" enum="AlignmentMode">
- </constant>
- <constant name="ALIGNMENT_CENTER" value="1" enum="AlignmentMode">
- </constant>
- <constant name="ALIGNMENT_RIGHT" value="2" enum="AlignmentMode">
- </constant>
- </constants>
<theme_items>
+ <theme_item name="drop_mark_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
+ Modulation color for the [theme_item drop_mark] icon.
+ </theme_item>
<theme_item name="font_disabled_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 0.5)">
Font color of disabled tabs.
</theme_item>
@@ -197,7 +216,8 @@
The size of the tab text outline.
</theme_item>
<theme_item name="side_margin" data_type="constant" type="int" default="8">
- The space at the left and right edges of the tab bar.
+ The space at the left or right edges of the tab bar, accordingly with the current [member tab_alignment].
+ The margin is ignored with [code]ALIGNMENT_RIGHT[/code] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [code]ALIGNMENT_CENTER[/code].
</theme_item>
<theme_item name="font" data_type="font" type="Font">
The font used to draw tab names.
@@ -211,6 +231,9 @@
<theme_item name="decrement_highlight" data_type="icon" type="Texture2D">
Icon for the left arrow button that appears when there are too many tabs to fit in the container width. Used when the button is being hovered with the cursor.
</theme_item>
+ <theme_item name="drop_mark" data_type="icon" type="Texture2D">
+ Icon shown to indicate where a dragged tab is gonna be dropped (see [member drag_to_rearrange_enabled]).
+ </theme_item>
<theme_item name="increment" data_type="icon" type="Texture2D">
Icon for the right arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the last tab is visible) it appears semi-transparent.
</theme_item>
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index a4edaa79c7..18a4893f03 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -85,12 +85,6 @@
Performs a full reset of [TextEdit], including undo history.
</description>
</method>
- <method name="clear_opentype_features">
- <return type="void" />
- <description>
- Removes all OpenType features.
- </description>
- </method>
<method name="clear_undo_history">
<return type="void" />
<description>
@@ -355,13 +349,6 @@
Returns the count to the next visible line from [code]line[/code] to [code]line + visible_amount[/code]. Can also count backwards. For example if a [TextEdit] has 5 lines with lines 2 and 3 hidden, calling this with [code]line = 1, visible_amount = 1[/code] would return 3.
</description>
</method>
- <method name="get_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code].
- </description>
- </method>
<method name="get_pos_at_line_column" qualifiers="const">
<return type="Vector2i" />
<argument index="0" name="line" type="int" />
@@ -859,14 +846,6 @@
Sets the text for [code]gutter[/code] on [code]line[/code].
</description>
</method>
- <method name="set_opentype_feature">
- <return type="void" />
- <argument index="0" name="tag" type="String" />
- <argument index="1" name="value" type="int" />
- <description>
- Sets OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url].
- </description>
- </method>
<method name="set_overtype_mode_enabled">
<return type="void" />
<argument index="0" name="enabled" type="bool" />
@@ -956,6 +935,9 @@
<member name="deselect_on_focus_loss_enabled" type="bool" setter="set_deselect_on_focus_loss_enabled" getter="is_deselect_on_focus_loss_enabled" default="true">
If [code]true[/code], the selected text will be deselected when focus is lost.
</member>
+ <member name="drag_and_drop_selection_enabled" type="bool" setter="set_drag_and_drop_selection_enabled" getter="is_drag_and_drop_selection_enabled" default="true">
+ If [code]true[/code], allow drag and drop of selected text.
+ </member>
<member name="draw_control_chars" type="bool" setter="set_draw_control_chars" getter="get_draw_control_chars" default="false">
If [code]true[/code], control characters are displayed.
</member>
@@ -995,13 +977,16 @@
<member name="placeholder_text" type="String" setter="set_placeholder" getter="get_placeholder" default="&quot;&quot;">
Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s default value (see [member text]).
</member>
+ <member name="scroll_fit_content_height" type="bool" setter="set_fit_content_height_enabled" getter="is_fit_content_height_enabled" default="false">
+ If [code]true[/code], [TextEdit] will disable vertical scroll and fit minimum height to the number of visible lines.
+ </member>
<member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0">
If there is a horizontal scrollbar, this determines the current horizontal scroll value in pixels.
</member>
<member name="scroll_past_end_of_file" type="bool" setter="set_scroll_past_end_of_file_enabled" getter="is_scroll_past_end_of_file_enabled" default="false">
Allow scrolling past the last line into "virtual" space.
</member>
- <member name="scroll_smooth" type="bool" setter="set_smooth_scroll_enable" getter="is_smooth_scroll_enabled" default="false">
+ <member name="scroll_smooth" type="bool" setter="set_smooth_scroll_enabled" getter="is_smooth_scroll_enabled" default="false">
Scroll smoothly over the text rather then jumping to the next location.
</member>
<member name="scroll_v_scroll_speed" type="float" setter="set_v_scroll_speed" getter="get_v_scroll_speed" default="80.0">
@@ -1017,7 +1002,7 @@
<member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true">
If [code]true[/code], shortcut keys for context menu items are enabled, even if the context menu is disabled.
</member>
- <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0">
+ <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
</member>
<member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]">
diff --git a/doc/classes/TextLine.xml b/doc/classes/TextLine.xml
index 5359937db5..601650db2e 100644
--- a/doc/classes/TextLine.xml
+++ b/doc/classes/TextLine.xml
@@ -22,11 +22,10 @@
<method name="add_string">
<return type="bool" />
<argument index="0" name="text" type="String" />
- <argument index="1" name="fonts" type="Font" />
- <argument index="2" name="size" type="int" />
- <argument index="3" name="opentype_features" type="Dictionary" default="{}" />
- <argument index="4" name="language" type="String" default="&quot;&quot;" />
- <argument index="5" name="meta" type="Variant" default="null" />
+ <argument index="1" name="font" type="Font" />
+ <argument index="2" name="font_size" type="int" />
+ <argument index="3" name="language" type="String" default="&quot;&quot;" />
+ <argument index="4" name="meta" type="Variant" default="null" />
<description>
Adds text span and font to draw it.
</description>
@@ -149,8 +148,8 @@
<member name="direction" type="int" setter="set_direction" getter="get_direction" enum="TextServer.Direction" default="0">
Text writing direction.
</member>
- <member name="flags" type="int" setter="set_flags" getter="get_flags" default="3">
- Line Alignment rules. For more info see [TextServer].
+ <member name="flags" type="int" setter="set_flags" getter="get_flags" enum="TextServer.JustificationFlag" default="3">
+ Line alignment rules. For more info see [TextServer].
</member>
<member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="TextServer.Orientation" default="0">
Text orientation.
@@ -161,28 +160,11 @@
<member name="preserve_invalid" type="bool" setter="set_preserve_invalid" getter="get_preserve_invalid" default="true">
If set to [code]true[/code] text will display invalid characters.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextLine.OverrunBehavior" default="3">
- Sets the clipping behavior when the text exceeds the text line's set width. See [enum OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="3">
+ Sets the clipping behavior when the text exceeds the text line's set width. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
<member name="width" type="float" setter="set_width" getter="get_width" default="-1.0">
Text line width.
</member>
</members>
- <constants>
- <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
- No text trimming is performed.
- </constant>
- <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
- Trims the text per character.
- </constant>
- <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
- Trims the text per word.
- </constant>
- <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
- Trims the text per character and adds an ellipsis to indicate that parts are hidden.
- </constant>
- <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
- Trims the text per word and adds an ellipsis to indicate that parts are hidden.
- </constant>
- </constants>
</class>
diff --git a/doc/classes/TextMesh.xml b/doc/classes/TextMesh.xml
new file mode 100644
index 0000000000..17a0ca32e4
--- /dev/null
+++ b/doc/classes/TextMesh.xml
@@ -0,0 +1,54 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="TextMesh" inherits="PrimitiveMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Generate an [PrimitiveMesh] from the text.
+ </brief_description>
+ <description>
+ Generate an [PrimitiveMesh] from the text.
+ TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported.
+ The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges.
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="curve_step" type="float" setter="set_curve_step" getter="get_curve_step" default="0.5">
+ Step (in pixels) used to approximate Bézier curves.
+ </member>
+ <member name="depth" type="float" setter="set_depth" getter="get_depth" default="0.05">
+ Depths of the mesh, if set to [code]0.0[/code] only front surface, is generated, and UV layout is changed to use full texture for the front face only.
+ </member>
+ <member name="font" type="Font" setter="set_font" getter="get_font">
+ Font configuration used to display text.
+ </member>
+ <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16">
+ Font size of the [TextMesh]'s text.
+ </member>
+ <member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1">
+ Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
+ </member>
+ <member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
+ Language code used for text shaping algorithms, if left empty current locale is used instead.
+ </member>
+ <member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
+ The size of one pixel's width on the text to scale it in 3D.
+ </member>
+ <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
+ Set BiDi algorithm override for the structured text.
+ </member>
+ <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]">
+ Set additional options for BiDi override.
+ </member>
+ <member name="text" type="String" setter="set_text" getter="get_text" default="&quot;&quot;">
+ The text to generate mesh from.
+ </member>
+ <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="TextServer.Direction" default="0">
+ Base text writing direction.
+ </member>
+ <member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false">
+ If [code]true[/code], all the text displays as UPPERCASE.
+ </member>
+ <member name="width" type="float" setter="set_width" getter="get_width" default="500.0">
+ Text width (in pixels), used for fill alignment.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml
index 964e2c771f..c733d8fcee 100644
--- a/doc/classes/TextParagraph.xml
+++ b/doc/classes/TextParagraph.xml
@@ -22,11 +22,10 @@
<method name="add_string">
<return type="bool" />
<argument index="0" name="text" type="String" />
- <argument index="1" name="fonts" type="Font" />
- <argument index="2" name="size" type="int" />
- <argument index="3" name="opentype_features" type="Dictionary" default="{}" />
- <argument index="4" name="language" type="String" default="&quot;&quot;" />
- <argument index="5" name="meta" type="Variant" default="null" />
+ <argument index="1" name="font" type="Font" />
+ <argument index="2" name="font_size" type="int" />
+ <argument index="3" name="language" type="String" default="&quot;&quot;" />
+ <argument index="4" name="meta" type="Variant" default="null" />
<description>
Adds text span and font to draw it.
</description>
@@ -217,18 +216,6 @@
Returns the size of the bounding box of the paragraph.
</description>
</method>
- <method name="get_spacing_bottom" qualifiers="const">
- <return type="int" />
- <description>
- Returns extra spacing at the bottom of the line. See [member Font.spacing_bottom].
- </description>
- </method>
- <method name="get_spacing_top" qualifiers="const">
- <return type="int" />
- <description>
- Returns extra spacing at the top of the line. See [member Font.spacing_top].
- </description>
- </method>
<method name="hit_test" qualifiers="const">
<return type="int" />
<argument index="0" name="coords" type="Vector2" />
@@ -256,11 +243,10 @@
<method name="set_dropcap">
<return type="bool" />
<argument index="0" name="text" type="String" />
- <argument index="1" name="fonts" type="Font" />
- <argument index="2" name="size" type="int" />
+ <argument index="1" name="font" type="Font" />
+ <argument index="2" name="font_size" type="int" />
<argument index="3" name="dropcap_margins" type="Rect2" default="Rect2(0, 0, 0, 0)" />
- <argument index="4" name="opentype_features" type="Dictionary" default="{}" />
- <argument index="5" name="language" type="String" default="&quot;&quot;" />
+ <argument index="4" name="language" type="String" default="&quot;&quot;" />
<description>
Sets drop cap, overrides previously set drop cap. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text.
</description>
@@ -277,14 +263,17 @@
<member name="alignment" type="int" setter="set_alignment" getter="get_alignment" enum="HorizontalAlignment" default="0">
Paragraph horizontal alignment.
</member>
+ <member name="break_flags" type="int" setter="set_break_flags" getter="get_break_flags" enum="TextServer.LineBreakFlag" default="3">
+ Line breaking rules. For more info see [TextServer].
+ </member>
<member name="custom_punctuation" type="String" setter="set_custom_punctuation" getter="get_custom_punctuation" default="&quot;&quot;">
Custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
</member>
<member name="direction" type="int" setter="set_direction" getter="get_direction" enum="TextServer.Direction" default="0">
Text writing direction.
</member>
- <member name="flags" type="int" setter="set_flags" getter="get_flags" default="99">
- Line breaking and alignment rules. For more info see [TextServer].
+ <member name="justification_flags" type="int" setter="set_justification_flags" getter="get_justification_flags" enum="TextServer.JustificationFlag" default="3">
+ Line alignment rules. For more info see [TextServer].
</member>
<member name="max_lines_visible" type="int" setter="set_max_lines_visible" getter="get_max_lines_visible" default="-1">
Limits the lines of text shown.
@@ -298,28 +287,11 @@
<member name="preserve_invalid" type="bool" setter="set_preserve_invalid" getter="get_preserve_invalid" default="true">
If set to [code]true[/code] text will display invalid characters.
</member>
- <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextParagraph.OverrunBehavior" default="0">
- Sets the clipping behavior when the text exceeds the paragraph's set width. See [enum OverrunBehavior] for a description of all modes.
+ <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextServer.OverrunBehavior" default="0">
+ Sets the clipping behavior when the text exceeds the paragraph's set width. See [enum TextServer.OverrunBehavior] for a description of all modes.
</member>
<member name="width" type="float" setter="set_width" getter="get_width" default="-1.0">
Paragraph width.
</member>
</members>
- <constants>
- <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
- No text trimming is performed.
- </constant>
- <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
- Trims the text per character.
- </constant>
- <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
- Trims the text per word.
- </constant>
- <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
- Trims the text per character and adds an ellipsis to indicate that parts are hidden.
- </constant>
- <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
- Trims the text per word and adds an ellipsis to indicate that parts are hidden.
- </constant>
- </constants>
</class>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 3157eea436..e1b676427b 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -57,7 +57,7 @@
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Removes all font sizes from the cache entry
+ Removes all font sizes from the cache entry.
</description>
</method>
<method name="font_clear_textures">
@@ -80,6 +80,7 @@
<description>
Draws single glyph into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code].
[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index].
+ [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
</description>
</method>
<method name="font_draw_glyph_outline" qualifiers="const">
@@ -94,6 +95,7 @@
<description>
Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code].
[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index].
+ [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
</description>
</method>
<method name="font_get_ascent" qualifiers="const">
@@ -112,6 +114,27 @@
Returns the font descent (number of pixels below the baseline).
</description>
</method>
+ <method name="font_get_embolden" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns font embolden strength.
+ </description>
+ </method>
+ <method name="font_get_face_count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns number of faces in the TrueType / OpenType collection.
+ </description>
+ </method>
+ <method name="font_get_face_index" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Recturns an active face index in the TrueType / OpenType collection.
+ </description>
+ </method>
<method name="font_get_fixed_size" qualifiers="const">
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
@@ -119,6 +142,13 @@
Returns bitmap font fixed size.
</description>
</method>
+ <method name="font_get_generate_mipmaps" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns [code]true[/code] if font texture mipmap generation is enabled.
+ </description>
+ </method>
<method name="font_get_global_oversampling" qualifiers="const">
<return type="float" />
<description>
@@ -192,6 +222,26 @@
Returns index of the cache texture containing the glyph.
</description>
</method>
+ <method name="font_get_glyph_texture_rid" qualifiers="const">
+ <return type="RID" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="size" type="Vector2i" />
+ <argument index="2" name="glyph" type="int" />
+ <description>
+ Returns resource id of the cache texture containing the glyph.
+ [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
+ </description>
+ </method>
+ <method name="font_get_glyph_texture_size" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="size" type="Vector2i" />
+ <argument index="2" name="glyph" type="int" />
+ <description>
+ Returns size of the cache texture containing the glyph.
+ [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
+ </description>
+ </method>
<method name="font_get_glyph_uv_rect" qualifiers="const">
<return type="Rect2" />
<argument index="0" name="font_rid" type="RID" />
@@ -305,17 +355,8 @@
Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
- <method name="font_get_spacing" qualifiers="const">
- <return type="int" />
- <argument index="0" name="font_rid" type="RID" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="spacing" type="int" enum="TextServer.SpacingType" />
- <description>
- Returns extra spacing added between glyphs in pixels.
- </description>
- </method>
<method name="font_get_style" qualifiers="const">
- <return type="int" />
+ <return type="int" enum="TextServer.FontStyle" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font style flags, see [enum FontStyle].
@@ -368,6 +409,13 @@
Returns array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
</description>
</method>
+ <method name="font_get_transform" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns 2D transform applied to the font outlines.
+ </description>
+ </method>
<method name="font_get_underline_position" qualifiers="const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
@@ -485,7 +533,7 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="texture_index" type="int" />
<description>
- Removes specified texture from font cache entry.
+ Removes specified texture from the cache entry.
[b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method font_remove_glyph].
</description>
</method>
@@ -495,7 +543,7 @@
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="index" type="int" />
<description>
- Renders specified glyph the the font cache texture.
+ Renders specified glyph to the font cache texture.
</description>
</method>
<method name="font_render_range">
@@ -542,6 +590,22 @@
Sets the font descent (number of pixels below the baseline).
</description>
</method>
+ <method name="font_set_embolden">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="strength" type="float" />
+ <description>
+ Sets font embolden strength. If [code]strength[/code] is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
+ </description>
+ </method>
+ <method name="font_set_face_index">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="face_index" type="int" />
+ <description>
+ Sets an active face index in the TrueType / OpenType collection.
+ </description>
+ </method>
<method name="font_set_fixed_size">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
@@ -558,6 +622,14 @@
If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
+ <method name="font_set_generate_mipmaps">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="generate_mipmaps" type="bool" />
+ <description>
+ If set to [code]true[/code] font texture mipmap generation is enabled.
+ </description>
+ </method>
<method name="font_set_global_oversampling">
<return type="void" />
<argument index="0" name="oversampling" type="float" />
@@ -711,20 +783,10 @@
Adds override for [method font_is_script_supported].
</description>
</method>
- <method name="font_set_spacing">
- <return type="void" />
- <argument index="0" name="font_rid" type="RID" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="spacing" type="int" enum="TextServer.SpacingType" />
- <argument index="3" name="value" type="int" />
- <description>
- Sets extra spacing added between glyphs in pixels.
- </description>
- </method>
<method name="font_set_style">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
- <argument index="1" name="style" type="int" />
+ <argument index="1" name="style" type="int" enum="TextServer.FontStyle" />
<description>
Sets the font style flags, see [enum FontStyle].
</description>
@@ -765,6 +827,15 @@
Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
</description>
</method>
+ <method name="font_set_transform">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="transform" type="Transform2D" />
+ <description>
+ Sets 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.
+ For example, to simulate italic typeface by slanting, apply the following transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code].
+ </description>
+ </method>
<method name="font_set_underline_position">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
@@ -896,6 +967,15 @@
Converts a number from the numeral systems used in [code]language[/code] to Western Arabic (0..9).
</description>
</method>
+ <method name="parse_structured_text" qualifiers="const">
+ <return type="Array" />
+ <argument index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" />
+ <argument index="1" name="args" type="Array" />
+ <argument index="2" name="text" type="String" />
+ <description>
+ Default implementation of the BiDi algorithm override function. See [enum StructuredTextParser] for more info.
+ </description>
+ </method>
<method name="percent_sign" qualifiers="const">
<return type="String" />
<argument index="0" name="language" type="String" default="&quot;&quot;" />
@@ -997,7 +1077,7 @@
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
- <argument index="2" name="jst_flags" type="int" default="3" />
+ <argument index="2" name="jst_flags" type="int" enum="TextServer.JustificationFlag" default="3" />
<description>
Adjusts text with to fit to specified width, returns new text width.
</description>
@@ -1081,7 +1161,7 @@
<return type="Array" />
<argument index="0" name="shaped" type="RID" />
<description>
- Returns text glyphs in the visual order.
+ Returns an array of glyphs in the visual order.
</description>
</method>
<method name="shaped_text_get_grapheme_bounds" qualifiers="const">
@@ -1104,7 +1184,7 @@
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
<argument index="2" name="start" type="int" default="0" />
- <argument index="3" name="break_flags" type="int" default="96" />
+ <argument index="3" name="break_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
<description>
Breaks text to the lines and returns character ranges for each line.
</description>
@@ -1115,7 +1195,7 @@
<argument index="1" name="width" type="PackedFloat32Array" />
<argument index="2" name="start" type="int" default="0" />
<argument index="3" name="once" type="bool" default="true" />
- <argument index="4" name="break_flags" type="int" default="96" />
+ <argument index="4" name="break_flags" type="int" enum="TextServer.LineBreakFlag" default="3" />
<description>
Breaks text to the lines and columns. Returns character ranges for each segment.
</description>
@@ -1146,7 +1226,7 @@
<return type="RID" />
<argument index="0" name="shaped" type="RID" />
<description>
- Sets text orientation.
+ Returns the parent buffer from which the substring originates.
</description>
</method>
<method name="shaped_text_get_preserve_control" qualifiers="const">
@@ -1187,11 +1267,19 @@
Returns size of the text.
</description>
</method>
+ <method name="shaped_text_get_spacing" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="shaped" type="RID" />
+ <argument index="1" name="spacing" type="int" enum="TextServer.SpacingType" />
+ <description>
+ Returns extra spacing added between glyphs or lines in pixels.
+ </description>
+ </method>
<method name="shaped_text_get_trim_pos" qualifiers="const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<description>
- Returns position of the trim.
+ Returns the position of the overrun trim.
</description>
</method>
<method name="shaped_text_get_underline_position" qualifiers="const">
@@ -1218,9 +1306,9 @@
<method name="shaped_text_get_word_breaks" qualifiers="const">
<return type="PackedInt32Array" />
<argument index="0" name="shaped" type="RID" />
- <argument index="1" name="grapheme_flags" type="int" />
+ <argument index="1" name="grapheme_flags" type="int" enum="TextServer.GraphemeFlag" default="264" />
<description>
- Breaks text into words and returns array of character ranges.
+ Breaks text into words and returns array of character ranges. Use [code]grapheme_flags[/code] to set what characters are used for breaking (see [enum GraphemeFlag]).
</description>
</method>
<method name="shaped_text_hit_test_grapheme" qualifiers="const">
@@ -1258,7 +1346,7 @@
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" default="0" />
- <argument index="2" name="overrun_trim_flags" type="int" default="0" />
+ <argument index="2" name="overrun_trim_flags" type="int" enum="TextServer.TextOverrunFlag" default="0" />
<description>
Trims text if it exceeds the given width.
</description>
@@ -1332,6 +1420,15 @@
If set to [code]true[/code] text buffer will display invalid characters as hexadecimal codes, otherwise nothing is displayed.
</description>
</method>
+ <method name="shaped_text_set_spacing">
+ <return type="void" />
+ <argument index="0" name="shaped" type="RID" />
+ <argument index="1" name="spacing" type="int" enum="TextServer.SpacingType" />
+ <argument index="2" name="value" type="int" />
+ <description>
+ Sets extra spacing added between glyphs or lines in pixels.
+ </description>
+ </method>
<method name="shaped_text_shape">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
@@ -1364,6 +1461,14 @@
Aligns shaped text to the given tab-stops.
</description>
</method>
+ <method name="string_get_word_breaks" qualifiers="const">
+ <return type="PackedInt32Array" />
+ <argument index="0" name="string" type="String" />
+ <argument index="1" name="language" type="String" default="&quot;&quot;" />
+ <description>
+ Returns array of the word break character offsets.
+ </description>
+ </method>
<method name="string_to_lower" qualifiers="const">
<return type="String" />
<argument index="0" name="string" type="String" />
@@ -1389,6 +1494,7 @@
<argument index="0" name="string" type="String" />
<description>
Strips diacritics from the string.
+ [b]Note:[/b] The result may be longer or shorter than the original.
</description>
</method>
<method name="tag_to_name" qualifiers="const">
@@ -1416,87 +1522,128 @@
Left to right text is written vertically from top to bottom.
Right to left text is written vertically from bottom to top.
</constant>
- <constant name="JUSTIFICATION_NONE" value="0" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_NONE" value="0" enum="JustificationFlag" is_bitfield="true">
Do not justify text.
</constant>
- <constant name="JUSTIFICATION_KASHIDA" value="1" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_KASHIDA" value="1" enum="JustificationFlag" is_bitfield="true">
Justify text by adding and removing kashidas.
</constant>
- <constant name="JUSTIFICATION_WORD_BOUND" value="2" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_WORD_BOUND" value="2" enum="JustificationFlag" is_bitfield="true">
Justify text by changing width of the spaces between the words.
</constant>
- <constant name="JUSTIFICATION_TRIM_EDGE_SPACES" value="4" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_TRIM_EDGE_SPACES" value="4" enum="JustificationFlag" is_bitfield="true">
Remove trailing and leading spaces from the justified text.
</constant>
- <constant name="JUSTIFICATION_AFTER_LAST_TAB" value="8" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_AFTER_LAST_TAB" value="8" enum="JustificationFlag" is_bitfield="true">
Only apply justification to the part of the text after the last tab.
</constant>
- <constant name="JUSTIFICATION_CONSTRAIN_ELLIPSIS" value="16" enum="JustificationFlag">
+ <constant name="JUSTIFICATION_CONSTRAIN_ELLIPSIS" value="16" enum="JustificationFlag" is_bitfield="true">
Apply justification to the trimmed line with ellipsis.
</constant>
- <constant name="BREAK_NONE" value="0" enum="LineBreakFlag">
+ <constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode">
+ Autowrap is disabled.
+ </constant>
+ <constant name="AUTOWRAP_ARBITRARY" value="1" enum="AutowrapMode">
+ Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available.
+ </constant>
+ <constant name="AUTOWRAP_WORD" value="2" enum="AutowrapMode">
+ Wraps the text inside the node's bounding rectangle by soft-breaking between words.
+ </constant>
+ <constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode">
+ Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line.
+ </constant>
+ <constant name="BREAK_NONE" value="0" enum="LineBreakFlag" is_bitfield="true">
Do not break the line.
</constant>
- <constant name="BREAK_MANDATORY" value="32" enum="LineBreakFlag">
+ <constant name="BREAK_MANDATORY" value="1" enum="LineBreakFlag" is_bitfield="true">
Break the line at the line mandatory break characters (e.g. [code]"\n"[/code]).
</constant>
- <constant name="BREAK_WORD_BOUND" value="64" enum="LineBreakFlag">
+ <constant name="BREAK_WORD_BOUND" value="2" enum="LineBreakFlag" is_bitfield="true">
Break the line between the words.
</constant>
- <constant name="BREAK_GRAPHEME_BOUND" value="128" enum="LineBreakFlag">
+ <constant name="BREAK_GRAPHEME_BOUND" value="4" enum="LineBreakFlag" is_bitfield="true">
Break the line between any unconnected graphemes.
</constant>
- <constant name="BREAK_WORD_BOUND_ADAPTIVE" value="320" enum="LineBreakFlag">
- Break the line between the words, or any unconnected graphemes if line is too short to fit the whole word.
+ <constant name="BREAK_ADAPTIVE" value="8" enum="LineBreakFlag" is_bitfield="true">
+ </constant>
+ <constant name="VC_CHARS_BEFORE_SHAPING" value="0" enum="VisibleCharactersBehavior">
+ Trims text before the shaping. e.g, increasing [member Label.visible_characters] or [member RichTextLabel.visible_characters] value is visually identical to typing the text.
+ </constant>
+ <constant name="VC_CHARS_AFTER_SHAPING" value="1" enum="VisibleCharactersBehavior">
+ Displays glyphs that are mapped to the first [member Label.visible_characters] or [member RichTextLabel.visible_characters] characters from the beginning of the text.
+ </constant>
+ <constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior">
+ Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
+ </constant>
+ <constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior">
+ Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left.
+ </constant>
+ <constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior">
+ Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the right.
+ </constant>
+ <constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
+ No text trimming is performed.
+ </constant>
+ <constant name="OVERRUN_TRIM_CHAR" value="1" enum="OverrunBehavior">
+ Trims the text per character.
+ </constant>
+ <constant name="OVERRUN_TRIM_WORD" value="2" enum="OverrunBehavior">
+ Trims the text per word.
+ </constant>
+ <constant name="OVERRUN_TRIM_ELLIPSIS" value="3" enum="OverrunBehavior">
+ Trims the text per character and adds an ellipsis to indicate that parts are hidden.
</constant>
- <constant name="OVERRUN_NO_TRIMMING" value="0" enum="TextOverrunFlag">
+ <constant name="OVERRUN_TRIM_WORD_ELLIPSIS" value="4" enum="OverrunBehavior">
+ Trims the text per word and adds an ellipsis to indicate that parts are hidden.
+ </constant>
+ <constant name="OVERRUN_NO_TRIM" value="0" enum="TextOverrunFlag" is_bitfield="true">
No trimming is performed.
</constant>
- <constant name="OVERRUN_TRIM" value="1" enum="TextOverrunFlag">
+ <constant name="OVERRUN_TRIM" value="1" enum="TextOverrunFlag" is_bitfield="true">
Trims the text when it exceeds the given width.
</constant>
- <constant name="OVERRUN_TRIM_WORD_ONLY" value="2" enum="TextOverrunFlag">
+ <constant name="OVERRUN_TRIM_WORD_ONLY" value="2" enum="TextOverrunFlag" is_bitfield="true">
Trims the text per word instead of per grapheme.
</constant>
- <constant name="OVERRUN_ADD_ELLIPSIS" value="4" enum="TextOverrunFlag">
+ <constant name="OVERRUN_ADD_ELLIPSIS" value="4" enum="TextOverrunFlag" is_bitfield="true">
Determines whether an ellipsis should be added at the end of the text.
</constant>
- <constant name="OVERRUN_ENFORCE_ELLIPSIS" value="8" enum="TextOverrunFlag">
+ <constant name="OVERRUN_ENFORCE_ELLIPSIS" value="8" enum="TextOverrunFlag" is_bitfield="true">
Determines whether the ellipsis at the end of the text is enforced and may not be hidden.
</constant>
- <constant name="OVERRUN_JUSTIFICATION_AWARE" value="16" enum="TextOverrunFlag">
+ <constant name="OVERRUN_JUSTIFICATION_AWARE" value="16" enum="TextOverrunFlag" is_bitfield="true">
</constant>
- <constant name="GRAPHEME_IS_VALID" value="1" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_VALID" value="1" enum="GraphemeFlag" is_bitfield="true">
Grapheme is supported by the font, and can be drawn.
</constant>
- <constant name="GRAPHEME_IS_RTL" value="2" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_RTL" value="2" enum="GraphemeFlag" is_bitfield="true">
Grapheme is part of right-to-left or bottom-to-top run.
</constant>
- <constant name="GRAPHEME_IS_VIRTUAL" value="4" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_VIRTUAL" value="4" enum="GraphemeFlag" is_bitfield="true">
Grapheme is not part of source text, it was added by justification process.
</constant>
- <constant name="GRAPHEME_IS_SPACE" value="8" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_SPACE" value="8" enum="GraphemeFlag" is_bitfield="true">
Grapheme is whitespace.
</constant>
- <constant name="GRAPHEME_IS_BREAK_HARD" value="16" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_BREAK_HARD" value="16" enum="GraphemeFlag" is_bitfield="true">
Grapheme is mandatory break point (e.g. [code]"\n"[/code]).
</constant>
- <constant name="GRAPHEME_IS_BREAK_SOFT" value="32" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_BREAK_SOFT" value="32" enum="GraphemeFlag" is_bitfield="true">
Grapheme is optional break point (e.g. space).
</constant>
- <constant name="GRAPHEME_IS_TAB" value="64" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_TAB" value="64" enum="GraphemeFlag" is_bitfield="true">
Grapheme is the tabulation character.
</constant>
- <constant name="GRAPHEME_IS_ELONGATION" value="128" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_ELONGATION" value="128" enum="GraphemeFlag" is_bitfield="true">
Grapheme is kashida.
</constant>
- <constant name="GRAPHEME_IS_PUNCTUATION" value="256" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_PUNCTUATION" value="256" enum="GraphemeFlag" is_bitfield="true">
Grapheme is punctuation character.
</constant>
- <constant name="GRAPHEME_IS_UNDERSCORE" value="512" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_UNDERSCORE" value="512" enum="GraphemeFlag" is_bitfield="true">
Grapheme is underscore character.
</constant>
- <constant name="GRAPHEME_IS_CONNECTED" value="1024" enum="GraphemeFlag">
+ <constant name="GRAPHEME_IS_CONNECTED" value="1024" enum="GraphemeFlag" is_bitfield="true">
Grapheme is connected to the previous grapheme. Breaking line before this grapheme is not safe.
</constant>
<constant name="HINTING_NONE" value="0" enum="Hinting">
@@ -1513,8 +1660,8 @@
</constant>
<constant name="SUBPIXEL_POSITIONING_AUTO" value="1" enum="SubpixelPositioning">
Glyph horizontal position is rounded based on font size.
- - To one quarter of the pixel size if font size is smaller or equal to [code]16[/code].
- - To one half of the pixel size if font size is smaller or equal to [code]20[/code].
+ - To one quarter of the pixel size if font size is smaller or equal to [constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].
+ - To one half of the pixel size if font size is smaller or equal to [constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].
- To the whole pixel size for larger fonts.
</constant>
<constant name="SUBPIXEL_POSITIONING_ONE_HALF" value="2" enum="SubpixelPositioning">
@@ -1523,31 +1670,49 @@
<constant name="SUBPIXEL_POSITIONING_ONE_QUARTER" value="3" enum="SubpixelPositioning">
Glyph horizontal position is rounded to one quarter of the pixel size, each glyph is rasterized up to four times.
</constant>
- <constant name="FEATURE_BIDI_LAYOUT" value="1" enum="Feature">
- TextServer supports bidirectional layouts.
+ <constant name="SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE" value="20" enum="SubpixelPositioning">
+ Maximum font size which will use one half of the pixel subpixel positioning in [constants SUBPIXEL_POSITIONING_AUTO] mode.
+ </constant>
+ <constant name="SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE" value="16" enum="SubpixelPositioning">
+ Maximum font size which will use one quarter of the pixel subpixel positioning in [constants SUBPIXEL_POSITIONING_AUTO] mode.
+ </constant>
+ <constant name="FEATURE_SIMPLE_LAYOUT" value="1" enum="Feature">
+ TextServer supports simple text layouts.
+ </constant>
+ <constant name="FEATURE_BIDI_LAYOUT" value="2" enum="Feature">
+ TextServer supports bidirectional text layouts.
</constant>
- <constant name="FEATURE_VERTICAL_LAYOUT" value="2" enum="Feature">
+ <constant name="FEATURE_VERTICAL_LAYOUT" value="4" enum="Feature">
TextServer supports vertical layouts.
</constant>
- <constant name="FEATURE_SHAPING" value="4" enum="Feature">
+ <constant name="FEATURE_SHAPING" value="8" enum="Feature">
TextServer supports complex text shaping.
</constant>
- <constant name="FEATURE_KASHIDA_JUSTIFICATION" value="8" enum="Feature">
+ <constant name="FEATURE_KASHIDA_JUSTIFICATION" value="16" enum="Feature">
TextServer supports justification using kashidas.
</constant>
- <constant name="FEATURE_BREAK_ITERATORS" value="16" enum="Feature">
+ <constant name="FEATURE_BREAK_ITERATORS" value="32" enum="Feature">
TextServer supports complex line/word breaking rules (e.g. dictionary based).
</constant>
- <constant name="FEATURE_FONT_SYSTEM" value="32" enum="Feature">
+ <constant name="FEATURE_FONT_BITMAP" value="64" enum="Feature">
+ TextServer supports loading bitmap fonts.
+ </constant>
+ <constant name="FEATURE_FONT_DYNAMIC" value="128" enum="Feature">
+ TextServer supports loading dynamic (TrueType, OpeType, etc.) fonts.
+ </constant>
+ <constant name="FEATURE_FONT_MSDF" value="256" enum="Feature">
+ TextServer supports multichannel signed distance field dynamic font rendering.
+ </constant>
+ <constant name="FEATURE_FONT_SYSTEM" value="512" enum="Feature">
TextServer supports loading system fonts.
</constant>
- <constant name="FEATURE_FONT_VARIABLE" value="64" enum="Feature">
+ <constant name="FEATURE_FONT_VARIABLE" value="1024" enum="Feature">
TextServer supports variable fonts.
</constant>
- <constant name="FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION" value="128" enum="Feature">
+ <constant name="FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION" value="2048" enum="Feature">
TextServer supports locale dependent and context sensitive case conversion.
</constant>
- <constant name="FEATURE_USE_SUPPORT_DATA" value="256" enum="Feature">
+ <constant name="FEATURE_USE_SUPPORT_DATA" value="4096" enum="Feature">
TextServer require external data file for some features.
</constant>
<constant name="CONTOUR_CURVE_TAG_ON" value="1" enum="ContourPointTag">
@@ -1571,14 +1736,38 @@
<constant name="SPACING_BOTTOM" value="3" enum="SpacingType">
Spacing at the bottom of the line.
</constant>
- <constant name="FONT_BOLD" value="1" enum="FontStyle">
+ <constant name="SPACING_MAX" value="4" enum="SpacingType">
+ </constant>
+ <constant name="FONT_BOLD" value="1" enum="FontStyle" is_bitfield="true">
Font is bold.
</constant>
- <constant name="FONT_ITALIC" value="2" enum="FontStyle">
+ <constant name="FONT_ITALIC" value="2" enum="FontStyle" is_bitfield="true">
Font is italic or oblique.
</constant>
- <constant name="FONT_FIXED_WIDTH" value="4" enum="FontStyle">
+ <constant name="FONT_FIXED_WIDTH" value="4" enum="FontStyle" is_bitfield="true">
Font have fixed-width characters.
</constant>
+ <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser">
+ Use default behavior. Same as [code]STRUCTURED_TEXT_NONE[/code] unless specified otherwise in the control description.
+ </constant>
+ <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser">
+ BiDi override for URI.
+ </constant>
+ <constant name="STRUCTURED_TEXT_FILE" value="2" enum="StructuredTextParser">
+ BiDi override for file path.
+ </constant>
+ <constant name="STRUCTURED_TEXT_EMAIL" value="3" enum="StructuredTextParser">
+ BiDi override for email.
+ </constant>
+ <constant name="STRUCTURED_TEXT_LIST" value="4" enum="StructuredTextParser">
+ BiDi override for lists.
+ Structured text options: list separator [code]String[/code].
+ </constant>
+ <constant name="STRUCTURED_TEXT_NONE" value="5" enum="StructuredTextParser">
+ Use default Unicode BiDi algorithm.
+ </constant>
+ <constant name="STRUCTURED_TEXT_CUSTOM" value="6" enum="StructuredTextParser">
+ User defined structured text BiDi override function.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/TextServerDummy.xml b/doc/classes/TextServerDummy.xml
new file mode 100644
index 0000000000..b872e93fd6
--- /dev/null
+++ b/doc/classes/TextServerDummy.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="TextServerDummy" inherits="TextServerExtension" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index f730f28e79..4501ec744a 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -9,23 +9,21 @@
<tutorials>
</tutorials>
<methods>
- <method name="_create_font" qualifiers="virtual">
+ <method name="create_font" qualifiers="virtual">
<return type="RID" />
<description>
- Creates new, empty font cache entry resource. To free the resulting resourec, use [method _free] method.
+ Creates new, empty font cache entry resource. To free the resulting resourec, use [method free_rid] method.
</description>
</method>
- <method name="_create_shaped_text" qualifiers="virtual">
+ <method name="create_shaped_text" qualifiers="virtual">
<return type="RID" />
<argument index="0" name="direction" type="int" enum="TextServer.Direction" />
<argument index="1" name="orientation" type="int" enum="TextServer.Orientation" />
<description>
- Creates new buffer for complex text layout, with the given [code]direction[/code] and [code]orientation[/code]. To free the resulting buffer, use [method _free] method.
- [b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
- [b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
+ Creates new buffer for complex text layout, with the given [code]direction[/code] and [code]orientation[/code]. To free the resulting buffer, use [method free_rid] method.
</description>
</method>
- <method name="_draw_hex_code_box" qualifiers="virtual const">
+ <method name="draw_hex_code_box" qualifiers="virtual const">
<return type="void" />
<argument index="0" name="canvas" type="RID" />
<argument index="1" name="size" type="int" />
@@ -34,18 +32,18 @@
<argument index="4" name="color" type="Color" />
<description>
Draws box displaying character hexadecimal code. Used for replacing missing characters.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_font_clear_glyphs" qualifiers="virtual">
+ <method name="font_clear_glyphs" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<description>
Removes all rendered glyphs information from the cache entry.
- [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually.
</description>
</method>
- <method name="_font_clear_kerning_map" qualifiers="virtual">
+ <method name="font_clear_kerning_map" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -53,23 +51,22 @@
Removes all kerning overrides.
</description>
</method>
- <method name="_font_clear_size_cache" qualifiers="virtual">
+ <method name="font_clear_size_cache" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Removes all font sizes from the cache entry
+ Removes all font sizes from the cache entry.
</description>
</method>
- <method name="_font_clear_textures" qualifiers="virtual">
+ <method name="font_clear_textures" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<description>
Removes all textures from font cache entry.
- [b]Note:[/b] This function will not remove glyphs associated with the texture, use [method _font_remove_glyph] to remove them manually.
</description>
</method>
- <method name="_font_draw_glyph" qualifiers="virtual const">
+ <method name="font_draw_glyph" qualifiers="virtual const">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="canvas" type="RID" />
@@ -79,10 +76,9 @@
<argument index="5" name="color" type="Color" />
<description>
Draws single glyph into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code].
- [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index].
</description>
</method>
- <method name="_font_draw_glyph_outline" qualifiers="virtual const">
+ <method name="font_draw_glyph_outline" qualifiers="virtual const">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="canvas" type="RID" />
@@ -93,10 +89,9 @@
<argument index="6" name="color" type="Color" />
<description>
Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code].
- [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method _shaped_text_get_glyphs] or [method _font_get_glyph_index].
</description>
</method>
- <method name="_font_get_ascent" qualifiers="virtual const">
+ <method name="font_get_ascent" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -104,7 +99,7 @@
Returns the font ascent (number of pixels above the baseline).
</description>
</method>
- <method name="_font_get_descent" qualifiers="virtual const">
+ <method name="font_get_descent" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -112,30 +107,57 @@
Returns the font descent (number of pixels below the baseline).
</description>
</method>
- <method name="_font_get_fixed_size" qualifiers="virtual const">
+ <method name="font_get_embolden" qualifiers="virtual const">
+ <return type="float" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns font embolden strength.
+ </description>
+ </method>
+ <method name="font_get_face_count" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns number of faces in the TrueType / OpenType collection.
+ </description>
+ </method>
+ <method name="font_get_face_index" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns an active face index in the TrueType / OpenType collection.
+ </description>
+ </method>
+ <method name="font_get_fixed_size" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns bitmap font fixed size.
</description>
</method>
- <method name="_font_get_global_oversampling" qualifiers="virtual const">
+ <method name="font_get_generate_mipmaps" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns [code]true[/code] if font texture mipmap generation is enabled.
+ </description>
+ </method>
+ <method name="font_get_global_oversampling" qualifiers="virtual const">
<return type="float" />
<description>
Returns the font oversampling factor, shared by all fonts in the TextServer.
</description>
</method>
- <method name="_font_get_glyph_advance" qualifiers="virtual const">
+ <method name="font_get_glyph_advance" qualifiers="virtual const">
<return type="Vector2" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
<argument index="2" name="glyph" type="int" />
<description>
Returns glyph advance (offset of the next glyph).
- [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
</description>
</method>
- <method name="_font_get_glyph_contours" qualifiers="virtual const">
+ <method name="font_get_glyph_contours" qualifiers="virtual const">
<return type="Dictionary" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -147,7 +169,7 @@
[code]orientation[/code] - [bool], contour orientation. If [code]true[/code], clockwise contours must be filled.
</description>
</method>
- <method name="_font_get_glyph_index" qualifiers="virtual const">
+ <method name="font_get_glyph_index" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -157,7 +179,7 @@
Returns the glyph index of a [code]char[/code], optionally modified by the [code]variation_selector[/code].
</description>
</method>
- <method name="_font_get_glyph_list" qualifiers="virtual const">
+ <method name="font_get_glyph_list" qualifiers="virtual const">
<return type="Array" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -165,7 +187,7 @@
Returns list of rendered glyphs in the cache entry.
</description>
</method>
- <method name="_font_get_glyph_offset" qualifiers="virtual const">
+ <method name="font_get_glyph_offset" qualifiers="virtual const">
<return type="Vector2" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -174,7 +196,7 @@
Returns glyph offset from the baseline.
</description>
</method>
- <method name="_font_get_glyph_size" qualifiers="virtual const">
+ <method name="font_get_glyph_size" qualifiers="virtual const">
<return type="Vector2" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -183,7 +205,7 @@
Returns size of the glyph.
</description>
</method>
- <method name="_font_get_glyph_texture_idx" qualifiers="virtual const">
+ <method name="font_get_glyph_texture_idx" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -192,7 +214,25 @@
Returns index of the cache texture containing the glyph.
</description>
</method>
- <method name="_font_get_glyph_uv_rect" qualifiers="virtual const">
+ <method name="font_get_glyph_texture_rid" qualifiers="virtual const">
+ <return type="RID" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="size" type="Vector2i" />
+ <argument index="2" name="glyph" type="int" />
+ <description>
+ Returns resource id of the cache texture containing the glyph.
+ </description>
+ </method>
+ <method name="font_get_glyph_texture_size" qualifiers="virtual const">
+ <return type="Vector2" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="size" type="Vector2i" />
+ <argument index="2" name="glyph" type="int" />
+ <description>
+ Returns size of the cache texture containing the glyph.
+ </description>
+ </method>
+ <method name="font_get_glyph_uv_rect" qualifiers="virtual const">
<return type="Rect2" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -201,14 +241,14 @@
Returns rectangle in the cache texture containing the glyph.
</description>
</method>
- <method name="_font_get_hinting" qualifiers="virtual const">
+ <method name="font_get_hinting" qualifiers="virtual const">
<return type="int" enum="TextServer.Hinting" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns the font hinting mode. Used by dynamic fonts only.
</description>
</method>
- <method name="_font_get_kerning" qualifiers="virtual const">
+ <method name="font_get_kerning" qualifiers="virtual const">
<return type="Vector2" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -217,7 +257,7 @@
Returns kerning for the pair of glyphs.
</description>
</method>
- <method name="_font_get_kerning_list" qualifiers="virtual const">
+ <method name="font_get_kerning_list" qualifiers="virtual const">
<return type="Array" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -225,7 +265,7 @@
Returns list of the kerning overrides.
</description>
</method>
- <method name="_font_get_language_support_override" qualifiers="virtual">
+ <method name="font_get_language_support_override" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="language" type="String" />
@@ -233,49 +273,49 @@
Returns [code]true[/code] if support override is enabled for the [code]language[/code].
</description>
</method>
- <method name="_font_get_language_support_overrides" qualifiers="virtual">
+ <method name="font_get_language_support_overrides" qualifiers="virtual">
<return type="PackedStringArray" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns list of language support overrides.
</description>
</method>
- <method name="_font_get_msdf_pixel_range" qualifiers="virtual const">
+ <method name="font_get_msdf_pixel_range" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Return the width of the range around the shape between the minimum and maximum representable signed distance.
+ Returns the width of the range around the shape between the minimum and maximum representable signed distance.
</description>
</method>
- <method name="_font_get_msdf_size" qualifiers="virtual const">
+ <method name="font_get_msdf_size" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns source font size used to generate MSDF textures.
</description>
</method>
- <method name="_font_get_name" qualifiers="virtual const">
+ <method name="font_get_name" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font family name.
</description>
</method>
- <method name="_font_get_opentype_feature_overrides" qualifiers="virtual const">
+ <method name="font_get_opentype_feature_overrides" qualifiers="virtual const">
<return type="Dictionary" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font OpenType feature set override.
</description>
</method>
- <method name="_font_get_oversampling" qualifiers="virtual const">
+ <method name="font_get_oversampling" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
</description>
</method>
- <method name="_font_get_scale" qualifiers="virtual const">
+ <method name="font_get_scale" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -283,7 +323,7 @@
Returns scaling factor of the color bitmap font.
</description>
</method>
- <method name="_font_get_script_support_override" qualifiers="virtual">
+ <method name="font_get_script_support_override" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="script" type="String" />
@@ -291,58 +331,49 @@
Returns [code]true[/code] if support override is enabled for the [code]script[/code].
</description>
</method>
- <method name="_font_get_script_support_overrides" qualifiers="virtual">
+ <method name="font_get_script_support_overrides" qualifiers="virtual">
<return type="PackedStringArray" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns list of script support overrides.
</description>
</method>
- <method name="_font_get_size_cache_list" qualifiers="virtual const">
+ <method name="font_get_size_cache_list" qualifiers="virtual const">
<return type="Array" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Return list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
+ Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
- <method name="_font_get_spacing" qualifiers="virtual const">
- <return type="int" />
- <argument index="0" name="font_rid" type="RID" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="spacing" type="int" enum="TextServer.SpacingType" />
- <description>
- Returns extra spacing added between glyphs in pixels.
- </description>
- </method>
- <method name="_font_get_style" qualifiers="virtual const">
- <return type="int" />
+ <method name="font_get_style" qualifiers="virtual const">
+ <return type="int" enum="TextServer.FontStyle" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font style flags, see [enum TextServer.FontStyle].
</description>
</method>
- <method name="_font_get_style_name" qualifiers="virtual const">
+ <method name="font_get_style_name" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font style name.
</description>
</method>
- <method name="_font_get_subpixel_positioning" qualifiers="virtual const">
+ <method name="font_get_subpixel_positioning" qualifiers="virtual const">
<return type="int" enum="TextServer.SubpixelPositioning" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns font sub-pixel glyph positioning mode.
</description>
</method>
- <method name="_font_get_supported_chars" qualifiers="virtual const">
+ <method name="font_get_supported_chars" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns a string containing all the characters available in the font.
</description>
</method>
- <method name="_font_get_texture_count" qualifiers="virtual const">
+ <method name="font_get_texture_count" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -350,7 +381,7 @@
Returns number of textures used by font cache entry.
</description>
</method>
- <method name="_font_get_texture_image" qualifiers="virtual const">
+ <method name="font_get_texture_image" qualifiers="virtual const">
<return type="Image" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -359,7 +390,7 @@
Returns font cache texture image data.
</description>
</method>
- <method name="_font_get_texture_offsets" qualifiers="virtual const">
+ <method name="font_get_texture_offsets" qualifiers="virtual const">
<return type="PackedInt32Array" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -368,7 +399,14 @@
Returns array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
</description>
</method>
- <method name="_font_get_underline_position" qualifiers="virtual const">
+ <method name="font_get_transform" qualifiers="virtual const">
+ <return type="Transform2D" />
+ <argument index="0" name="font_rid" type="RID" />
+ <description>
+ Returns 2D transform applied to the font outlines.
+ </description>
+ </method>
+ <method name="font_get_underline_position" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -376,7 +414,7 @@
Returns pixel offset of the underline below the baseline.
</description>
</method>
- <method name="_font_get_underline_thickness" qualifiers="virtual const">
+ <method name="font_get_underline_thickness" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -384,36 +422,36 @@
Returns thickness of the underline in pixels.
</description>
</method>
- <method name="_font_get_variation_coordinates" qualifiers="virtual const">
+ <method name="font_get_variation_coordinates" qualifiers="virtual const">
<return type="Dictionary" />
<argument index="0" name="font_rid" type="RID" />
<description>
- Returns variation coordinates for the specified font cache entry. See [method _font_supported_variation_list] for more info.
+ Returns variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info.
</description>
</method>
- <method name="_font_has_char" qualifiers="virtual const">
+ <method name="font_has_char" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="char" type="int" />
<description>
- Return [code]true[/code] if a Unicode [code]char[/code] is available in the font.
+ Returns [code]true[/code] if a Unicode [code]char[/code] is available in the font.
</description>
</method>
- <method name="_font_is_antialiased" qualifiers="virtual const">
+ <method name="font_is_antialiased" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns [code]true[/code] if font 8-bit anitialiased glyph rendering is supported and enabled.
</description>
</method>
- <method name="_font_is_force_autohinter" qualifiers="virtual const">
+ <method name="font_is_force_autohinter" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</description>
</method>
- <method name="_font_is_language_supported" qualifiers="virtual const">
+ <method name="font_is_language_supported" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="language" type="String" />
@@ -421,14 +459,14 @@
Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code).
</description>
</method>
- <method name="_font_is_multichannel_signed_distance_field" qualifiers="virtual const">
+ <method name="font_is_multichannel_signed_distance_field" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns [code]true[/code] if glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
</description>
</method>
- <method name="_font_is_script_supported" qualifiers="virtual const">
+ <method name="font_is_script_supported" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="script" type="String" />
@@ -436,17 +474,16 @@
Returns [code]true[/code], if font supports given script (ISO 15924 code).
</description>
</method>
- <method name="_font_remove_glyph" qualifiers="virtual">
+ <method name="font_remove_glyph" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="glyph" type="int" />
<description>
Removes specified rendered glyph information from the cache entry.
- [b]Note:[/b] This function will not remove textures associated with the glyphs, use [method _font_remove_texture] to remove them manually.
</description>
</method>
- <method name="_font_remove_kerning" qualifiers="virtual">
+ <method name="font_remove_kerning" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -455,7 +492,7 @@
Removes kerning override for the pair of glyphs.
</description>
</method>
- <method name="_font_remove_language_support_override" qualifiers="virtual">
+ <method name="font_remove_language_support_override" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="language" type="String" />
@@ -463,7 +500,7 @@
Remove language support override.
</description>
</method>
- <method name="_font_remove_script_support_override" qualifiers="virtual">
+ <method name="font_remove_script_support_override" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="script" type="String" />
@@ -471,7 +508,7 @@
Removes script support override.
</description>
</method>
- <method name="_font_remove_size_cache" qualifiers="virtual">
+ <method name="font_remove_size_cache" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -479,26 +516,25 @@
Removes specified font size from the cache entry.
</description>
</method>
- <method name="_font_remove_texture" qualifiers="virtual">
+ <method name="font_remove_texture" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="texture_index" type="int" />
<description>
- Removes specified texture from font cache entry.
- [b]Note:[/b] This function will not remove glyphs associated with the texture, remove them manually, using [method _font_remove_glyph].
+ Removes specified texture from the cache entry.
</description>
</method>
- <method name="_font_render_glyph" qualifiers="virtual">
+ <method name="font_render_glyph" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
<argument index="2" name="index" type="int" />
<description>
- Renders specified glyph the the font cache texture.
+ Renders specified glyph to the font cache texture.
</description>
</method>
- <method name="_font_render_range" qualifiers="virtual">
+ <method name="font_render_range" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -508,7 +544,7 @@
Renders the range of characters to the font cache texture.
</description>
</method>
- <method name="_font_set_antialiased" qualifiers="virtual">
+ <method name="font_set_antialiased" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="antialiased" type="bool" />
@@ -516,7 +552,7 @@
If set to [code]true[/code], 8-bit antialiased glyph rendering is used, otherwise 1-bit rendering is used. Used by dynamic fonts only.
</description>
</method>
- <method name="_font_set_ascent" qualifiers="virtual">
+ <method name="font_set_ascent" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -525,7 +561,7 @@
Sets the font ascent (number of pixels above the baseline).
</description>
</method>
- <method name="_font_set_data" qualifiers="virtual">
+ <method name="font_set_data" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="data" type="PackedByteArray" />
@@ -533,33 +569,49 @@
Sets font source data, e.g contents of the dynamic font source file.
</description>
</method>
- <method name="_font_set_data_ptr" qualifiers="virtual">
+ <method name="font_set_data_ptr" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="data_ptr" type="const uint8_t*" />
<argument index="2" name="data_size" type="int" />
<description>
- Sets the font descent (number of pixels below the baseline).
+ Sets font source data, e.g contents of the dynamic font source file. [code]data_ptr[/code] memory buffer must remain accessible during font lifetime.
</description>
</method>
- <method name="_font_set_descent" qualifiers="virtual">
+ <method name="font_set_descent" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
<argument index="2" name="descent" type="float" />
<description>
- Sets bitmap font fixed size. If set to value greater than zero, same cache entry will be used for all font sizes.
+ Sets the font descent (number of pixels below the baseline).
</description>
</method>
- <method name="_font_set_fixed_size" qualifiers="virtual">
+ <method name="font_set_embolden" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="strength" type="float" />
+ <description>
+ Sets font embolden strength. If [code]strength[/code] is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
+ </description>
+ </method>
+ <method name="font_set_face_index" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="face_index" type="int" />
+ <description>
+ Sets an active face index in the TrueType / OpenType collection.
+ </description>
+ </method>
+ <method name="font_set_fixed_size" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="fixed_size" type="int" />
<description>
- If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
+ Sets bitmap font fixed size. If set to value greater than zero, same cache entry will be used for all font sizes.
</description>
</method>
- <method name="_font_set_force_autohinter" qualifiers="virtual">
+ <method name="font_set_force_autohinter" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="force_autohinter" type="bool" />
@@ -567,7 +619,15 @@
If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
- <method name="_font_set_global_oversampling" qualifiers="virtual">
+ <method name="font_set_generate_mipmaps" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="generate_mipmaps" type="bool" />
+ <description>
+ If set to [code]true[/code] font texture mipmap generation is enabled.
+ </description>
+ </method>
+ <method name="font_set_global_oversampling" qualifiers="virtual">
<return type="void" />
<argument index="0" name="oversampling" type="float" />
<description>
@@ -575,7 +635,7 @@
[b]Note:[/b] This value can be automatically changed by display server.
</description>
</method>
- <method name="_font_set_glyph_advance" qualifiers="virtual">
+ <method name="font_set_glyph_advance" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -583,10 +643,9 @@
<argument index="3" name="advance" type="Vector2" />
<description>
Sets glyph advance (offset of the next glyph).
- [b]Note:[/b] Advance for glyphs outlines is the same as the base glyph advance and is not saved.
</description>
</method>
- <method name="_font_set_glyph_offset" qualifiers="virtual">
+ <method name="font_set_glyph_offset" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -596,7 +655,7 @@
Sets glyph offset from the baseline.
</description>
</method>
- <method name="_font_set_glyph_size" qualifiers="virtual">
+ <method name="font_set_glyph_size" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -606,7 +665,7 @@
Sets size of the glyph.
</description>
</method>
- <method name="_font_set_glyph_texture_idx" qualifiers="virtual">
+ <method name="font_set_glyph_texture_idx" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -616,7 +675,7 @@
Sets index of the cache texture containing the glyph.
</description>
</method>
- <method name="_font_set_glyph_uv_rect" qualifiers="virtual">
+ <method name="font_set_glyph_uv_rect" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -626,7 +685,7 @@
Sets rectangle in the cache texture containing the glyph.
</description>
</method>
- <method name="_font_set_hinting" qualifiers="virtual">
+ <method name="font_set_hinting" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="hinting" type="int" enum="TextServer.Hinting" />
@@ -634,7 +693,7 @@
Sets font hinting mode. Used by dynamic fonts only.
</description>
</method>
- <method name="_font_set_kerning" qualifiers="virtual">
+ <method name="font_set_kerning" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -644,16 +703,16 @@
Sets kerning for the pair of glyphs.
</description>
</method>
- <method name="_font_set_language_support_override" qualifiers="virtual">
+ <method name="font_set_language_support_override" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="language" type="String" />
<argument index="2" name="supported" type="bool" />
<description>
- Adds override for [method _font_is_language_supported].
+ Adds override for [method font_is_language_supported].
</description>
</method>
- <method name="_font_set_msdf_pixel_range" qualifiers="virtual">
+ <method name="font_set_msdf_pixel_range" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="msdf_pixel_range" type="int" />
@@ -661,7 +720,7 @@
Sets the width of the range around the shape between the minimum and maximum representable signed distance.
</description>
</method>
- <method name="_font_set_msdf_size" qualifiers="virtual">
+ <method name="font_set_msdf_size" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="msdf_size" type="int" />
@@ -669,15 +728,16 @@
Sets source font size used to generate MSDF textures.
</description>
</method>
- <method name="_font_set_multichannel_signed_distance_field" qualifiers="virtual">
+ <method name="font_set_multichannel_signed_distance_field" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="msdf" type="bool" />
<description>
- If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
+ If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. MSDF rendering allows displaying the font at any scaling factor without blurriness, and without incurring a CPU cost when the font size changes (since the font no longer needs to be rasterized on the CPU). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.
+ [b]Note:[/b] MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts.
</description>
</method>
- <method name="_font_set_name" qualifiers="virtual">
+ <method name="font_set_name" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="name" type="String" />
@@ -685,7 +745,7 @@
Sets the font family name.
</description>
</method>
- <method name="_font_set_opentype_feature_overrides" qualifiers="virtual">
+ <method name="font_set_opentype_feature_overrides" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="overrides" type="Dictionary" />
@@ -693,7 +753,7 @@
Sets font OpenType feature set override.
</description>
</method>
- <method name="_font_set_oversampling" qualifiers="virtual">
+ <method name="font_set_oversampling" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="oversampling" type="float" />
@@ -701,7 +761,7 @@
Sets font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
</description>
</method>
- <method name="_font_set_scale" qualifiers="virtual">
+ <method name="font_set_scale" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -710,34 +770,24 @@
Sets scaling factor of the color bitmap font.
</description>
</method>
- <method name="_font_set_script_support_override" qualifiers="virtual">
+ <method name="font_set_script_support_override" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="script" type="String" />
<argument index="2" name="supported" type="bool" />
<description>
- Adds override for [method _font_is_script_supported].
- </description>
- </method>
- <method name="_font_set_spacing" qualifiers="virtual">
- <return type="void" />
- <argument index="0" name="font_rid" type="RID" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="spacing" type="int" enum="TextServer.SpacingType" />
- <argument index="3" name="value" type="int" />
- <description>
- Sets extra spacing added between glyphs in pixels.
+ Adds override for [method font_is_script_supported].
</description>
</method>
- <method name="_font_set_style" qualifiers="virtual">
+ <method name="font_set_style" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
- <argument index="1" name="style" type="int" />
+ <argument index="1" name="style" type="int" enum="TextServer.FontStyle" />
<description>
Sets the font style flags, see [enum TextServer.FontStyle].
</description>
</method>
- <method name="_font_set_style_name" qualifiers="virtual">
+ <method name="font_set_style_name" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="name_style" type="String" />
@@ -745,7 +795,7 @@
Sets the font style name.
</description>
</method>
- <method name="_font_set_subpixel_positioning" qualifiers="virtual">
+ <method name="font_set_subpixel_positioning" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="subpixel_positioning" type="int" enum="TextServer.SubpixelPositioning" />
@@ -753,7 +803,7 @@
Sets font sub-pixel glyph positioning mode.
</description>
</method>
- <method name="_font_set_texture_image" qualifiers="virtual">
+ <method name="font_set_texture_image" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -763,7 +813,7 @@
Sets font cache texture image data.
</description>
</method>
- <method name="_font_set_texture_offsets" qualifiers="virtual">
+ <method name="font_set_texture_offsets" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="Vector2i" />
@@ -773,7 +823,16 @@
Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
</description>
</method>
- <method name="_font_set_underline_position" qualifiers="virtual">
+ <method name="font_set_transform" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="font_rid" type="RID" />
+ <argument index="1" name="transform" type="Transform2D" />
+ <description>
+ Sets 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.
+ For example, to simulate italic typeface by slanting, apply the following transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code].
+ </description>
+ </method>
+ <method name="font_set_underline_position" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -782,7 +841,7 @@
Sets pixel offset of the underline below the baseline.
</description>
</method>
- <method name="_font_set_underline_thickness" qualifiers="virtual">
+ <method name="font_set_underline_thickness" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="size" type="int" />
@@ -791,29 +850,29 @@
Sets thickness of the underline in pixels.
</description>
</method>
- <method name="_font_set_variation_coordinates" qualifiers="virtual">
+ <method name="font_set_variation_coordinates" qualifiers="virtual">
<return type="void" />
<argument index="0" name="font_rid" type="RID" />
<argument index="1" name="variation_coordinates" type="Dictionary" />
<description>
- Sets variation coordinates for the specified font cache entry. See [method _font_supported_variation_list] for more info.
+ Sets variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info.
</description>
</method>
- <method name="_font_supported_feature_list" qualifiers="virtual const">
+ <method name="font_supported_feature_list" qualifiers="virtual const">
<return type="Dictionary" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns the dictionary of the supported OpenType features.
</description>
</method>
- <method name="_font_supported_variation_list" qualifiers="virtual const">
+ <method name="font_supported_variation_list" qualifiers="virtual const">
<return type="Dictionary" />
<argument index="0" name="font_rid" type="RID" />
<description>
Returns the dictionary of the supported OpenType variation coordinates.
</description>
</method>
- <method name="_format_number" qualifiers="virtual const">
+ <method name="format_number" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="string" type="String" />
<argument index="1" name="language" type="String" />
@@ -821,82 +880,82 @@
Converts a number from the Western Arabic (0..9) to the numeral systems used in [code]language[/code].
</description>
</method>
- <method name="_free" qualifiers="virtual">
+ <method name="free_rid" qualifiers="virtual">
<return type="void" />
<argument index="0" name="rid" type="RID" />
<description>
Frees an object created by this [TextServer].
</description>
</method>
- <method name="_get_features" qualifiers="virtual const">
+ <method name="get_features" qualifiers="virtual const">
<return type="int" />
<description>
Returns text server features, see [enum TextServer.Feature].
</description>
</method>
- <method name="_get_hex_code_box_size" qualifiers="virtual const">
+ <method name="get_hex_code_box_size" qualifiers="virtual const">
<return type="Vector2" />
<argument index="0" name="size" type="int" />
<argument index="1" name="index" type="int" />
<description>
Returns size of the replacement character (box with character hexadecimal code that is drawn in place of invalid characters).
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_get_name" qualifiers="virtual const">
+ <method name="get_name" qualifiers="virtual const">
<return type="String" />
<description>
Returns the name of the server interface.
</description>
</method>
- <method name="_get_support_data_filename" qualifiers="virtual const">
+ <method name="get_support_data_filename" qualifiers="virtual const">
<return type="String" />
<description>
Returns default TextServer database (e.g. ICU break iterators and dictionaries) filename.
</description>
</method>
- <method name="_get_support_data_info" qualifiers="virtual const">
+ <method name="get_support_data_info" qualifiers="virtual const">
<return type="String" />
<description>
Returns TextServer database (e.g. ICU break iterators and dictionaries) description.
</description>
</method>
- <method name="_has" qualifiers="virtual">
+ <method name="has" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="rid" type="RID" />
<description>
Returns [code]true[/code] if [code]rid[/code] is valid resource owned by this text server.
</description>
</method>
- <method name="_has_feature" qualifiers="virtual const">
+ <method name="has_feature" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="feature" type="int" enum="TextServer.Feature" />
<description>
Returns [code]true[/code] if the server supports a feature.
</description>
</method>
- <method name="_is_locale_right_to_left" qualifiers="virtual const">
+ <method name="is_locale_right_to_left" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="locale" type="String" />
<description>
Returns [code]true[/code] if locale is right-to-left.
</description>
</method>
- <method name="_load_support_data" qualifiers="virtual">
+ <method name="load_support_data" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="filename" type="String" />
<description>
Loads optional TextServer database (e.g. ICU break iterators and dictionaries).
- [b]Note:[/b] This function should be called before any other TextServer functions used, otherwise it won't have any effect.
</description>
</method>
- <method name="_name_to_tag" qualifiers="virtual const">
+ <method name="name_to_tag" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="name" type="String" />
<description>
Converts readable feature, variation, script or language name to OpenType tag.
</description>
</method>
- <method name="_parse_number" qualifiers="virtual const">
+ <method name="parse_number" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="string" type="String" />
<argument index="1" name="language" type="String" />
@@ -904,14 +963,22 @@
Converts a number from the numeral systems used in [code]language[/code] to Western Arabic (0..9).
</description>
</method>
- <method name="_percent_sign" qualifiers="virtual const">
+ <method name="parse_structured_text" qualifiers="virtual const">
+ <return type="Array" />
+ <argument index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" />
+ <argument index="1" name="args" type="Array" />
+ <argument index="2" name="text" type="String" />
+ <description>
+ </description>
+ </method>
+ <method name="percent_sign" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="language" type="String" />
<description>
Returns percent sign used in the [code]language[/code].
</description>
</method>
- <method name="_save_support_data" qualifiers="virtual const">
+ <method name="save_support_data" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="filename" type="String" />
<description>
@@ -919,14 +986,14 @@
[b]Note:[/b] This function is used by during project export, to include TextServer database.
</description>
</method>
- <method name="_shaped_get_span_count" qualifiers="virtual const">
+ <method name="shaped_get_span_count" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<description>
- Returns number of text spans added using [method _shaped_text_add_string] or [method _shaped_text_add_object].
+ Returns number of text spans added using [method shaped_text_add_string] or [method shaped_text_add_object].
</description>
</method>
- <method name="_shaped_get_span_meta" qualifiers="virtual const">
+ <method name="shaped_get_span_meta" qualifiers="virtual const">
<return type="Variant" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="index" type="int" />
@@ -934,7 +1001,7 @@
Returns text span metadata.
</description>
</method>
- <method name="_shaped_set_span_update_font" qualifiers="virtual">
+ <method name="shaped_set_span_update_font" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="index" type="int" />
@@ -945,7 +1012,7 @@
Changes text span font, font size and OpenType features, without changing the text.
</description>
</method>
- <method name="_shaped_text_add_object" qualifiers="virtual">
+ <method name="shaped_text_add_object" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="key" type="Variant" />
@@ -956,7 +1023,7 @@
Adds inline object to the text buffer, [code]key[/code] must be unique. In the text, object is represented as [code]length[/code] object replacement characters.
</description>
</method>
- <method name="_shaped_text_add_string" qualifiers="virtual">
+ <method name="shaped_text_add_string" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="text" type="String" />
@@ -969,14 +1036,14 @@
Adds text span and font to draw it to the text buffer.
</description>
</method>
- <method name="_shaped_text_clear" qualifiers="virtual">
+ <method name="shaped_text_clear" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<description>
Clears text buffer (removes text and inline objects).
</description>
</method>
- <method name="_shaped_text_draw" qualifiers="virtual const">
+ <method name="shaped_text_draw" qualifiers="virtual const">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="canvas" type="RID" />
@@ -986,9 +1053,10 @@
<argument index="5" name="color" type="Color" />
<description>
Draw shaped text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_draw_outline" qualifiers="virtual const">
+ <method name="shaped_text_draw_outline" qualifiers="virtual const">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="canvas" type="RID" />
@@ -999,137 +1067,141 @@
<argument index="6" name="color" type="Color" />
<description>
Draw the outline of the shaped text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_fit_to_width" qualifiers="virtual">
+ <method name="shaped_text_fit_to_width" qualifiers="virtual">
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
- <argument index="2" name="jst_flags" type="int" />
+ <argument index="2" name="jst_flags" type="int" enum="TextServer.JustificationFlag" />
<description>
- Adjusts text with to fit to specified width, returns new text width
+ Adjusts text with to fit to specified width, returns new text width.
</description>
</method>
- <method name="_shaped_text_get_ascent" qualifiers="virtual const">
+ <method name="shaped_text_get_ascent" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).
- [b]Note:[/b] Overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline.
</description>
</method>
- <method name="_shaped_text_get_carets" qualifiers="virtual const">
+ <method name="shaped_text_get_carets" qualifiers="virtual const">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="position" type="int" />
<argument index="2" name="caret" type="CaretInfo*" />
<description>
Returns shapes of the carets corresponding to the character offset [code]position[/code] in the text. Returned caret shape is 1 pixel wide rectangle.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_get_custom_punctuation" qualifiers="virtual const">
+ <method name="shaped_text_get_custom_punctuation" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
</description>
</method>
- <method name="_shaped_text_get_descent" qualifiers="virtual const">
+ <method name="shaped_text_get_descent" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).
- [b]Note:[/b] Overall descent can be higher than font descent, if some glyphs are displaced from the baseline.
</description>
</method>
- <method name="_shaped_text_get_direction" qualifiers="virtual const">
+ <method name="shaped_text_get_direction" qualifiers="virtual const">
<return type="int" enum="TextServer.Direction" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns direction of the text.
</description>
</method>
- <method name="_shaped_text_get_dominant_direction_in_range" qualifiers="virtual const">
+ <method name="shaped_text_get_dominant_direction_in_range" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="start" type="int" />
<argument index="2" name="end" type="int" />
<description>
Returns dominant direction of in the range of text.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_get_ellipsis_glyph_count" qualifiers="virtual const">
+ <method name="shaped_text_get_ellipsis_glyph_count" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns number of glyphs in the ellipsis.
</description>
</method>
- <method name="_shaped_text_get_ellipsis_glyphs" qualifiers="virtual const">
- <return type="Glyph*" />
+ <method name="shaped_text_get_ellipsis_glyphs" qualifiers="virtual const">
+ <return type="const Glyph*" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns array of the glyphs in the ellipsis.
</description>
</method>
- <method name="_shaped_text_get_ellipsis_pos" qualifiers="virtual const">
+ <method name="shaped_text_get_ellipsis_pos" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns position of the ellipsis.
</description>
</method>
- <method name="_shaped_text_get_glyph_count" qualifiers="virtual const">
+ <method name="shaped_text_get_glyph_count" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<description>
- Returns text glyphs count.
+ Returns number of glyphs in the buffer.
</description>
</method>
- <method name="_shaped_text_get_glyphs" qualifiers="virtual const">
- <return type="Glyph*" />
+ <method name="shaped_text_get_glyphs" qualifiers="virtual const">
+ <return type="const Glyph*" />
<argument index="0" name="shaped" type="RID" />
<description>
- Copies text glyphs in the visual order, into preallocated array of the size returned by [method _shaped_text_get_glyph_count].
+ Returns an array of glyphs in the visual order.
</description>
</method>
- <method name="_shaped_text_get_grapheme_bounds" qualifiers="virtual const">
+ <method name="shaped_text_get_grapheme_bounds" qualifiers="virtual const">
<return type="Vector2" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="pos" type="int" />
<description>
Returns composite character's bounds as offsets from the start of the line.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_get_inferred_direction" qualifiers="virtual const">
+ <method name="shaped_text_get_inferred_direction" qualifiers="virtual const">
<return type="int" enum="TextServer.Direction" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns direction of the text, inferred by the BiDi algorithm.
</description>
</method>
- <method name="_shaped_text_get_line_breaks" qualifiers="virtual const">
+ <method name="shaped_text_get_line_breaks" qualifiers="virtual const">
<return type="PackedInt32Array" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
<argument index="2" name="start" type="int" />
- <argument index="3" name="break_flags" type="int" />
+ <argument index="3" name="break_flags" type="int" enum="TextServer.LineBreakFlag" />
<description>
Breaks text to the lines and returns character ranges for each line.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_get_line_breaks_adv" qualifiers="virtual const">
+ <method name="shaped_text_get_line_breaks_adv" qualifiers="virtual const">
<return type="PackedInt32Array" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="PackedFloat32Array" />
<argument index="2" name="start" type="int" />
<argument index="3" name="once" type="bool" />
- <argument index="4" name="break_flags" type="int" />
+ <argument index="4" name="break_flags" type="int" enum="TextServer.LineBreakFlag" />
<description>
Breaks text to the lines and columns. Returns character ranges for each segment.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_get_object_rect" qualifiers="virtual const">
+ <method name="shaped_text_get_object_rect" qualifiers="virtual const">
<return type="Rect2" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="key" type="Variant" />
@@ -1137,35 +1209,35 @@
Returns bounding rectangle of the inline object.
</description>
</method>
- <method name="_shaped_text_get_objects" qualifiers="virtual const">
+ <method name="shaped_text_get_objects" qualifiers="virtual const">
<return type="Array" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns array of inline objects.
</description>
</method>
- <method name="_shaped_text_get_orientation" qualifiers="virtual const">
+ <method name="shaped_text_get_orientation" qualifiers="virtual const">
<return type="int" enum="TextServer.Orientation" />
<argument index="0" name="shaped" type="RID" />
<description>
- Returns text orientation.
+ eturns text orientation.
</description>
</method>
- <method name="_shaped_text_get_parent" qualifiers="virtual const">
+ <method name="shaped_text_get_parent" qualifiers="virtual const">
<return type="RID" />
<argument index="0" name="shaped" type="RID" />
<description>
- Sets text orientation.
+ Returns the parent buffer from which the substring originates.
</description>
</method>
- <method name="_shaped_text_get_preserve_control" qualifiers="virtual const">
+ <method name="shaped_text_get_preserve_control" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns [code]true[/code] if text buffer is configured to display control characters.
</description>
</method>
- <method name="_shaped_text_get_preserve_invalid" qualifiers="virtual const">
+ <method name="shaped_text_get_preserve_invalid" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<description>
@@ -1173,114 +1245,128 @@
[b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of invalid characters.
</description>
</method>
- <method name="_shaped_text_get_range" qualifiers="virtual const">
+ <method name="shaped_text_get_range" qualifiers="virtual const">
<return type="Vector2i" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns substring buffer character range in the parent buffer.
</description>
</method>
- <method name="_shaped_text_get_selection" qualifiers="virtual const">
+ <method name="shaped_text_get_selection" qualifiers="virtual const">
<return type="PackedVector2Array" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="start" type="int" />
<argument index="2" name="end" type="int" />
<description>
Returns selection rectangles for the specified character range.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_get_size" qualifiers="virtual const">
+ <method name="shaped_text_get_size" qualifiers="virtual const">
<return type="Vector2" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns size of the text.
</description>
</method>
- <method name="_shaped_text_get_trim_pos" qualifiers="virtual const">
+ <method name="shaped_text_get_spacing" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
+ <argument index="1" name="spacing" type="int" enum="TextServer.SpacingType" />
<description>
- Returns ellipsis and trim positions.
+ Returns extra spacing added between glyphs or lines in pixels.
</description>
</method>
- <method name="_shaped_text_get_underline_position" qualifiers="virtual const">
+ <method name="shaped_text_get_trim_pos" qualifiers="virtual const">
+ <return type="int" />
+ <argument index="0" name="shaped" type="RID" />
+ <description>
+ Returns the position of the overrun trim.
+ </description>
+ </method>
+ <method name="shaped_text_get_underline_position" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns pixel offset of the underline below the baseline.
</description>
</method>
- <method name="_shaped_text_get_underline_thickness" qualifiers="virtual const">
+ <method name="shaped_text_get_underline_thickness" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns thickness of the underline.
</description>
</method>
- <method name="_shaped_text_get_width" qualifiers="virtual const">
+ <method name="shaped_text_get_width" qualifiers="virtual const">
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns width (for horizontal layout) or height (for vertical) of the text.
</description>
</method>
- <method name="_shaped_text_get_word_breaks" qualifiers="virtual const">
+ <method name="shaped_text_get_word_breaks" qualifiers="virtual const">
<return type="PackedInt32Array" />
<argument index="0" name="shaped" type="RID" />
- <argument index="1" name="grapheme_flags" type="int" />
+ <argument index="1" name="grapheme_flags" type="int" enum="TextServer.GraphemeFlag" />
<description>
Breaks text into words and returns array of character ranges.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_hit_test_grapheme" qualifiers="virtual const">
+ <method name="shaped_text_hit_test_grapheme" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="coord" type="float" />
<description>
Returns grapheme index at the specified pixel offset at the baseline, or [code]-1[/code] if none is found.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_hit_test_position" qualifiers="virtual const">
+ <method name="shaped_text_hit_test_position" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="coord" type="float" />
<description>
Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_is_ready" qualifiers="virtual const">
+ <method name="shaped_text_is_ready" qualifiers="virtual const">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<description>
Returns [code]true[/code] if buffer is successfully shaped.
</description>
</method>
- <method name="_shaped_text_next_grapheme_pos" qualifiers="virtual const">
+ <method name="shaped_text_next_grapheme_pos" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="pos" type="int" />
<description>
Returns composite character end position closest to the [code]pos[/code].
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_overrun_trim_to_width" qualifiers="virtual">
+ <method name="shaped_text_overrun_trim_to_width" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="width" type="float" />
- <argument index="2" name="trim_flags" type="int" />
+ <argument index="2" name="trim_flags" type="int" enum="TextServer.TextOverrunFlag" />
<description>
Trims text if it exceeds the given width.
</description>
</method>
- <method name="_shaped_text_prev_grapheme_pos" qualifiers="virtual const">
+ <method name="shaped_text_prev_grapheme_pos" qualifiers="virtual const">
<return type="int" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="pos" type="int" />
<description>
Returns composite character start position closest to the [code]pos[/code].
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_shaped_text_resize_object" qualifiers="virtual">
+ <method name="shaped_text_resize_object" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="key" type="Variant" />
@@ -1290,7 +1376,7 @@
Sets new size and alignment of embedded object.
</description>
</method>
- <method name="_shaped_text_set_bidi_override" qualifiers="virtual">
+ <method name="shaped_text_set_bidi_override" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="override" type="Array" />
@@ -1299,7 +1385,7 @@
Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately.
</description>
</method>
- <method name="_shaped_text_set_custom_punctuation" qualifiers="virtual">
+ <method name="shaped_text_set_custom_punctuation" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="punct" type="String" />
@@ -1307,25 +1393,23 @@
Sets custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
</description>
</method>
- <method name="_shaped_text_set_direction" qualifiers="virtual">
+ <method name="shaped_text_set_direction" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="direction" type="int" enum="TextServer.Direction" />
<description>
Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale.
- [b]Note:[/b] Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature.
</description>
</method>
- <method name="_shaped_text_set_orientation" qualifiers="virtual">
+ <method name="shaped_text_set_orientation" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="orientation" type="int" enum="TextServer.Orientation" />
<description>
Sets desired text orientation.
- [b]Note:[/b] Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature.
</description>
</method>
- <method name="_shaped_text_set_preserve_control" qualifiers="virtual">
+ <method name="shaped_text_set_preserve_control" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="enabled" type="bool" />
@@ -1333,7 +1417,7 @@
If set to [code]true[/code] text buffer will display control characters.
</description>
</method>
- <method name="_shaped_text_set_preserve_invalid" qualifiers="virtual">
+ <method name="shaped_text_set_preserve_invalid" qualifiers="virtual">
<return type="void" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="enabled" type="bool" />
@@ -1341,22 +1425,30 @@
If set to [code]true[/code] text buffer will display invalid characters as hexadecimal codes, otherwise nothing is displayed.
</description>
</method>
- <method name="_shaped_text_shape" qualifiers="virtual">
+ <method name="shaped_text_set_spacing" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="shaped" type="RID" />
+ <argument index="1" name="spacing" type="int" enum="TextServer.SpacingType" />
+ <argument index="2" name="value" type="int" />
+ <description>
+ Sets extra spacing added between glyphs or lines in pixels.
+ </description>
+ </method>
+ <method name="shaped_text_shape" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<description>
Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully.
- [b]Note:[/b] It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested.
</description>
</method>
- <method name="_shaped_text_sort_logical" qualifiers="virtual">
- <return type="Glyph*" />
+ <method name="shaped_text_sort_logical" qualifiers="virtual">
+ <return type="const Glyph*" />
<argument index="0" name="shaped" type="RID" />
<description>
- Copies text glyphs in the logical order, into preallocated array of the size returned by [method _shaped_text_get_glyph_count].
+ Returns text glyphs in the logical order.
</description>
</method>
- <method name="_shaped_text_substr" qualifiers="virtual const">
+ <method name="shaped_text_substr" qualifiers="virtual const">
<return type="RID" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="start" type="int" />
@@ -1365,7 +1457,7 @@
Returns text buffer for the substring of the text in the [code]shaped[/code] text buffer (including inline objects).
</description>
</method>
- <method name="_shaped_text_tab_align" qualifiers="virtual">
+ <method name="shaped_text_tab_align" qualifiers="virtual">
<return type="float" />
<argument index="0" name="shaped" type="RID" />
<argument index="1" name="tab_stops" type="PackedFloat32Array" />
@@ -1373,37 +1465,55 @@
Aligns shaped text to the given tab-stops.
</description>
</method>
- <method name="_shaped_text_update_breaks" qualifiers="virtual">
+ <method name="shaped_text_update_breaks" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<description>
- Updates line and word breaks.
+ Updates line breaking positions in the text buffer.
+ [b]Note:[/b] This method is used by default line/word breaking methods, and its implementation might be omitted if custom line breaking in implemented.
</description>
</method>
- <method name="_shaped_text_update_justification_ops" qualifiers="virtual">
+ <method name="shaped_text_update_justification_ops" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="shaped" type="RID" />
<description>
- Updates justification opportunities (spaces, kashidas, etc.).
+ Updates line justification positions (word breaks and elongations) in the text buffer.
+ [b]Note:[/b] This method is used by default line/word breaking methods, and its implementation might be omitted if custom line breaking in implemented.
+ </description>
+ </method>
+ <method name="string_get_word_breaks" qualifiers="virtual const">
+ <return type="PackedInt32Array" />
+ <argument index="0" name="string" type="String" />
+ <argument index="1" name="language" type="String" />
+ <description>
+ Returns array of the word break character offsets.
</description>
</method>
- <method name="_string_to_lower" qualifiers="virtual const">
+ <method name="string_to_lower" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="string" type="String" />
<argument index="1" name="language" type="String" />
<description>
- Returns the string converted to lowercase. Casing is locale dependent and context sensitive. The result may be longer or shorter than the original.
+ Returns the string converted to lowercase.
</description>
</method>
- <method name="_string_to_upper" qualifiers="virtual const">
+ <method name="string_to_upper" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="string" type="String" />
<argument index="1" name="language" type="String" />
<description>
- Returns the string converted to uppercase. Casing is locale dependent and context sensitive. The result may be longer or shorter than the original.
+ Returns the string converted to uppercase.
+ </description>
+ </method>
+ <method name="strip_diacritics" qualifiers="virtual const">
+ <return type="String" />
+ <argument index="0" name="string" type="String" />
+ <description>
+ Strips diacritics from the string.
+ [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="_tag_to_name" qualifiers="virtual const">
+ <method name="tag_to_name" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="tag" type="int" />
<description>
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
index de9bbb4b3d..3721058d25 100644
--- a/doc/classes/Texture2D.xml
+++ b/doc/classes/Texture2D.xml
@@ -12,6 +12,58 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_draw" qualifiers="virtual const">
+ <return type="void" />
+ <argument index="0" name="to_canvas_item" type="RID" />
+ <argument index="1" name="pos" type="Vector2" />
+ <argument index="2" name="modulate" type="Color" />
+ <argument index="3" name="transpose" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_draw_rect" qualifiers="virtual const">
+ <return type="void" />
+ <argument index="0" name="to_canvas_item" type="RID" />
+ <argument index="1" name="rect" type="Rect2" />
+ <argument index="2" name="tile" type="bool" />
+ <argument index="3" name="modulate" type="Color" />
+ <argument index="4" name="transpose" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_draw_rect_region" qualifiers="virtual const">
+ <return type="void" />
+ <argument index="0" name="tp_canvas_item" type="RID" />
+ <argument index="1" name="rect" type="Rect2" />
+ <argument index="2" name="src_rect" type="Rect2" />
+ <argument index="3" name="modulate" type="Color" />
+ <argument index="4" name="transpose" type="bool" />
+ <argument index="5" name="clip_uv" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_height" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_width" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_has_alpha" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_pixel_opaque" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="x" type="int" />
+ <argument index="1" name="y" type="int" />
+ <description>
+ </description>
+ </method>
<method name="draw" qualifiers="const">
<return type="void" />
<argument index="0" name="canvas_item" type="RID" />
@@ -54,7 +106,8 @@
<method name="get_image" qualifiers="const">
<return type="Image" />
<description>
- Returns an [Image] that is a copy of data from this [Texture2D]. [Image]s can be accessed and manipulated directly.
+ Returns an [Image] that is a copy of data from this [Texture2D] (a new [Image] is created each time). [Image]s can be accessed and manipulated directly.
+ [b]Note:[/b] This will fetch the texture data from the GPU, which might cause performance problems when overused.
</description>
</method>
<method name="get_size" qualifiers="const">
diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml
index bdfa428328..4968f46fe8 100644
--- a/doc/classes/Texture3D.xml
+++ b/doc/classes/Texture3D.xml
@@ -7,6 +7,36 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_get_data" qualifiers="virtual const">
+ <return type="Image[]" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_depth" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_format" qualifiers="virtual const">
+ <return type="int" enum="Image.Format" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_height" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_width" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_has_mipmaps" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
<method name="get_data" qualifiers="const">
<return type="Image[]" />
<description>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index 13679908d7..3445329f32 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -9,6 +9,42 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_get_format" qualifiers="virtual const">
+ <return type="int" enum="Image.Format" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_height" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_layer_data" qualifiers="virtual const">
+ <return type="Image" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_layered_type" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_layers" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_get_width" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_has_mipmaps" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
<method name="get_format" qualifiers="const">
<return type="int" enum="Image.Format" />
<description>
diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml
index a97e3a0cdc..4ea072a25f 100644
--- a/doc/classes/TextureProgressBar.xml
+++ b/doc/classes/TextureProgressBar.xml
@@ -27,7 +27,6 @@
<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0">
The fill direction. See [enum FillMode] for possible values.
</member>
- <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" />
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false">
If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.
</member>
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index 5270da9588..7f4e0645c8 100644
--- a/doc/classes/Theme.xml
+++ b/doc/classes/Theme.xml
@@ -334,8 +334,8 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" />
<description>
- Returns [code]true[/code] if the font size property defined by [code]name[/code] and [code]theme_type[/code] exists, or if the default theme font size is set up (see [method has_default_font_size]).
- Returns [code]false[/code] if neither exist. Use [method set_font_size] to define the property.
+ Returns [code]true[/code] if [member default_font_size] has a valid value.
+ Returns [code]false[/code] if it doesn't. The value must be greater than [code]0[/code] to be considered valid.
</description>
</method>
<method name="has_icon" qualifiers="const">
@@ -426,8 +426,8 @@
<argument index="1" name="name" type="StringName" />
<argument index="2" name="theme_type" type="StringName" />
<description>
- Renames the font size property defined by [code]old_name[/code] and [code]theme_type[/code] to [code]name[/code], if it exists.
- Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_font_size] to check for existence, and [method clear_font_size] to remove the existing property.
+ Returns [code]true[/code] if the font size property defined by [code]name[/code] and [code]theme_type[/code] exists, or if the default theme font size is set up (see [method has_default_font_size]).
+ Returns [code]false[/code] if neither exist. Use [method set_font_size] to define the property.
</description>
</method>
<method name="rename_icon">
@@ -495,7 +495,8 @@
<argument index="1" name="theme_type" type="StringName" />
<argument index="2" name="font_size" type="int" />
<description>
- Creates or changes the value of the font size property defined by [code]name[/code] and [code]theme_type[/code]. Use [method clear_font_size] to remove the property.
+ Renames the font size property defined by [code]old_name[/code] and [code]theme_type[/code] to [code]name[/code], if it exists.
+ Fails if it doesn't exist, or if a similar property with the new name already exists. Use [method has_font_size] to check for existence, and [method clear_font_size] to remove the existing property.
</description>
</method>
<method name="set_icon">
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index d78b8db052..513daff37c 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -35,10 +35,11 @@
<method name="start">
<return type="int" enum="Error" />
<argument index="0" name="callable" type="Callable" />
- <argument index="1" name="userdata" type="Variant" default="null" />
- <argument index="2" name="priority" type="int" enum="Thread.Priority" default="1" />
+ <argument index="1" name="priority" type="int" enum="Thread.Priority" default="1" />
<description>
- Starts a new [Thread] that calls [code]callable[/code] with [code]userdata[/code] passed as an argument. Even if no userdata is passed, [code]callable[/code] must accept one argument and it will be null. The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum.
+ Starts a new [Thread] that calls [code]callable[/code].
+ If the method takes some arguments, you can pass them using [method Callable.bind].
+ The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum.
Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure.
</description>
</method>
diff --git a/doc/classes/TileData.xml b/doc/classes/TileData.xml
index d5c2693f8b..66cf602e5d 100644
--- a/doc/classes/TileData.xml
+++ b/doc/classes/TileData.xml
@@ -79,7 +79,7 @@
Returns the occluder polygon of the tile for the TileSet occlusion layer with index [code]layer_id[/code].
</description>
</method>
- <method name="get_peering_bit_terrain" qualifiers="const">
+ <method name="get_terrain_peering_bit" qualifiers="const">
<return type="int" />
<argument index="0" name="peering_bit" type="int" enum="TileSet.CellNeighbor" />
<description>
@@ -185,7 +185,7 @@
Sets the occluder for the TileSet occlusion layer with index [code]layer_id[/code].
</description>
</method>
- <method name="set_peering_bit_terrain">
+ <method name="set_terrain_peering_bit">
<return type="void" />
<argument index="0" name="peering_bit" type="int" enum="TileSet.CellNeighbor" />
<argument index="1" name="terrain" type="int" />
@@ -199,12 +199,15 @@
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="get_flip_v" default="false">
</member>
- <member name="material" type="ShaderMaterial" setter="set_material" getter="get_material">
+ <member name="material" type="Material" setter="set_material" getter="get_material">
+ The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use a custom shader.
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
</member>
<member name="probability" type="float" setter="set_probability" getter="get_probability" default="1.0">
</member>
+ <member name="terrain" type="int" setter="set_terrain" getter="get_terrain" default="-1">
+ </member>
<member name="terrain_set" type="int" setter="set_terrain_set" getter="get_terrain_set" default="-1">
</member>
<member name="texture_offset" type="Vector2i" setter="set_texture_offset" getter="get_texture_offset" default="Vector2i(0, 0)">
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index e5ecff178b..d532f583e6 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -57,6 +57,14 @@
Clears all cells on the given layer.
</description>
</method>
+ <method name="erase_cell">
+ <return type="void" />
+ <argument index="0" name="layer" type="int" />
+ <argument index="1" name="coords" type="Vector2i" />
+ <description>
+ Erases the cell on layer [code]layer[/code] at coordinates [code]coords[/code].
+ </description>
+ </method>
<method name="fix_invalid_tiles">
<return type="void" />
<description>
@@ -227,7 +235,7 @@
<argument index="1" name="coords" type="Vector2i" />
<argument index="2" name="source_id" type="int" default="-1" />
<argument index="3" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)" />
- <argument index="4" name="alternative_tile" type="int" default="-1" />
+ <argument index="4" name="alternative_tile" type="int" default="0" />
<description>
Sets the tile indentifiers for the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. Each tile of the [TileSet] is identified using three parts:
- The source identifier [code]source_id[/code] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
@@ -235,15 +243,30 @@
- The alternative tile identifier [code]alternative_tile[/code] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource].
</description>
</method>
- <method name="set_cells_from_surrounding_terrains">
+ <method name="set_cells_terrain_connect">
<return type="void" />
<argument index="0" name="layer" type="int" />
<argument index="1" name="cells" type="Vector2i[]" />
<argument index="2" name="terrain_set" type="int" />
- <argument index="3" name="ignore_empty_terrains" type="bool" default="true" />
+ <argument index="3" name="terrain" type="int" />
+ <argument index="4" name="ignore_empty_terrains" type="bool" default="true" />
+ <description>
+ Update all the cells in the [code]cells[/code] coordinates array so that they use the given [code]terrain[/code] for the given [code]terrain_set[/code]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions. If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
+ If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
+ [b]Note:[/b] To work correctly, [code]set_cells_terrain_connect[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
+ </description>
+ </method>
+ <method name="set_cells_terrain_path">
+ <return type="void" />
+ <argument index="0" name="layer" type="int" />
+ <argument index="1" name="path" type="Vector2i[]" />
+ <argument index="2" name="terrain_set" type="int" />
+ <argument index="3" name="terrain" type="int" />
+ <argument index="4" name="ignore_empty_terrains" type="bool" default="true" />
<description>
- Updates all the cells in the [code]cells[/code] coordinates array and replace them by tiles that matches the surrounding cells terrains. Only cells form the given [code]terrain_set[/code] are considered.
- If [code]ignore_empty_terrains[/code] is true, zones with no terrain defined are ignored to select the tiles.
+ Update all the cells in the [code]cells[/code] coordinates array so that they use the given [code]terrain[/code] for the given [code]terrain_set[/code]. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions.
+ If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
+ [b]Note:[/b] To work correctly, [code]set_cells_terrain_path[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
</description>
</method>
<method name="set_layer_enabled">
@@ -322,10 +345,10 @@
[b]Note:[/b] Enabling [code]collision_animatable[/code] may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
</member>
<member name="collision_visibility_mode" type="int" setter="set_collision_visibility_mode" getter="get_collision_visibility_mode" enum="TileMap.VisibilityMode" default="0">
- Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show collision debug settings.
+ Show or hide the TileMap's collision shapes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings.
</member>
<member name="navigation_visibility_mode" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0">
- Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show navigation debug settings.
+ Show or hide the TileMap's collision shapes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings.
</member>
<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
The assigned [TileSet].
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 809992b58f..ad52b2f2f1 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -113,7 +113,7 @@
<argument index="0" name="source_from" type="int" />
<argument index="1" name="coords_from" type="Vector2i" />
<description>
- Returns the coodinate-level proxy for the given identifiers. The returned array contains the two proxie's target identifiers (source ID and atlas coords ID).
+ Returns the coordinate-level proxy for the given identifiers. The returned array contains the two target identifiers of the proxy (source ID and atlas coordinates ID).
If the TileSet has no proxy for the given identifiers, returns an empty Array.
</description>
</method>
@@ -591,7 +591,7 @@
Tile coordinates layout where both axis stay consistent with their respective local horizontal and vertical axis.
</constant>
<constant name="TILE_LAYOUT_STACKED_OFFSET" value="1" enum="TileLayout">
- Same as [code]TILE_LAYOUT_STAKED[/code], but the first half-offset is negative instead of positive.
+ Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is negative instead of positive.
</constant>
<constant name="TILE_LAYOUT_STAIRS_RIGHT" value="2" enum="TileLayout">
Tile coordinates layout where the horizontal axis stay horizontal, and the vertical one goes down-right.
diff --git a/doc/classes/Time.xml b/doc/classes/Time.xml
index bb59881db9..5fc85c869b 100644
--- a/doc/classes/Time.xml
+++ b/doc/classes/Time.xml
@@ -43,13 +43,14 @@
Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD).
</description>
</method>
- <method name="get_datetime_dict_from_string" qualifiers="const">
+ <method name="get_datetime_dict_from_datetime_string" qualifiers="const">
<return type="Dictionary" />
<argument index="0" name="datetime" type="String" />
<argument index="1" name="weekday" type="bool" />
<description>
Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code].
If [code]weekday[/code] is false, then the [code]weekday[/code] entry is excluded (the calculation is relatively expensive).
+ [b]Note:[/b] Any decimal fraction in the time string will be ignored silently.
</description>
</method>
<method name="get_datetime_dict_from_system" qualifiers="const">
@@ -67,7 +68,7 @@
The returned Dictionary's values will be the same as the [method get_datetime_dict_from_system] if the Unix timestamp is the current time, with the exception of Daylight Savings Time as it cannot be determined from the epoch.
</description>
</method>
- <method name="get_datetime_string_from_dict" qualifiers="const">
+ <method name="get_datetime_string_from_datetime_dict" qualifiers="const">
<return type="String" />
<argument index="0" name="datetime" type="Dictionary" />
<argument index="1" name="use_space" type="bool" />
@@ -97,6 +98,13 @@
If [code]use_space[/code] is true, use a space instead of the letter T in the middle.
</description>
</method>
+ <method name="get_offset_string_from_offset_minutes" qualifiers="const">
+ <return type="String" />
+ <argument index="0" name="offset_minutes" type="int" />
+ <description>
+ Converts the given timezone offset in minutes to a timezone offset string. For example, -480 returns "-08:00", 345 returns "+05:45", and 0 returns "+00:00".
+ </description>
+ </method>
<method name="get_ticks_msec" qualifiers="const">
<return type="int" />
<description>
@@ -164,12 +172,14 @@
<description>
Converts the given ISO 8601 date and/or time string to a Unix timestamp. The string can contain a date only, a time only, or both.
[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any timezone conversion, so the timestamp will be in the same timezone as the given datetime string.
+ [b]Note:[/b] Any decimal fraction in the time string will be ignored silently.
</description>
</method>
<method name="get_unix_time_from_system" qualifiers="const">
<return type="float" />
<description>
Returns the current Unix timestamp in seconds based on the system time in UTC. This method is implemented by the operating system and always returns the time in UTC.
+ [b]Note:[/b] Unlike other methods that use integer timestamps, this method returns the timestamp as a [float] for sub-second precision.
</description>
</method>
</methods>
diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml
index 975be428d8..ebe25ed55e 100644
--- a/doc/classes/Timer.xml
+++ b/doc/classes/Timer.xml
@@ -21,7 +21,7 @@
<return type="void" />
<argument index="0" name="time_sec" type="float" default="-1" />
<description>
- Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if [code]time_sec &gt; 0[/code]. This also resets the remaining time to [code]wait_time[/code].
+ Starts the timer. Sets [member wait_time] to [code]time_sec[/code] if [code]time_sec &gt; 0[/code]. This also resets the remaining time to [member wait_time].
[b]Note:[/b] This method will not resume a paused timer. See [member paused].
</description>
</method>
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index 6c0c3032ec..924b4cd8e4 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -139,16 +139,16 @@
</method>
<method name="rotated" qualifiers="const">
<return type="Transform2D" />
- <argument index="0" name="phi" type="float" />
+ <argument index="0" name="angle" type="float" />
<description>
- Rotates the transform by the given angle (in radians), using matrix multiplication.
+ Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="scale" type="Vector2" />
<description>
- Scales the transform by the given scale factor, using matrix multiplication.
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication.
</description>
</method>
<method name="set_rotation">
@@ -163,6 +163,7 @@
<argument index="0" name="scale" type="Vector2" />
<description>
Sets the transform's scale.
+ [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
</description>
</method>
<method name="set_skew">
@@ -172,11 +173,11 @@
Sets the transform's skew (in radians).
</description>
</method>
- <method name="translated" qualifiers="const">
+ <method name="translated_local" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="offset" type="Vector2" />
<description>
- Translates the transform by the given offset, relative to the transform's basis vectors.
+ Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
</description>
</method>
@@ -206,11 +207,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Transform2D" />
<description>
Returns [code]true[/code] if the transforms are not equal.
@@ -261,11 +257,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Transform2D" />
<description>
Returns [code]true[/code] if the transforms are exactly equal.
diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml
index 67e70f30e4..de1db718c2 100644
--- a/doc/classes/Transform3D.xml
+++ b/doc/classes/Transform3D.xml
@@ -39,6 +39,12 @@
</constructor>
<constructor name="Transform3D">
<return type="Transform3D" />
+ <argument index="0" name="from" type="Projection" />
+ <description>
+ </description>
+ </constructor>
+ <constructor name="Transform3D">
+ <return type="Transform3D" />
<argument index="0" name="x_axis" type="Vector3" />
<argument index="1" name="y_axis" type="Vector3" />
<argument index="2" name="z_axis" type="Vector3" />
@@ -94,19 +100,19 @@
<method name="rotated" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="axis" type="Vector3" />
- <argument index="1" name="phi" type="float" />
+ <argument index="1" name="angle" type="float" />
<description>
- Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector.
+ Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="scale" type="Vector3" />
<description>
- Scales basis and origin of the transform by the given scale factor, using matrix multiplication.
+ Returns a copy of the transform with its basis and origin scaled by the given [code]scale[/code] factor, using matrix multiplication.
</description>
</method>
- <method name="sphere_interpolate_with" qualifiers="const">
+ <method name="spherical_interpolate_with" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="xform" type="Transform3D" />
<argument index="1" name="weight" type="float" />
@@ -114,11 +120,11 @@
Returns a transform spherically interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
</description>
</method>
- <method name="translated" qualifiers="const">
+ <method name="translated_local" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="offset" type="Vector3" />
<description>
- Translates the transform by the given offset, relative to the transform's basis vectors.
+ Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
</description>
</method>
@@ -148,11 +154,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Transform3D" />
<description>
Returns [code]true[/code] if the transforms are not equal.
@@ -203,11 +204,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Transform3D" />
<description>
Returns [code]true[/code] if the transforms are exactly equal.
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 25e6f553ca..b06be0cf99 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -31,6 +31,7 @@
[/csharp]
[/codeblocks]
To iterate over all the [TreeItem] objects in a [Tree] object, use [method TreeItem.get_next] and [method TreeItem.get_first_child] after getting the root through [method get_root]. You can use [method Object.free] on a [TreeItem] to remove it from the [Tree].
+ [b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing [member ProjectSettings.gui/timers/incremental_search_max_interval_msec].
</description>
<tutorials>
</tutorials>
@@ -41,13 +42,6 @@
Clears the tree. This removes all items.
</description>
</method>
- <method name="clear_column_title_opentype_features">
- <return type="void" />
- <argument index="0" name="column" type="int" />
- <description>
- Removes all OpenType features from the item's text.
- </description>
- </method>
<method name="create_item">
<return type="TreeItem" />
<argument index="0" name="parent" type="TreeItem" default="null" />
@@ -113,14 +107,6 @@
Returns column title language code.
</description>
</method>
- <method name="get_column_title_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="column" type="int" />
- <argument index="1" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code] of the column title.
- </description>
- </method>
<method name="get_column_width" qualifiers="const">
<return type="int" />
<argument index="0" name="column" type="int" />
@@ -179,8 +165,9 @@
<return type="Rect2" />
<argument index="0" name="item" type="TreeItem" />
<argument index="1" name="column" type="int" default="-1" />
+ <argument index="2" name="button_index" type="int" default="-1" />
<description>
- Returns the rectangle area for the specified [TreeItem]. If [code]column[/code] is specified, only get the position and size of that column, otherwise get the rectangle containing all columns.
+ Returns the rectangle area for the specified [TreeItem]. If [code]column[/code] is specified, only get the position and size of that column, otherwise get the rectangle containing all columns. If a button index is specified, the rectangle of that button will be returned.
</description>
</method>
<method name="get_item_at_position" qualifiers="const">
@@ -306,15 +293,6 @@
Sets language code of column title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</description>
</method>
- <method name="set_column_title_opentype_feature">
- <return type="void" />
- <argument index="0" name="column" type="int" />
- <argument index="1" name="tag" type="String" />
- <argument index="2" name="value" type="int" />
- <description>
- Sets OpenType feature [code]tag[/code] for the column title.
- </description>
- </method>
</methods>
<members>
<member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect" default="false">
@@ -323,6 +301,7 @@
<member name="allow_rmb_select" type="bool" setter="set_allow_rmb_select" getter="get_allow_rmb_select" default="false">
If [code]true[/code], a right mouse button click can select items.
</member>
+ <member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="column_titles_visible" type="bool" setter="set_column_titles_visible" getter="are_column_titles_visible" default="false">
If [code]true[/code], column titles are visible.
</member>
@@ -340,7 +319,6 @@
<member name="hide_root" type="bool" setter="set_hide_root" getter="is_root_hidden" default="false">
If [code]true[/code], the tree's root is hidden.
</member>
- <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="scroll_horizontal_enabled" type="bool" setter="set_h_scroll_enabled" getter="is_h_scroll_enabled" default="true">
If [code]true[/code], enables horizontal scrolling.
</member>
@@ -352,10 +330,11 @@
</member>
</members>
<signals>
- <signal name="button_pressed">
+ <signal name="button_clicked">
<argument index="0" name="item" type="TreeItem" />
<argument index="1" name="column" type="int" />
<argument index="2" name="id" type="int" />
+ <argument index="3" name="mouse_button_index" type="int" />
<description>
Emitted when a button on the tree was pressed (see [method TreeItem.add_button]).
</description>
@@ -378,22 +357,23 @@
Emitted when a column's title is pressed.
</description>
</signal>
- <signal name="custom_popup_edited">
- <argument index="0" name="arrow_clicked" type="bool" />
+ <signal name="custom_item_clicked">
+ <argument index="0" name="mouse_button_index" type="int" />
<description>
- Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked to be edited.
+ Emitted when an item with [constant TreeItem.CELL_MODE_CUSTOM] is clicked with a mouse button.
</description>
</signal>
- <signal name="empty_rmb">
- <argument index="0" name="position" type="Vector2" />
+ <signal name="custom_popup_edited">
+ <argument index="0" name="arrow_clicked" type="bool" />
<description>
- Emitted when the right mouse button is pressed in the empty space of the tree.
+ Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked to be edited.
</description>
</signal>
- <signal name="empty_tree_rmb_selected">
+ <signal name="empty_clicked">
<argument index="0" name="position" type="Vector2" />
+ <argument index="1" name="mouse_button_index" type="int" />
<description>
- Emitted when the right mouse button is pressed if right mouse button selection is active and the tree is empty.
+ Emitted when a mouse button is clicked in the empty space of the tree.
</description>
</signal>
<signal name="item_activated">
@@ -422,15 +402,11 @@
Emitted when an item is edited.
</description>
</signal>
- <signal name="item_rmb_edited">
- <description>
- Emitted when an item is edited using the right mouse button.
- </description>
- </signal>
- <signal name="item_rmb_selected">
+ <signal name="item_mouse_selected">
<argument index="0" name="position" type="Vector2" />
+ <argument index="1" name="mouse_button_index" type="int" />
<description>
- Emitted when an item is selected with the right mouse button.
+ Emitted when an item is selected with a mouse button.
</description>
</signal>
<signal name="item_selected">
@@ -521,7 +497,7 @@
<theme_item name="draw_relationship_lines" data_type="constant" type="int" default="0">
Draws the relationship lines if not zero, this acts as a boolean. Relationship lines are drawn at the start of child items to show hierarchy.
</theme_item>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal space between item cells. This is also used as the margin at the start of an item when folding is disabled.
</theme_item>
<theme_item name="item_margin" data_type="constant" type="int" default="16">
@@ -545,7 +521,7 @@
<theme_item name="scroll_speed" data_type="constant" type="int" default="12">
The speed of border scrolling.
</theme_item>
- <theme_item name="vseparation" data_type="constant" type="int" default="4">
+ <theme_item name="v_separation" data_type="constant" type="int" default="4">
The vertical padding inside each item, i.e. the distance between the item's content and top/bottom border.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index c909a35ab5..fbba1147a2 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -22,7 +22,7 @@
</description>
</method>
<method name="call_recursive" qualifiers="vararg">
- <return type="Variant" />
+ <return type="void" />
<argument index="0" name="method" type="StringName" />
<description>
Calls the [code]method[/code] on the actual TreeItem and its children recursively. Pass parameters as a comma separated list.
@@ -42,13 +42,6 @@
Resets the color for the given column to default.
</description>
</method>
- <method name="clear_opentype_features">
- <return type="void" />
- <argument index="0" name="column" type="int" />
- <description>
- Removes all OpenType features.
- </description>
- </method>
<method name="create_child">
<return type="TreeItem" />
<argument index="0" name="idx" type="int" default="-1" />
@@ -230,25 +223,17 @@
<method name="get_next" qualifiers="const">
<return type="TreeItem" />
<description>
- Returns the next TreeItem in the tree or a null object if there is none.
+ Returns the next sibling TreeItem in the tree or a null object if there is none.
</description>
</method>
<method name="get_next_visible">
<return type="TreeItem" />
<argument index="0" name="wrap" type="bool" default="false" />
<description>
- Returns the next visible TreeItem in the tree or a null object if there is none.
+ Returns the next visible sibling TreeItem in the tree or a null object if there is none.
If [code]wrap[/code] is enabled, the method will wrap around to the first visible element in the tree when called on the last visible element, otherwise it returns [code]null[/code].
</description>
</method>
- <method name="get_opentype_feature" qualifiers="const">
- <return type="int" />
- <argument index="0" name="column" type="int" />
- <argument index="1" name="tag" type="String" />
- <description>
- Returns OpenType feature [code]tag[/code] of the item's text.
- </description>
- </method>
<method name="get_parent" qualifiers="const">
<return type="TreeItem" />
<description>
@@ -258,14 +243,14 @@
<method name="get_prev">
<return type="TreeItem" />
<description>
- Returns the previous TreeItem in the tree or a null object if there is none.
+ Returns the previous sibling TreeItem in the tree or a null object if there is none.
</description>
</method>
<method name="get_prev_visible">
<return type="TreeItem" />
<argument index="0" name="wrap" type="bool" default="false" />
<description>
- Returns the previous visible TreeItem in the tree or a null object if there is none.
+ Returns the previous visible sibling TreeItem in the tree or a null object if there is none.
If [code]wrap[/code] is enabled, the method will wrap around to the last visible element in the tree when called on the first visible element, otherwise it returns [code]null[/code].
</description>
</method>
@@ -284,7 +269,7 @@
</description>
</method>
<method name="get_structured_text_bidi_override" qualifiers="const">
- <return type="int" enum="Control.StructuredTextParser" />
+ <return type="int" enum="TextServer.StructuredTextParser" />
<argument index="0" name="column" type="int" />
<description>
</description>
@@ -580,15 +565,6 @@
Sets the metadata value for the given column, which can be retrieved later using [method get_metadata]. This can be used, for example, to store a reference to the original data.
</description>
</method>
- <method name="set_opentype_feature">
- <return type="void" />
- <argument index="0" name="column" type="int" />
- <argument index="1" name="tag" type="String" />
- <argument index="2" name="value" type="int" />
- <description>
- Sets OpenType feature [code]tag[/code] for the item's text.
- </description>
- </method>
<method name="set_range">
<return type="void" />
<argument index="0" name="column" type="int" />
@@ -620,7 +596,7 @@
<method name="set_structured_text_bidi_override">
<return type="void" />
<argument index="0" name="column" type="int" />
- <argument index="1" name="parser" type="int" enum="Control.StructuredTextParser" />
+ <argument index="1" name="parser" type="int" enum="TextServer.StructuredTextParser" />
<description>
</description>
</method>
@@ -687,6 +663,10 @@
<member name="disable_folding" type="bool" setter="set_disable_folding" getter="is_folding_disabled">
If [code]true[/code], folding is disabled for this TreeItem.
</member>
+ <member name="visible" type="bool" setter="set_visible" getter="is_visible">
+ If [code]true[/code], the [TreeItem] is visible (default).
+ Note that if a [TreeItem] is set to not be visible, none of its children will be visible either.
+ </member>
</members>
<constants>
<constant name="CELL_MODE_STRING" value="0" enum="TreeCellMode">
diff --git a/doc/classes/TubeTrailMesh.xml b/doc/classes/TubeTrailMesh.xml
index 05fcbe967a..ddc544dc97 100644
--- a/doc/classes/TubeTrailMesh.xml
+++ b/doc/classes/TubeTrailMesh.xml
@@ -11,7 +11,7 @@
</member>
<member name="radial_steps" type="int" setter="set_radial_steps" getter="get_radial_steps" default="8">
</member>
- <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
</member>
<member name="section_length" type="float" setter="set_section_length" getter="get_section_length" default="0.2">
</member>
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 2c152410ce..b18232f5c3 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -4,41 +4,41 @@
Lightweight object used for general-purpose animation via script, using [Tweener]s.
</brief_description>
<description>
- Tweens are mostly useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them.
+ Tweens are mostly useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them. Animating something with a [Tween] is called tweening.
[Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween]; it would be difficult to do the same thing with an [AnimationPlayer] node. Tweens are also more light-weight than [AnimationPlayer], so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a fire-and-forget manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped [CallbackTweener] with a delay.
- A [Tween] can be created by using either [method SceneTree.create_tween] or [method Node.create_tween]. [Tween]s created manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be used for tweening values, but you can do manual interpolation with [method interpolate_value].
- A [Tween] animation is composed of a sequence of [Tweener]s, which by default are executed one after another. You can create a sequence by appending [Tweener]s to the [Tween]. Animating something with a [Tweener] is called tweening. Example tweening sequence looks like this:
+ A [Tween] can be created by using either [method SceneTree.create_tween] or [method Node.create_tween]. [Tween]s created manually (i.e. by using [code]Tween.new()[/code]) are invalid and can't be used for tweening values.
+ A tween animation is created by adding [Tweener]s to the [Tween] object, using [method tween_property], [method tween_interval], [method tween_callback] or [method tween_method]:
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property($Sprite, "modulate", Color.red, 1)
tween.tween_property($Sprite, "scale", Vector2(), 1)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- This sequence will make the [code]$Sprite[/code] node turn red, then shrink and finally the [method Node.queue_free] is called to remove the sprite. See methods [method tween_property], [method tween_interval], [method tween_callback] and [method tween_method] for more usage information.
- When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set different transition type in the above example, you can do:
+ This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel].
+ When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set a different transition type in the above example, you can use [method set_trans]:
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE)
tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- Most of the [Tween] methods can be chained this way too. In this example the [Tween] is bound and have set a default transition:
+ Most of the [Tween] methods can be chained this way too. In the following example the [Tween] is bound to the running script's node and a default transition is set for its [Tweener]s:
[codeblock]
var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC)
tween.tween_property($Sprite, "modulate", Color.red, 1)
tween.tween_property($Sprite, "scale", Vector2(), 1)
tween.tween_callback($Sprite.queue_free)
[/codeblock]
- Another interesting use for [Tween]s is animating arbitrary set of objects:
+ Another interesting use for [Tween]s is animating arbitrary sets of objects:
[codeblock]
var tween = create_tween()
for sprite in get_children():
- tween.tween_property(sprite, "position", Vector2(), 1)
+ tween.tween_property(sprite, "position", Vector2(0, 0), 1)
[/codeblock]
In the example above, all children of a node are moved one after another to position (0, 0).
- Some [Tweener]s use transitions and eases. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
+ Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
- [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it was created.
+ [b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created.
</description>
<tutorials>
</tutorials>
@@ -67,12 +67,19 @@
<return type="bool" />
<argument index="0" name="delta" type="float" />
<description>
- Processes the [Tween] by given [code]delta[/code] value, in seconds. Mostly useful when the [Tween] is paused, for controlling it manually. Can also be used to end the [Tween] animation immediately, by using [code]delta[/code] longer than the whole duration.
+ Processes the [Tween] by the given [code]delta[/code] value, in seconds. This is mostly useful for manual control when the [Tween] is paused. It can also be used to end the [Tween] animation immediately, by setting [code]delta[/code] longer than the whole duration of the [Tween] animation.
Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't finished.
- [b]Note:[/b] The [Tween] will become invalid after finished, but you can call [method stop] after the step, to keep it and reset.
+ [b]Note:[/b] The [Tween] will become invalid in the next processing frame after its animation finishes. Calling [method stop] after performing [method custom_step] instead keeps and resets the [Tween].
</description>
</method>
- <method name="interpolate_value">
+ <method name="get_total_elapsed_time" qualifiers="const">
+ <return type="float" />
+ <description>
+ Returns the total time in seconds the [Tween] has been animating (i.e. the time since it started, not counting pauses etc.). The time is affected by [method set_speed_scale], and [method stop] will reset it to [code]0[/code].
+ [b]Note:[/b] As it results from accumulating frame deltas, the time returned after the [Tween] has finished animating will be slightly greater than the actual [Tween] duration.
+ </description>
+ </method>
+ <method name="interpolate_value" qualifiers="static">
<return type="Variant" />
<argument index="0" name="initial_value" type="Variant" />
<argument index="1" name="delta_value" type="Variant" />
@@ -98,7 +105,7 @@
<method name="is_valid">
<return type="bool" />
<description>
- Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [Tween]). [Tween] might become invalid when it has finished tweening or was killed, also when created with [code]Tween.new()[/code]. Invalid [Tween] can't have [Tweener]s appended, because it can't animate them. You can however still use [method interpolate_value].
+ Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [Tween]). A [Tween] might become invalid when it has finished tweening, is killed, or when created with [code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended.
</description>
</method>
<method name="kill">
@@ -145,8 +152,8 @@
<argument index="0" name="loops" type="int" default="0" />
<description>
Sets the number of times the tweening sequence will be repeated, i.e. [code]set_loops(2)[/code] will run the animation twice.
- Calling this method without arguments will make the [Tween] run infinitely, until it is either killed by [method kill] or by freeing bound node, or all the animated objects have been freed (which makes further animation impossible).
- [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] with no delay or [PropertyTweener] with invalid node) are equivalent to infinite [code]while[/code] loops and will freeze your game. If a [Tween]'s lifetime depends on some node, always use [method bind_node].
+ Calling this method without arguments will make the [Tween] run infinitely, until either it is killed with [method kill], the [Tween]'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible).
+ [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single [CallbackTweener] with no delay) are stopped after a small number of loops, which may produce unexpected results. If a [Tween]'s lifetime depends on some node, always use [method bind_node].
</description>
</method>
<method name="set_parallel">
@@ -214,7 +221,7 @@
<return type="IntervalTweener" />
<argument index="0" name="time" type="float" />
<description>
- Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative for using the delay in other [Tweener]s or when there's no animation (in which case the [Tween] acts as a timer). [code]time[/code] is the length of the interval, in seconds.
+ Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative to using the delay in other [Tweener]s, or when there's no animation (in which case the [Tween] acts as a timer). [code]time[/code] is the length of the interval, in seconds.
Example: creating an interval in code execution.
[codeblock]
# ... some code
@@ -224,10 +231,10 @@
Example: creating an object that moves back and forth and jumps every few seconds.
[codeblock]
var tween = create_tween().set_loops()
- tween.tween_property("position:x", 200, 1).as_relative()
+ tween.tween_property($Sprite, "position:x", 200.0, 1).as_relative()
tween.tween_callback(jump)
tween.tween_interval(2)
- tween.tween_property("position:x", -200, 1).as_relative()
+ tween.tween_property($Sprite, "position:x", -200.0, 1).as_relative()
tween.tween_callback(jump)
tween.tween_interval(2)
[/codeblock]
@@ -264,19 +271,19 @@
<argument index="2" name="final_val" type="Variant" />
<argument index="3" name="duration" type="float" />
<description>
- Creates and appends a [PropertyTweener]. This method tweens a [code]property[/code] of an [code]object[/code] between an initial value and [code]final_val[/code] in a span of time equal to [code]duration[/code], in seconds. The initial value by default is a value at the time the tweening of the [PropertyTweener] start. For example:
+ Creates and appends a [PropertyTweener]. This method tweens a [code]property[/code] of an [code]object[/code] between an initial value and [code]final_val[/code] in a span of time equal to [code]duration[/code], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts. For example:
[codeblock]
var tween = create_tween()
- tween.tween_property($Sprite, "position", Vector2(100, 200)
- tween.tween_property($Sprite, "position", Vector2(200, 300)
+ tween.tween_property($Sprite, "position", Vector2(100, 200), 1)
+ tween.tween_property($Sprite, "position", Vector2(200, 300), 1)
[/codeblock]
will move the sprite to position (100, 200) and then to (200, 300). If you use [method PropertyTweener.from] or [method PropertyTweener.from_current], the starting position will be overwritten by the given value instead. See other methods in [PropertyTweener] to see how the tweening can be tweaked further.
[b]Note:[/b] You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component.
Example: moving object twice from the same position, with different transition types.
[codeblock]
var tween = create_tween()
- tween.tween_property($Sprite, "position", Vector2.RIGHT * 300).as_relative().set_trans(Tween.TRANS_SINE)
- tween.tween_property($Sprite, "position", Vector2.RIGHT * 300).as_relative().from_current().set_trans(Tween.TRANS_EXPO)
+ tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().set_trans(Tween.TRANS_SINE)
+ tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().from_current().set_trans(Tween.TRANS_EXPO)
[/codeblock]
</description>
</method>
@@ -285,19 +292,19 @@
<signal name="finished">
<description>
Emitted when the [Tween] has finished all tweening. Never emitted when the [Tween] is set to infinite looping (see [method set_loops]).
- [b]Note:[/b] The [Tween] is removed (invalidated) after this signal is emitted, but it doesn't happen immediately, but on the next processing frame. Calling [method stop] inside the signal callback will preserve the [Tween].
+ [b]Note:[/b] The [Tween] is removed (invalidated) in the next processing frame after this signal is emitted. Calling [method stop] inside the signal callback will prevent the [Tween] from being removed.
</description>
</signal>
<signal name="loop_finished">
<argument index="0" name="loop_count" type="int" />
<description>
- Emitted when a full loop is complete (see [method set_loops]), providing the loop index. This signal is not emitted after final loop, use [signal finished] instead for this case.
+ Emitted when a full loop is complete (see [method set_loops]), providing the loop index. This signal is not emitted after the final loop, use [signal finished] instead for this case.
</description>
</signal>
<signal name="step_finished">
<argument index="0" name="idx" type="int" />
<description>
- Emitted when one step of the [Tween] is complete, providing the step index. One step is either a single [Tweener] or a group of [Tweener]s running parallelly.
+ Emitted when one step of the [Tween] is complete, providing the step index. One step is either a single [Tweener] or a group of [Tweener]s running in parallel.
</description>
</signal>
</signals>
diff --git a/doc/classes/Tweener.xml b/doc/classes/Tweener.xml
index 3392f9ee23..721ed4e13e 100644
--- a/doc/classes/Tweener.xml
+++ b/doc/classes/Tweener.xml
@@ -4,7 +4,7 @@
Abstract class for all Tweeners used by [Tween].
</brief_description>
<description>
- Tweeners are objects that perform a specific animating task, e.g. interpolating a property or calling a method at a given time. A [Tweener] can't be created manually, you need to use a dedicated method from [Tween] or [Node].
+ Tweeners are objects that perform a specific animating task, e.g. interpolating a property or calling a method at a given time. A [Tweener] can't be created manually, you need to use a dedicated method from [Tween].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VBoxContainer.xml b/doc/classes/VBoxContainer.xml
index 4821791f50..a345668f91 100644
--- a/doc/classes/VBoxContainer.xml
+++ b/doc/classes/VBoxContainer.xml
@@ -7,6 +7,7 @@
Vertical box container. See [BoxContainer].
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<theme_items>
diff --git a/doc/classes/VFlowContainer.xml b/doc/classes/VFlowContainer.xml
index d047f4142e..f427276117 100644
--- a/doc/classes/VFlowContainer.xml
+++ b/doc/classes/VFlowContainer.xml
@@ -9,10 +9,10 @@
<tutorials>
</tutorials>
<theme_items>
- <theme_item name="hseparation" data_type="constant" type="int" default="4">
+ <theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal separation of children nodes.
</theme_item>
- <theme_item name="vseparation" data_type="constant" type="int" default="4">
+ <theme_item name="v_separation" data_type="constant" type="int" default="4">
The vertical separation of children nodes.
</theme_item>
</theme_items>
diff --git a/doc/classes/VSplitContainer.xml b/doc/classes/VSplitContainer.xml
index 32b7637c7e..b933fb2805 100644
--- a/doc/classes/VSplitContainer.xml
+++ b/doc/classes/VSplitContainer.xml
@@ -7,6 +7,7 @@
Vertical split container. See [SplitContainer]. This goes from top to bottom.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="autohide" data_type="constant" type="int" default="1">
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index f2104d77ab..0d6fcd0ef5 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -25,7 +25,6 @@
- GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types.
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- - The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblocks]
[gdscript]
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index a39ddb8187..454db51919 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -85,6 +85,16 @@
Returns the aspect ratio of this vector, the ratio of [member x] to [member y].
</description>
</method>
+ <method name="bezier_interpolate" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="control_1" type="Vector2" />
+ <argument index="1" name="control_2" type="Vector2" />
+ <argument index="2" name="end" type="Vector2" />
+ <argument index="3" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bounce" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="n" type="Vector2" />
@@ -278,9 +288,9 @@
</method>
<method name="rotated" qualifiers="const">
<return type="Vector2" />
- <argument index="0" name="phi" type="float" />
+ <argument index="0" name="angle" type="float" />
<description>
- Returns the vector rotated by [code]phi[/code] radians. See also [method @GlobalScope.deg2rad].
+ Returns the vector rotated by [code]angle[/code] (in radians). See also [method @GlobalScope.deg2rad].
</description>
</method>
<method name="round" qualifiers="const">
@@ -359,11 +369,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Vector2" />
<description>
Returns [code]true[/code] if the vectors are not equal.
@@ -461,11 +466,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Vector2" />
<description>
Returns [code]true[/code] if the vectors are exactly equal.
diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml
index 9b41e01c25..28d68b6e44 100644
--- a/doc/classes/Vector2i.xml
+++ b/doc/classes/Vector2i.xml
@@ -133,11 +133,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Vector2i" />
<description>
Returns [code]true[/code] if the vectors are not equal.
@@ -253,11 +248,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Vector2i" />
<description>
Returns [code]true[/code] if the vectors are equal.
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index ec695f41c1..c181720a66 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -4,7 +4,7 @@
Vector used for 3D math using floating point coordinates.
</brief_description>
<description>
- 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.
+ 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values.
It uses floating-point coordinates. See [Vector3i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
</description>
@@ -61,6 +61,16 @@
Returns the unsigned minimum angle to the given vector, in radians.
</description>
</method>
+ <method name="bezier_interpolate" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="control_1" type="Vector3" />
+ <argument index="1" name="control_2" type="Vector3" />
+ <argument index="2" name="end" type="Vector3" />
+ <argument index="3" name="t" type="float" />
+ <description>
+ Returns the point at the given [code]t[/code] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
+ </description>
+ </method>
<method name="bounce" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="n" type="Vector3" />
@@ -258,10 +268,10 @@
</method>
<method name="rotated" qualifiers="const">
<return type="Vector3" />
- <argument index="0" name="by_axis" type="Vector3" />
- <argument index="1" name="phi" type="float" />
+ <argument index="0" name="axis" type="Vector3" />
+ <argument index="1" name="angle" type="float" />
<description>
- Rotates this vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector.
+ Rotates this vector around a given axis by [code]angle[/code] (in radians). The axis must be a normalized vector.
</description>
</method>
<method name="round" qualifiers="const">
@@ -360,11 +370,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Vector3" />
<description>
Returns [code]true[/code] if the vectors are not equal.
@@ -476,11 +481,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Vector3" />
<description>
Returns [code]true[/code] if the vectors are exactly equal.
diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml
index e486d7cfec..ebb518792f 100644
--- a/doc/classes/Vector3i.xml
+++ b/doc/classes/Vector3i.xml
@@ -4,7 +4,7 @@
Vector used for 3D math using integer coordinates.
</brief_description>
<description>
- 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.
+ 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values.
It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required.
[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
</description>
@@ -140,11 +140,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="Vector3i" />
<description>
Returns [code]true[/code] if the vectors are not equal.
@@ -166,7 +161,7 @@
<description>
Gets the remainder of each component of the [Vector3i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
[codeblock]
- print(Vector2i(10, -20, 30) % 7) # Prints "(3, -6, 2)"
+ print(Vector3i(10, -20, 30) % 7) # Prints "(3, -6, 2)"
[/codeblock]
</description>
</operator>
@@ -260,11 +255,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="Vector3i" />
<description>
Returns [code]true[/code] if the vectors are equal.
diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml
new file mode 100644
index 0000000000..4df3bbb80e
--- /dev/null
+++ b/doc/classes/Vector4.xml
@@ -0,0 +1,332 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Vector4" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Vector used for 4D math using floating point coordinates.
+ </brief_description>
+ <description>
+ 4-element structure that can be used to represent any quadruplet of numeric values.
+ It uses floating-point coordinates. See [Vector4i] for its integer counterpart.
+ [b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code].
+ </description>
+ <tutorials>
+ </tutorials>
+ <constructors>
+ <constructor name="Vector4">
+ <return type="Vector4" />
+ <description>
+ Constructs a default-initialized [Vector4] with all components set to [code]0[/code].
+ </description>
+ </constructor>
+ <constructor name="Vector4">
+ <return type="Vector4" />
+ <argument index="0" name="from" type="Vector4" />
+ <description>
+ Constructs a [Vector4] as a copy of the given [Vector4].
+ </description>
+ </constructor>
+ <constructor name="Vector4">
+ <return type="Vector4" />
+ <argument index="0" name="from" type="Vector4i" />
+ <description>
+ Constructs a new [Vector4] from [Vector4i].
+ </description>
+ </constructor>
+ <constructor name="Vector4">
+ <return type="Vector4" />
+ <argument index="0" name="x" type="float" />
+ <argument index="1" name="y" type="float" />
+ <argument index="2" name="z" type="float" />
+ <argument index="3" name="w" type="float" />
+ <description>
+ Returns a [Vector4] with the given components.
+ </description>
+ </constructor>
+ </constructors>
+ <methods>
+ <method name="abs" qualifiers="const">
+ <return type="Vector4" />
+ <description>
+ Returns a new vector with all components in absolute values (i.e. positive).
+ </description>
+ </method>
+ <method name="ceil" qualifiers="const">
+ <return type="Vector4" />
+ <description>
+ Returns a new vector with all components rounded up (towards positive infinity).
+ </description>
+ </method>
+ <method name="clamp" qualifiers="const">
+ <return type="Vector4" />
+ <argument index="0" name="min" type="Vector4" />
+ <argument index="1" name="max" type="Vector4" />
+ <description>
+ Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
+ </description>
+ </method>
+ <method name="dot" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="with" type="Vector4" />
+ <description>
+ Returns the dot product of this vector and [code]with[/code].
+ </description>
+ </method>
+ <method name="floor" qualifiers="const">
+ <return type="Vector4" />
+ <description>
+ Returns a new vector with all components rounded down (towards negative infinity).
+ </description>
+ </method>
+ <method name="inverse" qualifiers="const">
+ <return type="Vector4" />
+ <description>
+ Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code].
+ </description>
+ </method>
+ <method name="is_equal_approx" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="with" type="Vector4" />
+ <description>
+ Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
+ </description>
+ </method>
+ <method name="is_normalized" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the vector is normalized, i.e. its length is equal to 1.
+ </description>
+ </method>
+ <method name="length" qualifiers="const">
+ <return type="float" />
+ <description>
+ Returns the length (magnitude) of this vector.
+ </description>
+ </method>
+ <method name="length_squared" qualifiers="const">
+ <return type="float" />
+ <description>
+ Returns the squared length (squared magnitude) of this vector. This method runs faster than [method length].
+ </description>
+ </method>
+ <method name="lerp" qualifiers="const">
+ <return type="Vector4" />
+ <argument index="0" name="to" type="Vector4" />
+ <argument index="1" name="weight" type="float" />
+ <description>
+ Returns the result of the linear interpolation between this vector and [code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation.
+ </description>
+ </method>
+ <method name="max_axis_index" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the axis of the vector's highest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X].
+ </description>
+ </method>
+ <method name="min_axis_index" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_W].
+ </description>
+ </method>
+ <method name="normalized" qualifiers="const">
+ <return type="Vector4" />
+ <description>
+ Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
+ </description>
+ </method>
+ <method name="round" qualifiers="const">
+ <return type="Vector4" />
+ <description>
+ Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
+ </description>
+ </method>
+ <method name="sign" qualifiers="const">
+ <return type="Vector4" />
+ <description>
+ Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="w" type="float" setter="" getter="" default="0.0">
+ The vector's W component. Also accessible by using the index position [code][3][/code].
+ </member>
+ <member name="x" type="float" setter="" getter="" default="0.0">
+ The vector's X component. Also accessible by using the index position [code][0][/code].
+ </member>
+ <member name="y" type="float" setter="" getter="" default="0.0">
+ The vector's Y component. Also accessible by using the index position [code][1][/code].
+ </member>
+ <member name="z" type="float" setter="" getter="" default="0.0">
+ The vector's Z component. Also accessible by using the index position [code][2][/code].
+ </member>
+ </members>
+ <constants>
+ <constant name="AXIS_X" value="0">
+ Enumerated value for the X axis. Returned by [method max_axis_index] and [method min_axis_index].
+ </constant>
+ <constant name="AXIS_Y" value="1">
+ Enumerated value for the Y axis. Returned by [method max_axis_index] and [method min_axis_index].
+ </constant>
+ <constant name="AXIS_Z" value="2">
+ Enumerated value for the Z axis. Returned by [method max_axis_index] and [method min_axis_index].
+ </constant>
+ <constant name="AXIS_W" value="3">
+ Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index].
+ </constant>
+ <constant name="ZERO" value="Vector4(0, 0, 0)">
+ Zero vector, a vector with all components set to [code]0[/code].
+ </constant>
+ <constant name="ONE" value="Vector4(1, 1, 1)">
+ One vector, a vector with all components set to [code]1[/code].
+ </constant>
+ <constant name="INF" value="Vector4(inf, inf, inf)">
+ Infinity vector, a vector with all components set to [constant @GDScript.INF].
+ </constant>
+ </constants>
+ <operators>
+ <operator name="operator !=">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Returns [code]true[/code] if the vectors are not equal.
+ [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Projection" />
+ <description>
+ Inversely transforms (multiplies) the [Vector4] by the given [Projection] matrix.
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Multiplies each component of the [Vector4] by the components of the given [Vector4].
+ [codeblock]
+ print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)"
+ [/codeblock]
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="float" />
+ <description>
+ Multiplies each component of the [Vector4] by the given [float].
+ [codeblock]
+ print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
+ [/codeblock]
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="int" />
+ <description>
+ Multiplies each component of the [Vector4] by the given [int].
+ </description>
+ </operator>
+ <operator name="operator +">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Adds each component of the [Vector4] by the components of the given [Vector4].
+ [codeblock]
+ print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)"
+ [/codeblock]
+ </description>
+ </operator>
+ <operator name="operator -">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Subtracts each component of the [Vector4] by the components of the given [Vector4].
+ [codeblock]
+ print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)"
+ [/codeblock]
+ </description>
+ </operator>
+ <operator name="operator /">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Divides each component of the [Vector4] by the components of the given [Vector4].
+ [codeblock]
+ print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)"
+ [/codeblock]
+ </description>
+ </operator>
+ <operator name="operator /">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="float" />
+ <description>
+ Divides each component of the [Vector4] by the given [float].
+ [codeblock]
+ print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
+ [/codeblock]
+ </description>
+ </operator>
+ <operator name="operator /">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="int" />
+ <description>
+ Divides each component of the [Vector4] by the given [int].
+ </description>
+ </operator>
+ <operator name="operator &lt;">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Compares two [Vector4] vectors by first checking if the X value of the left vector is less than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
+ </description>
+ </operator>
+ <operator name="operator &lt;=">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Compares two [Vector4] vectors by first checking if the X value of the left vector is less than or equal to the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
+ </description>
+ </operator>
+ <operator name="operator ==">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Returns [code]true[/code] if the vectors are exactly equal.
+ [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
+ </description>
+ </operator>
+ <operator name="operator &gt;">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Compares two [Vector4] vectors by first checking if the X value of the left vector is greater than the X value of the [code]right[/code] vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
+ </description>
+ </operator>
+ <operator name="operator &gt;=">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code].
+ </description>
+ </operator>
+ <operator name="operator []">
+ <return type="float" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Access vector components using their index. [code]v[0][/code] is equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/code] is equivalent to [code]v.w[/code].
+ </description>
+ </operator>
+ <operator name="operator unary+">
+ <return type="Vector4" />
+ <description>
+ Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable.
+ </description>
+ </operator>
+ <operator name="operator unary-">
+ <return type="Vector4" />
+ <description>
+ Returns the negative value of the [Vector4]. This is the same as writing [code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.
+ </description>
+ </operator>
+ </operators>
+</class>
diff --git a/doc/classes/Vector4i.xml b/doc/classes/Vector4i.xml
new file mode 100644
index 0000000000..3611b17757
--- /dev/null
+++ b/doc/classes/Vector4i.xml
@@ -0,0 +1,214 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Vector4i" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <constructors>
+ <constructor name="Vector4i">
+ <return type="Vector4i" />
+ <description>
+ </description>
+ </constructor>
+ <constructor name="Vector4i">
+ <return type="Vector4i" />
+ <argument index="0" name="from" type="Vector4i" />
+ <description>
+ </description>
+ </constructor>
+ <constructor name="Vector4i">
+ <return type="Vector4i" />
+ <argument index="0" name="from" type="Vector4" />
+ <description>
+ </description>
+ </constructor>
+ <constructor name="Vector4i">
+ <return type="Vector4i" />
+ <argument index="0" name="x" type="int" />
+ <argument index="1" name="y" type="int" />
+ <argument index="2" name="z" type="int" />
+ <argument index="3" name="w" type="int" />
+ <description>
+ </description>
+ </constructor>
+ </constructors>
+ <methods>
+ <method name="abs" qualifiers="const">
+ <return type="Vector4i" />
+ <description>
+ </description>
+ </method>
+ <method name="clamp" qualifiers="const">
+ <return type="Vector4i" />
+ <argument index="0" name="min" type="Vector4i" />
+ <argument index="1" name="max" type="Vector4i" />
+ <description>
+ </description>
+ </method>
+ <method name="length" qualifiers="const">
+ <return type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="length_squared" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="max_axis_index" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="min_axis_index" qualifiers="const">
+ <return type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="sign" qualifiers="const">
+ <return type="Vector4i" />
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="w" type="int" setter="" getter="" default="0">
+ </member>
+ <member name="x" type="int" setter="" getter="" default="0">
+ </member>
+ <member name="y" type="int" setter="" getter="" default="0">
+ </member>
+ <member name="z" type="int" setter="" getter="" default="0">
+ </member>
+ </members>
+ <constants>
+ <constant name="AXIS_X" value="0">
+ </constant>
+ <constant name="AXIS_Y" value="1">
+ </constant>
+ <constant name="AXIS_Z" value="2">
+ </constant>
+ <constant name="AXIS_W" value="3">
+ </constant>
+ <constant name="ZERO" value="Vector4i(0, 0, 0)">
+ </constant>
+ <constant name="ONE" value="Vector4i(1, 1, 1)">
+ </constant>
+ </constants>
+ <operators>
+ <operator name="operator !=">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator %">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator %">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="int" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="float" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="int" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator +">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator -">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator /">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator /">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="float" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator /">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="int" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator &lt;">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator &lt;=">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator ==">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator &gt;">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator &gt;=">
+ <return type="bool" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator []">
+ <return type="int" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator unary+">
+ <return type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator unary-">
+ <return type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ </operators>
+</class>
diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml
index 1ba86c633d..08309a8ecc 100644
--- a/doc/classes/VehicleBody3D.xml
+++ b/doc/classes/VehicleBody3D.xml
@@ -16,13 +16,13 @@
Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the vehicle reversing.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidDynamicBody3D" default="40.0" />
<member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0">
- The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated.
+ The steering angle for the vehicle, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated.
</member>
</members>
</class>
diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml
index 7fc59722e1..ac126f824e 100644
--- a/doc/classes/VehicleWheel3D.xml
+++ b/doc/classes/VehicleWheel3D.xml
@@ -48,12 +48,12 @@
The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the wheel reversing.
</member>
<member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0">
- The steering angle for the wheel. Setting this to a non-zero value will result in the vehicle turning when it's moving.
+ The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving.
</member>
<member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force" default="6000.0">
The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidDynamicBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number.
diff --git a/doc/classes/VideoStreamPlayer.xml b/doc/classes/VideoStreamPlayer.xml
index 033e1ecd29..f6594ff9e7 100644
--- a/doc/classes/VideoStreamPlayer.xml
+++ b/doc/classes/VideoStreamPlayer.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Control node for playing video streams using [VideoStream] resources.
- Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a GDNative plugin using [VideoStreamGDNative].
+ Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a GDExtension plugin.
[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization remapping yet.
[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations.
</description>
@@ -58,7 +58,7 @@
<member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="&amp;&quot;Master&quot;">
Audio bus to use for sound playback.
</member>
- <member name="expand" type="bool" setter="set_expand" getter="has_expand" default="true">
+ <member name="expand" type="bool" setter="set_expand" getter="has_expand" default="false">
If [code]true[/code], the video scales to the control size. Otherwise, the control minimum size will be automatically adjusted to match the video stream's dimensions.
</member>
<member name="paused" type="bool" setter="set_paused" getter="is_paused" default="false">
@@ -69,7 +69,7 @@
</member>
<member name="stream_position" type="float" setter="set_stream_position" getter="get_stream_position">
The current position of the stream, in seconds.
- [b]Note:[/b] Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDNative add-on.
+ [b]Note:[/b] Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDExtension add-on.
</member>
<member name="volume" type="float" setter="set_volume" getter="get_volume">
Audio volume as a linear value.
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 531b09c6a0..53603b5356 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -1,12 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Viewport" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Creates a sub-view into the screen.
+ Base class for viewports.
</brief_description>
<description>
A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera3D 3D nodes will render on it too.
Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports.
- If a viewport is a child of a [SubViewportContainer], it will automatically take up its size, otherwise it must be set manually.
Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
Also, viewports can be assigned to different screens in case the devices have multiple screens.
Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
@@ -58,6 +57,13 @@
Returns the mouse's position in this [Viewport] using the coordinate system of this [Viewport].
</description>
</method>
+ <method name="get_positional_shadow_atlas_quadrant_subdiv" qualifiers="const">
+ <return type="int" enum="Viewport.PositionalShadowAtlasQuadrantSubdiv" />
+ <argument index="0" name="quadrant" type="int" />
+ <description>
+ Returns the [enum PositionalShadowAtlasQuadrantSubdiv] of the specified quadrant.
+ </description>
+ </method>
<method name="get_render_info">
<return type="int" />
<argument index="0" name="type" type="int" enum="Viewport.RenderInfoType" />
@@ -65,28 +71,16 @@
<description>
</description>
</method>
- <method name="get_shadow_atlas_quadrant_subdiv" qualifiers="const">
- <return type="int" enum="Viewport.ShadowAtlasQuadrantSubdiv" />
- <argument index="0" name="quadrant" type="int" />
- <description>
- Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant.
- </description>
- </method>
<method name="get_texture" qualifiers="const">
<return type="ViewportTexture" />
<description>
Returns the viewport's texture.
- [b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is flipped vertically. You can use [method Image.flip_y] on the result of [method Texture2D.get_image] to flip it back, for example:
- [codeblocks]
- [gdscript]
- var img = get_viewport().get_texture().get_image()
- img.flip_y()
- [/gdscript]
- [csharp]
- Image img = GetViewport().GetTexture().GetImage();
- img.FlipY();
- [/csharp]
- [/codeblocks]
+ [b]Note:[/b] When trying to store the current texture (e.g. in a file), it might be completely black or outdated if used too early, especially when used in e.g. [method Node._ready]. To make sure the texture you get is correct, you can await [signal RenderingServer.frame_post_draw] signal.
+ [codeblock]
+ func _ready():
+ await RenderingServer.frame_post_draw
+ $Viewport.get_texture().get_image().save_png("user://Screenshot.png")
+ [/codeblock]
</description>
</method>
<method name="get_viewport_rid" qualifiers="const">
@@ -123,6 +117,7 @@
<return type="bool" />
<description>
Returns [code]true[/code] if the viewport is currently performing a drag operation.
+ Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node.NOTIFICATION_DRAG_END] when you prefer polling the value.
</description>
</method>
<method name="gui_release_focus">
@@ -131,11 +126,6 @@
Removes the focus from the currently focused [Control] within this viewport. If no [Control] has the focus, does nothing.
</description>
</method>
- <method name="is_embedding_subwindows" qualifiers="const">
- <return type="bool" />
- <description>
- </description>
- </method>
<method name="is_input_handled" qualifiers="const">
<return type="bool" />
<description>
@@ -168,17 +158,17 @@
Stops the input from propagating further down the [SceneTree].
</description>
</method>
- <method name="set_shadow_atlas_quadrant_subdiv">
+ <method name="set_positional_shadow_atlas_quadrant_subdiv">
<return type="void" />
<argument index="0" name="quadrant" type="int" />
- <argument index="1" name="subdiv" type="int" enum="Viewport.ShadowAtlasQuadrantSubdiv" />
+ <argument index="1" name="subdiv" type="int" enum="Viewport.PositionalShadowAtlasQuadrantSubdiv" />
<description>
Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible.
</description>
</method>
<method name="warp_mouse">
<return type="void" />
- <argument index="0" name="to_position" type="Vector2" />
+ <argument index="0" name="position" type="Vector2" />
<description>
Moves the mouse pointer to the specified position in this [Viewport] using the coordinate system of this [Viewport].
</description>
@@ -220,7 +210,8 @@
<member name="gui_disable_input" type="bool" setter="set_disable_input" getter="is_input_disabled" default="false">
If [code]true[/code], the viewport will not receive input events.
</member>
- <member name="gui_embed_subwindows" type="bool" setter="set_embed_subwindows_hint" getter="get_embed_subwindows_hint" default="false">
+ <member name="gui_embed_subwindows" type="bool" setter="set_embedding_subwindows" getter="is_embedding_subwindows" default="false">
+ If [code]true[/code], sub-windows (popups and dialogs) will be embedded inside application window as control-like nodes. If [code]false[/code], they will appear as separate windows handled by the operating system.
</member>
<member name="gui_snap_controls_to_pixels" type="bool" setter="set_snap_controls_to_pixels" getter="is_snap_controls_to_pixels_enabled" default="true">
If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly.
@@ -236,11 +227,29 @@
The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive.
</member>
<member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false">
- If [code]true[/code], the viewport will use the [World3D] defined in [member world_3d].
+ If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d].
</member>
<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
</member>
+ <member name="positional_shadow_atlas_16_bits" type="bool" setter="set_positional_shadow_atlas_16_bits" getter="get_positional_shadow_atlas_16_bits" default="true">
+ </member>
+ <member name="positional_shadow_atlas_quad_0" type="int" setter="set_positional_shadow_atlas_quadrant_subdiv" getter="get_positional_shadow_atlas_quadrant_subdiv" enum="Viewport.PositionalShadowAtlasQuadrantSubdiv" default="2">
+ The subdivision amount of the first quadrant on the shadow atlas.
+ </member>
+ <member name="positional_shadow_atlas_quad_1" type="int" setter="set_positional_shadow_atlas_quadrant_subdiv" getter="get_positional_shadow_atlas_quadrant_subdiv" enum="Viewport.PositionalShadowAtlasQuadrantSubdiv" default="2">
+ The subdivision amount of the second quadrant on the shadow atlas.
+ </member>
+ <member name="positional_shadow_atlas_quad_2" type="int" setter="set_positional_shadow_atlas_quadrant_subdiv" getter="get_positional_shadow_atlas_quadrant_subdiv" enum="Viewport.PositionalShadowAtlasQuadrantSubdiv" default="3">
+ The subdivision amount of the third quadrant on the shadow atlas.
+ </member>
+ <member name="positional_shadow_atlas_quad_3" type="int" setter="set_positional_shadow_atlas_quadrant_subdiv" getter="get_positional_shadow_atlas_quadrant_subdiv" enum="Viewport.PositionalShadowAtlasQuadrantSubdiv" default="4">
+ The subdivision amount of the fourth quadrant on the shadow atlas.
+ </member>
+ <member name="positional_shadow_atlas_size" type="int" setter="set_positional_shadow_atlas_size" getter="get_positional_shadow_atlas_size" default="2048">
+ The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
+ [b]Note:[/b] If this is set to [code]0[/code], no shadows will be visible at all (including directional shadows).
+ </member>
<member name="scaling_3d_mode" type="int" setter="set_scaling_3d_mode" getter="get_scaling_3d_mode" enum="Viewport.Scaling3DMode" default="0">
Sets scaling 3d mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.
To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/mode] project setting.
@@ -257,24 +266,6 @@
</member>
<member name="sdf_scale" type="int" setter="set_sdf_scale" getter="get_sdf_scale" enum="Viewport.SDFScale" default="1">
</member>
- <member name="shadow_atlas_16_bits" type="bool" setter="set_shadow_atlas_16_bits" getter="get_shadow_atlas_16_bits" default="true">
- </member>
- <member name="shadow_atlas_quad_0" type="int" setter="set_shadow_atlas_quadrant_subdiv" getter="get_shadow_atlas_quadrant_subdiv" enum="Viewport.ShadowAtlasQuadrantSubdiv" default="2">
- The subdivision amount of the first quadrant on the shadow atlas.
- </member>
- <member name="shadow_atlas_quad_1" type="int" setter="set_shadow_atlas_quadrant_subdiv" getter="get_shadow_atlas_quadrant_subdiv" enum="Viewport.ShadowAtlasQuadrantSubdiv" default="2">
- The subdivision amount of the second quadrant on the shadow atlas.
- </member>
- <member name="shadow_atlas_quad_2" type="int" setter="set_shadow_atlas_quadrant_subdiv" getter="get_shadow_atlas_quadrant_subdiv" enum="Viewport.ShadowAtlasQuadrantSubdiv" default="3">
- The subdivision amount of the third quadrant on the shadow atlas.
- </member>
- <member name="shadow_atlas_quad_3" type="int" setter="set_shadow_atlas_quadrant_subdiv" getter="get_shadow_atlas_quadrant_subdiv" enum="Viewport.ShadowAtlasQuadrantSubdiv" default="4">
- The subdivision amount of the fourth quadrant on the shadow atlas.
- </member>
- <member name="shadow_atlas_size" type="int" setter="set_shadow_atlas_size" getter="get_shadow_atlas_size" default="2048">
- The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
- [b]Note:[/b] If this is set to 0, shadows won't be visible.
- </member>
<member name="snap_2d_transforms_to_pixel" type="bool" setter="set_snap_2d_transforms_to_pixel" getter="is_snap_2d_transforms_to_pixel_enabled" default="false">
</member>
<member name="snap_2d_vertices_to_pixel" type="bool" setter="set_snap_2d_vertices_to_pixel" getter="is_snap_2d_vertices_to_pixel_enabled" default="false">
@@ -288,9 +279,19 @@
If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.
[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
</member>
+ <member name="use_taa" type="bool" setter="set_use_taa" getter="is_using_taa" default="false">
+ Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
</member>
+ <member name="vrs_mode" type="int" setter="set_vrs_mode" getter="get_vrs_mode" enum="Viewport.VRSMode" default="0">
+ The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if hardware does not support VRS this property is ignored.
+ </member>
+ <member name="vrs_texture" type="Texture2D" setter="set_vrs_texture" getter="get_vrs_texture">
+ Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE].
+ </member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">
The custom [World2D] which can be used as 2D environment source.
</member>
@@ -312,35 +313,35 @@
</signal>
</signals>
<constants>
- <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED" value="0" enum="ShadowAtlasQuadrantSubdiv">
+ <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED" value="0" enum="PositionalShadowAtlasQuadrantSubdiv">
This quadrant will not be used.
</constant>
- <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_1" value="1" enum="ShadowAtlasQuadrantSubdiv">
+ <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_1" value="1" enum="PositionalShadowAtlasQuadrantSubdiv">
This quadrant will only be used by one shadow map.
</constant>
- <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_4" value="2" enum="ShadowAtlasQuadrantSubdiv">
+ <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_4" value="2" enum="PositionalShadowAtlasQuadrantSubdiv">
This quadrant will be split in 4 and used by up to 4 shadow maps.
</constant>
- <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_16" value="3" enum="ShadowAtlasQuadrantSubdiv">
+ <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_16" value="3" enum="PositionalShadowAtlasQuadrantSubdiv">
This quadrant will be split 16 ways and used by up to 16 shadow maps.
</constant>
- <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_64" value="4" enum="ShadowAtlasQuadrantSubdiv">
+ <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_64" value="4" enum="PositionalShadowAtlasQuadrantSubdiv">
This quadrant will be split 64 ways and used by up to 64 shadow maps.
</constant>
- <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_256" value="5" enum="ShadowAtlasQuadrantSubdiv">
- This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the [member shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.
+ <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_256" value="5" enum="PositionalShadowAtlasQuadrantSubdiv">
+ This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the [member positional_shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.
</constant>
- <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_1024" value="6" enum="ShadowAtlasQuadrantSubdiv">
- This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the [member shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.
+ <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_1024" value="6" enum="PositionalShadowAtlasQuadrantSubdiv">
+ This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the [member positional_shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.
</constant>
- <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_MAX" value="7" enum="ShadowAtlasQuadrantSubdiv">
- Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum.
+ <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_MAX" value="7" enum="PositionalShadowAtlasQuadrantSubdiv">
+ Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum.
</constant>
<constant name="SCALING_3D_MODE_BILINEAR" value="0" enum="Scaling3DMode">
- Enables bilinear scaling on 3D viewports. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
+ Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="SCALING_3D_MODE_FSR" value="1" enum="Scaling3DMode">
- Enables FSR upscaling on 3D viewports. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear supersampling will be used instead. A value of [code]1.0[/code] disables scaling.
+ Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
</constant>
<constant name="SCALING_3D_MODE_MAX" value="2" enum="Scaling3DMode">
Represents the size of the [enum Scaling3DMode] enum.
@@ -450,6 +451,8 @@
</constant>
<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
</constant>
+ <constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw">
+ </constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
</constant>
@@ -495,5 +498,17 @@
</constant>
<constant name="SDF_SCALE_MAX" value="3" enum="SDFScale">
</constant>
+ <constant name="VRS_DISABLED" value="0" enum="VRSMode">
+ VRS is disabled.
+ </constant>
+ <constant name="VRS_TEXTURE" value="1" enum="VRSMode">
+ VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
+ </constant>
+ <constant name="VRS_XR" value="2" enum="VRSMode">
+ VRS texture is supplied by the primary [XRInterface].
+ </constant>
+ <constant name="VRS_MAX" value="3" enum="VRSMode">
+ Represents the size of the [enum VRSMode] enum.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml
index e5b7a68a51..87de664aad 100644
--- a/doc/classes/ViewportTexture.xml
+++ b/doc/classes/ViewportTexture.xml
@@ -14,7 +14,6 @@
<link title="3D Viewport Scaling Demo">https://godotengine.org/asset-library/asset/586</link>
</tutorials>
<members>
- <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="true" />
<member name="viewport_path" type="NodePath" setter="set_viewport_path_in_scene" getter="get_viewport_path_in_scene" default="NodePath(&quot;&quot;)">
The path to the [Viewport] node to display. This is relative to the scene root, not to the node which uses the texture.
</member>
diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml
index 1aae85c7e1..2468042850 100644
--- a/doc/classes/VisualInstance3D.xml
+++ b/doc/classes/VisualInstance3D.xml
@@ -9,6 +9,11 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_get_aabb" qualifiers="virtual const">
+ <return type="AABB" />
+ <description>
+ </description>
+ </method>
<method name="get_aabb" qualifiers="const">
<return type="AABB" />
<description>
@@ -58,9 +63,10 @@
</method>
</methods>
<members>
- <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask" default="1">
+ <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask">
The render layer(s) this [VisualInstance3D] is drawn on.
This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to.
+ For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
</member>
</members>
</class>
diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml
index 3c5a6f3a33..64d901cd79 100644
--- a/doc/classes/VisualShader.xml
+++ b/doc/classes/VisualShader.xml
@@ -20,6 +20,14 @@
Adds the specified node to the shader.
</description>
</method>
+ <method name="add_varying">
+ <return type="void" />
+ <argument index="0" name="name" type="String" />
+ <argument index="1" name="mode" type="int" enum="VisualShader.VaryingMode" />
+ <argument index="2" name="type" type="int" enum="VisualShader.VaryingType" />
+ <description>
+ </description>
+ </method>
<method name="can_connect_nodes" qualifiers="const">
<return type="bool" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
@@ -100,6 +108,12 @@
<description>
</description>
</method>
+ <method name="has_varying" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="name" type="String" />
+ <description>
+ </description>
+ </method>
<method name="is_node_connection" qualifiers="const">
<return type="bool" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
@@ -119,6 +133,12 @@
Removes the specified node from the shader.
</description>
</method>
+ <method name="remove_varying">
+ <return type="void" />
+ <argument index="0" name="name" type="String" />
+ <description>
+ </description>
+ </method>
<method name="replace_node">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
@@ -146,10 +166,6 @@
</method>
</methods>
<members>
- <member name="engine_version" type="Dictionary" setter="set_engine_version" getter="get_engine_version" default="{}">
- The Godot version this [VisualShader] was designed for, in the form of a [Dictionary] with [code]major[/code] and [code]minor[/code] keys with integer values. Example: [code]{"major": 4, "minor": 0}[/code]
- This is used by the editor to convert visual shaders from older Godot versions.
- </member>
<member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2(0, 0)">
The offset vector of the whole graph.
</member>
@@ -182,6 +198,26 @@
<constant name="TYPE_MAX" value="10" enum="Type">
Represents the size of the [enum Type] enum.
</constant>
+ <constant name="VARYING_MODE_VERTEX_TO_FRAG_LIGHT" value="0" enum="VaryingMode">
+ </constant>
+ <constant name="VARYING_MODE_FRAG_TO_LIGHT" value="1" enum="VaryingMode">
+ </constant>
+ <constant name="VARYING_MODE_MAX" value="2" enum="VaryingMode">
+ </constant>
+ <constant name="VARYING_TYPE_FLOAT" value="0" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_VECTOR_2D" value="1" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_VECTOR_3D" value="2" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_VECTOR_4D" value="3" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_COLOR" value="4" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_TRANSFORM" value="5" enum="VaryingType">
+ </constant>
+ <constant name="VARYING_TYPE_MAX" value="6" enum="VaryingType">
+ </constant>
<constant name="NODE_ID_INVALID" value="-1">
</constant>
<constant name="NODE_ID_OUTPUT" value="0">
diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml
index b4a9c85625..7220731a8a 100644
--- a/doc/classes/VisualShaderNode.xml
+++ b/doc/classes/VisualShaderNode.xml
@@ -78,16 +78,19 @@
<constant name="PORT_TYPE_VECTOR_3D" value="3" enum="PortType">
3D vector of floating-point values. Translated to [code]vec3[/code] type in shader code.
</constant>
- <constant name="PORT_TYPE_BOOLEAN" value="4" enum="PortType">
+ <constant name="PORT_TYPE_VECTOR_4D" value="4" enum="PortType">
+ 4D vector of floating-point values. Translated to [code]vec4[/code] type in shader code.
+ </constant>
+ <constant name="PORT_TYPE_BOOLEAN" value="5" enum="PortType">
Boolean type. Translated to [code]bool[/code] type in shader code.
</constant>
- <constant name="PORT_TYPE_TRANSFORM" value="5" enum="PortType">
+ <constant name="PORT_TYPE_TRANSFORM" value="6" enum="PortType">
Transform type. Translated to [code]mat4[/code] type in shader code.
</constant>
- <constant name="PORT_TYPE_SAMPLER" value="6" enum="PortType">
+ <constant name="PORT_TYPE_SAMPLER" value="7" enum="PortType">
Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes.
</constant>
- <constant name="PORT_TYPE_MAX" value="7" enum="PortType">
+ <constant name="PORT_TYPE_MAX" value="8" enum="PortType">
Represents the size of the [enum PortType] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeClamp.xml b/doc/classes/VisualShaderNodeClamp.xml
index fd24b9cfc2..35f50a37c3 100644
--- a/doc/classes/VisualShaderNodeClamp.xml
+++ b/doc/classes/VisualShaderNodeClamp.xml
@@ -26,7 +26,10 @@
<constant name="OP_TYPE_VECTOR_3D" value="3" enum="OpType">
A 3D vector type.
</constant>
- <constant name="OP_TYPE_MAX" value="4" enum="OpType">
+ <constant name="OP_TYPE_VECTOR_4D" value="4" enum="OpType">
+ A 4D vector type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="5" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeColorFunc.xml b/doc/classes/VisualShaderNodeColorFunc.xml
index 4a73b1662e..6116e0df68 100644
--- a/doc/classes/VisualShaderNodeColorFunc.xml
+++ b/doc/classes/VisualShaderNodeColorFunc.xml
@@ -24,7 +24,13 @@
return vec3(max3, max3, max3);
[/codeblock]
</constant>
- <constant name="FUNC_SEPIA" value="1" enum="Function">
+ <constant name="FUNC_HSV2RGB" value="1" enum="Function">
+ Converts HSV vector to RGB equivalent.
+ </constant>
+ <constant name="FUNC_RGB2HSV" value="2" enum="Function">
+ Converts RGB vector to HSV equivalent.
+ </constant>
+ <constant name="FUNC_SEPIA" value="3" enum="Function">
Applies sepia tone effect using the following formula:
[codeblock]
vec3 c = input;
@@ -34,7 +40,7 @@
return vec3(r, g, b);
[/codeblock]
</constant>
- <constant name="FUNC_MAX" value="2" enum="Function">
+ <constant name="FUNC_MAX" value="4" enum="Function">
Represents the size of the [enum Function] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeCompare.xml b/doc/classes/VisualShaderNodeCompare.xml
index d703181e2d..942ced2ebd 100644
--- a/doc/classes/VisualShaderNodeCompare.xml
+++ b/doc/classes/VisualShaderNodeCompare.xml
@@ -32,13 +32,16 @@
<constant name="CTYPE_VECTOR_3D" value="3" enum="ComparisonType">
A 3D vector type.
</constant>
- <constant name="CTYPE_BOOLEAN" value="4" enum="ComparisonType">
+ <constant name="CTYPE_VECTOR_4D" value="4" enum="ComparisonType">
+ A 4D vector type.
+ </constant>
+ <constant name="CTYPE_BOOLEAN" value="5" enum="ComparisonType">
A boolean type.
</constant>
- <constant name="CTYPE_TRANSFORM" value="5" enum="ComparisonType">
+ <constant name="CTYPE_TRANSFORM" value="6" enum="ComparisonType">
A transform ([code]mat4[/code]) type.
</constant>
- <constant name="CTYPE_MAX" value="6" enum="ComparisonType">
+ <constant name="CTYPE_MAX" value="7" enum="ComparisonType">
Represents the size of the [enum ComparisonType] enum.
</constant>
<constant name="FUNC_EQUAL" value="0" enum="Function">
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index 7b992abe24..0a962a4aa4 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -44,6 +44,17 @@
Defining this method is [b]optional[/b].
</description>
</method>
+ <method name="_get_func_code" qualifiers="virtual const">
+ <return type="String" />
+ <argument index="0" name="mode" type="int" enum="Shader.Mode" />
+ <argument index="1" name="type" type="int" enum="VisualShader.Type" />
+ <description>
+ Override this method to add a shader code to the beginning of each shader function (once). The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
+ If there are multiple custom nodes of different types which use this feature the order of each insertion is undefined.
+ You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]).
+ Defining this method is [b]optional[/b].
+ </description>
+ </method>
<method name="_get_global_code" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="mode" type="int" enum="Shader.Mode" />
@@ -114,11 +125,20 @@
Defining this method is [b]optional[/b]. If not overridden, no return icon is shown.
</description>
</method>
+ <method name="_is_available" qualifiers="virtual const">
+ <return type="bool" />
+ <argument index="0" name="mode" type="int" enum="Shader.Mode" />
+ <argument index="1" name="type" type="int" enum="VisualShader.Type" />
+ <description>
+ Override this method to prevent the node to be visible in the member dialog for the certain [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]).
+ Defining this method is [b]optional[/b]. If not overridden, it's [code]true[/code].
+ </description>
+ </method>
<method name="_is_highend" qualifiers="virtual const">
<return type="bool" />
<description>
Override this method to enable high-end mark in the Visual Shader Editor's members dialog.
- Defining this method is [b]optional[/b]. If not overridden, it's false.
+ Defining this method is [b]optional[/b]. If not overridden, it's [code]false[/code].
</description>
</method>
</methods>
diff --git a/doc/classes/VisualShaderNodeDerivativeFunc.xml b/doc/classes/VisualShaderNodeDerivativeFunc.xml
index ea1153ca25..9a1ad53394 100644
--- a/doc/classes/VisualShaderNodeDerivativeFunc.xml
+++ b/doc/classes/VisualShaderNodeDerivativeFunc.xml
@@ -26,7 +26,10 @@
<constant name="OP_TYPE_VECTOR_3D" value="2" enum="OpType">
A 3D vector type.
</constant>
- <constant name="OP_TYPE_MAX" value="3" enum="OpType">
+ <constant name="OP_TYPE_VECTOR_4D" value="3" enum="OpType">
+ A 4D vector type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="4" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
<constant name="FUNC_SUM" value="0" enum="Function">
diff --git a/doc/classes/VisualShaderNodeFloatFunc.xml b/doc/classes/VisualShaderNodeFloatFunc.xml
index 0f057b2e6d..1226013c67 100644
--- a/doc/classes/VisualShaderNodeFloatFunc.xml
+++ b/doc/classes/VisualShaderNodeFloatFunc.xml
@@ -65,7 +65,7 @@
<constant name="FUNC_CEIL" value="16" enum="Function">
Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the Godot Shader Language.
</constant>
- <constant name="FUNC_FRAC" value="17" enum="Function">
+ <constant name="FUNC_FRACT" value="17" enum="Function">
Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the Godot Shader Language.
</constant>
<constant name="FUNC_SATURATE" value="18" enum="Function">
diff --git a/doc/classes/VisualShaderNodeMix.xml b/doc/classes/VisualShaderNodeMix.xml
index c8ca545183..3470e47726 100644
--- a/doc/classes/VisualShaderNodeMix.xml
+++ b/doc/classes/VisualShaderNodeMix.xml
@@ -29,7 +29,13 @@
<constant name="OP_TYPE_VECTOR_3D_SCALAR" value="4" enum="OpType">
The [code]a[/code] and [code]b[/code] ports use a 3D vector type. The [code]weight[/code] port uses a scalar type.
</constant>
- <constant name="OP_TYPE_MAX" value="5" enum="OpType">
+ <constant name="OP_TYPE_VECTOR_4D" value="5" enum="OpType">
+ A 4D vector type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR_4D_SCALAR" value="6" enum="OpType">
+ The [code]a[/code] and [code]b[/code] ports use a 4D vector type. The [code]weight[/code] port uses a scalar type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="7" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeMultiplyAdd.xml b/doc/classes/VisualShaderNodeMultiplyAdd.xml
index 811f01fc28..15d0d113e9 100644
--- a/doc/classes/VisualShaderNodeMultiplyAdd.xml
+++ b/doc/classes/VisualShaderNodeMultiplyAdd.xml
@@ -23,7 +23,10 @@
<constant name="OP_TYPE_VECTOR_3D" value="2" enum="OpType">
A 3D vector type.
</constant>
- <constant name="OP_TYPE_MAX" value="3" enum="OpType">
+ <constant name="OP_TYPE_VECTOR_4D" value="3" enum="OpType">
+ A 4D vector type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="4" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeSmoothStep.xml b/doc/classes/VisualShaderNodeSmoothStep.xml
index b10e8b4433..e25fb72921 100644
--- a/doc/classes/VisualShaderNodeSmoothStep.xml
+++ b/doc/classes/VisualShaderNodeSmoothStep.xml
@@ -30,7 +30,13 @@
<constant name="OP_TYPE_VECTOR_3D_SCALAR" value="4" enum="OpType">
The [code]x[/code] port uses a 3D vector type. The first two ports use a floating-point scalar type.
</constant>
- <constant name="OP_TYPE_MAX" value="5" enum="OpType">
+ <constant name="OP_TYPE_VECTOR_4D" value="5" enum="OpType">
+ A 4D vector type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR_4D_SCALAR" value="6" enum="OpType">
+ The [code]a[/code] and [code]b[/code] ports use a 4D vector type. The [code]weight[/code] port uses a scalar type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="7" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeStep.xml b/doc/classes/VisualShaderNodeStep.xml
index 2d9e87e56c..497b86c85f 100644
--- a/doc/classes/VisualShaderNodeStep.xml
+++ b/doc/classes/VisualShaderNodeStep.xml
@@ -30,7 +30,13 @@
<constant name="OP_TYPE_VECTOR_3D_SCALAR" value="4" enum="OpType">
The [code]x[/code] port uses a 3D vector type, while the [code]edge[/code] port uses a floating-point scalar type.
</constant>
- <constant name="OP_TYPE_MAX" value="5" enum="OpType">
+ <constant name="OP_TYPE_VECTOR_4D" value="5" enum="OpType">
+ A 4D vector type.
+ </constant>
+ <constant name="OP_TYPE_VECTOR_4D_SCALAR" value="6" enum="OpType">
+ The [code]a[/code] and [code]b[/code] ports use a 4D vector type. The [code]weight[/code] port uses a scalar type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="7" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeSwitch.xml b/doc/classes/VisualShaderNodeSwitch.xml
index 4cadf79b8e..e74ff6e162 100644
--- a/doc/classes/VisualShaderNodeSwitch.xml
+++ b/doc/classes/VisualShaderNodeSwitch.xml
@@ -26,13 +26,16 @@
<constant name="OP_TYPE_VECTOR_3D" value="3" enum="OpType">
A 3D vector type.
</constant>
- <constant name="OP_TYPE_BOOLEAN" value="4" enum="OpType">
+ <constant name="OP_TYPE_VECTOR_4D" value="4" enum="OpType">
+ A 4D vector type.
+ </constant>
+ <constant name="OP_TYPE_BOOLEAN" value="5" enum="OpType">
A boolean type.
</constant>
- <constant name="OP_TYPE_TRANSFORM" value="5" enum="OpType">
+ <constant name="OP_TYPE_TRANSFORM" value="6" enum="OpType">
A transform type.
</constant>
- <constant name="OP_TYPE_MAX" value="6" enum="OpType">
+ <constant name="OP_TYPE_MAX" value="7" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml
index b104634da0..bff6f2015d 100644
--- a/doc/classes/VisualShaderNodeTextureUniform.xml
+++ b/doc/classes/VisualShaderNodeTextureUniform.xml
@@ -27,7 +27,7 @@
No hints are added to the uniform declaration.
</constant>
<constant name="TYPE_COLOR" value="1" enum="TextureType">
- Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
+ Adds [code]source_color[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
<constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
diff --git a/doc/classes/VisualShaderNodeVarying.xml b/doc/classes/VisualShaderNodeVarying.xml
new file mode 100644
index 0000000000..0dbbd61f3a
--- /dev/null
+++ b/doc/classes/VisualShaderNodeVarying.xml
@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeVarying" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="varying_name" type="String" setter="set_varying_name" getter="get_varying_name" default="&quot;[None]&quot;">
+ </member>
+ <member name="varying_type" type="int" setter="set_varying_type" getter="get_varying_type" enum="VisualShader.VaryingType" default="0">
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/VisualShaderNodeVaryingGetter.xml b/doc/classes/VisualShaderNodeVaryingGetter.xml
new file mode 100644
index 0000000000..de30b18d67
--- /dev/null
+++ b/doc/classes/VisualShaderNodeVaryingGetter.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeVaryingGetter" inherits="VisualShaderNodeVarying" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/VisualShaderNodeVaryingSetter.xml b/doc/classes/VisualShaderNodeVaryingSetter.xml
new file mode 100644
index 0000000000..57ead3d82b
--- /dev/null
+++ b/doc/classes/VisualShaderNodeVaryingSetter.xml
@@ -0,0 +1,9 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeVaryingSetter" inherits="VisualShaderNodeVarying" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/VisualShaderNodeVec4Constant.xml b/doc/classes/VisualShaderNodeVec4Constant.xml
new file mode 100644
index 0000000000..ed3d8a673d
--- /dev/null
+++ b/doc/classes/VisualShaderNodeVec4Constant.xml
@@ -0,0 +1,16 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeVec4Constant" inherits="VisualShaderNodeConstant" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ A 4D vector (represented as a [Quaternion]) constant to be used within the visual shader graph.
+ </brief_description>
+ <description>
+ A constant 4D vector (represented as a [Quaternion]), which can be used as an input node.
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="constant" type="Quaternion" setter="set_constant" getter="get_constant" default="Quaternion(0, 0, 0, 1)">
+ A 4D vector (represented as a [Quaternion]) constant which represents the state of this node.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/VisualShaderNodeVec4Uniform.xml b/doc/classes/VisualShaderNodeVec4Uniform.xml
new file mode 100644
index 0000000000..5bd13a440b
--- /dev/null
+++ b/doc/classes/VisualShaderNodeVec4Uniform.xml
@@ -0,0 +1,19 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeVec4Uniform" inherits="VisualShaderNodeUniform" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ A 4D vector (represented as a [Quaternion]) uniform to be used within the visual shader graph.
+ </brief_description>
+ <description>
+ Translated to [code]uniform vec4[/code] in the shader language.
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="default_value" type="Quaternion" setter="set_default_value" getter="get_default_value" default="Quaternion(0, 0, 0, 1)">
+ A default value to be assigned within the shader.
+ </member>
+ <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
+ Enables usage of the [member default_value].
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/VisualShaderNodeVectorBase.xml b/doc/classes/VisualShaderNodeVectorBase.xml
index 21f70960ab..d9c9f2d79c 100644
--- a/doc/classes/VisualShaderNodeVectorBase.xml
+++ b/doc/classes/VisualShaderNodeVectorBase.xml
@@ -19,7 +19,10 @@
<constant name="OP_TYPE_VECTOR_3D" value="1" enum="OpType">
A 3D vector type.
</constant>
- <constant name="OP_TYPE_MAX" value="2" enum="OpType">
+ <constant name="OP_TYPE_VECTOR_4D" value="2" enum="OpType">
+ A 4D vector type.
+ </constant>
+ <constant name="OP_TYPE_MAX" value="3" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
diff --git a/doc/classes/VisualShaderNodeVectorCompose.xml b/doc/classes/VisualShaderNodeVectorCompose.xml
index 87947c088e..b7447894b7 100644
--- a/doc/classes/VisualShaderNodeVectorCompose.xml
+++ b/doc/classes/VisualShaderNodeVectorCompose.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorCompose" inherits="VisualShaderNodeVectorBase" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Composes a [Vector3] from three scalars within the visual shader graph.
+ Composes a [Vector2], [Vector3] or 4D vector (represented as a [Quaternion]) from scalars within the visual shader graph.
</brief_description>
<description>
- Creates a [code]vec3[/code] using three scalar values that can be provided from separate inputs.
+ Creates a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] using scalar values that can be provided from separate inputs.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualShaderNodeVectorDecompose.xml b/doc/classes/VisualShaderNodeVectorDecompose.xml
index f5cff2a9f7..fa18e6b0b9 100644
--- a/doc/classes/VisualShaderNodeVectorDecompose.xml
+++ b/doc/classes/VisualShaderNodeVectorDecompose.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorDecompose" inherits="VisualShaderNodeVectorBase" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Decomposes a [Vector3] into three scalars within the visual shader graph.
+ Decomposes a [Vector2], [Vector3] or 4D vector (represented as a [Quaternion]) into scalars within the visual shader graph.
</brief_description>
<description>
- Takes a [code]vec3[/code] and decomposes it into three scalar values that can be used as separate inputs.
+ Takes a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] and decomposes it into scalar values that can be used as separate outputs.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualShaderNodeVectorFunc.xml b/doc/classes/VisualShaderNodeVectorFunc.xml
index dc6628a9af..7524025f21 100644
--- a/doc/classes/VisualShaderNodeVectorFunc.xml
+++ b/doc/classes/VisualShaderNodeVectorFunc.xml
@@ -26,100 +26,94 @@
<constant name="FUNC_RECIPROCAL" value="3" enum="Function">
Returns [code]1/vector[/code].
</constant>
- <constant name="FUNC_RGB2HSV" value="4" enum="Function">
- Converts RGB vector to HSV equivalent.
- </constant>
- <constant name="FUNC_HSV2RGB" value="5" enum="Function">
- Converts HSV vector to RGB equivalent.
- </constant>
- <constant name="FUNC_ABS" value="6" enum="Function">
+ <constant name="FUNC_ABS" value="4" enum="Function">
Returns the absolute value of the parameter.
</constant>
- <constant name="FUNC_ACOS" value="7" enum="Function">
+ <constant name="FUNC_ACOS" value="5" enum="Function">
Returns the arc-cosine of the parameter.
</constant>
- <constant name="FUNC_ACOSH" value="8" enum="Function">
+ <constant name="FUNC_ACOSH" value="6" enum="Function">
Returns the inverse hyperbolic cosine of the parameter.
</constant>
- <constant name="FUNC_ASIN" value="9" enum="Function">
+ <constant name="FUNC_ASIN" value="7" enum="Function">
Returns the arc-sine of the parameter.
</constant>
- <constant name="FUNC_ASINH" value="10" enum="Function">
+ <constant name="FUNC_ASINH" value="8" enum="Function">
Returns the inverse hyperbolic sine of the parameter.
</constant>
- <constant name="FUNC_ATAN" value="11" enum="Function">
+ <constant name="FUNC_ATAN" value="9" enum="Function">
Returns the arc-tangent of the parameter.
</constant>
- <constant name="FUNC_ATANH" value="12" enum="Function">
+ <constant name="FUNC_ATANH" value="10" enum="Function">
Returns the inverse hyperbolic tangent of the parameter.
</constant>
- <constant name="FUNC_CEIL" value="13" enum="Function">
+ <constant name="FUNC_CEIL" value="11" enum="Function">
Finds the nearest integer that is greater than or equal to the parameter.
</constant>
- <constant name="FUNC_COS" value="14" enum="Function">
+ <constant name="FUNC_COS" value="12" enum="Function">
Returns the cosine of the parameter.
</constant>
- <constant name="FUNC_COSH" value="15" enum="Function">
+ <constant name="FUNC_COSH" value="13" enum="Function">
Returns the hyperbolic cosine of the parameter.
</constant>
- <constant name="FUNC_DEGREES" value="16" enum="Function">
+ <constant name="FUNC_DEGREES" value="14" enum="Function">
Converts a quantity in radians to degrees.
</constant>
- <constant name="FUNC_EXP" value="17" enum="Function">
+ <constant name="FUNC_EXP" value="15" enum="Function">
Base-e Exponential.
</constant>
- <constant name="FUNC_EXP2" value="18" enum="Function">
+ <constant name="FUNC_EXP2" value="16" enum="Function">
Base-2 Exponential.
</constant>
- <constant name="FUNC_FLOOR" value="19" enum="Function">
+ <constant name="FUNC_FLOOR" value="17" enum="Function">
Finds the nearest integer less than or equal to the parameter.
</constant>
- <constant name="FUNC_FRAC" value="20" enum="Function">
+ <constant name="FUNC_FRACT" value="18" enum="Function">
Computes the fractional part of the argument.
</constant>
- <constant name="FUNC_INVERSE_SQRT" value="21" enum="Function">
+ <constant name="FUNC_INVERSE_SQRT" value="19" enum="Function">
Returns the inverse of the square root of the parameter.
</constant>
- <constant name="FUNC_LOG" value="22" enum="Function">
+ <constant name="FUNC_LOG" value="20" enum="Function">
Natural logarithm.
</constant>
- <constant name="FUNC_LOG2" value="23" enum="Function">
+ <constant name="FUNC_LOG2" value="21" enum="Function">
Base-2 logarithm.
</constant>
- <constant name="FUNC_RADIANS" value="24" enum="Function">
+ <constant name="FUNC_RADIANS" value="22" enum="Function">
Converts a quantity in degrees to radians.
</constant>
- <constant name="FUNC_ROUND" value="25" enum="Function">
+ <constant name="FUNC_ROUND" value="23" enum="Function">
Finds the nearest integer to the parameter.
</constant>
- <constant name="FUNC_ROUNDEVEN" value="26" enum="Function">
+ <constant name="FUNC_ROUNDEVEN" value="24" enum="Function">
Finds the nearest even integer to the parameter.
</constant>
- <constant name="FUNC_SIGN" value="27" enum="Function">
+ <constant name="FUNC_SIGN" value="25" enum="Function">
Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the parameter is negative, [code]1[/code] if it's positive and [code]0[/code] otherwise.
</constant>
- <constant name="FUNC_SIN" value="28" enum="Function">
+ <constant name="FUNC_SIN" value="26" enum="Function">
Returns the sine of the parameter.
</constant>
- <constant name="FUNC_SINH" value="29" enum="Function">
+ <constant name="FUNC_SINH" value="27" enum="Function">
Returns the hyperbolic sine of the parameter.
</constant>
- <constant name="FUNC_SQRT" value="30" enum="Function">
+ <constant name="FUNC_SQRT" value="28" enum="Function">
Returns the square root of the parameter.
</constant>
- <constant name="FUNC_TAN" value="31" enum="Function">
+ <constant name="FUNC_TAN" value="29" enum="Function">
Returns the tangent of the parameter.
</constant>
- <constant name="FUNC_TANH" value="32" enum="Function">
+ <constant name="FUNC_TANH" value="30" enum="Function">
Returns the hyperbolic tangent of the parameter.
</constant>
- <constant name="FUNC_TRUNC" value="33" enum="Function">
+ <constant name="FUNC_TRUNC" value="31" enum="Function">
Returns a value equal to the nearest integer to the parameter whose absolute value is not larger than the absolute value of the parameter.
</constant>
- <constant name="FUNC_ONEMINUS" value="34" enum="Function">
+ <constant name="FUNC_ONEMINUS" value="32" enum="Function">
Returns [code]1.0 - vector[/code].
</constant>
- <constant name="FUNC_MAX" value="35" enum="Function">
+ <constant name="FUNC_MAX" value="33" enum="Function">
Represents the size of the [enum Function] enum.
</constant>
</constants>
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index 55ba1c4934..d941185d33 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -37,6 +37,7 @@
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(10, 10, 10)">
The size of the area covered by the [VoxelGI]. If you make the extents larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
+ [b]Note:[/b] Extents are clamped to 1.0 unit or more on each axis.
</member>
<member name="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="VoxelGI.Subdiv" default="1">
Number of times to subdivide the grid that the [VoxelGI] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index 912d3cb16c..f4eaaac2e1 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -4,7 +4,8 @@
Base class for all windows.
</brief_description>
<description>
- A node that creates a window.
+ A node that creates a window. The window can either be a native system window or embedded inside another [Window] (see [member Viewport.gui_embed_subwindows]).
+ At runtime, [Window]s will not close automatically when requested. You need to handle it manually using [signal close_requested] (this applies both to clicking close button and clicking outside popup).
</description>
<tutorials>
</tutorials>
@@ -18,12 +19,13 @@
<method name="child_controls_changed">
<return type="void" />
<description>
+ Requests an update of the [Window] size to fit underlying [Control] nodes.
</description>
</method>
<method name="get_contents_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the combined minimum size from the child [Control] nodes of the window.
+ Returns the combined minimum size from the child [Control] nodes of the window. Use [method child_controls_changed] to update it when children nodes have changed.
</description>
</method>
<method name="get_flag" qualifiers="const">
@@ -50,6 +52,8 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_constant" qualifiers="const">
@@ -57,21 +61,29 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns the constant at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_default_base_scale" qualifiers="const">
<return type="float" />
<description>
+ Returns the default base scale defined in the attached [Theme].
+ See [member Theme.default_base_scale] for more details.
</description>
</method>
<method name="get_theme_default_font" qualifiers="const">
<return type="Font" />
<description>
+ Returns the default [Font] defined in the attached [Theme].
+ See [member Theme.default_font] for more details.
</description>
</method>
<method name="get_theme_default_font_size" qualifiers="const">
<return type="int" />
<description>
+ Returns the default font size defined in the attached [Theme].
+ See [member Theme.default_font_size] for more details.
</description>
</method>
<method name="get_theme_font" qualifiers="const">
@@ -80,6 +92,7 @@
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_font_size" qualifiers="const">
@@ -88,6 +101,7 @@
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
Returns the font size at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_icon" qualifiers="const">
@@ -95,6 +109,8 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns the icon at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_stylebox" qualifiers="const">
@@ -102,6 +118,8 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns the [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/code].
+ See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="grab_focus">
@@ -121,6 +139,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns [code]true[/code] if [Color] with [code]name[/code] is in [code]theme_type[/code].
</description>
</method>
<method name="has_theme_constant" qualifiers="const">
@@ -128,6 +147,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns [code]true[/code] if constant with [code]name[/code] is in [code]theme_type[/code].
</description>
</method>
<method name="has_theme_font" qualifiers="const">
@@ -136,7 +156,6 @@
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
Returns [code]true[/code] if [Font] with [code]name[/code] is in [code]theme_type[/code].
- Returns [code]false[/code] if the theme does not have [code]theme_type[/code].
</description>
</method>
<method name="has_theme_font_size" qualifiers="const">
@@ -145,7 +164,6 @@
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
Returns [code]true[/code] if font size with [code]name[/code] is in [code]theme_type[/code].
- Returns [code]false[/code] if the theme does not have [code]theme_type[/code].
</description>
</method>
<method name="has_theme_icon" qualifiers="const">
@@ -153,6 +171,7 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns [code]true[/code] if icon with [code]name[/code] is in [code]theme_type[/code].
</description>
</method>
<method name="has_theme_stylebox" qualifiers="const">
@@ -160,11 +179,13 @@
<argument index="0" name="name" type="StringName" />
<argument index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
+ Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in [code]theme_type[/code].
</description>
</method>
<method name="hide">
<return type="void" />
<description>
+ Hides the window. This is not the same as minimized state. Hidden window can't be interacted with and needs to be made visible with [method show].
</description>
</method>
<method name="is_embedded" qualifiers="const">
@@ -182,28 +203,35 @@
<method name="is_maximize_allowed" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the window can be maximized (the maximize button is enabled).
</description>
</method>
<method name="is_using_font_oversampling" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if font oversampling is enabled. See [method set_use_font_oversampling].
</description>
</method>
<method name="move_to_foreground">
<return type="void" />
<description>
+ Moves the [Window] on top of other windows and focuses it.
</description>
</method>
<method name="popup">
<return type="void" />
<argument index="0" name="rect" type="Rect2i" default="Rect2i(0, 0, 0, 0)" />
<description>
+ Shows the [Window] and makes it transient (see [member transient]). If [code]rect[/code] is provided, it will be set as the [Window]'s size.
+ Fails if called on the main window.
</description>
</method>
<method name="popup_centered">
<return type="void" />
<argument index="0" name="minsize" type="Vector2i" default="Vector2i(0, 0)" />
<description>
+ Popups the [Window] at the center of the current screen, with optionally given minimum size.
+ If the [Window] is embedded, it will be centered in the parent [Viewport] instead.
</description>
</method>
<method name="popup_centered_clamped">
@@ -211,23 +239,29 @@
<argument index="0" name="minsize" type="Vector2i" default="Vector2i(0, 0)" />
<argument index="1" name="fallback_ratio" type="float" default="0.75" />
<description>
+ Popups the [Window] centered inside its parent [Window].
+ [code]fallback_ratio[/code] determines the maximum size of the [Window], in relation to its parent.
</description>
</method>
<method name="popup_centered_ratio">
<return type="void" />
<argument index="0" name="ratio" type="float" default="0.8" />
<description>
+ Popups the [Window] centered inside its parent [Window] and sets its size as a [code]ratio[/code] of parent's size.
</description>
</method>
<method name="popup_on_parent">
<return type="void" />
<argument index="0" name="parent_rect" type="Rect2i" />
<description>
+ Popups the [Window] with a position shifted by parent [Window]'s position.
+ If the [Window] is embedded, has the same effect as [method popup].
</description>
</method>
<method name="request_attention">
<return type="void" />
<description>
+ Tells the OS that the [Window] needs an attention. This makes the window stand out in some way depending on the system, e.g. it might blink on the task bar.
</description>
</method>
<method name="reset_size">
@@ -248,12 +282,14 @@
<return type="void" />
<argument index="0" name="active" type="bool" />
<description>
+ If [code]active[/code] is [code]true[/code], enables system's native IME (Input Method Editor).
</description>
</method>
<method name="set_ime_position">
<return type="void" />
<argument index="0" name="position" type="Vector2i" />
<description>
+ Moves IME to the given position.
</description>
</method>
<method name="set_layout_direction">
@@ -267,17 +303,19 @@
<return type="void" />
<argument index="0" name="enable" type="bool" />
<description>
+ Enables font oversampling. This makes fonts look better when they are scaled up.
</description>
</method>
<method name="show">
<return type="void" />
<description>
+ Makes the [Window] appear. This enables interactions with the [Window] and doesn't change any of its property other than visibility (unlike e.g. [method popup]).
</description>
</method>
</methods>
<members>
<member name="always_on_top" type="bool" setter="set_flag" getter="get_flag" default="false">
- If [code]true[/code], the window will be on top of all other windows.
+ If [code]true[/code], the window will be on top of all other windows. Does not work if [member transient] is enabled.
</member>
<member name="auto_translate" type="bool" setter="set_auto_translate" getter="is_auto_translating" default="true">
Toggles if any text should automatically change to its translated version depending on the current locale.
@@ -286,26 +324,37 @@
If [code]true[/code], the window will have no borders.
</member>
<member name="content_scale_aspect" type="int" setter="set_content_scale_aspect" getter="get_content_scale_aspect" enum="Window.ContentScaleAspect" default="0">
+ Specifies how the content's aspect behaves when the [Window] is resized. The base aspect is determined by [member content_scale_size].
</member>
<member name="content_scale_factor" type="float" setter="set_content_scale_factor" getter="get_content_scale_factor" default="1.0">
+ Specifies the base scale of [Window]'s content when its [member size] is equal to [member content_scale_size].
</member>
<member name="content_scale_mode" type="int" setter="set_content_scale_mode" getter="get_content_scale_mode" enum="Window.ContentScaleMode" default="0">
+ Specifies how the content is scaled when the [Window] is resized.
</member>
<member name="content_scale_size" type="Vector2i" setter="set_content_scale_size" getter="get_content_scale_size" default="Vector2i(0, 0)">
+ Base size of the content (i.e. nodes that are drawn inside the window). If non-zero, [Window]'s content will be scaled when the window is resized to a different size.
</member>
<member name="current_screen" type="int" setter="set_current_screen" getter="get_current_screen" default="0">
The screen the window is currently on.
</member>
<member name="exclusive" type="bool" setter="set_exclusive" getter="is_exclusive" default="false">
+ If [code]true[/code], the [Window] will be in exclusive mode. Exclusive windows are always on top of their parent and will block all input going to the parent [Window].
+ Needs [member transient] enabled to work.
</member>
<member name="max_size" type="Vector2i" setter="set_max_size" getter="get_max_size" default="Vector2i(0, 0)">
+ If non-zero, the [Window] can't be resized to be bigger than this size.
</member>
<member name="min_size" type="Vector2i" setter="set_min_size" getter="get_min_size" default="Vector2i(0, 0)">
+ If non-zero, the [Window] can't be resized to be smaller than this size.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Window.Mode" default="0">
Set's the window's current mode.
[b]Note:[/b] Fullscreen mode is not exclusive fullscreen on Windows and Linux.
</member>
+ <member name="popup_window" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], the [Window] will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless [member exclusive] is enabled).
+ </member>
<member name="position" type="Vector2i" setter="set_position" getter="get_position" default="Vector2i(0, 0)">
The window's position in pixels.
</member>
@@ -313,86 +362,117 @@
The window's size in pixels.
</member>
<member name="theme" type="Theme" setter="set_theme" getter="get_theme">
+ The [Theme] resource that determines the style of the underlying [Control] nodes.
+ [Window] styles will have no effect unless the window is embedded.
</member>
<member name="theme_type_variation" type="StringName" setter="set_theme_type_variation" getter="get_theme_type_variation" default="&amp;&quot;&quot;">
+ The name of a theme type variation used by this [Window] to look up its own theme items. See [member Control.theme_type_variation] for more details.
</member>
<member name="title" type="String" setter="set_title" getter="get_title" default="&quot;&quot;">
- The window's title.
+ The window's title. If the [Window] is non-embedded, title styles set in [Theme] will have no effect.
</member>
<member name="transient" type="bool" setter="set_transient" getter="is_transient" default="false">
+ If [code]true[/code], the [Window] is transient, i.e. it's considered a child of another [Window]. Transient windows can't be in fullscreen mode and will return focus to their parent when closed.
+ Note that behavior might be different depending on the platform.
</member>
<member name="transparent" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows. Currently non-embedded [Window] transparency is implemented only for MacOS.
</member>
<member name="unfocusable" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], the [Window] can't be focused nor interacted with. It can still be visible.
</member>
<member name="unresizable" type="bool" setter="set_flag" getter="get_flag" default="false">
- If [code]true[/code], the window can't be resized.
+ If [code]true[/code], the window can't be resized. Minimize and maximize buttons are disabled.
</member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
If [code]true[/code], the window is visible.
</member>
<member name="wrap_controls" type="bool" setter="set_wrap_controls" getter="is_wrapping_controls" default="false">
+ If [code]true[/code], the window's size will automatically update when a child node is added or removed.
+ If [code]false[/code], you need to call [method child_controls_changed] manually.
</member>
</members>
<signals>
<signal name="about_to_popup">
<description>
+ Emitted right after [method popup] call, before the [Window] appears or does anything.
</description>
</signal>
<signal name="close_requested">
<description>
+ Emitted when the [Window]'s close button is pressed or when [member popup_window] is enabled and user clicks outside the window.
+ This signal can be used to handle window closing, e.g. by connecting it to [method hide].
</description>
</signal>
<signal name="files_dropped">
<argument index="0" name="files" type="PackedStringArray" />
<description>
+ Emitted when files are dragged from the OS file manager and dropped in the game window. The argument is a list of file paths.
+ Note that this method only works with non-embedded windows, i.e. the main window and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is disabled in the main viewport.
+ Example usage:
+ [codeblock]
+ func _ready():
+ get_viewport().files_dropped.connect(on_files_dropped)
+
+ func on_files_dropped(files):
+ print(files)
+ [/codeblock]
</description>
</signal>
<signal name="focus_entered">
<description>
+ Emitted when the [Window] gains focus.
</description>
</signal>
<signal name="focus_exited">
<description>
+ Emitted when the [Window] loses its focus.
</description>
</signal>
<signal name="go_back_requested">
<description>
+ Emitted when a go back request is sent (e.g. pressing the "Back" button on Android), right after [constant Node.NOTIFICATION_WM_GO_BACK_REQUEST].
</description>
</signal>
<signal name="mouse_entered">
<description>
+ Emitted when the mouse cursor enters the [Window]'s area, regardless if it's currently focused or not.
</description>
</signal>
<signal name="mouse_exited">
<description>
+ Emitted when the mouse cursor exits the [Window]'s area (including when it's hovered over another window on top of this one).
</description>
</signal>
<signal name="theme_changed">
<description>
+ Emitted when the [member theme] is modified or changed to another [Theme].
</description>
</signal>
<signal name="visibility_changed">
<description>
+ Emitted when [Window] is made visible or disappears.
</description>
</signal>
<signal name="window_input">
<argument index="0" name="event" type="InputEvent" />
<description>
+ Emitted when the [Window] is currently focused and receives any input, passing the received event as an argument.
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_VISIBILITY_CHANGED" value="30">
+ Emitted when [Window]'s visibility changes, right before [signal visibility_changed].
</constant>
<constant name="MODE_WINDOWED" value="0" enum="Mode">
- Windowed mode.
+ Windowed mode, i.e. [Window] doesn't occupy whole screen (unless set to the size of the screen).
</constant>
<constant name="MODE_MINIMIZED" value="1" enum="Mode">
- Minimized window mode.
+ Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is presesd.
</constant>
<constant name="MODE_MAXIMIZED" value="2" enum="Mode">
- Maximized window mode.
+ Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the minimize button is presesd.
</constant>
<constant name="MODE_FULLSCREEN" value="3" enum="Mode">
Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
@@ -404,35 +484,49 @@
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
</constant>
<constant name="FLAG_RESIZE_DISABLED" value="0" enum="Flags">
- The window's ability to be resized.
+ The window's ability to be resized. Set with [member unresizable].
</constant>
<constant name="FLAG_BORDERLESS" value="1" enum="Flags">
- Borderless window.
+ Borderless window. Set with [member borderless].
</constant>
<constant name="FLAG_ALWAYS_ON_TOP" value="2" enum="Flags">
- Flag for making the window always on top of all other windows.
+ Flag for making the window always on top of all other windows. Set with [member always_on_top].
</constant>
<constant name="FLAG_TRANSPARENT" value="3" enum="Flags">
+ Flag for per-pixel transparency. Set with [member transparent].
</constant>
<constant name="FLAG_NO_FOCUS" value="4" enum="Flags">
+ The window's ability to gain focus. Set with [member unfocusable].
+ </constant>
+ <constant name="FLAG_POPUP" value="5" enum="Flags">
+ Whether the window is popup or a regular window. Set with [member popup_window].
</constant>
- <constant name="FLAG_MAX" value="5" enum="Flags">
+ <constant name="FLAG_MAX" value="6" enum="Flags">
+ Max value of the [enum Flags].
</constant>
<constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode">
+ The content will not be scaled to match the [Window]'s size.
</constant>
<constant name="CONTENT_SCALE_MODE_CANVAS_ITEMS" value="1" enum="ContentScaleMode">
+ The content will be rendered at the target size. This is more performance-expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better results.
</constant>
<constant name="CONTENT_SCALE_MODE_VIEWPORT" value="2" enum="ContentScaleMode">
+ The content will be rendered at the base size and then scaled to the target size. More performant than [constant CONTENT_SCALE_MODE_CANVAS_ITEMS], but results in pixelated image.
</constant>
<constant name="CONTENT_SCALE_ASPECT_IGNORE" value="0" enum="ContentScaleAspect">
+ The aspect will be ignored. Scaling will simply stretch the content to fit the target size.
</constant>
<constant name="CONTENT_SCALE_ASPECT_KEEP" value="1" enum="ContentScaleAspect">
+ The content's aspect will be preserved. If the target size has different aspect from the base one, the image will be centered and black bars will appear on left and right sides.
</constant>
<constant name="CONTENT_SCALE_ASPECT_KEEP_WIDTH" value="2" enum="ContentScaleAspect">
+ The content can be expanded vertically. Scaling horizontally will result in keeping the width ratio and then black bars on left and right sides.
</constant>
<constant name="CONTENT_SCALE_ASPECT_KEEP_HEIGHT" value="3" enum="ContentScaleAspect">
+ The content can be expanded horizontally. Scaling vertically will result in keeping the height ratio and then black bars on top and bottom sides.
</constant>
<constant name="CONTENT_SCALE_ASPECT_EXPAND" value="4" enum="ContentScaleAspect">
+ The content's aspect will be preserved. If the target size has different aspect from the base one, the content will stay in the to-left corner and add an extra visible area in the stretched space.
</constant>
<constant name="LAYOUT_DIRECTION_INHERITED" value="0" enum="LayoutDirection">
Automatic layout direction, determined from the parent window layout direction.
@@ -449,33 +543,41 @@
</constants>
<theme_items>
<theme_item name="title_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 1)">
+ The color of the title's text.
</theme_item>
<theme_item name="title_outline_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
- The color of the title outline.
+ The color of the title's text outline.
</theme_item>
- <theme_item name="close_h_ofs" data_type="constant" type="int" default="18">
+ <theme_item name="close_h_offset" data_type="constant" type="int" default="18">
+ Horizontal position offset of the close button.
</theme_item>
- <theme_item name="close_v_ofs" data_type="constant" type="int" default="24">
+ <theme_item name="close_v_offset" data_type="constant" type="int" default="24">
+ Vertical position offset of the close button.
</theme_item>
<theme_item name="resize_margin" data_type="constant" type="int" default="4">
- </theme_item>
- <theme_item name="scaleborder_size" data_type="constant" type="int" default="4">
+ Defines the outside margin at which the window border can be grabbed with mouse and resized.
</theme_item>
<theme_item name="title_height" data_type="constant" type="int" default="36">
+ Height of the title bar.
</theme_item>
<theme_item name="title_outline_size" data_type="constant" type="int" default="0">
The size of the title outline.
</theme_item>
<theme_item name="title_font" data_type="font" type="Font">
+ The font used to draw the title.
</theme_item>
<theme_item name="title_font_size" data_type="font_size" type="int">
The size of the title font.
</theme_item>
<theme_item name="close" data_type="icon" type="Texture2D">
+ The icon for the close button.
</theme_item>
<theme_item name="close_pressed" data_type="icon" type="Texture2D">
+ The icon for the close button when it's being pressed.
</theme_item>
<theme_item name="embedded_border" data_type="style" type="StyleBox">
+ The background style used when the [Window] is embedded. Note that this is drawn only under the window's content, excluding the title. For proper borders and title bar style, you can use [code]expand_margin_*[/code] properties of [StyleBoxFlat].
+ [b]Note:[/b] The content background will not be visible unless [member transparent] is enabled.
</theme_item>
</theme_items>
</class>
diff --git a/doc/classes/WorkerThreadPool.xml b/doc/classes/WorkerThreadPool.xml
new file mode 100644
index 0000000000..4f614bdadb
--- /dev/null
+++ b/doc/classes/WorkerThreadPool.xml
@@ -0,0 +1,59 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="WorkerThreadPool" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_group_task">
+ <return type="int" />
+ <argument index="0" name="action" type="Callable" />
+ <argument index="1" name="elements" type="int" />
+ <argument index="2" name="tasks_needed" type="int" default="-1" />
+ <argument index="3" name="high_priority" type="bool" default="false" />
+ <argument index="4" name="description" type="String" default="&quot;&quot;" />
+ <description>
+ </description>
+ </method>
+ <method name="add_task">
+ <return type="int" />
+ <argument index="0" name="action" type="Callable" />
+ <argument index="1" name="high_priority" type="bool" default="false" />
+ <argument index="2" name="description" type="String" default="&quot;&quot;" />
+ <description>
+ </description>
+ </method>
+ <method name="get_group_processed_element_count" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="group_id" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="is_group_task_completed" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="group_id" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="is_task_completed" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="task_id" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="wait_for_group_task_completion">
+ <return type="void" />
+ <argument index="0" name="group_id" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="wait_for_task_completion">
+ <return type="void" />
+ <argument index="0" name="task_id" type="int" />
+ <description>
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml
index c57029a180..56a662d062 100644
--- a/doc/classes/World3D.xml
+++ b/doc/classes/World3D.xml
@@ -19,7 +19,7 @@
The World3D's [Environment].
</member>
<member name="fallback_environment" type="Environment" setter="set_fallback_environment" getter="get_fallback_environment">
- The World3D's fallback_environment will be used if the World3D's [Environment] fails or is missing.
+ The World3D's fallback environment will be used if [member environment] fails or is missing.
</member>
<member name="navigation_map" type="RID" setter="" getter="get_navigation_map">
The [RID] of this world's navigation map. Used by the [NavigationServer3D].
diff --git a/doc/classes/WorldBoundaryShape2D.xml b/doc/classes/WorldBoundaryShape2D.xml
index cfcaede4a6..5a655520c3 100644
--- a/doc/classes/WorldBoundaryShape2D.xml
+++ b/doc/classes/WorldBoundaryShape2D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WorldBoundaryShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- World boundary shape for 2D collisions.
+ World boundary (infinite plane) shape resource for 2D physics.
</brief_description>
<description>
- World boundary shape for 2D collisions. It works like a 2D plane and will not allow any physics body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame.
+ 2D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. [WorldBoundaryShape2D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [member normal] matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape2D] is used in a [PhysicsBody2D], it will cause colliding objects placed "below" it to teleport "above" the plane.
+ [b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape2D] is fast to check collisions against.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/WorldBoundaryShape3D.xml b/doc/classes/WorldBoundaryShape3D.xml
index a05c404125..4f6b987a8e 100644
--- a/doc/classes/WorldBoundaryShape3D.xml
+++ b/doc/classes/WorldBoundaryShape3D.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WorldBoundaryShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- World boundary shape for 3D collisions.
+ World boundary (infinite plane) shape resource for 3D physics.
</brief_description>
<description>
- World boundary shape for 3D collisions. It works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
+ 3D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. [WorldBoundaryShape3D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
+ [b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape3D] is fast to check collisions against.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index 8afe169874..ed8f0b9a04 100644
--- a/doc/classes/WorldEnvironment.xml
+++ b/doc/classes/WorldEnvironment.xml
@@ -16,6 +16,7 @@
</tutorials>
<members>
<member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects">
+ The [CameraEffects] resource used by this [WorldEnvironment], defining the default properties. This [CameraEffects] resource will be used by all [Camera3D]s that do not define their own [CameraEffects].
</member>
<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
The [Environment] resource used by this [WorldEnvironment], defining the default properties.
diff --git a/doc/classes/X509Certificate.xml b/doc/classes/X509Certificate.xml
index e5d8b45db6..581aba05e4 100644
--- a/doc/classes/X509Certificate.xml
+++ b/doc/classes/X509Certificate.xml
@@ -6,7 +6,6 @@
<description>
The X509Certificate class represents an X509 certificate. Certificates can be loaded and saved like any other [Resource].
They can be used as the server certificate in [method StreamPeerSSL.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to an SSL server via [method StreamPeerSSL.connect_to_stream].
- [b]Note:[/b] Not available in HTML5 exports.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/XMLParser.xml b/doc/classes/XMLParser.xml
index c40a07c40a..79ab33045f 100644
--- a/doc/classes/XMLParser.xml
+++ b/doc/classes/XMLParser.xml
@@ -32,7 +32,7 @@
<method name="get_current_line" qualifiers="const">
<return type="int" />
<description>
- Gets the current line in the parsed file (currently not implemented).
+ Gets the current line in the parsed file, counting from 0.
</description>
</method>
<method name="get_named_attribute_value" qualifiers="const">
diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml
index e0fc016a7d..4d6baa327b 100644
--- a/doc/classes/XRCamera3D.xml
+++ b/doc/classes/XRCamera3D.xml
@@ -8,6 +8,6 @@
The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result.
</description>
<tutorials>
- <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
+ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
</class>
diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml
index a77f8cf9ca..ff4aec46e1 100644
--- a/doc/classes/XRController3D.xml
+++ b/doc/classes/XRController3D.xml
@@ -10,7 +10,7 @@
As many XR runtimes now use a configurable action map all inputs are named.
</description>
<tutorials>
- <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
+ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<methods>
<method name="get_axis" qualifiers="const">
@@ -41,12 +41,6 @@
</description>
</method>
</methods>
- <members>
- <member name="rumble" type="float" setter="set_rumble" getter="get_rumble" default="0.0">
- The degree to which the controller vibrates. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code]. If changed, updates [member XRPositionalTracker.rumble] accordingly.
- This is a useful property to animate if you want the controller to vibrate for a limited duration.
- </member>
- </members>
<signals>
<signal name="button_pressed">
<argument index="0" name="name" type="String" />
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index 623e4f5fbc..26b7699af2 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -4,11 +4,11 @@
Base class for an XR interface implementation.
</brief_description>
<description>
- This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass XRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
+ This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDExtension modules. Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer].
</description>
<tutorials>
- <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
+ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<methods>
<method name="get_camera_feed_id">
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index 71f6a44724..1642ae61f7 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -106,6 +106,11 @@
Returns the number of views this interface requires, 1 for mono, 2 for stereoscopic.
</description>
</method>
+ <method name="_get_vrs_texture" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_initialize" qualifiers="virtual">
<return type="bool" />
<description>
diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml
index b7811f4d53..7acee097e7 100644
--- a/doc/classes/XROrigin3D.xml
+++ b/doc/classes/XROrigin3D.xml
@@ -10,7 +10,7 @@
For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
</description>
<tutorials>
- <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
+ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<members>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0">
diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml
index c544ef3cfa..c146b27fcb 100644
--- a/doc/classes/XRPositionalTracker.xml
+++ b/doc/classes/XRPositionalTracker.xml
@@ -9,7 +9,7 @@
The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDExtension-based interfaces can interact with them.
</description>
<tutorials>
- <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
+ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<methods>
<method name="get_input" qualifiers="const">
@@ -72,8 +72,8 @@
- [code]left_hand[/code] identifies the controller held in the players left hand
- [code]right_hand[/code] identifies the controller held in the players right hand
</member>
- <member name="rumble" type="float" setter="set_rumble" getter="get_rumble" default="0.0">
- The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code].
+ <member name="profile" type="String" setter="set_tracker_profile" getter="get_tracker_profile" default="&quot;&quot;">
+ The profile associated with this tracker, interface dependent but will indicate the type of controller being tracked.
</member>
<member name="type" type="int" setter="set_tracker_type" getter="get_tracker_type" enum="XRServer.TrackerType" default="128">
The type of tracker.
@@ -112,6 +112,12 @@
Emitted when the state of a pose tracked by this tracker changes.
</description>
</signal>
+ <signal name="profile_changed">
+ <argument index="0" name="role" type="String" />
+ <description>
+ Emitted when the profile of our tracker changes.
+ </description>
+ </signal>
</signals>
<constants>
<constant name="TRACKER_HAND_UNKNOWN" value="0" enum="TrackerHand">
diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml
index a322a3c5c9..d3cb958cbc 100644
--- a/doc/classes/XRServer.xml
+++ b/doc/classes/XRServer.xml
@@ -7,7 +7,7 @@
The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
</description>
<tutorials>
- <link title="VR documentation index">$DOCS_URL/tutorials/vr/index.html</link>
+ <link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<methods>
<method name="add_interface">
diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml
index 6b1243b8c0..374b703636 100644
--- a/doc/classes/bool.xml
+++ b/doc/classes/bool.xml
@@ -123,11 +123,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="bool" />
<description>
Returns [code]true[/code] if two bools are different, i.e. one is [code]true[/code] and the other is [code]false[/code].
@@ -142,12 +137,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code].
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="bool" />
<description>
Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code].
diff --git a/doc/classes/float.xml b/doc/classes/float.xml
index 1fe234c567..a7c6533ef5 100644
--- a/doc/classes/float.xml
+++ b/doc/classes/float.xml
@@ -44,11 +44,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="float" />
<description>
Returns [code]true[/code] if two floats are different from each other.
@@ -116,6 +111,18 @@
</description>
</operator>
<operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
<return type="float" />
<argument index="0" name="right" type="float" />
<description>
@@ -129,6 +136,18 @@
Multiplies a [float] and an [int]. The result is a [float].
</description>
</operator>
+ <operator name="operator **">
+ <return type="float" />
+ <argument index="0" name="right" type="float" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator **">
+ <return type="float" />
+ <argument index="0" name="right" type="int" />
+ <description>
+ </description>
+ </operator>
<operator name="operator +">
<return type="float" />
<argument index="0" name="right" type="float" />
@@ -201,11 +220,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="float" />
<description>
Returns [code]true[/code] if both floats are exactly equal.
diff --git a/doc/classes/int.xml b/doc/classes/int.xml
index eac7ee8dfd..6b492ca923 100644
--- a/doc/classes/int.xml
+++ b/doc/classes/int.xml
@@ -70,11 +70,6 @@
<operators>
<operator name="operator !=">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator !=">
- <return type="bool" />
<argument index="0" name="right" type="float" />
<description>
Returns [code]true[/code] if operands are different from each other.
@@ -163,6 +158,18 @@
</description>
</operator>
<operator name="operator *">
+ <return type="Vector4" />
+ <argument index="0" name="right" type="Vector4" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
+ <return type="Vector4i" />
+ <argument index="0" name="right" type="Vector4i" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator *">
<return type="float" />
<argument index="0" name="right" type="float" />
<description>
@@ -176,6 +183,18 @@
Multiplies two [int]s.
</description>
</operator>
+ <operator name="operator **">
+ <return type="float" />
+ <argument index="0" name="right" type="float" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator **">
+ <return type="int" />
+ <argument index="0" name="right" type="int" />
+ <description>
+ </description>
+ </operator>
<operator name="operator +">
<return type="String" />
<argument index="0" name="right" type="String" />
@@ -273,11 +292,6 @@
</operator>
<operator name="operator ==">
<return type="bool" />
- <description>
- </description>
- </operator>
- <operator name="operator ==">
- <return type="bool" />
<argument index="0" name="right" type="float" />
<description>
Returns [code]true[/code] if the integer is equal to the given [float].
diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py
index 365beb434b..469bb4a310 100755
--- a/doc/tools/make_rst.py
+++ b/doc/tools/make_rst.py
@@ -4,10 +4,17 @@
import argparse
import os
+import platform
import re
+import sys
import xml.etree.ElementTree as ET
from collections import OrderedDict
+# Import hardcoded version information from version.py
+root_directory = os.path.join(os.path.dirname(os.path.abspath(__file__)), "../../")
+sys.path.append(root_directory) # Include the root directory
+import version
+
# Uncomment to do type checks. I have it commented out so it works below Python 3.5
# from typing import List, Dict, TextIO, Tuple, Iterable, Optional, DefaultDict, Any, Union
@@ -34,6 +41,7 @@ BASE_STRINGS = [
"Signals",
"Enumerations",
"Constants",
+ "Annotations",
"Property Descriptions",
"Constructor Descriptions",
"Method Descriptions",
@@ -55,10 +63,12 @@ BASE_STRINGS = [
]
strings_l10n = {}
+STYLES = {}
+
def print_error(error, state): # type: (str, State) -> None
- print("ERROR: {}".format(error))
- state.errored = True
+ print("{}{}ERROR:{} {}{}".format(STYLES["red"], STYLES["bold"], STYLES["regular"], error, STYLES["reset"]))
+ state.num_errors += 1
class TypeName:
@@ -118,16 +128,18 @@ class MethodDef:
class ConstantDef:
- def __init__(self, name, value, text): # type: (str, str, Optional[str]) -> None
+ def __init__(self, name, value, text, bitfield): # type: (str, str, Optional[str], Optional[bool]) -> None
self.name = name
self.value = value
self.text = text
+ self.is_bitfield = bitfield
class EnumDef:
- def __init__(self, name): # type: (str) -> None
+ def __init__(self, name, bitfield): # type: (str, Optional[bool]) -> None
self.name = name
self.values = OrderedDict() # type: OrderedDict[str, ConstantDef]
+ self.is_bitfield = bitfield
class ThemeItemDef:
@@ -151,6 +163,7 @@ class ClassDef:
self.methods = OrderedDict() # type: OrderedDict[str, List[MethodDef]]
self.operators = OrderedDict() # type: OrderedDict[str, List[MethodDef]]
self.signals = OrderedDict() # type: OrderedDict[str, SignalDef]
+ self.annotations = OrderedDict() # type: OrderedDict[str, List[MethodDef]]
self.theme_items = OrderedDict() # type: OrderedDict[str, ThemeItemDef]
self.inherits = None # type: Optional[str]
self.brief_description = None # type: Optional[str]
@@ -163,8 +176,7 @@ class ClassDef:
class State:
def __init__(self): # type: () -> None
- # Has any error been reported?
- self.errored = False
+ self.num_errors = 0
self.classes = OrderedDict() # type: OrderedDict[str, ClassDef]
self.current_class = "" # type: str
@@ -194,7 +206,7 @@ class State:
property_name = property.attrib["name"]
if property_name in class_def.properties:
- print_error("Duplicate property '{}', file: {}".format(property_name, class_name), self)
+ print_error('{}.xml: Duplicate property "{}".'.format(class_name, property_name), self)
continue
type_name = TypeName.from_element(property)
@@ -302,10 +314,11 @@ class State:
constant_name = constant.attrib["name"]
value = constant.attrib["value"]
enum = constant.get("enum")
- constant_def = ConstantDef(constant_name, value, constant.text)
+ is_bitfield = constant.get("is_bitfield") or False
+ constant_def = ConstantDef(constant_name, value, constant.text, is_bitfield)
if enum is None:
if constant_name in class_def.constants:
- print_error("Duplicate constant '{}', file: {}".format(constant_name, class_name), self)
+ print_error('{}.xml: Duplicate constant "{}".'.format(class_name, constant_name), self)
continue
class_def.constants[constant_name] = constant_def
@@ -315,11 +328,32 @@ class State:
enum_def = class_def.enums[enum]
else:
- enum_def = EnumDef(enum)
+ enum_def = EnumDef(enum, is_bitfield)
class_def.enums[enum] = enum_def
enum_def.values[constant_name] = constant_def
+ annotations = class_root.find("annotations")
+ if annotations is not None:
+ for annotation in annotations:
+ assert annotation.tag == "annotation"
+
+ annotation_name = annotation.attrib["name"]
+ qualifiers = annotation.get("qualifiers")
+
+ params = parse_arguments(annotation)
+
+ desc_element = annotation.find("description")
+ annotation_desc = None
+ if desc_element is not None:
+ annotation_desc = desc_element.text
+
+ annotation_def = MethodDef(annotation_name, return_type, params, annotation_desc, qualifiers)
+ if annotation_name not in class_def.annotations:
+ class_def.annotations[annotation_name] = []
+
+ class_def.annotations[annotation_name].append(annotation_def)
+
signals = class_root.find("signals")
if signals is not None:
for signal in signals:
@@ -328,7 +362,7 @@ class State:
signal_name = signal.attrib["name"]
if signal_name in class_def.signals:
- print_error("Duplicate signal '{}', file: {}".format(signal_name, class_name), self)
+ print_error('{}.xml: Duplicate signal "{}".'.format(class_name, signal_name), self)
continue
params = parse_arguments(signal)
@@ -351,8 +385,8 @@ class State:
theme_item_id = "{}_{}".format(theme_item_data_name, theme_item_name)
if theme_item_id in class_def.theme_items:
print_error(
- "Duplicate theme property '{}' of type '{}', file: {}".format(
- theme_item_name, theme_item_data_name, class_name
+ '{}.xml: Duplicate theme item "{}" of type "{}".'.format(
+ class_name, theme_item_name, theme_item_data_name
),
self,
)
@@ -400,10 +434,26 @@ def parse_arguments(root): # type: (ET.Element) -> List[ParameterDef]
def main(): # type: () -> None
+ # Enable ANSI escape code support on Windows 10 and later (for colored console output).
+ # <https://bugs.python.org/issue29059>
+ if platform.system().lower() == "windows":
+ from ctypes import windll, c_int, byref
+
+ stdout_handle = windll.kernel32.GetStdHandle(c_int(-11))
+ mode = c_int(0)
+ windll.kernel32.GetConsoleMode(c_int(stdout_handle), byref(mode))
+ mode = c_int(mode.value | 4)
+ windll.kernel32.SetConsoleMode(c_int(stdout_handle), mode)
+
parser = argparse.ArgumentParser()
parser.add_argument("path", nargs="+", help="A path to an XML file or a directory containing XML files to parse.")
parser.add_argument("--filter", default="", help="The filepath pattern for XML files to filter.")
parser.add_argument("--lang", "-l", default="en", help="Language to use for section headings.")
+ parser.add_argument(
+ "--color",
+ action="store_true",
+ help="If passed, force colored output even if stdout is not a TTY (useful for continuous integration).",
+ )
group = parser.add_mutually_exclusive_group()
group.add_argument("--output", "-o", default=".", help="The directory to save output .rst files in.")
group.add_argument(
@@ -413,6 +463,13 @@ def main(): # type: () -> None
)
args = parser.parse_args()
+ should_color = args.color or (hasattr(sys.stdout, "isatty") and sys.stdout.isatty())
+ STYLES["red"] = "\x1b[91m" if should_color else ""
+ STYLES["green"] = "\x1b[92m" if should_color else ""
+ STYLES["bold"] = "\x1b[1m" if should_color else ""
+ STYLES["regular"] = "\x1b[22m" if should_color else ""
+ STYLES["reset"] = "\x1b[0m" if should_color else ""
+
# Retrieve heading translations for the given language.
if not args.dry_run and args.lang != "en":
lang_file = os.path.join(
@@ -430,7 +487,7 @@ def main(): # type: () -> None
if entry.msgid in BASE_STRINGS:
strings_l10n[entry.msgid] = entry.msgstr
else:
- print("No PO file at '{}' for language '{}'.".format(lang_file, args.lang))
+ print('No PO file at "{}" for language "{}".'.format(lang_file, args.lang))
print("Checking for errors in the XML class reference...")
@@ -453,7 +510,7 @@ def main(): # type: () -> None
elif os.path.isfile(path):
if not path.endswith(".xml"):
- print("Got non-.xml file '{}' in input, skipping.".format(path))
+ print('Got non-.xml file "{}" in input, skipping.'.format(path))
continue
file_list.append(path)
@@ -465,17 +522,17 @@ def main(): # type: () -> None
try:
tree = ET.parse(cur_file)
except ET.ParseError as e:
- print_error("Parse error reading file '{}': {}".format(cur_file, e), state)
+ print_error("{}: Parse error while reading the file: {}".format(cur_file, e), state)
continue
doc = tree.getroot()
if "version" not in doc.attrib:
- print_error("Version missing from 'doc', file: {}".format(cur_file), state)
+ print_error('{}: "version" attribute missing from "doc".'.format(cur_file), state)
continue
name = doc.attrib["name"]
if name in classes:
- print_error("Duplicate class '{}'".format(name), state)
+ print_error('{}: Duplicate class "{}".'.format(cur_file, name), state)
continue
classes[name] = (doc, cur_file)
@@ -484,7 +541,7 @@ def main(): # type: () -> None
try:
state.parse_class(data[0], data[1])
except Exception as e:
- print_error("Exception while parsing class '{}': {}".format(name, e), state)
+ print_error("{}.xml: Exception while parsing class: {}".format(name, e), state)
state.sort_classes()
@@ -499,12 +556,23 @@ def main(): # type: () -> None
state.current_class = class_name
make_rst_class(class_def, state, args.dry_run, args.output)
- if not state.errored:
- print("No errors found.")
+ if state.num_errors == 0:
+ print("{}No errors found in the class reference XML.{}".format(STYLES["green"], STYLES["reset"]))
if not args.dry_run:
print("Wrote reStructuredText files for each class to: %s" % args.output)
else:
- print("Errors were found in the class reference XML. Please check the messages above.")
+ if state.num_errors >= 2:
+ print(
+ "{}{} errors were found in the class reference XML. Please check the messages above.{}".format(
+ STYLES["red"], state.num_errors, STYLES["reset"]
+ )
+ )
+ else:
+ print(
+ "{}1 error was found in the class reference XML. Please check the messages above.{}".format(
+ STYLES["red"], STYLES["reset"]
+ )
+ )
exit(1)
@@ -524,12 +592,26 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
else:
f = open(os.path.join(output_dir, "class_" + class_name.lower() + ".rst"), "w", encoding="utf-8")
- # Warn contributors not to edit this file directly
+ # Remove the "Edit on Github" button from the online docs page.
f.write(":github_url: hide\n\n")
- f.write(".. Generated automatically by doc/tools/make_rst.py in Godot's source tree.\n")
- f.write(".. DO NOT EDIT THIS FILE, but the " + class_name + ".xml source instead.\n")
- f.write(".. The source is found in doc/classes or modules/<name>/doc_classes.\n\n")
+ # Warn contributors not to edit this file directly.
+ # Also provide links to the source files for reference.
+
+ git_branch = "master"
+ if hasattr(version, "docs") and version.docs != "latest":
+ git_branch = version.docs
+
+ source_xml_path = os.path.relpath(class_def.filepath, root_directory).replace("\\", "/")
+ source_github_url = "https://github.com/godotengine/godot/tree/{}/{}".format(git_branch, source_xml_path)
+ generator_github_url = "https://github.com/godotengine/godot/tree/{}/doc/tools/make_rst.py".format(git_branch)
+
+ f.write(".. DO NOT EDIT THIS FILE!!!\n")
+ f.write(".. Generated automatically from Godot engine sources.\n")
+ f.write(".. Generator: " + generator_github_url + ".\n")
+ f.write(".. XML source: " + source_github_url + ".\n\n")
+
+ # Document reference id and header.
f.write(".. _class_" + class_name + ":\n\n")
f.write(make_heading(class_name, "=", False))
@@ -669,11 +751,16 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
for value in e.values.values():
f.write(".. _class_{}_constant_{}:\n\n".format(class_name, value.name))
- f.write("enum **{}**:\n\n".format(e.name))
+ if e.is_bitfield:
+ f.write("flags **{}**:\n\n".format(e.name))
+ else:
+ f.write("enum **{}**:\n\n".format(e.name))
+
for value in e.values.values():
f.write("- **{}** = **{}**".format(value.name, value.value))
if value.text is not None and value.text.strip() != "":
- f.write(" --- " + rstize_text(value.text.strip(), state))
+ # If value.text contains a bullet point list, each entry needs additional indentation
+ f.write(" --- " + indent_bullets(rstize_text(value.text.strip(), state)))
f.write("\n\n")
@@ -694,6 +781,26 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
f.write("\n\n")
+ if len(class_def.annotations) > 0:
+ f.write(make_heading("Annotations", "-"))
+ index = 0
+
+ for method_list in class_def.annotations.values():
+ for i, m in enumerate(method_list):
+ if index != 0:
+ f.write("----\n\n")
+
+ if i == 0:
+ f.write(".. _class_{}_annotation_{}:\n\n".format(class_name, m.name.strip("@")))
+
+ ret_type, signature = make_method_signature(class_def, m, "", state)
+ f.write("- {} {}\n\n".format(ret_type, signature))
+
+ if m.description is not None and m.description.strip() != "":
+ f.write(rstize_text(m.description.strip(), state) + "\n\n")
+
+ index += 1
+
# Property descriptions
if any(not p.overrides for p in class_def.properties.values()) > 0:
f.write(make_heading("Property Descriptions", "-"))
@@ -819,7 +926,7 @@ def make_rst_class(class_def, state, dry_run, output_dir): # type: (ClassDef, S
f.write(make_footer())
-def escape_rst(text, until_pos=-1): # type: (str) -> str
+def escape_rst(text, until_pos=-1): # type: (str, int) -> str
# Escape \ character, otherwise it ends up as an escape character in rst
pos = 0
while True:
@@ -856,7 +963,7 @@ def escape_rst(text, until_pos=-1): # type: (str) -> str
def format_codeblock(code_type, post_text, indent_level, state): # types: str, str, int, state
end_pos = post_text.find("[/" + code_type + "]")
if end_pos == -1:
- print_error("[" + code_type + "] without a closing tag, file: {}".format(state.current_class), state)
+ print_error("{}.xml: [" + code_type + "] without a closing tag.".format(state.current_class), state)
return None
code_text = post_text[len("[" + code_type + "]") : end_pos]
@@ -875,9 +982,9 @@ def format_codeblock(code_type, post_text, indent_level, state): # types: str,
if to_skip > indent_level:
print_error(
- "Four spaces should be used for indentation within ["
- + code_type
- + "], file: {}".format(state.current_class),
+ "{}.xml: Four spaces should be used for indentation within [{}].".format(
+ state.current_class, code_type
+ ),
state,
)
@@ -900,7 +1007,7 @@ def rstize_text(text, state): # type: (str, State) -> str
pre_text = text[:pos]
indent_level = 0
- while text[pos + 1] == "\t":
+ while pos + 1 < len(text) and text[pos + 1] == "\t":
pos += 1
indent_level += 1
post_text = text[pos + 1 :]
@@ -987,7 +1094,7 @@ def rstize_text(text, state): # type: (str, State) -> str
if param.find(".") != -1:
ss = param.split(".")
if len(ss) > 2:
- print_error("Bad reference: '{}', file: {}".format(param, state.current_class), state)
+ print_error('{}.xml: Bad reference: "{}".'.format(state.current_class, param), state)
class_param, method_param = ss
else:
@@ -1000,35 +1107,38 @@ def rstize_text(text, state): # type: (str, State) -> str
if cmd.startswith("constructor"):
if method_param not in class_def.constructors:
print_error(
- "Unresolved constructor '{}', file: {}".format(param, state.current_class), state
+ '{}.xml: Unresolved constructor "{}".'.format(state.current_class, param), state
)
ref_type = "_constructor"
if cmd.startswith("method"):
if method_param not in class_def.methods:
- print_error("Unresolved method '{}', file: {}".format(param, state.current_class), state)
+ print_error('{}.xml: Unresolved method "{}".'.format(state.current_class, param), state)
ref_type = "_method"
if cmd.startswith("operator"):
if method_param not in class_def.operators:
- print_error("Unresolved operator '{}', file: {}".format(param, state.current_class), state)
+ print_error('{}.xml: Unresolved operator "{}".'.format(state.current_class, param), state)
ref_type = "_operator"
elif cmd.startswith("member"):
if method_param not in class_def.properties:
- print_error("Unresolved member '{}', file: {}".format(param, state.current_class), state)
+ print_error('{}.xml: Unresolved member "{}".'.format(state.current_class, param), state)
ref_type = "_property"
elif cmd.startswith("theme_item"):
if method_param not in class_def.theme_items:
- print_error(
- "Unresolved theme item '{}', file: {}".format(param, state.current_class), state
- )
+ print_error('{}.xml: Unresolved theme item "{}".'.format(state.current_class, param), state)
ref_type = "_theme_{}".format(class_def.theme_items[method_param].data_name)
elif cmd.startswith("signal"):
if method_param not in class_def.signals:
- print_error("Unresolved signal '{}', file: {}".format(param, state.current_class), state)
+ print_error('{}.xml: Unresolved signal "{}".'.format(state.current_class, param), state)
ref_type = "_signal"
+ elif cmd.startswith("annotation"):
+ if method_param not in class_def.annotations:
+ print_error('{}.xml: Unresolved annotation "{}".'.format(state.current_class, param), state)
+ ref_type = "_annotation"
+
elif cmd.startswith("constant"):
found = False
@@ -1052,13 +1162,13 @@ def rstize_text(text, state): # type: (str, State) -> str
break
if not found:
- print_error("Unresolved constant '{}', file: {}".format(param, state.current_class), state)
+ print_error('{}.xml: Unresolved constant "{}".'.format(state.current_class, param), state)
ref_type = "_constant"
else:
print_error(
- "Unresolved type reference '{}' in method reference '{}', file: {}".format(
- class_param, param, state.current_class
+ '{}.xml: Unresolved type reference "{}" in method reference "{}".'.format(
+ state.current_class, class_param, param
),
state,
)
@@ -1078,7 +1188,7 @@ def rstize_text(text, state): # type: (str, State) -> str
endurl_pos = text.find("[/url]", endq_pos + 1)
if endurl_pos == -1:
print_error(
- "Tag depth mismatch for [url]: no closing [/url], file: {}".format(state.current_class), state
+ "{}.xml: Tag depth mismatch for [url]: no closing [/url]".format(state.current_class), state
)
break
link_title = text[endq_pos + 1 : endurl_pos]
@@ -1203,12 +1313,14 @@ def rstize_text(text, state): # type: (str, State) -> str
previous_pos = pos
if tag_depth > 0:
- print_error("Tag depth mismatch: too many/little open/close tags, file: {}".format(state.current_class), state)
+ print_error(
+ "{}.xml: Tag depth mismatch: too many (or too little) open/close tags.".format(state.current_class), state
+ )
return text
-def format_table(f, data, remove_empty_columns=False): # type: (TextIO, Iterable[Tuple[str, ...]]) -> None
+def format_table(f, data, remove_empty_columns=False): # type: (TextIO, Iterable[Tuple[str, ...]], bool) -> None
if len(data) == 0:
return
@@ -1247,7 +1359,7 @@ def make_type(klass, state): # type: (str, State) -> str
link_type = link_type[:-2]
if link_type in state.classes:
return ":ref:`{}<class_{}>`".format(klass, link_type)
- print_error("Unresolved type '{}', file: {}".format(klass, state.current_class), state)
+ print_error('{}.xml: Unresolved type "{}".'.format(state.current_class, klass), state)
return klass
@@ -1271,7 +1383,7 @@ def make_enum(t, state): # type: (str, State) -> str
# Don't fail for `Vector3.Axis`, as this enum is a special case which is expected not to be resolved.
if "{}.{}".format(c, e) != "Vector3.Axis":
- print_error("Unresolved enum '{}', file: {}".format(t, state.current_class), state)
+ print_error('{}.xml: Unresolved enum "{}".'.format(state.current_class, t), state)
return t
@@ -1289,7 +1401,7 @@ def make_method_signature(
if ref_type != "":
if ref_type == "operator":
out += ":ref:`{0}<class_{1}_{2}_{3}_{4}>` ".format(
- method_def.name,
+ method_def.name.replace("<", "\\<"), # So operator "<" gets correctly displayed.
class_def.name,
ref_type,
sanitize_operator_name(method_def.name, state),
@@ -1405,6 +1517,8 @@ def sanitize_operator_name(dirty_name, state): # type: (str, State) -> str
clear_name = "div"
elif clear_name == "%":
clear_name = "mod"
+ elif clear_name == "**":
+ clear_name = "pow"
elif clear_name == "unary+":
clear_name = "unplus"
@@ -1429,10 +1543,29 @@ def sanitize_operator_name(dirty_name, state): # type: (str, State) -> str
else:
clear_name = "xxx"
- print_error("Unsupported operator type '{}', please add the missing rule.".format(dirty_name), state)
+ print_error('Unsupported operator type "{}", please add the missing rule.'.format(dirty_name), state)
return clear_name
+def indent_bullets(text): # type: (str) -> str
+ # Take the text and check each line for a bullet point represented by "-".
+ # Where found, indent the given line by a further "\t".
+ # Used to properly indent bullet points contained in the description for enum values.
+ # Ignore the first line - text will be prepended to it so bullet points wouldn't work anyway.
+ bullet_points = "-"
+
+ lines = text.splitlines(keepends=True)
+ for line_index, line in enumerate(lines[1:], start=1):
+ pos = 0
+ while pos < len(line) and line[pos] == "\t":
+ pos += 1
+
+ if pos < len(line) and line[pos] in bullet_points:
+ lines[line_index] = line[:pos] + "\t" + line[pos:]
+
+ return "".join(lines)
+
+
if __name__ == "__main__":
main()
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index dc685b6e2b..43e62ecab2 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -15,12 +15,18 @@
# يزن حمزه <yznhamzeh@gmail.com>, 2021.
# HASSAN GAMER - حسن جيمر <gamerhassan55@gmail.com>, 2022.
# Spirit <i8bou3@gmail.com>, 2022.
+# Mr.k <mineshtine28546271@gmail.com>, 2022.
+# Hamza Kalash <mogo.gogo170@gmail.com>, 2022.
+# ywmaa <ywmaa.personal@gmail.com>, 2022.
+# TabbyDev <Mandomody25@gmail.com>, 2022.
+# عبد الرحمن أبو سعدة ||Abd Alrahman abo saada <abdalrahmanabs2005@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-10 13:18+0000\n"
-"Last-Translator: Spirit <i8bou3@gmail.com>\n"
+"PO-Revision-Date: 2022-07-23 03:56+0000\n"
+"Last-Translator: عبد الرحمن أبو سعدة ||Abd Alrahman abo saada "
+"<abdalrahmanabs2005@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ar/>\n"
"Language: ar\n"
@@ -29,7 +35,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -41,11 +47,11 @@ msgstr "شروحات"
#: doc/tools/make_rst.py
msgid "Properties"
-msgstr "خاصيات"
+msgstr "خصائص"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr "طرق"
+msgstr "دوال"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@@ -57,7 +63,7 @@ msgstr "الإشارات"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "التعدادات"
+msgstr "تعداد"
#: doc/tools/make_rst.py
msgid "Constants"
@@ -77,15 +83,15 @@ msgstr "أوصاف خاصية الثمات"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "يرث:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "موروث من قِبَل:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(يتجاوز s%)"
#: doc/tools/make_rst.py
msgid "Default"
@@ -101,43 +107,47 @@ msgstr "قيمة"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "جالب"
#: doc/tools/make_rst.py
+#, fuzzy
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr ""
+msgstr "يجب تجاوز هذه الطريقة من المستخدم ليكون لها أي تأثير."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
-msgstr ""
+msgstr "هذه الطريقة ليس لها آثار جانبية. لا يقوم بتعديل أي من متغيرات المثيل"
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
-msgstr ""
+msgstr "هذا الطريقة تقبل اي رقم من الحجج بعد الموصوفة هنا."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "هذه الطريقة تستخدم لانشاء نوع/صنف."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"هذا الطريقة لا تريد نموذج ليتم استدعاؤها،لذلك يمكن استدعاؤها مباشرة باستخدام "
+"اسم الفئة."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"يصف هذه الطريقة المشغل صالح لاستخدامه مع هذا النوع كي المعامل اليسار ليد."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
-msgstr "دوال GDScript المدمجة"
+msgstr "دوال جي دي سكريبت/GDScript المدمجة."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -181,14 +191,14 @@ msgid ""
"[/codeblock]\n"
"Supported color names are the same as the constants defined in [Color]."
msgstr ""
-"لعرض لون يتوافق مع [code]name[/ code] و [code]alpha[/ code] تتراوح بين 0 "
-"و1.\n"
+"لعرض لون يتوافق مع [code]name[/code] و [code]alpha[/code] تتراوح بين 0 و1.\n"
"[codeblock]\n"
"(red = ColorN(\"red\", 1\n"
-"[codeblock/]\n"
+"[/codeblock]\n"
"أسماء الألوان المدعومة هي نفس الثوابت المعرّفة في [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -196,11 +206,10 @@ msgid ""
"a = abs(-1) # a is 1\n"
"[/codeblock]"
msgstr ""
-"لعرض القيمة المطلقة للمُعامل [code]s[/ code] (القيمة المطلقة أي القيمة "
+"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
-"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
-"(a = abs(-1\n"
+"(a = abs(-1 #القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -215,15 +224,16 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
-"تُرجع معكوس دالة الكوساين لـ [code]s[/ code] بالراديان. تُستخدم للحصول على "
-"زاوية الكوساين [code]s[/code].\n"
+"تقوم هذه الدالة بارجاع arc cos للقيمة [code]s[/code] بالراديانز. يمكنك "
+"استعمالها للحصول علي قيمة الزاوية cos([code]s[/code]). قيمة [code]s[/code] "
+"لابد ان تكون محصورة بين [code]-1.00[/code] و [code]1.00[/code]. او ستقوم "
+"الدالة بارجاع [constant NAN] \n"
"[codeblock]\n"
-"# c تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n"
-"(c = acos(0.866025\n"
+"# c هي 0.523599 أو 30 درجة إذا حُولتْ بأستخدام rad2deg(s)\n"
+"c = acos(0.866025)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -234,14 +244,17 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"تُرجع معكوس دالة الكوساين لـ [code]s[/ code] بالراديان. تُستخدم للحصول على "
-"زاوية الكوساين [code]s[/code].\n"
+"تُرجع معكوس دالة الكوساين لـ [code]s[/code] بالراديان. تُستخدم للحصول على "
+"زاوية الكوساين [code]s[/code]. يجب أن تكون قيمة [code]s[/code] بين "
+"[code]-1.0[/code] و [code]1.0[/code] (شاملةً اياها), وغيير ذلك, [الدالة asin] "
+"سوف ترجع [قيمة الثابت NAN].\n"
"[codeblock]\n"
-"# c تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n"
-"(c = acos(0.866025\n"
+"# s تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n"
+"(s = acos(0.5\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
"[code]condition[/code] is [code]false[/code], an error is generated. When "
@@ -267,8 +280,31 @@ msgid ""
"a message with clarifying details\n"
"[/codeblock]"
msgstr ""
+"ويؤكد أن [كود] حالة [/ كود] هو [كود] صحيح [/ القانون]. إذا كان [كود] حالة "
+"[/ كود] هو [كود] خطأ [/ كود]، يتم إنشاء خطأ. عند تشغيل من المحرر، كما سيتم "
+"توقف المشروع قيد التشغيل حتى يتم استئنافها. ويمكن استخدام هذا كشكل من أشكال "
+"أقوى من [push_error طريقة] لأخطاء التقارير إلى مطوري المشروع أو إضافة على "
+"المستخدمين.\n"
+" [ب] ملاحظة: [/ ب] لأسباب تتعلق بالأداء داخل كود [أسلوب تأكيد] يتم تنفيذه "
+"فقط في التصحيح يبني أو عند تشغيل المشروع من المحرر. لا تشتمل على رمز له "
+"آثار جانبية في [ASSERT طريقة] المكالمة. وإلا فإن المشروع تتصرف بشكل مختلف "
+"عند تصديرها في وضع الإصدار.\n"
+" وسيطة اختيارية [كود] الرسالة [/ القانون]، إذا ما أعطيت، ويرد بالإضافة إلى "
+"عامة \"التأكيد فشل\" رسالة. يمكنك استخدام هذا لتقديم تفاصيل إضافية حول "
+"لماذا التأكيد على فشل.\n"
+" [codeblock]\n"
+" # تخيل نحن دائما نريد السرعة لتكون بين 0 و 20.\n"
+" سرعة فار = -10\n"
+" ASSERT (سرعة <20) # صحيح، سيواصل البرنامج\n"
+" ASSERT (السرعة> = 0) # خطأ، سوف يتوقف البرنامج\n"
+" ASSERT (السرعة> = 0 وسرعة <20) # يمكنك أيضا الجمع بين اثنين من العبارات "
+"الشرطية في الاختيار واحد\n"
+" ASSERT (سرعة <20 \"سرعة =٪ و، ولكن الحد الأقصى للسرعة هو 20\"٪ السرعة) # "
+"عرض رسالة مع تفاصيل توضيح\n"
+" [/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
@@ -279,8 +315,16 @@ msgid ""
"a = atan(0.5) # a is 0.463648\n"
"[/codeblock]"
msgstr ""
+"عودة المماس قوس [كود] ل [/ كود] بالراديان. استخدامها للحصول على زاوية من "
+"زاوية الظل في علم المثلثات: [كود] ATAN (تان (زاوية)) == زاوية [/ القانون].\n"
+"طريقة لا يمكن أن نعرف في أي رباعي ينبغي أن تقع على زاوية. انظر [ATAN2 طريقة] "
+"إذا كان لديك على حد سواء [كود] ص [/ القانون] و [كود] س [/ القانون]\n"
+"[codeblock]\n"
+"و= ATAN (0.5) # وهو 0.463648\n"
+"[/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
@@ -290,6 +334,13 @@ msgid ""
"a = atan2(0, -1) # a is 3.141593\n"
"[/codeblock]"
msgstr ""
+"عودة المماس قوس [كود] ص / س [/ كود] بالراديان. استخدام للحصول على زاوية الظل "
+"[كود] ص / س [/ القانون]. لحساب القيمة، يأخذ بعين الاعتبار طريقة علامة كل "
+"الحجج من أجل تحديد رباعي.\n"
+"ملاحظة هامة: إن Y تنسيق يأتي أولا، من خلال الاتفاقية.\n"
+"[كودبلوك]\n"
+"و= ATAN2 (0، -1) # وهو 3.141593\n"
+"[/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -300,8 +351,8 @@ msgid ""
"avoid potential security threats (remote code execution)."
msgstr ""
"يقوم بفك تشفير مصفوفة بايت وإعادتها إلى قيمة. عندما يكون [code] "
-"allow_objects [/ code] هو [code] صحيح [/ code] ، اسمح بفك تشفير الكائنات.\n"
-"[b] تحذير: [/ b] يتم تنفيذه إذا كان الكائن الذي تم إلغاء تسلسله يحتوي على "
+"allow_objects [/code] هو [code] صحيح [/code] ، اسمح بفك تشفير الكائنات.\n"
+"[b] تحذير: [/b] يتم تنفيذه إذا كان الكائن الذي تم إلغاء تسلسله يحتوي على "
"تعليمات برمجية. إذا جاء الكائن المتسلسل من مصدر غير موثوق به ، فلا تستخدم "
"هذا الخيار لمنع مخاطر أمنية محتملة (تنفيذ التعليمات البرمجية عن بُعد)."
@@ -316,6 +367,7 @@ msgstr ""
"(مسافة من الأصل و زاوية)."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Rounds [code]s[/code] upward (towards positive infinity), returning the "
"smallest whole number that is not less than [code]s[/code].\n"
@@ -325,6 +377,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
+"لتقريب [code] s [/ code] لأعلى (نحو اللانهاية الموجبة) ، وإرجاع أصغر عدد "
+"صحيح لا يقل عن [code] s [/ code].\n"
+"[كودبلوك]\n"
+"أ = سقف (1.45) # أ هو 2.0\n"
+"أ = سقف (1.001) # أ هو 2.0\n"
+"[/ codeblock]\n"
+"راجع أيضًا [طريقة الأرضية] و [طريقة الجولة] و [طريقة التدريج] و [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -372,7 +431,7 @@ msgid ""
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
-"لعرض القيمة المطلقة للمُعامل [code]s[/ code] (القيمة المطلقة أي القيمة "
+"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
@@ -380,29 +439,28 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
-"لعرض القيمة المطلقة للمُعامل [code]s[/ code] (القيمة المطلقة أي القيمة "
+"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
-"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
-"(a = abs(-1\n"
+"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1 (a = abs(-1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Converts from decibels to linear energy (audio)."
-msgstr ""
+msgstr "التحويل من ديسيبل إلى طاقة خطية (صوتي)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Deprecated alias for [method step_decimals]."
-msgstr ""
+msgstr "اسم مستعار مهمل لـ [طريقة step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
"Godot 4.0, please use [method move_toward] instead.\n"
@@ -412,11 +470,19 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
+"[ب] ملاحظة: [/ B] [كود] dectime [/ كود] تم إيقافه وسوف يتم إزالتها في غودو "
+"4.0، يرجى استخدام [طريقة move_toward] بدلا من ذلك.\n"
+"وانخفضت العائدات نتيجة لقيمة [رمز] [/ كود] خطوة [رمز] [/ كود] * [كود] كمية "
+"[/ القانون].\n"
+"[كودبلوك]\n"
+"و= dectime (60، 10، 0.1)) # وهو 59.0\n"
+"[/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -433,6 +499,21 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
+"يقارن بين القيم عن طريق فحص محتوياتها الفعلية، recursing في أي `` Array` أو "
+"Dictionary` يصل إلى أعمق مستوى له.\n"
+"هذا يقارن إلى [كود] == [/ كود] في عدد من الطرق:\n"
+"- لل[كود] لاغية [/ كود]، [كود] كثافة [/ كود]، [كود] تعويم [/ كود]، [كود] "
+"سلسلة [/ القانون]، [كود] كائن [/ القانون] و [كود] النقل بالسكك الحديدية [/ "
+"كود] كلا [كود] deep_equal [/ القانون] و [كود] == [/ كود] عمل نفسه.\n"
+"- لل[كود] قاموس [/ كود]، [كود] == [/ كود] يعتبر المساواة إذا، وفقط إذا، سواء "
+"المتغيرات تشير إلى نفس [كود] قاموس [/ كود]، مع عدم وجود العودية أو الوعي "
+"محتويات على الإطلاق.\n"
+"- لل[كود] صفيف [/ كود]، [كود] == [/ كود] يعتبر المساواة إذا، وفقط إذا، كل "
+"عنصر في الأول [كود] صفيف [/ كود] يساوي نظيرتها في الثانية [ كود] صفيف [/ "
+"كود]، كما روى [كود] == [/ كود] نفسها. هذا يعني أن [كود] == [/ كود] recurses "
+"إلى [كود] صفيف [/ القانون]، ولكن ليس في [كود] قاموس [/ القانون]. باختصار، "
+"كلما [كود] قاموس [/ القانون] ويحتمل أن تشارك، إذا كنت تريد مقارنة محتوى علم "
+"الحقيقية، لديك لاستخدام [كود] deep_equal [/ القانون]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -441,9 +522,10 @@ msgid ""
"r = deg2rad(180) # r is 3.141593\n"
"[/codeblock]"
msgstr ""
+"تحويل الزاوية المعبر عنها بالدرجات إلى راديان. [كتلة الكود] r = deg2rad "
+"(180) # r هي 3.141593 [/ code block]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
@@ -465,7 +547,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -706,7 +788,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -881,11 +969,10 @@ msgid ""
"pow(2, 5) # Returns 32.0\n"
"[/codeblock]"
msgstr ""
-"تُرجع معكوس دالة الكوساين لـ [code]s[/ code] بالراديان. تُستخدم للحصول على "
+"تُرجع معكوس دالة الكوساين لـ [code]s[/code] بالراديان. تُستخدم للحصول على "
"زاوية الكوساين [code]s[/code].\n"
"[codeblock]\n"
"# c تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n"
-"(c = acos(0.866025\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -919,7 +1006,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1006,11 +1100,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1054,37 +1149,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1173,7 +1267,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -1253,7 +1347,7 @@ msgid ""
"b = tanh(a) # b is 0.6\n"
"[/codeblock]"
msgstr ""
-"لعرض القيمة المطلقة للمُعامل [code]s[/ code] (القيمة المطلقة أي القيمة "
+"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
"#القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
@@ -3408,8 +3502,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3445,6 +3552,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3457,6 +3570,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3541,7 +3660,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4173,17 +4292,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4211,9 +4337,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4237,8 +4363,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4290,6 +4419,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4806,11 +4945,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4925,8 +5064,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "يُرجع قيمة ظل الزاوية للمَعلم."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -4950,7 +5090,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4959,7 +5099,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5030,7 +5170,7 @@ msgstr ""
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
msgid "AnimationTree"
-msgstr ""
+msgstr "شجرة التحريك"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -5313,8 +5453,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5842,7 +5985,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7032,7 +7178,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7056,8 +7205,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7066,8 +7216,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7205,11 +7371,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7419,7 +7589,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7689,8 +7859,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8208,6 +8378,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8334,7 +8514,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8373,7 +8553,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8556,7 +8736,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8572,7 +8752,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8589,10 +8772,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8777,7 +8956,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9571,26 +9752,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9748,6 +9913,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9966,7 +10141,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10312,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10440,8 +10627,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10906,7 +11100,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10976,8 +11170,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11567,6 +11761,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11646,17 +11863,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11714,7 +11931,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11786,8 +12008,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12112,10 +12334,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12211,11 +12435,10 @@ msgid "Returns an array of [CameraFeed]s."
msgstr ""
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given "
"[code]index[/code]."
-msgstr "يُرجع جيب المَعلم."
+msgstr "يُرجع [CameraFeed] المطابقة للكاميرا مع المؤشر [code]index[/code]."
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
@@ -12326,7 +12549,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12337,22 +12569,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12368,7 +12620,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12380,7 +12637,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12394,7 +12656,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12403,7 +12671,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12413,7 +12687,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12431,10 +12711,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12589,20 +12875,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12716,9 +13006,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12829,6 +13124,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13519,8 +13826,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13661,7 +13967,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13822,7 +14131,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13918,7 +14229,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13981,7 +14294,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14019,9 +14332,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14040,8 +14353,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14057,8 +14370,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14149,9 +14462,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15665,8 +15978,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15927,6 +16241,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16352,8 +16673,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16423,6 +16745,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16562,14 +16903,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17723,8 +18064,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18678,10 +19018,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18833,6 +19173,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "يُرجع قيمة الجيب العكسية للمَعلم."
@@ -18958,11 +19310,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19106,7 +19462,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19248,6 +19604,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
@@ -19272,13 +19635,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19288,7 +19655,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19305,23 +19676,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19524,9 +19895,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19641,9 +20014,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19989,7 +20361,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20235,8 +20607,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20510,18 +20883,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21162,7 +21551,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21170,9 +21559,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21183,9 +21586,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21298,11 +21710,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21696,6 +22127,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22269,6 +22708,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22434,12 +22878,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22695,7 +23140,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23102,7 +23547,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23293,7 +23753,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23305,10 +23765,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23372,33 +23835,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23434,11 +23907,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24257,12 +24730,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24293,6 +24803,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25057,14 +25583,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25168,8 +25694,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25206,8 +25732,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25477,7 +26004,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25571,6 +26103,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25620,6 +26196,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25734,9 +26353,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25747,7 +26379,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25769,7 +26402,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26044,7 +26678,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26574,6 +27211,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26624,6 +27267,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26698,8 +27345,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26757,14 +27403,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26786,7 +27432,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27847,7 +28494,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27951,7 +28598,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27963,11 +28614,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28046,34 +28719,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28983,7 +29664,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29008,9 +29689,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29020,9 +29701,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29132,10 +29813,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29155,9 +29832,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29169,9 +29846,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29180,9 +29857,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29329,24 +30006,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29366,8 +30025,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29380,6 +30041,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29428,15 +30110,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29532,18 +30214,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29552,9 +30234,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29566,9 +30248,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29599,9 +30281,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29687,8 +30369,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29950,10 +30632,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29965,6 +30651,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30132,13 +30824,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30272,6 +30969,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30280,6 +30982,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30423,7 +31138,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31786,11 +32512,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31804,35 +32530,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31874,6 +32600,194 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32018,7 +32932,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32316,7 +33235,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32360,8 +33280,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32398,8 +33327,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32530,7 +33463,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32549,6 +33482,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32598,6 +33544,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32633,6 +33586,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33940,15 +34900,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33979,9 +34981,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34137,6 +35140,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34240,6 +35278,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34253,6 +35300,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34295,6 +35354,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34346,6 +35415,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34668,6 +35749,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34708,7 +35792,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34730,16 +35822,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34759,6 +35866,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34768,6 +35878,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34777,11 +35893,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34799,11 +35923,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34864,10 +36004,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "يُرجع قيمة الجيب العكسية للمَعلم."
@@ -34891,7 +36077,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34904,6 +36099,12 @@ msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
msgid "Sets the map active."
msgstr "يُرجع قيمة الجيب العكسية للمَعلم."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34918,10 +36119,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "يُرجع جيب المَعلم."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -34931,6 +36201,11 @@ msgstr "يُرجع القيمة المعاكسة للمَعلم."
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "يُرجع جيب المَعلم."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34940,9 +36215,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34960,7 +36242,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34976,13 +36266,31 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "يُرجع جيب المَعلم."
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -35017,6 +36325,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35029,7 +36343,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35046,26 +36376,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35108,9 +36465,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35127,11 +36491,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35139,6 +36501,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35169,8 +36556,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35193,9 +36580,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35209,14 +36596,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35228,7 +36615,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35256,13 +36643,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35272,13 +36663,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35297,7 +36694,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35360,7 +36757,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35382,13 +36779,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35396,19 +36793,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "يُرجع جيب المَعلم."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35416,15 +36862,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35432,10 +36905,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35452,7 +36949,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35462,6 +36961,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35488,7 +36992,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35498,6 +37004,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35564,6 +37075,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35599,6 +37118,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35608,11 +37175,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35674,9 +37245,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35852,7 +37475,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36231,7 +37854,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "العقد و المشاهد"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36383,12 +38006,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36424,6 +38047,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36668,6 +38300,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36838,14 +38489,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36867,21 +38533,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37053,7 +38718,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37062,6 +38735,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37071,14 +38753,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37090,7 +38787,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37100,15 +38800,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37156,11 +38862,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37188,6 +38901,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37201,6 +38920,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37338,7 +39075,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37462,7 +39205,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37643,7 +39386,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37731,7 +39480,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37762,7 +39511,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37839,7 +39588,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38175,8 +39927,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38245,7 +39997,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38257,7 +40015,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38427,8 +40186,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38450,7 +40214,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38480,6 +40245,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38763,6 +40533,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38832,6 +40606,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38969,7 +40753,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39027,6 +40823,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39287,6 +41100,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39369,6 +41191,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39547,9 +41384,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40016,6 +41853,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -40080,9 +41925,10 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"يقوم بفك تشفير مصفوفة بايت وإعادتها إلى قيمة. عندما يكون [code] "
-"allow_objects [/ code] هو [code] صحيح [/ code] ، اسمح بفك تشفير الكائنات.\n"
-"[b] تحذير: [/ b] يتم تنفيذه إذا كان الكائن الذي تم إلغاء تسلسله يحتوي على "
+"يقوم بفك تشفير مصفوفة بايت وإعادتها إلى قيمة.\n"
+"عندما يكون [code] allow_objects [/code] هو [code] صحيح[/code]. اسمح بفك "
+"تشفير الكائنات.\n"
+"[b] تحذير: [/b] يتم تنفيذه إذا كان الكائن الذي تم إلغاء تسلسله يحتوي على "
"تعليمات برمجية. إذا جاء الكائن المتسلسل من مصدر غير موثوق به ، فلا تستخدم "
"هذا الخيار لمنع مخاطر أمنية محتملة (تنفيذ التعليمات البرمجية عن بُعد)."
@@ -42871,7 +44717,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43569,7 +45418,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43644,14 +45501,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43695,6 +45569,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43712,6 +45596,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43754,6 +45647,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43762,14 +45662,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43799,14 +45717,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43835,14 +45770,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43867,14 +45819,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43902,14 +45871,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43936,14 +45923,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44061,7 +46066,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44266,10 +46282,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44506,6 +46522,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45406,6 +47426,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45561,7 +47587,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45583,6 +47618,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45730,7 +47775,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45796,6 +47841,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45829,6 +47886,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46008,6 +48078,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46216,6 +48478,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46364,7 +48818,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46483,6 +48937,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46798,6 +49295,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46834,6 +49341,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46844,8 +49362,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47133,20 +49653,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47154,19 +49682,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47198,6 +49735,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47358,14 +49911,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47494,8 +50052,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47598,16 +50156,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47638,8 +50204,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47824,8 +50390,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48119,19 +50858,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48198,7 +50938,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49611,14 +52358,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49636,6 +52384,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "يُرجع قيمة ظل الزاوية للمَعلم."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49658,8 +52411,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49901,6 +52655,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49977,7 +52747,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50110,7 +52880,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50209,8 +52980,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50424,7 +53195,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50506,7 +53278,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51259,6 +54032,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51283,6 +54060,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51340,13 +54123,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51363,16 +54139,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51433,6 +54207,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51619,7 +54408,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51630,6 +54420,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51920,14 +55110,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52098,8 +55297,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52120,8 +55326,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52686,6 +55900,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52883,11 +56109,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52906,7 +56151,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53305,6 +56555,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53329,12 +56583,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53361,7 +56609,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53434,10 +56696,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53892,12 +57150,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54165,7 +57417,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54521,7 +57776,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54535,7 +57790,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54545,6 +57800,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54572,7 +57839,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55210,7 +58478,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55326,7 +58599,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55473,7 +58770,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55496,11 +58801,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55549,14 +58867,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55693,8 +59013,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55726,8 +59046,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55892,9 +59220,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56081,7 +59411,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56165,28 +59495,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56205,6 +59554,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57196,10 +60560,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57208,10 +60568,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57221,6 +60577,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "يُرجع القيمة المعاكسة للمَعلم."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57274,6 +60640,12 @@ msgid "Returns if the given line is wrapped."
msgstr "يُرجع قيمة ظل الزاوية للمَعلم."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57331,8 +60703,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57397,6 +60769,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57627,6 +61004,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58220,6 +61641,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58259,6 +61688,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58399,6 +61834,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58447,6 +61894,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58456,6 +61909,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58542,6 +62002,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58825,6 +62299,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58931,6 +62410,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59397,7 +62880,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59452,6 +62937,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59520,14 +63012,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59922,20 +63418,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60041,13 +63538,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60203,7 +63706,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60278,7 +63792,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60718,7 +64232,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60760,10 +64274,9 @@ msgid ""
msgstr "يُرجع جيب المَعلم."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -60823,13 +64336,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60841,13 +64355,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61116,7 +64631,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61210,7 +64727,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61393,6 +64910,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62185,7 +65718,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62346,8 +65879,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62445,7 +65978,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62528,8 +66061,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62639,11 +66172,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62723,8 +66256,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62922,12 +66455,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63118,9 +66651,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63268,8 +66808,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63324,9 +66864,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63355,7 +66896,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63706,11 +67251,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63750,6 +67296,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66818,8 +70374,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67582,6 +71138,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67618,7 +71200,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67689,7 +71271,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67774,6 +71360,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68486,6 +72081,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68631,23 +72236,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71157,6 +74782,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71252,6 +74882,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71477,6 +75110,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71562,7 +75202,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71651,8 +75291,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71667,11 +75307,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -71686,8 +75332,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71704,6 +75350,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -71746,8 +75398,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 2dbbe58fae..2fce9a4d08 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -460,7 +460,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -507,7 +507,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -748,7 +748,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -954,7 +960,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1041,11 +1054,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1089,37 +1103,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1208,7 +1221,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3436,8 +3449,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3473,6 +3499,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3485,6 +3517,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3569,7 +3607,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4201,17 +4239,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4239,9 +4284,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4265,8 +4310,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4318,6 +4366,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4833,11 +4891,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4952,7 +5010,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4977,7 +5035,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4986,7 +5044,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5340,8 +5398,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5869,7 +5930,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7059,7 +7123,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7083,8 +7150,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7093,8 +7161,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7232,11 +7316,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7446,7 +7534,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7716,8 +7804,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8235,6 +8323,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8361,7 +8459,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8400,7 +8498,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8583,7 +8681,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8599,7 +8697,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8616,10 +8717,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8804,7 +8901,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9597,26 +9696,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9774,6 +9857,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9992,7 +10085,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10157,7 +10256,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10466,8 +10571,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10931,7 +11043,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11001,8 +11113,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11592,6 +11704,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11670,17 +11805,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11738,7 +11873,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11810,8 +11950,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12136,10 +12276,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12346,7 +12488,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12357,22 +12508,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12388,7 +12559,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12400,7 +12576,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12414,7 +12595,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12423,7 +12610,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12433,7 +12626,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12451,10 +12650,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12609,20 +12814,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12736,9 +12945,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12849,6 +13063,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13539,8 +13765,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13681,7 +13906,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13842,7 +14070,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13938,7 +14168,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14001,7 +14233,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14039,9 +14271,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14060,8 +14292,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14077,8 +14309,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14169,9 +14401,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15685,8 +15917,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15947,6 +16180,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16366,8 +16606,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16437,6 +16678,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16576,14 +16836,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17737,8 +17997,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18692,10 +18951,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18846,6 +19105,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18969,11 +19240,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19117,7 +19391,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19259,6 +19533,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19282,13 +19563,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19298,7 +19583,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19315,23 +19604,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19534,9 +19823,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19651,9 +19942,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19999,7 +20289,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20245,7 +20535,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20520,18 +20810,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21172,7 +21478,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21180,9 +21486,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21193,9 +21513,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21308,11 +21637,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21706,6 +22054,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22279,6 +22635,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22443,12 +22803,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22704,7 +23065,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23111,7 +23472,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23302,7 +23678,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23314,10 +23690,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23381,33 +23760,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23443,11 +23832,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24264,12 +24653,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24300,6 +24722,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25064,14 +25502,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25175,8 +25613,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25213,8 +25651,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25484,7 +25923,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25578,6 +26022,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25627,6 +26115,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25741,9 +26272,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25754,7 +26298,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25776,7 +26321,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26050,7 +26596,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26579,6 +27128,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26629,6 +27184,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26703,8 +27262,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26762,14 +27320,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26791,7 +27349,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27852,7 +28411,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27956,7 +28515,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27968,11 +28531,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28051,34 +28636,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28986,7 +29579,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29011,9 +29604,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29023,9 +29616,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29135,10 +29728,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29158,9 +29747,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29172,9 +29761,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29183,9 +29772,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29332,24 +29921,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29369,8 +29940,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29383,6 +29956,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29431,15 +30025,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29535,18 +30129,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29555,9 +30149,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29569,9 +30163,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29602,9 +30196,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29690,8 +30284,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29953,10 +30547,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29968,6 +30566,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30134,13 +30738,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30274,6 +30883,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30282,6 +30896,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30425,7 +31052,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31788,11 +32426,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31806,35 +32444,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31876,6 +32514,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32019,7 +32843,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32317,7 +33146,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32361,8 +33191,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32399,8 +33238,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32531,7 +33374,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32550,6 +33393,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32599,6 +33454,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32634,6 +33496,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33941,15 +34810,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33980,9 +34890,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34137,6 +35048,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34240,6 +35186,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34253,6 +35208,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34295,6 +35262,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34346,6 +35323,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34662,6 +35651,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34702,7 +35694,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34724,16 +35723,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34753,6 +35767,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34762,6 +35779,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34771,11 +35794,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34793,11 +35824,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34852,10 +35899,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34878,7 +35971,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34889,6 +35991,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34903,9 +36011,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34914,6 +36087,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34923,9 +36100,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34943,7 +36127,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34958,11 +36150,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34999,6 +36208,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35011,7 +36226,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35028,26 +36259,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35090,9 +36348,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35108,10 +36373,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35120,6 +36382,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35150,8 +36437,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35173,9 +36460,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35189,14 +36476,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35208,7 +36495,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35236,13 +36523,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35252,13 +36543,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35277,7 +36574,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35340,7 +36637,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35361,13 +36658,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35375,17 +36672,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35395,15 +36740,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35411,10 +36783,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35431,7 +36827,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35441,6 +36839,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35467,7 +36869,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35477,6 +36881,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35543,6 +36951,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35578,6 +36994,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35587,11 +37051,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35649,9 +37117,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35827,7 +37347,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36358,12 +37878,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36399,6 +37919,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36643,6 +38172,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36813,14 +38361,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36842,21 +38405,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37028,7 +38590,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37037,6 +38607,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37046,14 +38625,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37065,7 +38659,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37075,15 +38672,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37131,11 +38734,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37163,6 +38773,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37176,6 +38792,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37313,7 +38947,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37437,7 +39077,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37618,7 +39258,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37706,7 +39352,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37737,7 +39383,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37814,7 +39460,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38150,8 +39799,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38220,7 +39869,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38232,7 +39887,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38402,8 +40058,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38425,7 +40085,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38455,6 +40116,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38735,6 +40400,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38804,6 +40473,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38941,7 +40620,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38999,6 +40690,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39256,6 +40964,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39338,6 +41055,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39516,9 +41248,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39985,6 +41717,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42825,7 +44565,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43520,7 +45263,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43595,14 +45346,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43646,6 +45414,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43663,6 +45441,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43705,6 +45492,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43713,14 +45507,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43750,14 +45562,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43786,14 +45615,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43818,14 +45664,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43853,14 +45716,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43887,14 +45768,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44012,7 +45911,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44218,8 +46128,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44456,6 +46365,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45355,6 +47268,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45510,7 +47429,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45532,6 +47460,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45679,7 +47617,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45745,6 +47683,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45778,6 +47728,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45957,6 +47920,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46165,6 +48320,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46313,7 +48660,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46432,6 +48779,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46747,6 +49137,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46783,6 +49183,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46793,8 +49204,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47082,20 +49495,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47103,19 +49524,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47147,6 +49577,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47307,14 +49753,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47443,8 +49894,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47547,16 +49998,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47587,8 +50046,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47773,8 +50232,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48068,19 +50700,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48147,7 +50780,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49559,14 +52199,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49584,6 +52225,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49606,8 +52251,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49849,6 +52495,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49925,7 +52587,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50058,7 +52720,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50157,8 +52820,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50372,7 +53035,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50454,7 +53118,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51207,6 +53872,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51231,6 +53900,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51288,13 +53963,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51311,16 +53979,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51381,6 +54047,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51567,7 +54248,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51578,6 +54260,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51868,14 +54950,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52046,8 +55137,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52068,8 +55166,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52634,6 +55740,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52831,11 +55949,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52854,7 +55991,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53253,6 +56395,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53277,12 +56423,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53309,7 +56449,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53382,10 +56536,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53840,12 +56990,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54113,7 +57257,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54469,7 +57616,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54483,7 +57630,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54493,6 +57640,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54520,7 +57679,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55156,7 +58316,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55272,7 +58437,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55419,7 +58608,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55442,11 +58639,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55495,14 +58705,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55639,8 +58851,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55672,8 +58884,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55838,9 +59058,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56027,7 +59249,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56111,28 +59333,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56151,6 +59392,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57138,27 +60394,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57214,6 +60470,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57271,8 +60533,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57337,6 +60599,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57567,6 +60833,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58160,6 +61470,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58199,6 +61517,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58339,6 +61663,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58387,6 +61722,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58396,6 +61737,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58482,6 +61830,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58765,6 +62127,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58871,6 +62237,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59337,7 +62707,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59392,6 +62764,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59460,14 +62839,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59862,20 +63245,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59981,13 +63365,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60142,7 +63532,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60217,7 +63618,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60655,7 +64056,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60696,9 +64097,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60758,13 +64157,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60776,13 +64176,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61051,7 +64452,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61145,7 +64548,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61328,6 +64731,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62120,7 +65539,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62280,8 +65699,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62379,7 +65798,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62461,8 +65880,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62572,11 +65991,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62656,8 +66075,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62854,12 +66273,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63048,9 +66467,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63198,8 +66623,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63254,9 +66679,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63285,7 +66711,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63636,11 +67066,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63680,6 +67111,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66740,8 +70181,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67495,6 +70936,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67531,7 +70998,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67602,7 +71069,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67687,6 +71158,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68399,6 +71879,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68544,23 +72034,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71066,6 +74576,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71161,6 +74676,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71386,6 +74904,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71471,7 +74996,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71560,8 +75085,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71576,8 +75101,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71595,8 +75125,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71614,6 +75144,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71655,8 +75190,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 84d943d138..b8187d24d5 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -340,7 +340,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -387,7 +387,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -628,7 +628,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -834,7 +840,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -921,11 +934,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -969,37 +983,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1088,7 +1101,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3316,8 +3329,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3353,6 +3379,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3365,6 +3397,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3449,7 +3487,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4081,17 +4119,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4119,9 +4164,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4145,8 +4190,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4198,6 +4246,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4713,11 +4771,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4832,7 +4890,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4857,7 +4915,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4866,7 +4924,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5220,8 +5278,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5749,7 +5810,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6939,7 +7003,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6963,8 +7030,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6973,8 +7041,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7112,11 +7196,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7326,7 +7414,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7596,8 +7684,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8115,6 +8203,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8241,7 +8339,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8280,7 +8378,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8463,7 +8561,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8479,7 +8577,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8496,10 +8597,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8684,7 +8781,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9477,26 +9576,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9654,6 +9737,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9872,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10037,7 +10136,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10346,8 +10451,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10811,7 +10923,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10881,8 +10993,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11472,6 +11584,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11550,17 +11685,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11618,7 +11753,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11690,8 +11830,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12016,10 +12156,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12226,7 +12368,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12237,22 +12388,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12268,7 +12439,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12280,7 +12456,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12294,7 +12475,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12303,7 +12490,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12313,7 +12506,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12331,10 +12530,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12489,20 +12694,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12616,9 +12825,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12729,6 +12943,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13419,8 +13645,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13561,7 +13786,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13722,7 +13950,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13818,7 +14048,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13881,7 +14113,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13919,9 +14151,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13940,8 +14172,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13957,8 +14189,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14049,9 +14281,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15565,8 +15797,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15827,6 +16060,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16246,8 +16486,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16317,6 +16558,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16456,14 +16716,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17617,8 +17877,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18572,10 +18831,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18726,6 +18985,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18849,11 +19120,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -18997,7 +19271,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19139,6 +19413,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19162,13 +19443,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19178,7 +19463,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19195,23 +19484,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19414,9 +19703,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19531,9 +19822,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19879,7 +20169,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20125,7 +20415,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20400,18 +20690,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21052,7 +21358,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21060,9 +21366,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21073,9 +21393,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21188,11 +21517,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21586,6 +21934,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22159,6 +22515,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22323,12 +22683,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22584,7 +22945,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22988,7 +23349,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23179,7 +23555,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23191,10 +23567,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23258,33 +23637,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23320,11 +23709,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24141,12 +24530,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24177,6 +24599,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24941,14 +25379,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25052,8 +25490,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25090,8 +25528,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25361,7 +25800,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25455,6 +25899,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25504,6 +25992,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25618,9 +26149,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25631,7 +26175,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25653,7 +26198,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25927,7 +26473,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26456,6 +27005,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26506,6 +27061,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26580,8 +27139,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26639,14 +27197,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26668,7 +27226,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27729,7 +28288,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27833,7 +28392,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27845,11 +28408,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27928,34 +28513,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28863,7 +29456,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28888,9 +29481,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28900,9 +29493,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29012,10 +29605,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29035,9 +29624,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29049,9 +29638,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29060,9 +29649,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29209,24 +29798,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29246,8 +29817,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29260,6 +29833,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29308,15 +29902,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29412,18 +30006,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29432,9 +30026,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29446,9 +30040,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29479,9 +30073,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29567,8 +30161,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29830,10 +30424,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29845,6 +30443,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30011,13 +30615,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30151,6 +30760,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30159,6 +30773,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30302,7 +30929,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31665,11 +32303,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31683,35 +32321,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31753,6 +32391,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31896,7 +32720,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32194,7 +33023,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32238,8 +33068,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32276,8 +33115,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32408,7 +33251,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32427,6 +33270,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32476,6 +33331,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32511,6 +33373,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33818,15 +34687,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33857,9 +34767,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34014,6 +34925,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34117,6 +35063,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34130,6 +35085,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34172,6 +35139,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34223,6 +35200,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34539,6 +35528,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34579,7 +35571,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34601,16 +35600,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34630,6 +35644,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34639,6 +35656,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34648,11 +35671,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34670,11 +35701,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34729,10 +35776,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34755,7 +35848,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34766,6 +35868,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34780,9 +35888,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34791,6 +35964,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34800,9 +35977,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34820,7 +36004,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34835,11 +36027,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34876,6 +36085,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34888,7 +36103,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34905,26 +36136,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34967,9 +36225,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34985,10 +36250,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34997,6 +36259,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35027,8 +36314,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35050,9 +36337,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35066,14 +36353,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35085,7 +36372,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35113,13 +36400,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35129,13 +36420,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35154,7 +36451,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35217,7 +36514,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35238,13 +36535,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35252,17 +36549,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35272,15 +36617,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35288,10 +36660,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35308,7 +36704,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35318,6 +36716,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35344,7 +36746,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35354,6 +36758,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35420,6 +36828,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35455,6 +36871,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35464,11 +36928,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35526,9 +36994,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35704,7 +37224,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36235,12 +37755,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36276,6 +37796,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36520,6 +38049,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36690,14 +38238,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36719,21 +38282,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36905,7 +38467,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36914,6 +38484,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36923,14 +38502,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36942,7 +38536,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36952,15 +38549,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37008,11 +38611,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37040,6 +38650,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37053,6 +38669,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37190,7 +38824,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37314,7 +38954,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37495,7 +39135,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37583,7 +39229,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37614,7 +39260,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37691,7 +39337,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38027,8 +39676,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38097,7 +39746,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38109,7 +39764,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38279,8 +39935,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38302,7 +39962,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38332,6 +39993,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38612,6 +40277,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38681,6 +40350,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38818,7 +40497,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38876,6 +40567,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39133,6 +40841,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39215,6 +40932,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39393,9 +41125,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39862,6 +41594,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42702,7 +44442,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43397,7 +45140,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43472,14 +45223,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43523,6 +45291,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43540,6 +45318,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43582,6 +45369,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43590,14 +45384,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43627,14 +45439,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43663,14 +45492,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43695,14 +45541,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43730,14 +45593,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43764,14 +45645,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43889,7 +45788,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44095,8 +46005,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44333,6 +46242,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45232,6 +47145,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45387,7 +47306,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45409,6 +47337,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45556,7 +47494,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45622,6 +47560,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45655,6 +47605,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45834,6 +47797,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46042,6 +48197,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46190,7 +48537,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46309,6 +48656,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46624,6 +49014,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46660,6 +49060,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46670,8 +49081,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46959,20 +49372,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46980,19 +49401,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47024,6 +49454,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47184,14 +49630,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47320,8 +49771,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47424,16 +49875,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47464,8 +49923,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47650,8 +50109,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47945,19 +50577,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48024,7 +50657,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49436,14 +52076,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49461,6 +52102,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49483,8 +52128,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49726,6 +52372,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49802,7 +52464,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49935,7 +52597,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50034,8 +52697,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50249,7 +52912,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50331,7 +52995,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51084,6 +53749,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51108,6 +53777,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51165,13 +53840,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51188,16 +53856,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51258,6 +53924,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51444,7 +54125,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51455,6 +54137,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51745,14 +54827,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51923,8 +55014,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51945,8 +55043,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52511,6 +55617,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52708,11 +55826,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52731,7 +55868,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53130,6 +56272,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53154,12 +56300,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53186,7 +56326,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53259,10 +56413,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53717,12 +56867,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -53990,7 +57134,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54346,7 +57493,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54360,7 +57507,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54370,6 +57517,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54397,7 +57556,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55033,7 +58193,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55149,7 +58314,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55296,7 +58485,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55319,11 +58516,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55372,14 +58582,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55516,8 +58728,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55549,8 +58761,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55715,9 +58935,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55904,7 +59126,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55988,28 +59210,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56028,6 +59269,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57015,27 +60271,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57091,6 +60347,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57148,8 +60410,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57214,6 +60476,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57444,6 +60710,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58037,6 +61347,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58076,6 +61394,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58216,6 +61540,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58264,6 +61599,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58273,6 +61614,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58359,6 +61707,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58642,6 +62004,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58748,6 +62114,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59214,7 +62584,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59269,6 +62641,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59337,14 +62716,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59739,20 +63122,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59858,13 +63242,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60019,7 +63409,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60094,7 +63495,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60532,7 +63933,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60573,9 +63974,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60635,13 +64034,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60653,13 +64053,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60928,7 +64329,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61022,7 +64425,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61205,6 +64608,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -61997,7 +65416,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62157,8 +65576,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62256,7 +65675,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62338,8 +65757,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62449,11 +65868,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62533,8 +65952,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62731,12 +66150,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62925,9 +66344,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63075,8 +66500,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63131,9 +66556,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63162,7 +66588,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63513,11 +66943,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63557,6 +66988,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66617,8 +70058,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67372,6 +70813,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67408,7 +70875,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67479,7 +70946,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67564,6 +71035,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68276,6 +71756,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68421,23 +71911,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70943,6 +74453,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71038,6 +74553,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71263,6 +74781,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71348,7 +74873,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71437,8 +74962,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71453,8 +74978,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71472,8 +75002,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71491,6 +75021,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71532,8 +75067,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index f6f8046382..878b7e9aae 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -4,7 +4,7 @@
# This file is distributed under the same license as the Godot source code.
#
# Ondrej Pavelka <ondrej.pavelka@outlook.com>, 2020.
-# Zbyněk <zbynek.fiala@gmail.com>, 2020, 2021.
+# Zbyněk <zbynek.fiala@gmail.com>, 2020, 2021, 2022.
# Daniel Kříž <Daniel.kriz@protonmail.com>, 2020.
# Vojtěch Šamla <auzkok@seznam.cz>, 2020, 2021.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
@@ -13,12 +13,13 @@
# Daniel <dan@ger.cz>, 2021.
# DomcaSuzi <dominio122@gmail.com>, 2021.
# Tomas Dostal <tomas.dostal.cz@gmail.com>, 2021.
+# JoeMoos <josephmoose13@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-20 22:06+0000\n"
-"Last-Translator: Zbyněk <zbynek.fiala@gmail.com>\n"
+"PO-Revision-Date: 2022-03-17 13:59+0000\n"
+"Last-Translator: JoeMoos <josephmoose13@gmail.com>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/cs/>\n"
"Language: cs\n"
@@ -26,7 +27,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
-"X-Generator: Weblate 4.9.1\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -75,11 +76,11 @@ msgstr "Popisy vlastnosti"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Dědí z:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Děděno:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
@@ -87,7 +88,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Výchozí"
#: doc/tools/make_rst.py
msgid "Setter"
@@ -95,7 +96,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "hodnota"
#: doc/tools/make_rst.py
msgid "Getter"
@@ -111,15 +112,17 @@ msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Tato metoda nemá žádné vedlejší efekty. Nebude upravovat žádné členné "
+"proměnné instance."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
-msgstr ""
+msgstr "Tato metoda přijímá jakýkoli počet argumentů hned po zde popsaných."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Tato metoda je používána k vytvoření typu."
#: doc/tools/make_rst.py
msgid ""
@@ -486,7 +489,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -539,7 +542,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -914,7 +917,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Lineárně interpoluje mezi dvěma uhlý (v radiánech) pomocí normalizované "
"hodnoty.\n"
@@ -1221,8 +1230,15 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
-msgstr "Jako [method print], ale tiskne pouze pokud je použita v debug módu."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1348,12 +1364,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"Náhodný rozptyl, jakákoliv hodnota čísla s plovoucí řádkou (float, double) "
"mezi hodnotami [code]od[/code] a [code]do[/code].\n"
@@ -1418,37 +1436,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1564,7 +1581,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -2523,7 +2540,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "$ key."
-msgstr ""
+msgstr "$ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "% key."
@@ -2791,19 +2808,19 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¢ key."
-msgstr ""
+msgstr "¢ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "£ key."
-msgstr ""
+msgstr "£ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "¤ key."
-msgstr ""
+msgstr "¤ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "¥ key."
-msgstr ""
+msgstr "¥ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "¦ key."
@@ -3817,8 +3834,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3854,6 +3884,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3866,6 +3902,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3950,7 +3992,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4033,7 +4075,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Vector2]."
-msgstr ""
+msgstr "Proměnná je typu [Vector2]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Rect2]."
@@ -4041,7 +4083,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Vector3]."
-msgstr ""
+msgstr "Proměnná je typu [Vector3]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Transform2D]."
@@ -4109,11 +4151,11 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolVector2Array]."
-msgstr ""
+msgstr "Proměnná je typu [PoolVector2Array]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolVector3Array]."
-msgstr ""
+msgstr "Proměnná je typu [PoolVector3Array]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolColorArray]."
@@ -4250,7 +4292,7 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Vector math"
-msgstr ""
+msgstr "Vektorová matematika"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
@@ -4582,17 +4624,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4620,9 +4669,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4646,8 +4695,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4699,6 +4751,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -5215,11 +5277,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -5334,8 +5396,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Vrátí tangens parametru."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5359,7 +5422,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5368,7 +5431,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5722,8 +5785,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -6251,7 +6317,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7443,7 +7512,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7467,8 +7539,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7477,8 +7550,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7616,11 +7705,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7830,7 +7923,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8101,8 +8194,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8620,6 +8713,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8746,7 +8849,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8785,7 +8888,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8968,7 +9071,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8984,7 +9087,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -9001,10 +9107,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -9189,7 +9291,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9986,26 +10090,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -10163,6 +10251,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10384,7 +10482,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10549,7 +10653,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10858,8 +10968,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11324,7 +11441,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11394,8 +11511,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11986,6 +12103,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -12065,17 +12205,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -12133,7 +12273,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12205,8 +12350,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12532,10 +12677,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12747,7 +12894,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12758,22 +12914,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12789,7 +12965,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12801,7 +12982,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12815,7 +13001,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12824,7 +13016,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12834,7 +13032,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12852,10 +13056,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13010,20 +13220,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13137,9 +13351,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13250,6 +13469,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13941,8 +14172,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -14084,7 +14314,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -14245,7 +14478,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14341,7 +14576,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14404,7 +14641,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14442,9 +14679,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14463,8 +14700,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14480,8 +14717,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14572,9 +14809,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -16092,8 +16329,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16378,6 +16616,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16803,8 +17048,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16874,6 +17120,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -17013,14 +17278,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -18174,8 +18439,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -19129,10 +19393,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -19284,6 +19548,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Vrátí arkus sinus parametru."
@@ -19409,11 +19685,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Vrátí sinus parametru."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19557,7 +19837,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19700,6 +19980,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Vrátí zbytek po dělení dvou vektorů."
@@ -19724,13 +20011,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19740,7 +20031,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19757,23 +20052,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19976,9 +20271,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -20093,9 +20390,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20441,7 +20737,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20687,8 +20983,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20962,18 +21259,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21615,7 +21928,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21623,9 +21936,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21636,9 +21963,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21751,11 +22087,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22149,6 +22504,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22727,6 +23090,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22892,12 +23260,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -23153,7 +23522,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23560,7 +23929,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23751,7 +24135,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23763,10 +24147,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23830,33 +24217,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23892,11 +24289,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24715,12 +25112,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Vrátí zbytek po dělení dvou vektorů."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Vrátí kosinus parametru."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24751,6 +25185,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25515,14 +25965,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25626,8 +26076,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25664,8 +26114,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25935,7 +26386,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -26029,6 +26485,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26078,6 +26578,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -26192,9 +26735,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26205,7 +26761,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26227,7 +26784,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26502,7 +27060,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -27036,6 +27597,13 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -27086,6 +27654,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27160,8 +27732,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27219,14 +27790,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -27248,7 +27819,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -28309,7 +28881,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28413,7 +28985,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28425,11 +29001,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28508,34 +29106,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29446,7 +30052,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29471,9 +30077,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29483,9 +30089,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29595,10 +30201,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29618,9 +30220,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29632,9 +30234,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29643,9 +30245,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29792,24 +30394,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29829,8 +30413,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29843,6 +30429,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29891,15 +30498,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29995,18 +30602,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30015,9 +30622,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30029,9 +30636,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30062,9 +30669,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30150,8 +30757,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30413,10 +31020,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30427,6 +31038,15 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -30595,13 +31215,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30735,6 +31360,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30743,6 +31373,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30886,7 +31529,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32250,11 +32904,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32268,35 +32922,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32338,6 +32992,196 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32482,7 +33326,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32780,7 +33629,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32824,8 +33674,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32862,8 +33721,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32994,7 +33857,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33013,6 +33876,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -33062,6 +33938,14 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -33097,6 +33981,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34405,15 +35296,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Vrátí zbytek po dělení dvou vektorů."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34444,9 +35377,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34602,6 +35536,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34705,6 +35674,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34718,6 +35696,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34760,6 +35750,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34811,6 +35811,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -35134,6 +36146,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35174,7 +36189,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35196,16 +36219,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35225,6 +36263,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35234,6 +36275,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35243,11 +36290,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35265,12 +36320,28 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35331,10 +36402,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Vrátí arkus sinus parametru."
@@ -35358,7 +36475,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35371,6 +36497,12 @@ msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false.
msgid "Sets the map active."
msgstr "Vrátí arkus sinus parametru."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35385,10 +36517,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Vrátí sinus parametru."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35398,6 +36599,11 @@ msgstr "Vrátí opačnou hodnotu parametru."
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35407,9 +36613,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35427,7 +36640,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35443,13 +36664,31 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Vrátí sinus parametru."
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -35486,6 +36725,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35498,7 +36743,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35515,26 +36776,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35577,9 +36865,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35596,11 +36891,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Vrátí sinus parametru."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35608,6 +36901,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35637,10 +36955,13 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
+#, fuzzy
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -35662,9 +36983,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35678,14 +36999,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35697,7 +37018,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35725,13 +37046,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35741,13 +37066,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35766,7 +37097,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35829,7 +37160,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35851,13 +37182,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35865,19 +37196,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35885,15 +37265,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35901,10 +37308,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35921,7 +37352,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35931,6 +37364,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35957,7 +37395,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35967,6 +37407,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -36033,6 +37478,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -36068,6 +37521,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36077,11 +37578,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36143,9 +37648,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36321,7 +37878,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36700,7 +38257,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Uzly a scény"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36852,12 +38409,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36893,6 +38450,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -37137,6 +38703,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37307,14 +38892,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37336,21 +38936,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37522,7 +39121,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37531,6 +39138,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37540,14 +39156,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37559,7 +39190,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37569,15 +39203,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37625,11 +39265,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37657,6 +39304,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37670,6 +39323,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37807,7 +39478,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37931,7 +39608,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -38112,7 +39789,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -38200,7 +39883,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38231,7 +39914,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38308,7 +39991,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38647,8 +40333,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38717,7 +40403,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38729,7 +40421,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38899,8 +40592,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38922,7 +40620,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38952,6 +40651,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39236,6 +40940,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39305,6 +41013,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39442,7 +41160,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39500,6 +41230,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39762,6 +41509,15 @@ msgid ""
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
@@ -39847,6 +41603,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -40025,9 +41796,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40495,6 +42266,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -41976,7 +43755,7 @@ msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The body's transformation matrix."
-msgstr ""
+msgstr "Transformační matrix tělesa."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid "Direct access object to a space in the [Physics2DServer]."
@@ -42280,7 +44059,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Creates a physics body."
-msgstr ""
+msgstr "Vytvoří fyzické tělěso."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the physics layer or layers a body belongs to."
@@ -43352,7 +45131,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -44050,7 +45832,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -44125,14 +45915,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44176,6 +45983,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44193,6 +46010,18 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44235,6 +46064,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44243,14 +46079,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44280,14 +46134,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44316,14 +46187,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44348,14 +46236,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44384,14 +46289,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44418,14 +46341,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44543,7 +46484,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44748,10 +46700,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/PopupMenu.xml
#, fuzzy
@@ -44989,6 +46941,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45889,6 +47845,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -46044,7 +48006,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46066,6 +48037,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -46213,7 +48194,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46279,6 +48260,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46312,6 +48305,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46491,6 +48497,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46699,6 +48897,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46847,7 +49237,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46966,6 +49356,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -47281,6 +49714,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47317,6 +49760,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47327,8 +49781,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47616,20 +50072,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47637,19 +50101,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47681,6 +50154,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47841,14 +50330,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47977,8 +50471,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48081,16 +50575,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48121,8 +50623,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48307,8 +50809,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48606,19 +51281,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48685,7 +51361,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -50101,14 +52784,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50126,6 +52810,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -50148,8 +52837,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50391,6 +53081,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50467,7 +53173,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50600,7 +53306,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50699,8 +53406,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50914,7 +53621,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50996,7 +53704,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51749,6 +54458,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51773,6 +54486,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51831,13 +54550,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51854,16 +54566,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51924,6 +54634,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -52110,7 +54835,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -52121,6 +54847,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52411,14 +55537,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52589,8 +55724,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52611,8 +55753,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -53178,6 +56328,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -53375,11 +56537,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -53398,7 +56579,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53797,6 +56983,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53821,12 +57011,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53853,7 +57037,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53926,10 +57124,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -54384,12 +57578,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54657,7 +57845,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55014,7 +58205,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55028,7 +58219,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55038,6 +58229,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -55065,7 +58268,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55709,7 +58913,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55825,7 +59034,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55972,7 +59205,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55995,11 +59236,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56048,14 +59302,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -56192,8 +59448,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -56225,8 +59481,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56391,9 +59655,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56580,7 +59846,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56664,28 +59930,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56704,6 +59989,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57697,10 +60997,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57709,10 +61005,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57722,6 +61014,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Vrátí tangens parametru."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Vrátí opačnou hodnotu parametru."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Vrátí zbytek po dělení dvou vektorů."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57782,6 +61084,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Vrátí tangens parametru."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57839,8 +61147,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57906,6 +61214,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -58136,6 +61449,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58730,6 +62087,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58774,6 +62139,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58916,6 +62287,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@@ -58971,6 +62354,15 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -58981,6 +62373,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -59067,6 +62466,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -59350,6 +62763,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59456,6 +62874,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59922,7 +63344,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59977,6 +63401,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -60048,14 +63479,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60450,20 +63885,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60569,13 +64005,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60731,7 +64173,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60806,7 +64259,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -61246,7 +64699,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61290,10 +64743,9 @@ msgstr ""
"přiblížně rovny."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -61353,13 +64805,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -61371,13 +64824,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61646,7 +65100,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61740,7 +65196,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61923,6 +65379,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62665,7 +66137,7 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid "Vector used for 2D math."
-msgstr ""
+msgstr "Vektor používaný pro 2D matematiku."
#: doc/classes/Vector2.xml
msgid ""
@@ -62715,7 +66187,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62878,8 +66350,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62943,6 +66415,7 @@ msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Zero vector, a vector with all components set to [code]0[/code]."
msgstr ""
+"Nultý vektor, vektor který má všechny komponenty nastavené na [code]0[/code]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "One vector, a vector with all components set to [code]1[/code]."
@@ -62965,6 +66438,7 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
msgstr ""
+"Nahoru - jednotkový vektor. Y je dolů ve 2D, takže tento vektor míří -Y."
#: doc/classes/Vector2.xml
msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
@@ -62972,12 +66446,12 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid "Vector used for 3D math."
-msgstr ""
+msgstr "Vektor používaný pro 3D matematiku."
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -63061,8 +66535,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -63118,7 +66592,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid "Up unit vector."
-msgstr ""
+msgstr "Nahoru - jednotkový vektor."
#: doc/classes/Vector3.xml
msgid "Down unit vector."
@@ -63172,11 +66646,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -63256,8 +66730,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -63455,12 +66929,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63652,9 +67126,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63803,10 +67284,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
-msgstr ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
msgid ""
@@ -63860,9 +67342,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63891,7 +67374,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64242,11 +67729,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64286,6 +67774,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -67356,10 +70854,13 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/VisualServer.xml
msgid ""
@@ -68121,6 +71622,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -68157,7 +71684,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -68228,9 +71755,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -68314,6 +71844,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -69026,6 +72565,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -69171,23 +72720,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71697,6 +75266,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71792,6 +75366,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72017,6 +75594,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -72102,7 +75686,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -72191,8 +75775,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -72207,11 +75791,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -72226,8 +75816,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -72244,6 +75834,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Vrátí sinus parametru."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -72286,8 +75882,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 0e62657c08..0cf8d9ae17 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -4,7 +4,7 @@
# This file is distributed under the same license as the Godot source code.
#
# Jaigskim <filzstift112@gmail.com>, 2020.
-# So Wieso <sowieso@dukun.de>, 2020.
+# So Wieso <sowieso@dukun.de>, 2020, 2022.
# artism90 <artism90@googlemail.com>, 2020.
# HugeGameArt <hugegameartgd@gmail.com>, 2020.
# Günther Bohn <ciscouser@gmx.de>, 2020, 2021.
@@ -35,18 +35,25 @@
# spoadr <spoadr@gmx.ch>, 2021.
# Tim <tim14speckenwirth@gmail.com>, 2021.
# user <online141@gmx.de>, 2021.
-# Jummit <jummit@web.de>, 2021.
+# Jummit <jummit@web.de>, 2021, 2022.
# Bastian <bastian.ike@gmail.com>, 2021.
# KuhnChris <kuhnchris@kuhnchris.eu>, 2021.
# Rémi Verschelde <remi@godotengine.org>, 2021.
# Antonio Noack <corperateraider@gmail.com>, 2022.
# ‎ <artism90@googlemail.com>, 2022.
+# Coxcopi70f00b67b61542fe <hn_vogel@gmx.net>, 2022.
+# Leon Marz <main@lmarz.org>, 2022.
+# Robin <robin.janzen@gmx.net>, 2022.
+# Andreas <self@andreasbresser.de>, 2022.
+# Christian Packenius <christian@packenius.com>, 2022.
+# Hannes Petersen <01zustrom.baklava@icloud.com>, 2022.
+# Hans Peter <figefi6308@runqx.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-02-16 09:01+0000\n"
-"Last-Translator: ‎ <artism90@googlemail.com>\n"
+"PO-Revision-Date: 2022-07-23 03:56+0000\n"
+"Last-Translator: Hans Peter <figefi6308@runqx.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/de/>\n"
"Language: de\n"
@@ -54,7 +61,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -98,7 +105,7 @@ msgstr "Methoden-Beschreibung"
#: doc/tools/make_rst.py
msgid "Theme Property Descriptions"
-msgstr "Theme-Eigenschaften-Beschreibung"
+msgstr "Beschreibung der Theme-Eigenschaften"
#: doc/tools/make_rst.py
msgid "Inherits:"
@@ -118,7 +125,7 @@ msgstr "Standard"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr "Setter"
+msgstr "Wert-Zuweiser"
#: doc/tools/make_rst.py
msgid "value"
@@ -126,7 +133,7 @@ msgstr "Wert"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr "Getter"
+msgstr "Wert-Abrufer"
#: doc/tools/make_rst.py
msgid ""
@@ -138,7 +145,7 @@ msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
-"Diese Methode verursacht keine Seiteneffekte. Variablen der betroffenen "
+"Diese Methode löst keine Seiteneffekte aus. Variablen der betroffenen "
"Instanz bleiben unverändert."
#: doc/tools/make_rst.py
@@ -146,11 +153,11 @@ msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
"Diese Methode nimmt eine beliebige Anzahl an Argumenten nach Ende der hier "
-"beschriebenen auf."
+"beschriebenen Argumente auf."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr "Diese Methode wird dazu verwendet, einen Typ zu konstruieren."
+msgstr "Diese Methode wird dazu verwendet, einen Typen zu konstruieren."
#: doc/tools/make_rst.py
msgid ""
@@ -529,7 +536,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -558,9 +565,9 @@ msgstr ""
"- Für [code]Array[/code]s, [code]==[/code] werden die Arrays elementweise "
"mit [code]==[/code] verglichen. Der Elemente-Vergleich ist also wieder "
"einfach, nicht tief.\n"
-"Zusammengefasst, immer wenn ein [code]Dictionary[/code] potentiell "
-"involviert ist, und du einen wahren Inhaltsvergleich brauchst, musst du "
-"[code]deep_equal[/code] verwenden."
+"Zusammengefasst, immer wenn möglicherweise ein [code]Dictionary[/code] "
+"involviert ist und du einen echten Inhaltsvergleich brauchst, verwende "
+"[code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -599,7 +606,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -961,7 +968,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -981,17 +987,24 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
-"Interpoliert einen normalisierten Wert linear zwischen zwei Grenzwerten. "
-"Dies entspricht der Umkehrfunktion von [method inverse_lerp].\n"
-"Wenn die [code]from[/code] und [code]to[/code] Argumente vom Typ [int] oder "
-"[float] sind, dann ist der Rückgabewert ein [float].\n"
-"Sind beide Argumente vom gleichen Typ ([Vector2], [Vector3] oder [Color]), "
-"dann ist der Rückgabewert auch von diesem Typ ([code]lerp[/code] ruft dann "
-"die Methode [code]lerp[/code] dieses Vektortyps auf).\n"
+"Interpoliert linear zwischen zwei Werten mit dem in [code]weight[/code] "
+"definierten Faktor. Um eine Interpolation durchzuführen, sollte "
+"[code]Gewicht[/code] zwischen [code]0.0[/code] und [code]1.0[/code] "
+"(einschließlich) liegen. Werte außerhalb dieses Bereichs sind jedoch "
+"zulässig und können verwendet werden, um [i]Extrapolation[/i] "
+"durchzuführen.\n"
+"Wenn die Argumente [code]von[/code] und [code]bis[/code] vom Typ [int] oder "
+"[float] sind, ist der Rückgabewert ein [float].\n"
+"Wenn beide vom gleichen Vektortyp sind ([Vector2], [Vector3] oder [Color]), "
+"ist der Rückgabewert vom gleichen Typ ([code]lerp[/code] ruft dann die "
+"Methode [code]linear_interpolate[/code] des Vektortyps auf).\n"
"[codeblock]\n"
-"lerp(0, 4, 0.75) # Returns 3.0\n"
-"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n"
-"[/codeblock]"
+"lerp(0, 4, 0.75) # Gibt 3.0 zurück\n"
+"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Liefert Vector2(2, 3.5)\n"
+"[/codeblock]\n"
+"Siehe auch [method inverse_lerp], die die Umkehrung dieser Operation "
+"durchführt. Um eine Interpolation mit [method lerp] durchzuführen, "
+"kombiniere sie mit [method ease] oder [method smoothstep]."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -1009,7 +1022,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Interpoliert einen normalisierten Wert zwischen zwei Winkeln (in Radiant).\n"
"Vergleichbar mit [method lerp], interpoliert aber korrekt, sobald sich der "
@@ -1384,9 +1403,22 @@ msgstr ""
"Trace aus."
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
-"Funktioniert wie [method print], gibt jedoch nur im Debug Modues Text aus."
+"Gibt einen Stacktrace zum Quelltextort aus, funktioniert nur wenn das "
+"\"Ausführen mit Debugger\" aktiviert ist.\n"
+"Die Ausgabe in der Konsole würde ungefähr so aussehen:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1522,12 +1554,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"Gibt einen Zufallswert zwischen [code]from[/code] und [code]to[/code] "
"zurück.\n"
@@ -1606,37 +1640,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1645,38 +1678,38 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
-"Gibt zurück ein Array mit der angegebenen Reichweite. Range kann 1 Argument "
-"[code]N[/code] (0 bis [code]N[/code] - 1), zwei Argumente ([code]initial[/"
-"code], [code]final - 1[/code]) oder drei Argumente ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]) aufnehmen. Gibt ein leeres "
-"Array zurück, falls die Reichweite ungültig ist (z.B. [code]range(2, 5, -1)[/"
-"code] oder [code]range(5, 5, 1)[/code]).\n"
-"Gibt zurück ein Array mit der angegebenen Reichweite. [code]range()[/code] "
-"kann 1 Argument N ([code]0[/code] bis [code]N - 1[/code]), zwei Argumente "
-"([code]initial[/code], [code]final - 1[/code]) oder drei Argumente "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]) "
-"aufnehmen. [code]increment[/code] darf negativ sein. Ist [code]increment[/"
-"code] negativ, wird [code]final - 1[/code] zu [code]final + 1[/code]. Ferner "
-"muss, damit die Schleife durchlaufen werden kann, der Initialwert größer "
-"sein als der Finalwert.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Ausgabe:\n"
+"Gibt ein Array mit dem angegebenen Bereich zurück. Die [Methode range] kann "
+"auf drei Arten aufgerufen werden:\n"
+"[code]range(n: int)[/code]: Beginnt bei 0, erhöht sich in Schritten von 1 "
+"und endet [i]vor[/i] [code]n[/code]. Das Argument [code]n[/code] ist "
+"[b]exklusiv[/b].\n"
+"[code]range(b: int, n: int)[/code]: Beginnt bei [code]b[/code], erhöht sich "
+"in Schritten von 1 und endet [i]vor[/i] [code]n[/code]. Die Argumente "
+"[code]b[/code] und [code]n[/code] sind [b]inklusive[/b] bzw. [b]exklusive[/"
+"b].\n"
+"[code]bereich(b: int, n: int, s: int)[/code]: Beginnt bei [code]b[/code], "
+"erhöht/verringert sich um Schritte von [code]s[/code] und endet [i]vor[/i] "
+"[code]n[/code]. Die Argumente [code]b[/code] und [code]n[/code] sind "
+"[b]inklusive[/b] bzw. [b]exklusive[/b]. Das Argument [code]s[/code] [b]kann[/"
+"b] negativ sein, aber nicht [code]0[/code]. Wenn [code]s[/code] [code]0[/"
+"code] ist, wird eine Fehlermeldung ausgegeben.\n"
+"Der [Methodenbereich] wandelt alle Argumente vor der Verarbeitung in [int] "
+"um.\n"
+"[b]Hinweis:[/b] Gibt ein leeres Array zurück, wenn kein Wert die "
+"Werteinschränkung erfüllt (z. B. [code]range(2, 5, -1)[/code] oder "
+"[code]range(5, 5, 1)[/code]).\n"
+"Beispiele:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(bereich(4)) # Gibt [0, 1, 2, 3] aus\n"
+"print(bereich(2, 5)) # Gibt [2, 3, 4] aus\n"
+"print(range(0, 6, 2)) # Gibt [0, 2, 4] aus\n"
+"print(range(4, 1, -1)) # Gibt [4, 3, 2] aus\n"
"[/codeblock]\n"
-"Um rückwärts durch ein [Array] zu iterieren:\n"
+"Um rückwärts über ein [Array] zu iterieren, benutze:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Ausgabe:\n"
"[codeblock]\n"
@@ -1799,7 +1832,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -2218,6 +2251,50 @@ msgid ""
"[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), "
"\"idle_frame\")[/code] from the above example."
msgstr ""
+"Stoppt die Ausführung der Funktion und gibt den aktuellen angehaltenen "
+"Zustand an die aufrufende Funktion zurück.\n"
+"Rufe vom Aufrufer [Methode GDScriptFunctionState.resume] von dem Zustand "
+"auf, um die Ausführung wieder aufzunehmen. Dadurch wird der Zustand "
+"ungültig. Innerhalb der wiederaufgenommenen Funktion gibt [code]yield()[/"
+"code] das zurück, was an den Funktionsaufruf [code]resume()[/code] übergeben "
+"wurde.\n"
+"Wenn ein Objekt und ein Signal übergeben werden, wird die Ausführung "
+"fortgesetzt, wenn das Objekt das angegebene Signal aussendet. In diesem Fall "
+"gibt [code]yield()[/code] das an [code]emit_signal()[/code] übergebene "
+"Argument zurück, wenn das Signal nur ein Argument benötigt, oder ein Array "
+"mit allen an [code]emit_signal()[/code] übergebenen Argumenten, wenn das "
+"Signal mehrere Argumente benötigt.\n"
+"[code]yield[/code] kann auch verwendet werden um auf das Ende einer Funktion "
+"zu warten:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" yield(countdown(), \"completed\") # Warten auf die Beendigung der "
+"Funktion countdown()\n"
+" print('Fertig')\n"
+"\n"
+"func countdown():\n"
+" yield(get_tree(), \"idle_frame\") # gibt ein GDScriptFunctionState "
+"Objekt an _ready() zurück\n"
+" print(3)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(2)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(1)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+"\n"
+"# gibt aus:\n"
+"# 3\n"
+"# 2\n"
+"# 1\n"
+"# bereit\n"
+"[/codeblock]\n"
+"Beim Yielding einer Funktion wird das Signal [code]completed[/code] "
+"automatisch ausgegeben, wenn die Funktion zurückkehrt. Es kann daher als "
+"[code]signal[/code] Parameter der [code]yield[/code] Methode verwendet "
+"werden, um fortzufahren.\n"
+"Um eine Funktion zu beenden, sollte die resultierende Funktion auch einen "
+"[code]GDScriptFunctionState[/code] zurückgeben. Beachte "
+"[code]yield(get_tree(), \"idle_frame\")[/code] aus dem obigen Beispiel."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3691,6 +3768,11 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
+"Die maximale Anzahl an Spielcontroller-Tasten, die unterstützt werden. Das "
+"eigentliche Limit kann bei bestimmten Plattformen geringer sein:\n"
+"- Android: Bis zu 36 Tasten.\n"
+"- Linux: Bis zu 80 Tasten.\n"
+"- Windows und macOS: Bis zu 128 Tasten."
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
@@ -3751,7 +3833,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Trigger on a VR controller."
-msgstr ""
+msgstr "Trigger-Taste eines VR Controllers."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3848,7 +3930,7 @@ msgstr "Gamecontroller linke Triggerachse."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick click."
-msgstr ""
+msgstr "Klick auf dem linken Stick des Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3856,17 +3938,16 @@ msgid "Gamepad right Shoulder button."
msgstr "Game-Controller SDL rechte Schultertaste."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad right trigger."
msgstr "Gamecontroller rechte Trigger-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick click."
-msgstr ""
+msgstr "Klick des rechten Stick des Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick horizontal axis."
-msgstr ""
+msgstr "Horizontale Achse auf dem linken Stick des Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3875,7 +3956,7 @@ msgstr "Game Controller linker Joystick x-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick horizontal axis."
-msgstr ""
+msgstr "Horizontale Achse auf dem rechten Stick des Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3884,11 +3965,11 @@ msgstr "Game Controller rechter Joystick x-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 4."
-msgstr ""
+msgstr "Achse 4 eines gewöhnlichen Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 5."
-msgstr ""
+msgstr "Achse 5 eines gewöhnlichen Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3902,11 +3983,11 @@ msgstr "Gamecontroller rechte Trigger-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 8."
-msgstr ""
+msgstr "Achse 8 eines gewöhnlichen Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 9."
-msgstr ""
+msgstr "Achse 9 eines gewöhnlichen Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Represents the maximum number of joystick axes supported."
@@ -3914,11 +3995,11 @@ msgstr "Stellt die maximale Anzahl der unterstützten Joystick-Achsen dar."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left analog trigger."
-msgstr ""
+msgstr "Linker analoger Trigger des Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right analog trigger."
-msgstr ""
+msgstr "Rechter analoger Trigger des Gamepads."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3951,30 +4032,40 @@ msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"MIDI Note AUS Nachricht. Für mehr Informationen, siehe [InputEvendMIDI]."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"MIDI Noten ON Mitteilung. Weitere Informationen, wie MIDI Eingaben verwendet "
+"werden, können der Dokumentation von [InputEventMIDI] entnommen werden."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr ""
+"MIDI-Aftertouch-Meldung. Diese Meldung wird meistens durch Drücken der Taste "
+"nachdem sie den Tiefpunkt erreicht hat gesendet."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
+"Änderungsmitteilung für eine MIDI-Steuerungseinheit. Diese Mitteilung wird "
+"gesendet, sollte sich der Wert einer Steuerungseinheit ändern. "
+"Steuerungseinheiten sind zum Beispiel Pedale und Schalter."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr ""
+"MIDI-Programmwechselmeldung. Diese Meldung wird gesendet, wenn sich die "
+"Programm-Patch-Nummer ändert."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3982,12 +4073,18 @@ msgid ""
"down on the key after it \"bottoms out\". This message is different from "
"polyphonic after-touch as it indicates the highest pressure across all keys."
msgstr ""
+"MIDI-Kanal-Druckmeldung. Diese Meldung wird meistens durch Drücken der Taste "
+"nachdem sie den Tiefpunkt erreicht hat gesendet.Diese Meldung unterscheidet "
+"sich von der polyphonen Aftertouch-Meldung, da sie den höchsten Druck über "
+"alle Tasten hinweg anzeigt."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr ""
+"MIDI-Pitch-Bend-Meldung. Diese Meldung wird gesendet, um eine Änderung des "
+"Pitch-Benders (typischerweise Rad oder Hebel) anzuzeigen."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4012,6 +4109,9 @@ msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
msgstr ""
+"MIDI Mitteilung für Songauswahl. Legt fest, welche Musik-Sequenz oder "
+"welcher Song abgespielt werden soll. Das Abrufen dieser Daten ist nicht in "
+"Godot implementiert."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4024,20 +4124,26 @@ msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr ""
+"MIDI Mitteilung zum Uhr-Timing. Diese Mitteilung wird 24 Mal pro Viertelnote "
+"gesendet, sollte eine Synchronisation erforderlich sein."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
msgstr ""
+"MIDI Start-Mitteilung. Startet die Wiedergabe der aktuellen Sequenz. Dieser "
+"Mitteilung folgen die Uhr-Timings."
#: doc/classes/@GlobalScope.xml
msgid "MIDI continue message. Continue at the point the sequence was stopped."
msgstr ""
+"MIDI Wiederaufnahme-Mitteilung. Die Wiedergabe der Sequenz wird an dem Punkt "
+"fortgesetzt, an dem die Wiedergabe gestoppt wurde."
#: doc/classes/@GlobalScope.xml
msgid "MIDI stop message. Stop the current sequence."
-msgstr ""
+msgstr "MIDI Stop-Mitteilung. Stoppt die Wiedergabe der aktuellen Sequenz."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4050,6 +4156,9 @@ msgid ""
"MIDI system reset message. Reset all receivers in the system to power-up "
"status. It should not be sent on power-up itself."
msgstr ""
+"MIDI System-Reset Mitteilung. Reset aller Empfänger im System in den "
+"Hochfahren-Status. Diese Mitteilung sollte nicht zum Starten der Empfänger "
+"selbst genutzt werden."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4320,13 +4429,22 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
-"Weist darauf hin, dass es sich bei einer Integer-, Float- oder Zeichenketten-"
-"Eigenschaft um einen Aufzählungswert handelt, der in einer über eine "
-"Hinweiszeichenkette wie [code]\"Hello,Something,Else\"[/code] angegebenen "
-"Liste auszuwählen ist."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4373,6 +4491,15 @@ msgstr ""
"die optional benannten 2D-Physikebenen verwendet."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+"Weist darauf hin, dass eine Integer-Eigenschaft eine Bitmaske ist, welche "
+"die optional benannten 2D-Renderebenen verwendet."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
@@ -4389,6 +4516,15 @@ msgstr ""
"die optional benannten 3D-Physikebenen verwendet."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+"Weist darauf hin, dass eine Integer-Eigenschaft eine Bitmaske ist, welche "
+"die optional benannten 2D-Renderebenen verwendet."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
@@ -4507,7 +4643,8 @@ msgid "The property is a translatable string."
msgstr "Die Eigenschaft ist eine übersetzbare Zeichenkette."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Wird verwendet, um Eigenschaften im Editor zu gruppieren."
#: doc/classes/@GlobalScope.xml
@@ -4817,17 +4954,17 @@ msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Math tutorial index"
-msgstr ""
+msgstr "Mathematik Anleitungsindex"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Vector math"
-msgstr ""
+msgstr "Vektor-Mathematik"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
-msgstr ""
+msgstr "Fortgeschrittene Vektor-Mathematik"
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
@@ -4871,6 +5008,8 @@ msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
+"Gibt den Mittelwert von [AABB] zurück, welcher gleich ist wie [member "
+"position] + ([member size] / 2)."
#: doc/classes/AABB.xml
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
@@ -5274,22 +5413,30 @@ msgid "Maximum value for the mode enum."
msgstr "Maximaler Wert für das Modus-Enum."
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+#, fuzzy
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr "Sprite-Knoten, der mehrere Texturen für die Animation verwenden kann."
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
-msgstr ""
+msgstr "2D Sprite Animation"
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -5299,7 +5446,7 @@ msgstr ""
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
-msgstr ""
+msgstr "2D „Dodge The Creeps“ Demo"
#: doc/classes/AnimatedSprite.xml
msgid ""
@@ -5316,9 +5463,10 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr "Hält die aktuelle Animation an (setzt den Bildzähler nicht zurück)."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
+#, fuzzy
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
"Die aktuelle Animation aus der Ressource [code]frames[/code]. Wenn sich "
@@ -5344,9 +5492,12 @@ msgstr "Wenn [code]true[/code], wird die Textur vertikal gespiegelt."
msgid "The displayed animation frame's index."
msgstr "Der Index des angezeigten Animationsrahmens."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "Die [SpriteFrames]-Ressource, welche die Animation(en) enthält."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -5392,7 +5543,7 @@ msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid "2D Sprite animation (also applies to 3D)"
-msgstr ""
+msgstr "2D Sprite Animation (gilt ebenfalls für 3D)"
#: doc/classes/AnimatedSprite3D.xml
msgid "Returns [code]true[/code] if an animation is currently being played."
@@ -5407,6 +5558,18 @@ msgstr ""
"Spielt die Animation mit dem Namen [code]anim[/code] ab. Wenn keine "
"[code]anim[/code] angegeben ist, wird die aktuelle Animation abgespielt."
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+"Die aktuelle Animation aus der Ressource [code]frames[/code]. Wenn sich "
+"dieser Wert ändert, wird der [code]frames[/code]-Zähler zurückgesetzt."
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "Die [SpriteFrames]-Ressource, welche die Animation(en) enthält."
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr "Proxy-Textur für einfache framebasierte Animationen."
@@ -6143,11 +6306,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr "Keine Interpolation (nächstgelegener Wert)."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr "lineare Interpolation."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr "Kubische Interpolation."
@@ -6306,7 +6469,8 @@ msgstr ""
"an diesem Node anzeigen soll."
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+#, fuzzy
+msgid "Returns whether the given path is filtered."
msgstr "Gibt [code]true[/code] zurück, ob ein gegebener Pfad gefiltert ist."
#: doc/classes/AnimationNode.xml
@@ -6340,8 +6504,9 @@ msgid "Adds or removes a path for the filter."
msgstr "Fügt einen Pfad für den Filter hinzu oder entfernt ihn."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"Setzt einen benutzerdefinierten Parameter. Diese werden als lokaler Speicher "
@@ -6353,7 +6518,8 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr "Wenn [code]true[/code], ist die Filterung aktiviert."
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+#, fuzzy
+msgid "Emitted when the node was removed from the graph."
msgstr "Wird aufgerufen, wenn das Node aus dem Graphen entfernt wurde."
#: doc/classes/AnimationNode.xml
@@ -6450,9 +6616,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
-#, fuzzy
msgid "AnimationTree"
-msgstr "unbekanntes Node."
+msgstr "AnimationTree"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -6833,9 +6998,13 @@ msgstr ""
"Node Ressource [AnimationTree], die viele Knoten vom Typ \"Blend\" enthält."
#: doc/classes/AnimationNodeBlendTree.xml
+#, fuzzy
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
"Dieses Node kann einen Unterbaum beliebiger anderer Nodes vom Typ Mischung "
"enthalten, z. B. mix, blend2, blend3, one shot usw. Dies ist eine der am "
@@ -7077,7 +7246,7 @@ msgstr "Benennt das übergebene Node um."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Replaces the node and keeps its transitions unchanged."
-msgstr ""
+msgstr "Ersetzt den Knotenpunkt und erhält seine Übergänge unverändert."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the given node as the graph end point."
@@ -7524,11 +7693,15 @@ msgstr ""
"[code]newname[/code] um."
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
"Sucht die Animation bis zum Zeitpunkt [code]Sekunden[/code] (in Sekunden). "
"Wenn [code]update[/code] ist [code]true[/code], wird auch die Animation "
@@ -7653,6 +7826,10 @@ msgid ""
"[b]Note:[/b] The signal is not emitted when the animation is changed via "
"[method play] or from [AnimationTree]."
msgstr ""
+"Wird ausgelöst, wenn eine zurückgestellte Animation abgespielt wird nachdem "
+"eine vorherige Animation beendet wurde. Siehe auch [method queue].\n"
+"[b]Anmerkung:[/b] Das Signal wird nicht ausgelöst, wenn die Animation mit "
+"[method play] oder von [AnimationTree] geändert wird."
#: doc/classes/AnimationPlayer.xml
msgid "Notifies when an animation finished playing."
@@ -7733,7 +7910,7 @@ msgstr ""
#: doc/classes/AnimationTree.xml
msgid "Using AnimationTree"
-msgstr ""
+msgstr "Verwendung des AnimationTree"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
@@ -7825,6 +8002,9 @@ msgid ""
"[i]Deprecated.[/i] Animation player that uses a node graph for blending "
"animations. Superseded by [AnimationTree]."
msgstr ""
+"[i]Veraltet.[/i] Animations-Wiedergabekomponente die einen Knoten-basierten "
+"Graphen zur Überblendung von Animationen nutzt. Wurde ersetzt durch "
+"[AnimationTree]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7836,6 +8016,15 @@ msgid ""
"depending on the graph.\n"
"See [AnimationTree] for a more full-featured replacement of this node."
msgstr ""
+"[i]Veraltet.[/i] Ein knoten-basiertes Graphen-Tool zum Überblenden von "
+"mehreren Animationen die an einen [AnimationPlayer] gebunden sind. Das ist "
+"besonders hilfreich beim Animieren von Spieler-Charakteren oder anderen "
+"Objekten auf Skelett-Basis. Es kann mehrere Animationen nutzen um eine "
+"erwünschte Pose zu formen.\n"
+"Es nimmt [Animation]s von einem [AnimationPlayer] Knoten und vermischt sie "
+"wie benötigt auf dem Graphen.\n"
+"Siehe auch [AnimationTree] für einen vollumfänglichen Austausch dieses "
+"Knotenpunkts."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8292,7 +8481,6 @@ msgid "GUI in 3D Demo"
msgstr ""
#: doc/classes/Area.xml
-#, fuzzy
msgid ""
"Returns a list of intersecting [Area]s. The overlapping area's [member "
"CollisionObject.collision_layer] must be part of this area's [member "
@@ -8301,14 +8489,16 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"Gibt eine Liste der sich schneidenden [PhysicsBody2D]s zurück. Aus "
-"Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
-"diese Liste einmal während des Physikschritts geändert, nicht sofort nach "
-"dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von "
-"Signalen."
+"Gibt zurück eine Liste der sich überschneidenden [Area]s. Das [member "
+"CollisionObject.collision_layer] des überlappenden Areas muss mit der "
+"[member CollisionObject.collision_mask] dieser Area übereinstimmen, um "
+"erkannt zu werden.\n"
+"Aus Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
+"diese Liste nur einmal während des Physikschritts geändert, nicht sofort "
+"nach dem Verschieben von Objekten. Dafür sollte die Verwendung von Signalen "
+"erwogen werden."
#: doc/classes/Area.xml
-#, fuzzy
msgid ""
"Returns a list of intersecting [PhysicsBody]s. The overlapping body's "
"[member CollisionObject.collision_layer] must be part of this area's [member "
@@ -8317,11 +8507,14 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"Gibt eine Liste der sich schneidenden [PhysicsBody2D]s zurück. Aus "
-"Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
-"diese Liste einmal während des Physikschritts geändert, nicht sofort nach "
-"dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von "
-"Signalen."
+"Gibt zurück eine Liste der sich überschneidenden [PhysicsBody2D]s. Das "
+"[member CollisionObject.collision_layer] des überlappenden Bodys muss mit "
+"der [member CollisionObject.collision_mask] dieser Area übereinstimmen, um "
+"erkannt zu werden.\n"
+"Aus Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
+"diese Liste nur einmal während des Physikschritts geändert, nicht sofort "
+"nach dem Verschieben von Objekten. Dafür sollte die Verwendung von Signalen "
+"erwogen werden."
#: doc/classes/Area.xml
#, fuzzy
@@ -8372,25 +8565,24 @@ msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The name of the area's audio bus."
-msgstr "Der Name des Audiobusses des Bereichs."
+msgstr "Der Name des zugewiesenen Audio-Bus für diese Area."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], the area's audio bus overrides the default audio bus."
msgstr ""
-"Wenn [code]true[/code], hat der Audiobus des Bereichs Vorrang vor dem "
+"Wenn [code]true[/code], hat der Audiobus der Area Vorrang gegenüber dem "
"Standard-Audiobus."
#: doc/classes/Area.xml
-#, fuzzy
msgid ""
"The area's gravity intensity (in meters per second squared). This value "
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
-"Die Schwerkraftintensität des Bereichs (reicht von -1024 bis 1024). Dieser "
-"Wert multipliziert den Schwerkraftvektor. Dies ist nützlich, um die "
-"Schwerkraft zu ändern, ohne ihre Richtung zu ändern."
+"Die Gravitationsintensität des Area (in m/s²). Dieser Wert multipliziert den "
+"Gravitationsvektor. Dies ist nützlich, um die Schwerkraft zu beeinflussen, "
+"ohne ihre Richtung zu ändern."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8413,8 +8605,9 @@ msgid ""
"The area's gravity vector (not normalized). If gravity is a point (see "
"[member gravity_point]), this will be the point of attraction."
msgstr ""
-"Der Gravitationsvektor der Fläche (nicht normiert). Wenn die Schwerkraft ein "
-"Punkt ist (siehe [member gravity_point]), wird dies der Anziehungspunkt sein."
+"Der Gravitationsvektor der Area (nicht normalisiert). Ist Gravitation als "
+"Punkt festgelegt (siehe [member gravity_point]), wird dies der "
+"Anziehungspunkt sein."
#: doc/classes/Area.xml
#, fuzzy
@@ -8439,13 +8632,13 @@ msgid ""
"If [code]true[/code], the area detects bodies or areas entering and exiting "
"it."
msgstr ""
-"If [code]true[/code], erkennt die area ob andere Körper oder area's ihn "
+"If [code]true[/code], erkennt die Area, ob Bodys oder andere Areas ihn "
"betreten oder verlassen."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The area's priority. Higher priority areas are processed first."
msgstr ""
-"Die Area Priorität. Area's mit höherer Priorität werden zuerst bearbeitet."
+"Die Priorität der Area. Areas mit höherer Priorität werden zuerst bearbeitet."
#: doc/classes/Area.xml
msgid ""
@@ -8459,13 +8652,16 @@ msgstr ""
#: doc/classes/Area.xml
msgid "The reverb bus name to use for this area's associated audio."
-msgstr ""
+msgstr "Der Name des zugewiesenen Reverb-Bus für diese Area."
#: doc/classes/Area.xml
msgid ""
"The degree to which this area's reverb is a uniform effect. Ranges from "
"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
+"Der Grad, bis zu dem der Reverb der Area gleichmäßig wirkt. Reicht von "
+"[code]0[/code] bis [code]1[/code], mit einer Schrittgenauigkeit von "
+"[code]0.1[/code]."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8585,7 +8781,7 @@ msgstr ""
#: doc/classes/Area2D.xml
msgid "Using Area2D"
-msgstr ""
+msgstr "Verwendung von Area2D"
#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
#: doc/classes/RectangleShape2D.xml
@@ -8599,7 +8795,6 @@ msgid "2D Platformer Demo"
msgstr ""
#: doc/classes/Area2D.xml
-#, fuzzy
msgid ""
"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
"CollisionObject2D.collision_layer] must be part of this area's [member "
@@ -8608,13 +8803,16 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"Gibt eine Liste der sich schneidenden [Area2D]s zurück. Aus Leistungsgründen "
-"(Kollisionen werden alle gleichzeitig verarbeitet) wird diese Liste einmal "
-"während des Physikschritts geändert, nicht sofort nach dem Verschieben von "
-"Objekten. Erwägen Sie stattdessen die Verwendung von Signalen."
+"Gibt zurück eine Liste der sich überschneidenden [Area2D]s. Das [member "
+"CollisionObject2D.collision_layer] des überlappenden Areas muss mit der "
+"[member CollisionObject2D.collision_mask] dieser Area übereinstimmen, um "
+"erkannt zu werden.\n"
+"Aus Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
+"diese Liste nur einmal während des Physikschritts geändert, nicht sofort "
+"nach dem Verschieben von Objekten. Dafür sollte die Verwendung von Signalen "
+"erwogen werden."
#: doc/classes/Area2D.xml
-#, fuzzy
msgid ""
"Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's "
"[member CollisionObject2D.collision_layer] must be part of this area's "
@@ -8623,11 +8821,14 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"Gibt eine Liste der sich schneidenden [PhysicsBody2D]s zurück. Aus "
-"Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
-"diese Liste einmal während des Physikschritts geändert, nicht sofort nach "
-"dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von "
-"Signalen."
+"Gibt zurück eine Liste der sich überschneidenden [PhysicsBody2D]s. Das "
+"[member CollisionObject2D.collision_layer] des überlappenden Areas muss mit "
+"der [member CollisionObject2D.collision_mask] dieser Area übereinstimmen, um "
+"erkannt zu werden.\n"
+"Aus Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
+"diese Liste nur einmal während des Physikschritts geändert, nicht sofort "
+"nach dem Verschieben von Objekten. Dafür sollte die Verwendung von Signalen "
+"erwogen werden."
#: doc/classes/Area2D.xml
#, fuzzy
@@ -8677,15 +8878,14 @@ msgstr ""
"[code]0[/code] (keine Dämpfung) bis [code]1[/code] (volle Dämpfung)."
#: doc/classes/Area2D.xml
-#, fuzzy
msgid ""
"The area's gravity intensity (in pixels per second squared). This value "
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
-"Die Schwerkraftintensität des Bereichs (reicht von -1024 bis 1024). Dieser "
-"Wert multipliziert den Schwerkraftvektor. Dies ist nützlich, um die "
-"Schwerkraft zu ändern, ohne ihre Richtung zu ändern."
+"Die Gravitationsintensität des Area (in px/s²). Dieser Wert multipliziert "
+"den Gravitationsvektor. Dies ist nützlich, um die Schwerkraft zu "
+"beeinflussen, ohne ihre Richtung zu ändern."
#: doc/classes/Area2D.xml
#, fuzzy
@@ -8956,7 +9156,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -8980,8 +9183,9 @@ msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -8990,8 +9194,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -9131,11 +9351,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -9345,7 +9569,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9618,8 +9842,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -10137,6 +10361,17 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+#, fuzzy
+msgid "GUI containers"
+msgstr "Tabulierter Container."
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -10264,7 +10499,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10303,7 +10538,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -10486,7 +10721,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10502,7 +10737,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -10519,10 +10757,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -10707,7 +10941,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -11505,26 +11741,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -11682,6 +11902,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -11907,7 +12137,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -12073,7 +12309,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -12382,8 +12624,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12848,11 +13097,14 @@ msgid ""
msgstr ""
#: doc/classes/Basis.xml
+#, fuzzy
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
+"Konstruiert ein Quaternion, das sich um die angegebene Achse um den "
+"angegebenen Winkel dreht. Die Achse muss ein normalisierter Vektor sein."
#: doc/classes/Basis.xml
msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
@@ -12923,10 +13175,13 @@ msgid ""
msgstr ""
#: doc/classes/Basis.xml
+#, fuzzy
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
+"Dreht diesen Vektor um eine gegebene Achse um [code]phi[/code] Bogenmaß. Die "
+"Achse muss ein normierter Vektor sein."
#: doc/classes/Basis.xml
msgid ""
@@ -13423,7 +13678,7 @@ msgstr ""
#: doc/classes/Button.xml doc/classes/LinkButton.xml
msgid "The button's text that will be displayed inside the button's area."
-msgstr ""
+msgstr "Die Beschriftung, die auf der Schaltfläche eingeblendet wird."
#: doc/classes/Button.xml
msgid "Align the text to the left."
@@ -13519,6 +13774,29 @@ msgstr ""
"Wird ausgegeben, wenn der Dialog akzeptiert wird, d. h. die Schaltfläche OK "
"gedrückt wird."
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -13598,17 +13876,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -13666,7 +13944,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -13738,8 +14021,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -14067,10 +14350,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -14136,7 +14421,7 @@ msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Unspecified position."
-msgstr ""
+msgstr "Nicht spezifizierte Position."
#: doc/classes/CameraFeed.xml
msgid "Camera is mounted at the front of the device."
@@ -14284,7 +14569,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14295,22 +14589,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14326,7 +14640,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14338,7 +14657,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14352,7 +14676,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14361,7 +14691,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14371,7 +14707,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14389,10 +14731,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14547,20 +14895,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14676,9 +15028,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14799,6 +15156,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -15514,8 +15883,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -15670,7 +16038,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -15843,7 +16214,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -15940,7 +16313,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -16003,7 +16378,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -16041,9 +16416,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -16062,8 +16437,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -16079,8 +16454,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -16171,9 +16546,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -17758,8 +18133,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -18048,6 +18424,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -18473,8 +18856,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -18544,6 +18928,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -18686,14 +19089,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -19847,8 +20250,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -20812,10 +21214,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -20967,6 +21369,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Liefert die Fläche des [Rect2i]."
@@ -21092,11 +21506,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Der Name des Audiobusses des Bereichs."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -21240,7 +21658,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -21384,6 +21802,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Gibt die Nummer von Elementen innerhalb eines Arrays wieder."
@@ -21408,13 +21833,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -21424,7 +21853,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -21441,23 +21874,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -21660,9 +22093,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -21777,9 +22212,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -22125,7 +22559,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -22371,8 +22805,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -22646,18 +23081,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -23302,7 +23753,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -23310,9 +23761,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -23323,9 +23788,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -23438,11 +23912,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -23839,6 +24332,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -24417,6 +24918,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Falls [code]wahr[/code] wir Audio gerade abgespielt."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -24586,12 +25092,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -24852,7 +25359,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -25259,9 +25766,27 @@ msgid ""
"The bloom's intensity. If set to a value higher than [code]0[/code], this "
"will make glow visible in areas darker than the [member glow_hdr_threshold]."
msgstr ""
+"Die Intensität des Bloom-Effekts. Wenn höher eingestellt als [code]0[/code], "
+"macht es den Glow sichtbar in dunklen Bereichen, die den [member "
+"glow_hdr_threshold]-Wert unterschreiten."
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -25452,7 +25977,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -25464,10 +25989,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -25531,33 +26059,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -25593,11 +26131,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -25717,7 +26255,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "File system"
-msgstr ""
+msgstr "Dateisystem"
#: doc/classes/File.xml
msgid ""
@@ -26420,12 +26958,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Gibt den Rest einer Division zweier Vektoren zurück."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Gibt den Namen der nächsten Animation in der Warteschlange zurück."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Gibt den Kosinus des Parameters zurück."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Gibt den Sinus des Parameters zurück."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -26456,6 +27031,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -27221,14 +27812,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -27332,8 +27923,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -27370,8 +27961,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -27641,7 +28233,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -27738,6 +28335,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27787,6 +28428,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -27910,9 +28594,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -27923,7 +28620,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -27945,7 +28643,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -28222,7 +28921,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr "Gesendet wenn das Rechteck Element geändert wurde."
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -28689,7 +29391,7 @@ msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
-msgstr ""
+msgstr "Verwendung von Gridmaps"
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Clear all cells."
@@ -28773,6 +29475,15 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+"Wenn [code]true[/code], aktualisiert Animationen als Reaktion auf "
+"prozessbezogene Benachrichtigungen."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -28823,6 +29534,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -28897,8 +29612,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -28956,14 +29670,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -28985,7 +29699,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -30052,7 +30767,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -30156,9 +30871,12 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-#, fuzzy
-msgid "Maximum allowed size for response bodies."
-msgstr "Maximaler Wert für das Modus-Enum."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -30169,11 +30887,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30247,39 +30987,47 @@ msgstr ""
#: doc/classes/Image.xml doc/classes/ImageTexture.xml
msgid "Importing images"
-msgstr ""
+msgstr "Importieren von Bildern"
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -31156,7 +31904,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid "A singleton that deals with inputs."
-msgstr ""
+msgstr "Ein Singleton, der sich mit Inputs befasst."
#: doc/classes/Input.xml
msgid ""
@@ -31165,6 +31913,11 @@ msgid ""
"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
"with the [InputMap] class."
msgstr ""
+"Ein Singleton, das sich mit Inputs befasst. Dazu gehören Tastendrucke, "
+"Maustasten und -bewegungen, Joypads und Eingabeaktionen. Aktionen und ihre "
+"Ereignisse können auf der Registerkarte [b]Eingabe-Zuordnung[/b] unter "
+"[b]Projekt > Projekteinstellungen[/b] oder mit der Klasse [InputMap] "
+"festgelegt werden."
#: doc/classes/Input.xml
msgid "Inputs tutorial index"
@@ -31195,7 +31948,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -31220,9 +31973,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -31232,9 +31985,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -31344,10 +32097,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -31367,9 +32116,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31381,9 +32130,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -31392,14 +32141,28 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
+"Gibt [code]true[/code] aus, wenn Sie das Aktionsereignis drücken. Beachten "
+"Sie, dass, wenn einer Aktion mehrere Tasten zugewiesen sind und mehr als "
+"eine von ihnen gedrückt wird, das Loslassen einer Taste die Aktion auslöst, "
+"selbst wenn eine andere Taste, die dieser Aktion zugewiesen ist, noch "
+"gedrückt ist.\n"
+"Wenn [code]exact[/code] [code] false[/code] ist, werden zusätzliche "
+"Eingabemodifikatoren für die Ereignisse [InputEventKey] und "
+"[InputEventMouseButton] sowie die Richtung für die Ereignisse "
+"[InputEventJoypadMotion] ignoriert.\n"
+"[b]Hinweis:[/b] Aufgrund von Tastatur-Ghosting kann [method "
+"is_action_pressed] [code]false[/code] zurückgeben, auch wenn eine der Tasten "
+"der Aktion gedrückt ist. Siehe [url=$DOCS_URL/tutorials/inputs/"
+"input_examples.html#keyboard-events]Eingabebeispiele[/url] in der "
+"Dokumentation für weitere Informationen."
#: doc/classes/Input.xml
#, fuzzy
@@ -31544,24 +32307,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -31581,8 +32326,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -31595,6 +32342,28 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+#, fuzzy
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr "Der operator, der benutzt wird. Siehe [enum Operator] für Optionen."
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -31643,15 +32412,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -31747,18 +32516,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31767,9 +32536,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31781,9 +32550,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31814,9 +32583,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31902,8 +32671,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -32165,10 +32934,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -32179,6 +32952,14 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -32347,13 +33128,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -32491,6 +33277,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -32499,6 +33290,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -32642,7 +33446,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -33935,6 +34750,8 @@ msgid ""
"Displays plain text in a line or wrapped inside a rectangle. For formatted "
"text, use [RichTextLabel]."
msgstr ""
+"Zeigt einfachen Text in einer Zeile oder in einem Rechteck an. Verwenden Sie "
+"für formatierten Text [RichTextLabel]."
#: doc/classes/Label.xml
msgid ""
@@ -33951,6 +34768,19 @@ msgid ""
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
+"Label zeigt einfachen Text auf dem Bildschirm an. Sie können die horizontale "
+"und vertikale Ausrichtung steuern und den Text innerhalb des "
+"Begrenzungsrahmens des Nodes umbrechen. Fett, kursiv oder andere "
+"Formatierungen werden nicht unterstützt. Verwenden Sie stattdessen "
+"[RichTextLabel] für diesen Zweck.\n"
+"[b]Hinweis:[/b] Im Gegensatz zu den meisten anderen [Steuerelementen] ist "
+"Labels [member Control.mouse_filter] standardmäßig auf [constant Control."
+"MOUSE_FILTER_IGNORE] eingestellt (d.h. es reagiert nicht auf Mauseingaben). "
+"Das bedeutet, dass ein Label keinen konfigurierten [member Control."
+"hint_tooltip] anzeigt, solange Sie seinen Mausfilter nicht ändern.\n"
+"[b]Hinweis:[/b] Unicode-Zeichen nach [code]0xffff[/code] (wie die meisten "
+"Emoji) werden [i]nicht[/i] von Windows unterstützt. Sie werden stattdessen "
+"als unbekannte Zeichen angezeigt. Dies wird in Godot 4.0 behoben."
#: doc/classes/Label.xml
msgid "Returns the amount of lines of text the Label has."
@@ -33977,6 +34807,9 @@ msgid ""
"Controls the text's horizontal align. Supports left, center, right, and "
"fill, or justify. Set it to one of the [enum Align] constants."
msgstr ""
+"Steuert die horizontale Ausrichtung des Textes. Unterstützt links, "
+"zentriert, rechts und füllen oder ausrichten. Setzen Sie ihn auf eine der "
+"[enum Align] Konstanten."
#: doc/classes/Label.xml
msgid ""
@@ -33984,12 +34817,19 @@ msgid ""
"If you resize the node, it will change its height automatically to show all "
"the text."
msgstr ""
+"Wenn [code]An[/code], wird der Text innerhalb des Begrenzungsrechtecks des "
+"Nodes angepasst (Es wird automatisch eine neue Zeile angefangen, wenn der "
+"Text nicht in eine Zeile passt). Sollte der Text nicht in das "
+"Begrenzungsrechtecks des Nodes passen, wird das Begrenzungsrechteck "
+"automatisch in der Höhe angepasst."
#: doc/classes/Label.xml
msgid ""
"If [code]true[/code], the Label only shows the text that fits inside its "
"bounding rectangle and will clip text horizontally."
msgstr ""
+"Wenn [code]An[/code], zeigt das Label nur den Text, der in sein "
+"Begrenzungsrechteck passt an und schneidet den restlichen Text ab."
#: doc/classes/Label.xml
msgid ""
@@ -33999,7 +34839,7 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Limits the lines of text the node shows on screen."
-msgstr ""
+msgstr "Begrenzt die Textzeilen, die das Node auf dem Bildschirm anzeigt."
#: doc/classes/Label.xml
msgid ""
@@ -34007,54 +34847,62 @@ msgid ""
"code] to 0.5, only up to half of the text's characters will display on "
"screen. Useful to animate the text in a dialog box."
msgstr ""
+"Begrenzt die Anzahl der sichtbaren Zeichen. Wenn Sie [code]percent_visible[/"
+"code] auf 0,5 setzen, wird nur der halbe Text auf dem Bildschirm angezeigt. "
+"Nützlich, um den Text in einem Dialogfeld zu animieren."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
-msgstr ""
+msgstr "Der Text, der auf dem Bildschirm angezeigt werden soll."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
+"Wenn [code]An[/code] , wird der gesamte Text in GROSSBUCHSTABEN angezeigt."
#: doc/classes/Label.xml
msgid ""
"Controls the text's vertical align. Supports top, center, bottom, and fill. "
"Set it to one of the [enum VAlign] constants."
msgstr ""
+"Steuert die vertikale Ausrichtung des Textes. Unterstützt oben, mitte, unten "
+"und füllen. Setzen Sie ihn auf eine der [enum VAlign] Konstanten."
#: doc/classes/Label.xml
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
+"Begrenzt die Anzahl der anzuzeigenden Zeichen. Zum Deaktivieren auf -1 "
+"setzen."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -34096,6 +34944,209 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"Gibt [code]true[/code] zurück, wenn die spezifizerte Flagge aktiviert ist. "
+"Siehe die [enum Flags] Aufzählung für Optionen."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr "Der operator, der benutzt wird. Siehe [enum Operator] für Optionen."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+"Wenn der Wert [code]true[/code] ist, dann ist Tranzparenz für den Körper "
+"aktiviert. Siehe auch [member blend_mode]."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr "Der operator, der benutzt wird. Siehe [enum Operator] für Optionen."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "Wenn [code]true[/code], wird die Textur zentriert."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "Kein Hinweis auf die bearbeitete Eigenschaft."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The text drawing offset (in pixels)."
+msgstr "Der Zeichen-Offset der Textur."
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+"Wenn [code]true[/code], können andere Überwachungsbereiche diesen Bereich "
+"erkennen."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+"Wenn [code]true[/code], können andere Überwachungsbereiche diesen Bereich "
+"erkennen."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -34244,7 +35295,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -34542,7 +35598,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -34586,8 +35643,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34624,8 +35690,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34756,7 +35826,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -34775,6 +35845,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -34824,6 +35907,14 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "Wenn [code]true[/code], wird die Textur zentriert."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -34859,6 +35950,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -36168,15 +37266,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -36207,9 +37347,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -36365,6 +37506,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -36468,6 +37644,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -36481,6 +37666,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -36523,6 +37720,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -36574,6 +37781,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -36897,6 +38116,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36937,7 +38159,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36960,16 +38190,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36989,6 +38234,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -36999,6 +38247,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr "Der Anrufmodus, der für Spuren der Anrufmethode verwendet werden soll."
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
#, fuzzy
msgid "Server interface for low-level 2D navigation access."
@@ -37009,11 +38263,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37033,12 +38295,31 @@ msgstr "Benennt das übergebene Node um."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+"Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/"
+"code], wenn nicht gefunden."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
"Gibt [code]true[/code] zurück, wenn der Graph das übergebene Node enthält."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -37100,10 +38381,59 @@ msgid "Destroys the given RID."
msgstr "Gibt den gegebenen Übergang zurück."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+#, fuzzy
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+"Gibt die aktuelle Zeile in der geöffneten Datei zurück (aktuell nicht "
+"implementiert)."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Gibt das letzte Node des Graphen zurück."
@@ -37130,7 +38460,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -37143,6 +38482,12 @@ msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
msgid "Sets the map active."
msgstr "Die letzte Aktion wiederholen."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -37157,10 +38502,80 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Gibt die Anzahl der Verbindungen im Graphen zurück."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Gibt die Größe des Arrays zurück."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -37173,6 +38588,11 @@ msgstr ""
"Gibt zurück, ob die Knochenauflage für den Bone an [code]bone_idx[/code] "
"deaktiviert ist."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -37182,9 +38602,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37202,9 +38629,16 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "Returns the path from start to finish in global coordinates."
-msgstr "Gibt die Rotation in Radians zurück."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
+msgstr ""
#: doc/classes/NavigationAgent.xml
#, fuzzy
@@ -37220,13 +38654,31 @@ msgid ""
"system."
msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -37265,6 +38717,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -37277,7 +38735,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -37294,27 +38768,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "Der Name des Audiobusses des Bereichs."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37358,9 +38858,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37378,11 +38885,9 @@ msgid ""
msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -37390,6 +38895,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -37419,10 +38949,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
+#, fuzzy
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
-msgstr ""
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
+msgstr "Gibt das Unternodemit dem angegebenen [code]Namen[/code] zurück."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -37444,9 +38975,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -37460,14 +38991,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37479,7 +39010,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37508,13 +39039,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37525,13 +39060,22 @@ msgstr "Wenn [code]true[/code], ist die Filterung aktiviert."
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
msgstr ""
#: doc/classes/NavigationMesh.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
+msgstr ""
+"Wenn der Wert [code]true[/code] ist, dann ist Tranzparenz für den Körper "
+"aktiviert. Siehe auch [member blend_mode]."
+
+#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -37550,7 +39094,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -37614,7 +39158,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37636,13 +39180,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37651,19 +39195,67 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "Steht für die Größe von [enum TextureRepeat] enum."
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
#, fuzzy
-msgid "Clears the navigation mesh."
-msgstr "Enthält die Audio Daten in Bytes."
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Entfernt die Animation mit dem key [code]name[/code]."
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
@@ -37672,15 +39264,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -37688,11 +39307,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "Das [NavigationMeshGenerator] Singleton."
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "Benachrichtigt, wenn eine Animation abgespielt wird."
@@ -37711,7 +39354,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -37722,6 +39367,11 @@ msgid ""
msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -37748,7 +39398,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -37758,6 +39410,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -37824,6 +39481,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -37859,6 +39524,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "Das [NavigationMeshGenerator] Singleton."
+
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Server interface for low-level 3D navigation access."
@@ -37869,11 +39583,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37936,9 +39654,62 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid "Set the max packet size that this peer can handle."
+msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -38114,7 +39885,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -38493,7 +40264,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nodes und Szenen"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -38645,12 +40416,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -38686,6 +40457,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -38933,6 +40713,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -39103,14 +40902,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -39132,21 +40946,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -39318,7 +41131,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -39327,6 +41148,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -39336,14 +41166,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -39355,7 +41200,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -39365,15 +41213,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -39421,11 +41275,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -39453,6 +41314,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -39466,6 +41333,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -39603,7 +41488,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -39727,7 +41618,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -39908,7 +41799,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -39996,7 +41893,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -40027,7 +41924,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -40104,7 +42001,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -40443,8 +42343,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -40513,7 +42413,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40525,7 +42431,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40695,10 +42602,18 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]."
+
+#: doc/classes/OptionButton.xml
+#, fuzzy
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
+"Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/"
+"code], wenn nicht gefunden."
#: doc/classes/OptionButton.xml
msgid ""
@@ -40718,7 +42633,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -40748,6 +42664,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -41032,6 +42953,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -41101,6 +43026,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -41238,7 +43173,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -41298,6 +43245,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -41566,6 +43530,15 @@ msgstr ""
"ansonsten [code]false[/code]."
#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
@@ -41655,6 +43628,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -41833,9 +43821,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -42308,6 +44296,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -45172,7 +47168,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -45874,7 +47873,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -45950,20 +47957,32 @@ msgstr ""
#: doc/classes/PoolByteArray.xml
#, fuzzy
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen."
#: doc/classes/PoolByteArray.xml
-#, fuzzy
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"Ein [Array] das nur für den Zweck [Vector2]-Elemente zu beinhalten entworfen "
-"wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für "
-"größere Arrays kommt.\n"
-"[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben."
#: doc/classes/PoolByteArray.xml
#, fuzzy
@@ -46010,6 +48029,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -46027,6 +48056,17 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -46075,6 +48115,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -46084,20 +48132,33 @@ msgstr ""
#: doc/classes/PoolColorArray.xml
#, fuzzy
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen."
#: doc/classes/PoolColorArray.xml
-#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"Ein [Array] das nur für den Zweck [Vector2]-Elemente zu beinhalten entworfen "
-"wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für "
-"größere Arrays kommt.\n"
-"[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben."
#: doc/classes/PoolColorArray.xml
#, fuzzy
@@ -46134,14 +48195,31 @@ msgstr ""
#: doc/classes/PoolIntArray.xml
#, fuzzy
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen."
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -46179,14 +48257,31 @@ msgstr "Ändert den [Vector2] am übergeben Index."
#: doc/classes/PoolRealArray.xml
#, fuzzy
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen."
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -46216,20 +48311,32 @@ msgstr ""
#: doc/classes/PoolStringArray.xml
#, fuzzy
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen."
#: doc/classes/PoolStringArray.xml
-#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"Ein [Array] das nur für den Zweck [Vector2]-Elemente zu beinhalten entworfen "
-"wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für "
-"größere Arrays kommt.\n"
-"[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben."
#: doc/classes/PoolStringArray.xml
#, fuzzy
@@ -46264,20 +48371,33 @@ msgstr ""
#: doc/classes/PoolVector2Array.xml
#, fuzzy
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen."
#: doc/classes/PoolVector2Array.xml
-#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"Ein [Array] das nur für den Zweck [Vector2]-Elemente zu beinhalten entworfen "
-"wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für "
-"größere Arrays kommt.\n"
-"[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben."
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -46308,20 +48428,33 @@ msgstr "Ändert den [Vector2] am übergeben Index."
#: doc/classes/PoolVector3Array.xml
#, fuzzy
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr "Ein gepacktes [Array] aus [Vector3]-Elementen."
#: doc/classes/PoolVector3Array.xml
-#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"Ein [Array] das nur für den Zweck [Vector3]-Elemente zu beinhalten entworfen "
-"wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für "
-"größere Arrays kommt.\n"
-"[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben."
#: doc/classes/PoolVector3Array.xml
#, fuzzy
@@ -46442,7 +48575,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46650,10 +48794,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]."
#: doc/classes/PopupMenu.xml
#, fuzzy
@@ -46895,6 +49039,11 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
+msgid "[Font] used for the labeled separator."
+msgstr "Kein Hinweis auf die bearbeitete Eigenschaft."
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -47799,6 +49948,13 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr "Wenn [code]true[/code], ist die Filterung aktiviert."
+
+#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
@@ -47959,7 +50115,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47981,6 +50146,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -48128,7 +50303,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48194,6 +50369,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -48227,6 +50414,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -48406,6 +50606,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -48614,6 +51006,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -48762,7 +51346,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48881,6 +51465,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -49196,6 +51823,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -49232,6 +51869,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -49242,8 +51890,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49531,20 +52181,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49552,19 +52210,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49596,6 +52263,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -49756,14 +52439,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49892,8 +52580,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49996,16 +52684,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50036,8 +52732,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50222,8 +52918,183 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+#, fuzzy
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+"Animiert die Eigenschaften eines Knotens im Laufe der Zeit reibungslos."
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -50538,19 +53409,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -50617,7 +53489,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -52053,14 +54932,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -52078,6 +54958,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Gibt den aktuell wiedergegebenen Animationszustand zurück."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52100,8 +54985,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -52343,6 +55229,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -52419,7 +55321,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -52551,11 +55453,16 @@ msgid "Locks the specified linear or rotational axis."
msgstr ""
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"Die Rate, mit der Objekte in diesem Bereich aufhören, sich zu drehen. Stellt "
+"den Winkelgeschwindigkeitsverlust pro Sekunde dar. Die Werte reichen von "
+"[code]0[/code] (keine Dämpfung) bis [code]1[/code] (volle Dämpfung)."
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
@@ -52652,13 +55559,17 @@ msgid ""
msgstr ""
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
+"Die Rate, mit der sich Objekte in diesem Bereich nicht mehr bewegen. Stellt "
+"den linearen Geschwindigkeitsverlust pro Sekunde dar. Die Werte reichen von "
+"[code]0[/code] (keine Dämpfung) bis [code]1[/code] (volle Dämpfung)."
#: doc/classes/RigidBody.xml
msgid ""
@@ -52869,7 +55780,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -52951,7 +55863,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -53705,6 +56618,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -53729,6 +56646,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -53789,13 +56712,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -53812,16 +56728,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53882,6 +56796,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -54070,7 +56999,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -54081,6 +57011,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -54371,14 +57701,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54549,8 +57888,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -54571,8 +57917,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -55149,6 +58503,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -55346,11 +58712,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -55369,7 +58754,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -55770,6 +59160,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -55793,12 +59187,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
#, fuzzy
msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
@@ -55830,7 +59218,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55906,10 +59308,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -56376,12 +59774,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -56649,7 +60041,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -57005,7 +60400,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -57019,7 +60414,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -57028,6 +60423,18 @@ msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr ""
#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
#, fuzzy
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
@@ -57059,7 +60466,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -57720,7 +61128,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57837,7 +61250,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57984,7 +61421,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -58007,11 +61452,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -58060,14 +61518,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -58204,8 +61664,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -58237,8 +61697,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -58407,9 +61875,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -58596,7 +62066,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -58680,28 +62150,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -58720,6 +62209,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -59726,10 +63230,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -59738,10 +63238,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59751,6 +63247,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Gibt die Anzahl der Tasten in einer bestimmten Spur zurück."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Gibt die Anzahl der Dreiecke im Überblendungsbereich zurück."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -59814,6 +63320,15 @@ msgid "Returns if the given line is wrapped."
msgstr "Gibt den Namen des übergebenen AnimationNode zurück."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+"Liefert [code]wahr[/code] als Ergebnis wenn [code]a[/code] und [code]b[/"
+"code] ungefähr gleich sind."
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -59871,8 +63386,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -59938,6 +63453,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Wenn [code]true[/code], wird die Textur zentriert."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -60168,6 +63688,51 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "Kein Hinweis auf die bearbeitete Eigenschaft."
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -60763,6 +64328,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -60816,6 +64389,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -60962,6 +64541,20 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+"Gibt ein Array aller Zellen mit der angegebenen Kachel [code]index[/code] "
+"zurück."
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@@ -61018,6 +64611,15 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"Gibt [code]true[/code] zurück, wenn der angegebene Track importiert ist. "
+"Andernfalls wird [code]false[/code] zurückgegeben."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -61028,6 +64630,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -61114,6 +64723,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -61402,6 +65025,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Wenn [code]true[/code], ist die Filterung aktiviert."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -61508,6 +65136,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -61974,7 +65606,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -62029,6 +65663,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -62100,14 +65741,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -62501,21 +66146,25 @@ msgid ""
msgstr ""
#: doc/classes/Transform.xml
+#, fuzzy
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
+"Dreht diesen Vektor um eine gegebene Achse um [code]phi[/code] Bogenmaß. Die "
+"Achse muss ein normierter Vektor sein."
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -62621,13 +66270,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -62785,7 +66440,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -62863,7 +66529,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -63303,7 +66969,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -63350,10 +67016,11 @@ msgstr ""
"Index [code]Dreieck[/code]."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
+"Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von "
+"Index [code]Dreieck[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -63417,13 +67084,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -63435,13 +67103,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -63719,7 +67388,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
"Tweens sind nützlich für Animationen, bei denen eine numerische Eigenschaft "
"über einen Bereich von Werten interpoliert werden muss. Der Name [i]tween[/"
@@ -63851,7 +67522,7 @@ msgstr "Beendet die Animation und entfernt alle Tweens."
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -64034,6 +67705,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -64837,7 +68524,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -65043,9 +68730,10 @@ msgstr ""
"Normalenvektors zurück."
#: doc/classes/Vector2.xml
+#, fuzzy
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
"Gibt den Vektor rotiert um [code]phi[/code] rad zurück. Siehe auch [method "
"@GDScript.deg2rad]."
@@ -65169,13 +68857,17 @@ msgid "Vector used for 3D math."
msgstr ""
#: doc/classes/Vector3.xml
+#, fuzzy
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
msgstr ""
+"Ein Struktur aus zwei Elementen die genutzt werden kann um Positionen im 2D-"
+"Raum oder Paare aus zwei Zahlen darzustellen.\n"
+"Es werden Fließkommazahlen als Koordinaten benutzt."
#: doc/classes/Vector3.xml
#, fuzzy
@@ -65265,9 +68957,10 @@ msgstr ""
"Normalenvektors zurück."
#: doc/classes/Vector3.xml
+#, fuzzy
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
"Dreht diesen Vektor um eine gegebene Achse um [code]phi[/code] Bogenmaß. Die "
"Achse muss ein normierter Vektor sein."
@@ -65379,11 +69072,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65463,8 +69156,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -65662,12 +69355,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -65859,9 +69552,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66015,8 +69715,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"Gibt [code]true[/code] zurück wenn der Skript Bereich lädt, ansonsten "
"[code]false[/code]."
@@ -66073,9 +69773,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66107,7 +69808,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66462,12 +70167,16 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+#, fuzzy
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
+"Die Animationen werden während des Physikframes (d. h. [method Node."
+"_physics_process]) fortgesetzt."
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will stop [AnimatedSprite] nodes animations."
@@ -66506,6 +70215,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
#, fuzzy
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr "Gesendet wenn die Sichtbarkeit (versteckt/sichtbar) sich verändert."
@@ -67854,7 +71573,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Infinity: [code]inf[/code]."
-msgstr ""
+msgstr "Unendlichkeit: [code]inf[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Not a number: [code]nan[/code]."
@@ -68165,7 +71884,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "Node reference."
-msgstr ""
+msgstr "Node-Referenz."
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid ""
@@ -68326,7 +72045,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid "Conditional loop."
-msgstr ""
+msgstr "Bedingte Wiederholung."
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid ""
@@ -69621,10 +73340,13 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
+"Gibt [code]true[/code] zurück wenn dieser Bereich vollendet ist, ansonsten "
+"[code]false[/code]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70396,6 +74118,32 @@ msgstr "Der Zeichen-Offset der Textur."
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -70435,7 +74183,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -70508,9 +74256,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "Wenn [code]true[/code], wird die Textur zentriert."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -70594,6 +74345,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -71307,6 +75067,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -71453,23 +75223,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -73866,7 +77656,7 @@ msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "A class representing a specific WebSocket connection."
-msgstr ""
+msgstr "Eine Klasse die eine spezifische WebSocket-Verbindung repräsentiert."
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
@@ -73947,7 +77737,7 @@ msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "A WebSocket server implementation."
-msgstr ""
+msgstr "Eine WebSocket Server Implementierung."
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -73969,6 +77759,8 @@ msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns [code]true[/code] if a peer with the given ID is connected."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn ein Peer mir der angegebenen ID "
+"verbunden ist."
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -73992,6 +77784,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -74087,6 +77884,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -74188,7 +77988,7 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "How to make a VR game for WebXR with Godot"
-msgstr ""
+msgstr "Wie man ein VR-Spiel mit WebXR mit Godot erstellt"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -74312,6 +78112,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -74398,7 +78205,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr "Wird ausgegeben, wenn [member frame] geändert wurde."
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -74414,10 +78221,12 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "Target ray from touch screen, mouse or other tactile input device."
msgstr ""
+"Ziel-Strahl für einen Touch-Screen, eine Computer-Maus oder ein taktisches "
+"Eingabegerät."
#: doc/classes/WindowDialog.xml
msgid "Base class for window dialogs."
-msgstr ""
+msgstr "Basis-Klasse für Fenster-Dialoge."
#: doc/classes/WindowDialog.xml
msgid ""
@@ -74451,21 +78260,23 @@ msgstr "Die Farbe des spiegelnden Lichteffekts."
#: doc/classes/WindowDialog.xml
msgid "The horizontal offset of the close button."
-msgstr ""
+msgstr "Die horizontale Verschiebung des \"Schließen\"-Buttons."
#: doc/classes/WindowDialog.xml
msgid ""
"The thickness of the border that can be dragged when scaling the window (if "
"[member resizable] is enabled)."
msgstr ""
+"Die Breite der Kante, die zum Anpassen der Fenstergröße genutzt werden kann "
+"(wenn [member resizable] aktiviert ist)."
#: doc/classes/WindowDialog.xml
msgid "The vertical offset of the title text."
-msgstr ""
+msgstr "Die vertikale Verschiebung des Titel-Textes."
#: doc/classes/WindowDialog.xml
msgid "The font used to draw the title."
-msgstr ""
+msgstr "Die Schriftart die für den Titel verwendet wird."
#: doc/classes/WindowDialog.xml
#, fuzzy
@@ -74476,6 +78287,8 @@ msgstr "Linke Maustaste."
msgid ""
"The icon used for the close button when it's hovered with the mouse cursor."
msgstr ""
+"Das Bild, das für den \"Schließen\"-Button verwendet wird, wenn mit der Maus "
+"über diesem ist."
#: doc/classes/WindowDialog.xml
msgid ""
@@ -74486,55 +78299,76 @@ msgstr ""
#: doc/classes/World.xml
msgid "Class that has everything pertaining to a world."
-msgstr ""
+msgstr "Eine Klasse die alles für eine Welt mitbringt."
#: doc/classes/World.xml
+#, fuzzy
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
+"Eine Klasse die alles für eine 2D Welt mitbringt. Einen physikalischen Raum, "
+"ein visuelles Szenario und einen Bereich für Sounds. 2D Knotenpunkte "
+"registrieren ihre Resourcen in die aktuelle 2D Welt."
#: doc/classes/World.xml
msgid ""
"Direct access to the world's physics 3D space state. Used for querying "
"current and potential collisions."
msgstr ""
+"Direkter Zugang zu dem physischen Zustand des 3D Raums der Welt. Wird "
+"genutzt um aktuelle oder zukünftige Kollisionen abzufragen."
#: doc/classes/World.xml
msgid "The World's [Environment]."
-msgstr ""
+msgstr "Das [Environment] der Welt."
#: doc/classes/World.xml
+#, fuzzy
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
+"Das fallback_environment der Welt wird genutzt, sollte das [Environment] der "
+"Welt nicht existieren oder nicht geladen werden können."
+
+#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
#: doc/classes/World.xml
msgid "The World's visual scenario."
-msgstr ""
+msgstr "Das visuelle Szenario der Welt."
#: doc/classes/World.xml
msgid "The World's physics space."
-msgstr ""
+msgstr "The physikalische Raum der Welt."
#: doc/classes/World2D.xml
msgid "Class that has everything pertaining to a 2D world."
-msgstr ""
+msgstr "Eine Klasse die alles für eine 2D Welt mitbringt."
#: doc/classes/World2D.xml
+#, fuzzy
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
+"Eine Klasse die alles für eine 2D Welt mitbringt. Einen physikalischen Raum, "
+"ein visuelles Szenario und einen Bereich für Sounds. 2D Knotenpunkte "
+"registrieren ihre Resourcen in die aktuelle 2D Welt."
#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D "
"drawing."
msgstr ""
+"Die [RID] der Canvas Resource dieser Welt. Wird von [VisualServer] für 2D-"
+"Zeichnungen genutzt."
#: doc/classes/World2D.xml
msgid ""
@@ -74544,6 +78378,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -74554,6 +78394,8 @@ msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr ""
+"Standartmäßige Umwelteigenschaften für die gesamte Szene "
+"(Bildnachbearbeitungs-Effekte, Beleuchtung und Hintergrund)."
#: doc/classes/WorldEnvironment.xml
msgid ""
@@ -74577,7 +78419,7 @@ msgstr ""
#: doc/classes/X509Certificate.xml
msgid "An X509 certificate (e.g. for SSL)."
-msgstr ""
+msgstr "Ein X509-Zertifikat (z.B. für SSL)."
#: doc/classes/X509Certificate.xml
msgid ""
@@ -74586,25 +78428,28 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
-msgstr ""
+msgstr "Lädt ein Zertifikat vom Pfad [code]path[/code] (\"*.crt\" Datei)."
#: doc/classes/X509Certificate.xml
msgid ""
"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
"file)."
msgstr ""
+"Speichert ein Zertifikat am angegebenen [code]path[/code] (sollte eine \"*."
+"crt\" Datei sein)."
#: doc/classes/XMLParser.xml
msgid ""
"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
"XML]XML[/url] files."
msgstr ""
+"Niedrig-levelige Klasse um Parser für [url=https://en.wikipedia.org/wiki/"
+"XML]XML[/url]-Dateien zu erstellen."
#: doc/classes/XMLParser.xml
msgid ""
@@ -74612,26 +78457,35 @@ msgid ""
"flexible standard, this interface is low-level so it can be applied to any "
"possible schema."
msgstr ""
+"Diese Klasse kann als Grundlage für eigene XML Parser genutzt werden. Da XML "
+"ein sehr flexibler Standard ist, kann dieses niedrig-levelige Interface an "
+"jedes beliebige Schema angepasst werden."
#: doc/classes/XMLParser.xml
msgid "Gets the amount of attributes in the current element."
-msgstr ""
+msgstr "Gibt die Anzahl an Attributen des aktuellen Elements zurück."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the name of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
+"Gibt den Namen des Attributes zurück, dass durch den Index in dem [code]idx[/"
+"code] Argument spezifiziert wird."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
+"Gibt den Wert eines Attributes zurück, das durch den Index in dem [code]idx[/"
+"code] Argument spezifiziert wird."
#: doc/classes/XMLParser.xml
msgid "Gets the current line in the parsed file (currently not implemented)."
msgstr ""
+"Gibt die aktuelle Zeile in der geöffneten Datei zurück (aktuell nicht "
+"implementiert)."
#: doc/classes/XMLParser.xml
msgid ""
@@ -74644,12 +78498,17 @@ msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will return an empty [String] if the attribute is not found."
msgstr ""
+"Gibt den Wert eines bestimmten Attributes innerhalb des aktuellen Elementes "
+"zurück, dass den gesuchten Namen besitzt. Der Rückgabewert ist ein leerer "
+"[String], sollte das Attribut nicht gefunden werden."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the contents of a text node. This will raise an error in any other type "
"of node."
msgstr ""
+"Gibt den Inhalt eines Text-Knotenpunkts zurück. Sollte der Knotenpunkt ein "
+"anderer Typ sein, so wird ein Fehler geworfen."
#: doc/classes/XMLParser.xml
msgid ""
@@ -74668,10 +78527,12 @@ msgstr ""
msgid ""
"Gets the type of the current node. Compare with [enum NodeType] constants."
msgstr ""
+"Gibt den Typ des aktuellen Knotenpunkts zurück. Der Typ kann mit den [enum "
+"NodeType] Konstanten verglichen werden."
#: doc/classes/XMLParser.xml
msgid "Check whether the current element has a certain attribute."
-msgstr ""
+msgstr "Überprüft, ob das aktuelle Element einen bestimmtes Attribut enthält."
#: doc/classes/XMLParser.xml
msgid ""
@@ -74681,15 +78542,19 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
-msgstr ""
+msgstr "Öffnet eine XML-Datei zum Parsen. Der Rückgabewert ist ein Fehlercode."
#: doc/classes/XMLParser.xml
msgid "Opens an XML raw buffer for parsing. This returns an error code."
msgstr ""
+"Öffnet einen unbearbeiteten Buffer zum Parsen. Der Rückgabewert ist ein "
+"Fehlercode."
#: doc/classes/XMLParser.xml
msgid "Reads the next node of the file. This returns an error code."
msgstr ""
+"Liest den Text-Knotenpunkt der Datei aus. Der Reückgabewert ist ein "
+"Fehlercode."
#: doc/classes/XMLParser.xml
msgid ""
@@ -74706,26 +78571,28 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "There's no node (no file or buffer opened)."
msgstr ""
+"Es ist kein Knotenpunkt verfügbar (da keine Datei oder kein Buffer geöffnet "
+"wurde)."
#: doc/classes/XMLParser.xml
msgid "Element (tag)."
-msgstr ""
+msgstr "Element (Tag)."
#: doc/classes/XMLParser.xml
msgid "End of element."
-msgstr ""
+msgstr "Ende des Elements."
#: doc/classes/XMLParser.xml
msgid "Text node."
-msgstr ""
+msgstr "Text-Knotenpunkt."
#: doc/classes/XMLParser.xml
msgid "Comment node."
-msgstr ""
+msgstr "Kommentar-Knotenpunkt."
#: doc/classes/XMLParser.xml
msgid "CDATA content."
-msgstr ""
+msgstr "CDATA Inhalt."
#: doc/classes/XMLParser.xml
msgid "Unknown node."
@@ -74733,7 +78600,7 @@ msgstr "unbekanntes Node."
#: doc/classes/YSort.xml
msgid "Sort all child nodes based on their Y positions."
-msgstr ""
+msgstr "Sotiert alle Kind-Knotenpunkte basierend auf ihrer Y-Position."
#: doc/classes/YSort.xml
msgid ""
diff --git a/doc/translations/el.po b/doc/translations/el.po
index ddec69fbd0..87eee32604 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -9,12 +9,13 @@
# Michalis <michalisntovas@yahoo.gr>, 2021.
# leriaz <leriaz@live.com>, 2021.
# thealexanton <greektechmania@gmail.com>, 2022.
+# JessicaLukatz <jessicalukatz32038@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-24 02:06+0000\n"
-"Last-Translator: thealexanton <greektechmania@gmail.com>\n"
+"PO-Revision-Date: 2022-05-03 07:13+0000\n"
+"Last-Translator: JessicaLukatz <jessicalukatz32038@gmail.com>\n"
"Language-Team: Greek <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/el/>\n"
"Language: el\n"
@@ -22,7 +23,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.12.1\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -30,7 +31,7 @@ msgstr "Περιγραφή"
#: doc/tools/make_rst.py
msgid "Tutorials"
-msgstr "Εγχειρίδια"
+msgstr "Φροντιστήρια"
#: doc/tools/make_rst.py
msgid "Properties"
@@ -38,7 +39,7 @@ msgstr "Ιδιότητες"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr "Συναρτήσεις"
+msgstr "Μέθοδοι"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@@ -46,15 +47,15 @@ msgstr "Ιδιότητες θέματος"
#: doc/tools/make_rst.py
msgid "Signals"
-msgstr "Σήματα"
+msgstr "σήματα"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "Απαριθμήσεις"
+msgstr "απαρίθμηση"
#: doc/tools/make_rst.py
msgid "Constants"
-msgstr "Σταθερές"
+msgstr "σταθερές"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
@@ -87,7 +88,7 @@ msgstr "Προεπιλεγμένο"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Θέτων"
#: doc/tools/make_rst.py
msgid "value"
@@ -95,7 +96,7 @@ msgstr "τιμή"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "λήπτης"
#: doc/tools/make_rst.py
msgid ""
@@ -354,7 +355,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -401,7 +402,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -642,7 +643,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -848,7 +855,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -935,11 +949,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -983,37 +998,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1102,7 +1116,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3330,8 +3344,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3367,6 +3394,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3379,6 +3412,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3463,7 +3502,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4095,17 +4134,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4133,9 +4179,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4159,8 +4205,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4212,6 +4261,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4728,11 +4787,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4847,8 +4906,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -4872,7 +4932,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4881,7 +4941,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5235,8 +5295,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5764,7 +5827,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6954,7 +7020,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6978,8 +7047,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6988,8 +7058,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7127,11 +7213,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7341,7 +7431,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7611,8 +7701,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8130,6 +8220,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8256,7 +8356,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8295,7 +8395,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8478,7 +8578,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8494,7 +8594,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8511,10 +8614,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8699,7 +8798,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9493,26 +9594,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9670,6 +9755,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9888,7 +9983,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10053,7 +10154,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10362,8 +10469,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10828,7 +10942,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10898,8 +11012,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11489,6 +11603,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11568,17 +11705,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11636,7 +11773,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11708,8 +11850,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12034,10 +12176,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12248,7 +12392,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12259,22 +12412,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12290,7 +12463,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12302,7 +12480,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12316,7 +12499,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12325,7 +12514,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12335,7 +12530,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12353,10 +12554,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12511,20 +12718,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12638,9 +12849,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12751,6 +12967,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13441,8 +13669,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13583,7 +13810,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13744,7 +13974,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13840,7 +14072,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13903,7 +14137,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13941,9 +14175,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13962,8 +14196,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13979,8 +14213,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14071,9 +14305,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15587,8 +15821,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15849,6 +16084,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16274,8 +16516,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16345,6 +16588,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16484,14 +16746,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17645,8 +17907,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18600,10 +18861,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18755,6 +19016,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου."
@@ -18880,11 +19153,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19028,7 +19305,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19170,6 +19447,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
@@ -19194,13 +19478,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19210,7 +19498,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19227,23 +19519,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19446,9 +19738,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19563,9 +19857,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19911,7 +20204,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20157,8 +20450,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20432,18 +20726,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21084,7 +21394,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21092,9 +21402,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21105,9 +21429,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21220,11 +21553,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21618,6 +21970,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22191,6 +22551,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22356,12 +22721,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22617,7 +22983,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23024,7 +23390,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23215,7 +23596,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23227,10 +23608,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23294,33 +23678,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23356,11 +23750,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24179,12 +24573,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24215,6 +24646,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24979,14 +25426,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25090,8 +25537,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25128,8 +25575,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25399,7 +25847,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25493,6 +25946,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25542,6 +26039,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25656,9 +26196,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25669,7 +26222,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25691,7 +26245,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25966,7 +26521,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26496,6 +27054,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26546,6 +27110,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26620,8 +27188,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26679,14 +27246,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26708,7 +27275,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27769,7 +28337,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27873,7 +28441,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27885,11 +28457,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27968,34 +28562,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28905,7 +29507,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28930,9 +29532,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28942,9 +29544,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29054,10 +29656,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29077,9 +29675,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29091,9 +29689,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29102,9 +29700,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29251,24 +29849,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29288,8 +29868,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29302,6 +29884,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29350,15 +29953,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29454,18 +30057,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29474,9 +30077,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29488,9 +30091,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29521,9 +30124,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29609,8 +30212,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29872,10 +30475,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29887,6 +30494,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30054,13 +30667,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30194,6 +30812,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30202,6 +30825,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30345,7 +30981,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31708,11 +32355,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31726,35 +32373,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31796,6 +32443,194 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31940,7 +32775,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32238,7 +33078,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32282,8 +33123,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32320,8 +33170,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32452,7 +33306,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32471,6 +33325,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32520,6 +33387,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32555,6 +33429,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33862,15 +34743,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33901,9 +34824,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34059,6 +34983,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34162,6 +35121,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34175,6 +35143,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34217,6 +35197,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34268,6 +35258,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34584,6 +35586,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34624,7 +35629,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34646,16 +35659,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34675,6 +35703,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34684,6 +35715,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34693,11 +35730,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34715,11 +35760,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34780,10 +35841,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου."
@@ -34807,7 +35914,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34820,6 +35936,12 @@ msgstr "Επιστρέφει το συνημίτονο της παραμέτρο
msgid "Sets the map active."
msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34834,10 +35956,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -34847,6 +36038,11 @@ msgstr "Επιστρέφει την αντίθετη τιμή της παραμ
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34856,9 +36052,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34876,7 +36079,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34892,15 +36103,33 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
@@ -34933,6 +36162,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34945,7 +36180,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34962,26 +36213,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35024,9 +36302,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35043,11 +36328,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35055,6 +36338,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35085,8 +36393,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35109,9 +36417,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35125,14 +36433,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35144,7 +36452,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35172,13 +36480,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35188,13 +36500,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35213,7 +36531,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35276,7 +36594,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35298,13 +36616,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35312,19 +36630,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35332,15 +36699,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35348,10 +36742,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35368,7 +36786,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35378,6 +36798,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35404,7 +36829,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35414,6 +36841,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35480,6 +36912,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35515,6 +36955,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35524,11 +37012,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35590,9 +37082,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35768,7 +37312,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36147,7 +37691,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Κόμβοι και Σκηνές"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36299,12 +37843,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36340,6 +37884,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36584,6 +38137,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36754,14 +38326,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36783,21 +38370,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36969,7 +38555,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36978,6 +38572,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36987,14 +38590,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37006,7 +38624,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37016,15 +38637,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37072,11 +38699,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37104,6 +38738,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37117,6 +38757,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37254,7 +38912,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37378,7 +39042,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37559,7 +39223,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37647,7 +39317,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37678,7 +39348,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37755,7 +39425,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38091,8 +39764,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38161,7 +39834,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38173,7 +39852,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38343,8 +40023,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38366,7 +40051,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38396,6 +40082,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38679,6 +40370,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38748,6 +40443,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38885,7 +40590,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38943,6 +40660,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39203,6 +40937,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39285,6 +41028,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39463,9 +41221,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39932,6 +41690,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42775,7 +44541,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43473,7 +45242,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43548,14 +45325,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43599,6 +45393,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43616,6 +45420,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43658,6 +45471,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43666,14 +45486,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43703,14 +45541,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43739,14 +45594,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43771,14 +45643,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43806,14 +45695,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43840,14 +45747,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43965,7 +45890,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44170,10 +46106,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44410,6 +46346,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45310,6 +47250,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45465,7 +47411,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45487,6 +47442,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45634,7 +47599,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45700,6 +47665,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45733,6 +47710,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45912,6 +47902,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46120,6 +48302,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46268,7 +48642,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46387,6 +48761,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46702,6 +49119,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46738,6 +49165,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46748,8 +49186,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47037,20 +49477,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47058,19 +49506,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47102,6 +49559,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47262,14 +49735,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47398,8 +49876,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47502,16 +49980,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47542,8 +50028,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47728,8 +50214,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48023,19 +50682,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48102,7 +50762,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49515,14 +52182,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49540,6 +52208,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49562,8 +52235,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49805,6 +52479,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49881,7 +52571,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50014,7 +52704,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50113,8 +52804,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50328,7 +53019,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50410,7 +53102,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51163,6 +53856,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51187,6 +53884,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51244,13 +53947,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51267,16 +53963,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51337,6 +54031,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51523,7 +54232,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51534,6 +54244,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51824,14 +54934,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52002,8 +55121,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52024,8 +55150,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52590,6 +55724,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52787,11 +55933,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52810,7 +55975,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53209,6 +56379,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53233,12 +56407,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53265,7 +56433,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53338,10 +56520,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53796,12 +56974,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54069,7 +57241,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54425,7 +57600,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54439,7 +57614,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54449,6 +57624,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54476,7 +57663,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55114,7 +58302,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55230,7 +58423,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55377,7 +58594,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55400,11 +58625,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55453,14 +58691,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55597,8 +58837,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55630,8 +58870,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55796,9 +59044,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55985,7 +59235,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56069,28 +59319,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56109,6 +59378,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57100,10 +60384,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57112,10 +60392,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57125,6 +60401,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57178,6 +60464,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57235,8 +60527,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57301,6 +60593,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57531,6 +60828,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58124,6 +61465,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58163,6 +61512,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58303,6 +61658,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58351,6 +61718,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58360,6 +61733,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58446,6 +61826,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58729,6 +62123,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58835,6 +62234,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59301,7 +62704,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59356,6 +62761,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59424,14 +62836,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59826,20 +63242,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59945,13 +63362,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60107,7 +63530,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60182,7 +63616,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60622,7 +64056,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60664,10 +64098,9 @@ msgid ""
msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -60727,13 +64160,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60745,13 +64179,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61020,7 +64455,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61114,7 +64551,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61297,6 +64734,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62089,7 +65542,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62250,8 +65703,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62349,7 +65802,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62432,8 +65885,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62543,11 +65996,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62627,8 +66080,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62826,12 +66279,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63022,9 +66475,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63172,8 +66632,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63228,9 +66688,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63259,7 +66720,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63610,11 +67075,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63654,6 +67120,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66722,8 +70198,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67486,6 +70962,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67522,7 +71024,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67593,7 +71095,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67678,6 +71184,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68390,6 +71905,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68535,23 +72060,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71060,6 +74605,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71155,6 +74705,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71380,6 +74933,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71465,7 +75025,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71554,8 +75114,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71570,11 +75130,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -71589,8 +75155,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71607,6 +75173,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -71649,8 +75221,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 9bd808d8c4..f9d008c41a 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -12,7 +12,7 @@
# No te interesa <soxahop585@inmail3.com>, 2020.
# Jonatan <arandajonatan94@tuta.io>, 2020.
# peter9811 <petercuevas.6@gmail.com>, 2020.
-# Ventura Pérez García <vetu@protonmail.com>, 2020.
+# Ventura Pérez García <vetu@protonmail.com>, 2020, 2022.
# Joakker <joaquinandresleon108@gmail.com>, 2020, 2021.
# ACM <albertocm@tuta.io>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
@@ -30,12 +30,17 @@
# Rémi Verschelde <remi@godotengine.org>, 2021.
# Alfonso V <alfonsov96@gmail.com>, 2022.
# Alejandro Pérez <alejandro.pr.rz@gmail.com>, 2022.
+# Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022.
+# Francesco Santoro <fgsantoror20@gmail.com>, 2022.
+# Jake-insane <jake0insane@gmail.com>, 2022.
+# Luis Alberto Flores Baca <betofloresbaca@gmail.com>, 2022.
+# emnrx <emanuelermancia@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-02-14 22:08+0000\n"
-"Last-Translator: Alejandro Pérez <alejandro.pr.rz@gmail.com>\n"
+"PO-Revision-Date: 2022-06-16 18:58+0000\n"
+"Last-Translator: emnrx <emanuelermancia@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@@ -43,7 +48,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -86,9 +91,8 @@ msgid "Method Descriptions"
msgstr "Descripciones de Métodos"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Descripciones de Propiedades"
+msgstr "Descripciones de las propiedades del tema"
#: doc/tools/make_rst.py
msgid "Inherits:"
@@ -107,16 +111,14 @@ msgid "Default"
msgstr "Por defecto"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Setter"
-msgstr "Método Configurador o Setter"
+msgstr "Regulador o fijador"
#: doc/tools/make_rst.py
msgid "value"
msgstr "valor"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Getter"
msgstr "Método de Acceso al Valor o Getter"
@@ -155,21 +157,18 @@ msgstr ""
"llamarse directamente utilizando el nombre de la clase."
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
-"Este método describe un operador tal que el tipo de la instancia que lo "
-"llama es considerado como operando izquierdo."
+"Este método describe un operador válido para usar con este tipo como "
+"operando izquierdo."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid "Built-in GDScript functions."
-msgstr "Funciones GDScript predefinidas."
+msgstr "Funciones GDScript integradas."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"List of core built-in GDScript functions. Math functions and other "
"utilities. Everything else is provided by objects. (Keywords: builtin, built "
@@ -204,7 +203,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a color according to the standardized [code]name[/code] with "
"[code]alpha[/code] ranging from 0 to 1.\n"
@@ -276,7 +274,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
"[code]condition[/code] is [code]false[/code], an error is generated. When "
@@ -329,7 +326,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
@@ -343,14 +339,13 @@ msgstr ""
"Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener "
"el ángulo a partir de la tangente de un ángulo en trigonometría: "
"[code]atan(tan(angle)) == angle[/code].\n"
-"El método no puede saber en qué cuadrante el ángulo se encuentra. Vea "
+"El método no puede saber en qué cuadrante se encuentra el ángulo . Vea "
"[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n"
"[codeblock]\n"
"a = atan(0.5) # a is 0.463648\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
@@ -385,7 +380,6 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
-#, fuzzy
msgid ""
"Converts a 2D point expressed in the cartesian coordinate system (X and Y "
"axis) to the polar coordinate system (a distance from the origin and an "
@@ -405,12 +399,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
-"Redondea [code]s[/code] por encima, devolviendo el valor entero más pequeño "
-"que no es menor que [code]s[/code].\n"
+"Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo "
+"el valor entero más pequeño que no es menor que [code]s[/code].\n"
"[codeblock]\n"
-"a = ceil(1.45) # a es 2\n"
-"a = ceil(1.001) # a es 2\n"
-"[/codeblock]"
+"a = ceil(1.45) # a es 2.0\n"
+"a = ceil(1.001) # a es 2.0\n"
+"[/codeblock]\n"
+"Ver también [method floor], [method round], [method stepify] e [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -531,7 +526,7 @@ msgstr ""
#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -604,7 +599,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -1014,7 +1009,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Interpola linealmente entre dos ángulos (en radianes) por un valor "
"normalizado.\n"
@@ -1379,9 +1380,22 @@ msgstr ""
"mientras muestra un trazo de cuando un error o advertencia se muestra."
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
-"Como [method print], pero imprime sólo cuando se usa en modo de depuración."
+"Imprime una registro de la pila en la ubicación del código, sólo funciona "
+"cuando se ejecuta con el depurador activado.\n"
+"La salida en la consola se vería algo así:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1517,12 +1531,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"Rango aleatorio de cualquier numero real entre [code]from[/code] y [code]to[/"
"code].\n"
@@ -1595,37 +1611,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1634,40 +1649,6 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
-"Devuelve una formación con el rango dado. El método [code]range()[/code] "
-"puede tener un argumento [code]N[/code] (0 a [code]N[/code] - 1), dos "
-"argumentos ([code]initial[/code], [code]final - 1[/code]) o tres argumentos "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] puede ser negativo, y en tal caso, [code]final - 1[/"
-"code] llega a ser [code]final + 1[/code]. También, el valor incial debe ser "
-"mayor que el valor final para que se ejecute la iteración.\n"
-"Devuelve una formación vacía si el rango no es válido (por ejemplo, "
-"[code]range(2, 5, -1)[/code] o [code]range(5, 5, 1)[/code]).\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Salida:\n"
-"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
-"[/codeblock]\n"
-"Para iterar sobre un [Array] al revés, utilice:\n"
-"[codeblock]\n"
-"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
-"[/codeblock]\n"
-"Salida:\n"
-"[codeblock]\n"
-"9\n"
-"6\n"
-"3\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1781,7 +1762,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -4406,12 +4387,22 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
-"Sugerencias de que una propiedad entera, real o de cadena es un valor "
-"enumerado para elegir en una lista especificada a través de una string de "
-"sugerencias como [code]\"Hello,Something,Else\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4456,6 +4447,15 @@ msgstr ""
"opcionalmente nombradas, capas de física 2D."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+"Sugiere que una propiedad entera es una máscara de bits usando las, "
+"opcionalmente nombradas, capas de representación 2D."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
@@ -4472,6 +4472,15 @@ msgstr ""
"opcionalmente nombrada, capas fisicas 3D."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+"Sugiere que una propiedad entera es una máscara de bits usando las, "
+"opcionalmente nombradas, capas de representación 2D."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
@@ -4585,7 +4594,8 @@ msgid "The property is a translatable string."
msgstr "La propiedad es una string traducible."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Se utiliza para agrupar las propiedades en el editor."
#: doc/classes/@GlobalScope.xml
@@ -5261,40 +5271,40 @@ msgid ""
" assert(decrypted == data.to_utf8())\n"
"[/codeblock]"
msgstr ""
-"Esta clase proporciona acceso a la encriptación/desencriptación AES de los "
-"datos en bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n"
+"Esta clase proporciona acceso a la cifrado/descifrado AES de los datos en "
+"bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
-" var clave = \"Mi clave secreta!!!\" # La clave debe ser de 16 o 32 "
-"bytes. (1 byte = 1 char) normalmdlkd\n"
-" var datos = \"Mi clave secreta\" # El tamaño de datos debe ser multiplo "
+" var clave = \"Mi clave secreta\" # La clave debe ser de 16 o 32 bytes. "
+"(1 byte = 1 char) normalmdlkd\n"
+" var datos = \"Mi texto secreto\" # El tamaño de datos debe ser multiplo "
"de 16, ponga algún relleno para completar de ser necesario.\n"
-" # Encriptar ECB\n"
+" # Cifraro en modo ECB\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n"
-" var encriptado = aes.update(datos.to_utf8())\n"
+" var textocifrado = aes.update(datos.to_utf8())\n"
" aes.finish()\n"
-" # Desencriptar ECB\n"
+" # Descifrar en modo ECB\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n"
-" var desencriptado = aes.update(encriptado)\n"
+" var textoplano = aes.update(textocifrado)\n"
" aes.finish()\n"
" # Comprobar ECB\n"
-" assert(desencriptado == datos.to_utf8())\n"
+" assert(textoplano == datos.to_utf8())\n"
"\n"
" var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n"
-" # Encriptar CBC\n"
+" # Cifrado en modo CBC\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n"
-" encriptado = aes.update(datos.to_utf8())\n"
+" textocifrado = aes.update(datos.to_utf8())\n"
" aes.finish()\n"
-" # Desencriptar CBC\n"
+" # Descifrar en modo CBC\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n"
-" desencriptado = aes.update(encriptado)\n"
+" textoplano = aes.update(textocifrado)\n"
" aes.finish()\n"
" # Comprobar CBC\n"
-" assert(desencriptado == datos.to_utf8())\n"
+" assert(textoplano == datos.to_utf8())\n"
"[/codeblock]"
#: doc/classes/AESContext.xml
@@ -5330,7 +5340,6 @@ msgstr ""
"[constant MODE_CBC_DECRYPT]."
#: doc/classes/AESContext.xml
-#, fuzzy
msgid ""
"Run the desired operation for this AES context. Will return a "
"[PoolByteArray] containing the result of encrypting (or decrypting) the "
@@ -5339,11 +5348,11 @@ msgid ""
"some padding if needed."
msgstr ""
"Ejecute la operación deseada para este contexto de AES. Devolverá un "
-"[PackedByteArray] que contiene el resultado de encriptar (o desencriptar) el "
-"[code]src[/code] dado. Consulte [start method] para conocer el modo de "
+"[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el "
+"[code]src[/code] dado. Consulte [method start] para conocer el modo de "
"operación.\n"
-"Nota: El tamaño de [code]src[/code] debe ser un múltiplo de 16. Aplique algo "
-"de relleno si fuera necesario."
+"[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. "
+"Aplique algo de relleno si fuera necesario."
#: doc/classes/AESContext.xml
msgid "AES electronic codebook encryption mode."
@@ -5366,17 +5375,25 @@ msgid "Maximum value for the mode enum."
msgstr "Valor máximo para el modo enum."
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+#, fuzzy
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr "Nodo Sprite que puede usar múltiples texturas para la animación."
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -5407,9 +5424,10 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr "Detiene la animación actual (no reinicia el contador de fotogramas)."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
+#, fuzzy
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
"La animación actual del recurso [code]frames[/code]. Si este valor cambia, "
@@ -5435,9 +5453,12 @@ msgstr "Si [code]true[/code], la textura se voltea verticalmente."
msgid "The displayed animation frame's index."
msgstr "El índice del cuadro de animación mostrado."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -5499,6 +5520,18 @@ msgstr ""
"Reproduce la animación llamada [code]anim[/code]. Si no se proporciona "
"[code]anim[/code], se reproduce la animación actual."
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+"La animación actual del recurso [code]frames[/code]. Si este valor cambia, "
+"el contador [code]frame[/code] se reinicia."
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)."
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr "Textura de conexión para animaciones simples basadas en fotogramas."
@@ -6225,11 +6258,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr "No hay interpolación (valor más cercano)."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr "Interpolación lineal."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr "Interpolación cúbica."
@@ -6385,7 +6418,8 @@ msgstr ""
"muestre la edición del filtro en este nodo."
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+#, fuzzy
+msgid "Returns whether the given path is filtered."
msgstr "Devuelve [code]true[/code] si un camino dado es filtrado."
#: doc/classes/AnimationNode.xml
@@ -6419,8 +6453,9 @@ msgid "Adds or removes a path for the filter."
msgstr "Añade o elimina una ruta para el filtro."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"Establece un parámetro personalizado. Estos se usan como almacenamiento "
@@ -6432,7 +6467,8 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr "Si [code]true[/code], el filtrado está activado."
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+#, fuzzy
+msgid "Emitted when the node was removed from the graph."
msgstr "Llamado cuando el nodo es eliminado desde el gráfico."
#: doc/classes/AnimationNode.xml
@@ -6526,9 +6562,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
-#, fuzzy
msgid "AnimationTree"
-msgstr "Nodo desconocido."
+msgstr "AnimationTree"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -6899,9 +6934,13 @@ msgstr ""
"mezcla."
#: doc/classes/AnimationNodeBlendTree.xml
+#, fuzzy
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
"Este nodo puede contener un subárbol de cualquier otro tipo de nodos de "
"mezcla, como mix, blend2, blend3, one shot, etc. Esta es una de los nodos "
@@ -7577,11 +7616,15 @@ msgstr ""
"[code]newname[/code]."
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
"Busca la animación hasta el punto en el tiempo de [code]seconds[/code]. Si "
"[code]update[/code] es [code]true[/code], la animación se actualiza también, "
@@ -9098,7 +9141,10 @@ msgstr ""
"Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
"[code]0[/code]."
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr "Devuelve el numer de veces que un elemento es encuentra en el array."
@@ -9129,19 +9175,44 @@ msgid "Returns [code]true[/code] if the array is empty."
msgstr "Devuelve [code]true[/code] si el array es vacio."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
+"Inserta un nuevo elemento en la posisción dada en el array. La posición debe "
+"ser valida, o al final de el array([code]pos == size()[/code].\n"
+"[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n"
+"[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento "
+"incertado esta cerca al inicio del array (índice 0). Esto es por que todos "
+"los elementos despues del elemento incertado tienen que ser reindisados."
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
"Busca el array por un valor y devuelve su indice o [code]-1[/code] sino se "
"encuentra. Opcionalmente, el indice de busqueda inicial puede ser pasado."
@@ -9318,11 +9389,16 @@ msgstr ""
"Si el array es menor, los elementos so limipiados, si mayor, los nuevos "
"elementos son [code]null[/code]."
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+#, fuzzy
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
"Busca el array en orden inverso. Opcionalmente, un indice de comienzo de "
"busqueda puede ser pasado. Si negacion, el indice de comienzo es considerado "
@@ -9643,7 +9719,8 @@ msgstr ""
"cuando se use un shader a vertices desplazados."
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+#, fuzzy
+msgid "Value used internally when no indices are present."
msgstr "Valor por defecto usado para un index_array_len cuando no hay indices."
#: doc/classes/ArrayMesh.xml
@@ -10044,8 +10121,8 @@ msgstr ""
#, fuzzy
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -10770,6 +10847,17 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+#, fuzzy
+msgid "GUI containers"
+msgstr "Contenedor con pestaña."
+
#: doc/classes/AspectRatioContainer.xml
#, fuzzy
msgid "Specifies the horizontal relative position of child controls."
@@ -10945,7 +11033,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -11008,7 +11096,7 @@ msgstr ""
"astar.connect_points(1,2, false)\n"
"[/codeblock]"
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -11273,7 +11361,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -11300,8 +11388,16 @@ msgstr ""
"actualizados con los pesos dados."
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
-msgstr "Devuelve si hay una conexion/segmento entre los puntos dados."
+#, fuzzy
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
+msgstr ""
+"Devuelve si dos puntos dados estan directamente conectados por un segmento. "
+"Si [code]bidirectional[/code] es [code]false[/code], devuelve si el "
+"movimiento desde [code]id[/code] a [code]to_id[/code] es posible a traves "
+"del segmento."
#: doc/classes/AStar2D.xml
msgid ""
@@ -11326,10 +11422,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr "Elimina el segmento entre los puntos dados."
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -11584,7 +11676,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -12615,31 +12709,12 @@ msgstr ""
"[code]at_position[/code]."
#: doc/classes/AudioServer.xml
-#, fuzzy
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-"Nombre del dispositivo actual para la entrada de audio (ver [method "
-"capture_get_device_list])."
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
"Devuelve los nombres de todos los dispositivos de entrada de audio "
"detectados en el sistema."
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr "Genera un [AudioBusLayout] usando los buses y efectos disponibles."
@@ -12831,6 +12906,16 @@ msgstr "Número de buses de audio disponibles."
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -13070,8 +13155,14 @@ msgstr ""
"escena."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "El bus en el que se está reproduciendo este audio."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -13257,9 +13348,14 @@ msgstr ""
"escena."
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "El bus en el que se está reproduciendo este audio."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13632,8 +13728,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -14169,9 +14272,10 @@ msgstr ""
"cuaternio en lugar de los ángulos de Euler."
#: doc/classes/Basis.xml
+#, fuzzy
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
"Construye una matriz de base de rotación pura, rotada alrededor del "
@@ -14272,9 +14376,10 @@ msgstr ""
"Realiza una ortonormalización de Gram-Schmidt sobre la base de la matriz."
#: doc/classes/Basis.xml
+#, fuzzy
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
"Introducir una rotación adicional alrededor del eje dado por phi (radianes). "
"El eje debe ser un vector normalizado."
@@ -15051,6 +15156,30 @@ msgstr "Devuelve el botón pulsado."
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "Se emite cuando se presiona un botón de este controlador."
+#: doc/classes/CallbackTweener.xml
+#, fuzzy
+msgid "Calls the specified method after optional delay."
+msgstr "Bloquea el eje lineal o rotacional especificado."
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr "Nodo de cámara, muestra desde un punto de vista."
@@ -15163,9 +15292,9 @@ msgstr ""
#, fuzzy
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
"Devuelve un vector normal en el espacio del mundo, que es el resultado de "
"proyectar un punto en el rectángulo [Viewport] por la proyección de la "
@@ -15176,9 +15305,9 @@ msgstr ""
#, fuzzy
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
"Devuelve una posición 3D en el espacio mundo, que es el resultado de "
"proyectar un punto en el rectángulo [Viewport] por la proyección de la "
@@ -15259,10 +15388,13 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
-"Si [code]true[/code], el ancestro [Viewport] está actualmente usando esta "
-"cámara."
#: doc/classes/Camera.xml
msgid ""
@@ -15353,10 +15485,11 @@ msgstr ""
"la cámara escala su tamaño percibido."
#: doc/classes/Camera.xml
+#, fuzzy
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
"El tamaño de la cámara se mide como la mitad de la anchura o la altura. Sólo "
"aplicable en modo ortogonal. Dado que [member keep_aspect] se bloquea en el "
@@ -15809,10 +15942,12 @@ msgstr ""
"horizontales y el tamaño de la pantalla."
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]."
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr "La cámara se actualiza con la llamada de [code]_process[/code]."
@@ -16093,14 +16228,20 @@ msgstr ""
"el objeto canvas."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
-"Dibuja un arco entre los ángulos dados. Cuanto mayor sea el valor de "
-"[code]point_count[/code], más suave será la curva."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -16112,30 +16253,48 @@ msgstr ""
"siguiente carácter."
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
+"Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y "
+"coloración segmento por segmento. Los colores asignados a los segmentos de "
+"línea coinciden por índice entre [code]points[/code] y [code]colors[/code]."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
-"Dibuja un polígono coloreado de cualquier cantidad de puntos, convexo o "
-"cóncavo."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
-"Dibuja una línea desde un punto 2D a otro, con un color y un ancho "
-"determinados."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -16153,7 +16312,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
"Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y "
"coloración segmento por segmento. Los colores asignados a los segmentos de "
@@ -16169,7 +16333,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
"Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y "
"coloración segmento por segmento. Los colores asignados a los segmentos de "
@@ -16188,7 +16357,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -16197,7 +16372,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -16208,7 +16389,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
"Dibuja segmentos de líneas interconectadas con un [code]width[/code] "
"uniforme y coloración segmento por segmento. Los colores asignados a los "
@@ -16231,10 +16418,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
"Dibuja un rectángulo. Si [code]filled[/code] es [code]true[/code], el "
"rectángulo se llenará con el [code]color[/code] especificado. Si "
@@ -16449,24 +16642,28 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
-"Si [code]enable[/code] es [code]true[/code], el nodo no heredará su "
-"transformación de los objetos del canvas padre."
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
"Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados "
"con datos de transformación local."
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
"Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados "
"con los datos de transformación global."
@@ -16606,10 +16803,20 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+"La transformada del [CanvasItem] ha cambiado. Esta notificación sólo se "
+"recibe si está habilitada por [method set_notify_transform] o [method "
"set_notify_local_transform]."
+
+#: doc/classes/CanvasItem.xml
+#, fuzzy
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
"La transformada del [CanvasItem] ha cambiado. Esta notificación sólo se "
"recibe si está habilitada por [method set_notify_transform] o [method "
@@ -16759,6 +16966,24 @@ msgid "Returns the RID of the canvas used by this layer."
msgstr "Devuelve el RID del canvas usado por esta capa."
#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+"Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
+"[code]0[/code]."
+
+#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+"Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
+"[code]0[/code]."
+
+#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
@@ -17671,8 +17896,7 @@ msgstr ""
"configurado."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr "Devuelve el [RID] del objeto."
@@ -17848,12 +18072,16 @@ msgid "Base node for 2D collision objects."
msgstr "Nodo base para objetos de colisión 2D."
#: doc/classes/CollisionObject2D.xml
+#, fuzzy
msgid ""
"CollisionObject2D is the base class for 2D physics objects. It can hold any "
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
"CollisionObject2D es la clase base de los objetos de física 2D. Puede "
"contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser "
@@ -18077,9 +18305,12 @@ msgid "If [code]true[/code], no collisions will be detected."
msgstr "Si [code]true[/code], no se detectarán colisiones."
#: doc/classes/CollisionPolygon2D.xml
+#, fuzzy
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
"Si [code]true[/code], sólo los bordes que están boca arriba, en relación con "
"la rotación de [CollisionPolygon2D], colisionarán con otros objetos."
@@ -18203,9 +18434,12 @@ msgid ""
msgstr "Una forma de colisión desactivada no tiene ningún efecto en el mundo."
#: doc/classes/CollisionShape2D.xml
+#, fuzzy
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
"Establece si esta forma de colisión sólo debe detectar la colisión en un "
"lado (superior o inferior)."
@@ -18299,7 +18533,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"Construye un color a partir de un entero de 32 bits (cada byte representa un "
@@ -18358,12 +18592,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
"Devuelve el color más contrastado.\n"
@@ -18390,12 +18625,13 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"Construye un color a partir de un perfil de HSV. [code]h[/code], [code]s[/"
@@ -18418,8 +18654,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
"Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
@@ -18564,15 +18800,16 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
"Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: "
@@ -20009,8 +20246,8 @@ msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr ""
-"El recurso de la cola de los hijos contenidos. Esto se llama automáticamente "
-"de todos modos, pero puede ser llamado a petición."
+"Encolar la reorganización de los hijos contenidos. Este método es llamado "
+"automáticamente, pero también puede ser llamado manualmente."
#: doc/classes/Container.xml
msgid "Emitted when sorting the children is needed."
@@ -20448,8 +20685,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -20797,6 +21035,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -21429,10 +21674,12 @@ msgstr ""
"una textura o un nodo hijo."
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
"Por defecto, el pivote del nodo es su esquina superior izquierda. Cuando "
"cambias su [member rect_scale], se escalará alrededor de este pivote. "
@@ -21542,6 +21789,25 @@ msgstr ""
"todos sus hijos [Control] utilizan."
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr "Se emite cuando el nodo obtiene el foco del teclado."
@@ -21707,17 +21973,19 @@ msgstr ""
"encima del nodo."
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
-"Muestra el cursor del ratón de espera del sistema, a menudo un reloj de "
-"arena, cuando el usuario pasa por encima del nodo."
+"Muestra el cursor del ratón ocupado del sistema cuando el usuario pasa por "
+"encima del nodo. A menudo un reloj de arena."
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
"Muestra el cursor del ratón ocupado del sistema cuando el usuario pasa por "
"encima del nodo. A menudo un reloj de arena."
@@ -23276,13 +23544,13 @@ msgid "A cryptographic key (RSA)."
msgstr "Una clave criptográfica (RSA)."
#: doc/classes/CryptoKey.xml
+#, fuzzy
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
"La clase CryptoKey representa una clave criptográfica. Las claves pueden ser "
"cargadas y guardadas como cualquier otro [Resource].\n"
@@ -24396,10 +24664,11 @@ msgstr ""
"Mantiene un cacheo de puntos precalculados a lo largo de la curva, para "
"acelerar los cálculos."
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
+#, fuzzy
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -24638,6 +24907,27 @@ msgstr ""
#: doc/classes/Curve3D.xml
#, fuzzy
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+"Añade un punto a una curva en la posición [code]position[/code], con puntos "
+"de control [code]in[/code] y [code]out[/code].\n"
+"Si se da [code]at_position[/code], el punto se inserta antes del número de "
+"punto [code]at_position[/code], desplazando ese punto (y todos los puntos "
+"posteriores) después del punto insertado. Si no se da [code]at_position[/"
+"code], o es un valor ilegal ([code]at_position <0[/code] o [code]at_position "
+">= [method get_point_count][/code]), el punto se añadirá al final de la "
+"lista de puntos."
+
+#: doc/classes/Curve3D.xml
+#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Devuelve el caché de puntos como un [PackedVector3Array]."
@@ -24830,12 +25120,16 @@ msgstr ""
"de dibujar curvas y/o guardarlas como archivos de imagen."
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
msgstr "La [code]curve[/code] renderizada en la textura."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
-msgstr "El ancho de la textura."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
+msgstr ""
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
@@ -24955,6 +25249,7 @@ msgid "Dictionary type."
msgstr "Tipo diccionario."
#: doc/classes/Dictionary.xml
+#, fuzzy
msgid ""
"Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
@@ -24998,7 +25293,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -25267,6 +25562,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr "Devuelve la lista de claves en el [Dictionary]."
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Devuelve el número de archivos en este directorio."
@@ -25298,16 +25600,18 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
-"Si [code]true[/code], el detalle de la sombra se sacrifica a cambio de "
-"transiciones más suaves entre las divisiones."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25318,8 +25622,12 @@ msgstr ""
"movimiento. Ver [enum ShadowDepthRange]."
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
-msgstr "La distancia máxima para las divisiones de la sombra."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
+msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
@@ -25333,11 +25641,12 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
+#, fuzzy
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"La distancia de la cámara a la sombra se divide en 1. Relativo a [member "
"directional_shadow_max_distance]. Sólo se utiliza cuando [member "
@@ -25345,11 +25654,12 @@ msgstr ""
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
#: doc/classes/DirectionalLight.xml
+#, fuzzy
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"La distancia de la sombra se divide en dos. Relativo a [member "
"directional_shadow_max_distance]. Sólo se utiliza cuando [member "
@@ -25357,10 +25667,11 @@ msgstr ""
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
#: doc/classes/DirectionalLight.xml
+#, fuzzy
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"La distancia de la sombra se divide en dos y tres. Relativo a [member "
"directional_shadow_max_distance]. Sólo se usa cuando [member "
@@ -25680,10 +25991,13 @@ msgstr ""
"caso de éxito)."
#: doc/classes/Directory.xml
+#, fuzzy
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
"Borra el archivo de destino o un directorio vacío. El argumento puede ser "
@@ -25884,9 +26198,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -26321,10 +26634,11 @@ msgstr ""
"save_to_file]."
#: doc/classes/EditorFeatureProfile.xml
+#, fuzzy
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
"Guarda el perfil de características del editor en un archivo en formato "
"JSON. Luego puede ser importado usando el botón [b]Import[/b] del "
@@ -26642,7 +26956,8 @@ msgstr ""
"Devuelve el progreso del escaneo de 0 a 1 si el FS está siendo escaneado."
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
"Devuelve [code]true[/code] del sistema de archivos está siendo escaneado."
@@ -27044,29 +27359,37 @@ msgstr ""
"método."
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+#, fuzzy
+msgid "A control used to edit properties of an object."
msgstr ""
"Una pestaña que se utiliza para editar las propiedades del nodo seleccionado."
#: doc/classes/EditorInspector.xml
-#, fuzzy
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
-msgstr ""
-"El inspector de la edición se encuentra por defecto en la parte derecha del "
-"editor. Se utiliza para editar las propiedades del nodo seleccionado. Por "
-"ejemplo, puedes seleccionar un nodo como el Sprite2D y luego editar su "
-"transformación a través de la herramienta de inspección. El inspector del "
-"editor es una herramienta esencial en el flujo de trabajo del desarrollo del "
-"juego.\n"
-"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de "
-"eso, accede al singleton usando el [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
+msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
@@ -27932,7 +28255,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
#, fuzzy
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -27942,13 +28265,24 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
-"Obtiene el estado de su editor de plugins. Se usa cuando se guarda la escena "
-"(así que el estado se mantiene al abrirla de nuevo) y para cambiar de "
-"pestaña (así que el estado puede ser restaurado cuando la pestaña vuelve)."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27961,14 +28295,19 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
-"Consigue el diseño de la interfaz gráfica del plugin. Se utiliza para "
-"guardar la disposición del editor del proyecto cuando se llama a [method "
-"queue_save_layout] o se ha cambiado la disposición del editor (por ejemplo, "
-"cambiando la posición de un dock)."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28109,13 +28448,31 @@ msgstr ""
"especialmente útil si tu plugin quiere usar raycast en la escena."
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
-msgstr "Restaurar el estado guardado por [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
+msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
-"Restaurar el diseño del plugin GUI guardado por [method get_window_layout]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28621,6 +28978,14 @@ msgstr ""
"- Formatio Binario en FBX 2017\n"
"[/codeblock]"
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr "Post-procesa las escenas después de la importación."
@@ -29469,6 +29834,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Si [code]true[/code], la flecha de plegado está oculta."
+
#: doc/classes/EditorVCSInterface.xml
#, fuzzy
msgid ""
@@ -29656,12 +30026,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -29997,7 +30368,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -30536,8 +30907,23 @@ msgstr ""
"glow_hdr_threshold]."
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
-msgstr "Si [code]true[/code], se activa el efecto de brillo."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
+msgstr ""
#: doc/classes/Environment.xml
msgid ""
@@ -30781,15 +31167,16 @@ msgid "The default exposure used for tonemapping."
msgstr "La exposición predeterminada que se utiliza para el mapeo de tonos."
#: doc/classes/Environment.xml
+#, fuzzy
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
"El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que "
"\"convierte\" los valores HDR para que sean adecuados para su representación "
"en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas "
-"HDR.)"
+"HDR)."
#: doc/classes/Environment.xml
msgid ""
@@ -30800,11 +31187,15 @@ msgstr ""
"el [member tonemap_mode] no se establece en [constant TONE_MAPPER_LINEAR]."
#: doc/classes/Environment.xml
+#, fuzzy
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
"Mantiene en pantalla cada píxel dibujado en el fondo. Este es el modo de "
"fondo más rápido, pero sólo puede ser usado con seguridad en escenas de "
@@ -30883,41 +31274,52 @@ msgstr ""
"coincidan con el brillo de la imagen original."
#: doc/classes/Environment.xml
+#, fuzzy
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
"Operador lineal de mapas de tonos. Lee los datos lineales y los transmite "
"sin modificar."
#: doc/classes/Environment.xml
+#, fuzzy
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
"Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores "
"de los píxeles renderizados por esta fórmula: [code]color = color / (1 + "
"color)[/code]."
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
-msgstr "Operador de mazos fílmicos."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
+msgstr ""
#: doc/classes/Environment.xml
-#, fuzzy
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
-msgstr "Operador del Sistema de Codificación de Color de la Academia."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
+msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -30966,14 +31368,14 @@ msgstr ""
#: doc/classes/Environment.xml
#, fuzzy
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
"Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la "
"pantalla."
#: doc/classes/Environment.xml
#, fuzzy
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
"No hay desenfoque para el efecto de oclusión ambiental del espacio de la "
"pantalla (más rápido)."
@@ -32034,6 +32436,19 @@ msgstr ""
"de base)."
#: doc/classes/Font.xml
+msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
#, fuzzy
msgid ""
"Returns the size of a character, optionally taking kerning into account if "
@@ -32044,6 +32459,32 @@ msgstr ""
"kerning si se proporciona el siguiente carácter."
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Devuelve la longitud del cuaternario."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Devuelve la posición de contacto en el colisionador."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Devuelve el desplazamiento de la textura del tile."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Devuelve el seno del parámetro."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+"Devuelve un rectángulo que encierra los tiles usados (no vacíos) del mapa."
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
"Devuelve el descenso de la fuente (número de píxeles por debajo de la línea "
@@ -32083,6 +32524,23 @@ msgstr ""
"etc.). Llame a esta función para propagar los cambios a los controles que "
"puedan utilizarla."
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Contour point is on the curve."
+msgstr "Elimina todos los puntos de la curva."
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr "Referencia a una función en un objeto."
@@ -33123,11 +33581,12 @@ msgstr ""
"[code]false[/code]."
#: doc/classes/Geometry.xml
+#, fuzzy
msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
"Comprueba si las dos líneas ([code]from_a[/code], [code]dir_a[/code]) y "
@@ -33138,9 +33597,10 @@ msgstr ""
"puntos finales."
#: doc/classes/Geometry.xml
+#, fuzzy
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -33307,11 +33767,12 @@ msgstr ""
"de intersección y la normalidad del cilindro en el punto de intersección."
#: doc/classes/Geometry.xml
+#, fuzzy
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
"Comprueba si los dos segmentos ([code]from_a[/code], [code]to_a[/code]) y "
"([code]from_b[/code], [code]to_b[/code]) se cruzan. Si es así, devuelve el "
@@ -33371,8 +33832,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
"Triangula el polígono especificado por los puntos en [code]polygon[/code]. "
"Devuelve un [PackedInt32Array] donde cada triángulo consiste en tres índices "
@@ -33728,7 +34190,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
"Cocina el efecto para todas las [GeometryInstance]s marcadas con [constant "
"GeometryInstance3D.GI_MODE_BAKED] y [Light]s marcadas con [constant Light3D."
@@ -33847,6 +34314,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr "Representa el tamaño del enum [enum Subdiv]."
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -33896,6 +34407,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -34051,22 +34605,37 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr "Los colores de gradiente devueltos como un [PackedColorArray]."
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
#, fuzzy
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
"Los desplazamientos de gradiente devueltos como un [PackedFloat32Array]."
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr "Textura llena de gradientes."
#: doc/classes/GradientTexture.xml
+#, fuzzy
msgid ""
"GradientTexture uses a [Gradient] to fill the texture data. The gradient "
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
"GradientTexture utiliza un [Gradient] para rellenar los datos de la textura. "
"El gradiente se rellenará de izquierda a derecha usando los colores "
@@ -34095,7 +34664,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
"GradientTexture utiliza un [Gradient] para rellenar los datos de la textura. "
"El gradiente se rellenará de izquierda a derecha usando los colores "
@@ -34434,8 +35004,11 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr "Se emite cuando el usuario pulsa [kbd]Ctrl + C[/kbd]."
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
-msgstr "Emitido cuando se intenta eliminar un GraphNode del GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
+msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
@@ -35130,6 +35703,15 @@ msgstr ""
"GridMap."
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+"Si [code]true[/code], actualiza las animaciones en respuesta a las "
+"notificaciones relacionadas con el proceso."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
"Si [code]true[/code], los elementos de la cuadrícula se centran en el eje X."
@@ -35195,6 +35777,10 @@ msgid "The assigned [MeshLibrary]."
msgstr "La [MeshLibrary] asignada."
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -35253,6 +35839,7 @@ msgstr ""
"Contexto para calcular los hashes criptográficos en múltiples iteraciones."
#: doc/classes/HashingContext.xml
+#, fuzzy
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing "
@@ -35279,8 +35866,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
"La clase HashingContext proporciona una interfaz para computar hashes "
"criptográficos en múltiples iteraciones. Esto es útil, por ejemplo, cuando "
@@ -35373,17 +35959,19 @@ msgstr ""
"map_width] * [member map_depth] ."
#: doc/classes/HeightMapShape.xml
+#, fuzzy
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
"Los datos del mapa de la altura. Si se cambia esto, se redimensionará el "
"[member map_data]."
#: doc/classes/HeightMapShape.xml
+#, fuzzy
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
"Ancho de los datos del mapa de altura. Si se cambia esto, se redimensionará "
"el [member map_data]."
@@ -35413,7 +36001,8 @@ msgstr ""
"Un HingeJoint3D normalmente utiliza el eje Z del cuerpo A como eje de "
"bisagra, aunque se puede especificar otro eje al añadirlo manualmente."
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr "Devuelve el valor de la flag especificada."
@@ -36870,7 +37459,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -37078,8 +37667,12 @@ msgstr ""
"[HTTPClient] no puede conectarse al host."
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
-msgstr "Tamaño máximo permitido para los cuerpos de la respuesta."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
#: doc/classes/HTTPRequest.xml
#, fuzzy
@@ -37095,15 +37688,37 @@ msgstr ""
"archivos grandes para lograr mejores velocidades a costa de la memoria."
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
-"El archivo para descargar. dará salida a cualquier archivo recibido en él."
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+#, fuzzy
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr "Número máximo de redirecciones permitidas."
#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
msgid "If [code]true[/code], multithreading is used to improve performance."
msgstr ""
"Si [code]true[/code], se utiliza el multihilo para mejorar el rendimiento."
@@ -37190,22 +37805,32 @@ msgid "Importing images"
msgstr ""
#: doc/classes/Image.xml
+#, fuzzy
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
-"Mezcla usando Alfa [code]src_rect[/code] de la imagen [code]src[/code] a "
-"esta imagen en las coordenadas [code]dest[/code]."
+"[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta "
+"imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/"
+"code] se copia en [code]dst[/code] si el valor alfa del pixel "
+"correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y "
+"la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y "
+"altura) pero pueden tener formatos diferentes."
#: doc/classes/Image.xml
+#, fuzzy
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
"Mezcla usando alfa[code]src_rect[/code] de la imagen [code]src[/code] a esta "
"imagen usando la imagen [code]mask[/code] en las coordenadas [code]dst[/"
@@ -37217,21 +37842,31 @@ msgstr ""
"formatos diferentes."
#: doc/classes/Image.xml
+#, fuzzy
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
-"Copia [code]src_rect[/code] de la imagen [code]src[/code] a esta imagen en "
-"las coordenadas [code]dst[/code]."
+"[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta "
+"imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/"
+"code] se copia en [code]dst[/code] si el valor alfa del pixel "
+"correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y "
+"la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y "
+"altura) pero pueden tener formatos diferentes."
#: doc/classes/Image.xml
+#, fuzzy
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
"[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta "
"imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/"
@@ -38445,7 +39080,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -38466,14 +39101,18 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+#, fuzzy
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
+"Devuelve un valor entre 0.0 y 1.0 dependiendo del estado de las acciones "
+"dadas. Es útil para obtener el valor de los eventos del tipo "
+"[InputEventJoypadMotion]."
#: doc/classes/Input.xml
#, fuzzy
@@ -38483,9 +39122,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
"Devuelve un valor entre 0 y 1 que representa la intensidad de la acción "
"dada. En un joypad, por ejemplo, cuanto más lejos esté el eje (palos "
@@ -38624,10 +39263,6 @@ msgstr ""
"botones del ratón al mismo tiempo, los bits se suman."
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr "Devuelve el modo de ratón. Vea las constantes para más información."
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -38648,9 +39283,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -38668,9 +39303,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
"Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de "
"acción, lo que significa que es [code]true[/code] sólo en el marco en el que "
@@ -38685,9 +39320,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -38885,36 +39520,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr "Establece el modo del ratón. Vea las constantes para más información."
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-"Habilita o deshabilita la acumulación de eventos de entrada similares "
-"enviados por el sistema operativo. Cuando la acumulación de entrada está "
-"activada, todos los eventos de entrada generados durante una trama se "
-"fusionarán y se emitirán cuando la trama se termine de renderizar. Por lo "
-"tanto, esto limita el número de llamadas del método de entrada por segundo "
-"al FPS de renderización.\n"
-"La acumulación de entrada está habilitada por defecto. Se puede desactivar "
-"para obtener una entrada ligeramente más precisa/reactiva a costa de un "
-"mayor uso de la CPU. En aplicaciones donde se requiere dibujar líneas a mano "
-"alzada, la acumulación de entrada generalmente debe deshabilitarse mientras "
-"el usuario está dibujando la línea para obtener resultados que sigan de "
-"cerca la entrada real."
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -38944,8 +39549,10 @@ msgstr "Detiene la vibración del joypad."
#, fuzzy
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
"Vibración de los dispositivos Android e iOS.\n"
"[b]Nota:[/b] Necesita permiso de VIBRATE para Android en la configuración de "
@@ -38961,6 +39568,41 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+#, fuzzy
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr "Establece el modo del ratón. Vea las constantes para más información."
+
+#: doc/classes/Input.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+"Habilita o deshabilita la acumulación de eventos de entrada similares "
+"enviados por el sistema operativo. Cuando la acumulación de entrada está "
+"activada, todos los eventos de entrada generados durante una trama se "
+"fusionarán y se emitirán cuando la trama se termine de renderizar. Por lo "
+"tanto, esto limita el número de llamadas del método de entrada por segundo "
+"al FPS de renderización.\n"
+"La acumulación de entrada está habilitada por defecto. Se puede desactivar "
+"para obtener una entrada ligeramente más precisa/reactiva a costa de un "
+"mayor uso de la CPU. En aplicaciones donde se requiere dibujar líneas a mano "
+"alzada, la acumulación de entrada generalmente debe deshabilitarse mientras "
+"el usuario está dibujando la línea para obtener resultados que sigan de "
+"cerca la entrada real."
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr "Se emite cuando se ha conectado o desconectado un dispositivo joypad."
@@ -39014,18 +39656,9 @@ msgstr ""
"realizar una operación de dibujo o para realizar selecciones."
#: doc/classes/Input.xml
+#, fuzzy
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
-msgstr ""
-"Espera el cursor. Indica que la aplicación está ocupada realizando una "
-"operación. La forma del cursor indica que la aplicación sigue siendo "
-"utilizable durante la operación."
-
-#: doc/classes/Input.xml
-msgid ""
-"Busy cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application isn't usable during the "
"operation (e.g. something is blocking its main thread)."
msgstr ""
@@ -39034,6 +39667,17 @@ msgstr ""
"durante la operación (por ejemplo, algo está bloqueando su hilo principal)."
#: doc/classes/Input.xml
+#, fuzzy
+msgid ""
+"Busy cursor. Indicates that the application is busy performing an operation. "
+"This cursor shape denotes that the application is still usable during the "
+"operation."
+msgstr ""
+"Espera el cursor. Indica que la aplicación está ocupada realizando una "
+"operación. La forma del cursor indica que la aplicación sigue siendo "
+"utilizable durante la operación."
+
+#: doc/classes/Input.xml
msgid "Drag cursor. Usually displayed when dragging something."
msgstr "Cursor de arrastre. Normalmente se muestra cuando se arrastra algo."
@@ -39156,22 +39800,27 @@ msgstr "Devuelve una representación [String] del evento."
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
"Devuelve un valor entre 0.0 y 1.0 dependiendo del estado de las acciones "
"dadas. Es útil para obtener el valor de los eventos del tipo "
"[InputEventJoypadMotion]."
#: doc/classes/InputEvent.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
+"Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un "
+"evento de eco para los eventos [InputEventKey], a menos que "
+"[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los "
+"eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]."
#: doc/classes/InputEvent.xml
#, fuzzy
@@ -39180,9 +39829,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -39199,9 +39848,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
"Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un "
"evento de eco para los eventos [InputEventKey], a menos que "
@@ -39240,15 +39889,20 @@ msgstr ""
"eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]."
#: doc/classes/InputEvent.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if the specified [code]event[/code] matches this "
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
+"Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un "
+"evento de eco para los eventos [InputEventKey], a menos que "
+"[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los "
+"eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]."
#: doc/classes/InputEvent.xml
msgid ""
@@ -39364,9 +40018,10 @@ msgstr ""
"code], se libera el estado del botón."
#: doc/classes/InputEventJoypadButton.xml
+#, fuzzy
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
"Representa la presión que el usuario ejerce sobre el botón con su dedo, si "
"el controlador lo soporta. Va de [code]0[/code] a [code]1[/code]."
@@ -39687,13 +40342,18 @@ msgid "Input event type for mouse motion events."
msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -39716,6 +40376,15 @@ msgid "Mouse and input coordinates"
msgstr "Medio desplazamiento en la coordenada X."
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Devuelve el número de disposiciones del teclado.\n"
+"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -39929,9 +40598,9 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
"Devuelve [code]true[/code] si el evento dado es parte de una acción "
"existente. Este método ignora los modificadores de teclado si no se pulsa el "
@@ -39939,9 +40608,13 @@ msgstr ""
"action_has_event] si no quieres este comportamiento."
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
-"Devuelve un conjunto de [InputEvent]s asociados a una acción determinada."
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
@@ -40130,6 +40803,12 @@ msgstr ""
"automáticamente el nuevo contenido."
#: doc/classes/InterpolatedCamera.xml
+#, fuzzy
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]."
+
+#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
@@ -40139,6 +40818,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -40331,7 +41023,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"Este control proporciona una lista seleccionable de elementos que pueden "
"estar en una sola (o varias columnas) con opción de texto, iconos o ambos. "
@@ -42154,11 +42857,11 @@ msgstr ""
"mitad de los caracteres del texto. Es útil para animar el texto en un cuadro "
"de diálogo."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr "El texto a mostrar en la pantalla."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr "Si [code]true[/code], todo el texto se muestra como MAYÚSCULAS."
@@ -42176,36 +42879,36 @@ msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
"Restringe el número de caracteres a mostrar. Ponlo en -1 para desactivarlo."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr "Alinea las filas a la izquierda (por defecto)."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr "Alinea las filas centradas."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr "Alinea las filas a la derecha."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
"Ampliar los espacios en blanco de las filas para que se ajusten al ancho."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr "Alinea todo el texto en la parte superior."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr "Alinea todo el texto al centro."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr "Alinea todo el texto al fondo."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr "Alinear todo el texto extendiendo las filas."
@@ -42250,6 +42953,254 @@ msgstr "[Font] que se usa para el texto de las [Label]."
msgid "Background [StyleBox] for the [Label]."
msgstr "Fondo [StyleBox] para la [Label]."
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Displays plain text in a 3D world."
+msgstr "Nodo de sprite 2D en un mundo 3D."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"Devuelve [code]true[/code], si el flag especificado está activado. Ver el "
+"enumerador [enum Flags] para las opciones."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+"El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr "Umbral en el que el alpha scissor descartará los valores."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Si [code]true[/code], oculta la línea del índice especificado."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+"La dirección de llenado. Ver [enum FillMode] para los posibles valores."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+"Si [code]true[/code], la textura también se puede ver desde atrás, si "
+"[code]false[/code], es invisible cuando se mira desde atrás."
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+"Si [code]true[/code], el objeto se renderiza con el mismo tamaño "
+"independientemente de la distancia."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "[Font] que se usa para el texto de las [Label]."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+"Controla la alineación horizontal del texto. Apoya la izquierda, el centro, "
+"la derecha, y el relleno, o la justificación. Ponlo en una de las constantes "
+"[enum Align]."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr "Espacio vertical entre líneas en multilínea [Label]."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Text [Color] of the [Label3D]."
+msgstr "[Color] del texto predeterminado de la [Label]."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+"Si [code]true[/code], la prueba de profundidad está desactivada y el objeto "
+"se dibujará en orden de renderización."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The text drawing offset (in pixels)."
+msgstr "El desplazamiento al dibujar de la textura."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The tint of [Font]'s outline."
+msgstr "La altura del cilindro."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"Establece la prioridad de renderización de los objetos transparentes en las "
+"escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de "
+"menor prioridad.\n"
+"[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos "
+"transparentes. Esto no afectará a la forma en que se clasifican los objetos "
+"transparentes en relación con los opacos. Esto se debe a que los objetos "
+"opacos no se clasifican, mientras que los transparentes se clasifican de "
+"atrás hacia adelante (sujetos a prioridad)."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"Establece la prioridad de renderización de los objetos transparentes en las "
+"escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de "
+"menor prioridad.\n"
+"[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos "
+"transparentes. Esto no afectará a la forma en que se clasifican los objetos "
+"transparentes en relación con los opacos. Esto se debe a que los objetos "
+"opacos no se clasifican, mientras que los transparentes se clasifican de "
+"atrás hacia adelante (sujetos a prioridad)."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+"Si [code]true[/code], la [Light] en el [Environment] tiene efectos sobre el "
+"sprite."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+"Controla la alineación vertical del texto. Soporta la parte superior, el "
+"centro, la parte inferior y el relleno. Ponlo en una de las constantes [enum "
+"VAlign]."
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If set, lights in the environment affect the label."
+msgstr "Si se ajusta, las luces del entorno afectan al sprite."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+"Si se fija, la textura puede ser vista desde atrás también, si no, es "
+"invisible cuando se mira desde atrás."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+"Desactiva la prueba de profundidad, así que este objeto se dibuja encima de "
+"todos los demás. Sin embargo, los objetos dibujados después de él en el "
+"orden de dibujo pueden cubrirlo."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+"El objeto se escala según la profundidad para que siempre aparezca del mismo "
+"tamaño en la pantalla."
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr "Representa el tamaño del enum [enum DrawFlags]."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
#, fuzzy
msgid ""
@@ -42444,9 +43395,13 @@ msgid "The color of shadows cast by this light."
msgstr "El color de las sombras proyectadas por esta luz."
#: doc/classes/Light.xml
-#, fuzzy
-msgid "Attempts to reduce [member shadow_bias] gap."
-msgstr "Constante para acceder a [member shadow_bias]."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
+msgstr ""
#: doc/classes/Light.xml
msgid "If [code]true[/code], the light will cast shadows."
@@ -42823,14 +43778,20 @@ msgid "A 2D line."
msgstr "Una línea 2D."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
"[member ProjectSettings.rendering/limits/buffers/"
"canvas_polygon_index_buffer_size_kb]."
msgstr ""
+"Un Polígono2D se define por un conjunto de puntos. Cada punto está conectado "
+"al siguiente, y el punto final está conectado al primero, resultando en un "
+"polígono cerrado. Los Polígonos2D pueden ser rellenados con color (sólido o "
+"gradiente) o rellenados con una textura dada."
#: doc/classes/Line2D.xml
msgid ""
@@ -42877,11 +43838,19 @@ msgstr ""
"code] suministrada."
#: doc/classes/Line2D.xml
-#, fuzzy
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
-msgstr "Si [code]true[/code], el borde de la línea será anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
#: doc/classes/Line2D.xml
msgid ""
@@ -42926,11 +43895,13 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
-"La suavidad de las articulaciones redondeadas y las cubiertas. Esto sólo se "
-"usa si una cubierta o articulación se establece como redonda."
#: doc/classes/Line2D.xml
#, fuzzy
@@ -43124,7 +44095,7 @@ msgstr ""
"[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben "
"estar dentro de la longitud del texto."
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr "Borra la selección actual."
@@ -43143,6 +44114,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr "Devuelve la columna de inicio de la selección."
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr "Devuelve la columna de final de selección."
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Devuelve [code]true[/code] si el temporizador se detiene."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -43209,6 +44193,16 @@ msgstr ""
"Si [code]true[/code], el menú contextual aparecerá al hacer clic con el "
"botón derecho del ratón."
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+"Si [code]true[/code], el elemento actualmente seleccionado puede ser "
+"seleccionado de nuevo."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -43249,6 +44243,17 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+"Devuelve [code]true[/code] si el video se está reproduciendo.\n"
+"[b]Nota:[/b] El vídeo sigue considerándose en reproducción si se interrumpe "
+"durante la reproducción."
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -44947,22 +45952,58 @@ msgstr ""
"material de anulación."
#: doc/classes/MeshInstance.xml
-#, fuzzy
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
-"Devuelve el [Material] sobreescrito para la superficie especificada del "
-"recurso [Mesh]."
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+#, fuzzy
+msgid "Returns the number of surface override materials."
msgstr "Devuelve el número de materiales de la superficie."
#: doc/classes/MeshInstance.xml
-#, fuzzy
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
-"Devuelve el [Material] sobreescrito para la superficie especificada del "
-"recurso [Mesh]."
#: doc/classes/MeshInstance.xml
msgid "The [Mesh] resource for the instance."
@@ -44994,9 +46035,10 @@ msgstr "Nodo utilizado para mostrar una [Mesh] en 2D."
#: doc/classes/MeshInstance2D.xml
#, fuzzy
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
"Nodo utilizado para mostrar una [Mesh] en 2D. Puede ser construido a partir "
"de un [Sprite2D] existente mediante una herramienta en la barra de "
@@ -45201,6 +46243,41 @@ msgstr ""
"Establece la malla utilizada para dibujar. Debe ser una malla que usa "
"vértices 2D."
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr "Implementación de la RealidadVirtual(VR) móvil genérica."
@@ -45347,6 +46424,15 @@ msgstr "Devuelve la [Transform2D] de una instancia específica."
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -45359,6 +46445,18 @@ msgid ""
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
#, fuzzy
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@@ -45415,6 +46513,16 @@ msgid "Mesh to be drawn."
msgstr "Malla para ser dibujada."
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
"Formato de transformación usado para transformar la malla, ya sea 2D o 3D."
@@ -45469,6 +46577,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr "Nodo que instancia un [MultiMesh]."
@@ -45930,6 +47050,9 @@ msgstr "Nodo de navegación y busqueda de caminos basado en una malla."
#: doc/classes/Navigation.xml
#, fuzzy
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -45982,7 +47105,15 @@ msgstr ""
#: doc/classes/Navigation.xml
#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Devuelve el [RID] de la forma enésima de un área."
+
+#: doc/classes/Navigation.xml
+#, fuzzy
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -46010,12 +47141,24 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
"Define qué dirección es hacia arriba. Por defecto, esto es [code](0, 1, 0)[/"
"code], que es la dirección \"arriba\" del mundo."
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr "Navegación 2D y nodo de búsqueda de caminos."
@@ -46023,6 +47166,9 @@ msgstr "Navegación 2D y nodo de búsqueda de caminos."
#: doc/classes/Navigation2D.xml
#, fuzzy
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -46046,6 +47192,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
#, fuzzy
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -46060,6 +47209,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr "El modo de llamada a utilizar para las Call Method Tracks."
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
#, fuzzy
msgid "Server interface for low-level 2D navigation access."
@@ -46070,11 +47225,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -46094,11 +47257,30 @@ msgstr "Crea un [HingeJoint]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+"Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si "
+"no se encuentra."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Devuelve [code]true[/code] si el script puede ser instanciado."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -46160,11 +47342,60 @@ msgid "Destroys the given RID."
msgstr "Quita la identificación del tile dado."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Create a new map."
msgstr "Crea un [Area2D]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+#, fuzzy
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+"Obtiene la línea actual en el archivo analizado (actualmente no "
+"implementado)."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Devuelve el tamaño del array."
@@ -46194,9 +47425,17 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
-msgid "Returns the navigation path to reach the destination from the origin."
-msgstr "Devuelve el polígono de navegación del tile."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
@@ -46208,6 +47447,13 @@ msgstr "Devuelve [code]true[/code] si la selección está activa."
msgid "Sets the map active."
msgstr "Detiene el temporizador."
+#: doc/classes/Navigation2DServer.xml
+#, fuzzy
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto."
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Set the map cell size used to weld the navigation mesh polygons."
@@ -46224,10 +47470,82 @@ msgid "Creates a new region."
msgstr "Crea un [Area2D]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+"Devuelve la proyección ortogonal de [code]point[/code] en un punto del plano."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Devuelve la malla de navegación del objeto."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+"Coloca la [code]position[/code] para el punto con el [code]id[/code] dado."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Establece los metadatos del borde dado."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -46238,6 +47556,12 @@ msgstr "Establece la malla de navegación del objeto."
msgid "Sets the global transformation for the region."
msgstr "Establece la matriz de transformación global del Viewport."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+"Coloca la [code]position[/code] para el punto con el [code]id[/code] dado."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -46247,9 +47571,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -46267,9 +47598,16 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "Returns the path from start to finish in global coordinates."
-msgstr "Devuelve el RID del viewport del [VisualServer]."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
+msgstr ""
#: doc/classes/NavigationAgent.xml
#, fuzzy
@@ -46285,14 +47623,32 @@ msgid ""
"system."
msgstr "Devuelve el nodo animacion con el nombre dado."
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Devuelve el [RID] de la forma enésima de un área."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid ""
"Returns the user-defined target location (set with [method "
@@ -46331,6 +47687,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -46343,9 +47705,24 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-#, fuzzy
-msgid "The agent height offset to match the navigation mesh height."
-msgstr "Devuelve el desplazamiento del polígono de navegación del tile."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -46363,6 +47740,13 @@ msgstr "El valor máximo de luminosidad para la exposición automática."
msgid "The maximum speed that an agent can move."
msgstr "El valor máximo que puede alcanzar la curva."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The distance to search for other agents."
@@ -46370,21 +47754,40 @@ msgstr "La instancia no tiene un tipo."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "El radio del cilindro."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -46428,9 +47831,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -46448,11 +47858,9 @@ msgid ""
msgstr "Devuelve el nodo animacion con el nombre dado."
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Devuelve el [RID] de la forma enésima de un área."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -46460,6 +47868,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -46496,8 +47929,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
"Devuelve [code]true[/code] si el bit de la máscara de colisión dada está "
"configurado."
@@ -46528,9 +47961,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -46546,14 +47979,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -46566,7 +47999,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -46595,13 +48028,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -46612,13 +48049,22 @@ msgstr "Si [code]true[/code], se activan las pulsaciones de paso."
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
+"Si [code]true[/code], las partículas emitirán una vez y luego se detendrán. "
+"Equivalente a [member GPUParticles.one_shot]."
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -46641,7 +48087,7 @@ msgstr "El modo de fondo. Ver [enum BGMode] para los posibles valores."
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -46708,7 +48154,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -46730,13 +48176,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -46745,19 +48191,67 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "Representa el tamaño del enum [enum ShaderMode]."
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
#, fuzzy
-msgid "Clears the navigation mesh."
-msgstr "Establece la malla de navegación del objeto."
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Elimina la animación con la clave [code]name[/code]."
#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
@@ -46767,15 +48261,42 @@ msgstr "Nodo que instancia un [MultiMesh]."
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -46783,11 +48304,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "El recurso [Mesh] para la instancia."
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "Notifica cuando una animación comienza a reproducirse."
@@ -46806,7 +48351,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -46817,6 +48364,11 @@ msgid ""
msgstr "Devuelve el nodo animacion con el nombre dado."
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Devuelve el [RID] de la forma enésima de un área."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -46846,7 +48398,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -46856,6 +48410,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Devuelve el [RID] de la forma enésima de un área."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -46959,6 +48518,14 @@ msgstr ""
"vértices."
#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
#, fuzzy
msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
@@ -47009,6 +48576,56 @@ msgstr ""
"Cambia un contorno creado en el editor o por el script. Tienes que llamar a "
"[method make_polygons_from_outlines] para que los polígonos se actualicen."
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "A region of the 2D navigation map."
+msgstr "Establece la malla de navegación del objeto."
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "El recurso [Mesh] para la instancia."
+
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Server interface for low-level 3D navigation access."
@@ -47019,11 +48636,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -47090,10 +48711,64 @@ msgid "Bakes the navigation mesh."
msgstr "Establece la malla de navegación del objeto."
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Control activation of this server."
msgstr "Traducción local de este nodo."
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr "Devuelve el estado actual de la conexión. Ver [enum ConnectionStatus]."
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid "Set the max packet size that this peer can handle."
+msgstr "Establece la piel que se utilizará en esta instancia."
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -47340,8 +49015,9 @@ msgid ""
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
"Habilitar o deshabilitar la verificación del certificado cuando [member "
@@ -47899,7 +49575,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nodos y escenas"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -48154,12 +49830,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
"Añade un nodo infantil. Los nodos pueden tener cualquier número de niños, "
"pero cada niño debe tener un nombre único. Los nodos hijos se eliminan "
@@ -48243,6 +49919,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -48606,6 +50291,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -48852,14 +50556,30 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+#, fuzzy
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -48901,28 +50621,30 @@ msgstr ""
"[method rset_config] para las propiedades."
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
"Envía un [method rpc] a un par específico identificado por [code]peer_id[/"
"code] (véase [method NetworkedMultiplayerPeer.set_target_peer]). Devuelve "
"una [Variant] vacía."
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
"Envía un [method rpc] usando un protocolo poco fiable. Devuelve una "
"[Variant] vacía."
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
"Envía un [method rpc] a un par específico identificado por [code]peer_id[/"
"code] utilizando un protocolo poco fiable (véase [method "
@@ -49171,18 +50893,48 @@ msgstr ""
"será renombrado automáticamente."
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
"The node owner. A node can have any other node as owner (as long as it is a "
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
-"El dueño del nodo. Un nodo puede tener cualquier otro nodo como propietario "
-"(siempre que sea un padre, abuelo, etc. válido ascendente en el árbol). "
-"Cuando se guarda un nodo (usando [PackedScene]), todos los nodos que posee "
-"se guardarán con él. Esto permite la creación de [SceneTree] complejos, con "
-"instanciación y subinstanciación."
+"Añade un nodo infantil. Los nodos pueden tener cualquier número de niños, "
+"pero cada niño debe tener un nombre único. Los nodos hijos se eliminan "
+"automáticamente cuando se elimina el nodo padre, por lo que una escena "
+"entera puede ser eliminada eliminando su nodo superior.\n"
+"Si [code]legible_unique_name[/code] es [code]true[/code], el nodo hijo "
+"tendrá un nombre legible para los humanos basado en el nombre del nodo que "
+"se instale en lugar de su tipo.\n"
+"[b]Nota:[/b] Si el nodo hijo ya tiene un padre, la función fallará. Use "
+"[method remove_child] primero para eliminar el nodo de su padre actual. Por "
+"ejemplo:\n"
+"[codeblock]\n"
+"if child_node.get_parent():\n"
+" child_node.get_parent().remove_child(child_node)\n"
+"add_child(child_node)\n"
+"[/codeblock]\n"
+"Si necesita que el nodo hijo se añada debajo de un nodo específico en la "
+"lista de hijos, use [method add_sibling] en lugar de este método.\n"
+"[b]Nota:[/b] Si quieres que un hijo sea perseguido en un [PackedScene], "
+"debes establecer [member owner] además de llamar a [method add_child]. Esto "
+"es típicamente relevante para los scripts de la herramienta [url=https://"
+"godot.readthedocs.io/es/latest/tutorials/misc/running_code_in_the_editor."
+"html]tool[/url] y para los plugins de edición [/url] de [url=https://godot."
+"readthedocs.io/es/latest/tutorials/plugins/editor/index.html]. Si se llama a "
+"[method add_child] sin establecer [member owner], el [Node] recién agregado "
+"no será visible en el árbol de la escena, aunque sí lo será en la vista "
+"2D/3D."
#: doc/classes/Node.xml
msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
@@ -49191,6 +50943,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -49205,14 +50966,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -49224,28 +51000,39 @@ msgid "Emitted when the node is renamed."
msgstr "Emitido cuando el nodo es renombrado."
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
-msgstr "Emitido cuando el nodo entra en el árbol."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
msgstr "Emitido después de que el nodo sale del árbol y ya no está activo."
#: doc/classes/Node.xml
+#, fuzzy
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
"Emitido cuando el nodo está todavía activo pero a punto de salir del árbol. "
"Este es el lugar adecuado para la des-inicialización (o un \"destructor\", "
"si se quiere)."
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
-msgstr "Notificación recibida cuando el nodo entra en un [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
+msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+#, fuzzy
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
"Notificación recibida cuando el nodo está a punto de salir de un [SceneTree]."
@@ -49303,12 +51090,19 @@ msgid "Notification received when the node is instanced."
msgstr "Notificación recibida cuando el nodo es instanciado."
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
-msgstr "Notificación recibida cuando comienza un arrastre."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
+msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
-msgstr "Notificación recibida cuando termina un arrastre."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
+msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node's [NodePath] changed."
@@ -49338,6 +51132,13 @@ msgid ""
msgstr ""
#: doc/classes/Node.xml
+#, fuzzy
+msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr "Notificación recibida cuando el nodo se mueve en el padre."
+
+#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
@@ -49354,6 +51155,27 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]."
#: doc/classes/Node.xml
+#, fuzzy
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+"Heredó el modo de pausa del padre del nodo. Para el nodo raíz, es "
+"equivalente a [constant PAUSE_MODE_STOP]. Por defecto."
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr "Duplica las señales del nodo."
@@ -49523,8 +51345,14 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr "Rotación en grados, en relación con el padre del nodo."
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
-msgstr "La escala del nodo. Valor no escalado: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
+msgstr ""
#: doc/classes/Node2D.xml
msgid "Local [Transform2D]."
@@ -49733,7 +51561,7 @@ msgstr ""
#, fuzzy
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -50016,8 +51844,14 @@ msgstr ""
"code] (ver [enum PropertyUsageFlags])."
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
-msgstr "Se llama cuando el objeto se inicializa."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
+msgstr ""
#: doc/classes/Object.xml
msgid ""
@@ -50152,7 +51986,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -50218,7 +52052,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
"[b]ARREGLAME[/b] La sintaxis cambió con el añadido de [Callable], esto "
@@ -50332,9 +52166,16 @@ msgstr ""
"recuperar la instancia del objeto con [method @GDScript.instance_from_id]."
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+#, fuzzy
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
-"Devuelve la entrada de metadatos del objeto para el [code]name[/code] dado."
+"Devuelve el índice del artículo en la [code]position[/code] dada.\n"
+"Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/"
+"code] es [code]true[/code], y de lo contrario se devolverá el índice de "
+"elemento más cercano."
#: doc/classes/Object.xml
#, fuzzy
@@ -50770,8 +52611,8 @@ msgstr "Dibuja una geometría simple desde código."
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -50850,8 +52691,14 @@ msgid "See [enum ShadowDetail]."
msgstr "Ver [enum ShadowMode]."
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
-msgstr "Ver [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
+msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
@@ -50862,9 +52709,11 @@ msgstr ""
"que [constant SHADOW_CUBE], pero de menor calidad."
#: doc/classes/OmniLight.xml
+#, fuzzy
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
"Las sombras se representan en un mapa de cubos. Más lento que [constant "
"SHADOW_DUAL_PARABOLOID], pero de mayor calidad."
@@ -51092,8 +52941,14 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]."
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]."
+
+#: doc/classes/OptionButton.xml
+#, fuzzy
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
"Devuelve el ID del elemento seleccionado, o [code]0[/code] si no hay ningún "
@@ -51119,9 +52974,11 @@ msgid "Removes the item at index [code]idx[/code]."
msgstr "Elimina el elemento en el índice [code]idx[/code]."
#: doc/classes/OptionButton.xml
+#, fuzzy
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
"Selecciona un elemento por índice y lo convierte en el elemento actual. Esto "
"funcionará incluso si el elemento está desactivado."
@@ -51160,6 +53017,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr "Establece el texto del artículo en el índice [code]idx[/code]."
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Establece el texto del artículo en el índice [code]idx[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -51517,6 +53379,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
"Devuelve los argumentos de la línea de mando pasados al motor.\n"
@@ -51629,6 +53495,16 @@ msgstr ""
"determinarse a partir de la época."
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -51803,8 +53679,20 @@ msgstr ""
"Windows."
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
-msgstr "Devuelve el número de hilos disponibles en el host."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
+msgstr ""
#: doc/classes/OS.xml
#, fuzzy
@@ -51877,6 +53765,23 @@ msgstr ""
"[b]Nota:[/b] Este método está implementado en macOS."
#: doc/classes/OS.xml
+msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
@@ -52231,6 +54136,23 @@ msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+"Matar (terminar) el proceso identificado por el ID de proceso dado "
+"([code]pid[/code]), por ejemplo el devuelto por [method execute] en modo no "
+"bloqueante.\n"
+"[b]Nota:[/b] Este método también puede utilizarse para matar procesos que no "
+"fueron generados por el juego.\n"
+"[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y "
+"Windows."
+
+#: doc/classes/OS.xml
+#, fuzzy
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -52349,6 +54271,21 @@ msgstr ""
"Windows."
#: doc/classes/OS.xml
+msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Moves the window to the front.\n"
@@ -52561,6 +54498,7 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@@ -52570,9 +54508,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -53185,6 +55123,14 @@ msgstr ""
"principal.\n"
"[b]Nota:[/b] Sólo disponible en las construcciones del editor."
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr "Abstracción y clase base para protocolos basados en paquetes."
@@ -57027,9 +58973,14 @@ msgstr ""
"G6DOFJointAxisParam])."
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+#, fuzzy
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
-"Devuelve una información definida por la entrada [enum ProcessInfo] dada."
+"Devuelve información sobre el estado actual del motor de física 2D. Ver "
+"[enum ProcessInfo] para una lista de los estados disponibles."
#: doc/classes/PhysicsServer.xml
msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
@@ -57921,8 +59872,16 @@ msgid "Sets the weight values for the specified bone."
msgstr "Establece los valores de peso para el hueso especificado."
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
-msgstr "Si [code]true[/code], los bordes de los polígonos estarán suavizados."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
@@ -58024,20 +59983,44 @@ msgstr ""
#: doc/classes/PoolByteArray.xml
#, fuzzy
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr "Un paquete [Array] de bytes."
#: doc/classes/PoolByteArray.xml
#, fuzzy
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"Un [Array] diseñado específicamente para contener bytes. Empaqueta los datos "
-"de forma ajustada, por lo que ahorra memoria para los tamaños de arrays "
-"grandes.\n"
-"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia."
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolByteArray.xml
#, fuzzy
@@ -58093,6 +60076,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -58119,6 +60112,17 @@ msgstr ""
"Utiliza esta función si no estás seguro de la fuente de los datos. Para la "
"entrada del usuario esta función siempre debe ser preferida."
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+"Devuelve [code]true[/code] si el objeto contiene el [code]method[/code] dado."
+
#: doc/classes/PoolByteArray.xml
#, fuzzy
msgid ""
@@ -58172,6 +60176,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "Cambia el byte en el índice dado."
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Elimina un elemento del array por indice."
+
#: doc/classes/PoolByteArray.xml
#, fuzzy
msgid ""
@@ -58185,20 +60197,45 @@ msgstr ""
#: doc/classes/PoolColorArray.xml
#, fuzzy
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr "Un paquete de [Array] de [Color]s."
#: doc/classes/PoolColorArray.xml
#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"Un [Array] diseñado específicamente para mantener el [Color]. Envuelve los "
-"datos de forma ajustada, por lo que ahorra memoria para los arrays de gran "
-"tamaño.\n"
-"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia."
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolColorArray.xml
#, fuzzy
@@ -58234,15 +60271,32 @@ msgstr "Cambia el [Color] en el índice dado."
#: doc/classes/PoolIntArray.xml
#, fuzzy
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr "Un paquete [Array] de 32 bits de tipo entero."
#: doc/classes/PoolIntArray.xml
#, fuzzy
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -58292,14 +60346,32 @@ msgstr "Cambia el entero en el índice dado."
#: doc/classes/PoolRealArray.xml
#, fuzzy
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr "Un paquete de [Array] de [Color]s."
#: doc/classes/PoolRealArray.xml
+#, fuzzy
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -58308,6 +60380,17 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolRealArray.xml
#, fuzzy
@@ -58329,20 +60412,44 @@ msgstr "Cambia el real en el índice dado."
#: doc/classes/PoolStringArray.xml
#, fuzzy
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr "Un paquete de [Array] de [String]s."
#: doc/classes/PoolStringArray.xml
#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"Una [Array] diseñada específicamente para sostener [String]s. Empaqueta los "
-"datos de forma apretada, así que ahorra memoria para los tamaños de arrays "
-"grandes.\n"
-"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia."
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolStringArray.xml
#, fuzzy
@@ -58375,20 +60482,45 @@ msgstr "Cambia la [String] en el índice dado."
#: doc/classes/PoolVector2Array.xml
#, fuzzy
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr "Un empaquetado de [Array] de [Vector2]s."
#: doc/classes/PoolVector2Array.xml
#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"Un [Array] diseñada específicamente para contener el [Vector2]. Empaqueta "
-"los datos de forma apretada, así que ahorra memoria para los tamaños de "
-"array grandes.\n"
-"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia."
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
@@ -58419,20 +60551,45 @@ msgstr "Cambia el [Vector2] en el índice dado."
#: doc/classes/PoolVector3Array.xml
#, fuzzy
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr "Un empaquetado [Array] de [Vector3]s."
#: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"Un [Array] diseñada específicamente para contener el [Vector3]. Empaca los "
-"datos de forma apretada, así que ahorra memoria para los tamaños de array "
-"grandes.\n"
-"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia."
+"Un [Array] diseñado específicamente para mantener valores enteros de 32 "
+"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
+"los tamaños de arrays grandes.\n"
+"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
+"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
+"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
+"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
+"límites volvera los valores al minimo inicial. En comparación, [int] usa "
+"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
+"necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
+"[PackedInt64Array]."
#: doc/classes/PoolVector3Array.xml
#, fuzzy
@@ -58563,10 +60720,19 @@ msgstr "El PopupMenu muestra una lista de opciones."
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
-"[PopupMenu] es un [Control] que muestra una lista de opciones. Son populares "
-"en las barras de herramientas o en los menús contextuales."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -58887,9 +61053,9 @@ msgstr ""
"submenú."
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
"Devuelve la punta de la herramienta asociada al índice especificado "
"[code]idx[/code]."
@@ -59221,6 +61387,11 @@ msgstr "[Font] usada para los elementos del menú."
#: doc/classes/PopupMenu.xml
#, fuzzy
+msgid "[Font] used for the labeled separator."
+msgstr "[Font] que se usa para el texto de las [Label]."
+
+#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid "[Texture] icon for the checked checkbox items."
msgstr "Icono [Texture2D] para las casillas marcadas."
@@ -60386,6 +62557,15 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+"Si [code]true[/code], habilita advertencias cuando un operador ternario "
+"puede emitir valores con tipos incompatibles."
+
+#: doc/classes/ProjectSettings.xml
+#, fuzzy
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -60601,9 +62781,17 @@ msgstr ""
"una función que devuelve [code]void[/code] a una variable."
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
-"Mensaje que se mostrará antes del retroceso cuando el motor se crashea."
#: doc/classes/ProjectSettings.xml
#, fuzzy
@@ -60635,6 +62823,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr "Máxima pila de llamadas permitida para depurar GDScript."
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
"Cantidad máxima de funciones por fotograma permitidas en la elaboración de "
@@ -60818,7 +63016,7 @@ msgstr ""
#, fuzzy
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr "Permite que la ventana sea redimensionada por defecto."
#: doc/classes/ProjectSettings.xml
@@ -60907,6 +63105,18 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid ""
"Search path for project-specific script templates. Godot will search for "
@@ -60951,6 +63161,19 @@ msgstr ""
"utilizará para todos los [ScrollContainer]s a menos que se sobrescriba."
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
@@ -61218,6 +63441,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr "Retraso predeterminado para las sugerencias (en segundos)."
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr "Nombre opcional para la capa 1 de la física 2D."
@@ -61438,6 +63853,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr "Nombre opcional para la capa 9 del renderizado 2D."
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr "Nombre opcional para la capa 1 de la física 3D."
@@ -61598,7 +64205,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nombre opcional para la capa 13 del renderizado 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
msgstr "Nombre opcional para la capa 14 del renderizado 3D"
#: doc/classes/ProjectSettings.xml
@@ -61732,6 +64340,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -62162,6 +64813,16 @@ msgstr ""
"una alternativa."
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr "Habilita [member Viewport.physics_object_picking] en el viewport raíz."
@@ -62197,6 +64858,17 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@@ -62209,8 +64881,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
"Controla cuánto se sincronizan los ticks de la física con el tiempo real. "
"Para 0 o menos, los ticks están sincronizadas. Estos valores se recomiendan "
@@ -62526,20 +65200,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -62547,19 +65229,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -62591,6 +65282,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -62763,23 +65470,31 @@ msgid ""
"when it is set to [code]false[/code], i.e. there are problems with the "
"default method."
msgstr ""
+"Usa un método simplificado para generar datos CPV (Conjunto Potencialmente "
+"Visible). Los resultados pueden no ser precisos cuando más de un portal une "
+"habitaciones adyacentes.\n"
+"[b]Nota:[/b] Por lo general, solo deberías utilizar esta opción si "
+"encuentras errores al estar en [code]false[/code], por ej. cuando hay "
+"problemas con el método predeterminado."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"Sobrescritura del extremo inferior para [member rendering/quality/depth/hdr] "
-"en los dispositivos móviles, debido a problemas de rendimiento o de apoyo al "
-"driver."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62940,13 +65655,14 @@ msgstr ""
"(también llamado \"filtrado trilíneo\")."
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
"Strategy used for framebuffer allocation. The simpler it is, the less "
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
"Estrategia utilizada para la asignación de la memoria intermedia. Cuanto más "
"simple es, menos recursos utiliza (pero menos características soporta). Si "
@@ -63085,20 +65801,25 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
-"Si [code]true[/code], fuerza el sombreado de vértices para todos los "
-"renderizados. Esto puede aumentar mucho el rendimiento, pero también reduce "
-"la calidad enormemente. Se puede utilizar para optimizar el rendimiento en "
-"dispositivos móviles de gama baja."
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
"Sobreescritura del extremo inferior para [member rendering/quality/shading/"
"force_vertex_shading] en los dispositivos móviles, debido a problemas de "
@@ -63133,12 +65854,13 @@ msgstr ""
"documentación del mapeo de sombras."
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
-"Tamaño para el atlas de sombras (usado para OmniLights y SpotLights). Vea la "
-"documentación."
+"Establece el tamaño de las imágenes del atlas de sombras (usado para omni y "
+"focos). El valor se redondeará a la potencia más cercana de 2."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63362,10 +66084,185 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+#, fuzzy
+msgid "Interpolates an [Object]'s property over time."
+msgstr "Anima suavemente las propiedades de un nodo a lo largo del tiempo."
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+#, fuzzy
+msgid "General-purpose 3D proximity detection node."
msgstr "Nodo de detección de proximidad de propósito general."
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
+msgstr ""
+
#: doc/classes/QuadMesh.xml
msgid "Class representing a square mesh."
msgstr "Clase que representa una malla cuadrada."
@@ -63743,18 +66640,21 @@ msgid "Abstract base class for range-based controls."
msgstr "Clase base abstracta para controles basados en el rango."
#: doc/classes/Range.xml
+#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
"Rango es una clase base para los nodos [Control] que cambian un [i]valor[/i] "
"real entre un [i]mínimo[/i] y un [i]máximo[/i], usando [i]paso[/i] y "
"[i]página[/i], por ejemplo una [ScrollBar]."
#: doc/classes/Range.xml
+#, fuzzy
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
@@ -63763,7 +66663,8 @@ msgstr ""
"compartirá el nuevo valor con todos los demás rangos de su grupo."
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+#, fuzzy
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
"Para el rango, de compartir sus variables de miembros con cualquier otro."
@@ -63850,8 +66751,15 @@ msgstr ""
"[member step] cambian."
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
-msgstr "Emitido cuando cambia [member value]."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
+msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
@@ -65817,14 +68725,15 @@ msgstr "Añade texto crudo no preparado por BBCode a la pila de etiquetas."
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -65846,6 +68755,13 @@ msgstr ""
"pila de etiquetas. Considera el texto envuelto como una línea."
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+"Devuelve el número total de caracteres de las etiquetas de texto. No incluye "
+"los BBCodes."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -65870,10 +68786,12 @@ msgid "Adds a newline tag to the tag stack."
msgstr "Añade una etiqueta de nueva línea a la pila de etiquetas."
#: doc/classes/RichTextLabel.xml
+#, fuzzy
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
"La versión de asignación de [method append_bbcode]. Borra la pila de "
"etiquetas e inserta el nuevo contenido. Devuelve [constant OK] si parsea "
@@ -66211,6 +69129,26 @@ msgid "Makes text fill width."
msgstr "Hace que el texto se expanda para rellenar el ancho."
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns top of the inline image to the top of the text."
+msgstr "La altura de la caja medida desde el centro de la caja."
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns center of the inline image to the center of the text."
+msgstr "Alinea a los niños con el centro del contenedor."
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr "La altura de la caja medida desde el centro de la caja."
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr "Alinea a los niños con el final del contenedor."
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr "Cada elemento de la lista tiene un marcador numérico."
@@ -66291,7 +69229,8 @@ msgid "The default text font."
msgstr "La fuente por defecto."
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+#, fuzzy
+msgid "The background used when the [RichTextLabel] is focused."
msgstr "El fondo utilizado cuando se enfoca el [RichTextLabel]."
#: doc/classes/RichTextLabel.xml
@@ -66486,11 +69425,16 @@ msgid "Locks the specified linear or rotational axis."
msgstr "Bloquea el eje lineal o rotacional especificado."
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"La amortiguación lineal del cuerpo. No puede ser menor de -1.0. Si este "
+"valor es diferente de -1,0, cualquier humedad lineal derivada del mundo o de "
+"las áreas será anulada."
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
@@ -66616,8 +69560,8 @@ msgstr ""
#, fuzzy
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -66925,7 +69869,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -67042,7 +69987,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -67939,6 +70885,10 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -67969,6 +70919,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr "Devuelve una lista de todos los nodos asignados al grupo dado."
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
"Devuelve la identificación del remitente de la última llamada RPC recibida."
@@ -68046,16 +71002,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-"Si [code]true[/code], la aplicación acepta automáticamente salir. Habilitado "
-"por defecto.\n"
-"Para las plataformas móviles, véase [method set_quit_on_go_back]."
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -68076,23 +71022,20 @@ msgid "Marks the most recent [InputEvent] as handled."
msgstr "Devuelve el [InputEvent] del atajo como una [String]."
#: doc/classes/SceneTree.xml
-#, fuzzy
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
-"Si [code]true[/code], la aplicación se cierra automáticamente al volver (por "
-"ejemplo, en Android). Habilitado por defecto.\n"
-"Para manejar el botón 'Retroceder' cuando esta opción está desactivada, usa "
-"[constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]."
#: doc/classes/SceneTree.xml
+#, fuzzy
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
+"Si [code]true[/code], la aplicación acepta automáticamente salir. Habilitado "
+"por defecto.\n"
+"Para las plataformas móviles, véase [method set_quit_on_go_back]."
#: doc/classes/SceneTree.xml
msgid "The current scene."
@@ -68178,6 +71121,26 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+"Si [code]true[/code], la aplicación se cierra automáticamente al volver (por "
+"ejemplo, en Android). Habilitado por defecto.\n"
+"Para manejar el botón 'Retroceder' cuando esta opción está desactivada, usa "
+"[constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]."
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -68398,7 +71361,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
"Un temporizador de un solo uso gestionado por el árbol de la escena, que "
"emite [signal timeout] al finalizar. Véase también [method SceneTree."
@@ -68422,6 +71386,407 @@ msgstr "El tiempo restante."
msgid "Emitted when the timer reaches 0."
msgstr "Emitido cuando el temporizador llega a 0."
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+#, fuzzy
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]."
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr "Una clase almacenada como recurso."
@@ -68781,22 +72146,25 @@ msgstr ""
"evitar los bloqueos. Para una versión binaria, véase [Mutex]."
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
-"el éxito, [constant ERR_BUSY] en caso contrario."
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
-"el éxito, [constant ERR_BUSY] en caso contrario."
#: doc/classes/Separator.xml
msgid "Base class for separators."
@@ -69018,19 +72386,20 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
"([code]shape_xform[/code])."
msgstr ""
-"Devuelve una lista de los puntos donde esta forma toca a otra. Si no hay "
-"colisiones la lista está vacía.\n"
-"Este método necesita la matriz de transformación de esta forma "
-"([code]local_xform[/code]), la forma para comprobar las colisiones con "
-"([code]with_shape[/code]), y la matriz de transformación de esa forma "
-"([code]shape_xform[/code])."
#: doc/classes/Shape2D.xml
msgid ""
@@ -69053,9 +72422,18 @@ msgstr ""
"([code]shape_motion[/code])."
#: doc/classes/Shape2D.xml
+#, fuzzy
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -69753,6 +73131,18 @@ msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
#, fuzzy
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@@ -70025,11 +73415,41 @@ msgstr ""
#: doc/classes/Spatial.xml
#, fuzzy
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"Parte de la rotación de la transformación local en radianes, especificada en "
+"términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n"
+"[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un "
+"vector. Los tres ángulos de Euler, que son los tres parámetros "
+"independientes de la parametrización del ángulo de Euler de la matriz de "
+"rotación, se almacenan en una estructura de datos [Vector3] no porque la "
+"rotación sea un vector, sino sólo porque el [Vector3] existe como una "
+"estructura de datos conveniente para almacenar 3 números reales. Por lo "
+"tanto, la aplicación de operaciones afines en el \"vector\" de rotación no "
+"es significativa."
+
+#: doc/classes/Spatial.xml
+#, fuzzy
msgid "World space (global) [Transform] of this node."
msgstr "World3D espacio (global) [Transform] de este nodo."
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -70060,8 +73480,13 @@ msgstr ""
"términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z)."
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
-msgstr "Parte de Escala de la transformación local."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
+msgstr ""
#: doc/classes/Spatial.xml
msgid "Local space [Transform] of this node, with respect to the parent node."
@@ -70557,6 +73982,10 @@ msgstr ""
"espacio lineal."
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr "Si [code]true[/code], el objeto no recibe luz ambiental."
@@ -70584,14 +74013,6 @@ msgstr ""
"independientemente de la distancia."
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-"Si [code]true[/code], la prueba de profundidad está desactivada y el objeto "
-"se dibujará en orden de renderización."
-
-#: doc/classes/SpatialMaterial.xml
#, fuzzy
msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
@@ -70632,7 +74053,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -70741,10 +74176,6 @@ msgstr ""
"motores populares."
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr "Umbral en el que el alpha scissor descartará los valores."
-
-#: doc/classes/SpatialMaterial.xml
#, fuzzy
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
@@ -71325,15 +74756,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-"Desactiva la prueba de profundidad, así que este objeto se dibuja encima de "
-"todos los demás. Sin embargo, los objetos dibujados después de él en el "
-"orden de dibujo pueden cubrirlo."
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
"Ponga [code]ALBEDO[/code] en el color por vértice especificado en la malla."
@@ -71656,7 +75078,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
"SpinBox es un campo de texto de entrada numérica. Permite introducir números "
"enteros y reales.\n"
@@ -72131,7 +75556,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -72145,7 +75570,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -72156,6 +75581,27 @@ msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D."
#: doc/classes/SpriteBase3D.xml
#, fuzzy
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"Establece la prioridad de renderización de los objetos transparentes en las "
+"escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de "
+"menor prioridad.\n"
+"[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos "
+"transparentes. Esto no afectará a la forma en que se clasifican los objetos "
+"transparentes en relación con los opacos. Esto se debe a que los objetos "
+"opacos no se clasifican, mientras que los transparentes se clasifican de "
+"atrás hacia adelante (sujetos a prioridad)."
+
+#: doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -72191,8 +75637,12 @@ msgstr ""
"invisible cuando se mira desde atrás."
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
-msgstr "Representa el tamaño del enum [enum DrawFlags]."
+#, fuzzy
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+"El objeto se escala según la profundidad para que siempre aparezca del mismo "
+"tamaño en la pantalla."
#: doc/classes/SpriteFrames.xml
#, fuzzy
@@ -72963,8 +76413,13 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr "Devuelve [code]true[/code] si la string comienza con la string dada."
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
-msgstr "Devuelve los bigramas (pares de letras consecutivas) de esta string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
+msgstr ""
#: doc/classes/String.xml
msgid ""
@@ -73127,10 +76582,32 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
-"Formatea la string reemplazando todas las ocurrencias de [code]placeholder[/"
-"code] por [code]values[/code]."
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
@@ -73322,8 +76799,20 @@ msgstr ""
"[code]: / \\ ? * \" | % < >[/code]"
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
-msgstr "Devuelve [code]true[/code] si esta string contiene un real válido."
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
+msgstr ""
+"Devuelve [code]true[/code] si esta string es un identificador válido. Un "
+"identificador válido sólo puede contener letras, dígitos y guiones bajos "
+"([code]_[/code]) y el primer carácter no puede ser un dígito."
#: doc/classes/String.xml
msgid ""
@@ -73350,18 +76839,36 @@ msgstr ""
"devolverán [code]false[/code]."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
"Devuelve [code]true[/code] si esta string es un identificador válido. Un "
"identificador válido sólo puede contener letras, dígitos y guiones bajos "
"([code]_[/code]) y el primer carácter no puede ser un dígito."
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
-msgstr "Devuelve [code]true[/code] si esta string contiene un entero válido."
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
+msgstr ""
+"Devuelve [code]true[/code] si esta string es un identificador válido. Un "
+"identificador válido sólo puede contener letras, dígitos y guiones bajos "
+"([code]_[/code]) y el primer carácter no puede ser un dígito."
#: doc/classes/String.xml
msgid ""
@@ -73408,10 +76915,12 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
"Hace una comparación simple con expresión que distingue entre mayúsculas y "
"minúsculas, en la que [code]\"*\"[/code] coincide con cero o más caracteres "
@@ -73419,10 +76928,12 @@ msgstr ""
"excepto con un punto ([code]\".\"[/code])."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
"Hace una simple comparación expresión insensible a las mayúsculas y "
"minúsculas, en la que [code]\"*\"[/code] coincide con cero o más caracteres "
@@ -73566,6 +77077,7 @@ msgid "Returns the right side of the string from a given position."
msgstr "Devuelve el lado derecho de la string desde una posición determinada."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings, starting from right.\n"
@@ -73579,8 +77091,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
"Divide la string por un string de [code]delimiter[/code] y devuelve un array "
@@ -73628,11 +77140,17 @@ msgstr "Devuelve el hash SHA-256 de la string como una string."
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
-"Devuelve el índice de similitud del texto comparado con esta string. 1 "
-"significa totalmente similar y 0 significa totalmente diferente."
#: doc/classes/String.xml
msgid "Returns a simplified canonical path."
@@ -73859,13 +77377,12 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
-"Dibuja este cuadro de estilo usando un [CanvasItem] con un [RID] dado.\n"
-"Puedes obtener un valor [RID] usando el [method Object.get_instance_id] en "
-"un nodo derivado de [CanvasItem]."
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
@@ -74136,7 +77653,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -74244,41 +77761,48 @@ msgstr "Cambia el dibujo de la parte interior de la caja de estilo."
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
-"Expande la caja de estilo fuera del rectángulo de control en el borde "
-"inferior. Es útil en combinación con [member border_width_bottom] para "
-"dibujar un borde fuera del rectángulo de control."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
-"Expande la caja de estilo fuera del rectángulo de control en el borde "
-"izquierdo. Es útil en combinación con [member border_width_left] para "
-"dibujar un borde fuera del rectángulo de control."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
-"Expande la caja de estilo fuera del rectángulo de control en el borde "
-"derecho. Es útil en combinación con [member border_width_right] para dibujar "
-"un borde fuera del rectángulo de control."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
-"Expande la caja de estilo fuera del rectángulo de control en el borde "
-"superior. Es útil en combinación con [member border_width_top] para dibujar "
-"un borde fuera del rectángulo de control."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -74300,6 +77824,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr "El tamaño de la sombra en píxeles."
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr "[StyleBox] que muestra una sola línea."
@@ -75563,10 +79102,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr "Devuelve la columna de inicio de la selección."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr "Devuelve la línea de inicio de la selección."
@@ -75575,10 +79110,6 @@ msgid "Returns the text inside the selection."
msgstr "Devuelve el texto dentro de la selección."
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr "Devuelve la columna de final de selección."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr "Devuelve la línea final de selección."
@@ -75589,6 +79120,16 @@ msgstr "Devuelve la lista de valores del [Dictionary]."
#: doc/classes/TextEdit.xml
#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Devuelve la cantidad de líneas de texto que tiene la etiqueta."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Devuelve el número de líneas visibles."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -75655,6 +79196,15 @@ msgid "Returns if the given line is wrapped."
msgstr "Devuelve un tile con una forma determinada."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+"Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son "
+"aproximadamente iguales entre sí."
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr "Devuelve [code]true[/code] si la selección está activa."
@@ -75736,8 +79286,8 @@ msgstr "Establece el texto para una línea específica."
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -75813,6 +79363,11 @@ msgstr ""
"contextual."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -76092,6 +79647,58 @@ msgstr ""
"Establece el [StyleBox] de este [TextEdit] cuando [member readonly] está "
"activado."
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr "Genera un [TriangleMesh] desde la malla."
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "[Font] que se usa para el texto de las [Label]."
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+"Controla la alineación horizontal del texto. Apoya la izquierda, el centro, "
+"la derecha, y el relleno, o la justificación. Ponlo en una de las constantes "
+"[enum Align]."
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D."
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "The text to generate mesh from."
+msgstr "El tipo del que obtener la constante."
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr "Textura para 2D y 3D."
@@ -76852,6 +80459,14 @@ msgstr ""
"archivo [code].theme[/code], vea la documentación para más información."
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "Borra todos los valores del tema."
@@ -76903,6 +80518,12 @@ msgstr ""
"Limpia la constante en [code]name[/code] si el tema tiene [code]type[/code]."
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
"Establece los valores del tema a una copia de los valores del tema por "
@@ -77104,6 +80725,21 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+"Devuelve el nombre de la escena que se está reproduciendo. Si no se está "
+"reproduciendo ninguna escena, devuelve una string vacía."
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Devuelve un [Array] de conexiones para la [code]signal[/code] dada."
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -77176,6 +80812,15 @@ msgstr ""
"Devuelve [code]false[/code] si el tema no tiene [code]type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"Devuelve [code]true[/code] si el precargador contiene un recurso asociado a "
+"[code]name[/code]."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -77185,6 +80830,13 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -77314,6 +80966,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -77668,6 +81334,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Si [code]true[/code], la animación nombrada existe."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr "Si [code]true[/code], los UV de la celda serán recortados."
@@ -77817,6 +81488,10 @@ msgstr ""
"El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores."
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -78368,7 +82043,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
"Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
@@ -78446,6 +82123,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -78530,14 +82214,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -79011,26 +82699,30 @@ msgstr ""
"del eje normalizado (escala de 1 o -1)."
#: doc/classes/Transform.xml
+#, fuzzy
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
"Gira la transformación alrededor del eje dado por el ángulo dado (en "
"radianes), usando la multiplicación de la matriz. El eje debe ser un vector "
"normalizado."
#: doc/classes/Transform.xml
+#, fuzzy
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
"Base de escala y origen de la transformación por el factor de escala dado, "
"utilizando la multiplicación de la matriz."
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+#, fuzzy
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -79171,19 +82863,24 @@ msgid "Returns the scale."
msgstr "Devuelve la escala."
#: doc/classes/Transform2D.xml
+#, fuzzy
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
"Gira la transformación por el ángulo dado (en radianes), usando la "
"multiplicación de la matriz."
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
-"Escala la transformación por el factor de escala dado, usando la "
-"multiplicación de la matriz."
#: doc/classes/Transform2D.xml
#, fuzzy
@@ -79335,6 +83032,7 @@ msgid "Control to show a tree of items."
msgstr "Control para mostrar un árbol de objetos."
#: doc/classes/Tree.xml
+#, fuzzy
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
@@ -79356,7 +83054,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"Esto muestra un árbol de objetos que pueden ser seleccionados, expandidos y "
"colapsados. El árbol puede tener múltiples columnas con controles "
@@ -79480,7 +83189,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -80065,7 +83774,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
"Añade un botón con [Texture2D] [code]button[/code] en la columna "
@@ -80124,13 +83833,9 @@ msgstr ""
"[code]button_idx[/code] en la columna [code]column[/code]."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
-"Devuelve el número de botones en la columna [code]column[/code]. Puede "
-"utilizarse para obtener el índice del último botón añadido, si no se "
-"especificó ningún índice."
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Devuelve el color personalizado de la columna [code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -80204,15 +83909,18 @@ msgstr ""
"elementos pueden establecerse utilizando [method set_item_metadata]."
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
"Devuelve el siguiente TreeItem del árbol o un objeto nulo si no hay ninguno."
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -80228,15 +83936,18 @@ msgid "Returns the parent TreeItem or a null object if there is none."
msgstr "Devuelve el TreeItem padre o un objeto nulo si no hay ninguno."
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
"Devuelve el TreeItem anterior del árbol o un objeto nulo si no hay ninguno."
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -80542,7 +84253,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
"Los Tweens son útiles para las animaciones que requieren que una propiedad "
"numérica sea interpolada en un rango de valores. El nombre [i]tween[/i] "
@@ -80718,10 +84431,11 @@ msgid "Stops animation and removes all tweens."
msgstr "Detiene la animación y elimina a todos los tweens."
#: doc/classes/Tween.xml
+#, fuzzy
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
"Restablece un tween a su valor inicial (el dado, no el anterior al tween), "
"dada su objeto y su par propiedad/método. Por defecto, se eliminan todos los "
@@ -80952,6 +84666,23 @@ msgstr ""
"Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La "
"interpolación es más rápida en ambos extremos."
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+#, fuzzy
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr "Emitido cuando el nodo entra en el árbol."
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr "Clase de ayudante para implementar un servidor UDP."
@@ -82082,7 +85813,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -82301,9 +86032,10 @@ msgstr ""
"Devuelve el vector reflejado desde un plano definido por la normal dada."
#: doc/classes/Vector2.xml
+#, fuzzy
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
"Devuelve el vector rotado por [code]phi[/code] radianes. Ver también [method "
"@GDScript.deg2rad]."
@@ -82438,7 +86170,7 @@ msgstr "Vector utilizado para las matemáticas 3D usando coordenadas enteras."
#, fuzzy
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -82557,9 +86289,10 @@ msgstr ""
"dada."
#: doc/classes/Vector3.xml
+#, fuzzy
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
"Gira este vector alrededor de un eje dado por [code]phi[/code] radianes. El "
"eje debe ser un vector normalizado."
@@ -82714,11 +86447,11 @@ msgstr ""
#, fuzzy
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -82842,8 +86575,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
#, fuzzy
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -83117,14 +86850,16 @@ msgstr ""
"reproducir vídeos en [VideoPlayer]."
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+#, fuzzy
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
"[VideoStream] recurso para formatos de video implementados a través de "
"GDNative."
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+#, fuzzy
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -83366,12 +87101,17 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos."
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Devuelve [code]true[/code] si la selección está activa."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
-"Devuelve [code]true[/code] si el viewport está realizando actualmente una "
-"operación de arrastre."
#: doc/classes/Viewport.xml
#, fuzzy
@@ -83549,8 +87289,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"Si [code]true[/code], el viewport utilizará el [World] definido en [member "
"world_3d]."
@@ -83616,12 +87356,14 @@ msgstr ""
"La cantidad de subdivisión del cuarto cuadrante en el atlas de las sombras."
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
"La resolución del atlas de las sombras (usado para luces omni y spot). El "
"valor se redondeará a la potencia más cercana de 2.\n"
@@ -83658,9 +87400,12 @@ msgid ""
msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente."
#: doc/classes/Viewport.xml
-#, fuzzy
-msgid "The rendering mode of viewport."
-msgstr "El modo de selección a utilizar."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
+msgstr ""
#: doc/classes/Viewport.xml
msgid ""
@@ -84105,11 +87850,14 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr "Este habilitador detendrá los nodos [GPUParticles2D]."
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+#, fuzzy
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr "Este habilitador detendrá la función _process del padre."
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+#, fuzzy
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr "Este habilitador detendrá la función del _physics_process del padre."
#: doc/classes/VisibilityEnabler2D.xml
@@ -84169,6 +87917,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr "El cuadro delimitador del VisibilityNotifier."
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
#, fuzzy
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -88164,8 +91922,8 @@ msgstr "Devuelve el valor del parámetro de un determinado material."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr "Devuelve el valor por defecto del especificado [enum Margin]."
#: doc/classes/VisualServer.xml
@@ -89179,6 +92937,32 @@ msgid "Sets the texture's path."
msgstr "Devuelve el ancho de la textura."
#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
#, fuzzy
msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
@@ -89223,7 +93007,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"Copia el viewport a una región de la pantalla especificada por [code]rect[/"
@@ -89337,9 +93121,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr "Establece la matriz de transformación global del Viewport."
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "Si [code]true[/code], el canvas del viewport no se renderiza."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -89447,6 +93234,15 @@ msgstr ""
"ViewportUpdateMode] para las opciones."
#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
@@ -90257,6 +94053,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr "La cantidad del shader se repite en el fotograma."
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr "La cantidad de superficie cambia en el fotograma."
@@ -90415,25 +94221,48 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
-msgstr "Color de salida como entraron."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
+msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
-msgstr "Usa el mapa de tonos Reinhard."
+#, fuzzy
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
+msgstr ""
+"Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores "
+"de los píxeles renderizados por esta fórmula: [code]color = color / (1 + "
+"color)[/code]."
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
-msgstr "Usa el mapa de tonos fílmicos."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
+msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
-msgstr "Usa el mapa de tonos de ACES."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
+msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "Use the ACES Fitted tonemapper."
-msgstr "Usa el mapa de tonos de ACES."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "Lowest quality of screen space ambient occlusion."
@@ -93812,6 +97641,11 @@ msgstr ""
"[code]get_peer(id).get_available_packet_count[/code])."
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr "Detiene el servidor y limpia su estado."
@@ -93931,6 +97765,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -94156,6 +97993,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -94242,7 +98086,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr "Emitido cuando [member frame] cambió."
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -94345,8 +98189,8 @@ msgstr "Clase que tiene todo lo que pertenece a un mundo."
#, fuzzy
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
"Clase que tiene todo lo que pertenece a un mundo. Un espacio físico, un "
"escenario visual y un espacio sonoro. Los nodos de Spatial registran sus "
@@ -94370,14 +98214,20 @@ msgstr "El [Environment] del World."
#: doc/classes/World.xml
#, fuzzy
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
"El fallback_environment del World3D se usará si el [Environment] de World3D "
"falla o falta."
#: doc/classes/World.xml
#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Devuelve el [RID] de la forma enésima de un área."
+
+#: doc/classes/World.xml
+#, fuzzy
msgid "The World's visual scenario."
msgstr "El escenario visual de World."
@@ -94391,10 +98241,11 @@ msgid "Class that has everything pertaining to a 2D world."
msgstr "Clase que tiene todo lo que pertenece a un mundo 2D."
#: doc/classes/World2D.xml
+#, fuzzy
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
"Clase que tiene todo lo que pertenece a un mundo 2D. Un espacio físico, un "
"escenario visual y un espacio sonoro. Los nodos 2D registran sus recursos en "
@@ -94423,6 +98274,12 @@ msgstr ""
#: doc/classes/World2D.xml
#, fuzzy
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Devuelve el [RID] de la forma enésima de un área."
+
+#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -94475,14 +98332,14 @@ msgid "An X509 certificate (e.g. for SSL)."
msgstr "Un certificado X509 (por ejemplo para SSL)."
#: doc/classes/X509Certificate.xml
+#, fuzzy
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can "
"be loaded and saved like any other [Resource].\n"
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
"La clase de certificado X509 representa un certificado X509. Los "
"certificados pueden ser cargados y guardados como cualquier otro "
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index a6260337ca..7416d80072 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -14,12 +14,14 @@
# ItzMiad44909858f5774b6d <maidggg@gmail.com>, 2020.
# ahmad maftoon <ahmadmaftoon.1387@gmail.com>, 2021.
# Seyed Fazel Alavi <fazel8195@gmail.com>, 2022.
+# Giga hertz <gigahertzyt@gmail.com>, 2022.
+# ilia khormali <iliakhormaly1384@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-09 14:57+0000\n"
-"Last-Translator: Seyed Fazel Alavi <fazel8195@gmail.com>\n"
+"PO-Revision-Date: 2022-06-21 15:55+0000\n"
+"Last-Translator: ilia khormali <iliakhormaly1384@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fa/>\n"
"Language: fa\n"
@@ -27,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -70,9 +72,8 @@ msgid "Method Descriptions"
msgstr "توضیحات تابع"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "توضیحات خصیصه"
+msgstr "توضیحات ویژگی تم"
#: doc/tools/make_rst.py
msgid "Inherits:"
@@ -88,15 +89,15 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "پیش‌فرض"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "تنظیم کننده"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "مقدار"
#: doc/tools/make_rst.py
msgid "Getter"
@@ -106,6 +107,7 @@ msgstr ""
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
+"این روش معمولا نیازمند است توسط خود فرد نوشته شود تا بتواند تاثییری بگذارد."
#: doc/tools/make_rst.py
msgid ""
@@ -492,7 +494,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -548,7 +550,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -915,7 +917,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"با یک مقدار نرمال شده بین دو زاویه (در رادیان) درون یابی می کند.\n"
"مشابه [روش lerp] است ، اما وقتی زاویه ها به اطراف [ثابت @ GDScript.TAU] "
@@ -1261,8 +1269,15 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
-msgstr "شبیه متد چاپ، اما چاپ کردن تنها در حالت اشکال زدایی استفاده میشود."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1354,11 +1369,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1402,37 +1418,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1521,7 +1536,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3755,8 +3770,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3792,6 +3820,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3804,6 +3838,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3888,7 +3928,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4520,17 +4560,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4558,9 +4605,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4584,8 +4631,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4637,6 +4687,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -5152,11 +5212,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -5271,7 +5331,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5296,7 +5356,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5305,7 +5365,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5659,8 +5719,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -6188,7 +6251,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7378,7 +7444,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7402,8 +7471,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7412,8 +7482,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7551,11 +7637,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7765,7 +7855,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8035,8 +8125,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8554,6 +8644,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8680,7 +8780,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8719,7 +8819,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8902,7 +9002,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8918,7 +9018,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8935,10 +9038,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -9123,7 +9222,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9916,26 +10017,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -10093,6 +10178,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10311,7 +10406,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10476,7 +10577,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10785,8 +10892,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11250,7 +11364,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11320,8 +11434,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11911,6 +12025,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11989,17 +12126,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -12057,7 +12194,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12129,8 +12271,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12455,10 +12597,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12665,7 +12809,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12676,22 +12829,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12707,7 +12880,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12719,7 +12897,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12733,7 +12916,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12742,7 +12931,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12752,7 +12947,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12770,10 +12971,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12928,20 +13135,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13055,9 +13266,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13168,6 +13384,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13858,8 +14086,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -14000,7 +14227,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -14161,7 +14391,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14257,7 +14489,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14320,7 +14554,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14358,9 +14592,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14379,8 +14613,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14396,8 +14630,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14488,9 +14722,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -16004,8 +16238,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16266,6 +16501,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16685,8 +16927,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16756,6 +16999,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16895,14 +17157,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -18056,8 +18318,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -19011,10 +19272,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -19165,6 +19426,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19288,11 +19561,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19436,7 +19712,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19578,6 +19854,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19601,13 +19884,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19617,7 +19904,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19634,23 +19925,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19853,9 +20144,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19970,9 +20263,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20318,7 +20610,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20564,7 +20856,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20839,18 +21131,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21491,7 +21799,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21499,9 +21807,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21512,9 +21834,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21627,11 +21958,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22025,6 +22375,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22598,6 +22956,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22762,12 +23124,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -23023,7 +23386,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23430,7 +23793,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23621,7 +23999,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23633,10 +24011,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23700,33 +24081,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23762,11 +24153,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24583,12 +24974,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24619,6 +25043,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25383,14 +25823,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25494,8 +25934,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25532,8 +25972,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25803,7 +26244,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25897,6 +26343,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25946,6 +26436,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -26060,9 +26593,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26073,7 +26619,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26095,7 +26642,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26369,7 +26917,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26898,6 +27449,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26948,6 +27505,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27022,8 +27583,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27081,14 +27641,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -27110,7 +27670,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -28171,7 +28732,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28275,7 +28836,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28287,11 +28852,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28370,34 +28957,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29305,7 +29900,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29330,9 +29925,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29342,9 +29937,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29454,10 +30049,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29477,9 +30068,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29491,9 +30082,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29502,9 +30093,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29651,24 +30242,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29688,8 +30261,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29702,6 +30277,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29750,15 +30346,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29854,18 +30450,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29874,9 +30470,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29888,9 +30484,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29921,9 +30517,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30009,8 +30605,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30272,10 +30868,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30287,6 +30887,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30453,13 +31059,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30593,6 +31204,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30601,6 +31217,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30744,7 +31373,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32107,11 +32747,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32125,35 +32765,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32195,6 +32835,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32338,7 +33164,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32636,7 +33467,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32680,8 +33512,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32718,8 +33559,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32850,7 +33695,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32869,6 +33714,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32918,6 +33775,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32953,6 +33817,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34260,15 +35131,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34299,9 +35211,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34456,6 +35369,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34559,6 +35507,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34572,6 +35529,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34614,6 +35583,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34665,6 +35644,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34987,6 +35978,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35027,7 +36021,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35049,16 +36050,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35078,6 +36094,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35087,6 +36106,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35096,11 +36121,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35118,11 +36151,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35177,10 +36226,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -35203,7 +36298,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35214,6 +36318,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35228,9 +36338,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -35239,6 +36414,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35248,9 +36427,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35268,7 +36454,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35283,11 +36477,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35324,6 +36535,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35336,7 +36553,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35353,26 +36586,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35415,9 +36675,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35433,10 +36700,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35445,6 +36709,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35475,8 +36764,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35498,9 +36787,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35514,14 +36803,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35533,7 +36822,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35561,13 +36850,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35577,13 +36870,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35602,7 +36901,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35665,7 +36964,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35686,13 +36985,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35700,17 +36999,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35720,15 +37067,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35736,10 +37110,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35756,7 +37154,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35766,6 +37166,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35792,7 +37196,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35802,6 +37208,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35868,6 +37278,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35903,6 +37321,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35912,11 +37378,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35974,9 +37444,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36152,7 +37674,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36683,12 +38205,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36724,6 +38246,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36968,6 +38499,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37138,14 +38688,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37167,21 +38732,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37353,7 +38917,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37362,6 +38934,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37371,14 +38952,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37390,7 +38986,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37400,15 +38999,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37456,11 +39061,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37488,6 +39100,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37501,6 +39119,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37638,7 +39274,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37762,7 +39404,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37943,7 +39585,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -38031,7 +39679,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38062,7 +39710,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38139,7 +39787,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38475,8 +40126,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38545,7 +40196,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38557,7 +40214,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38727,8 +40385,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38750,7 +40412,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38780,6 +40443,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39060,6 +40727,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39129,6 +40800,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39266,7 +40947,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39324,6 +41017,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39581,6 +41291,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39663,6 +41382,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39841,9 +41575,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40310,6 +42044,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -43162,7 +44904,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43857,7 +45602,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43932,14 +45685,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43983,6 +45753,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44000,6 +45780,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44042,6 +45831,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44050,14 +45846,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44087,14 +45901,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44123,14 +45954,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44155,14 +46003,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44190,14 +46055,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44224,14 +46107,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44349,7 +46250,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44555,8 +46467,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44793,6 +46704,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45692,6 +47607,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45847,7 +47768,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45869,6 +47799,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -46016,7 +47956,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46082,6 +48022,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46115,6 +48067,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46294,6 +48259,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46502,6 +48659,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46650,7 +48999,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46769,6 +49118,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -47084,6 +49476,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47120,6 +49522,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47130,8 +49543,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47419,20 +49834,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47440,19 +49863,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47484,6 +49916,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47644,14 +50092,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47780,8 +50233,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47884,16 +50337,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47924,8 +50385,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48110,8 +50571,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48409,19 +51043,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48488,7 +51123,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49900,14 +52542,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49925,6 +52568,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49947,8 +52594,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50190,6 +52838,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50266,7 +52930,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50399,7 +53063,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50498,8 +53163,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50713,7 +53378,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50795,7 +53461,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51548,6 +54215,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51572,6 +54243,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51629,13 +54306,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51652,16 +54322,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51722,6 +54390,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51908,7 +54591,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51919,6 +54603,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52209,14 +55293,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52387,8 +55480,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52409,8 +55509,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52975,6 +56083,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -53172,11 +56292,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -53195,7 +56334,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53594,6 +56738,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53618,12 +56766,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53650,7 +56792,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53723,10 +56879,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -54181,12 +57333,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54454,7 +57600,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54810,7 +57959,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54824,7 +57973,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54834,6 +57983,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54861,7 +58022,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55497,7 +58659,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55613,7 +58780,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55760,7 +58951,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55783,11 +58982,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55836,14 +59048,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55980,8 +59194,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -56013,8 +59227,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56179,9 +59401,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56368,7 +59592,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56452,28 +59676,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56492,6 +59735,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57479,27 +60737,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57555,6 +60813,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57612,8 +60876,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57678,6 +60942,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57908,6 +61176,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58501,6 +61813,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58540,6 +61860,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58680,6 +62006,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58728,6 +62065,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58737,6 +62080,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58823,6 +62173,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -59106,6 +62470,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59212,6 +62580,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59678,7 +63050,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59733,6 +63107,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59801,14 +63182,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60203,20 +63588,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60322,13 +63708,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60483,7 +63875,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60558,7 +63961,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60996,7 +64399,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61037,9 +64440,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -61099,13 +64500,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -61117,13 +64519,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61392,7 +64795,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61486,7 +64891,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61669,6 +65074,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62461,7 +65882,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62621,8 +66042,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62720,7 +66141,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62802,8 +66223,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62913,11 +66334,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62997,8 +66418,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -63195,12 +66616,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63389,9 +66810,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63539,8 +66966,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63595,9 +67022,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63626,7 +67054,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63977,11 +67409,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64021,6 +67454,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -67081,8 +70524,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67836,6 +71279,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67872,7 +71341,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67943,7 +71412,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -68028,6 +71501,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68740,6 +72222,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68885,23 +72377,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71407,6 +74919,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71502,6 +75019,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71727,6 +75247,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71812,7 +75339,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71901,8 +75428,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71917,8 +75444,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71936,8 +75468,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71955,6 +75487,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71996,8 +75533,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 780df6468f..b1d940aa14 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -7,12 +7,14 @@
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Nekromanser <ari.taitto@protonmail.com>, 2021.
# Leevi Laine <leeviervoemil@gmail.com>, 2021.
+# Tuomas Lähteenmäki <lahtis@gmail.com>, 2022.
+# Siina Mashek <siina@criminallycute.fi>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-10-28 22:08+0000\n"
-"Last-Translator: Tapani Niemi <tapani.niemi@kapsi.fi>\n"
+"PO-Revision-Date: 2022-04-09 12:13+0000\n"
+"Last-Translator: Siina Mashek <siina@criminallycute.fi>\n"
"Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fi/>\n"
"Language: fi\n"
@@ -20,7 +22,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.9-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -48,7 +50,7 @@ msgstr "Signaalit"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "Luetteloinnit"
+msgstr "Luettelointi"
#: doc/tools/make_rst.py
msgid "Constants"
@@ -69,63 +71,73 @@ msgstr "Ominaisuuksien kuvaukset"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Perii:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Peritty:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(ohittaa %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Oletus"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Asettaja"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "arvo"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Saattaja"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
+"Tämän metodin pitäisi yleensä olla käyttäjän ohitettavissa, jotta sillä "
+"olisi mitään vaikutusta."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Tällä menetelmällä ei ole sivuvaikutuksia. Se ei muuta mitään instanssin "
+"jäsenmuuttujia."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"Tämä menetelmä hyväksyy minkä tahansa määrän argumentteja tässä kuvattujen "
+"jälkeen."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Tätä menetelmää käytetään tyypin rakentamiseen."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Tämän menetelmän kutsuminen ei edellytä esiintymän kutsumista, joten sitä "
+"voidaan kutsua suoraan luokan nimellä."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Tämä menetelmä kuvaa kelvollisen operaattorin, jota voidaan käyttää tämän "
+"tyypin kanssa vasemmanpuoleisena operaattorina."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -174,6 +186,12 @@ msgid ""
"[/codeblock]\n"
"Supported color names are the same as the constants defined in [Color]."
msgstr ""
+"Palauttaa standardoidun värin [code]nimen [/code] siten, että [code]alpha[/"
+"code] vaihtelee välillä 0 -1.\n"
+"[codeblock]\n"
+"punainen = ColorN(\"punainen\", 1)\n"
+"[/codeblock]\n"
+"Tuetut värinimet ovat samat kuin [Väri] -kohdassa määritetyt vakiot."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -199,6 +217,14 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
+"Palauttaa kaaren kosinuksen [code]s[/code] radiaaneina. Käytä saadaksesi "
+"kulman kosinin [code]s[/code]. [code]s[/code]:n on oltava välillä "
+"[code]-1.0[/code] ja [code]1.0[/code] (mukaan lukien), muutoin [metodi acos] "
+"palauttaa [vakion NAN].\n"
+"[codeblock]\n"
+"# c on 0.523599 tai 30 astetta, jos se muunnetaan rad2deg(s) -menetelmällä.\n"
+"c = acos(0.866025)\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -211,6 +237,14 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
+"Palauttaa [code]s[/code]:n kaarisinuksen radiaaneina. Käytä saadaksesi "
+"kulman sini [code]s[/code]. [code]s[/code]:n on oltava välillä [code]-1.0[/"
+"code] ja [code]1.0[/code] (mukaan lukien), muutoin [metodi asin] palauttaa "
+"[vakio NAN].\n"
+"[codeblock]\n"
+"# s on 0.523599 tai 30 astetta, jos se muunnetaan rad2deg(s) -menetelmällä.\n"
+"s = asin(0.5)\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -238,6 +272,28 @@ msgid ""
"a message with clarifying details\n"
"[/codeblock]"
msgstr ""
+"Väittää, että [code]ehto[/code] on [code]tosi[/code]. Jos [code]ehto[/code] "
+"on [code]väärä[/code], syntyy virhe. Kun sitä suoritetaan muokkaimesta, "
+"käynnissä oleva projekti myös keskeytetään, kunnes sitä jatketaan. Tätä "
+"voidaan käyttää [metodin push_error] vahvempana muotona virheiden "
+"ilmoittamiseen projektin kehittäjille tai lisäosana käyttäjille.\n"
+"[b]Huomautus:[/b] Suorituskykysyistä [method assert]:in sisällä oleva koodi "
+"suoritetaan vain debug-rakentamisessa tai kun projekti ajetaan muokkaimesta. "
+"Älä [method assert] -kutsu koodia, jolla on sivuvaikutuksia. Muuten projekti "
+"käyttäytyy eri tavalla, kun se viedään julkaisutilassa.\n"
+"Valinnainen [code]viesti[/code]-argumentti, jos se on annettu, näytetään "
+"yleisen \"Assertion failed\" -viestin lisäksi. Tämän avulla voit antaa "
+"lisätietoja siitä, miksi väite epäonnistui.\n"
+"[codeblock]\n"
+"# Kuvitellaan, että haluamme nopeuden olevan aina välillä 0-20.\n"
+"var speed = -10\n"
+"assert(speed < 20) # Totta, ohjelma jatkuu.\n"
+"assert(speed >= 0) # False, ohjelma pysähtyy.\n"
+"assert(nopeus >= 0 ja nopeus < 20) # Voit myös yhdistää kaksi ehdollista "
+"lauseketta yhdeksi tarkistukseksi.\n"
+"assert(nopeus < 20, \"nopeus = %f, mutta nopeusrajoitus on 20\" % nopeus) # "
+"Näytä viesti selventävine yksityiskohtineen.\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -366,7 +422,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -413,7 +469,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -654,7 +710,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -860,7 +922,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -947,11 +1016,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -995,37 +1065,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1114,7 +1183,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3342,8 +3411,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3379,6 +3461,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3391,6 +3479,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3475,7 +3569,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4107,17 +4201,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4145,9 +4246,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4171,8 +4272,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4224,6 +4328,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4740,11 +4854,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4859,8 +4973,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Palauttaa parametrin tangentin."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -4884,7 +4999,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4893,7 +5008,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5247,8 +5362,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5776,7 +5894,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6972,7 +7093,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6996,8 +7120,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7006,8 +7131,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7145,11 +7286,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7359,7 +7504,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7629,8 +7774,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8148,6 +8293,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8274,7 +8429,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8313,7 +8468,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8496,7 +8651,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8512,7 +8667,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8529,10 +8687,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8717,7 +8871,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9511,26 +9667,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9688,6 +9828,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9906,7 +10056,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10071,7 +10227,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10380,8 +10542,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10846,7 +11015,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10916,8 +11085,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11508,6 +11677,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11587,17 +11779,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11655,7 +11847,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11727,8 +11924,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12053,10 +12250,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12268,7 +12467,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12279,22 +12487,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12310,7 +12538,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12322,7 +12555,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12336,7 +12574,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12345,7 +12589,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12355,7 +12605,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12373,10 +12629,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12531,20 +12793,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12658,9 +12924,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12771,6 +13042,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13461,8 +13744,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13604,7 +13886,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13765,7 +14050,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13861,7 +14148,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13924,7 +14213,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13962,9 +14251,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13983,8 +14272,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14000,8 +14289,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14092,9 +14381,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15608,8 +15897,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15870,6 +16160,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16295,8 +16592,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16366,6 +16664,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16505,14 +16822,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17666,8 +17983,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18621,10 +18937,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18776,6 +19092,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Palauttaa parametrin arkussinin."
@@ -18901,11 +19229,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Palauttaa parametrin sinin."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19049,7 +19381,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19191,6 +19523,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Palauttaa kahden vektorin jäännöksen."
@@ -19215,13 +19554,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19231,7 +19574,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19248,23 +19595,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19467,9 +19814,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19584,9 +19933,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19932,7 +20280,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20178,8 +20526,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Palauttaa parametrin kosinin."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20453,18 +20802,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21105,7 +21470,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21113,9 +21478,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21126,9 +21505,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21241,11 +21629,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21639,6 +22046,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22212,6 +22627,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Palauttaa parametrin kosinin."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22377,12 +22797,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22638,7 +23059,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23045,7 +23466,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23236,7 +23672,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23248,10 +23684,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23315,33 +23754,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23377,11 +23826,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24200,12 +24649,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Palauttaa kahden vektorin jäännöksen."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Palauttaa parametrin kosinin."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24236,6 +24722,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25000,14 +25502,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25111,8 +25613,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25149,8 +25651,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25420,7 +25923,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25514,6 +26022,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25563,6 +26115,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25678,9 +26273,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25691,7 +26299,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25713,7 +26322,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25988,7 +26598,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26524,6 +27137,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26574,6 +27193,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26648,8 +27271,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26707,14 +27329,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26736,7 +27358,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27797,7 +28420,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27901,7 +28524,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27913,11 +28540,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27996,34 +28645,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28933,7 +29590,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28958,9 +29615,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28970,9 +29627,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29082,10 +29739,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29105,9 +29758,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29119,9 +29772,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29130,9 +29783,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29279,24 +29932,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29316,8 +29951,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29330,6 +29967,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29378,15 +30036,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29482,18 +30140,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29502,9 +30160,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29516,9 +30174,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29549,9 +30207,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29637,8 +30295,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29900,10 +30558,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29915,6 +30577,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30082,13 +30750,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30222,6 +30895,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30230,6 +30908,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30373,7 +31064,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31736,11 +32438,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31754,35 +32456,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31824,6 +32526,194 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Palauttaa parametrin kosinin."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "Palauttaa parametrin kosinin."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31969,7 +32859,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32267,7 +33162,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32311,8 +33207,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32349,8 +33254,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32481,7 +33390,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32500,6 +33409,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Palauttaa parametrin kosinin."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32549,6 +33471,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32584,6 +33513,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33891,15 +34827,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Palauttaa kahden vektorin jäännöksen."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33930,9 +34908,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34088,6 +35067,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34191,6 +35205,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34204,6 +35227,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34246,6 +35281,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34297,6 +35342,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34613,6 +35670,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34653,7 +35713,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34675,16 +35743,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34704,6 +35787,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34713,6 +35799,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34722,11 +35814,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34744,11 +35844,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34809,10 +35925,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Palauttaa parametrin arkussinin."
@@ -34836,7 +35998,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34849,6 +36020,12 @@ msgstr "Palauttaa parametrin kosinin."
msgid "Sets the map active."
msgstr "Palauttaa parametrin arkussinin."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34863,10 +36040,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Palauttaa parametrin sinin."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -34877,6 +36123,11 @@ msgstr "Palauttaa parametrin vasta-arvon."
msgid "Sets the global transformation for the region."
msgstr "Laskee kahden vektorin ristitulon."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34886,9 +36137,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34906,7 +36164,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34922,15 +36188,33 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
@@ -34963,6 +36247,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34975,7 +36265,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34992,26 +36298,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35054,9 +36387,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35073,11 +36413,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Palauttaa parametrin sinin."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35085,6 +36423,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35115,8 +36478,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35139,9 +36502,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35155,14 +36518,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35174,7 +36537,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35202,13 +36565,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35218,13 +36585,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35243,7 +36616,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35306,7 +36679,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35328,13 +36701,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35342,19 +36715,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Laskee kahden vektorin ristitulon."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35362,15 +36784,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35378,10 +36827,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35398,7 +36871,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35408,6 +36883,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35434,7 +36914,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35444,6 +36926,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35510,6 +36997,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35545,6 +37040,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35554,11 +37097,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35620,9 +37167,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35798,7 +37397,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36177,7 +37776,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Solmut ja Kohtaukset"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36329,12 +37928,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36370,6 +37969,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36614,6 +38222,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36784,14 +38411,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36813,21 +38455,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36999,7 +38640,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37008,6 +38657,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37017,14 +38675,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37036,7 +38709,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37046,15 +38722,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37102,11 +38784,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37134,6 +38823,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37147,6 +38842,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37284,7 +38997,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37408,7 +39127,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37589,7 +39308,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37677,7 +39402,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37708,7 +39433,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37785,7 +39510,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38121,8 +39849,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38191,7 +39919,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38203,7 +39937,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38373,8 +40108,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38396,7 +40136,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38426,6 +40167,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38709,6 +40455,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38778,6 +40528,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38915,7 +40675,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38973,6 +40745,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39233,6 +41022,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39315,6 +41113,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39493,9 +41306,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39962,6 +41775,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42805,7 +44626,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43503,7 +45327,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43578,14 +45410,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43629,6 +45478,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43646,6 +45505,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43688,6 +45556,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43696,14 +45571,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43733,14 +45626,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43769,14 +45679,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43801,14 +45728,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43836,14 +45780,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43870,14 +45832,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43995,7 +45975,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44200,10 +46191,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44440,6 +46431,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45340,6 +47335,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45495,7 +47496,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45517,6 +47527,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45664,7 +47684,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45730,6 +47750,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45763,6 +47795,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45942,6 +47987,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46150,6 +48387,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46298,7 +48727,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46417,6 +48846,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46732,6 +49204,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46768,6 +49250,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46778,8 +49271,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47067,20 +49562,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47088,19 +49591,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47132,6 +49644,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47292,14 +49820,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47428,8 +49961,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47532,16 +50065,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47572,8 +50113,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47758,8 +50299,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48053,19 +50767,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48132,7 +50847,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49545,14 +52267,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49570,6 +52293,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49592,8 +52320,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49835,6 +52564,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49911,7 +52656,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50044,7 +52789,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50143,8 +52889,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50358,7 +53104,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50440,7 +53187,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51193,6 +53941,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51217,6 +53969,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51274,13 +54032,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51297,16 +54048,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51367,6 +54116,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51553,7 +54317,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51564,6 +54329,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51854,14 +55019,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52032,8 +55206,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52054,8 +55235,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52621,6 +55810,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52818,11 +56019,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52841,7 +56061,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53240,6 +56465,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53264,12 +56493,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53296,7 +56519,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53369,10 +56606,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53827,12 +57060,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54100,7 +57327,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54457,7 +57687,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54471,7 +57701,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54481,6 +57711,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54508,7 +57750,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55146,7 +58389,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55262,7 +58510,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55409,7 +58681,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55432,11 +58712,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55485,14 +58778,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55629,8 +58924,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55662,8 +58957,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55828,9 +59131,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56017,7 +59322,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56101,28 +59406,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56141,6 +59465,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57133,10 +60472,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57145,10 +60480,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57158,6 +60489,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Palauttaa kahden vektorin jäännöksen."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Palauttaa parametrin vasta-arvon."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Palauttaa kahden vektorin jäännöksen."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57211,6 +60552,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Palauttaa parametrin tangentin."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57268,8 +60615,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57334,6 +60681,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Palauttaa parametrin kosinin."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57564,6 +60916,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58157,6 +61553,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58196,6 +61600,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58337,6 +61747,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58384,6 +61806,13 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -58394,6 +61823,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58480,6 +61916,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58763,6 +62213,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Palauttaa parametrin kosinin."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58869,6 +62324,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59335,7 +62794,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59390,6 +62851,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59458,14 +62926,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59860,20 +63332,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59979,13 +63452,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60141,7 +63620,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60216,7 +63706,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60656,7 +64146,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60698,10 +64188,9 @@ msgid ""
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -60761,13 +64250,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60779,13 +64269,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61054,7 +64545,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61148,7 +64641,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61331,6 +64824,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62123,7 +65632,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62285,8 +65794,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62384,7 +65893,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62469,8 +65978,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62580,11 +66089,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62664,8 +66173,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62863,12 +66372,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63059,9 +66568,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Palauttaa parametrin kosinin."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63209,8 +66725,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63265,9 +66781,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63296,7 +66813,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63647,11 +67168,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63691,6 +67213,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66759,10 +70291,11 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
-msgstr ""
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/VisualServer.xml
msgid ""
@@ -67524,6 +71057,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67560,7 +71119,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67631,7 +71190,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67716,6 +71279,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68428,6 +72000,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68573,23 +72155,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71100,6 +74702,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71195,6 +74802,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71420,6 +75030,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71505,7 +75122,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71594,8 +75211,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71610,11 +75227,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -71629,8 +75252,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71647,6 +75270,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Palauttaa parametrin sinin."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -71689,8 +75318,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 27b84c2f14..42ab5537f4 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -5,12 +5,13 @@
#
# Jethro Parker <lionbearjet@hotmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
+# Marco Santos <enum.scima@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2020-10-07 06:10+0000\n"
-"Last-Translator: Pierre Stempin <pierre.stempin@gmail.com>\n"
+"PO-Revision-Date: 2022-05-15 09:39+0000\n"
+"Last-Translator: Marco Santos <enum.scima@gmail.com>\n"
"Language-Team: Filipino <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fil/>\n"
"Language: fil\n"
@@ -19,7 +20,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 "
"|| n % 10 == 6 || n % 10 == 9);\n"
-"X-Generator: Weblate 4.3-dev\n"
+"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -27,107 +28,115 @@ msgstr "Paglalarawan"
#: doc/tools/make_rst.py
msgid "Tutorials"
-msgstr "Mga tutorial"
+msgstr "Mga Tutorial"
#: doc/tools/make_rst.py
msgid "Properties"
-msgstr ""
+msgstr "Mga Property"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr ""
+msgstr "Mga Method"
#: doc/tools/make_rst.py
msgid "Theme Properties"
-msgstr ""
+msgstr "Mga Property ng Tema"
#: doc/tools/make_rst.py
msgid "Signals"
-msgstr ""
+msgstr "Mga Signal"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr ""
+msgstr "Mga Enumeration"
#: doc/tools/make_rst.py
msgid "Constants"
-msgstr ""
+msgstr "Mga Constant"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
-msgstr ""
+msgstr "Mga Paglalarawan sa Property"
#: doc/tools/make_rst.py
msgid "Method Descriptions"
-msgstr ""
+msgstr "Mga Paglalarawan sa Method"
#: doc/tools/make_rst.py
msgid "Theme Property Descriptions"
-msgstr ""
+msgstr "Mga Paglalarawan sa Property ng Tema"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Minamana ang:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Minamana ng:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(ino-override ang %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Default"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "value"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr ""
+msgstr "Dapat tipikal na ino-override ang method na ito ng user para umepekto."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Walang mga side effect ang method na ito. Wala itong binabago na kahit anong "
+"mga kasaping variable ng instance."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"Tumatanggap ang method na ito ng kahit ilang bilang ng argumento pagkatapos "
+"ng mga nailarawan rito."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Ginagamit para mag-construct ng type ang method na ito."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Di kailangan ng method na ito na magtawag ng isang instance, kaya pwede "
+"itong direktang tawagin gamit ang pangalan ng class."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Inilalarawan ng method na ito ang isang valid na operator na gagamitin para "
+"sa type na ito bilang isang operand sa kaliwa."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
-msgstr ""
+msgstr "Mga built-in na GDScript function."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -347,7 +356,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -394,7 +403,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -635,7 +644,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -841,7 +856,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -928,11 +950,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -976,37 +999,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1095,7 +1117,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3323,8 +3345,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3360,6 +3395,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3372,6 +3413,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3456,7 +3503,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4088,17 +4135,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4126,9 +4180,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4152,8 +4206,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4205,6 +4262,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4720,11 +4787,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4839,7 +4906,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4864,7 +4931,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4873,7 +4940,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5227,8 +5294,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5756,7 +5826,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6946,7 +7019,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6970,8 +7046,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6980,8 +7057,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7119,11 +7212,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7333,7 +7430,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7603,8 +7700,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8122,6 +8219,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8248,7 +8355,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8287,7 +8394,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8470,7 +8577,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8486,7 +8593,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8503,10 +8613,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8691,7 +8797,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9484,26 +9592,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9661,6 +9753,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9879,7 +9981,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10044,7 +10152,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10353,8 +10467,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10818,7 +10939,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10888,8 +11009,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11479,6 +11600,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11557,17 +11701,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11625,7 +11769,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11697,8 +11846,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12023,10 +12172,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12233,7 +12384,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12244,22 +12404,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12275,7 +12455,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12287,7 +12472,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12301,7 +12491,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12310,7 +12506,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12320,7 +12522,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12338,10 +12546,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12496,20 +12710,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12623,9 +12841,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12736,6 +12959,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13426,8 +13661,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13568,7 +13802,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13729,7 +13966,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13825,7 +14064,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13888,7 +14129,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13926,9 +14167,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13947,8 +14188,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13964,8 +14205,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14056,9 +14297,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15572,8 +15813,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15834,6 +16076,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16253,8 +16502,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16324,6 +16574,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16463,14 +16732,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17624,8 +17893,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18579,10 +18847,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18733,6 +19001,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18856,11 +19136,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19004,7 +19287,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19146,6 +19429,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19169,13 +19459,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19185,7 +19479,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19202,23 +19500,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19421,9 +19719,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19538,9 +19838,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19886,7 +20185,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20132,7 +20431,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20407,18 +20706,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21059,7 +21374,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21067,9 +21382,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21080,9 +21409,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21195,11 +21533,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21593,6 +21950,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22166,6 +22531,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22330,12 +22699,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22591,7 +22961,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22998,7 +23368,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23189,7 +23574,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23201,10 +23586,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23268,33 +23656,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23330,11 +23728,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24151,12 +24549,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24187,6 +24618,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24951,14 +25398,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25062,8 +25509,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25100,8 +25547,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25371,7 +25819,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25465,6 +25918,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25514,6 +26011,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25628,9 +26168,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25641,7 +26194,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25663,7 +26217,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25937,7 +26492,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26466,6 +27024,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26516,6 +27080,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26590,8 +27158,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26649,14 +27216,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26678,7 +27245,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27739,7 +28307,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27843,7 +28411,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27855,11 +28427,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27938,34 +28532,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28873,7 +29475,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28898,9 +29500,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28910,9 +29512,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29022,10 +29624,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29045,9 +29643,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29059,9 +29657,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29070,9 +29668,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29219,24 +29817,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29256,8 +29836,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29270,6 +29852,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29318,15 +29921,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29422,18 +30025,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29442,9 +30045,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29456,9 +30059,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29489,9 +30092,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29577,8 +30180,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29840,10 +30443,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29855,6 +30462,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30021,13 +30634,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30161,6 +30779,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30169,6 +30792,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30312,7 +30948,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31675,11 +32322,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31693,35 +32340,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31763,6 +32410,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31906,7 +32739,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32204,7 +33042,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32248,8 +33087,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32286,8 +33134,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32418,7 +33270,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32437,6 +33289,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32486,6 +33350,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32521,6 +33392,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33828,15 +34706,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33867,9 +34786,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34024,6 +34944,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34127,6 +35082,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34140,6 +35104,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34182,6 +35158,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34233,6 +35219,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34549,6 +35547,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34589,7 +35590,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34611,16 +35619,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34640,6 +35663,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34649,6 +35675,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34658,11 +35690,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34680,11 +35720,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34739,10 +35795,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34765,7 +35867,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34776,6 +35887,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34790,9 +35907,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34801,6 +35983,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34810,9 +35996,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34830,7 +36023,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34845,11 +36046,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34886,6 +36104,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34898,7 +36122,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34915,26 +36155,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34977,9 +36244,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34995,10 +36269,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35007,6 +36278,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35037,8 +36333,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35060,9 +36356,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35076,14 +36372,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35095,7 +36391,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35123,13 +36419,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35139,13 +36439,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35164,7 +36470,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35227,7 +36533,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35248,13 +36554,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35262,17 +36568,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35282,15 +36636,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35298,10 +36679,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35318,7 +36723,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35328,6 +36735,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35354,7 +36765,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35364,6 +36777,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35430,6 +36847,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35465,6 +36890,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35474,11 +36947,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35536,9 +37013,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35714,7 +37243,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36245,12 +37774,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36286,6 +37815,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36530,6 +38068,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36700,14 +38257,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36729,21 +38301,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36915,7 +38486,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36924,6 +38503,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36933,14 +38521,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36952,7 +38555,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36962,15 +38568,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37018,11 +38630,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37050,6 +38669,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37063,6 +38688,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37200,7 +38843,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37324,7 +38973,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37505,7 +39154,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37593,7 +39248,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37624,7 +39279,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37701,7 +39356,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38037,8 +39695,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38107,7 +39765,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38119,7 +39783,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38289,8 +39954,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38312,7 +39981,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38342,6 +40012,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38622,6 +40296,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38691,6 +40369,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38828,7 +40516,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38886,6 +40586,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39143,6 +40860,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39225,6 +40951,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39403,9 +41144,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39872,6 +41613,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42712,7 +44461,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43407,7 +45159,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43482,14 +45242,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43533,6 +45310,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43550,6 +45337,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43592,6 +45388,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43600,14 +45403,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43637,14 +45458,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43673,14 +45511,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43705,14 +45560,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43740,14 +45612,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43774,14 +45664,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43899,7 +45807,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44105,8 +46024,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44343,6 +46261,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45242,6 +47164,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45397,7 +47325,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45419,6 +47356,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45566,7 +47513,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45632,6 +47579,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45665,6 +47624,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45844,6 +47816,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46052,6 +48216,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46200,7 +48556,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46319,6 +48675,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46634,6 +49033,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46670,6 +49079,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46680,8 +49100,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46969,20 +49391,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46990,19 +49420,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47034,6 +49473,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47194,14 +49649,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47330,8 +49790,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47434,16 +49894,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47474,8 +49942,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47660,8 +50128,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47955,19 +50596,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48034,7 +50676,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49446,14 +52095,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49471,6 +52121,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49493,8 +52147,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49736,6 +52391,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49812,7 +52483,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49945,7 +52616,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50044,8 +52716,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50259,7 +52931,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50341,7 +53014,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51094,6 +53768,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51118,6 +53796,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51175,13 +53859,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51198,16 +53875,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51268,6 +53943,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51454,7 +54144,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51465,6 +54156,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51755,14 +54846,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51933,8 +55033,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51955,8 +55062,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52521,6 +55636,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52718,11 +55845,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52741,7 +55887,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53140,6 +56291,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53164,12 +56319,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53196,7 +56345,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53269,10 +56432,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53727,12 +56886,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54000,7 +57153,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54356,7 +57512,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54370,7 +57526,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54380,6 +57536,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54407,7 +57575,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55043,7 +58212,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55159,7 +58333,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55306,7 +58504,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55329,11 +58535,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55382,14 +58601,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55526,8 +58747,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55559,8 +58780,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55725,9 +58954,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55914,7 +59145,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55998,28 +59229,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56038,6 +59288,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57025,27 +60290,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57101,6 +60366,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57158,8 +60429,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57224,6 +60495,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57454,6 +60729,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58047,6 +61366,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58086,6 +61413,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58226,6 +61559,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58274,6 +61618,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58283,6 +61633,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58369,6 +61726,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58652,6 +62023,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58758,6 +62133,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59224,7 +62603,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59279,6 +62660,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59347,14 +62735,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59749,20 +63141,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59868,13 +63261,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60029,7 +63428,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60104,7 +63514,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60542,7 +63952,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60583,9 +63993,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60645,13 +64053,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60663,13 +64072,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60938,7 +64348,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61032,7 +64444,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61215,6 +64627,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62007,7 +65435,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62167,8 +65595,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62266,7 +65694,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62348,8 +65776,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62459,11 +65887,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62543,8 +65971,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62741,12 +66169,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62935,9 +66363,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63085,8 +66519,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63141,9 +66575,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63172,7 +66607,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63523,11 +66962,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63567,6 +67007,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66627,8 +70077,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67382,6 +70832,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67418,7 +70894,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67489,7 +70965,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67574,6 +71054,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68286,6 +71775,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68431,23 +71930,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70953,6 +74472,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71048,6 +74572,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71273,6 +74800,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71358,7 +74892,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71447,8 +74981,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71463,8 +74997,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71482,8 +75021,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71501,6 +75040,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71542,8 +75086,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index aa9d4a2ee3..2866dc9b70 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -9,7 +9,7 @@
# Anonymous <noreply@weblate.org>, 2020.
# Nathan <bonnemainsnathan@gmail.com>, 2020.
# Fox Lahoki <alexbar@live.fr>, 2020.
-# Pierre Caye <pierrecaye@laposte.net>, 2020, 2021.
+# Pierre Caye <pierrecaye@laposte.net>, 2020, 2021, 2022.
# Sofiane <Sofiane-77@caramail.fr>, 2020.
# Gaya <limanegaya@gmail.com>, 2020.
# Nick B <nbourrereg@hotmail.com>, 2020.
@@ -36,8 +36,8 @@
# Toquey SiGauses <meiyo40@gmail.com>, 2021.
# GABRIELLE Damien <damiengabrielle@gmail.com>, 2021.
# Julien Vanelian <julienvanelian@hotmail.com>, 2021.
-# Perrier Mathis <mathis.perrier73@gmail.com>, 2021.
-# Blackiris <divjvc@free.fr>, 2021.
+# Perrier Mathis <mathis.perrier73@gmail.com>, 2021, 2022.
+# Blackiris <divjvc@free.fr>, 2021, 2022.
# AndyNekena <andy.nekena@gmail.com>, 2021.
# Legorel <Legorel412@gmail.com>, 2021, 2022.
# Romain Hebert <romain.hebert0442@gmail.com>, 2021.
@@ -54,12 +54,14 @@
# ASTRALE <jules.cercy@etu.univ-lyon1.fr>, 2021, 2022.
# Pierre-Alexandre Arènes <palex95870@gmail.com>, 2022.
# KikooDX <kikoodx@paranoici.org>, 2022.
+# Kevin Bouancheau <kevin.bouancheau@gmail.com>, 2022.
+# Maxim Lopez <maxim.lopez.02@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-02-13 20:11+0000\n"
+"PO-Revision-Date: 2022-07-27 05:24+0000\n"
"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
@@ -68,7 +70,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -132,7 +134,7 @@ msgstr "Défaut"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@@ -140,7 +142,7 @@ msgstr "valeur"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -546,9 +548,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -591,7 +594,7 @@ msgid ""
"r = deg2rad(180) # r is 3.141593\n"
"[/codeblock]"
msgstr ""
-"Convertit un angle exprimé en degrés en radians.\n"
+"Convertit un angle en degrés vers sa valeur en radians.\n"
"[codeblock]\n"
"r = deg2rad(180) # r vaut 3.141593\n"
"[/codeblock]"
@@ -605,6 +608,7 @@ msgstr ""
"nouveau en une instance. Utile pour la désérialisation."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -619,7 +623,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -892,6 +896,24 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"Retourne le facteur d'interpolation ou d'extrapolation suivant l'intervalle "
+"spécifié dans [code]from[/code] et [code]to[/code], et la valeur interpolée "
+"spécifiée par [code]weight[/code]. La valeur retournée sera entre [code]0.0[/"
+"code] et [code]1.0[/code] si [code]weight[/code] est entre [code]from[/code] "
+"et [code]to[/code] (inclus). Si [code]weight[/code] est en dehors de cet "
+"intervalle, un facteur d'extrapolation sera retourné (une valeur inférieure "
+"à [code]0.0[/code] ou supérieure à [code]1.0[/code]).\n"
+"[codeblock]\n"
+"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est le "
+"0.75.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` est maintenant 27.5.\n"
+"# Maintenant, on fait comme si on avait oublié le facteur d'interpolation "
+"original et qu'on veut le calculer.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` est maintenant 0.75.\n"
+"[/codeblock]\n"
+"Voir aussi [method lerp] qui fait l'opération inverse."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -963,7 +985,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -983,20 +1004,25 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
-"Interpolation linéaire entre deux valeurs par une valeur normalisée. C'est "
-"l'inverse de [method inverse_lerp].\n"
+"L'interpolation linéaire entre deux valeurs avec un facteur défini par "
+"[code]weight[/code]. Pour faire une interpolation, [code]weight[/code] doit "
+"être entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, des "
+"valeurs en dehors de cet intervalle sont autorisés pour faire une "
+"[i]extrapolation[/i].\n"
"Si les arguments [code]from[/code] et [code]to[/code] sont de type [int] ou "
-"[float], la valeur de retour est un [float].\n"
+"[float], la valeur retournée est un [float].\n"
"Si les deux sont du même type de vecteur ([Vector2], [Vector3] ou [Color]), "
-"la valeur de retour sera du même type ([code]lerp[/code] appelle alors la "
-"méthode du type de vecteur [code]linear_interpolate[/code]).\n"
+"la valeur de retour sera du même type (puisque [code]lerp[/code] appelle "
+"alors la méthode [code]linear_interpolate[/code] du même type).\n"
"[codeblock]\n"
-"lerp(0, 4, 0.75) # Renvoie 3.0\n"
-"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Renvoie Vector2(2, 3.5)\n"
-"[/codeblock]"
+"lerp(0, 4, 0.75) # Retourne 3.0\n"
+"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n"
+"[/codeblock]\n"
+"Voir aussi [method inverse_lerp] qui fait l'opération inverse. Pour fait une "
+"interpolation plus douce avec [method lerp], combinez l'appel avec [method "
+"ease] ou [method smoothstep]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -1011,12 +1037,19 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Interpolation linéaire entre deux angles (en radians) par une valeur "
"normalisée.\n"
"Similaire à [method lerp], mais interpole correctement lorsque les angles "
-"s'enroulent autour [constant @GDScript.TAU].\n"
+"proches de [constant @GDScript.TAU]. Pour une interpolation plus douce avec "
+"[method lerp_angle], utilisez aussi [method ease] ou [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -1025,7 +1058,15 @@ msgstr ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note :[/b] Cette méthode utiliser une interpolation avec le chemin le "
+"plus court entre [code]from[/code] et [code]to[/code]. Par contre, si ces "
+"deux angles sont approximativement [code]PI + k * TAU[/code] l'un de l'autre "
+"pour n'importe quel entier [code]k[/code], l'interpolation n'est pas "
+"évidente à cause des erreurs de précision des flottants. Par exemple, "
+"[code]lerp_angle(0, PI, weight)[/code] ira dans le sens anti-horaire, alors "
+"que [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] ira dans le sens "
+"horaire."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1253,15 +1294,15 @@ msgstr ""
"conséquent, toutes les valeurs numériques seront converties en type [float] "
"lors de l'analyse du texte JSON.\n"
"[b]Remarque :[/b] Les objets JSON ne préservent par l'ordre des champs comme "
-"les dictionnaires de Godot. Il ne faut donc pas présumer de l'ordre des "
-"champs si un dictionnaire est construit à partir d'unJSON. Contrairement aux "
-"tableaux JSON qui conservent l'ordre de leurs éléments:\n"
+"les dictionnaires de Godot. Il ne faut donc pas présumer que l'ordre des "
+"champs est respecté si un dictionnaire est construit à partir d'un JSON. À "
+"l'inverse, les tableaux JSON conservent l'ordre de leurs éléments :\n"
"[codeblock]\n"
-"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
+"var p = JSON.parse('[\"salut\", \"le\", \"monde\", \" !\"]')\n"
"if typeof(p.result) == TYPE_ARRAY:\n"
-" print(p.result[0]) # Prints \"hello\"\n"
+" print(p.result[0]) # Affiche \"salut\"\n"
"else:\n"
-" push_error(\"Unexpected results.\")\n"
+" push_error(\"Résultat inattendu.\")\n"
"[/codeblock]\n"
"Voir également [JSON] pour une façon alternative d'analyser un texte JSON."
@@ -1382,9 +1423,22 @@ msgstr ""
"ou un avertissement est affiché."
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
-"Comme [method print], mais ne s'affiche que lorsqu'utilisé en mode débogage."
+"Affiche la trace d'appels à l'emplacement du code, ne fonctionne que lorsque "
+"le débogueur est activé.\n"
+"La sortie dans la console ressemblerait à ceci :\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1520,18 +1574,19 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Plage aléatoire, toute valeur à virgule flottante comprise entre [code]from[/"
-"code] et [code]to[/code].\n"
+"Retourne un flottant aléatoire entre [code]from[/code] et [code]to[/code].\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime par exemple 0.135591 "
"0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note :[/b] C'est équivalent à [code]randf() * (to - from) + from[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1598,39 +1653,37 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1639,45 +1692,43 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
-"Renvoie un tableau avec la plage donnée reçu. La plage peut être un argument "
-"[code]N[/code] (0 à [code]N[/code] - 1), deux arguments ([code]initial[/"
-"code], [code]final - 1[/code]) ou trois arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Renvoie un tableau vide si "
-"la plage n'est pas valide (par exemple [code]plage(2, 5, -1)[/code] ou "
-"[code]plage(5, 5, 1)[/code]).[/code]\n"
-"Renvoie un tableau avec la plage donnée. [code]range()[/code] peut avoir 1 "
-"argument N ([code]0[/code] à [code]N - 1[/code]), deux arguments "
-"([code]initial[/code], [code]final - 1[/code]) ou trois arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] peut être négatif. Si [code]increment[/code] est "
-"négatif, [code]final - 1[/code] deviendra [code]final + 1[/code]. De plus, "
-"la valeur initiale doit être supérieure à la valeur finale pour que la "
-"boucle s'exécute.\n"
-"[bloc de code]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[codeblock]\n"
-"Sortie :\n"
-"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
-"[codeblock]\n"
-"Pour itérer sur un tableau en arrière, utilisez :\n"
+"Retourne un tableau avec l'intervalle donné. [method range] peut être appelé "
+"de trois façons:\n"
+"[code]range(n: int)[/code] : Commence à 0, augmente par étape de 1, et "
+"s'arrête [i]avant[/i] [code]n[/code]. L'argument [code]n[/code] est "
+"[b]exclusif[/b].\n"
+"[code]range(b: int, n: int)[/code]: Commence à [code]b[/code], augmente par "
+"étape de 1, et s'arrête [i]avant[/i] [code]n[/code]. L'argument [code]b[/"
+"code] est [b]inclusif[/b], et [code]n[/code] est [b]exclusif[/b].\n"
+"[code]range(b: int, n: int, s: int)[/code]: Commence à [code]b[/code], "
+"augmente/diminue par étape de [code]s[/code], et s'arrête [i]avant[/i] "
+"[code]n[/code]. L'argument [code]b[/code] est [b]inclusif[/b], et [code]n[/"
+"code] est [b]exclusif[/b]. L'argument [code]s[/code] [b]peut[/b] être "
+"négatif, mais pas [code]0[/code]. Si [code]s[/code] est [code]0[/code], une "
+"erreur est affichée.\n"
+"[method range] convertit tous les arguments en [int] avant tout.\n"
+"[b]Note :[/b] Retourne un tableau si les arguments ne correspondent pas "
+"mathématiquement (e.g. [code]range(2, 5, -1)[/code] ou [code]range(5, 5, 1)[/"
+"code]).\n"
+"Exemples :\n"
+"[codeblock]\n"
+"print(range(4)) # Affiche [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Affiche [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Affiche [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Affiche [4, 3, 2]\n"
+"[/codeblock]\n"
+"Pour parcourir un [Array] à l'envers, utilisez :\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0 :\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
-"Sortie :\n"
+"Output:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
-"[codeblock]"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1773,6 +1824,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the result of smoothly interpolating the value of [code]s[/code] "
"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
@@ -1793,7 +1845,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -2045,9 +2097,9 @@ msgid ""
"[code]true[/code] encoding objects is allowed (and can potentially include "
"code)."
msgstr ""
-"Encode la valeur d'une variable en un tableau d'octets ([i]byte array[/i]). "
-"Lorsque [code]full_objects[/code] a la valeur [code]true[/code], l'encodage "
-"d'objets est autorisé (et peut potentiellement inclure du code)."
+"Encode la valeur d'une variable en un tableau d'octets. Lorsque "
+"[code]full_objects[/code] a la valeur [code]true[/code], l'encodage d'objets "
+"est autorisé (et peut potentiellement inclure du code)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2217,28 +2269,27 @@ msgid ""
"[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), "
"\"idle_frame\")[/code] from the above example."
msgstr ""
-"Stoppe l'exécution de la fonction et renvoie l'état suspendu courant à la "
+"Arrête l'exécution de la fonction et renvoie l'état suspendu actuel à la "
"fonction appelante.\n"
-"Depuis l'appelant, appeler [method GDScriptFunctionState.resume] sur l'état "
+"Depuis l'appelant, appelez [method GDScriptFunctionState.resume] sur l'état "
"pour reprendre l'exécution. Cela invalide l'état. Dans la fonction reprise, "
-"[code]yield()[/code] renvoie renvoie l'argument qui a été passé lors de "
-"l'appel à la fonction [code]resume()[/code].\n"
-"Si la fonction a reçu comme argument un objet et un signal, l'exécution est "
-"reprise quand l'objet émet le signal donnée. Dans ce cas, [code]yield()[/"
-"code] renvoie l'argument passé lors de l'appel à [code]emit_signal()[/code] "
-"si le signal ne prend qu'un seul argument, ou un tableau contenant tous les "
-"arguments passés lors de l'appel à [code]emit_signal()[/code] si le signal "
-"prend plusieurs arguments.\n"
-"Vous pouvez aussi utilisez [code]yield[/code] pour attendre la fin de "
-"l'exécution d'une fonction:\n"
+"[code]yield()[/code] retourne ce qui a été transmis à la fonction appelée "
+"[code]resume()[/code].\n"
+"Si on lui communique un objet et un signal, l'exécution est reprise lorsque "
+"l'objet émet le signal donné. Dans ce cas, [code]yield()[/code] retourne "
+"l'argument passé à [code]emit_signal()[/code] si le signal ne prend qu'un "
+"seul argument, ou un tableau contenant tous les arguments communiqués à "
+"[code]emit_signal()[/code] si le signal prend plusieurs arguments.\n"
+"Vous pouvez également utiliser [code]yield[/code] pour attendre la fin d'une "
+"fonction:\n"
"[codeblock]\n"
"func _ready():\n"
-" yield(countdown(), \"completed\") # attente que la fonction countdown() "
-"se termine\n"
+" yield(countdown(), \"completed\") # en attendant que la fonction "
+"countdown() se termine\n"
" print('Ready')\n"
"\n"
"func countdown():\n"
-" yield(get_tree(), \"idle_frame\") # renvoie un objet de type "
+" yield(get_tree(), \"idle_frame\") # retourne un objet "
"GDScriptFunctionState à _ready()\n"
" print(3)\n"
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
@@ -2247,19 +2298,19 @@ msgstr ""
" print(1)\n"
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
"\n"
-"# affiche:\n"
+"# prints:\n"
"# 3\n"
"# 2\n"
"# 1\n"
"# Ready\n"
"[/codeblock]\n"
-"Lors d'une attente sur une fonction, le signal [code]completed[/code] sera "
-"émis automatiquement quand la fonction se termine. Le signal peut donc être "
-"utilisé comme paramètre [code]signal[/code] de la méthode [code]yield[/code] "
-"à reprendre.\n"
-"Pour attendre sur une fonction, la fonction résultante devrait aussi "
-"renvoyer un [code]GDScriptFunctionState[/code]. Notez "
-"[code]yield(get_tree(), \"idle_frame\")[/code] dans l'exemple ci-dessus."
+"Lorsque l'on cède sur une fonction, le signal [code]completed[/code] sera "
+"émis automatiquement lorsque la fonction retourne. Il peut donc être utilisé "
+"comme le [code]signal[/code] du paramètre de la méthode [code]yield[/code] à "
+"reprendre.\n"
+"Dans l'ordre du yield surune fonction, la fonction résultante devrait "
+"également retourner un [code]GDScriptFunctionState[/code]. Notez depuis "
+"l'exemple ci-dessous [code]yield(get_tree(), \"idle_frame\")[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3849,46 +3900,38 @@ msgid "Gamepad DPad right."
msgstr "DPad droite de la manette."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad SDL guide button."
-msgstr "Bouton guide du contrôleur de jeu SDL."
+msgstr "Bouton guide de la manette SDL."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL miscellaneous button."
msgstr "Bouton divers de la manette SDL."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad SDL paddle 1 button."
-msgstr "Bouton gauche du pavé directionnel du contrôleur de jeu SDL."
+msgstr "Le bouton 1 du pavé directionnel de la manette SDL."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad SDL paddle 2 button."
-msgstr "Bouton gauche du pavé directionnel du contrôleur de jeu SDL."
+msgstr "Le bouton 2 du pavé directionnel de la manette SDL."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad SDL paddle 3 button."
-msgstr "Bouton gauche du pavé directionnel du contrôleur de jeu SDL."
+msgstr "Le bouton 3 du pavé directionnel de la manette SDL."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad SDL paddle 4 button."
-msgstr "Bouton gauche du pavé directionnel du contrôleur de jeu SDL."
+msgstr "Le bouton 4 du pavé directionnel de la manette SDL."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad SDL touchpad button."
msgstr "Bouton haut du pavé directionnel du contrôleur de jeu SDL."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad left Shoulder button."
msgstr "Gâchette gauche de manette de jeu SDL."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad left trigger."
msgstr "Axe de la gâchette gauche de la manette."
@@ -3897,7 +3940,6 @@ msgid "Gamepad left stick click."
msgstr "Clic du stick gauche de la manette."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad right Shoulder button."
msgstr "Gâchette droite de manette de jeu SDL."
@@ -3914,7 +3956,6 @@ msgid "Gamepad left stick horizontal axis."
msgstr "Axe horizontal du stick gauche de la manette."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad left stick vertical axis."
msgstr "Axe X de la manette gauche du contrôleur de jeu."
@@ -3923,7 +3964,6 @@ msgid "Gamepad right stick horizontal axis."
msgstr "Axe horizontal du stick droite de la manette."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad right stick vertical axis."
msgstr "Axe X de la manette droite du contrôleur de jeu."
@@ -3936,12 +3976,10 @@ msgid "Generic gamepad axis 5."
msgstr "Axe 5 de la manette générique."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad left trigger analog axis."
msgstr "Axe du déclencheur gauche du contrôleur de jeu."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Gamepad right trigger analog axis."
msgstr "Axe du déclencheur gauche du contrôleur de jeu."
@@ -3954,9 +3992,8 @@ msgid "Generic gamepad axis 9."
msgstr "Axe 9 de la manette générique."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Represents the maximum number of joystick axes supported."
-msgstr "Nombre maximal de passes de tirage prises en charge."
+msgstr "Représente le nombre maximum d'axes que le joystick supporte."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left analog trigger."
@@ -3967,9 +4004,8 @@ msgid "Gamepad right analog trigger."
msgstr "Gâchette analogique droite de la manette."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "VR Controller analog trigger."
-msgstr "Axe du déclencheur gauche du contrôleur de jeu."
+msgstr "Gâchette analogique de la manette VR."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3997,30 +4033,41 @@ msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"Le message OFF pour la note MIDI. Référez vous à la documentation de "
+"[InputEventMIDI] pour avoir des informations concernant les entrées MIDI."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"Le message MIDI pour la note ON. Référez vous à la documentation de "
+"[InputEventMIDI] pour avoir des informations concernant les entrées MIDI."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr ""
+"Le message MIDI d'après touche. Ce message est le plus souvent envoyé quand "
+"on continue de faire varier la pression sur la touche après l'appui initial."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
+"Le message de changement de contrôle MIDI. Ce message est envoyé lorsqu'un "
+"contrôleur change de valeur. Les contrôleurs comprennent des dispositifs "
+"comme des pédales, des leviers."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr ""
+"Le message de changement de programme MIDI. Ce message est envoyé lorsque le "
+"nombre du patch du programme est changée."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4028,18 +4075,27 @@ msgid ""
"down on the key after it \"bottoms out\". This message is different from "
"polyphonic after-touch as it indicates the highest pressure across all keys."
msgstr ""
+"Le message de pression de canal MIDI. Ce message est le plus souvent envoyé "
+"en appuyant sur la touche après qu'il « se retire » . Ce message est "
+"différent de l'après-touche polyphonique car il indique la plus haute "
+"pression sur toutes les clés."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr ""
+"Le message de la hauteur MIDI. Ce message est envoyé pour indiquer un "
+"changement dans le plieur de hauteur (généralement une roue ou un levier)."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
+"Le message exclusif du système MIDI. Cela a un comportement exclusif à "
+"l'appareil dont vous recevez l'entrée. Obtenir cette donnée n'est pas "
+"implémenté dans Godot."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4052,38 +4108,53 @@ msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
+"Le message de position de chanson MIDI. Donne le nombre de seizième de note "
+"depuis le début de la chanson. Obtenir cette donnée n'est pas implémenté "
+"dans Godot."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
msgstr ""
+"Le message de sélectionne de la chanson. Spécifie quelle séquence ou quelle "
+"chanson doit être jouée. Obtenir cette donnée n'est pas implémenté dans "
+"Godot."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr ""
+"Le message de requête d'accordage MIDI. À la réception d'une requête "
+"d'accordage, tous les synthétiseurs analogiques devraient accorder leurs "
+"oscillateurs."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr ""
+"Le message d'horloge MIDI. Envoyé 24 fois par quart de note lorsque la "
+"synchronisation est requise."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
msgstr ""
+"Le message de démarrage MIDI. Commence la séquence actuelle. Ce message sera "
+"suivi avec un message d'horloge."
#: doc/classes/@GlobalScope.xml
msgid "MIDI continue message. Continue at the point the sequence was stopped."
msgstr ""
+"Le message de continuation en MIDI. Reprend la séquence où elle a été "
+"arrêtée."
#: doc/classes/@GlobalScope.xml
msgid "MIDI stop message. Stop the current sequence."
-msgstr ""
+msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4179,11 +4250,11 @@ msgstr "Fichier : Erreur d'impossibilité d'ouverture."
#: doc/classes/@GlobalScope.xml
msgid "File: Can't write error."
-msgstr "Fichier: Erreur d'écriture."
+msgstr "Fichier : Erreur d'écriture."
#: doc/classes/@GlobalScope.xml
msgid "File: Can't read error."
-msgstr "Fichier: Erreur de lecture."
+msgstr "Fichier : Erreur de lecture."
#: doc/classes/@GlobalScope.xml
msgid "File: Unrecognized error."
@@ -4346,7 +4417,6 @@ msgstr ""
"valeur min. Exemple : [code]\"-360,360,1,or_greater,or_lesser\"[/code]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ""
"Hints that a float property should be within an exponential range specified "
"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
@@ -4366,13 +4436,36 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+"Indique qu'une propriété d'un entier, un flottant ou une chaine de "
+"caractères est une valeur énumérée à choisir depuis une liste spécifiée par "
+"l'indicateur.\n"
+"Cet indicateur est une liste séparée par des virgules de noms tels que "
+"[code]\"Bonjour,Salut,Autre\"[/code]. Pour les propriétés d'entiers et de "
+"flottants, le premier nom de la liste a valeur 0, le suivant 1, et ainsi de "
+"suite. Les valeurs explicites peuvent également être spécifiées en ajoutant "
+"[code]:integer[/code] au nom, par ex. [code]\"Zéro,Un,Trois:3,Quatre,"
+"Six:6\"[/code]."
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
-"Indique qu'une propriété nombre entier, décimal ou chaîne de caractères est "
-"une valeur énumérée qui doit être choisie depuis une liste spécifiée par une "
-"chaine de caractères d'indication telle que [code]\"Bonjour,Truc,"
-"AutreTruc\"[/code]."
+"Indique qu'une propriété peut être une valeur parmi une liste spécifiée via "
+"une chaîne de caractères telle que [code]\"Bonjour,Salut,Autre\"[/code].\n"
+"Contrairement à [constant PROPERTY_HINT_ENUM] une propriété accepte toujours "
+"des valeurs arbitraires et peut être vide. La liste des valeurs permet donc "
+"de suggérer des valeurs possibles."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4417,6 +4510,15 @@ msgstr ""
"les couches de physique 2D optionnellement nommées."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+"Indique qu'une propriété nombre entier est un masque de bits utilisant les "
+"couches de rendu 2D optionnellement nommées."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
@@ -4433,6 +4535,15 @@ msgstr ""
"couches de physique 3D optionnellement nommées."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+"Indique qu'une propriété nombre entier est un masque de bits utilisant les "
+"couches de rendu 2D optionnellement nommées."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
@@ -4549,7 +4660,8 @@ msgid "The property is a translatable string."
msgstr "La propriété est une chaîne de caractères traduisible."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Utilisé pour rassembler des propriétés ensemble dans l'éditeur."
#: doc/classes/@GlobalScope.xml
@@ -4690,46 +4802,39 @@ msgstr "La variable est de type [Object]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Dictionary]."
-msgstr "Variable est de type [Dictionary]."
+msgstr "La variable est de type [Dictionary]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Array]."
-msgstr "Variable est de type [Array]."
+msgstr "La variable est de type [Array]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Variable is of type [PoolByteArray]."
-msgstr "Variable est de type [PackedByteArray]."
+msgstr "La variable est de type [PoolByteArray]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Variable is of type [PoolIntArray]."
-msgstr "Variable est de type [Array]."
+msgstr "La variable est de type [PoolIntArray]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Variable is of type [PoolRealArray]."
-msgstr "Variable est de type [Array]."
+msgstr "Le variable est de type [PoolRealArray]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Variable is of type [PoolStringArray]."
-msgstr "Variable est de type [PackedStringArray]."
+msgstr "La variable est de type [PoolStringArray]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Variable is of type [PoolVector2Array]."
-msgstr "Variable est de type [PackedVector2Array]."
+msgstr "La variable est de type [PoolVector2Array]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Variable is of type [PoolVector3Array]."
-msgstr "Variable est de type [PackedVector3Array]."
+msgstr "La variable est de type [PoolVector3Array]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Variable is of type [PoolColorArray]."
-msgstr "Variable est de type [PackedColorArray]."
+msgstr "La variable est de type [PoolColorArray]."
#: doc/classes/@GlobalScope.xml
msgid "Represents the size of the [enum Variant.Type] enum."
@@ -4737,51 +4842,51 @@ msgstr "Représente la taille de l'énumération [enum Variant.Type]."
#: doc/classes/@GlobalScope.xml
msgid "Equality operator ([code]==[/code])."
-msgstr "Opérateur d’égalité ([code]==[/code])."
+msgstr "L'opérateur d’égalité ([code]==[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Inequality operator ([code]!=[/code])."
-msgstr "Opérateur d’inégalité ([code]!=[/code])."
+msgstr "L'opérateur d’inégalité ([code]!=[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Less than operator ([code]<[/code])."
-msgstr "Opérateur inférieur à ([code]<[/code])."
+msgstr "L'opérateur inférieur à ([code]<[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Less than or equal operator ([code]<=[/code])."
-msgstr "Opérateur inférieur ou égal ([code]<=[/code])."
+msgstr "L'opérateur inférieur ou égal ([code]<=[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Greater than operator ([code]>[/code])."
-msgstr "Opérateur supérieur à ([code]>[/code])."
+msgstr "L'opérateur supérieur à ([code]>[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Greater than or equal operator ([code]>=[/code])."
-msgstr "Opérateur supérieur ou égal ([code]>=[/code])."
+msgstr "L'opérateur supérieur ou égal ([code]>=[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Addition operator ([code]+[/code])."
-msgstr "Opérateur d’addition ([code]+[/code])."
+msgstr "L'opérateur d’addition ([code]+[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Subtraction operator ([code]-[/code])."
-msgstr "Opérateur de soustraction ([code]-[/code])."
+msgstr "L'opérateur de soustraction ([code]-[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Multiplication operator ([code]*[/code])."
-msgstr "Opérateur de multiplication ([code]*[/code])."
+msgstr "L'opérateur de multiplication ([code]*[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Division operator ([code]/[/code])."
-msgstr "Opérateur de division ([code]/[/code])."
+msgstr "L'opérateur de division ([code]/[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Unary negation operator ([code]-[/code])."
-msgstr "Opérateur de négation unaire ([code]-[/code])."
+msgstr "L'opérateur de négation unaire ([code]-[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Unary plus operator ([code]+[/code])."
-msgstr "Opérateur d'addition unaire ([code]+[/code])."
+msgstr "L'opérateur d'addition unaire ([code]+[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Remainder/modulo operator ([code]%[/code])."
@@ -4817,11 +4922,11 @@ msgstr "Opérateur binaire NON ([code]~[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
-msgstr "Opérateur logique ET ([code]and[/code] or [code]&&[/code])."
+msgstr "L'opérateur logique ET ([code]and[/code] or [code]&&[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
-msgstr "Opérateur logique OU ([code]or[/code] or [code]||[/code])."
+msgstr "L'opérateur logique OU ([code]or[/code] or [code]||[/code])."
#: doc/classes/@GlobalScope.xml
msgid "Logical XOR operator (not implemented in GDScript)."
@@ -4829,7 +4934,7 @@ msgstr "Opérateur logique OU exclusif (XOR) (non implémenté dans le GDScript)
#: doc/classes/@GlobalScope.xml
msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
-msgstr "Opérateur logique NON ([code]not[/code] or [code]![/code])."
+msgstr "L'opérateur logique NON ([code]not[/code] or [code]![/code])."
#: doc/classes/@GlobalScope.xml
msgid "Logical IN operator ([code]in[/code])."
@@ -4844,7 +4949,6 @@ msgid "Axis-Aligned Bounding Box."
msgstr "Boîte de délimitation alignée sur l'axe."
#: doc/classes/AABB.xml
-#, fuzzy
msgid ""
"[AABB] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
@@ -4854,7 +4958,12 @@ msgid ""
"integer coordinates."
msgstr ""
"Une AABB est constituée en une position, une taille, et plusieurs fonctions "
-"utilitaires. Principalement utilisée pour des tests de chevauchement rapides."
+"utilitaires. Principalement utilisée pour des tests de chevauchement "
+"rapides.\n"
+"Elle utilise des coordonnées à virgule. L'équivalent 2D du [AABB] est le "
+"[Rect2].\n"
+"[b]Note :[/b] Contrairement au [Rect2], la [AABB] n'a pas d'alternative avec "
+"des coordonnées entières."
#: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
@@ -4864,16 +4973,13 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Vector math"
-msgstr ""
-"Vecteur utilisé pour les mathématiques 2D utilisant des coordonnées "
-"d'entiers."
+msgstr "Mathématiques des vecteurs"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
-msgstr ""
+msgstr "Mathématiques avancées des vecteurs"
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
@@ -4907,6 +5013,15 @@ msgid ""
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/codeblock]"
msgstr ""
+"Retourne une copie de ce [AABB] aggrandi pour inclure le point donné.\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"# position -(3, 2, 0,) taille (1, 1, 1)\n"
+"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
+"# position -(3, -1, 0,) taille (3, 4, 2,), il contient maintenant l'ABB "
+"original et le point Vector3(0, -1, 2)\n"
+"var box2 = box.expand(Vector3(0, -1, 2))\n"
+"/[codeblock]"
#: doc/classes/AABB.xml
msgid "Returns the volume of the [AABB]."
@@ -4917,6 +5032,8 @@ msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
+"Retourne le centre du [AABB], qui est égal à [member position] + ([member "
+"size] / 2)."
#: doc/classes/AABB.xml
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
@@ -5037,15 +5154,15 @@ msgid "Beginning corner. Typically has values lower than [member end]."
msgstr "Coin de départ. A généralement des valeurs inférieures à [member end]."
#: doc/classes/AABB.xml doc/classes/Rect2.xml
-#, fuzzy
msgid ""
"Size from [member position] to [member end]. Typically, all components are "
"positive.\n"
"If the size is negative, you can use [method abs] to fix it."
msgstr ""
-"Taille de [member position] à [member end]. Généralement toutes les "
-"composantes sont positives.\n"
-"Si la taille est négative, vous pouvez utiliser [method abs] pour la réparer."
+"La taille depuis [member position] jusqu'à [member end]. Généralement toutes "
+"les composantes sont positives.\n"
+"Si cette taille est négative, vous pouvez utiliser [method abs] pour la "
+"rendre positive."
#: doc/classes/AcceptDialog.xml
msgid "Base dialog for user notification."
@@ -5098,6 +5215,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne le label utilisé pour le texte intégré.\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne nécessaire, le retirer et "
+"le libérer peut causer un plantage. Si vous voulez le cacher lui ou l'un de "
+"ses enfants, utilisez plutôt [membre CanvasItem.visible]."
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -5106,6 +5227,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne l'instance du [Button] \"OK\".\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne nécessaire, le retirer et "
+"le libérer peut causer un plantage. Si vous voulez le cacher lui ou l'un de "
+"ses enfants, utilisez plutôt [membre CanvasItem.visible]."
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -5123,9 +5248,11 @@ msgid ""
"the [code]button[/code] will no longer emit this dialog's [signal "
"custom_action] signal or cancel this dialog."
msgstr ""
-"Enlever le [code]bouton[/code] de la boite de la boîte de dialogue. Ne "
-"libère pas le bouton. Le bouton dois être un [Button] ajouté avec la méthode "
-"[method add_button] ou [method add_cancel] ."
+"Retire le [code]button[/code] de la boite de dialogue. Ne libère PAS le "
+"[code]button[/code]. Le [code]button[/code] doit être un [Button] ajouté "
+"avec la méthode [method add_button] ou [method add_cancel]. Après être "
+"retiré, appuyer sur [code]button[/code] n'émettra plus le signal [signal "
+"custom_action] du dialogue ni ne l'annulera."
#: doc/classes/AcceptDialog.xml
msgid "Sets autowrapping for the text in the dialog."
@@ -5282,7 +5409,6 @@ msgstr ""
"MODE_CBC_ENCRYPT] ou [constant MODE_CBC_DECRYPT]."
#: doc/classes/AESContext.xml
-#, fuzzy
msgid ""
"Run the desired operation for this AES context. Will return a "
"[PoolByteArray] containing the result of encrypting (or decrypting) the "
@@ -5290,12 +5416,11 @@ msgid ""
"[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply "
"some padding if needed."
msgstr ""
-"Exécute l'opération désirée pour ce contexte AES. Cette méthode retournerait "
-"un [PackedByteArray] qui contiendra le résultat du cryptage (ou décryptage) "
-"de l'[code]src[/code] donnée. Voyez [method start] pour le mode "
-"d'opération.\n"
-"Note : La taille de [code]src[/code] doit être une multiple de 16. Applique "
-"du rembourrage si nécessaire."
+"Exécute l'opération désirée pour ce contexte AES. Cette méthode retournera "
+"un [PoolByteArray] qui contiendra le résultat du cryptage (ou décryptage) de "
+"la [code]src[/code] donnée. Voyez [method start] pour le mode d'opération.\n"
+"[b]Note :[/b] La taille de [code]src[/code] doit être un multiple de 16. "
+"Applique du rembourrage si nécessaire."
#: doc/classes/AESContext.xml
msgid "AES electronic codebook encryption mode."
@@ -5318,22 +5443,42 @@ msgid "Maximum value for the mode enum."
msgstr "Valeur maximale pour le mode énumeration."
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+#, fuzzy
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr "Nœud de sprite qui peut utiliser plusieurs textures pour l'animation."
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
-msgstr ""
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
+msgstr ""
+"[AnimatedSprite] est semblable au nœud [Sprite], sauf qu'il contient "
+"plusieurs textures comme des trames d'animation. Les animations sont créées "
+"à l'aide d'une ressource [SpriteFrames] qui vous permet d'importer des "
+"fichiers d'image (ou un dossier contenant ces fichiers) pour fournir les "
+"trames d'animation pour le sprite. La ressource [SpriteFrames] peut être "
+"configurée dans l'éditeur via le panneau de fond SpriteFrames.\n"
+"[b]Note :[/b] Vous pouvez associer un ensemble de cartes normales ou "
+"speculaires en créant des ressources supplémentaires [SpriteFrames] avec un "
+"suffixe [code]_normal[/code] ou [code]_specular[/code]. Par exemple, avoir 3 "
+"[SpriteFrames] ressources [code]run[/code], [code]run_normal[/code], et "
+"[code]run_specular[/code] le fera ainsi l'animation [code]run[/code] utilise "
+"des cartes normales et speculaires."
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
-msgstr ""
+msgstr "Animation Sprite 2D"
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -5343,7 +5488,7 @@ msgstr ""
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
-msgstr ""
+msgstr "Démo 2D « Dodge The Creeps »"
#: doc/classes/AnimatedSprite.xml
msgid ""
@@ -5360,13 +5505,13 @@ msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
"Arrête l'animation actuelle (ne remit pas à zéro le compteur de trames)."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
-"L'animation actuelle de la ressource [code]frames[/code]. S'il y a un "
-"changement dans la valeur, le compteur [code]frame[/code] est remis à zéro."
+"L'animation actuelle de la ressource [member frames]. Si cette valeur "
+"change, le compteur [code]frame[/code] est remis à zéro."
#: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], texture will be centered."
@@ -5388,9 +5533,15 @@ msgstr "Si [code]vrai[/code], la texture est inversée verticalement."
msgid "The displayed animation frame's index."
msgstr "L'index de l'image d'animation affichée."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "La ressource [SpriteFrames] qui contient l'animation."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
+"La ressource [SpriteFrames] contenant les animations. Vous permet de "
+"charger, modifier, effacer, rendre unique et sauvegarder les états de la "
+"ressource [SpriteFrames]."
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -5436,7 +5587,7 @@ msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid "2D Sprite animation (also applies to 3D)"
-msgstr ""
+msgstr "L'animation des sprites 2D (et aussi 3D)"
#: doc/classes/AnimatedSprite3D.xml
msgid "Returns [code]true[/code] if an animation is currently being played."
@@ -5450,12 +5601,23 @@ msgstr ""
"Joue l'animation intitulée [code]anim[/code]. Si aucun [code]anim[/code] est "
"fourni, l'animation actuelle est joué."
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+"L'animation actuelle de la ressource [code]frames[/code]. S'il y a un "
+"changement dans la valeur, le compteur [code]frame[/code] est remis à zéro."
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "La ressource [SpriteFrames] qui contient l'animation."
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr "Texture procuration pour des animations simples basés sur les trames."
#: doc/classes/AnimatedTexture.xml
-#, fuzzy
msgid ""
"[AnimatedTexture] is a resource format for frame-based animations, where "
"multiple textures can be chained automatically with a predefined delay for "
@@ -5484,17 +5646,17 @@ msgstr ""
"joué.\n"
"[AnimatedTexture] nécessite présentement que les textures de toutes les "
"trames ont la même taille, sinon ceux qui sont plus grands seront recadrés "
-"pour avoir la même taille que la texture le plus petit. De plus, ça ne "
-"supporte pas [AtlasTexture]. Chaque trame doit être une image distincte."
+"pour avoir la même taille que la texture le plus petit.\n"
+"[b]Note :[/b] Les AnimatedTexture ne peuvent provenir d'un [AtlasTexture]. "
+"Chaque trame doit être une [Texture] distincte."
#: doc/classes/AnimatedTexture.xml
msgid "Returns the given frame's delay value."
msgstr "Retourne la valeur du délai de la trame donnée."
#: doc/classes/AnimatedTexture.xml
-#, fuzzy
msgid "Returns the given frame's [Texture]."
-msgstr "Retourne la [Texture2D] de l'image donnée."
+msgstr "Retourne la trame spécifiée pour cette [Texture]."
#: doc/classes/AnimatedTexture.xml
msgid ""
@@ -5527,7 +5689,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/AnimatedTexture.xml
-#, fuzzy
msgid ""
"Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first "
"frame has ID 0, and the last frame of the animation has ID [member frames] - "
@@ -5536,7 +5697,7 @@ msgid ""
"in mind that only frames from 0 to [member frames] - 1 will be part of the "
"animation."
msgstr ""
-"Affecte une [Texture2D] à la trame donnée. Les identifiants de trames "
+"Affecte une [Texture] à la trame donnée. Les identifiants de trames "
"commencent à 0, alors la première trame a l'identifiant 0, et la dernière "
"trame a l'identifiant [member frames] - 1.\n"
"Vous pouvez définir n'importe quel nombre de textures jusqu'à [constant "
@@ -5600,21 +5761,19 @@ msgstr ""
"d'où c'était pausé quand cette propriété est mise à [code]false[/code]."
#: doc/classes/AnimatedTexture.xml
-#, fuzzy
msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need "
"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
msgstr ""
"Le nombre maximum de trames supporté par [AnimatedTexture]. Si vous avez "
"besoin de plus de trames dans votre animation, utilisez [AnimationPlayer] ou "
-"[AnimatedSprite2D]."
+"[AnimatedSprite]."
#: doc/classes/Animation.xml
msgid "Contains data used to animate everything in the engine."
msgstr "Contient les données utilisées pour animer tous dans le moteur de jeu."
#: doc/classes/Animation.xml
-#, fuzzy
msgid ""
"An Animation resource contains data used to animate everything in the "
"engine. Animations are divided into tracks, and each track must be linked to "
@@ -5650,11 +5809,11 @@ msgstr ""
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/codeblock]\n"
-"Les animations sont seulement les contenants pour les données et doivent "
-"être ajoutés aux nœuds telle qu'un [AnimationPlayer] pour être lues. Il y a "
-"plusieurs types de pistes d'animation, chacun avec son propre ensemble de "
-"méthodes spécialisées. Voyez [enum TrackType] pour voir les types "
-"disponibles."
+"Les animations ne contiennent que des données et doivent être ajoutés à un "
+"nœud comme un [AnimationPlayer] ou un [AnimationTreePlayer] pour être lues. "
+"Il y a plusieurs types de pistes d'animation, chacun avec son propre "
+"ensemble de méthodes spécialisées. Voyez [enum TrackType] pour voir les "
+"types disponibles."
#: doc/classes/Animation.xml
msgid "Adds a track to the Animation."
@@ -5755,14 +5914,13 @@ msgstr ""
"d'une piste d'audio."
#: doc/classes/Animation.xml
-#, fuzzy
msgid ""
"Sets the stream of the key identified by [code]key_idx[/code] to value "
"[code]stream[/code]. The [code]track_idx[/code] must be the index of an "
"Audio Track."
msgstr ""
"Positionne le flux de la clé identifiée par [code]key_idx[/code] à la valeur "
-"[code]offset[/code]. Le [code]track_idx[/code] doit être l'index d'une piste "
+"[code]stream[/code]. Le [code]track_idx[/code] doit être l'index d'une piste "
"audio."
#: doc/classes/Animation.xml
@@ -6019,7 +6177,6 @@ msgid "Sets the value of an existing key."
msgstr "Définit la valeur d'une clé."
#: doc/classes/Animation.xml
-#, fuzzy
msgid ""
"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
"must be specified starting from the parent node of the node that will "
@@ -6071,13 +6228,12 @@ msgid "Returns the update mode of a value track."
msgstr "Retourne le mode de mise à jour d'une piste de valeur."
#: doc/classes/Animation.xml
-#, fuzzy
msgid ""
"Returns the interpolated value at the given time (in seconds). The "
"[code]track_idx[/code] must be the index of a value track."
msgstr ""
-"Retourne la valeur interpolée à la [code]time[/code] donnée (en secondes). "
-"Le [code]track_idx[/code] doit être l'index d'une piste de Bézier."
+"Retourne la valeur interpolée au temps donné (en secondes). Le "
+"[code]track_idx[/code] doit être l'index d'une piste de valeur."
#: doc/classes/Animation.xml
msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
@@ -6097,7 +6253,6 @@ msgstr ""
"le bouclage."
#: doc/classes/Animation.xml
-#, fuzzy
msgid ""
"A flag indicating that the animation must loop. This is used for correct "
"interpolation of animation cycles, and for hinting the player that it must "
@@ -6159,8 +6314,9 @@ msgid ""
"[AudioStreamPlayer]. The stream can be trimmed and previewed in the "
"animation."
msgstr ""
-"Les pistes audio servent à jouer un flux audio sur un [AudioStreamPlayer] "
-"(2D ou 3D). Le flux peut être coupé et prérendu dans l'animation."
+"Les pistes audio sont utilisées pour lire un flux audio avec l'un ou l'autre "
+"type de [AudioStreamPlayer]. Le flux peut être découpé et prévisualisé dans "
+"l'animation."
#: doc/classes/Animation.xml
msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
@@ -6172,11 +6328,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr "Pas d'interpolation (valeur la plus proche)."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr "Interpolation linéaire."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr "Interpolation cubique."
@@ -6197,9 +6353,9 @@ msgid ""
"Same as linear interpolation, but also interpolates from the current value "
"(i.e. dynamically at runtime) if the first key isn't at 0 seconds."
msgstr ""
-"Le même que l'interpolation linéaire, mais interpole aussi de la valeur "
-"actuelle (c'est-à-dire, dynamiquement à l'exécution) si la première clé "
-"n'est pas située à 0 secondes."
+"Identique à l'interpolation linéaire, mais interpole aussi à partir de la "
+"valeur actuelle (définie à l'exécution) si la première clé n'est pas située "
+"à 0 seconde."
#: doc/classes/AnimationNode.xml
msgid "Base resource for [AnimationTree] nodes."
@@ -6332,8 +6488,8 @@ msgstr ""
"affiche l'édition de filtre sur ce nœud."
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr "Retourne [code]true[/code] si un chemin donné est filtré."
+msgid "Returns whether the given path is filtered."
+msgstr "Retourne quand un chemin donné est filtré."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6346,19 +6502,19 @@ msgid ""
"This function should return the time left for the current animation to "
"finish (if unsure, pass the value from the main blend being called)."
msgstr ""
-"Rappel défini par l'utilisateur appelé lorsqu'un nœud personnalisé est "
-"traité. Le paramètre [code]time[/code] est un delta relatif, sauf si "
-"[code]seek[/code] est [code]true[/code], auquel cas il est absolu.\n"
-"Ici, appelez les fonctions [method blend_input], [method blend_node] ou "
-"[method blend_animation]. Vous pouvez également utiliser [method "
+"Méthode de callback définie par l'utilisateur et appelée quand un nœud "
+"personnalisé est traité. Le paramètre [code]time[/code] est un delta "
+"relatif, à moins que [code]seek[/code] soit [code]true[/code], auquel cas il "
+"est absolu.\n"
+"Ici, vous pouvez utiliser les méthodes [method blend_input], [method "
+"blend_node] ou [method blend_animation]. Vous pouvez aussi utiliser [method "
"get_parameter] et [method set_parameter] pour modifier la mémoire locale.\n"
-"Cette fonction doit renvoyer le temps restant pour que l'animation actuelle "
-"se termine (en cas de doute, transmettez la valeur du mélange principal "
-"appelé)."
+"Cette fonction doit renvoyer le temps restant avant la fin de l'animation en "
+"cours (en cas de doute, renvoyez la valeur du mélange principal appelé)."
#: doc/classes/AnimationNode.xml
msgid "Removes an input, call this only when inactive."
-msgstr "Supprime une entrée, n'appeler que si le nœud est inactif."
+msgstr "Supprime une entrée, à n'appeler que si le nœud est inactif."
#: doc/classes/AnimationNode.xml
msgid "Adds or removes a path for the filter."
@@ -6366,7 +6522,7 @@ msgstr "Ajoute ou supprime un chemin pour le filtre."
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"Définit un paramètre personnalisé. Utilisé comme stockage local, car les "
@@ -6378,8 +6534,8 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr "Si [code]true[/code], le filtrage est activé."
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
-msgstr "Appelée quand le nœud est enlevé du graphe."
+msgid "Emitted when the node was removed from the graph."
+msgstr "Émis quand le nœud est enlevé du graphe."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6464,7 +6620,7 @@ msgstr ""
"- L'animation à mélanger quand la valeur est dans la plage [code][-1.0, 0.0]"
"[/code].\n"
"- L'animation à mélanger quand la valeur est dans la plage [code][0.0, 1.0][/"
-"code]."
+"code]"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -6472,9 +6628,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
-#, fuzzy
msgid "AnimationTree"
-msgstr "Nœud d'animation."
+msgstr "AnimationTree"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -6490,7 +6645,7 @@ msgstr "Nœud d'animation."
#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
msgid "Third Person Shooter Demo"
-msgstr ""
+msgstr "Démo de tir à la troisième personne"
#: doc/classes/AnimationNodeAnimation.xml
msgid "Input animation to use in an [AnimationNodeBlendTree]."
@@ -6515,7 +6670,7 @@ msgstr ""
#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
msgid "3D Platformer Demo"
-msgstr ""
+msgstr "Démo de jeu de plateforme en 3D"
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
@@ -6828,12 +6983,16 @@ msgid ""
"The blend space plays the animation of the node the blending position is "
"closest to. Useful for frame-by-frame 2D animations."
msgstr ""
+"L'espace de mélange joue l'animation du nœud la position de mélange le plus "
+"proche. Utilisable pour les animations 2D trame par trame."
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
"the last animation's playback position."
msgstr ""
+"Semblable à [constant BLEND_MODE_DISCRETE], mais commence la nouvelle "
+"animation à la dernière position de lecture de l'animation suivante."
#: doc/classes/AnimationNodeBlendTree.xml
msgid "[AnimationTree] node resource that contains many blend type nodes."
@@ -6841,21 +7000,33 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
+"Ce nœud peut contenir une sous-arborescence d'autres nœuds de type "
+"mélangeur, tels que les [AnimationNodeTransition], [AnimationNodeBlend2], "
+"[AnimationNodeBlend3], [AnimationNodeOneShot], etc. C'est l'une des racines "
+"les plus couramment utilisées.\n"
+"Un nœud [AnimationNodeOutput] nommé [code]output[/code] est créé par défaut."
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/"
"code] is used to identify the created sub-node later."
msgstr ""
+"Ajoute un [AnimationNode] à la [code]position[/code] donnée. Le nom "
+"[code]name[/code] est utilisé pour identifier le sous-node créé plus tard."
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Connects the output of an [AnimationNode] as input for another "
"[AnimationNode], at the input port specified by [code]input_index[/code]."
msgstr ""
+"Connecte la sortie d'un [AnimationNode] à l'entrée d'un autre "
+"[AnimationNode], au port d'entrée spécifié par [code]input_index[/code]."
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Disconnects the node connected to the specified input."
@@ -6902,7 +7073,6 @@ msgid "The input node is [code]null[/code]."
msgstr "Le nœud d'entrée est [code]null[/code]."
#: doc/classes/AnimationNodeBlendTree.xml
-#, fuzzy
msgid "The specified input port is out of range."
msgstr "Le port d’entrée spécifié est hors de portée."
@@ -6928,6 +7098,9 @@ msgid ""
"sub-animation and return once it finishes. Blend times for fading in and out "
"can be customized, as well as filters."
msgstr ""
+"Une ressource à ajouter à un [AnimationNodeBlendTree]. Ce nœud exécutera une "
+"sous-animation et retournera quand il aura fini. Les temps de foudu entrant "
+"et sortant peuvent être personnalisés, ainsi que les filtres."
#: doc/classes/AnimationNodeOneShot.xml
msgid ""
@@ -7002,19 +7175,22 @@ msgstr "Retourne le nœud final du graphe."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the draw offset of the graph. Used for display in the editor."
msgstr ""
+"Retourne le décalage de l'affichage du graphe. Utilisé pour l'affichage dans "
+"l'éditeur."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the animation node with the given name."
-msgstr ""
+msgstr "Retourne le nœud d'animation avec le nom donné."
#: doc/classes/AnimationNodeStateMachine.xml
-#, fuzzy
msgid "Returns the given animation node's name."
msgstr "Retourne le nom du nœud d'animation donné."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given node's coordinates. Used for display in the editor."
msgstr ""
+"Retourne les coordonnées du node donnée. Utilisé pour l'affichage dans "
+"l'éditeur."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given transition."
@@ -7034,20 +7210,21 @@ msgstr "Retourne le nœud de fin de la transition donnée."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns [code]true[/code] if the graph contains the given node."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le graphe contient le nœud spécifié."
#: doc/classes/AnimationNodeStateMachine.xml
msgid ""
"Returns [code]true[/code] if there is a transition between the given nodes."
msgstr ""
+"Retourne [code]true[/code] s'il y a une transition entre les nœuds spécifiés."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given node from the graph."
-msgstr ""
+msgstr "Supprime le nœud donné du graphe."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the transition between the two specified nodes."
-msgstr ""
+msgstr "Supprime la transition entre les deux nœuds spécifiés."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given transition by index."
@@ -7059,28 +7236,30 @@ msgstr "Renomme le nœud donné."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Replaces the node and keeps its transitions unchanged."
-msgstr ""
+msgstr "Remplace le nœud et garde sa transition non changée."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the given node as the graph end point."
-msgstr ""
+msgstr "Définit le nœud spécifié comme fin du graph."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the draw offset of the graph. Used for display in the editor."
msgstr ""
+"Définit le décalage de l'affichage du graphe. Utilisé pour l'affichage dans "
+"l'éditeur."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the node's coordinates. Used for display in the editor."
msgstr ""
+"Définit les coordonnées du nœud. Utilisé pour affichage dans l'éditeur."
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the given node as the graph start point."
-msgstr ""
+msgstr "Définit le nœud spécifié comme départ du graph."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
-#, fuzzy
msgid "Playback control for [AnimationNodeStateMachine]."
-msgstr "Contrôle de lecture pour [AnimationNodeStateMachine]."
+msgstr "Contrôle de la lecture des [AnimationNodeStateMachine]."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
@@ -7093,15 +7272,22 @@ msgid ""
"state_machine.travel(\"some_state\")\n"
"[/codeblock]"
msgstr ""
+"Autorise le contrôle de la machine à états du [AnimationTree] créée avec "
+"[AnimationNodeStateMachine]. À récupérer grâce à [code]$AnimationTree."
+"get(\"parameters/playback\")[/code].\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
+"state_machine.travel(\"some_state\")\n"
+"[/codeblock]"
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Returns the currently playing animation state."
msgstr "Retourne l'actuel état d'animation joué."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
-#, fuzzy
msgid "Returns the playback position within the current animation state."
-msgstr "Retourne la position globale de la souris."
+msgstr "Retourne la position de lecture pour l'état actuel de l'animation."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
@@ -7112,7 +7298,7 @@ msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Returns [code]true[/code] if an animation is playing."
-msgstr ""
+msgstr "Retourne [code]true[/code] si une animation est en lecture."
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Starts playing the given animation."
@@ -7127,6 +7313,8 @@ msgid ""
"Transitions from the current state to another one, following the shortest "
"path."
msgstr ""
+"Les transitions de l'état actuel vers un autre, en suivant le chemin le plus "
+"court."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
@@ -7141,18 +7329,32 @@ msgid ""
"(linear_velocity.x == 0)\n"
"[/codeblock]"
msgstr ""
+"Active l'avance automatique lorsque cette condition est définie. Le nom "
+"fourni deviendra un paramètre booléen pour le [AnimationTree] qui peut être "
+"contrôlé à partir du code (voir [url=$DOCS_URL/tutorials/animation/tree."
+"html#controlling-from-code][/url]). Par exemple, si [membre AnimationTree."
+"tree_root] est un [AnimationNodeStateMachine] et que [member "
+"advance_condition] est définit à [code]\"idle\"[/code] :\n"
+"[codeblock]\n"
+"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
+"(linear_velocity.x == 0)\n"
+"[/codeblock]"
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Turn on the transition automatically when this state is reached. This works "
"best with [constant SWITCH_MODE_AT_END]."
msgstr ""
+"Active la transition automatiquement lorsque cet état est atteint. Cela "
+"fonctionne mieux avec [constant SWITCH_MODE_AT_END]."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Don't use this transition during [method AnimationNodeStateMachinePlayback."
"travel] or [member auto_advance]."
msgstr ""
+"N'utilise pas de transition lors de [method "
+"AnimationNodeStateMachinePlayback.travel] ou [member auto_advance]."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
@@ -7160,6 +7362,9 @@ msgid ""
"via [method AnimationNodeStateMachinePlayback.travel] or [member "
"auto_advance]."
msgstr ""
+"Les transitions les moins prioritaires sont préférées lorsque vous voyagez à "
+"travers l'arborescence via [method AnimationNodeStateMachinePlayback.travel] "
+"ou [membre auto_advance]."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "The transition type."
@@ -7178,32 +7383,43 @@ msgid ""
"Switch to the next state immediately. The current state will end and blend "
"into the beginning of the new one."
msgstr ""
+"Passe à l'état suivant immédiatement. L'état actuel se terminera et se "
+"fondra au début du nouveau."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Switch to the next state immediately, but will seek the new state to the "
"playback position of the old state."
msgstr ""
+"Passe immédiatement à l'état suivant, mais cherchera le nouvel état à la "
+"position de lecture de l'ancien état."
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Wait for the current state playback to end, then switch to the beginning of "
"the next state animation."
msgstr ""
+"Attend que la lecture de l'état actuelle se termine, puis passe au début de "
+"la prochaine animation de l'état."
#: doc/classes/AnimationNodeTimeScale.xml
msgid "A time-scaling animation node to be used with [AnimationTree]."
msgstr ""
+"Un nœud d'animation qui étire le temps à utiliser avec un [AnimationTree]."
#: doc/classes/AnimationNodeTimeScale.xml
msgid ""
"Allows scaling the speed of the animation (or reversing it) in any children "
"nodes. Setting it to 0 will pause the animation."
msgstr ""
+"Permet de changer la vitesse de l'animation (ou de l'inverser) dans "
+"n'importe quel nœud enfant. Définir cette valeur à 0 arrêtera l'animation."
#: doc/classes/AnimationNodeTimeSeek.xml
msgid "A time-seeking animation node to be used with [AnimationTree]."
msgstr ""
+"Un nœud d'animation de déplacement du temps à utiliser avec un "
+"[AnimationTree]."
#: doc/classes/AnimationNodeTimeSeek.xml
msgid ""
@@ -7225,10 +7441,27 @@ msgid ""
"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
"[/codeblock]"
msgstr ""
+"Ce nœud peut être utilisé pour avancer la lecture de n'importe quel autre "
+"nœud enfant du graphe d'animation. Utilisez ce type de nœud pour jouer une "
+"[Animation] depuis le début ou à une certaine position dans le "
+"[AnimationNodeBlendTree]. Après avoir défini le temps et changé la lecture "
+"de l'animation, le nœud s'arrêtera automatiquement à la trame suivante en "
+"définissant sa [code]seek_position[/code] à la valeur [code]-1.0[/code].\n"
+"[codeblock]\n"
+"# Jouer l'animation enfant depuis le début.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
+"# Syntaxe alternative (avec le même résultat qu'au-dessus).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n"
+"\n"
+"# Jouer l'animation enfant à la 12ème seconde.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n"
+"# Syntaxe alternative (avec le même résultat qu'au-dessus).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
+"[/codeblock]"
#: doc/classes/AnimationNodeTransition.xml
msgid "A generic animation transition node for [AnimationTree]."
-msgstr ""
+msgstr "Une nœud d'animation de transition générique pour [AnimationTree]."
#: doc/classes/AnimationNodeTransition.xml
msgid ""
@@ -7236,10 +7469,13 @@ msgid ""
"[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
"transition times can be specified."
msgstr ""
+"Une simple machine à états pour les cas qui n'exigent pas une "
+"[AnimationNodeStateMachine] plus avancée. Les animations peuvent être "
+"connectées aux entrées et les temps de transition peuvent être spécifiés."
#: doc/classes/AnimationNodeTransition.xml
msgid "The number of available input ports for this node."
-msgstr ""
+msgstr "Le nombre de ports d'entrée disponibles pour ce nœud."
#: doc/classes/AnimationNodeTransition.xml
msgid ""
@@ -7248,7 +7484,6 @@ msgid ""
msgstr ""
#: doc/classes/AnimationPlayer.xml
-#, fuzzy
msgid "Container and player of [Animation] resources."
msgstr "Conteneur et lecteur de ressources [Animation]."
@@ -7265,6 +7500,19 @@ msgid ""
"a [Tween] node, but it requires doing everything by code.\n"
"Updating the target properties of animations occurs at process time."
msgstr ""
+"Un lecteur d'animation est utilisé pour la lecture générale des ressources "
+"[Animation]. Il contient un dictionnaire d'animations (chacune référencée "
+"par nom) et des temps de mélange personnalisés entre leurs transitions. De "
+"plus, les animations peuvent être jouées et mélangées dans différents "
+"canaux.\n"
+"[AnimationPlayer] est plus adapté que [Tween] pour les animations où vous "
+"connaissez les valeurs finales à l'avance. Par exemple, la transition à "
+"l'écran est plus facile avec un nœud [AnimationPlayer] grâce aux outils "
+"d'animation fournis par l'éditeur. Cet exemple particulier peut également "
+"être mis en œuvre avec un nœud [Tween], mais il nécessite de la faire "
+"complètement par le code.\n"
+"La mise à jour des propriétés cibles des animations se produit au moment du "
+"processus."
#: doc/classes/AnimationPlayer.xml
#, fuzzy
@@ -7276,6 +7524,7 @@ msgid ""
"Adds [code]animation[/code] to the player accessible with the key "
"[code]name[/code]."
msgstr ""
+"Ajoute [code]animation[/code] dans le lecture sous la clé [code]name[/code]."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7283,22 +7532,31 @@ msgid ""
"animation. [code]delta[/code] is the time in seconds to shift. Events "
"between the current frame and [code]delta[/code] are handled."
msgstr ""
+"Déplace la position dans le ligne temporelle de l'animation et met "
+"immédiatement à jour l'animation. [code]delta[/code] est le moment en "
+"secondes à changer. Les événements entre la trame actuele et [code]delta[/"
+"code] sont gérés."
#: doc/classes/AnimationPlayer.xml
msgid "Returns the name of the next animation in the queue."
-msgstr ""
+msgstr "Retourne le nom de l'animation suivant dans la file."
#: doc/classes/AnimationPlayer.xml
msgid ""
"Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] "
"animation completes."
msgstr ""
+"Le déclencheur de l'animation [code]anim_to[/code] quand l'animation "
+"[code]anim_from[/code] se termine."
#: doc/classes/AnimationPlayer.xml
msgid ""
"[AnimationPlayer] caches animated nodes. It may not notice if a node "
"disappears; [method clear_caches] forces it to update the cache again."
msgstr ""
+"[AnimationPlayer] met en cache des nœuds animés. Il peut ne pas remarquer si "
+"un nœud disparaît ; [méthode clear_caches] le force à mettre à jour le cache "
+"à nouveau."
#: doc/classes/AnimationPlayer.xml
msgid "Clears all queued, unplayed animations."
@@ -7308,22 +7566,27 @@ msgstr "Efface toutes les animations en file d’attente et non joués."
msgid ""
"Returns the name of [code]animation[/code] or an empty string if not found."
msgstr ""
+"Retourne le nom de [code]animation[/code] ou un chaine vide si n'existe pas."
#: doc/classes/AnimationPlayer.xml
msgid ""
"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
"not found."
msgstr ""
+"Retourne le [Animation] avec la clé [code]name[/code] ou [code]null[/code] "
+"s'il n'est pas trouvé."
#: doc/classes/AnimationPlayer.xml
msgid "Returns the list of stored animation names."
-msgstr ""
+msgstr "Retourne la liste des noms des animations stockées."
#: doc/classes/AnimationPlayer.xml
msgid ""
"Gets the blend time (in seconds) between two animations, referenced by their "
"names."
msgstr ""
+"Retourne le temps de transition (en secondes) entre deux animations, "
+"spécifiées par leur nom."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7332,17 +7595,25 @@ msgid ""
"[code]custom_speed[/code] argument specified when calling the [method play] "
"method."
msgstr ""
+"Retourne la vitesse réelle de lecture de l'animation actuelle ou 0 si n'est "
+"pas jouée. Cette vitesse est la propriété [member playback_speed] multipliée "
+"par l'argument [code]custom_speed[/code] spécifié lors de l'appel de la "
+"méthode [method play]."
#: doc/classes/AnimationPlayer.xml
msgid ""
"Returns a list of the animation names that are currently queued to play."
msgstr ""
+"Retourne la liste des noms d'animation qui sont actuellement dans la file de "
+"lecture."
#: doc/classes/AnimationPlayer.xml
msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
"with key [code]name[/code]."
msgstr ""
+"Retourne [code]true[/code] si [AnimationPlayer] stocke une [Animation] avec "
+"la clé [code]name[/code]."
#: doc/classes/AnimationPlayer.xml
msgid "Returns [code]true[/code] if playing an animation."
@@ -7365,6 +7636,20 @@ msgid ""
"time this is called, they may be updated too early. To perform the update "
"immediately, call [code]advance(0)[/code]."
msgstr ""
+"Joue l'animation avec la clé [code]name[/code]. Les temps de mélange et la "
+"vitesse peuvent être définis. Si [code]custom_speed[/code] est négatif et "
+"[code]from_end[/code] est [code]true[/code], l'animation se joué à l'envers "
+"et depuis la fin (qui est équivalent à appeler [method play_backwards)].\n"
+"Le [AnimationPlayer] garde la trace de son animation actuelle ou la dernière "
+"avec [member assigned_animation]. Si cette méthode est appelée avec cette "
+"même animation nommée [code]name[/code], ou sans paramètre [code]name[/"
+"code], l'animation assignée reprendra le jeu si elle a été interrompue, ou "
+"redémarrer si elle a été arrêtée (voir [method stop] pour mettre en pause et "
+"arrêter). Si l'animation jouait déjà, elle continuera d'être jouée.\n"
+"[b]Note :[/b] L'animation sera mise à jour la prochaine fois que "
+"[AnimationPlayer] sera traitée. Si d'autres variables sont mises à jour en "
+"même temps, elles peuvent être mises à jour trop tôt. Pour effectuer une "
+"mise à jour immédiate, appelez [code]advance(0)[/code]."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7373,6 +7658,10 @@ msgid ""
"code] and [code]from_end = true[/code], so see its description for more "
"information."
msgstr ""
+"Joue à l'envers l'animation avec la clé [code]name[/code].\n"
+"Cette méthode est un raccourci pour [method play] avec [code]custom_speed = "
+"-1.0[/code] et [code]from_end = true[/code], ainsi voir sa description pour "
+"plus d'informations."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7380,6 +7669,10 @@ msgid ""
"[b]Note:[/b] If a looped animation is currently playing, the queued "
"animation will never play unless the looped animation is stopped somehow."
msgstr ""
+"Ajouter une animation pour être lue une fois que l'actuelle est terminée.\n"
+"[b]Note :[/b] Si une animation en boucle joue actuellement, l'animation "
+"ajoutée ne sera jamais joué à moins que l'animation en boucle ne soit "
+"arrêtée."
#: doc/classes/AnimationPlayer.xml
msgid "Removes the animation with key [code]name[/code]."
@@ -7390,20 +7683,35 @@ msgid ""
"Renames an existing animation with key [code]name[/code] to [code]newname[/"
"code]."
msgstr ""
+"Renomme une animation existante avec la clé [code]name[/code] en "
+"[code]newname[/code]."
#: doc/classes/AnimationPlayer.xml
msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
-msgstr ""
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
+msgstr ""
+"Avance la lecture de l'animation à la position [code]secondes[/code] dans le "
+"temps (en secondes). Si [code]update[/code] est [code]true[/code], "
+"l'animation se mettra à jour, sinon elle le sera au moment du traitement. "
+"Les événements entre la trame actuel et la position [code]secondes[/code] "
+"sont ignorés.\n"
+"[b]Note :[/b] Aller à la fin de l'animation n'émet pas le signal [signal "
+"animation_finished]. Si vous voulez sauter l'animation et émettre le signal, "
+"utilisez plutôt [method advance]."
#: doc/classes/AnimationPlayer.xml
msgid ""
"Specifies a blend time (in seconds) between two animations, referenced by "
"their names."
msgstr ""
+"Définit le temps de transition (en secondes) entre deux animations, "
+"spécifiées par leur nom."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7415,6 +7723,13 @@ msgid ""
"[method play_backwards] without arguments or with the same animation name as "
"[member assigned_animation] will resume the animation."
msgstr ""
+"Arrête ou met en pause l'animation en cours. Si [code]reset[/code] est "
+"[code]true[/code], la position de l'animation est réinitialisée à [code]0[/"
+"code] et la vitesse de lecture est réinitialisée à [code]1.0[/code].\n"
+"Si [code]reset[/code] est [code]false[/code], la [membre "
+"current_animation_position] sera gardée et appeller [method play] ou [method "
+"play_backwards] sans arguments ou avec le même nom d'animation que [member "
+"assigned_animation] reprendra l'animation à cette position."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7422,10 +7737,13 @@ msgid ""
"When set, would change the animation, but would not play it unless currently "
"playing. See also [member current_animation]."
msgstr ""
+"Si en lecture, l'animation actuelle ; sinon, la dernière animation jouée. "
+"Quand définit, l'animation change, mais n'est jouée que si en lecture. Voir "
+"aussi [member current_animation]."
#: doc/classes/AnimationPlayer.xml
msgid "The name of the animation to play when the scene loads."
-msgstr ""
+msgstr "Le nom de l'animation à jouer dès que la scène est chargée."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7438,34 +7756,48 @@ msgid ""
"get the currently playing animation, and internally for animation playback "
"tracks. For more information, see [Animation]."
msgstr ""
+"Le nom de l'animation en cours. Si aucune animation n'est jouée, la valeur "
+"de la propriété est une chaîne de caractères vide. Changer cette valeur ne "
+"redémarre pas l'animation. Voir [methode play] pour plus d'informations sur "
+"les animations.\n"
+"[b]Note :[/b] Bien que cette propriété apparaisse dans l'inspecteur, elle "
+"n'était pas censée être modifiée et n'est pas enregistrée. Cette propriété "
+"est principalement utilisée pour obtenir l'animation en cours, et en interne "
+"pour les pistes de lecture d'animation. Pour plus d'informations, voir "
+"[Animation]."
#: doc/classes/AnimationPlayer.xml
msgid "The length (in seconds) of the currently being played animation."
-msgstr ""
+msgstr "La durée (en secondes) de l'animation actuellement jouée."
#: doc/classes/AnimationPlayer.xml
msgid "The position (in seconds) of the currently playing animation."
-msgstr ""
+msgstr "La position (en secondes) de l'animation actuellement jouée."
#: doc/classes/AnimationPlayer.xml
msgid "The call mode to use for Call Method tracks."
-msgstr ""
+msgstr "Le mode d'appel à utiliser pour les pistes \"Call Method\"."
#: doc/classes/AnimationPlayer.xml
msgid ""
"If [code]true[/code], updates animations in response to process-related "
"notifications."
msgstr ""
+"Si [code]true[/code], met à jour les animations en réponse aux notifications "
+"liées au processus."
#: doc/classes/AnimationPlayer.xml
msgid ""
"The default time in which to blend animations. Ranges from 0 to 4096 with "
"0.01 precision."
msgstr ""
+"Le moment par défaut où les animations sont mélangées. L'intervalle va de 0 "
+"à 4096 avec une précision de 0,01."
#: doc/classes/AnimationPlayer.xml
msgid "The process notification in which to update animations."
msgstr ""
+"La notification de processus dans laquelle mettre à jour les animations."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7473,6 +7805,9 @@ msgid ""
"animation plays at normal speed. If it's 0.5, then it plays at half speed. "
"If it's 2, then it plays at double speed."
msgstr ""
+"Le rapport d'échelle de vitesse. Par exemple, si cette valeur est 1, alors "
+"l'animation joue à la vitesse normale. À 0,5, elle est joué à deux fois "
+"moins vite. À 2, elle est jouée deux fois plus vite."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7483,10 +7818,16 @@ msgid ""
"defined by the reset animation, if any, with the editor keeping the values "
"that the nodes had before saving."
msgstr ""
+"Ceci est utilisé par l'éditeur. Si défini à [code]true[/code], la scène sera "
+"sauvegardée avec les effets de l'animation réinitialisée appliquée (comme si "
+"elle avait été cherchée à temps 0), puis rétablie après l'enregistrement.\n"
+"En d'autres termes, le fichier de scène sauvegardé contiendra la \"pose par "
+"défaut\", telle que définie par l'animation réinitialisée, le cas échéant, "
+"avec l'éditeur gardant les valeurs que les nœuds avaient avant de sauver."
#: doc/classes/AnimationPlayer.xml
msgid "The node from which node path references will travel."
-msgstr ""
+msgstr "Le nœud à partir duquel les références de chemin de nœud vont aller."
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7495,6 +7836,10 @@ msgid ""
"[b]Note:[/b] The signal is not emitted when the animation is changed via "
"[method play] or from [AnimationTree]."
msgstr ""
+"Émis lorsqu'une animation ajouté à la file jouera après la fin de "
+"l'animation précédente. Voir [methode queue].\n"
+"[b]Note :[/b] Le signal n'est pas émis lorsque l'animation est changée via "
+"[method play] ou depuis le [AnimationTree]."
#: doc/classes/AnimationPlayer.xml
msgid "Notifies when an animation finished playing."
@@ -7509,6 +7854,8 @@ msgid ""
"Notifies when the caches have been cleared, either automatically, or "
"manually via [method clear_caches]."
msgstr ""
+"Notifie quand les caches ont été effacées, soit automatiquement ou soit "
+"manuellement par [méthode clear_caches]."
#: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7540,11 +7887,15 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Make method calls immediately when reached in the animation."
msgstr ""
+"Appelle la méthode aussitôt qu'elle est précisée lors de la lecture de "
+"l'animation."
#: doc/classes/AnimationTree.xml
msgid ""
"A node to be used for advanced animation transitions in an [AnimationPlayer]."
msgstr ""
+"Un nœud utilisé pour les transitions avancées entre les animations d'un "
+"[AnimationPlayer]."
#: doc/classes/AnimationTree.xml
msgid ""
@@ -7557,15 +7908,23 @@ msgid ""
"[AnimationPlayer] node should be used solely for adding, deleting, and "
"editing animations."
msgstr ""
+"Un nœud à utiliser pour des transitions d'animation complexes dans un "
+"[AnimationPlayer].\n"
+"[b]Note :[/b] Quand lié à un [AnimationPlayer], plusieurs propriétés et "
+"méthodes du [AnimationPlayer] correspondant ne fonctionneront pas comme "
+"prévu. La lecture et les transitions doivent être gérées en utilisant "
+"seulement le [AnimationTree] et son [AnimationNode]. Le nœud "
+"[AnimationPlayer] doit être utilisé uniquement pour ajouter, supprimer et "
+"éditer des animations."
#: doc/classes/AnimationTree.xml
-#, fuzzy
msgid "Using AnimationTree"
-msgstr "Réinitialise cet [AnimationTreePlayer]."
+msgstr "Utiliser les AnimationTree"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
msgstr ""
+"Avance manuellement les animations par le temps spécifié (en secondes)."
#: doc/classes/AnimationTree.xml
msgid ""
@@ -7574,10 +7933,15 @@ msgid ""
"track of type [constant Animation.TYPE_TRANSFORM], returns an identity "
"transformation. See also [member root_motion_track] and [RootMotionView]."
msgstr ""
+"Récupére le mouvement du [membre root_motion_track] sous forme de "
+"[Transform] qui peut être utilisée ailleurs. Si [member root_motion_track] "
+"n'est pas un chemin vers une piste de type [constant Animation."
+"TYPE_TRANSFORM], retourne la transformation d'identité. Voir aussi [membrer "
+"root_motion_track] et [RootMotionView]."
#: doc/classes/AnimationTree.xml
msgid "If [code]true[/code], the [AnimationTree] will be processing."
-msgstr ""
+msgstr "Si [code]true[/code], le [AnimationTree] sera actif."
#: doc/classes/AnimationTree.xml
msgid "The path to the [AnimationPlayer] used for animating."
@@ -7588,9 +7952,10 @@ msgid ""
"The process mode of this [AnimationTree]. See [enum AnimationProcessMode] "
"for available modes."
msgstr ""
+"Le mode de processus de ce [AnimationTree]. Voir [enum AnimationProcessMode] "
+"pour les modes disponibles."
#: doc/classes/AnimationTree.xml
-#, fuzzy
msgid ""
"The path to the Animation track used for root motion. Paths must be valid "
"scene-tree paths to a node, and must be specified starting from the parent "
@@ -7603,39 +7968,51 @@ msgid ""
"stay in place. See also [method get_root_motion_transform] and "
"[RootMotionView]."
msgstr ""
-"Définit le chemin d'une piste. Les chemins doivent êtres des chemins valides "
-"vers un nœud de l'arbre des scènes, et doivent êtres définis en partant du "
-"nœud parent du nœud qui reproduira l'animation. Les pistes qui contrôlent "
-"des propriétés ou des os doivent ajouter leur nom après le chemin, séparé "
-"par [code]\":\"[/code].\n"
-"Par exemple, [code]\"personnage/squelette:cheville\"[/code] or "
-"[code]\"personnage/maillage:transform/local\"[/code]."
+"Le chemin d'une piste d'Animation pour le mouvement racine. Les chemins "
+"doivent êtres des chemins valides vers un nœud de l'arbre des scènes, et "
+"doivent êtres définis en partant du nœud parent du nœud qui reproduira "
+"l'animation. Les pistes qui contrôlent des propriétés ou des os doivent "
+"ajouter leur nom après le chemin, séparé par [code]\":\"[/code]. Par "
+"exemple, [code]\"personnage/squelette:cheville\"[/code] or "
+"[code]\"personnage/maillage:transform/local\"[/code].\n"
+"Si la piste a un type [constant Animation.TYPE_TRANSFORM], la transformation "
+"sera annulée visuellement, et l'animation apparaitra fixe. Voir aussi "
+"[method get_root_motion_transform] et [RootMotionView]."
#: doc/classes/AnimationTree.xml
msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
msgstr ""
+"Le nœud d'animation racine de cet [AnimationTree]. Voir [AnimationNode]."
#: doc/classes/AnimationTree.xml
msgid ""
"The animations will progress during the physics frame (i.e. [method Node."
"_physics_process])."
msgstr ""
+"Les animations progresseront pendant les trames physiques (dans [méthode "
+"Node._physics_process)]."
#: doc/classes/AnimationTree.xml
msgid ""
"The animations will progress during the idle frame (i.e. [method Node."
"_process])."
msgstr ""
+"Les animations progresseront pendant les trames d'inactivité (dans [method "
+"Node._process])."
#: doc/classes/AnimationTree.xml
msgid "The animations will only progress manually (see [method advance])."
msgstr ""
+"Les animations devront être mises à jour manuellement (voir [method "
+"advance])."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"[i]Deprecated.[/i] Animation player that uses a node graph for blending "
"animations. Superseded by [AnimationTree]."
msgstr ""
+"[i]Obsolète.[/i] Le lecteur d'animation qui utilise un graph de nœuds pour "
+"mélanger des animations. Remplacé par [AnimationTree]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7647,12 +8024,18 @@ msgid ""
"depending on the graph.\n"
"See [AnimationTree] for a more full-featured replacement of this node."
msgstr ""
+"[i]Obsolète[/i]. Un outil de graph de nœuds pour mélanger plusieurs "
+"animations liées à un [AnimationPlayer]. particulièrement utile pour animer "
+"des personnages ou d'autres éléments à base de squelette. Il peut combiner "
+"plusieurs animations pour former la pose souhaitée.\n"
+"Il prend des [Animation] d'un nœud [AnimationPlayer] et les mélange selon ce "
+"graph.\n"
+"Voir [AnimationTree] pour un remplacement plus complet de ce nœud."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Ajoute un nœud du [code]type[/code] au graphe avec le nom [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7666,19 +8049,24 @@ msgid ""
"Returns the [AnimationPlayer]'s [Animation] bound to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
+"Retourne la [Animation] du [AnimationPlayer] lié au nœud d'animation du "
+"[AnimationTreePlayer] nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the name of the [member master_player]'s [Animation] bound to this "
"animation node."
msgstr ""
+"Retourne le nom de la [Animation] du [member master_player] lié à ce nœud "
+"d'animation."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Returns the absolute playback timestamp of the animation node with name "
"[code]id[/code]."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr ""
+"Retourne la position temporaire absolue du nœud d'animation avec le nom "
+"[code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7692,6 +8080,9 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], le nœud d'animation avec "
+"l'identifiant [code]id[/code] désactive la piste en modifiant la propriété "
+"[code]path[/code]. Les enfants modifiés du node's continuent d'être animés."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7700,13 +8091,12 @@ msgid ""
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
"at the specified slot."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]a[/code] et [code]b[/code] sont "
-"approximativement égaux l'un à l'autre."
+"Retourne quand les nœuds [code]id[/code] et [code]dst_id[/code] sont "
+"connectés à l'emplacement spécifié.."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7721,6 +8111,12 @@ msgid ""
"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
"influence of B gets raised. At 1, output is input B."
msgstr ""
+"Définit la quantité de mélange d'un nœud Blend2 à partir de son nom et sa "
+"valeur.\n"
+"Un nœud Blend2 mélange deux animations (A et B) avec une quantité entre 0 et "
+"1.\n"
+"À 0, la sortie est l'entrée A. Jusqu'à 1, l'influence de A baisse, et celle "
+"de B augmente. À 1, la sortie est l'entrée B."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7728,6 +8124,9 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], le nœud Blend2 avec le nom "
+"[code]id[/code] désactive la piste en modifiant la propriété [code]path[/"
+"code]. Les enfants modifiés du node's continuent d'être animés."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7744,6 +8143,13 @@ msgid ""
"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
"gets raised and the influence of B+ is 0. At 1, output is input B+."
msgstr ""
+"Définit la quantité de mélange d'un nœud Blend3 donné son nom et sa valeur.\n"
+"A Blend3 Node mélange trois animations (A, B-, B+) avec la quantité entre -1 "
+"et 1.\n"
+"À -1, la sortie est l'entrée B-. De -1 à 0, l'influence de B- se réduit, et "
+"celle de A augmente pendant que cette de B+ est à 0. À 0, la sortie est "
+"l'entrée A. De 0 à 1, l'influence d'A diminue, celle de B+ augmente et celle "
+"de B+ est à 0. À 1, la sortie est l'entrée B+."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7756,23 +8162,28 @@ msgid ""
"A Blend4 Node blends two pairs of animations.\n"
"The two pairs are blended like Blend2 and then added together."
msgstr ""
+"Définit la quantité de mélange d'un nœud Blend4 donné son nom et sa valeur.\n"
+"A Blend4 Node mélange deux paires d'animations.\n"
+"Les deux paires sont mélangées comme Blend2 et ensuite ajoutées ensemble."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Connects node [code]id[/code] to [code]dst_id[/code] at the specified input "
"slot."
msgstr ""
-"Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]."
+"Connecte le nœud [code]id[/code] à [code]dst_id[/code] pour l'emplacement "
+"d'entrée specifié."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Disconnects nodes connected to [code]id[/code] at the specified input slot."
msgstr ""
+"Déconnecte les nœuds connectés à [code]id[/code] à l'emplacement d'entrée "
+"spécifié."
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns a [PoolStringArray] containing the name of all nodes."
-msgstr ""
+msgstr "Retourne un [PoolStringArray] contenant le nom de tous les nœuds."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7784,40 +8195,43 @@ msgid ""
"Sets the mix amount of a Mix node given its name and value.\n"
"A Mix node adds input b to input a by the amount given by ratio."
msgstr ""
+"Définit la quantité de mélange d'un nœud Mix donné son nom et sa valeur.\n"
+"Un nœud Mix ajoute l'entrée b à l'entrée a suivan la quantité donnée sous "
+"forme de ratio."
#: doc/classes/AnimationTreePlayer.xml
msgid "Check if a node exists (by name)."
-msgstr ""
+msgstr "Vérifie si un nœud existe (par son nom)."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the input count for a given node. Different types of nodes have "
"different amount of inputs."
msgstr ""
+"Retourne le nombre d'entrées du nœud spécifié. Différents types de nœuds ont "
+"différents nombres d'entrées."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns the input source for a given node input."
-msgstr "Retourne le sommet à l’index donné."
+msgstr "Retourne la source entrante pour l'entrée spécifiée du nœud."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns position of a node in the graph given its name."
-msgstr "Retourne la position du nœud spécifié dans le graphique du nuanceur."
+msgstr "Retourne la position du nœud spécifié dans son nom dans le graph."
#: doc/classes/AnimationTreePlayer.xml
msgid "Gets the node type, will return from [enum NodeType] enum."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Renames a node in the graph."
-msgstr "Retourne une nouvelle instance du scénario."
+msgstr "Renomme un nœud du graphe."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Sets the position of a node in the graph given its name and position."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr ""
+"Définit la position d'un nœud dans le graphe à partir de son nom et sa "
+"position."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7841,16 +8255,18 @@ msgstr "Retourne la valeur d'une clé donnée dans une piste donnée."
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node will auto restart given its name."
msgstr ""
+"Retourne si un nœud OneShot redémarrera automatiquement à partir de son nom."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Returns whether a OneShot node is active given its name."
-msgstr "Retourne le sommet à l’index donné."
+msgstr "Retourne si un nœud OneShot est actif à partir de son nom."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart property of a OneShot node given its name and value."
msgstr ""
+"Définit la propriété de redémarrage automatique d'un nœud OneShot à partir "
+"de son nom et sa valeur."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7880,16 +8296,17 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], le nœud OneShot avec "
+"l'identifiant [code]id[/code] désactive la piste en modifiant la propriété à "
+"[code]path[/code]. Les enfants modifiés du node's continuent d'être animés."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Starts a OneShot node given its name."
-msgstr "Commence à jouer l'animation donnée."
+msgstr "Démarre un nœud OneShot suivant son nom."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Stops the OneShot node with name [code]id[/code]."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr "Arrête le nœud OneShot nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7897,21 +8314,22 @@ msgid ""
"animation nodes. Needed when external sources modify the animation nodes' "
"state."
msgstr ""
+"Recalcule manuellement le cache des informations générées de la piste à "
+"partir de nœuds d'animation. Nécessaire quand des sources extérieures "
+"modifient l'état des nœuds d'animation."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Removes the animation node with name [code]id[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr "Supprime le nœud d'animation nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid "Resets this [AnimationTreePlayer]."
msgstr "Réinitialise cet [AnimationTreePlayer]."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Returns the time scale value of the TimeScale node with name [code]id[/code]."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr "Retourne l'échelle de temps du nœud TimeScale nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7922,6 +8340,12 @@ msgid ""
"If applied after a blend or mix, affects all input animations to that blend "
"or mix."
msgstr ""
+"Définit l'échelle temporelle du nœud TimeScale avec le nom [code]id[/code] à "
+"[code]scale[/code].\n"
+"Le nœud TimeScale est utilisé pour accélérer [Animation] si l'échelle est "
+"supérieure à 1 ou la ralentir si elle est inférieure à 1.\n"
+"S'il est appliqué après un mélange, affecte toutes les animations d'entrée "
+"de ce mélange."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7932,13 +8356,12 @@ msgid ""
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Deletes the input at [code]input_idx[/code] for the transition node with "
"name [code]id[/code]."
msgstr ""
-"Change la position de l'index de la piste [code]idx[/code] à celui définie "
-"par [code]to_idx[/code]."
+"Supprime l'entrée à la position [code]input_idx[/code] pour le nœud de "
+"transition nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7954,6 +8377,9 @@ msgid ""
"Returns the number of inputs for the transition node with name [code]id[/"
"code]. You can add inputs by right-clicking on the transition node."
msgstr ""
+"Retourne le nombre d'entrées pour le nœud de transition nommé [code]id[/"
+"code]. Vous pouvez ajouter des entrées en faisant un clic droit sur le nœud "
+"de transition."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7968,6 +8394,9 @@ msgid ""
"transition node with name [code]id[/code] is set to automatically advance to "
"the next input upon completion."
msgstr ""
+"Retourne [code]true[/code] si l'entrée [code]input_idx[/code] du nœud de "
+"transition nommé [code]id[/code] est définie pour avancer automatiquement "
+"vers la prochaine entrée dès que la transition se termine."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -7983,13 +8412,16 @@ msgid ""
"The transition node with name [code]id[/code] advances to its next input "
"automatically when the input at [code]input_idx[/code] completes."
msgstr ""
+"Le nœud de transition nommé [code]id[/code] avance à sa prochaine entrée "
+"automatiquement lorsque l'entrée [code]input_idx[/code] se termine."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Resizes the number of inputs available for the transition node with name "
"[code]id[/code]."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr ""
+"Redimensionne le nombre d'entrée disponibles pour le nœud de transition "
+"nommé [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8001,10 +8433,11 @@ msgstr ""
"par [code]to_idx[/code]."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
-msgstr "Si [code]true[/code], le [member animation] joue présentement."
+msgstr ""
+"Si [code]true[/code], le [AnimationTreePlayer] est capable de jouer des "
+"animations."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8019,10 +8452,14 @@ msgid ""
"binds animations to animation nodes.\n"
"Once set, [Animation] nodes can be added to the [AnimationTreePlayer]."
msgstr ""
+"Le chemin vers le [AnimationPlayer] d'où cette [AnimationTreePlayer] "
+"connecte les animations aux nœuds d'animation.\n"
+"Une fois défini, les nœuds [Animation] peuvent être ajoutés au "
+"[AnimationTreePlayer]."
#: doc/classes/AnimationTreePlayer.xml
msgid "The thread in which to update animations."
-msgstr ""
+msgstr "Le fil d'exécution qui met à jour les animations."
#: doc/classes/AnimationTreePlayer.xml
msgid "Output node."
@@ -8033,7 +8470,6 @@ msgid "Animation node."
msgstr "Nœud d'animation."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "OneShot node."
msgstr "Nœud à lancement unique (OneShot)."
@@ -8042,27 +8478,22 @@ msgid "Mix node."
msgstr "Nœud de mixage."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Blend2 node."
msgstr "Nœud de mélange à 2 entrées (Blend2)."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Blend3 node."
msgstr "Nœud de mélange à 3 entrées (Blend3)."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "Blend4 node."
msgstr "Nœud de mélange à 4 entrées (Blend4)."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "TimeScale node."
msgstr "Nœud d'étirement du temps (TimeScale)."
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid "TimeSeek node."
msgstr "Nœud de positionnement temporel (TimeSeek)."
@@ -8072,7 +8503,7 @@ msgstr "Nœud de transition."
#: doc/classes/Area.xml
msgid "3D area for detection and physics and audio influence."
-msgstr ""
+msgstr "Une aire 3D pour la détection et les influences physiques et audio."
#: doc/classes/Area.xml
msgid ""
@@ -8080,11 +8511,15 @@ msgid ""
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to custom audio buses."
msgstr ""
+"La zone 3D qui détecte nœuds [CollisionObject] qui se chevauchent, entrent "
+"ou sortent. Peut également modifier ou surcharger les paramètres de physique "
+"locale (gravité, amortissement) et passer l'audio à des bus audio "
+"personnalisés."
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "GUI in 3D Demo"
-msgstr ""
+msgstr "Démo des interfaces en 3D"
#: doc/classes/Area.xml
msgid ""
@@ -8095,6 +8530,13 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
+"Retourne une liste de [Area] qui sont en collision. Le calque [membre "
+"CollisionObject.collision_layer] de l'aire de chevauchement doit faire "
+"partie [membre CollisionObject.collision_mask] pour être détectée.\n"
+"Pour des raisons de performance (les collisions sont toutes traitées en même "
+"temps) cette liste est modifiée une fois pendant l'étape physique, pas "
+"immédiatement après le déplacement des objets. Considérez plutôt utiliser "
+"des signaux."
#: doc/classes/Area.xml
msgid ""
@@ -8105,6 +8547,13 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
+"Retourne une liste de [PhysicsBody] qui sont en collision. Le calque [membre "
+"CollisionObject.collision_layer] du corps de chevauchement doit faire partie "
+"[membre CollisionObject.collision_mask] pour être détecté.\n"
+"Pour des raisons de performance (les collisions sont toutes traitées en même "
+"temps) cette liste est modifiée une fois pendant l'étape physique, pas "
+"immédiatement après le déplacement des objets. Considérez plutôt utiliser "
+"des signaux."
#: doc/classes/Area.xml
msgid ""
@@ -8113,6 +8562,11 @@ msgid ""
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
+"Si [code]true[/code], la zone donnée recouvre la Area.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour la performance, la liste des chevauchements est mise à jour "
+"une fois par trame et avant l'étape physique. Considérez plutôt utiliser des "
+"signaux."
#: doc/classes/Area.xml
msgid ""
@@ -8124,6 +8578,15 @@ msgid ""
"instance (while GridMaps are not physics body themselves, they register "
"their tiles with collision shapes as a virtual physics body)."
msgstr ""
+"Si [code]true[/code], le corps physique donné recouvre la Area.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour la performance, la liste des chevauchements est mise à jour "
+"une fois par cadre et avant l'étape physique. Considérez plutôt utiliser des "
+"signaux.\n"
+"L'argument [code]body[/code] peut être soit un [PhysicsBody] ou une instance "
+"[GridMap] (bien que GridMap ne sont pas le corps physique eux-mêmes, ils "
+"enregistrent leurs tuiles avec des formes de collision comme un corps "
+"physique virtuel)."
#: doc/classes/Area.xml
msgid ""
@@ -8132,10 +8595,14 @@ msgid ""
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"La vitesse à laquelle les objets s'arrêtent de tourner dans cette zone. "
+"Représente la vitesse angulaire perdue par seconde.\n"
+"Voir [member ProjectSettings.physics/3d/default_angular_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The name of the area's audio bus."
-msgstr ""
+msgstr "Le nom du bus audio de l'aire."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8148,6 +8615,9 @@ msgid ""
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
+"L'intensité de la gravité (en mètres par seconde au carré). Cette valeur "
+"multiplie le vecteur de gravité. Ceci est utile pour modifier la force de la "
+"gravité sans modifier sa direction."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8160,12 +8630,16 @@ msgid ""
"If [code]true[/code], gravity is calculated from a point (set via [member "
"gravity_vec]). See also [member space_override]."
msgstr ""
+"Si [code]true[/code], la gravité est calculée à partir d'un point (set via "
+"[member gravity_vec)]. Voir aussi [member space_override]."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"The area's gravity vector (not normalized). If gravity is a point (see "
"[member gravity_point]), this will be the point of attraction."
msgstr ""
+"Le vecteur de gravité (non normalisé). Si la gravité est un point (voir "
+"[membre gravité_point,)], ce sera le point d'attraction."
#: doc/classes/Area.xml
msgid ""
@@ -8174,20 +8648,30 @@ msgid ""
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
+"La vitesse à laquelle les objets arrêtent de se déplacer dans cette zone. "
+"Représente la vitesse linéaire perdue par seconde.\n"
+"Voir [member ProjectSettings.physics/3d/default_linear_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "If [code]true[/code], other monitoring areas can detect this area."
msgstr ""
+"Si [code]true[/code], les autres aires surveillantes peut détecter cette "
+"aire."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], the area detects bodies or areas entering and exiting "
"it."
msgstr ""
+"Si [code]true[/code], l'aire détecte les corps et aires lui entrants dedans "
+"ou sortants d'elle."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The area's priority. Higher priority areas are processed first."
msgstr ""
+"La priorité de l'aire. Les aires de plus hautes priorités seront gérées en "
+"premier."
#: doc/classes/Area.xml
msgid ""
@@ -8198,16 +8682,21 @@ msgstr ""
#: doc/classes/Area.xml
msgid "If [code]true[/code], the area applies reverb to its associated audio."
msgstr ""
+"Si [code]true[/code], la zone applique de la réverbération à l'audio qui lui "
+"est associé."
#: doc/classes/Area.xml
msgid "The reverb bus name to use for this area's associated audio."
msgstr ""
+"Le nom de bus de réverbération à utiliser pour l'audio associé à cette aire."
#: doc/classes/Area.xml
msgid ""
"The degree to which this area's reverb is a uniform effect. Ranges from "
"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
+"Le degré de réverbération de cette zone est un effet uniforme. L'intervalle "
+"va de [code]0[/code] à [code]1[/code] avec une précision de [code]0.1[/code]."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8221,6 +8710,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"Émis quand une autre Area entre dans cette zone. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area."
#: doc/classes/Area.xml
msgid ""
@@ -8228,6 +8720,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"Émis quand une autre Area quitte cette Area. Nécessite [member monitoring] "
+"d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area."
#: doc/classes/Area.xml
msgid ""
@@ -8243,6 +8738,17 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Émis lorsque l'une des [Shape] de l'autre Area entre dans l'une des [Shape] "
+"de cette Area. Nécessite [member monitoring] à [code]true[/code].\n"
+"[code]area_rid[/code] est le [RID] du [CollisionObject] de l'autre Area "
+"utilisée par le [PhysicsServer].\n"
+"[code]area[/code] l'autre Area.\n"
+"[code]area_shape_index[/code] est l'index de la [Shape] de l'autre Area "
+"utilisée par le [PhysicsServer]. Obtenez le nœud [CollisionShape] avec "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] est l'index de la [Shape] de cette Area "
+"utilisée par le [PhysicsServer]. Obtenez le nœud [CollisionShape] avec "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area.xml
msgid ""
@@ -8252,6 +8758,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
+"Émis quand un [PhysicsBody] ou un [GridMap] entre dans cette Area. Nécessite "
+"[member monitoring] d'être définie à [code]true[/code]. Les [GridMap] sont "
+"détectés si la [MeshLibrary] à des [Shape] de collision.\n"
+"Le [code]body[/code] est le [Node], s'il exist dans l'arborescence, de "
+"l'autre [PhysicsBody] ou [GridMap]."
#: doc/classes/Area.xml
msgid ""
@@ -8261,6 +8772,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
+"Émis quand un [PhysicsBody] ou un [GridMap] quitte cette Area. Nécessite "
+"[member monitoring] d'être définie à [code]true[/code]. Les [GridMap] sont "
+"détectés si la [MeshLibrary] à des [Shape] de collision.\n"
+"Le [code]body[/code] est le [Node], s'il exist dans l'arborescence, de "
+"l'autre [PhysicsBody] ou [GridMap]."
#: doc/classes/Area.xml
msgid ""
@@ -8278,10 +8794,24 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Émis quand une des [Shape] d'un [PhysicsBody] ou [GridMap] entre dans une "
+"des [Shape] de cette Area. Nécessite [member monitoring] d'être à "
+"[code]true[/code]. Les [GridMap] sont détectées si le [MeshLibrary] à une "
+"[Shape] de Collision.\n"
+"[code]body_rid[/code] le [RID] du [CollisionObject] du [PhysicsBody] ou du "
+"[MeshLibrary] utilisé par le [PhysicsServer].\n"
+"[code]body[/code] le [Node], s'il existe dans l'arborescence, du "
+"[PhysicsBody] ou [GridMap].\n"
+"[code]body_shape_index[/code] l'index de la [Shape] du [PhysicsBody] ou "
+"[GridMap] utilisé par le [PhysicsServer]. Obtenez le nœud [CollisionShape] "
+"avec [code]body.shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] l'index de la [Shape] de cette Area utilisée "
+"par le [PhysicsServer]. Obtenez le nœud [CollisionShape] nœud avec "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "This area does not affect gravity/damping."
-msgstr ""
+msgstr "Cette aire n'influe pas sur la gravité/amortissement."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8309,7 +8839,7 @@ msgstr ""
#: doc/classes/Area2D.xml
msgid "2D area for detection and physics and audio influence."
-msgstr ""
+msgstr "Une aire 2D pour la détection et les influences physiques et audio."
#: doc/classes/Area2D.xml
msgid ""
@@ -8320,7 +8850,7 @@ msgstr ""
#: doc/classes/Area2D.xml
msgid "Using Area2D"
-msgstr ""
+msgstr "Utiliser les Area2D"
#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
#: doc/classes/RectangleShape2D.xml
@@ -8342,6 +8872,14 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
+"Retourne une liste des [Area2D] qui s'intersectent. Le [member "
+"CollisionObject2D.collision_layer] de l'aire intersectant doit faire partie "
+"du [membre CollisionObject2D.collision_mask] de cette aire pour être "
+"détecté.\n"
+"Pour des raisons de performance (les colonnes sont toutes traitées en même "
+"temps) cette liste est modifiée une fois pendant l'étape physique, pas "
+"immédiatement après le déplacement des objets. Considérez plutôt utiliser "
+"des signaux."
#: doc/classes/Area2D.xml
msgid ""
@@ -8352,6 +8890,14 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
+"Retourne la liste des intersections entre les [PhysiqueBody2D]. Le calque "
+"[member CollisionObject2D.collision_layer] du corps entrant en intersection "
+"doit être dans le masque [member CollisionObject2D.collision_mask] de ce "
+"corps pour être détecté.\n"
+"Pour des raisons de performance (les collisions sont toutes traitées en même "
+"temps) cette liste est modifiée une fois pendant l'étape physique, pas "
+"immédiatement après le déplacement des objets. Considérez plutôt "
+"l'utilisation des signaux."
#: doc/classes/Area2D.xml
msgid ""
@@ -8360,6 +8906,11 @@ msgid ""
"For performance, the list of overlaps is updated once per frame and before "
"the physics step. Consider using signals instead."
msgstr ""
+"Si [code]true[/code], la zone donnée recouvre la Area2D.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour des raisons de performance, la liste des collisions est "
+"mise à jour une fois par trame et avant l'étape physique. Considérez plutôt "
+"l'utilisation des signaux."
#: doc/classes/Area2D.xml
msgid ""
@@ -8371,6 +8922,15 @@ msgid ""
"[TileMap] instance (while TileMaps are not physics bodies themselves, they "
"register their tiles with collision shapes as a virtual physics body)."
msgstr ""
+"Si [code]true[/code], le corps physique donné recouvre la zone2D.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour des raisons de performance, la liste des chevauchements est "
+"mise à jour une fois par trame et avant l'étape physique. Considérez plutôt "
+"l'utilisateur de signaux.\n"
+"L'argument [code]body[/code] peut soit être un [PhysicsBody2D] ou une "
+"instance [TileMap] (même si les TileMap ne sont pas des corps de physique en "
+"soit, ils enregistrent leurs tuiles avec des formes de collision comme un "
+"corps de physique virtuel)."
#: doc/classes/Area2D.xml
msgid ""
@@ -8379,6 +8939,10 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"La vitesse à laquelle les objets arrêtent de tourner dans cette zone. "
+"Représente la vitesse angulaire perdue par seconde.\n"
+"Voir [membre ProjectSettings.physics/2d/default_angular_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area2D.xml
msgid ""
@@ -8386,6 +8950,9 @@ msgid ""
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
+"L'intensité de gravité (en pixels par seconde au carré). Cette valeur "
+"multiplie le vecteur de gravité. Ceci est utile pour modifier la force de la "
+"gravité sans modifier sa direction."
#: doc/classes/Area2D.xml
msgid ""
@@ -8394,6 +8961,10 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
+"La vitesse à laquelle les objets arrêtent de se déplacer dans cette zone. "
+"Représente la vitesse linéaire perdue par seconde.\n"
+"Voir [member ProjectSettings.physics/2d/default_linear_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area2D.xml
msgid ""
@@ -8401,6 +8972,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"Émis quand une autre Area2D entre dans cette Area2D. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area2D."
#: doc/classes/Area2D.xml
msgid ""
@@ -8408,6 +8982,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"Émis quand une autre Area2D quitte cette Area2D. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area2D."
#: doc/classes/Area2D.xml
msgid ""
@@ -8423,6 +9000,18 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Émis lorsque l'une des [Shape2D] de l'autre Area2D entre dans l'une des "
+"[Shape2D] de cette Area2D. Nécessite [member monitoring] d'être définie à "
+"[code]true[/code].\n"
+"[code]area_rid[/code] le [RID] du [CollisionObject2D] de l'autre Area2D "
+"utilisé par [Physics2DServer].\n"
+"[code]area[/code] l'autre Area2D.\n"
+"[code]area_shape_index[/code] l'index de la [Shape2D] de l'autre Area2D "
+"utilisée par [Physics2DServer]. Obtenez le nœud [CollisionShape2D] avec "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] l'index de la [Shape2D] de cette Area2D "
+"utilisée par [Physics2DServer]. Obtenez le nœud [CollisionShape2D] avec "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8438,6 +9027,18 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Émis lorsque l'une des [Shape2D] de l'autre Area2D quitte l'une des "
+"[Shape2D] de cette Area2D. Nécessite [member monitoring] d'être définie à "
+"[code]true[/code].\n"
+"[code]area_rid[/code] le [RID] du [CollisionObject2D] de l'autre Area2D "
+"utilisé par [Physics2DServer].\n"
+"[code]area[/code] l'autre Area2D.\n"
+"[code]area_shape_index[/code] l'index de la [Shape2D] de l'autre Area2D "
+"utilisée par [Physics2DServer]. Obtenez le nœud [CollisionShape2D] avec "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] l'index de la [Shape2D] de cette Area2D "
+"utilisée par [Physics2DServer]. Obtenez le nœud [CollisionShape2D] avec "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8447,6 +9048,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
+"Émis quand un [PhysicsBody2D] ou [TileMap] entre dans cette Area2D. "
+"Nécessite [member monitoring] d'être [code]true[/code]. Les [TileMap] sont "
+"détectés si le [TileSet] a une [Shape2D] de Collision.\n"
+"[code]body[/code] le [Node], s'il existe dans l'arborescence, de l'autre "
+"[PhysicsBody2D] ou [TileMap]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8456,6 +9062,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
+"Émis quand un [PhysicsBody2D] ou [TileMap] quitte dans cette Area2D. "
+"Nécessite [member monitoring] d'être [code]true[/code]. Les [TileMap] sont "
+"détectés si le [TileSet] a une [Shape2D] de Collision.\n"
+"[code]body[/code] le [Node], s'il existe dans l'arborescence, de l'autre "
+"[PhysicsBody2D] ou [TileMap]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8475,6 +9086,21 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Émis quand une des [Shape2D] d'un [PhysicsBody2D] ou d'une [TileMap] entre "
+"dans une des [Shape2D] de cette Area2D. Nécessite [member monitoring] à "
+"[code]true[/code]. Les [TileMap] sont détectées si le [TileSet] a une "
+"[Shape2D] de collision.\n"
+"[code]body_rid[/code] le [RID] du [CollisionObject2D] du [PhysicsBody2D] ou "
+"du [TileSet] utilisé par le [Physics2DServer].\n"
+"[code]body[/code] le [Node], s'il existe dans l'arborescence, du "
+"[PhysicsBody2D] ou du [TileMap].\n"
+"[code]body_shape_index[/code] l'index de la [Shape2D] du [PhysicsBody2D] ou "
+"du [TileMap] utilisé par le [Physics2DServer]. Obtenez le nœud "
+"[CollisionShape2D] avec [code]body.shape_owner_get_owner(body_shape_index)[/"
+"code].\n"
+"[code]local_shape_index[/code] l'index de la [Shape2D] de ce Area2D utilisée "
+"par [Physics2DServer]. Obtenez le nœud [CollisionShape2D] avec [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8494,11 +9120,25 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Émis quand une des [Shape2D] d'un [PhysicsBody2D] ou d'une [TileMap] quitte "
+"une des [Shape2D] de cette Area2D. Nécessite [member monitoring] à "
+"[code]true[/code]. Les [TileMap] sont détectées si le [TileSet] a une "
+"[Shape2D] de collision.\n"
+"[code]body_rid[/code] le [RID] du [CollisionObject2D] du [PhysicsBody2D] ou "
+"du [TileSet] utilisé par le [Physics2DServer].\n"
+"[code]body[/code] le [Node], s'il existe dans l'arborescence, du "
+"[PhysicsBody2D] ou du [TileMap].\n"
+"[code]body_shape_index[/code] l'index de la [Shape2D] du [PhysicsBody2D] ou "
+"du [TileMap] utilisé par le [Physics2DServer]. Obtenez le nœud "
+"[CollisionShape2D] avec [code]body.shape_owner_get_owner(body_shape_index)[/"
+"code].\n"
+"[code]local_shape_index[/code] l'index de la [Shape2D] de ce Area2D utilisée "
+"par [Physics2DServer]. Obtenez le nœud [CollisionShape2D] avec [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Array.xml
-#, fuzzy
msgid "A generic array datatype."
-msgstr "Type de données de tableau générique."
+msgstr "Le type de données d'un tableau générique."
#: doc/classes/Array.xml
msgid ""
@@ -8532,53 +9172,66 @@ msgid ""
"pushing/removing elements. Using [code]const[/code] will only prevent "
"assigning the constant with another value after it was initialized."
msgstr ""
+"Un tableau générique qui peut contenir différents types d'éléments de tout "
+"type, accessible par un indice numérique commençant à 0. Les indices "
+"négatifs peuvent être utilisés pour utiliser une position à partir de la fin "
+"du tableau, comme en Python (-1 pour le dernier élément, -2 l'avant-dernier, "
+"etc.).\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"var array = [\"Un\", 2, 3, \"Quatre\"]\n"
+"print(array[0]) # \"Un\"\n"
+"print(array[2]) # 3\n"
+"print(array[-1]) # \"Quatre\"\n"
+"array[2] = \"Trois\"\n"
+"print(array[-2]) # \"Trois\"\n"
+"[/codeblock]\n"
+"Les tableaux peuvent être concaténés (mis à la suite l'un de l'autre) avec "
+"l'opérateur [code]+[/code] :\n"
+"[codeblock]\n"
+"var array1 = [\"Un\", 2]\n"
+"var array2 = [3, \"Quatre\"]\n"
+"print(array1 + array2) # [\"Un, 2, 3, \"Quatre\"]\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Concaténer avec l'opérateur [code]+=[/code] créera un nouveau "
+"tableau, ce qui a un coût. Si vous voulez ajouter un autre tableau à la "
+"suite d'un tableau existant, [method append_array] est plus efficace.\n"
+"[b]Note :[/b] Les tableaux sont toujours passés par référence. Pour obtenir "
+"une copie d'un tableau qui peut être modifié indépendamment de l'original, "
+"utilisez [method duplicate].\n"
+"[b]Note :[/b] Lors de la déclaration d'un tableau avec [code]const[/code], "
+"le tableau peut toujours être modifié en assignant des valeurs à l'aide "
+"d'indices ou en ajoutant/retirant des éléments. Avec [code]const[/code], il "
+"est seulement impossible assigner cette constante avec un autre tableau une "
+"fois qu'elle a été initialisée."
#: doc/classes/Array.xml
-#, fuzzy
msgid "Constructs an array from a [PoolColorArray]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedColorArray] "
-"donné."
+msgstr "Construit an tableau à partir d'un [PoolColorArray]."
#: doc/classes/Array.xml
-#, fuzzy
msgid "Constructs an array from a [PoolVector3Array]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedVector3Array] "
-"donné."
+msgstr "Construit an tableau à partir d'un [PoolVector3Array]."
#: doc/classes/Array.xml
-#, fuzzy
msgid "Constructs an array from a [PoolVector2Array]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedVector2Array] "
-"donné."
+msgstr "Construit an tableau à partir d'un [PoolVector2Array]."
#: doc/classes/Array.xml
-#, fuzzy
msgid "Constructs an array from a [PoolStringArray]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedStringArray] "
-"donné."
+msgstr "Construit an tableau à partir d'un [PoolStringArray]."
#: doc/classes/Array.xml
-#, fuzzy
msgid "Constructs an array from a [PoolRealArray]."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné."
+msgstr "Construit an tableau à partir d'un [PoolRealArray]."
#: doc/classes/Array.xml
-#, fuzzy
msgid "Constructs an array from a [PoolIntArray]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedInt32Array] "
-"donné."
+msgstr "Construit an tableau à partir d'un [PoolIntArray]."
#: doc/classes/Array.xml
-#, fuzzy
msgid "Constructs an array from a [PoolByteArray]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedByteArray] "
-"donné."
+msgstr "Construit an tableau à partir d'un [PoolByteArray]."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -8587,6 +9240,8 @@ msgstr ""
msgid ""
"Appends an element at the end of the array (alias of [method push_back])."
msgstr ""
+"Ajoute un élément à la fin du tableau (c'est un raccourci vers [method "
+"push_back])."
#: doc/classes/Array.xml
msgid ""
@@ -8598,6 +9253,13 @@ msgid ""
"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgstr ""
+"Ajoute un autre tableau à la fin de ce tableau.\n"
+"[codeblock]\n"
+"var array1 = [1, 2, 3]\n"
+"var array2 = [4, 5, 6]\n"
+"array1.append_array(array2)\n"
+"print(array1) # Affiche [1, 2, 3, 4, 5, 6].\n"
+"[/codeblock]"
#: doc/classes/Array.xml
msgid ""
@@ -8607,6 +9269,11 @@ msgid ""
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
+"Retourne le dernier élément du tableau. Affiche une erreur et retourne "
+"[code]null[/code] si le tableau est vide.\n"
+"[b]Note :[/b] Appeler cette fonction n'est pas la même chose que "
+"[code]array[-1][/code]. Si le tableau est vide, y accéder avec un index "
+"mettre le projet en pause quand il sera lancé depuis l'éditeur."
#: doc/classes/Array.xml
msgid ""
@@ -8618,6 +9285,14 @@ msgid ""
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior."
msgstr ""
+"Cherche la position d'une valeur existante (ou la position d'insertion qui "
+"maintient l'ordre de tri, si la valeur n'est pas encore présente dans le "
+"tableau) en utilisant la recherche d'arbre binaire. En option, la valeur "
+"[code]before[/code] peut être passé. Si [code]false[/code], la position "
+"retournée vient après toutes les entrées existantes de la valeur dans le "
+"tableau.\n"
+"[b]Note :[/b] Appeler [method bsearch] sur un tableau non trié provoque un "
+"comportement inattendu."
#: doc/classes/Array.xml
msgid ""
@@ -8657,16 +9332,56 @@ msgid ""
"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
"unexpected behavior."
msgstr ""
+"Cherche la position d'une valeur existante (ou de l'insertion de cette "
+"position pour maintenant l'ordre, si la valeur n'est pas déjà présente dans "
+"le tableau) en utilisant la recherche dichotomique et une méthode de "
+"comparaison personnalisée déclaré dans l'objet [code]obj[/code]. En option, "
+"un booléen [code]before[/code] peut être passé. Si [code]false[/code], la "
+"position retournée sera après la valeur existante dans le tableau. La "
+"méthode de comparaison personnalisée à deux arguments (un élément du tableau "
+"et la valeur recherchée) et doit retourner [code]true[/code] si le premier "
+"argument est avant le second, et retourne [code]false[/code] sinon.\n"
+"[codeblock]\n"
+"func cardinal_to_algebraic(a):\n"
+" match a:\n"
+" \"un\":\n"
+" return 1\n"
+" \"deux\":\n"
+" return 2\n"
+" \"trois\":\n"
+" return 3\n"
+" \"quatre\":\n"
+" return 4\n"
+" _:\n"
+" return 0\n"
+"\n"
+"func compare(a, b):\n"
+" return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n"
+"\n"
+"func _ready():\n"
+" var a = [\"un\", \"deux\", \"trois\", \"quatre\"]\n"
+" # `compare` est défini dans ce objet, alors on utilise `self` pour le "
+"paramètre `obj`.\n"
+" print(a.bsearch_custom(\"trois\", self, \"compare\", true)) # Doit "
+"afficher 2.\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Appeler [method bsearch_custom] sur un tableau qui n'est pas "
+"dans l'ordre peut donner un résultat inattendu."
#: doc/classes/Array.xml
msgid ""
"Clears the array. This is equivalent to using [method resize] with a size of "
"[code]0[/code]."
msgstr ""
+"Efface le contenu du tableau. C'est équivalent à [method resize] avec une "
+"taille de [code]0[/code]."
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
-msgstr ""
+msgstr "Retourne le nombre de fois qu'un élément apparait dans le tableau."
#: doc/classes/Array.xml
msgid ""
@@ -8678,39 +9393,82 @@ msgid ""
"modifying a sub-array or dictionary in the copy will also impact those "
"referenced in the source array."
msgstr ""
+"Retourne une copie du tableau.\n"
+"Si [code]deep[/code] est [code]true[/code], une copie profonde est "
+"effectuée : tous les sous-tableaux et les sous-dictionnaires sont copié et "
+"ne seront pas partagés avec le tableau d'origine. Si [code]false[/code], une "
+"copie de surface est faite et les références aux tableaux et aux "
+"dictionnaires originaux sont conservés, de sorte que la modification d'un "
+"sous-tableau ou d'un sous-dictionnaire dans la copie modifiera aussi ceux "
+"référencés dans le tableau d'origine."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns [code]true[/code] if the array is empty."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le tableau est vide."
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
+"Retire le première apparition de la valeur du tableau. Si la valeur n'est "
+"pas présente, rien ne se produit. Pour retirer un élément à partir de sa "
+"position, utilisez plutôt [method remove].\n"
+"[b]Note :[/b] Cette méthode se contente de retirer l'élément et ne retourne "
+"aucune valeur.\n"
+"[b]Note :[/b] Pour les grands tableaux, cette méthode sera lente si la "
+"position de l'insertion est proche du début (index 0). C'est parce que tous "
+"les éléments placés après devront tous être décalés."
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+"Assigne la valeur donnée à tous les éléments du tableau. C'est souvent "
+"utilisé avec [method resize] pour créer un tableau d'une taille donnée avec "
+"tous ses éléments initialisés:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialise les 10 éléments avec 0.\n"
+"[/codeblock]"
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
-"Trouve la première occurrence d'une sous-chaîne de caractères. Retourne le "
-"position de départ de la sous-chaîne de caractères ou [code]-1[/code] si non "
-"trouvée. Optionnellement, l'index de recherche initial peut être passé (en "
-"tant qu'argument) ."
+"Recherche une valeur dans le tableau et retourne sa position ou [code]-1[/"
+"code] si non trouvée. Optionnellement, la position de départ peut être "
+"passé. Retourne [code]-1[/code] si cette valeur [code]from[/code] est en "
+"dehors du tableau."
#: doc/classes/Array.xml
msgid ""
"Searches the array in reverse order for a value and returns its index or "
"[code]-1[/code] if not found."
msgstr ""
+"Recherche la valeur dans le tableau en sens inverse et retourne sa position "
+"ou [code]-1[/code] si n'est pas présent."
#: doc/classes/Array.xml
msgid ""
@@ -8720,6 +9478,11 @@ msgid ""
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
+"Renvoie le premier élément du tableau. Affiche une erreur et retourne "
+"[code]null[/code] si le tableau est vide.\n"
+"[b]Note :[/b] L'appel de cette fonction n'est pas le même que d'écrire "
+"[code]array[0][/code]. Si le tableau est vide, accéder à un élément par sa "
+"position va suspendre l'exécution de projet depuis l'éditeur."
#: doc/classes/Array.xml
msgid ""
@@ -8738,6 +9501,20 @@ msgid ""
" pass\n"
"[/codeblock]"
msgstr ""
+"Retourne [code]true[/code] si le tableau contient la valeur donnée.\n"
+"[codeblock]\n"
+"[\"inside\", 7].has(\"inside\") # True\n"
+"[\"inside\", 7].has(\"outside\") # False\n"
+"[\"inside\", 7].has(7) # True\n"
+"[\"inside\", 7].has(\"7\") # False\n"
+"[/codeblock]\n"
+"[b]Note :[/b] C'est équivalent à utiliser l'opérateur [code]in[/code] comme "
+"suit :\n"
+"[codeblock]\n"
+"# Sera évalué à `true`.\n"
+"if 2 in [2, 4, 6, 8]:\n"
+" pass\n"
+"[/codeblock]"
#: doc/classes/Array.xml
msgid ""
@@ -8748,6 +9525,13 @@ msgid ""
"does [i]not[/i] imply the arrays are equal, because different arrays can "
"have identical hash values due to hash collisions."
msgstr ""
+"Renvoie entier 32 bits de chachage représentant le tableau ainsi que son "
+"contenu.\n"
+"[b]Note :[/b] Les [Array] avec le même contenu produira toujours la même "
+"hachage. Cependant, la réciproque n'est pas vrai. Retourner un hachage "
+"identiques [i]n'implique pas[/i] que les tableaux ont le même contenu, car "
+"différents tableaux peuvent avoir des hachages identiques à cause des "
+"collisions des hachages."
#: doc/classes/Array.xml
msgid ""
@@ -8758,13 +9542,20 @@ msgid ""
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the newly inserted element have to be reindexed."
msgstr ""
+"Insère un nouvel élément à la position spécifiée du tableau. La position "
+"doit être valide, ou à la fin du tableau ([code]pos == size()[/code]).\n"
+"[b]Note :[/b] Cette méthode se contente d'insérer l'élément et ne retourne "
+"aucune valeur.\n"
+"[b]Note :[/b] Pour les grands tableaux, cette méthode sera lente si la "
+"position de l'insertion est proche du début (index 0). C'est parce que tous "
+"les éléments placés après devront tous être décalés."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Reverses the order of the elements in the array."
-msgstr ""
+msgstr "Inverse l'ordre des éléments du tableau."
#: doc/classes/Array.xml
msgid ""
@@ -8772,6 +9563,9 @@ msgid ""
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned."
msgstr ""
+"Retourne la valeur maximale contenue dans le tableau si tous les éléments "
+"peuvent être comparés entre eux. Si les éléments ne peuvent pas être "
+"comparés, [code]null[/code] est retourné."
#: doc/classes/Array.xml
msgid ""
@@ -8779,6 +9573,9 @@ msgid ""
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned."
msgstr ""
+"Retourne la valeur minimale contenue dans le tableau si tous les éléments "
+"peuvent être comparés entre eux. Si les éléments ne peuvent pas être "
+"comparés, [code]null[/code] est retourné."
#: doc/classes/Array.xml
msgid ""
@@ -8792,6 +9589,16 @@ msgid ""
"removed element. The larger the array and the lower the index of the removed "
"element, the slower [method pop_at] will be."
msgstr ""
+"Retire et retourne l'élément du tableau à la [code]position[/code]. Si "
+"négatif, [code]position[/code] part de la la fin du tableau vers le début. "
+"Laisse le tableau intact et retourne [code]null[/code] si le tableau est "
+"vide ou s'il la position est en dehors des limites du tableau. Un message "
+"d'erreur est affiché lorsque la position est en dehors des limites du "
+"tableau, mais pas lorsque le tableau est vide.\n"
+"[b]Note :[/b] Pour les grands tableaux, cette méthode peut être plus lente "
+"que [method pop_back] car elle réindexera les éléments du tableau qui sont "
+"situés après l'élément enlevé. Plus le tableau est grand et plus la position "
+"de l'élément enlevé, plus [method pop_at] sera lent."
#: doc/classes/Array.xml
msgid ""
@@ -8799,6 +9606,9 @@ msgid ""
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
+"Retire et retourne le dernier élément du tableau. Retourne [code]null[/code] "
+"si le tableau est vide, sans affiche de message d'erreur. Voir aussi [method "
+"pop_front]."
#: doc/classes/Array.xml
msgid ""
@@ -8809,11 +9619,18 @@ msgid ""
"pop_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method pop_front] will be."
msgstr ""
+"Retire et retourne le premier élément du tableau. Retourne [code]null[/code] "
+"si le tableau est vide, sans afficher de message d'erreur. Voir aussi "
+"[method pop_back].\n"
+"[b]Note :[/b] Pour les grands tableaux, cette méthode peut être plus lente "
+"que [method pop_back] car elle réindexera les éléments du tableau suivants "
+"chaque fois qu'elle est appelée. Plus le tableau est grand et plus la "
+"position de l'élément enlevé, plus [method pop_front] sera lent."
#: doc/classes/Array.xml
msgid ""
"Appends an element at the end of the array. See also [method push_front]."
-msgstr ""
+msgstr "Ajout un élément à la fin du tableau. Voir aussi [method push_front]."
#: doc/classes/Array.xml
msgid ""
@@ -8822,6 +9639,11 @@ msgid ""
"push_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method push_front] will be."
msgstr ""
+"Ajoute un élément au début du tableau. Voir aussi [method push_back].\n"
+"[b]Note :[/b] Pour les grands tableaux, cette méthode peut être plus lente "
+"que [method push_back] car elle réindexera les éléments du tableau suivants "
+"chaque fois qu'elle est appelée. Plus le tableau est grand et plus la "
+"position de l'élément enlevé, plus [method push_front] sera lent."
#: doc/classes/Array.xml
msgid ""
@@ -8833,6 +9655,13 @@ msgid ""
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
+"Retire un élément du tableau par index. Si l'index n'existe pas dans le "
+"tableau, rien ne se passe. Pour supprimer un élément en recherchant sa "
+"valeur, utilisez plutôt [method erase].\n"
+"[b]Note :[/b] Cette méthode ne renvoie pas une valeur.\n"
+"[b]Note :[/b] Sur de grands tableaux, cette méthode sera plus lente si "
+"l'élément enlevé est proche du début du tableau (index 0). C'est parce que "
+"tous les éléments placés après l'élément enlevé doivent être réindexés."
#: doc/classes/Array.xml
msgid ""
@@ -8840,13 +9669,26 @@ msgid ""
"size is smaller, elements are cleared, if bigger, new elements are "
"[code]null[/code]."
msgstr ""
+"Redimensionne le tableau pour contenir un nombre différent d'éléments. Si la "
+"taille du tableau est plus petite, les éléments en trop seront effacés, et "
+"si la taille est plus grande, les nouveaux éléments seront à [code]null[/"
+"code]."
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
+"Recherche dans le tableau dans l'ordre inversé. En option, la position de "
+"début de la recherche peut être spécifiée. Si négative, la position de début "
+"est considérée comme partant de la fin du tableau. Si la position de début "
+"ajustée est hors des limites du tableau, cette méthode cherchera depuis la "
+"fin du tableau."
#: doc/classes/Array.xml
msgid ""
@@ -8855,13 +9697,18 @@ msgid ""
"@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new "
"seed will be used each time if you want non-reproducible shuffling."
msgstr ""
+"Trie le tableau de sorte que tous les éléments auront une position "
+"aléatoire. Cette méthode utilise le générateur de nombres aléatoires global "
+"commun aux méthodes comme [method @GDScript.randi]. Appelez [méthod "
+"@GDScript.randomize] pour s'assurer qu'une nouvelle graine sera utilisée à "
+"chaque fois si vous voulez toujours des séquences de tri aléatoires."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of elements in the array."
-msgstr ""
+msgstr "Retourne le nombre d'éléments dans le tableau."
#: doc/classes/Array.xml
msgid ""
@@ -8870,6 +9717,11 @@ msgid ""
"and upper index are inclusive, with the [code]step[/code] describing the "
"change between indices while slicing."
msgstr ""
+"Duplique le sous-ensemble décrit dans la fonction et le renvoie dans un "
+"tableau, en recopiant le tableau en profondeur si [code]deep[/code] est "
+"[code]true[/code]. Les indices inférieur et supérieur sont inclus, avec le "
+"[code]step[/code] décrivant le changement entre les indices pendant le "
+"découpage."
#: doc/classes/Array.xml
msgid ""
@@ -8883,6 +9735,17 @@ msgid ""
"print(strings) # Prints [string1, string10, string11, string2]\n"
"[/codeblock]"
msgstr ""
+"Trie le tableau.\n"
+"[b]Note :[/b] Les chaines sont triées par ordre alphabétique (par opposition "
+"à l'ordre naturel). Cela peut conduire à un comportement inattendu lors du "
+"tri d'un tableau de chaînes se terminant par des nombres. Examinez l'exemple "
+"suivant :\n"
+"[codeblock]\n"
+"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
+"strings.sort)(\n"
+"print(strings) # Affiche [string1, string10, string11, string2], parce que "
+"la chaine \"1...\" est avant \"2...\"\n"
+"[/codeblock]"
#: doc/classes/Array.xml
msgid ""
@@ -8908,11 +9771,34 @@ msgid ""
"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"[/codeblock]"
msgstr ""
+"Trie le tableau en utilisant une méthode personnalisée. Les arguments sont "
+"un objet qui détient la méthode et le nom de cette méthode. La méthode "
+"personnalisée reçoit deux arguments (une paire d'éléments du tableau) et "
+"doit retourner soit [code]true[/code] ou [code]false[/code].\n"
+"Pour deux éléments [code]a[/code] et [code]b[/code], si la méthode donnée "
+"retourne [code]true[/code], l'élément [code]b[/code] sera après élément "
+"[code]a[/code] dans le tableau trié.\n"
+"[b]Note :[/b] Vous ne pouvez pas retourner une valeur de comparaison "
+"aléatoire car l'algorithme de tri s'attend à un résultat déterministe. Cela "
+"entraînerait un comportement inattendu.\n"
+"[codeblock]\n"
+"class MyCustomSorter:\n"
+" static func sort_ascending(a, b): # Par premier élément croissant\n"
+" if a[0] < b[0]:\n"
+" return true\n"
+" return false\n"
+"\n"
+"var my_items = [[5, \"Pomme\"], [9, \"Abricot\"], [4, \"Tomate\"]]\n"
+"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
+"print(my_items) # Affiche [[4, Tomate], [5, Pomme], [9, Abricot]].\n"
+"[/codeblock]"
#: doc/classes/ArrayMesh.xml
msgid ""
"[Mesh] type that provides utility for constructing a surface from arrays."
msgstr ""
+"Le type [Mesh] qui fournit un utilitaire pour la construction d'une nouvelle "
+"surface à partir de tableaux."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -8941,6 +9827,31 @@ msgid ""
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
+"Le [ArrayMesh] est utilisé pour construire un [Mesh] en spécifiant les "
+"attributs dans des tableaux.\n"
+"L'exemple le plus trivial est la création d'un simple triangle :\n"
+"[codeblock]\n"
+"var vertices = PoolVector3Array()\n"
+"vertices.push_back(Vector3(0, 1, 0))\n"
+"vertices.push_back(Vector3(1, 0, 0))\n"
+"vertices.push_back(Vector3(0, 0, 1))\n"
+"# Initialiser le ArrayMesh.\n"
+"var arr_mesh = ArrayMesh.new()\n"
+"var arrays = []\n"
+"arrays.resize(ArrayMesh.ARRAY_MAX)\n"
+"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
+"# Créer le Mesh.\n"
+"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
+"var m = MeshInstance.new()\n"
+"m.mesh = arr_mesh\n"
+"[/codeblock]\n"
+"La [MeshInstance] est prête à être ajoutée à la [SceneTree] pour être "
+"affichée.\n"
+"Voir aussi [ImmediateGeometry], [MeshDataTool] et [SurfaceTool] pour la "
+"génération procédurale de géométries.\n"
+"[b]Note :[/b] Godot utilise le sens horaire [url=https://learnopengl.com/"
+"Advanced-OpenGL/Face-culling]pour le culling [/url] pour les faces avant "
+"dans les modes de création de triangles."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -8965,10 +9876,25 @@ msgid ""
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
"it is used."
msgstr ""
+"Crée une nouvelle surface.\n"
+"Les surfaces sont créées pour être rendues en utilisant une [code]primitive[/"
+"code], qui peut être l'un des types définis dans [enum Mesh.PrimitiveType] "
+"(Il est préférable lors de l'utilisation d'indices d'utiliser uniquement des "
+"points, des lignes ou des triangles). [method Mesh.get_surface_count] "
+"deviendra l'index [code]surf_idx[/code] pour cette nouvelle surface.\n"
+"L'argument [code]arrays[/code] est un tableau de tableaux. Voir [enum "
+"ArrayType] pour les valeurs utilisées dans ce tableau. Par exemple, "
+"l'argument [code]arrays[/code] est le tableau des sommets. Ce premier sous-"
+"tableau de sommets est nécessaire ; les autres sont facultatifs. L'ajout "
+"d'un tableau d'indices met cette fonction en \"mode index\" où les sommets "
+"et d'autres tableaux deviennent les sources de données et le tableau d'index "
+"définit l'ordre des vertex. Tous les sous-tableau doivent avoir la même "
+"longueur que le tableau des sommets, ou être vides, sauf pour [constant "
+"ARRAY_INDEX] s'il est utilisé."
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
-msgstr ""
+msgstr "Retire toutes les formes de mélange de ce [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid "Removes all surfaces from this [ArrayMesh]."
@@ -8976,11 +9902,11 @@ msgstr "Retirer toutes les surfaces de ce [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
-msgstr ""
+msgstr "Retourne le nombre de formes de mélange détenues par ce [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid "Returns the name of the blend shape at this index."
-msgstr ""
+msgstr "Retourne le nom de la forme du mélange à cette position."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -8990,51 +9916,63 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Will regenerate normal maps for the [ArrayMesh]."
-msgstr ""
+msgstr "Régénérera les cartes normales pour le [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the index of the first surface with this name held within this "
"[ArrayMesh]. If none are found, -1 is returned."
msgstr ""
+"Retourne l'index de la première surface avec ce nom dans ce [ArrayMesh]. Si "
+"aucune surface n'existe, -1 est retourné."
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
+"Retourne la longueur des indices du tableau d'indices pour la surface "
+"spécifiée (voir [method add_surface_from_arrays].)"
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
+"Retourne la longueur des sommets du tableau des sommets dans la surface "
+"spécifiée (voir [method add_surface_from_arrays].)"
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
+"Retourne le masque de format de la surface demandée (voir [méthode "
+"add_surface_from_arrays)]."
#: doc/classes/ArrayMesh.xml
msgid "Gets the name assigned to this surface."
-msgstr ""
+msgstr "Retourne le nom assigné à cette surface."
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
+"Retourne le type primitif de la surface demandée (voir [method "
+"add_surface_from_arrays)]."
#: doc/classes/ArrayMesh.xml
msgid ""
"Removes a surface at position [code]surf_idx[/code], shifting greater "
"surfaces one [code]surf_idx[/code] slot down."
msgstr ""
+"Retire une surface à la position [code]surf_idx[/code], et décale toutes les "
+"surfaces après [code]surf_idx[/code] d'une position."
#: doc/classes/ArrayMesh.xml
msgid "Sets a name for a given surface."
-msgstr ""
+msgstr "Définit le nom donné à cette surface."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9042,10 +9980,15 @@ msgid ""
"[b]Warning:[/b] Only use if you know what you are doing. You can easily "
"cause crashes by calling this function with improper arguments."
msgstr ""
+"Met à jour une région spécifique de tableaux de maillage directement dans le "
+"GPU.\n"
+"[b]Avertissement :[/b] N'utilisez cette méthode que si vous savez ce que "
+"vous faites. Vous pouvez facilement causer des plantages en appelant cette "
+"fonction avec des arguments inappropriés."
#: doc/classes/ArrayMesh.xml
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
-msgstr ""
+msgstr "Définit le mode de forme de mélange avec [enum Mesh.BlendShapeMode]"
#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
msgid ""
@@ -9053,23 +9996,29 @@ msgid ""
"Especially useful to avoid unexpected culling when using a shader to offset "
"vertices."
msgstr ""
+"Surcharge le [AABB] avec celui défini par l'utilisateur pour le calcul du "
+"culling d'affichage. Particulièrement utile pour éviter un culling inattendu "
+"lors de l'utilisation d'un shader qui décale les sommets."
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+#, fuzzy
+msgid "Value used internally when no indices are present."
msgstr ""
+"La valeur par défaut utilisée pour index_array_len quand il n'y pas d'indice."
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
-msgstr ""
+msgstr "La quantité d'indices de poids/os par sommet (toujours 4)."
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
msgstr ""
+"Un [PoolVector3Array], [PoolVector2Array], ou [Array] avec la position des "
+"sommets."
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "[PoolVector3Array] of vertex normals."
-msgstr "[PackedVector3Array] des normales de sommet."
+msgstr "Le [PoolVector3Array] des normales des sommets."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9077,31 +10026,35 @@ msgid ""
"first 3 floats determine the tangent, and the last the binormal direction as "
"-1 or 1."
msgstr ""
+"Le [PoolRealArray] de tangentes des sommets. Chaque élément est un groupe de "
+"4 flottants, les 3 premiers déterminent la tangente, et le dernier la "
+"direction binormale qui est soit -1 ou 1."
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "[PoolColorArray] of vertex colors."
-msgstr "[PackedColorArray] des couleurs de sommet."
+msgstr "Le [PoolColorArray] des couleurs des sommets."
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "[PoolVector2Array] for UV coordinates."
-msgstr "[PackedVector2Array] pour les coordonnées UV."
+msgstr "Le [PoolVector2Array] pour les coordonnées UV."
#: doc/classes/ArrayMesh.xml
-#, fuzzy
msgid "[PoolVector2Array] for second UV coordinates."
-msgstr "[PackedVector2Array] pour les secondes coordonnées UV."
+msgstr "[PoolVector2Array] pour les secondes coordonnées UV."
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
"4 floats."
msgstr ""
+"Un [PoolRealArray] ou [PoolIntArray] d'indices d'os. Il est composé de 4 "
+"flottants consécutifs pour chaque indice."
#: doc/classes/ArrayMesh.xml
msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
msgstr ""
+"Un [PoolRealArray] de poids d'os. Il est composé de 4 flottants consécutifs "
+"pour chaque poids."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9116,6 +10069,17 @@ msgid ""
"vertices of each triangle. For lines, the index array is in pairs indicating "
"the start and end of each line."
msgstr ""
+"Un [PoolIntArray] d'entiers utilisés comme indices référentiels de sommets, "
+"de couleurs, de normales, de tangentes et de textures. Tous ces tableaux "
+"doivent avoir le même nombre d'éléments que le tableau des sommets. Aucun "
+"index ne peut dépasser la taille du tableau des sommets. Lorsque ce tableau "
+"d'index est présent, il met la fonction en \"mode d'index\", où l'index "
+"sélectionne les *n-ième* sommet, normal, tangent, couleur, UV, etc. Cela "
+"signifie que si vous voulez avoir des normales ou des couleurs différentes "
+"le long d'une arrête, vous devez doubler ces sommets.\n"
+"Pour les triangles, le tableau d'index est interprété comme des trios, se "
+"référant aux sommets de chaque triangle. Pour les lignes, le tableau d'index "
+"contient des paires indiquant le point de début et de fin de chaque ligne."
#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ArrayType] enum."
@@ -9177,16 +10141,32 @@ msgid ""
"more about the real world out there especially if only part of the surface "
"is in view."
msgstr ""
+"Le point [ARVRAnchor] est un nœud spatial qui cartographie un emplacement "
+"réel du monde identifié par la plateforme AR à une position dans le monde du "
+"jeu. Par exemple, tant que la détection des plans dans ARKit est activée, "
+"ARKit identifiera et mettra à jour la position des plans (tables, planchers, "
+"etc) et créera des ancrages pour eux.\n"
+"Ce nœud est connecté à l'une des ancres à travers son identifiant unique. "
+"Lorsque vous recevez un signal qu'une nouvelle ancre est disponible, vous "
+"devez ajouter ce nœud à votre scène pour cette ancre. Vous pouvez prédéfinir "
+"les nœuds et définir l'identifiant ; les nœuds resteront simplement sur "
+"0,0,0 jusqu'à ce qu'un plan soit reconnu.\n"
+"Gardez à l'esprit que, tant que la détection du plan est activée, la taille, "
+"le placement et l'orientation d'une ancre seront mis à jour car la logique "
+"de détection en apprend davantage sur le monde réel, surtout si une partie "
+"seulement de la surface est en vue."
#: doc/classes/ARVRAnchor.xml
msgid "Returns the name given to this anchor."
-msgstr ""
+msgstr "Retourne le nom donnée à cette ancre."
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns [code]true[/code] if the anchor is being tracked and [code]false[/"
"code] if no anchor with this ID is currently known."
msgstr ""
+"Retourne [code]true[/code] si l'ancre est suivie et [code]false[/code] si "
+"aucune ancre avec cet identifiant n'est actuellement connue."
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9196,6 +10176,11 @@ msgid ""
"can be used to create shadows/reflections on surfaces or for generating "
"collision shapes."
msgstr ""
+"Si fourni par la [ARVRInterface], ça retourne un maillage pour l'ancre. Pour "
+"une ancre, il peut s'agir d'une forme liée à l'objet suivi ou peut être une "
+"maille qui fournit une topologie liée à l'ancre et qui peut être utilisée "
+"pour créer des ombres ou des réflexions sur les surfaces ou pour générer des "
+"formes de collision."
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9223,6 +10208,13 @@ msgid ""
"when the AR server identifies that two anchors represent different parts of "
"the same plane and merges them."
msgstr ""
+"L'identifiant de l'ancre. Vous pouvez la définir avant que cette ancre "
+"existe. La première ancre obtient l'identifiant [code]1[/code], la seconde "
+"[code]2[/code], etc. Lorsque les ancres sont enlevées, le moteur peut alors "
+"attribuer l'identifiant correspondant aux nouvelles ancres. Le plus souvent "
+"les ancres \"disparaissent\" quand le serveur AR identifie que deux ancres "
+"représentent différentes parties d'un même plan et décide alors de les "
+"fusionner."
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9256,6 +10248,17 @@ msgid ""
"tracking data of the HMD and the location of the ARVRCamera can lag a few "
"milliseconds behind what is used for rendering as a result."
msgstr ""
+"Il s'agit d'un nœud d'aide spatiale pour notre caméra ; notez que, si le "
+"rendu stéréoscopique est applicable (VR-HMD), la plupart des propriétés de "
+"la caméra sont ignorées, car l'information HMD les annule. Les seules "
+"propriétés qui peuvent être fiables sont les plans proches et lointains.\n"
+"La position et l'orientation de ce nœud sont automatiquement mises à jour "
+"par le serveur ARVR pour représenter l'emplacement du HMD si ce suivi est "
+"disponible et peut donc être utilisé par la logique du jeu. Notez que, "
+"contrairement au contrôleur ARVR, le fil d'exécution pour le rendu a accès "
+"aux données de suivi les plus récentes de la HMD et l'emplacement de "
+"l'ARVRCamera peut retarder l'accès de ces données au rendu de quelques "
+"millisecondes."
#: doc/classes/ARVRController.xml
msgid "A spatial node representing a spatially-tracked controller."
@@ -9276,6 +10279,19 @@ msgid ""
"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
"controller."
msgstr ""
+"C'est un nœud d'aide spatiale qui est lié au suivi des contrôleurs. Il offre "
+"également plusieurs liens utiles à l'état des boutons et commandes des "
+"contrôleurs.\n"
+"Les contrôleurs sont liés par leur identifiant. Vous pouvez créer des nœuds "
+"de contrôleur avant même que les contrôleurs ne soient disponibles. Si votre "
+"jeu utilise toujours deux contrôleurs (un pour chaque main), vous pouvez "
+"prédéfinir les contrôleurs avec les identfiant 1 et 2 ; ils deviendront "
+"actifs dès que les contrôleurs seront identifiés. Si vous attendez que des "
+"contrôleurs supplémentaires soient utilisés, vous devez réagir aux signaux "
+"et ajouter des nœuds ARVRController à votre scène.\n"
+"La position du nœud de contrôleur est automatiquement mise à jour par le "
+"[ARVRServer]. Cela rend ce nœud idéal pour ajouter des nœuds pour visualiser "
+"le contrôleur."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9286,7 +10302,6 @@ msgstr ""
"AR / VR utilisé."
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"Returns the hand holding this controller, if known. See [enum "
"ARVRPositionalTracker.TrackerHand]."
@@ -9295,12 +10310,11 @@ msgstr ""
"XRPositionalTracker.TrackerHand]."
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the bound controller is active. ARVR systems "
"attempt to track active controllers."
msgstr ""
-"Retourne [code]true[/code] si le contrôleur lié est actif. Les systèmes XR "
+"Retourne [code]true[/code] si le contrôleur lié est actif. Les systèmes ARVR "
"tentent de suivre les contrôleurs actifs."
#: doc/classes/ARVRController.xml
@@ -9320,25 +10334,31 @@ msgid ""
"the AR/VR controllers. This ID is purely offered as information so you can "
"link up the controller with its joystick entry."
msgstr ""
+"Renvoie l'identifiant de l'objet joystick qui est lié. Chaque contrôleur "
+"suivi par le [ARVRServer] qui a des boutons et un axe sera également "
+"enregistré comme un joystick dans Godot. Cela signifie que tout le suivi "
+"normal des joysticks et la gestion des entrées fonctionnera pour les boutons "
+"et axes trouvés sur les contrôleurs AR/VR. Cet identifiant est seulement "
+"disponible pour que vous puissiez lier le contrôleur avec son entrée de "
+"joystick."
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"If provided by the [ARVRInterface], this returns a mesh associated with the "
"controller. This can be used to visualize the controller."
msgstr ""
-"Si fourni par l'[XRInterface], ceci renvoie un maillage associé au "
+"Si fourni par la [ARVRInterface], ceci renvoie un maillage associé au "
"contrôleur. Ceci peut être utilisé pour visualiser le contrôleur."
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the button at index [code]button[/code] is "
"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
"constants."
msgstr ""
-"Rentourne [code]true[/code] (vrai) si le bouton d'index [code]button[/code] "
-"est préssé. Voir [enum JoyButtonList]."
+"Retourne [code]true[/code] si le bouton d'index [code]button[/code] est "
+"appuyé. Voir [enum JoyButtonList], et surtout les constantes [code]JOY_VR_*[/"
+"code]."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9352,15 +10372,31 @@ msgid ""
"When a controller is turned off, its slot is freed. This ensures controllers "
"will keep the same ID even when controllers with lower IDs are turned off."
msgstr ""
+"ID du contrôleur.\n"
+"Un identifiant de contrôleur à 0 est déconnecté et entraînera toujours un "
+"nœud inactif. L'identifiant de contrôleur 1 est réservé au premier "
+"contrôleur qui s'identifie comme le contrôleur gauche et l'identifiant 2 aux "
+"contrôleur droit.\n"
+"Pour tout autre contrôleur que le [ARVRServer] détecte, les identifiants des "
+"contrôleurs continueront à partir de 3.\n"
+"Lorsqu'un contrôleur est éteint, son emplacement est libéré. Cela assure que "
+"les contrôleurs garderont le même identifiant même si un contrôleur avec un "
+"identifiant inférieur est éteint."
#: doc/classes/ARVRController.xml
+#, fuzzy
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
+"L'intensité de vibration du contrôleur. L'intervalle va de [code]0.0[/code] "
+"à [code]1.0[/code] avec une précision de [code]0.01[/code]. Si changé, met à "
+"jour [membrez ARVRPositionalTracker.rumble] en conséquence.\n"
+"C'est une propriété utile à animer si vous souhaitez que le contrôleur vibre "
+"pendant une durée limitée."
#: doc/classes/ARVRController.xml
msgid "Emitted when a button on this controller is pressed."
@@ -9395,6 +10431,15 @@ msgid ""
"give us a working setup. You can query the available interfaces through "
"[ARVRServer]."
msgstr ""
+"Cette classe doit être implémentée pour rendre une plateforme AR ou VR "
+"disponible dans Godot et ces modules devraient être implémentés avec des "
+"modules C+ ou GDNative (notez que pour GDNative, la sous-classe "
+"ARVRScriptInterface devrait être utilisée). Une partie de l'interface est "
+"exposée à GDScript afin que vous puissiez détecter, activer et configurer "
+"une plateforme AR ou VR.\n"
+"Les interfaces doivent être écrites de telle manière qu'elles permettent de "
+"fonctionner simplement. Vous pouvez rechercher les interfaces disponibles "
+"via [ARVRServer]."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9433,6 +10478,8 @@ msgid ""
"provide feedback to the user whether there are issues with positional "
"tracking."
msgstr ""
+"Si supporté, retourne l'état de notre suivi. Cela vous permettra de fournir "
+"des retours à l'utilisateur s'il y a des problèmes avec le suivi de position."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9453,6 +10500,25 @@ msgid ""
"wish to do this if you want to track controllers from other platforms. "
"However, at this point in time only one interface can render to an HMD."
msgstr ""
+"Appelez ceci pour initialiser cette interface. La première interface qui est "
+"initialisée est identifiée comme l'interface primaire et elle sera utilisée "
+"pour faire le rendu de la sortie.\n"
+"Après l'initialisation de l'interface que vous souhaitez utiliser, vous "
+"devez activer le mode AR/VR d'un viseur et le rendu devrait commencer.\n"
+"[b]Note :[/b] Vous devez activer le mode AR/VR sur le point de vue principal "
+"pour tout appareil qui utilise la sortie principale de Godot, comme pour la "
+"VR mobile.\n"
+"Si vous faites cela pour une plate-forme qui gère sa propre sortie (comme "
+"OpenVR), Godot affichera juste un des yeux sans distorsion à l'écran. "
+"Alternativement, vous pouvez ajouter une fenêtre d'affichage séparée à votre "
+"scène et activer AR/VR sur cette fenêtre de d'affichage. Elle sera utilisée "
+"pour sortir HMD, vous permettant d'utiliser la fenêtre principale pour tout "
+"autre utilisation, comme l'utilisation d'une caméra séparée comme pour un "
+"spectateur ou faire un rendu complètement différent.\n"
+"Bien que non utilisé pour l'instant, vous pouvez activer des interfaces "
+"supplémentaires. Vous pouvez le faire si vous voulez suivre les contrôleurs "
+"venant d'autres plateformes. Cependant, actuellement, une seule interface "
+"peut rendre un HMD."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9507,6 +10573,12 @@ msgid ""
"[method get_render_targetsize]). Using a separate viewport node frees up the "
"main viewport for other purposes."
msgstr ""
+"Cette interface génère un périphérique externe. Si le port principal est "
+"utilisé, la sortie à l'écran est une mémoire tampon non modifié soit de "
+"l'œil gauche ou du droit (retaillé si la taille du viseur n'est pas changée "
+"au même rapport d'aspect que [method get_render_targetsize)]. L'utilisation "
+"d'un nœud de fenêtre d'affichage séparé libère le port principal pour être "
+"utilisé à d'autres choses."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9520,12 +10592,18 @@ msgid ""
"Left eye output, this is mostly used internally when rendering the image for "
"the left eye and obtaining positioning and projection information."
msgstr ""
+"Sortie de l'œil gauche, cela est principalement utilisé à l'interne pour "
+"rendre l'image pour l'œil gauche et obtenir des informations de "
+"positionnement et de projection."
#: doc/classes/ARVRInterface.xml
msgid ""
"Right eye output, this is mostly used internally when rendering the image "
"for the right eye and obtaining positioning and projection information."
msgstr ""
+"La sortie de l'œil droit, c'est principalement utilisé à l'interne pour "
+"rendre l'image pour l'œil droit et obtenir des informations de "
+"positionnement et de projection."
#: doc/classes/ARVRInterface.xml
msgid "Tracking is behaving as expected."
@@ -9536,6 +10614,8 @@ msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
msgstr ""
+"Le suivi est gêné par un mouvement excessif (le joueur se déplace trop vite "
+"par rapport à ce que le suivi peut suivre)."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9548,12 +10628,16 @@ msgid ""
"We don't know the status of the tracking or this interface does not provide "
"feedback."
msgstr ""
+"Nous ne connaissons pas l'état du suivi, ou alors cette interface ne fournit "
+"aucune indication."
#: doc/classes/ARVRInterface.xml
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
msgstr ""
+"Le suivi n'est pas fonctionnel (la caméra n'est pas branchée ou cachée, les "
+"lumières sont éteintes, etc.)."
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
#, fuzzy
@@ -9586,6 +10670,21 @@ msgid ""
"be a child node of this car. Or, if you're implementing a teleport system to "
"move your character, you should change the position of this node."
msgstr ""
+"C'est un nœud spécial dans le système AR/VR qui cartographie l'emplacement "
+"physique du centre de notre espace de suivi à l'emplacement virtuel dans "
+"notre monde de jeu.\n"
+"Il ne devrait y avoir qu'un de ces nœuds dans votre scène et vous devez en "
+"avoir un. Tous les nœuds ARVRCamera, ARVRController et ARVRAnchor devraient "
+"être des enfants directs de ce nœud pour que le suivi spatial fonctionne "
+"correctement.\n"
+"C'est la position de ce nœud que vous mettez à jour lorsque votre personnage "
+"a besoin de passer à travers votre monde de jeu alors qu'il ne se déplace "
+"pas dans le monde réel. Le mouvement dans le monde réel est toujours en "
+"relation avec ce point d'origine.\n"
+"Par exemple, si votre personnage conduit une voiture, le nœud ARVROrigin "
+"devrait être un nœud enfant de cette voiture. Ou, si vous appliquez un "
+"système de téléportation pour déplacer votre personnage, vous devriez "
+"changer la position de ce nœud."
#: doc/classes/ARVROrigin.xml
msgid ""
@@ -9593,6 +10692,9 @@ msgid ""
"assume a scale of 1 game world unit = 1 real world meter.\n"
"[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself."
msgstr ""
+"Vous permet d'ajuster l'échelle à vos unités de votre game. La plupart des "
+"plateformes AR/VR assument une échelle de 1 unité jeu = 1 mètre réel.\n"
+"[b]Note :[/b] Cette méthode est un passage direct au [ARVRServer]."
#: doc/classes/ARVRPositionalTracker.xml
msgid "A tracked object."
@@ -9611,18 +10713,33 @@ msgid ""
"hood objects that make this all work. These are mostly exposed so that "
"GDNative-based interfaces can interact with them."
msgstr ""
+"Une instance de cet objet représente un dispositif qui est suivi, comme un "
+"contrôleur ou un point d'ancrage. Les HMD ne sont pas représentés ici car "
+"ils sont gérés en interne.\n"
+"Comme les contrôleurs sont activés et que l'interface AR/VR les détecte, les "
+"instances de cet objet sont automatiquement ajoutées à cette liste d'objets "
+"de suivi actifs et sont accessibles via [ARVRServer].\n"
+"Les [ARVRController] et [ARVRAnchor] consomment tous deux des objets de ce "
+"type et doivent être utilisés dans votre projet. Les suivant de position "
+"sont juste des objets en interne qui font fonctionner cela. Ceux-ci sont "
+"généralement exposés de sorte que les interfaces basées sur GDNative "
+"puissent interagir avec eux."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"Returns the hand holding this tracker, if known. See [enum TrackerHand] "
"constants."
msgstr ""
+"Retourne la main tenant ce traqueur, si connu. Voir les constantes [enum "
+"TrackerHand]."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"If this is a controller that is being tracked, the controller will also be "
"represented by a joystick entry with this ID."
msgstr ""
+"Si c'est un contrôleur qui est suivi, le contrôleur sera également "
+"représenté par une entrée de joystick avec cet identifiant."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
@@ -9631,7 +10748,7 @@ msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the controller or anchor point's name if available."
-msgstr ""
+msgstr "Retourne le nom du contrôleur ou du point d'ancrage, si disponible."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the controller's orientation matrix."
@@ -9647,18 +10764,23 @@ msgid ""
"tracker type and matches the ID you need to specify for nodes such as the "
"[ARVRController] and [ARVRAnchor] nodes."
msgstr ""
+"Retourne l'identifiant de suivi interne. Cet identifiant est unique au "
+"suiveur et correspond à l'identifiant que vous devez spécifier pour les "
+"nœuds tels que les nœuds [ARVRController] et [ARVRAnchor]."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks orientation."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'appareil détecte l'orientation."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks position."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'appareil détecte la position."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the transform combining this device's orientation and position."
msgstr ""
+"Retourne la transformation combinant l'orientation et la position de "
+"l'appareil."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the tracker's type."
@@ -9672,15 +10794,15 @@ msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "The hand this tracker is held in is unknown or not applicable."
-msgstr ""
+msgstr "La main de ce traqueur est inconnue ou sa valeur est invalide."
#: doc/classes/ARVRPositionalTracker.xml
msgid "This tracker is the left hand controller."
-msgstr ""
+msgstr "Ce tracker est la manette de la main gauche."
#: doc/classes/ARVRPositionalTracker.xml
msgid "This tracker is the right hand controller."
-msgstr ""
+msgstr "Ce tracker est la manette de la main droite."
#: doc/classes/ARVRServer.xml
msgid "Server for AR and VR features."
@@ -9696,13 +10818,15 @@ msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Registers an [ARVRInterface] object."
-msgstr ""
+msgstr "Enregistre un objet [ARVRInterface]."
#: doc/classes/ARVRServer.xml
msgid ""
"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
"real space."
msgstr ""
+"Enregistre un nouveau [ARVRPositionalTracker] qui suit un emplacement "
+"spatial dans l'espace réel."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9726,11 +10850,33 @@ msgid ""
"button on a controller for a short period of time, or when implementing a "
"teleport mechanism."
msgstr ""
+"C'est une fonction importante qu'il faut comprendre correctement. Les plates-"
+"formes AR et VR gèrent les positions légèrement différemment.\n"
+"Pour les plateformes qui n'offrent pas de suivi spatial, notre point "
+"d'origine (0,0,0) est l'emplacement de notre HMD, mais vous avez peu de "
+"contrôle sur la direction que le joueur fait face dans le monde réel.\n"
+"Pour les plateformes qui offrent un suivi spatial, notre point d'origine "
+"dépend beaucoup du système. Pour OpenVR, notre point d'origine est "
+"généralement le centre de l'espace de suivi, au sol. Pour d'autres plates-"
+"formes, il s'agit souvent de l'emplacement de la caméra de suivi.\n"
+"Cette méthode vous permet de centrer votre traceur sur l'emplacement du HMD. "
+"Il prendra l'emplacement actuel de l'HMD et l'utilisera pour ajuster toutes "
+"vos données de suivi ; c'est-à-dire réaligner le monde réel à la position "
+"actuelle de votre joueur dans le monde du jeu.\n"
+"Pour que cette méthode produise des résultats utilisables, des informations "
+"de suivi doivent être disponibles. Cela prend souvent quelques trames après "
+"le démarrage de votre jeu.\n"
+"Vous devriez appeler cette méthode après quelques secondes. Par exemple, "
+"lorsque l'utilisateur demande un réalignement de l'écran tenant un bouton "
+"désigné sur un contrôleur pendant une courte période, ou lors de la mise en "
+"œuvre d'un mécanisme de téléportation."
#: doc/classes/ARVRServer.xml
msgid ""
"Clears our current primary interface if it is set to the provided interface."
msgstr ""
+"Efface notre actuelle interface principale si elle est définie pour "
+"l'interface donnée."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9738,6 +10884,9 @@ msgid ""
"capabilities of an AR/VR platform, you can find the interface for that "
"platform by name and initialize it."
msgstr ""
+"Trouve une interface par son nom. Par exemple, si votre projet utilise des "
+"capacités d'une plateforme AR/VR, vous pouvez trouver l'interface pour cette "
+"plate-forme par son nom et ensuite l'initialiser."
#: doc/classes/ARVRServer.xml
msgid "Returns the primary interface's transformation."
@@ -9758,6 +10907,11 @@ msgid ""
"try to initialize each interface and use the first one that returns "
"[code]true[/code]."
msgstr ""
+"Retourne le nombre d'interfaces actuellement enregistrées avec le serveur AR/"
+"VR. Si votre projet prend en charge plusieurs plateformes AR/VR, vous pouvez "
+"lister les interfaces disponibles, et présenter à l'utilisateur une "
+"sélection ou simplement essayer d'initialiser chaque interface et utiliser "
+"la première interface qui retourne [code]true[/code]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9772,6 +10926,9 @@ msgid ""
"the AR/VR eyes to [VisualServer]. The value comes from an internal call to "
"[method OS.get_ticks_usec]."
msgstr ""
+"Retourne l'horodatage absolu (en μs) de la dernière mise à jour des yeux AR/"
+"VR du [ARVRServer] envoyée au [VisualServer]. La valeur est récupérée via un "
+"appel interne à [method OS.get_ticks_usec]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9779,6 +10936,9 @@ msgid ""
"difference between [method get_last_commit_usec] and [method "
"get_last_process_usec] when committing."
msgstr ""
+"Retourne la durée (en μs) de la dernière trame. Ceci est calculé comme la "
+"différence entre [method get_last_commit_usec] et [method "
+"get_last_process_usec] lorsque vous commettez."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9786,6 +10946,9 @@ msgid ""
"callback. The value comes from an internal call to [method OS."
"get_ticks_usec]."
msgstr ""
+"Retourne l'horodatage absolu (en μs) du dernier appel de mise à jour du "
+"[ARVRServer]. La valeur vient est récupérée via un appel interne à [method "
+"OS.get_ticks_usec]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9806,19 +10969,20 @@ msgid "Removes this interface."
msgstr "Supprime cette interface."
#: doc/classes/ARVRServer.xml
-#, fuzzy
msgid "Removes this positional tracker."
-msgstr "Renvoie le traqueur de position à l'identification donnée."
+msgstr "Supprime ce traqueur de position."
#: doc/classes/ARVRServer.xml
msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
-msgstr ""
+msgstr "La [ARVRInterface] actuellement connectée à ce [ARVRServer]."
#: doc/classes/ARVRServer.xml
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter."
msgstr ""
+"Vous permet d'ajuster l'échelle des unités de votre jeu. La plupart des "
+"plateformes AR/VR assument une échelle de 1 unité de jeu = 1 mètre réel."
#: doc/classes/ARVRServer.xml
msgid "Emitted when a new interface has been added."
@@ -9835,6 +10999,10 @@ msgid ""
"important to react to this signal to add the appropriate [ARVRController] or "
"[ARVRAnchor] nodes related to this new tracker."
msgstr ""
+"Émis quand un nouveau suiveur a été ajouté. Si vous n'utilisez pas un nombre "
+"fixe de contrôleurs ou si vous utilisez [ARVRAnchor] pour une solution AR, "
+"il est important de réagir à ce signal pour ajouter les nœuds appropriés "
+"[ARVRController] ou [ARVRAnchor] liés à ce nouveau suiveur."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9844,6 +11012,11 @@ msgid ""
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
+"Émis quand une suiveur est retiré. Vous devez supprimer tout "
+"[ARVRController] ou [ARVRAnchor] si nécessaire. Ce n'est pas non plus "
+"obligatoire, les nœuds deviennent tout simplement inactifs et seront de "
+"nouveau actifs lorsqu'un nouveau suiveur sera disponible (quand un nouveau "
+"contrôleur activé prendra la place du précédent)."
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a controller."
@@ -9901,8 +11074,9 @@ msgstr ""
"position du joueur."
#: doc/classes/AspectRatioContainer.xml
+#, fuzzy
msgid "Container that preserves its child controls' aspect ratio."
-msgstr ""
+msgstr "Un conteneur qui préserve le ratio d'aspect des contrôles enfants."
#: doc/classes/AspectRatioContainer.xml
msgid ""
@@ -9911,6 +11085,21 @@ msgid ""
"the container size is dynamic and the contents' size needs to adjust "
"accordingly without losing proportions."
msgstr ""
+"Arrange les contrôles enfants pour préserver automatiquement leur aspect "
+"lorsque le conteneur est redimensionné. Résout le problème où la taille du "
+"conteneur est dynamique et la taille du contenu doit s'adapter en "
+"conséquence sans perdre ses proportions."
+
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+#, fuzzy
+msgid "GUI containers"
+msgstr "Conteneur à onglets."
#: doc/classes/AspectRatioContainer.xml
#, fuzzy
@@ -9930,19 +11119,23 @@ msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid "The stretch mode used to align child controls."
-msgstr ""
+msgstr "Le mode d'étirement utilisé pour aligner les contrôles enfants."
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The height of child controls is automatically adjusted based on the width of "
"the container."
msgstr ""
+"La hauteur des contrôles enfants seront automatiquement ajusté en fonction "
+"de la largeur du conteneur."
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The width of child controls is automatically adjusted based on the height of "
"the container."
msgstr ""
+"La largeur des contrôles enfants seront automatiquement ajusté en fonction "
+"de la hauteur du conteneur."
#: doc/classes/AspectRatioContainer.xml
msgid ""
@@ -9959,6 +11152,12 @@ msgid ""
"and [member Control.rect_clip_content] is enabled, this allows to show only "
"the container's area restricted by its own bounding rectangle."
msgstr ""
+"La largeur et la hauteur des contrôles enfants sont automatiquement ajustées "
+"pour que leur rectangle englobant recouvre toute la zone du conteneur tout "
+"en gardant le même aspect.\n"
+"Lorsque le rectangle englobant des contrôles d'enfants dépasse la taille du "
+"conteneur et que [member Control.rect_clip_content] est activé, cela permet "
+"de limiter la visibilité à seulement la taille du conteneur."
#: doc/classes/AspectRatioContainer.xml
#, fuzzy
@@ -9967,9 +11166,8 @@ msgid ""
msgstr "Aligne les enfants avec le début du conteneur."
#: doc/classes/AspectRatioContainer.xml
-#, fuzzy
msgid "Aligns child controls with the center of the container."
-msgstr "Aligne les enfants avec le centre du conteneur."
+msgstr "Aligne les contrôles enfants au centre du conteneur."
#: doc/classes/AspectRatioContainer.xml
#, fuzzy
@@ -9977,7 +11175,6 @@ msgid "Aligns child controls with the end (right or bottom) of the container."
msgstr "Aligne les enfants avec le centre du conteneur."
#: doc/classes/AStar.xml
-#, fuzzy
msgid ""
"An implementation of A* to find the shortest paths among connected points in "
"space."
@@ -10028,12 +11225,58 @@ msgid ""
"[code]1.0[/code], then this equals the sum of Euclidean distances of all "
"segments in the path."
msgstr ""
+"A* (A star) est un algorithme informatique qui est largement utilisé dans le "
+"cheminement et la traversée du graph, le processus de traçage des chemins "
+"courts parmi les sommets (points) passant par un ensemble donné de bords "
+"(segments). Il profite d'une utilisation généralisée en raison de sa "
+"performance et de sa précision. L'implémentation dans Godot de A* utilise "
+"par défaut des points dans un espace tridimensionnel et des distances "
+"euclidiennes.\n"
+"Vous devez ajouter des points manuellement avec [method add_point] et créer "
+"des segments manuellement avec [method connect_points]. Ensuite, vous pouvez "
+"tester s'il y a un chemin entre deux points avec la fonction [method "
+"are_points_connected], obtenir un chemin contenant des indices par [method "
+"get_id_path], ou un contenant des coordonnées réelles avec [method "
+"get_point_path].\n"
+"Il est également possible d'utiliser des distances non éuclidiennes. Pour ce "
+"faire, créez une classe qui hérite de [code]AStar[/code] et surchargez les "
+"méthodes [method compute_cost] et [method estimate_cost]. Prenez deux "
+"indices et retournez une longueur, comme le montre l'exemple suivant.\n"
+"[codeblock]\n"
+"clas MyAStar:\n"
+" extends AStar\n"
+"\n"
+" func _compute_cost(u, v):\n"
+" return abs(u - v)\n"
+"\n"
+" func _estimate_cost(u, v):\n"
+" return min(0, abs(u - v) - 1)\n"
+"[/codeblock]\n"
+"[method estimate_cost] doit retourne la valeur minimale de la distance, soit "
+"[code]_estimate_cost(u, v) <= compute_cost(u, v)[/code]. Cela sert d'indice "
+"pour l'algorithme la méthode [code]_compute_cost[/code] peut être longue à "
+"calculer. Si ce n'est pas le cas, utilisez [method estimate_cost] pour "
+"retourner la même valeur que [method compute_cost] pour fournir à "
+"l'algorithme les informations les plus précises.\n"
+"Si les méthodes par défaut [method estimate_cost] et [method compute_cost] "
+"sont utilisées, ou si la méthode [method estimate_cost] fournie retourne une "
+"limite inférieure du coût du chemin, les chemins retournés par A* seront les "
+"chemins les moins coûteux. Ici, le coût d'un chemin correspond à la somme "
+"des résultats [méthode compute_cost] de tous les segments dans le chemin "
+"multiplié par le [code]weight_scale[/code] des paramètres de fin des "
+"segments respectifs. Si les méthodes par défaut sont utilisées et que le "
+"[code]weight_scale[/code] de tous les points est [code]1.0[/code], ça "
+"correspond à la somme des distances euclidiennes de tous les segments du "
+"chemin."
#: doc/classes/AStar.xml
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [code]AStar[/code] class."
msgstr ""
+"Appelé lors du calcul du coût entre deux points connectés.\n"
+"À noter que cette fonction est masqué dans la classe [code]AStar[/code] par "
+"défaut."
#: doc/classes/AStar.xml
msgid ""
@@ -10041,12 +11284,15 @@ msgid ""
"point.\n"
"Note that this function is hidden in the default [code]AStar[/code] class."
msgstr ""
+"Appelé lors du calcul du coût entre un point et le dernier du chemin.\n"
+"À noter que cette fonction est masqué dans la classe [code]AStar[/code] par "
+"défaut."
#: doc/classes/AStar.xml
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10060,6 +11306,21 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
+"Ajouter un nouveau point à la position spécifiée avec l'identifiant donné. "
+"L'identifiant [code]id[/code] doit être supérieur ou égal à 0, et le facteur "
+"[code]weight_scale[/code] doit être 0.0 ou supérieur.\n"
+"Le facteur [code]weight_scale[/code] est multiplié par le résultat de "
+"[method _compute_cost] pour déterminer le coût global d'une traversée d'un "
+"segment depuis un voisin jusqu'à ce point. Alors, si la distance est la "
+"même, l'algorithme préfèrera les points avec le facteur de poids "
+"[code]weight_scale[/code] le plus bas pour construire le chemin.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 0, 0), 4) # Ajoute le point (1, 0, 0) avec le "
+"\"weight_scale\" à 4 et l'identifiant 1\n"
+"[/codeblock]\n"
+"Si un point existe déjà pour l'identifiant [code]id[/code] donné, sa "
+"position et sont facteur de poids seront mis à jour avec la valeur donnée."
#: doc/classes/AStar.xml
msgid ""
@@ -10067,6 +11328,10 @@ msgid ""
"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
+"Retourne si les deux points donnés sont directement reliés par un segment. "
+"Si [code]bidirectionnel[/code] est [code]false[/code], retourne si le "
+"mouvement d'identifiant [code]id[/code] vers l'autre identifiant "
+"[code]to_id[/code] est possible par ce segment."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Clears all the points and segments."
@@ -10084,17 +11349,32 @@ msgid ""
"astar.connect_points(1, 2, false)\n"
"[/codeblock]"
msgstr ""
+"Crée un segment entre les points donnés. Si [code]bidirectional[/code] est "
+"[code]false[/code], seuls les mouvements de [code]id[/code] vers "
+"[code]to_id[/code] sera autorisés, et non dans le sens inverse.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 1, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
"code] is prevented, and a unidirectional segment possibly remains."
msgstr ""
+"Supprime le segment entre les points donnés. Si [code]bidirectionnel[/code] "
+"est [code]false[/code], seul le mouvement de l'identifiant [code]id[/code] "
+"vers l'autre identifiant [code]to_id[/code] est bloqué, et un segment "
+"unidirectionnel peut rester."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns the next available point ID with no point associated to it."
msgstr ""
+"Retourne l'identifiant du point disponible suivant avec aucun point lui "
+"étant associé."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10105,6 +11385,12 @@ msgid ""
"the one with the smallest ID will be returned, ensuring a deterministic "
"result."
msgstr ""
+"Retourne l'identifiant du point le plus proche de [code]to_position[/code], "
+"en prenant en compte les points désactivés en option. Retourne [code]-1[/"
+"code] s'il n'y a pas de points dans l'ensemble de points.\n"
+"[b]Note :[/b] Si plusieurs points sont proches de [code]to_position[/code], "
+"celui avec le plus petit identifiant sera retourné, permettant d'obtenir un "
+"résultat déterministe."
#: doc/classes/AStar.xml
msgid ""
@@ -10121,6 +11407,18 @@ msgid ""
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
+"Retourne la position la plus proche de [code]to_position[/code] qui est dans "
+"un segment entre deux points connectés.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Retourne "
+"(0, 3, 0)\n"
+"[/codeblock]\n"
+"Le résultat est dans le segment qui va de [code]y = 0[/code] à [code]y = 5[/"
+"code]. C'est la position la plus proche dans le segment du point donné."
#: doc/classes/AStar.xml
msgid ""
@@ -10145,12 +11443,34 @@ msgid ""
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
+"Retourne un tableau avec les identifiants des points qui forment le chemin "
+"trouvé par AStar entre les points donnés. Le tableau est dans l'ordre du "
+"point de départ de celui de l'arrivée.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0), 1) # Le poids par défaut est 1\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Retourne [1, 2, 3]\n"
+"[/codeblock]\n"
+"Si vous changez le poids du deuxième point à 3, alors le résultat sera "
+"plutôt [code][1, 4, 3][/code], parce que même si la distance est plus "
+"grande, c'est plus \"facile\" d'aller au point 4 qu'au point 2."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [code]reserve_space[/code]."
msgstr ""
+"Retourne la capacité de la structure qui garde les points en cache, utile "
+"avec [code]reserve_space[/code]."
#: doc/classes/AStar.xml
msgid ""
@@ -10169,10 +11489,24 @@ msgid ""
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/codeblock]"
msgstr ""
+"Retourne un tableau d'identifiants des points qui forment une connexion avec "
+"le point spécifié.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0))\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Retourne [2, 3]\n"
+"[/codeblock]"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns the number of points currently in the points pool."
-msgstr ""
+msgstr "Retourne le nombre de points actuellement dans le tas de points."
#: doc/classes/AStar.xml
msgid ""
@@ -10182,17 +11516,25 @@ msgid ""
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PoolVector3Array] and will print an error message."
msgstr ""
+"Retourne un tableau avec les points qui sont dans le chemin trouvé par AStar "
+"entre les points données. Le tableau est dans l'ordre du point de départ "
+"jusqu'au bout d'arrivée.\n"
+"[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un "
+"[Thread], elle retournera un [PoolVector3Array] vide et affichera un message "
+"d'erreur."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the position of the point associated with the given [code]id[/code]."
-msgstr ""
+msgstr "Retourne la position du point associé au [code]id[/code] spécifié."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the weight scale of the point associated with the given [code]id[/"
"code]."
msgstr ""
+"Retourne l'échelle de poids du point associé pour le [code]id[/code] "
+"spécifié."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns an array of all points."
@@ -10202,18 +11544,23 @@ msgstr "Retourne la liste des tous les points."
msgid ""
"Returns whether a point associated with the given [code]id[/code] exists."
msgstr ""
+"Retourne si un point associé avec l'identifiant [code]id[/code] existe."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
"points are enabled."
msgstr ""
+"Retourne si un point est désactivé ou non pour le calcul du chemin. Par "
+"défaut, tous les points sont activés."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Removes the point associated with the given [code]id[/code] from the points "
"pool."
msgstr ""
+"Retire le point associé à l'identifiant [code]id[/code] donné de la liste "
+"des points."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10221,6 +11568,9 @@ msgid ""
"you're adding a known large number of points at once, for a grid for "
"instance. New capacity must be greater or equals to old capacity."
msgstr ""
+"Réserve l'espace interne pour [code]num_nodes[/code] points, utile si vous "
+"voulez ajouter un grand nombre de points à la fois, pour une grille par "
+"exemple. La nouvelle capacité doit être supérieure ou égale à l'ancienne."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10232,6 +11582,8 @@ msgstr ""
msgid ""
"Sets the [code]position[/code] for the point with the given [code]id[/code]."
msgstr ""
+"Définit la [code]position[/code] du point avec l'identifiant [code]id[/code] "
+"spécifié."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10256,6 +11608,9 @@ msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [code]AStar2D[/code] class."
msgstr ""
+"Appelé lors du calcul du coût entre deux points connectés.\n"
+"À noter que cette fonction est masqué dans la classe [code]AStar2D[/code] "
+"par défaut."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10263,12 +11618,15 @@ msgid ""
"point.\n"
"Note that this function is hidden in the default [code]AStar2D[/code] class."
msgstr ""
+"Appelé lors du calcul du coût entre un point et le dernier du chemin.\n"
+"À noter que cette fonction est masqué dans la classe [code]AStar2D[/code] "
+"par défaut."
#: doc/classes/AStar2D.xml
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10282,10 +11640,33 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
+"Ajouter un nouveau point à la position spécifiée avec l'identifiant donné. "
+"L'identifiant [code]id[/code] doit être supérieur ou égal à 0, et le facteur "
+"[code]weight_scale[/code] doit être 0.0 ou supérieur.\n"
+"Le facteur [code]weight_scale[/code] est multiplié par le résultat de "
+"[method _compute_cost] pour déterminer le coût global d'une traversée d'un "
+"segment depuis un voisin jusqu'à ce point. Alors, si la distance est la "
+"même, l'algorithme préfèrera les points avec le facteur de poids "
+"[code]weight_scale[/code] le plus bas pour construire le chemin.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 0), 4) # Ajoute le point (1, 0) avec le "
+"\"weight_scale\" à 4 et l'identifiant 1\n"
+"[/codeblock]\n"
+"Si un point existe déjà pour l'identifiant [code]id[/code] donné, sa "
+"position et sont facteur de poids seront mis à jour avec la valeur donnée."
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+#, fuzzy
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
+"Retourne si les deux points donnés sont directement reliés par un segment. "
+"Si [code]bidirectionnel[/code] est [code]false[/code], retourne si le "
+"mouvement d'identifiant [code]id[/code] vers l'autre identifiant "
+"[code]to_id[/code] est possible par ce segment."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10299,10 +11680,15 @@ msgid ""
"astar.connect_points(1, 2, false)\n"
"[/codeblock]"
msgstr ""
-
-#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
+"Crée un segment entre les points donnés. Si [code]bidirectional[/code] est "
+"[code]false[/code], seuls les mouvements de [code]id[/code] vers "
+"[code]to_id[/code] sera autorisés, et non dans le sens inverse.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 1))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
#: doc/classes/AStar2D.xml
msgid ""
@@ -10319,6 +11705,18 @@ msgid ""
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
+"Retourne la position la plus proche de [code]to_position[/code] qui est à "
+"l'intérieur du segment entre deux points.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Retourne "
+"(0, 3)\n"
+"[/codeblock]\n"
+"Le résultat est un segment qui va de [code]y = 0[/code] à [code]y = 5[/"
+"code]. C'est la position la plus proche sur le segment du point donné."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10343,6 +11741,26 @@ msgid ""
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
+"Retourne un tableau avec les identifiants des points qui forment le chemin "
+"trouvé par AStar2D entre les points donnés. Le tableau est dans l'ordre du "
+"point de départ de celui de l'arrivée.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1), 1) # Le poids par défaut est 1\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Retourne [1, 2, 3]\n"
+"[/codeblock]\n"
+"Si vous changez le poids du deuxième point à 3, alors le résultat sera "
+"plutôt [code][1, 4, 3][/code], parce que même si la distance est plus "
+"grande, c'est plus \"facile\" d'aller au point 4 qu'au point 2."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10361,6 +11779,20 @@ msgid ""
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/codeblock]"
msgstr ""
+"Retourne un tableau avec les identifiants des points qui forment la "
+"connexion avec le point donné.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1))\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Retourne [2, 3]\n"
+"[/codeblock]"
#: doc/classes/AStar2D.xml
msgid ""
@@ -10370,11 +11802,18 @@ msgid ""
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PoolVector2Array] and will print an error message."
msgstr ""
+"Retourne un tableau avec les points qui sont dans le chemin trouvé par "
+"AStar2D entre les points données. Le tableau est dans l'ordre du point de "
+"départ jusqu'au bout d'arrivée.\n"
+"[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un "
+"[Thread], elle retournera un [PoolVector3Array] vide et affichera un message "
+"d'erreur."
#: doc/classes/AtlasTexture.xml
msgid ""
"Crops out one part of a texture, such as a texture from a texture atlas."
msgstr ""
+"Découpe une partie d'une texture, comme une texture d'une texture atlas."
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -10394,6 +11833,23 @@ msgid ""
"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
"when using an AtlasTexture."
msgstr ""
+"La ressource [Texture] qui ne continent qu'une partie de la texture [member "
+"atlas], définie par [member region]. Le principal usage est de découper des "
+"textures d'un atlas de texture, qui est un grand fichier de texture qui "
+"contient plusieurs textures plus petites. Ça consiste en une [Texture] pour "
+"le [member atlas], d'une [member region] qui définit la zone de [member "
+"atlas] à utiliser, et une [member margin] qui définit la largeur de la "
+"bordure autour.\n"
+"[AtlasTexture] ne peut pas être utilisé dans une [AnimatedTexture], ne peut "
+"pas être répéré dans les nœuds tels que [TextureRect], et ne fonctionne pas "
+"correctement si utilisé à l'intérieur d'autres [AtlasTexture]. Plusieurs "
+"[AtlasTexture] peuvent être utilisées pour découper plusieurs textures de "
+"l'atlas. L'utilisation d'un atlas de textures permet d'optimiser "
+"l'utilisation de la mémoire vidéo en limiter les appels par rapport à "
+"plusieurs petits fichiers.\n"
+"[b]Note :[/b] AtlasTextures ne supporte pas les répétition. Les options "
+"[constant Texture.FLAG_REPEAT] et [constant Texture.FLAG_MIRRORED_REPEAT] "
+"sont ignorés pour les AtlasTexture."
#: doc/classes/AtlasTexture.xml
#, fuzzy
@@ -10414,6 +11870,9 @@ msgid ""
"(\"w\" and \"h\" in the editor) resizes the texture so it fits within the "
"margin."
msgstr ""
+"La marge autour de la région. Le paramètre [membre Rect2.size] du [Rect2] "
+"(\"w\" et \"h\" dans l'éditeur) redimensionne la texture de sorte qu'elle "
+"correspond à cette marge."
#: doc/classes/AtlasTexture.xml
msgid "The AtlasTexture's used region."
@@ -10442,9 +11901,8 @@ msgstr ""
#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
#: doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio Mic Record Demo"
-msgstr "Démo de spectre audio"
+msgstr "Démo d'enregistrement du microphone"
#: doc/classes/AudioEffectAmplify.xml
msgid ""
@@ -10454,37 +11912,45 @@ msgstr ""
#: doc/classes/AudioEffectAmplify.xml
msgid "Increases or decreases the volume being routed through the audio bus."
-msgstr ""
+msgstr "Augmente ou diminue le volume passé au bus audio."
#: doc/classes/AudioEffectAmplify.xml
msgid ""
"Amount of amplification in decibels. Positive values make the sound louder, "
"negative values make it quieter. Value can range from -80 to 24."
msgstr ""
+"La quantité d'amplification en décibels. Les valeurs positives augmentent le "
+"son, les valeurs négatives le diminue. La valeur peut aller de -80 à 24 dB."
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid "Adds a band limit filter to the audio bus."
-msgstr ""
+msgstr "Ajouter un filtre limiteur de bande au bus audio."
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
+"Limite l'intensité des fréquences dans la gamme autour de [member "
+"AudioEffectFilter.cutoff_hz], et permet aux fréquences en dehors de cette "
+"gamme de passer."
#: doc/classes/AudioEffectBandPassFilter.xml
msgid "Adds a band pass filter to the audio bus."
-msgstr ""
+msgstr "Ajouter un passe-bande au bus audio."
#: doc/classes/AudioEffectBandPassFilter.xml
msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
+"Atténue les fréquences à l'intérieur de la gamme autour de [member "
+"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette "
+"gamme."
#: doc/classes/AudioEffectCapture.xml
msgid "Captures audio from an audio bus in real-time."
-msgstr ""
+msgstr "Capture l'audio depuis un bus audio en temps réel."
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -10493,22 +11959,22 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]a[/code] et [code]b[/code] sont "
-"approximativement égaux l'un à l'autre."
+"Retourne [code]true[/code] si au moins [code]frames[/code] audio peuvent "
+"être lues dans la mémoire en anneau interne."
#: doc/classes/AudioEffectCapture.xml
-#, fuzzy
msgid "Clears the internal ring buffer."
-msgstr "Efface la bibliothèque."
+msgstr "Efface la mémoire tampon interne en anneaux."
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -10518,6 +11984,11 @@ msgid ""
"samples if available, or an empty [PoolVector2Array] if insufficient data "
"was available."
msgstr ""
+"Retourne les prochains [code]frames[/code] d'échantillonnage audio de la "
+"mémoire interne en anneau.\n"
+"Retourne un [PoolVector2Array] contenant exactement [code]frames[/code] "
+"échantillons audio si disponible, ou un [PoolVector2Array] vide s'il n'y a "
+"pas assez de données disponibles."
#: doc/classes/AudioEffectCapture.xml
#, fuzzy
@@ -10529,6 +12000,8 @@ msgid ""
"Returns the number of audio frames discarded from the audio bus due to full "
"buffer."
msgstr ""
+"Retourne le nombre de trames audio perdue dans le bus audio parce que sa "
+"mémoire est pleine."
#: doc/classes/AudioEffectCapture.xml
#, fuzzy
@@ -10562,7 +12035,6 @@ msgid "The effect's raw signal."
msgstr "Le signal brut de l’effet."
#: doc/classes/AudioEffectChorus.xml
-#, fuzzy
msgid "The voice's cutoff frequency."
msgstr "La fréquence limite de la voix."
@@ -10617,6 +12089,21 @@ msgid ""
"- Accentuates transients by using a wider attack, making effects sound more "
"punchy."
msgstr ""
+"Le compresseur dynamique d'intensité réduit le niveau du son lorsque le "
+"volume dépasse un certain seuil de décibels. L'une des principales "
+"utilisations d'un compresseur est d'augmenter la gamme dynamique en essayant "
+"de saturer le moins possible le son (quand le son dépasse 0dB).\n"
+"Le compresseur a de nombreuses utilisations dans les mélanges :\n"
+"- Dans le bus \"Master\" pour compresser toute la sortie (même si un "
+"[AudioEffectLimiter] est souvent plus adapté).\n"
+"- Dans les canaux de voix pour s'assurer qu'ils sonnent aussi équilibré que "
+"possible.\n"
+"- Pour le \"Sidechained\". Cela peut réduire le niveau de son enchaînement "
+"avec un autre bus audio pour la détection des seuils. Cette technique est "
+"courante dans le jeu vidéo se mélangeant au niveau de la musique et SFX "
+"tandis que les voix sont entendues.\n"
+"- Accentue les transitions en utilisant une attaque plus grande, rendant les "
+"effets sonores plus percutants."
#: doc/classes/AudioEffectCompressor.xml
msgid ""
@@ -10640,22 +12127,32 @@ msgid ""
"level. The higher the ratio, the more the loud parts of the audio will be "
"compressed. Value can range from 1 to 48."
msgstr ""
+"La quantité de compression appliquée à l'audio après avoir franchi le seuil. "
+"Plus le rapport est élevé, plus les parties hautes de l'audio seront "
+"comprimées. La valeur peut aller de 1 à 48."
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"Compressor's delay time to stop reducing the signal after the signal level "
"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
msgstr ""
+"Le retard du compresseur avant d'arrêter de réduire le signal après que le "
+"niveau de signal sous le seuil, en millisecondes. La valeur peut aller de 20 "
+"à 2000."
#: doc/classes/AudioEffectCompressor.xml
msgid "Reduce the sound level using another audio bus for threshold detection."
msgstr ""
+"Réduit le niveau sonore en utilisant un autre bus audio pour détecter les "
+"seuils."
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"The level above which compression is applied to the audio. Value can range "
"from -60 to 0."
msgstr ""
+"Le niveau au-dessus duquel la compression est appliquée à l'audio. La valeur "
+"peut aller de -60 à 0."
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -10663,6 +12160,9 @@ msgid ""
"period of time.\n"
"Two tap delay and feedback options."
msgstr ""
+"Ajoute un effet audio de retard à un bus audio. Joue le signal d'entrée "
+"après une période de temps.\n"
+"Deux options de retard et de rétroaction."
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -10671,6 +12171,10 @@ msgid ""
"echo. Delay effects range from a subtle echo effect to a pronounced blending "
"of previous sounds with new sounds."
msgstr ""
+"Joue le signal d'entrée après une période de temps. Le signal retardé peut "
+"être joué plusieurs fois pour créer un écho qui s'amortit dans le temps. Les "
+"effets de retard vont d'un subtil écho à un mélange prononcé de sons "
+"précédents avec les nouveaux sons."
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -10709,6 +12213,8 @@ msgid ""
"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
+"La position gauche-droite pour [code]tap1[/code]. La valeur peut aller de -1 "
+"(complètement à gauche) à 1 (complètement à droite)."
#: doc/classes/AudioEffectDelay.xml
msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
@@ -10727,6 +12233,8 @@ msgid ""
"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
+"La position gauche-droite pour [code]tap2[/code]. La valeur peut aller de -1 "
+"(complètement à gauche) à 1 (complètement à droite)."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -10747,17 +12255,19 @@ msgstr ""
#: doc/classes/AudioEffectHighShelfFilter.xml
#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
msgid "Audio buses"
-msgstr ""
+msgstr "Bus audio"
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
-msgstr ""
+msgstr "L'intensité de la distorsion. Cette valeur est comprise entre 0 et 1."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
+"Le filtre passe-haut, en Hz. Les fréquences supérieures à cette valeur ne "
+"seront pas affectées par la distorsion. La valeur peut aller de 1 à 20000 Hz."
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion type."
@@ -10768,12 +12278,16 @@ msgid ""
"Increases or decreases the volume after the effect. Value can range from -80 "
"to 24."
msgstr ""
+"Augmente ou diminue le volume sonore après l'application de l'effet. La "
+"valeur peut aller de -80 à 24 dB."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Increases or decreases the volume before the effect. Value can range from "
"-60 to 60."
msgstr ""
+"Augmente ou diminue le volume sonore avant l'application de l'effet. La "
+"valeur peut aller de -60 à 60 dB."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -10786,6 +12300,8 @@ msgid ""
"Low-resolution digital distortion effect. You can use it to emulate the "
"sound of early digital audio devices."
msgstr ""
+"Effet de distorsion numérique à basse résolution. Vous pouvez l'utiliser "
+"pour émuler le son des tous premiers périphériques audio numériques."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -10817,7 +12333,7 @@ msgstr ""
#: doc/classes/AudioEffectEQ.xml
msgid "Returns the number of bands of the equalizer."
-msgstr ""
+msgstr "Retourne le nombre de bandes dans l'égaliseur."
#: doc/classes/AudioEffectEQ.xml
msgid "Returns the band's gain at the specified index, in dB."
@@ -10833,6 +12349,9 @@ msgid ""
"over frequencies from 31 Hz to 16000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
+"Ajoute un effet audio d'égaliseur de 10 bandes à un bus audio. Vous donne le "
+"contrôle des fréquences de 31 Hz à 16000 Hz.\n"
+"Chaque fréquence peut être modulée entre -60/+24 dB."
#: doc/classes/AudioEffectEQ10.xml
msgid ""
@@ -10849,6 +12368,18 @@ msgid ""
"Band 10: 16000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
msgstr ""
+"Bandes de fréquence :\n"
+"Bande 1 : 31 Hz\n"
+"Bande 2 : 62 Hz\n"
+"Bande 3 : 125 Hz\n"
+"Bande 4 : 250 Hz\n"
+"Bande 5 : 500 Hz\n"
+"Bande 6 : 1000 Hz\n"
+"Bande 7 : 2000 Hz\n"
+"Bande 8 : 4000 Hz\n"
+"Bande 9 : 8000 Hz\n"
+"Bande 10 : 16000 Hz\n"
+"Voir aussi [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
#: doc/classes/AudioEffectEQ21.xml
msgid ""
@@ -10856,6 +12387,9 @@ msgid ""
"over frequencies from 22 Hz to 22000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
+"Ajoute un effet audio d'égaliseur de 21 bandes à un bus audio. Vous donne le "
+"contrôle des fréquences de 22 Hz à 22000 Hz.\n"
+"Chaque fréquence peut être modulée entre -60/+24 dB."
#: doc/classes/AudioEffectEQ21.xml
msgid ""
@@ -10883,6 +12417,29 @@ msgid ""
"Band 21: 22000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
msgstr ""
+"Bandes de fréquence :\n"
+"Bande 1 : 22 Hz\n"
+"Bande 2 : 32 Hz\n"
+"Bande 3 : 44 Hz\n"
+"Bande 4 : 63 Hz\n"
+"Bande 5 : 90 Hz\n"
+"Bande 6 : 125 Hz\n"
+"Bande 7 : 175 Hz\n"
+"Bande 8 : 250 Hz\n"
+"Bande 9 : 350 Hz\n"
+"Bande 10 : 500 Hz\n"
+"Bande 11 : 700 Hz\n"
+"Bande 12 : 1000 Hz\n"
+"Bande 13 : 1400 Hz\n"
+"Bande 14 : 2000 Hz\n"
+"Bande 15 : 2800 Hz\n"
+"Bande 16 : 4000 Hz\n"
+"Bande 17 : 5600 Hz\n"
+"Bande 18 : 8000 Hz\n"
+"Bande 19 : 11000 Hz\n"
+"Bande 20 : 16000 Hz\n"
+"Bande 21 : 22000 Hz\n"
+"Voir aussi [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
#: doc/classes/AudioEffectEQ6.xml
msgid ""
@@ -10890,6 +12447,9 @@ msgid ""
"frequencies from 32 Hz to 10000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
+"Ajoute un effet audio d'égaliseur de 6 bandes à un bus audio. Vous donne le "
+"contrôle des fréquences de 32 Hz à 10000 Hz.\n"
+"Chaque fréquence peut être modulée entre -60/+24 dB."
#: doc/classes/AudioEffectEQ6.xml
msgid ""
@@ -10902,23 +12462,30 @@ msgid ""
"Band 6: 10000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
msgstr ""
+"Bandes de fréquence :\n"
+"Bande 1 : 32 Hz\n"
+"Bande 2 : 100 Hz\n"
+"Bande 3 : 320 Hz\n"
+"Bande 4 : 1000 Hz\n"
+"Bande 5 : 3200 Hz\n"
+"Bande 6 : 10000 Hz\n"
+"Voir aussi [AudioEffectEQ], [AudioEffectEQ10] et [AudioEffectEQ21]."
#: doc/classes/AudioEffectFilter.xml
msgid "Adds a filter to the audio bus."
-msgstr ""
+msgstr "Ajoute un filtre au bus audio."
#: doc/classes/AudioEffectFilter.xml
msgid "Allows frequencies other than the [member cutoff_hz] to pass."
-msgstr ""
+msgstr "Autorise les fréquences autres que [membre cutoff_hz] à passer."
#: doc/classes/AudioEffectFilter.xml
msgid "Threshold frequency for the filter, in Hz."
-msgstr ""
+msgstr "Le fréquence seuil pour le filtre, en Hz."
#: doc/classes/AudioEffectFilter.xml
-#, fuzzy
msgid "Gain amount of the frequencies after the filter."
-msgstr "Valeur du gain de fréquences après le filtre."
+msgstr "La valeur du gain de fréquences après le filtre."
#: doc/classes/AudioEffectFilter.xml
#, fuzzy
@@ -10928,17 +12495,21 @@ msgstr ""
#: doc/classes/AudioEffectHighPassFilter.xml
msgid "Adds a high-pass filter to the Audio Bus."
-msgstr ""
+msgstr "Ajouter un filtre passe-haut au bus audio."
#: doc/classes/AudioEffectHighPassFilter.xml
msgid ""
"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
"allows higher frequencies to pass."
msgstr ""
+"Supprime les fréquences inférieures à [member AudioEffectFilter.cutoff_hz] "
+"et laisse passer les fréquences supérieures."
#: doc/classes/AudioEffectHighShelfFilter.xml
msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
msgstr ""
+"Réduit toutes les fréquences au-dessus de [member AudioEffectFilter."
+"cutoff_hz]."
#: doc/classes/AudioEffectLimiter.xml
msgid "Adds a soft-clip limiter audio effect to an Audio bus."
@@ -10953,6 +12524,13 @@ msgid ""
"and progressively increases its effect as the input level increases such "
"that the threshold is never exceeded."
msgstr ""
+"Un limiteur est semblable à un compresseur, mais il est moins flexible et "
+"conçu pour limiter le son au delà d'un certain seuil de décibels donné. "
+"L'ajout d'un limiteur dans le bus \"Master\" est toujours recommandé pour "
+"réduire les effets de la coupure.\n"
+"La coupure douce commence à réduire les pics un peu en dessous du seuil et "
+"augmente progressivement son effet puisque le niveau d'entrée augmente de "
+"sorte que le seuil n'est jamais dépassé."
#: doc/classes/AudioEffectLimiter.xml
msgid ""
@@ -10974,17 +12552,21 @@ msgstr ""
#: doc/classes/AudioEffectLowPassFilter.xml
msgid "Adds a low-pass filter to the Audio bus."
-msgstr ""
+msgstr "Ajouter un filtre passe-bas au bus audio."
#: doc/classes/AudioEffectLowPassFilter.xml
msgid ""
"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
"allows lower frequencies to pass."
msgstr ""
+"Supprime les fréquences supérieures à [member AudioEffectFilter.cutoff_hz] "
+"et laisse passer les fréquences inférieures."
#: doc/classes/AudioEffectLowShelfFilter.xml
msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
msgstr ""
+"Réduit tous les fréquences en-dessous de [member AudioEffectFilter."
+"cutoff_hz]."
#: doc/classes/AudioEffectNotchFilter.xml
msgid "Adds a notch filter to the Audio bus."
@@ -10995,19 +12577,28 @@ msgid ""
"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
"cutoff_hz] and cuts frequencies outside of this range."
msgstr ""
+"Atténue les fréquences dans une bande étroite autour du [member "
+"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette "
+"gamme."
#: doc/classes/AudioEffectPanner.xml
msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
msgstr ""
+"Ajoute un effet audio de balance à un bus audio. Balance les sons à gauche "
+"ou à droite."
#: doc/classes/AudioEffectPanner.xml
msgid ""
"Determines how much of an audio signal is sent to the left and right buses."
msgstr ""
+"Détermine quelle quantité d'un signal audio est envoyé aux bus de gauche et "
+"de droite."
#: doc/classes/AudioEffectPanner.xml
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
msgstr ""
+"La balance gauche/droite. La valeur peut aller de -1 (uniquement à gauche) à "
+"1 (uniquement à droite)."
#: doc/classes/AudioEffectPhaser.xml
msgid ""
@@ -11015,6 +12606,9 @@ msgid ""
"Combines the original signal with a copy that is slightly out of phase with "
"the original."
msgstr ""
+"Ajoute un effet audio de phaseur à un bus audio.\n"
+"Combine le signal original avec une copie de l'original légèrement hors "
+"phase."
#: doc/classes/AudioEffectPhaser.xml
msgid ""
@@ -11071,6 +12665,11 @@ msgid ""
"this higher latency are especially noticeable on sounds that have sudden "
"amplitude changes."
msgstr ""
+"La taille de la mémoire de la [url=https://fr.wikipedia.org/wiki/"
+"Transformation_de_Fourier_rapide]Transformation de Fourier rapide[/url]. Les "
+"valeurs plus élevées lissent l'effet dans le temps, mais ont une plus grande "
+"latence. Cette latence sera bien plus visible sur les sons qui changent "
+"soudainement."
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
@@ -11078,6 +12677,10 @@ msgid ""
"are more demanding on the CPU and may cause audio cracking if the CPU can't "
"keep up."
msgstr ""
+"Le facteur de suréchantillonnage à utiliser. Des valeurs plus élevées "
+"entraînent une meilleure qualité, mais nécessitent plus de puissance du CPU "
+"et peuvent provoquer des craquements audibles si le CPU n'est pas assez "
+"puissant."
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
@@ -11086,6 +12689,10 @@ msgid ""
"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
"the initial pitch)."
msgstr ""
+"L'échelle de pitch à utiliser. [code]1.0[/code] est le pitch par défaut et "
+"joue des sons non modifiés. [member pitch_scale] peut aller de [code]0.0[/"
+"code] (une hauteur infiniment basse, inaudible) à [code]16[/code] (16 fois "
+"supérieur à la hauteur initiale)."
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
@@ -11093,6 +12700,9 @@ msgid ""
"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
"but least stable over time."
msgstr ""
+"Utilise une mémoire tampon de 256 échantillons pour la transformée de "
+"Fourier rapide. Le délai est le plus court mais est le moins stable dans le "
+"temps."
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
@@ -11100,6 +12710,8 @@ msgid ""
"Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
"less stable over time."
msgstr ""
+"Utilise une mémoire tampon de 512 échantillons pour la transformée de "
+"Fourier rapide. Le délai est court mais moins stable dans le temps."
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
@@ -11107,6 +12719,9 @@ msgid ""
"Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
"compromise between latency and stability over time."
msgstr ""
+"Utilise une mémoire tampon de 1024 échantillons pour la transformée de "
+"Fourier rapide. C'est un bon compromis entre le délai et la stabilité dans "
+"le temps."
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
@@ -11114,6 +12729,8 @@ msgid ""
"Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
"but stable over time."
msgstr ""
+"Utilise une mémoire tampon de 2048 échantillons pour la transformée de "
+"Fourier rapide. Le délai est long mais est stable dans le temps."
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
@@ -11121,15 +12738,19 @@ msgid ""
"Use a buffer of 4096 samples for the Fast Fourier transform. Highest "
"latency, but most stable over time."
msgstr ""
+"Utilise une mémoire tampon de 4096 échantillons pour la transformée de "
+"Fourier rapide. Le délai est le plus long mais est le plus stable dans le "
+"temps."
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid "Represents the size of the [enum FFT_Size] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum FFT_Size]."
#: doc/classes/AudioEffectRecord.xml
msgid "Audio effect used for recording the sound from an audio bus."
msgstr ""
+"L'effet audio utilisé pour l'enregistrement des sons venants d'un bus audio."
#: doc/classes/AudioEffectRecord.xml
msgid ""
@@ -11140,10 +12761,19 @@ msgid ""
"16-bit, or compressed). It checks whether or not the recording is active, "
"and if it is, records the sound. It then returns the recorded sample."
msgstr ""
+"Permet à l'utilisateur d'enregistrer le son d'un bus audio. Cela peut "
+"inclure toutes les sorties audio de Godot lorsqu'elles sont utilisées sur le "
+"bus audio \"Master\".\n"
+"Peut être utilisé (avec un [AudioStreamMicrophone)] pour enregistrer un "
+"microphone.\n"
+"Il définit et obtient le format dans lequel le fichier audio sera enregistré "
+"(8-bit, 16-bit ou compressé). Il vérifie si l'enregistrement est actif ou "
+"non, et si c'est le cas, enregistre le son. Il retourne ensuite "
+"l'échantillon enregistré."
#: doc/classes/AudioEffectRecord.xml
msgid "Recording with microphone"
-msgstr ""
+msgstr "L'enregistrement avec le microphone"
#: doc/classes/AudioEffectRecord.xml
msgid "Returns the recorded sample."
@@ -11151,19 +12781,23 @@ msgstr "Retourne l’échantillon enregistré."
#: doc/classes/AudioEffectRecord.xml
msgid "Returns whether the recording is active or not."
-msgstr ""
+msgstr "Retourne si l'enregistrement est actif ou non."
#: doc/classes/AudioEffectRecord.xml
msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
+"Si [code]true[/code], le son sera enregistré. Notez que le redémarrage de "
+"l'enregistrement supprimera l'échantillon précédemment enregistré."
#: doc/classes/AudioEffectRecord.xml
msgid ""
"Specifies the format in which the sample will be recorded. See [enum "
"AudioStreamSample.Format] for available formats."
msgstr ""
+"Spécifie le format dans lequel l'échantillon sera enregistré. Voir [enum "
+"AudioStreamSample.Format] pour les formats disponibles."
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -11171,6 +12805,9 @@ msgid ""
"Simulates the sound of acoustic environments such as rooms, concert halls, "
"caverns, or an open spaces."
msgstr ""
+"Ajoute un effet audio de réverbération à un bus audio.\n"
+"Simule le son des environnements acoustiques tels que les chambres, les "
+"salles de concert, les cavernes ou les espaces ouverts."
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -11246,7 +12883,7 @@ msgstr "Démo de spectre audio"
#: doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Godot 3.2 will get new audio features"
-msgstr ""
+msgstr "Godot 3.2 aura ces nouvelles fonctionnalités audio"
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
@@ -11281,11 +12918,13 @@ msgid ""
"charge of creating sample data (playable audio) as well as its playback via "
"a voice interface."
msgstr ""
+"[AudioServer] est une interface bas-niveau du serveur pour l'accès audio. Il "
+"est chargé de créer des données échantillonnées (audio jouable) mais aussi "
+"la lecture par une interface orale."
#: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio Device Changer Demo"
-msgstr "Démo de spectre audio"
+msgstr "Démo de changement de périphérique audio"
#: doc/classes/AudioServer.xml
msgid "Adds a bus at [code]at_position[/code]."
@@ -11296,30 +12935,17 @@ msgid ""
"Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at "
"[code]at_position[/code]."
msgstr ""
-
-#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
+"Ajoute un effet [AudioEffect] au bus [code]bus_idx[/code] à la position "
+"[code]at_position[/code]."
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
-
-#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
+"Retourne le nom de tous les appareils d'entrée audio détectés par le système."
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
-msgstr ""
+msgstr "Génère un [AudioBusLayout] en utilisant les bus et effets disponibles."
#: doc/classes/AudioServer.xml
msgid ""
@@ -11331,58 +12957,69 @@ msgid ""
"Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
"[code]bus_idx[/code]."
msgstr ""
+"Retourne l'effet [AudioEffect] à la position [code]effect_idx[/code] dans le "
+"bus [code]bus_idx[/code]."
#: doc/classes/AudioServer.xml
msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
-msgstr ""
+msgstr "Retourne le nombre d'effets pour le bus [code]bus_idx[/code]."
#: doc/classes/AudioServer.xml
msgid ""
"Returns the [AudioEffectInstance] assigned to the given bus and effect "
"indices (and optionally channel)."
msgstr ""
+"Retourne le [AudioEffectInstance] assigné au bus et aux indices de l'effet "
+"donnés (et le canal en option)."
#: doc/classes/AudioServer.xml
msgid "Returns the index of the bus with the name [code]bus_name[/code]."
-msgstr ""
+msgstr "Retourne l'index du bus nommé [code]bus_name[/code]."
#: doc/classes/AudioServer.xml
msgid "Returns the name of the bus with the index [code]bus_idx[/code]."
-msgstr ""
+msgstr "Retourne le nom du bus à la position [code]bus_idx[/code]."
#: doc/classes/AudioServer.xml
msgid ""
"Returns the peak volume of the left speaker at bus index [code]bus_idx[/"
"code] and channel index [code]channel[/code]."
msgstr ""
+"Retourne le volume de crête du haut-parleur gauche à l'index du bus "
+"[code]bus_idx[/code] et l'index du canal [code]canal[/code]."
#: doc/classes/AudioServer.xml
msgid ""
"Returns the peak volume of the right speaker at bus index [code]bus_idx[/"
"code] and channel index [code]channel[/code]."
msgstr ""
+"Retourne le volume de crête du haut-parleur droit à l'index de bus "
+"[code]bus_idx[/code] et l'index de canal [code]canal[/code]."
#: doc/classes/AudioServer.xml
msgid ""
"Returns the name of the bus that the bus at index [code]bus_idx[/code] sends "
"to."
msgstr ""
+"Retourne le nom du bus vers lequel le bus à l'index [code]bus_idx[/code] "
+"envoie l'audio."
#: doc/classes/AudioServer.xml
msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB."
-msgstr ""
+msgstr "Retourne le volume du bus à l'index [code]bus_idx[/code] en dB."
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio devices detected on the system."
-msgstr ""
+msgstr "Retourne les noms de tous les appareils audio détectés sur le système."
#: doc/classes/AudioServer.xml
+#, fuzzy
msgid "Returns the sample rate at the output of the [AudioServer]."
-msgstr ""
+msgstr "Retourne le débit de sortie du [AudioServer]."
#: doc/classes/AudioServer.xml
msgid "Returns the audio driver's output latency."
-msgstr ""
+msgstr "Retourne la latence de la sortie du pilote audio."
#: doc/classes/AudioServer.xml
msgid "Returns the speaker configuration."
@@ -11390,43 +13027,52 @@ msgstr "Retourne la configuration du haut-parleur."
#: doc/classes/AudioServer.xml
msgid "Returns the relative time since the last mix occurred."
-msgstr ""
+msgstr "Retourne le temps écoulé depuis le dernier mixage."
#: doc/classes/AudioServer.xml
msgid "Returns the relative time until the next mix occurs."
-msgstr ""
+msgstr "Retourne la durée avant le prochain mixage."
#: doc/classes/AudioServer.xml
msgid ""
"If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing "
"effects."
msgstr ""
+"Si [code]true[/code], le bus à l'index [code]bus_idx[/code] ignore les "
+"effets."
#: doc/classes/AudioServer.xml
msgid ""
"If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus "
"at index [code]bus_idx[/code] is enabled."
msgstr ""
+"Si [code]true[/code], l'effet à l'index [code]effect_idx[/code] sur le bus à "
+"l'index [code]bus_idx[/code] est activé."
#: doc/classes/AudioServer.xml
msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
msgstr ""
+"Si [code]true[/code], le bus à la position [code]bus_idx[/code] est muet."
#: doc/classes/AudioServer.xml
msgid ""
"If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode."
msgstr ""
+"Si [code]true[/code], le bus à l'index [code]bus_idx[/code] est en mode solo."
#: doc/classes/AudioServer.xml
msgid ""
"Locks the audio driver's main loop.\n"
"[b]Note:[/b] Remember to unlock it afterwards."
msgstr ""
+"Verrouille la boucle principale du pilote audio.\n"
+"[b]Note :[/b] Il est important de la déverrouiller après utilisation."
#: doc/classes/AudioServer.xml
msgid ""
"Moves the bus from index [code]index[/code] to index [code]to_index[/code]."
msgstr ""
+"Déplacer le bus de la position [code]index[/code] à [code]to_index[/code]."
#: doc/classes/AudioServer.xml
msgid "Removes the bus at index [code]index[/code]."
@@ -11437,6 +13083,8 @@ msgid ""
"Removes the effect at index [code]effect_idx[/code] from the bus at index "
"[code]bus_idx[/code]."
msgstr ""
+"Retire l'effet à la position [code]effect_idx[/code] du bus à la position "
+"[code]bus_idx[/code]."
#: doc/classes/AudioServer.xml
msgid "Overwrites the currently used [AudioBusLayout]."
@@ -11446,28 +13094,35 @@ msgstr "Remplace le [AudioBusLayout] actuellement utilisé."
msgid ""
"Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]."
msgstr ""
+"Définit le nom du bus à l'index [code]bus_idx[/code] avec [code]name[/code]."
#: doc/classes/AudioServer.xml
msgid ""
"Connects the output of the bus at [code]bus_idx[/code] to the bus named "
"[code]send[/code]."
msgstr ""
+"Connecte la sortie du bus à la position [code]bus_idx[/code] au bus nommé "
+"[code]send[/code]."
#: doc/classes/AudioServer.xml
msgid ""
"Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/"
"code]."
msgstr ""
+"Définit le volume du bus à l'index [code]bus_idx[/code] à [code]volume_db[/"
+"code]."
#: doc/classes/AudioServer.xml
msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
-msgstr ""
+msgstr "Échange la position de deux effets dans le bus [code]bus_idx[/code]."
#: doc/classes/AudioServer.xml
msgid ""
"Unlocks the audio driver's main loop. (After locking it, you should always "
"unlock it.)"
msgstr ""
+"Déverrouille la boucle principale du pilote audio. (Après le verrouillage, "
+"vous devriez toujours le déverrouiller.)"
#: doc/classes/AudioServer.xml
msgid "Number of available audio buses."
@@ -11475,6 +13130,23 @@ msgstr "Nombre de bus audio disponibles."
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+"Le nom du périphérique actuel pour l'entrée audio (voir [method "
+"get_device_list)]. Sur les systèmes avec plusieurs entrées audio (comme "
+"l'analogique, l'USB et l'audio par HDMI), cela peut être utilisé pour "
+"sélectionner le périphérique d'entrée pour l'audio. La valeur "
+"[code]\"Defaut\"[/code] enregistrera l'audio sur l'entrée audio par défaut "
+"du système. Si un nom de périphérique invalide est défini, la valeur sera "
+"retournée à [code]\"Defaut\"[/code]."
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -11482,12 +13154,21 @@ msgid ""
"output. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
+"Le nom du périphérique actuel pour la sortie audio (voir [method "
+"get_device_list)]. Sur les systèmes avec plusieurs sorties audio (tels que "
+"l'analogique, l'USB et l'audio par HDMI), cela peut être utilisé pour "
+"sélectionner le périphérique de sortie de l'audio. La valeur "
+"[code]\"Default\"[/code] jouera l'audio sur la sortie audio par défaut au "
+"niveau du système. Si un nom de périphérique invalide est défini, la valeur "
+"[code]\"Default\"[/code] sera retournée."
#: doc/classes/AudioServer.xml
msgid ""
"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/"
"code] will make the audio be played twice as fast)."
msgstr ""
+"Mets à l'échelle la fréquence à laquelle l'audio est joué (c'est-à-dire que "
+"la valeur [code]0.5[/code] jouera l'audio deux fois plus vite)."
#: doc/classes/AudioServer.xml
msgid "Emitted when the [AudioBusLayout] changes."
@@ -11499,15 +13180,15 @@ msgstr "Deux enceintes ou moins sont détectées."
#: doc/classes/AudioServer.xml
msgid "A 3.1 channel surround setup was detected."
-msgstr ""
+msgstr "Une configuration surround 3.1 a été détecté."
#: doc/classes/AudioServer.xml
msgid "A 5.1 channel surround setup was detected."
-msgstr ""
+msgstr "Une configuration surround 5.1 a été détecté."
#: doc/classes/AudioServer.xml
msgid "A 7.1 channel surround setup was detected."
-msgstr ""
+msgstr "Une configuration surround 7.1 a été détecté."
#: doc/classes/AudioStream.xml
msgid "Base class for audio streams."
@@ -11519,26 +13200,27 @@ msgid ""
"music playback, and support WAV (via [AudioStreamSample]) and OGG (via "
"[AudioStreamOGGVorbis]) file formats."
msgstr ""
+"La classe de base pour les flux audio. Les flux audio sont utilisés pour les "
+"effets sonores et la lecture de musique, et supportent les formats de "
+"fichiers WAV (via [AudioStreamSample)] et OGG (via [AudioStreamOGGVorbis)]."
#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio streams"
-msgstr "Démo de spectre audio"
+msgstr "Flux audio"
#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
#: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio Generator Demo"
-msgstr "Démo de spectre audio"
+msgstr "Démo du générateur audio"
#: doc/classes/AudioStream.xml
msgid "Returns the length of the audio stream in seconds."
-msgstr ""
+msgstr "Retourne la durée en secondes du flux audio."
#: doc/classes/AudioStreamGenerator.xml
msgid "Audio stream that generates sounds procedurally."
-msgstr ""
+msgstr "Un flux audio qui génère des sons de manière procédurale."
#: doc/classes/AudioStreamGenerator.xml
msgid ""
@@ -11552,6 +13234,15 @@ msgid ""
"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
"Hz or 22,050 Hz."
msgstr ""
+"Ce flux audio ne joue pas de sons par défaut, les données audio doivent être "
+"générées à partir d'un script. Voir aussi [AudioStreamGeneratorPlayback].\n"
+"Voir aussi [AudioEffectSpectrumAnalyzer] pour l'analyse spectrale de l'audio "
+"en temps réel.\n"
+"[b]Note :[/b] En raison des contraintes de performance, il est préférable "
+"d'utiliser cette classe à partir de code C# ou d'un langage compilée via "
+"GDNative. Si vous souhaitez tout de même utiliser cette classe avec "
+"GDScript, envisagez d'utiliser une fréquence [member mix_rate] plus faible "
+"comme 11025 Hz ou 22050 Hz."
#: doc/classes/AudioStreamGenerator.xml
msgid ""
@@ -11560,6 +13251,11 @@ msgid ""
"resulting in increased CPU usage and more risk for audio cracking if the CPU "
"can't keep up."
msgstr ""
+"La longueur de la mémoire tampon à générer (en secondes). Les valeurs "
+"inférieures entraînent moins de latence, mais exigent que le script génère "
+"les données audio plus rapidement, ce qui entraîne une utilisation plus "
+"important du CPU et plus de risques de craquements audio si le CPU n'est pas "
+"assez puissant."
#: doc/classes/AudioStreamGenerator.xml
msgid ""
@@ -11576,16 +13272,30 @@ msgid ""
"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
+"Le taux d'échantillonnage à utiliser (en Hz). Les valeurs plus élevées "
+"demandent plus de puissant de CPU, mais cela produit une meilleure qualité.\n"
+"Dans les jeux, les taux d'échantillonnage courants sont [code]11025[/code], "
+"[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/"
+"code], et [code]48000[/code].\n"
+"D'après le [url=https://fr.wikipedia.org/wiki/"
+"Th%C3%A9or%C3%A8me_d'%C3%A9chantillonnage]Théorème d'échantillonnage[/url], "
+"il n'y a aucune différence de qualité pour l'audition humaine au-delà de 40 "
+"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 "
+"000 Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que "
+"les voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] "
+"ou [code]22050[/code] peuvent être utilisables sans perte de qualité audible."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Plays back audio generated using [AudioStreamGenerator]."
-msgstr ""
+msgstr "Joue les sons générés avec [AudioStreamGenerator]."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"This class is meant to be used with [AudioStreamGenerator] to play back the "
"generated audio in real-time."
msgstr ""
+"Cette classe est destinée à être utilisée avec un [AudioStreamGenerator] "
+"pour lire l'audio généré en temps réel."
#: doc/classes/AudioStreamGeneratorPlayback.xml
#, fuzzy
@@ -11598,9 +13308,8 @@ msgstr ""
"existe, [code]false[/code] autrement."
#: doc/classes/AudioStreamGeneratorPlayback.xml
-#, fuzzy
msgid "Clears the audio sample data buffer."
-msgstr "Efface l'historique des annulations."
+msgstr "Efface la mémoire tampon des échantillons audio."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -11609,6 +13318,11 @@ msgid ""
"added again. Therefore, make sure your script can always generate and push "
"new audio frames fast enough to avoid audio cracking."
msgstr ""
+"Retourne le nombre de frames de données audio restantes à jouer. Si ce "
+"nombre atteint [code]0[/code], l'audio cessera de jouer jusqu'à ce que de "
+"nouvelles frames soient ajoutés. Par conséquent, assurez-vous que votre "
+"script peut toujours générer et pousser de nouveaux frames audio assez "
+"rapidement pour éviter les craquements audio."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -11616,6 +13330,10 @@ msgid ""
"efficient than [method push_frame] in C# and compiled languages via "
"GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript."
msgstr ""
+"Ajoute plusieurs frames de données audio dans la mémoire tampon. Ceci est "
+"généralement plus efficace que [method push_frame] pour le C# et les "
+"langages compilés avec GDNative, mais [method push_buffer] peut être "
+"[i]moins[/i] efficace avec GDScript."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -11623,6 +13341,10 @@ msgid ""
"efficient than [method push_buffer] in C# and compiled languages via "
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+"Ajouter une seule frame de données audio dans la mémoire tampon. Ceci est "
+"généralement moins efficace que [method push_buffer] pour le C# et les "
+"langages compilés avec GDNative, mais [method push_frame] peut être "
+"[i]moins[/i] efficace avec GDScript."
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#, fuzzy
@@ -11640,11 +13362,13 @@ msgid ""
"If [code]true[/code], the stream will automatically loop when it reaches the "
"end."
msgstr ""
+"Si [code]true[/code], le flux se répètera automatiquement quand il aura "
+"atteint la fin."
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
msgid "Time in seconds at which the stream starts after being looped."
-msgstr ""
+msgstr "Le temps en secondes où le flux commence après avoir bouclé."
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
msgid "OGG Vorbis audio stream driver."
@@ -11652,13 +13376,15 @@ msgstr "Pilote de flux audio OGG Vorbis."
#: doc/classes/AudioStreamPlayback.xml
msgid "Meta class for playing back audio."
-msgstr ""
+msgstr "Classe méta pour la lecture audio."
#: doc/classes/AudioStreamPlayback.xml
msgid ""
"Can play, loop, pause a scroll through audio. See [AudioStream] and "
"[AudioStreamOGGVorbis] for usage."
msgstr ""
+"Peut jouer, boucler, faire pause dans l'audio. Voir [AudioStream] et "
+"[AudioStreamOGGVorbis] pour l'utilisation."
#: doc/classes/AudioStreamPlayer.xml
msgid "Plays back audio non-positionally."
@@ -11670,20 +13396,25 @@ msgid ""
"To play audio positionally, use [AudioStreamPlayer2D] or "
"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
msgstr ""
+"Joue un flux audio indépendamment de la position.\n"
+"Pour jouer audio en fonction de la position, utilisez [AudioStreamPlayer2D] "
+"ou [AudioStreamPlayer3D] au lieu de [AudioStreamPlayer]."
#: doc/classes/AudioStreamPlayer.xml
msgid "Returns the position in the [AudioStream] in seconds."
-msgstr ""
+msgstr "Retourne la position dans le [AudioStream] en secondes."
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer]."
msgstr ""
+"Retourne l'objet [AudioStreamPlayback] associé à ce [AudioStreamPlayer]."
#: doc/classes/AudioStreamPlayer.xml
msgid "Plays the audio from the given [code]from_position[/code], in seconds."
msgstr ""
+"Joue l'audio depuis la position [code]from_position[/code], en secondes."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11702,8 +13433,14 @@ msgstr ""
"scènes."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "Bus sur lequel cet audio joue."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -11750,12 +13487,13 @@ msgstr "L'audio ne sera joué que sur le premier canal."
#: doc/classes/AudioStreamPlayer.xml
msgid "The audio will be played on all surround channels."
-msgstr ""
+msgstr "L'audio sera joué sur tous les canaux surround."
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"The audio will be played on the second channel, which is usually the center."
msgstr ""
+"L'audio sera joué sur le deuxième canal, qui est généralement le centre."
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Plays positional sound in 2D space."
@@ -11770,9 +13508,15 @@ msgid ""
"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
+"Joue l'audio étant amortit suivan la distance du centre d'écran.\n"
+"Voir aussi [AudioStreamPlayer] pour jouer un son indépendemment de la "
+"position.\n"
+"[b]Note :[/b] Masquer un nœud [AudioStreamPlayer2D] ne désactive pas sa "
+"sortie audio. Pour désactiver temporairement la sortie audio d'un "
+"[AudioStreamPlayer2D], choisissez une valeur très basse pour [member "
+"volume_db] comme [code]-100[/code] (qui n'est pas audible humainement)."
#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
msgid "Returns the position in the [AudioStream]."
msgstr "Retourne la position dans le [AudioStream]."
@@ -11800,6 +13544,12 @@ msgid ""
"\"water\" area so that sounds played in the water are redirected through an "
"audio bus to make them sound like they are being played underwater."
msgstr ""
+"Détermine quelles calques du [Area2D] affectent le son pour les effets de "
+"réverbération et du bus audio. Les zones peuvent être utilisées pour "
+"rediriger le [AudioStream] afin qu'ils soient joués dans un certain bus "
+"audio. Un exemple de la façon dont vous pouvez utiliser ceci est de faire "
+"une zone \"eau\" de sorte que les sons joués dans l'eau sont redirigés par "
+"un bus audio pour les faire sonner comme ils étaient joués sous l'eau."
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Dampens audio over distance with this as an exponent."
@@ -11807,7 +13557,7 @@ msgstr "Atténue l'audio avec la distance avec cette valeur comme exposant."
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Maximum distance from which audio is still hearable."
-msgstr "Distance maximale à laquelle cette piste audio peut être entendue"
+msgstr "Distance maximale à laquelle cette piste audio peut être entendue."
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Base volume without dampening."
@@ -11833,6 +13583,19 @@ msgid ""
"[member unit_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
+"Joue un effet sonore avec des effets sonores dirigés, amortit par la "
+"distance au besoin, qui génère l'effet de la position audible dans l'espace "
+"environnement. Pour plus de réalisme, un filtre à passe-bas s'applique "
+"automatiquement aux sons lointains. Cela peut être désactivé en définissant "
+"[member attenuation_filter_cutoff_hz] à [code]20500[/code].\n"
+"Par défaut, l'audio est entendu depuis la position de la caméra. Cela peut "
+"être changé en ajoutant un nœud [Listener] à la scène et en l'activant en "
+"appelant [method Listener.make_current] sur lui.\n"
+"Voir aussi [AudioStreamPlayer] pour jouer un son non-positionnel.\n"
+"[b]Note :[/b] Masquer un nœud [AudioStreamPlayer3D] ne désactive pas sa "
+"sortie audio. Pour désactiver temporairement une sortie audio "
+"[AudioStreamPlayer3D], définissez [member unit_db] à une valeur très basse "
+"comme [code]-100[/code] dB (qui n'est pas audible humainement)."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -11849,6 +13612,12 @@ msgid ""
"\"water\" area so that sounds played in the water are redirected through an "
"audio bus to make them sound like they are being played underwater."
msgstr ""
+"Détermine quelles calques du [Area] affectent le son pour les effets de "
+"réverbération et les effets des bus audio. Les aires peuvent être utilisées "
+"pour rediriger les [AudioStream] afin qu'ils jouent dans un certain bus "
+"audio. Un exemple d'utilisation est de faire une aire \"eau\" où les sons "
+"joués dans l'eau sont redirigés par un bus audio qui modifie ces sons pour "
+"qu'ils donnent l'impression d'être joués dans l'eau."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -11856,6 +13625,10 @@ msgid ""
"disable the dampening effect entirely, set this to [code]20500[/code] as "
"this frequency is above the human hearing limit."
msgstr ""
+"Amortit l'audio en utilisant un filtre passe-bas au-dessus de la fréquence "
+"spécifiée, en Hz. Pour désactiver entièrement l'effet d'amortissement, "
+"définissez la fréquence à [code]20500[/code] car cette fréquence est "
+"supérieure à la limite de l'audition humaine."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Amount how much the filter affects the loudness, in decibels."
@@ -11872,16 +13645,22 @@ msgstr ""
"distance, désactivant ainsi l'atténuation."
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
"to scene tree."
-msgstr "Si [code]true[/code], la lecture commence au chargement de la scène."
+msgstr ""
+"Si [code]true[/code], la lecture commence dès que le AudioStreamPlayer3D est "
+"ajouté à la scène."
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "Bus sur lequel cet audio joue."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -11891,10 +13670,15 @@ msgid ""
"doppler_tracking] property is set to a value other than [constant Camera."
"DOPPLER_TRACKING_DISABLED]."
msgstr ""
+"Décide dans quelle mesure [url=https://fr.wikipedia.org/wiki/"
+"Effet_Doppler]L'effet Doppler[/url] doit être calculé.\n"
+"[b]Note :[/b] Ce n'est actif que si la propriété [member Camera."
+"doppler_tracking] de la [Camera] actuelle est définie à une valeur autre que "
+"[constant Camera.DOPPLER_TRACKING_DISABLED]."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The angle in which the audio reaches cameras undampened."
-msgstr "L'angle auquel la piste audio atteint les caméras sans atténuation"
+msgstr "L'angle auquel la piste audio atteint les caméras sans atténuation."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -11912,7 +13696,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Sets the absolute maximum of the soundlevel, in decibels."
-msgstr ""
+msgstr "Définit le maximum absolu du niveau sonore, en décibels."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -11931,25 +13715,28 @@ msgstr ""
"de portée définie par [member max_distance]."
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
msgid "The [AudioStream] resource to be played."
-msgstr "Ressource [VideoStream] pour les vidéos WebM."
+msgstr "La ressource [AudioStream] à jouer."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[member stream_paused] to [code]false[/code]."
msgstr ""
+"Si [code]true[/code], la lecture est en pause. Vous pouvez la reprendre en "
+"définissant [member stream_paused] à [code]false[/code]."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The base sound level unaffected by dampening, in decibels."
-msgstr ""
+msgstr "Le niveau sonore de base non affecté par l'amortissement, en décibels."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"The factor for the attenuation effect. Higher values make the sound audible "
"over a larger distance."
msgstr ""
+"Le facteur pour l'effet d'atténuation. Des valeurs plus élevées rendent le "
+"son audible sur une distance plus grande."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Linear dampening of loudness according to distance."
@@ -11980,6 +13767,10 @@ msgid ""
"but keeps the sound playing at the correct position if the camera leaves and "
"enters the [AudioStreamPlayer3D]'s [member max_distance] radius."
msgstr ""
+"Mélanger ce son, même lorsqu'il est hors de portée. Cela augmente "
+"l'utilisation de CPU, mais garde le son à la bonne position de lecture si la "
+"caméra quitte puis entre à nouveau dans le rayon [member max_distance] du "
+"[AudioStreamPlayer3D]."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -11987,6 +13778,9 @@ msgid ""
"will cause the sound to restart if the camera leaves and enters the "
"[AudioStreamPlayer3D]'s [member max_distance] radius."
msgstr ""
+"Pause ce son quand il hors de portée. Cela diminue l'utilisation du CPU, "
+"mais cela fera redémarrer le son si la caméra quitte puis entre dans le "
+"rayon [member max_distance] du [AudioStreamPlayer3D]."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Disables doppler tracking."
@@ -12003,11 +13797,11 @@ msgstr ""
#: doc/classes/AudioStreamRandomPitch.xml
msgid "Plays audio with random pitch shifting."
-msgstr ""
+msgstr "Joue le son avec une hauteur aléatoire."
#: doc/classes/AudioStreamRandomPitch.xml
msgid "Randomly varies pitch on each start."
-msgstr ""
+msgstr "Change aléatoirement la hauteur à chaque démarrage."
#: doc/classes/AudioStreamRandomPitch.xml
msgid "The current [AudioStream]."
@@ -12015,11 +13809,11 @@ msgstr "L'actuel [AudioStream]."
#: doc/classes/AudioStreamRandomPitch.xml
msgid "The intensity of random pitch variation."
-msgstr ""
+msgstr "L'intensité de la variation aléatoire de la hauteur."
#: doc/classes/AudioStreamSample.xml
msgid "Stores audio data loaded from WAV files."
-msgstr ""
+msgstr "Enregistre les données audio depuis les fichiers WAV."
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12030,6 +13824,13 @@ msgid ""
"This class can also be used to store dynamically-generated PCM audio data. "
"See also [AudioStreamGenerator] for procedural audio generation."
msgstr ""
+"AudioStreamSample stocke des échantillons sonores chargés depuis des "
+"fichiers WAV. Pour jouer le son enregistré, utilisez un [AudioStreamPlayer] "
+"(pour l'audio indépendamment de la position) ou AudioStreamPlayer2D]/"
+"[AudioStreamPlayer3D (en fonction de la position). Le son peut être bouclé.\n"
+"Cette classe peut également être utilisée pour stocker des données audio "
+"dynamiques au format PCM. Voir aussi [AudioStreamGenerator] pour la "
+"génération audio procédurale."
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12038,6 +13839,11 @@ msgid ""
"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
"[code]path[/code] if it is missing."
msgstr ""
+"Enregistre le AudioStreamSample dans un fichier WAV à l'emplacement "
+"[code]path[/code]. Les échantillons au format IMA ADPCM peuvent être "
+"enregistrés.\n"
+"[b]Note :[/b] L'extension [code].wav[/code] est automatiquement ajoutée au "
+"[code]path[/code] si elle manque."
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12045,10 +13851,16 @@ msgid ""
"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned "
"PCM8 to signed PCM8, subtract 128 from each byte."
msgstr ""
+"Contient les données audio en octets.\n"
+"[b]Note :[/b] Cette propriété s'attend à des données PCM8 signées. Pour "
+"convertir des PCM8 non signés en PCM8, il faut soustraire 128 de chaque "
+"octet."
#: doc/classes/AudioStreamSample.xml
msgid "Audio format. See [enum Format] constants for values."
msgstr ""
+"Le format audio. Voir les constantes [enum Format] pour les valeurs "
+"possibles."
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12056,6 +13868,9 @@ msgid ""
"sample). This information will be imported automatically from the WAV file "
"if present."
msgstr ""
+"Le point de départ de la boucle (en nombre de frames depuis le début de "
+"l'échantillon). Ces informations seront automatiquement importées depuis le "
+"fichier WAV si elles y sont présentes."
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12063,12 +13878,18 @@ msgid ""
"sample). This information will be imported automatically from the WAV file "
"if present."
msgstr ""
+"Le point de fin de la boucle (en nombre de frames depuis le début de "
+"l'échantillon). Ces informations seront automatiquement importées depuis le "
+"fichier WAV si elles y sont présentes."
#: doc/classes/AudioStreamSample.xml
msgid ""
"The loop mode. This information will be imported automatically from the WAV "
"file if present. See [enum LoopMode] constants for values."
msgstr ""
+"Le mode de boucle. Ces informations seront automatiquement importées depuis "
+"fichier WAV si elles y sont présentes. Voir les constantes [enum LoopMode] "
+"pour les valeurs possibles."
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12085,6 +13906,19 @@ msgid ""
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
+"Le taux d'échantillonnage pour mélanger ce son. Les valeurs plus élevées "
+"nécessitent plus d'espace de stockage, mais proposent une meilleure "
+"qualité.\n"
+"Dans les jeux, les taux d'échantillonnage courants sont [code]11025[/code], "
+"[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/"
+"code], et [code]48000[/code].\n"
+"D'après le [url=https://fr.wikipedia.org/wiki/"
+"Th%C3%A9or%C3%A8me_d'%C3%A9chantillonnage]Théorème d'échantillonnage[/url], "
+"il n'y a aucune différence de qualité pour l'audition humaine au-delà de 40 "
+"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 "
+"000 Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que "
+"les voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] "
+"ou [code]22050[/code] peuvent être utilisables sans perte de qualité audible."
#: doc/classes/AudioStreamSample.xml
msgid "If [code]true[/code], audio is stereo."
@@ -12100,7 +13934,7 @@ msgstr "Codec audio 16 bits."
#: doc/classes/AudioStreamSample.xml
msgid "Audio is compressed using IMA ADPCM."
-msgstr ""
+msgstr "L'audio est compressé avec IMA ADPCM."
#: doc/classes/AudioStreamSample.xml
msgid "Audio does not loop."
@@ -12111,18 +13945,24 @@ msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing forward only."
msgstr ""
+"L'audio boucle entre [member loop_begin] et [member loop_end], ne jouant "
+"qu'en avant."
#: doc/classes/AudioStreamSample.xml
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing back and forth."
msgstr ""
+"Les données audio bouclent entre [member loop_begin] et [member loop_end], "
+"jouant en arrière puis en avant."
#: doc/classes/AudioStreamSample.xml
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing backward only."
msgstr ""
+"L'audio boucle entre [member loop_begin] et [member loop_end], ne jouant "
+"qu'en arrière."
#: doc/classes/BackBufferCopy.xml
msgid ""
@@ -12130,6 +13970,9 @@ msgid ""
"accessed in your shader scripts through the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function."
msgstr ""
+"Copie une région de l'écran (ou l'écran entier) vers une mémoire tampon afin "
+"qu'il puisse être accédé dans vos shaders avec la fonction "
+"[code]texture(SCREEN_TEXTURE, ...)[/code]."
#: doc/classes/BackBufferCopy.xml
msgid ""
@@ -12147,7 +13990,7 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid "Buffer mode. See [enum CopyMode] constants."
-msgstr ""
+msgstr "Le mode de mémoire tampon. Voir les constantes [enum CopyMode]."
#: doc/classes/BackBufferCopy.xml
msgid ""
@@ -12198,8 +14041,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12226,12 +14076,25 @@ msgid ""
"[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member "
"bounces] is set to a value greater than or equal to [code]1[/code]."
msgstr ""
+"Le multiplicateur d'énergie à chaque rebond. Des valeurs plus élevées "
+"rendront l'éclairage indirect plus lumineux. Une valeur de [code]1.0[/code] "
+"représente un comportement physiquement réaliste, mais des valeurs plus "
+"élevées peuvent être utilisées pour rendre l'éclairage indirect plus visible "
+"avec un faible nombre de rebonds. Cela peut être utilisé pour accélérer les "
+"temps de calcul des lumières en réduisant le nombre de [member bounces] puis "
+"en augmentant [member bounce_indirect_energy]. Contrairement à [member "
+"BakedLightmapData.energy], cette propriété n'affecte pas l'éclairage direct "
+"émis par les lumières, les matériaux avec émission et l'environnement.\n"
+"[b]Note :[/b] [member bounce_indirect_energy] a seulement un effet si "
+"[member bounces] est à une valeur supérieure ou égale à [code]1[/code]."
#: doc/classes/BakedLightmap.xml
msgid ""
"Number of light bounces that are taken into account during baking. See also "
"[member bounce_indirect_energy]."
msgstr ""
+"Le nombre de rebondissements des particules de lumière pris en compte dans "
+"le baking. Voir aussi [member bounce_indirect_energy]."
#: doc/classes/BakedLightmap.xml
msgid "Grid size used for real-time capture information on dynamic objects."
@@ -12251,7 +14114,7 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Bake quality of the capture data."
-msgstr ""
+msgstr "La qualité du bake pour les données de capture."
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12264,6 +14127,8 @@ msgid ""
"The environment color when [member environment_mode] is set to [constant "
"ENVIRONMENT_MODE_CUSTOM_COLOR]."
msgstr ""
+"La couleur de l'environnement quand [member environment_mode] est à "
+"[constant ENVIRONMENT_MODE_CUSTOM_COLOR]."
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12271,12 +14136,17 @@ msgid ""
"[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant "
"ENVIRONMENT_MODE_CUSTOM_SKY]."
msgstr ""
+"Le facteur d'énergie lorsque [member environment_mode] est défini à "
+"[constant ENVIRONMENT_MODE_CUSTOM_COLOR] ou [constant "
+"ENVIRONMENT_MODE_CUSTOM_SKY]."
#: doc/classes/BakedLightmap.xml
msgid ""
"The [Sky] resource to use when [member environment_mode] is set o [constant "
"ENVIRONMENT_MODE_CUSTOM_SKY]."
msgstr ""
+"La ressource [Sky] à utiliser quand [member environment_mode] est à "
+"[constant ENVIRONMENT_MODE_CUSTOM_SKY]."
#: doc/classes/BakedLightmap.xml
#, fuzzy
@@ -12307,11 +14177,12 @@ msgid ""
"Deprecated, in previous versions it determined the location where lightmaps "
"were be saved."
msgstr ""
+"Obsolète, dans les versions précédentes ça déterminait l'emplacement où les "
+"textures de lumière étaient enregistrées."
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "The calculated light data."
-msgstr "La hauteur de la capsule."
+msgstr "Les données calculées de la lumière."
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12345,34 +14216,44 @@ msgid ""
"lightmap banding even when using the GLES2 backend or if [member "
"ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]."
msgstr ""
+"Si [code]true[/code], enregistre les textures de lumière dans un format de "
+"plage dynamique élevée (type EXR). Si [code]false[/code], enregistre les "
+"textures de lumière dans une image PNG de plage dynamique faible. Ceci peut "
+"être défini à [code]false[/code] pour réduire l'usage du disque, mais les "
+"valeurs lumineuses supérieures à 1.0 seront limitées et vous pouvez voir un "
+"effet de bandes qui apparaissent à cause de cette précision réduite.\n"
+"[b]Note :[/b] Définir [member use_hdr] à [code]true[/code] réduira l'effet "
+"de bandes même sous GLES2 ou quand [member ProjectSettings.rendering/quality/"
+"depth/hdr] est [code]false[/code]."
#: doc/classes/BakedLightmap.xml
msgid "The lowest bake quality mode. Fastest to calculate."
-msgstr ""
+msgstr "La qualité de bake la plus basse. La plus rapide à calculer."
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "The default bake quality mode."
-msgstr "L'arrière-plan par défaut pour [GraphNode]."
+msgstr "Le mode de qualité du bake par défaut."
#: doc/classes/BakedLightmap.xml
msgid "A higher bake quality mode. Takes longer to calculate."
-msgstr ""
+msgstr "Une qualité de bake plus haute. Prend plus de temps de calcul."
#: doc/classes/BakedLightmap.xml
msgid "The highest bake quality mode. Takes the longest to calculate."
-msgstr ""
+msgstr "La qualité de bake la plus haute. La plus longue à calculer."
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "Baking was successful."
-msgstr "La connexion a réussi."
+msgstr "Le baking a réussi."
#: doc/classes/BakedLightmap.xml
msgid ""
"Returns if no viable save path is found. This can happen where an [member "
"image_path] is not specified or when the save location is invalid."
msgstr ""
+"Retourne si aucun chemin d'enregistrement invalid n'est trouvé. Cela peut se "
+"produire lorsqu'un [member image_path] n'est pas spécifié ou lorsque "
+"l'emplacement de sauvegarde est invalide."
#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
msgid "Currently unused."
@@ -12384,18 +14265,18 @@ msgid "Returns when the baker cannot save per-mesh textures to file."
msgstr "Renvoie l'arc tangente des paramètres."
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "The size of the generated lightmaps is too large."
-msgstr "Taille du plan généré."
+msgstr "La taille de la lightmap générée est trop grande."
#: doc/classes/BakedLightmap.xml
msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range."
msgstr ""
+"Certains maillages contiennent des valeurs de UV2 hors de l'intervalle [code]"
+"[0,1][/code]."
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid "Returns if user cancels baking."
-msgstr "Retourne le bouton d'annulation."
+msgstr "Retourne si l'utilisateur a annulé le baking."
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12411,7 +14292,7 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "No environment is used during baking."
-msgstr ""
+msgstr "Aucun environnement n'est utilisé durant le baking."
#: doc/classes/BakedLightmap.xml
msgid "The baked environment is automatically picked from the current scene."
@@ -12441,7 +14322,7 @@ msgstr ""
#: doc/classes/BaseButton.xml
msgid "Base class for different kinds of buttons."
-msgstr ""
+msgstr "La classe de base pour différents types de bouton."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12449,17 +14330,25 @@ msgid ""
"directly (it doesn't display anything). Other types of buttons inherit from "
"it."
msgstr ""
+"BaseButton est la classe de base abstraite pour les boutons, elle ne doit "
+"donc pas être utilisée directement (elle ne montre rien du tout). D'autres "
+"types de boutons héritent de cette classe."
#: doc/classes/BaseButton.xml
msgid ""
"Called when the button is pressed. If you need to know the button's pressed "
"state (and [member toggle_mode] is active), use [method _toggled] instead."
msgstr ""
+"Appelé quand le bouton est pressé. Si vous avez besoin de connaître l'état "
+"du bouton activé (et que [member toggle_mode] est actif), utilisez plutôt "
+"[méthode _toggled]."
#: doc/classes/BaseButton.xml
msgid ""
"Called when the button is toggled (only if [member toggle_mode] is active)."
msgstr ""
+"Appelé quand un bouton est basculé (seulement si [member toggle_mode] est "
+"actif)."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12468,6 +14357,10 @@ msgid ""
"to \"draw\" signal. The visual state of the button is defined by the [enum "
"DrawMode] enum."
msgstr ""
+"Retourne l'état visuel utilisé pour dessiner le bouton. Ceci est utile "
+"surtout pour implémenter votre propre code d'affichage en surchargeant "
+"_draw() ou en se connectant au signal \"draw\". L'état visuel du bouton est "
+"défini par l'enumération [enum DrawMode]."
#: doc/classes/BaseButton.xml
#, fuzzy
@@ -12487,6 +14380,13 @@ msgid ""
"[b]Note:[/b] This method doesn't unpress other buttons in its button [member "
"group]."
msgstr ""
+"Change l'état [member pressed] du bouton, sans émettre le signal [signal "
+"toggled]. Utilisez lorsque vous voulez simplement changer l'état du bouton "
+"sans envoyer l'événement quand il est manuellement pressé (par exemple au "
+"moment de l'initialisation de la scène). Fonctionne seulement si [member "
+"toggle_mode] est [code]true[/code].\n"
+"[b]Note :[/b] Cette méthode ne déselectionne pas les autres boutons dans son "
+"[member group]."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12502,12 +14402,18 @@ msgid ""
"To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | "
"BUTTON_MASK_RIGHT[/code]."
msgstr ""
+"La masque binaire pour choisir quels boutons de clic de la souris permet "
+"d'appuyer sur ce bouton.\n"
+"Pour permettre à la fois le clic gauche et le clic droit, utilisez "
+"[code]BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT[/code]."
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button is in disabled state and can't be clicked "
"or toggled."
msgstr ""
+"Si [code]true[/code], le bouton est désactivé et il ne peut donc pas être "
+"appuyé ou basculé."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12515,6 +14421,9 @@ msgid ""
"will be removed in Godot 4.0. This property no longer has any effect when "
"set. Please use [member Control.focus_mode] instead."
msgstr ""
+"[i]Obsolète.[/i] Cette propriété est obsolète en raison de sa redondance et "
+"sera enlevée dans Godot 4.0. Cette propriété n'a plus d'effet quand elle est "
+"définie. Veuillez plutôt utiliser [member Control.focus_mode]."
#: doc/classes/BaseButton.xml
msgid "[ButtonGroup] associated to the button."
@@ -12528,6 +14437,11 @@ msgid ""
"Signals will be emitted at the same moment regardless of this property's "
"value."
msgstr ""
+"Si [code]true[/code], le bouton reste pressé quand le clic est maintenu mais "
+"que le curseur est déplacé en dehors du bouton.\n"
+"[b]Note :[/b] Cette propriété n'affecte que l'aspect visuel du bouton. Les "
+"signaux seront toujours émis au même moment, peu importe la valeur de cette "
+"propriété."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12538,6 +14452,12 @@ msgid ""
"emitted. If you want to change the pressed state without emitting that "
"signal, use [method set_pressed_no_signal]."
msgstr ""
+"Si [code]true[/code], l'état du bouton est appuyé. Ce qui signifie que le "
+"bouton est soit appuyé ou basculé (si [member toggle_mode] est actif). Ne "
+"fonctionne que si [member toggle_mode] est [code]true[/code].\n"
+"[b]Note :[/b] Activer [member pressed] émettra le signal [signal toggled]. "
+"Si vous voulez changer l'état pressé sans émettre ce signal, utilisez plutôt "
+"[method set_pressed_no_signal]."
#: doc/classes/BaseButton.xml
msgid "[ShortCut] associated to the button."
@@ -12556,14 +14476,16 @@ msgid ""
"If [code]true[/code], the button is in toggle mode. Makes the button flip "
"state between pressed and unpressed each time its area is clicked."
msgstr ""
+"Si [code]true[/code], le bouton est en mode basculement. Fait basculer le "
+"bouton entre les états pressé et non-pressé chaque fois qu'il est cliqué."
#: doc/classes/BaseButton.xml
msgid "Emitted when the button starts being held down."
-msgstr ""
+msgstr "Émis quand le bouton commence à être appuyé."
#: doc/classes/BaseButton.xml
msgid "Emitted when the button stops being held down."
-msgstr ""
+msgstr "Émis quand le bouton cesse d'être appuyé."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12573,6 +14495,11 @@ msgid ""
"If you need to know the button's pressed state (and [member toggle_mode] is "
"active), use [signal toggled] instead."
msgstr ""
+"Émis quand le bouton est basculé ou pressé. Émis lors de [signal "
+"button_down] si [member action_mode] est [constant ACTION_MODE_BUTTON_PRESS] "
+"et lors de [signal button_up] sinon.\n"
+"Si vous avez besoin de connaître l'état du bouton (et que [member "
+"toggle_mode] est actif), utilisez plutôt [signal toggled]."
#: doc/classes/BaseButton.xml
msgid ""
@@ -12580,38 +14507,45 @@ msgid ""
"(only if [member toggle_mode] is active). The new state is contained in the "
"[code]button_pressed[/code] argument."
msgstr ""
+"Émis lorsque le bouton a été juste basculé entre les états pressé et normal "
+"(seulement si [member toggle_mode] est actif). Le nouvel état est passé dans "
+"l'argument [code]button_pressed[/code]."
#: doc/classes/BaseButton.xml
msgid ""
"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
"buttons."
msgstr ""
+"L'état normal (c'est-à-dire non pressé, non survolé, non basculé ni activé) "
+"des boutons."
#: doc/classes/BaseButton.xml
msgid "The state of buttons are pressed."
-msgstr ""
+msgstr "L'état des boutons est : pressé."
#: doc/classes/BaseButton.xml
msgid "The state of buttons are hovered."
-msgstr ""
+msgstr "L'état des boutons est : survolé."
#: doc/classes/BaseButton.xml
msgid "The state of buttons are disabled."
-msgstr ""
+msgstr "L'état des boutons est : désactivé."
#: doc/classes/BaseButton.xml
msgid "The state of buttons are both hovered and pressed."
-msgstr ""
+msgstr "L'état des boutons est à la fois survolé et appuyé."
#: doc/classes/BaseButton.xml
msgid "Require just a press to consider the button clicked."
-msgstr ""
+msgstr "Il suffit d'appuyer sur le bouton pour le considérer comme cliqué."
#: doc/classes/BaseButton.xml
msgid ""
"Require a press and a subsequent release before considering the button "
"clicked."
msgstr ""
+"Requiert un appui suivi d'un relâchement avant de considérer le bouton comme "
+"cliqué."
#: doc/classes/Basis.xml
msgid "3×3 matrix datatype."
@@ -12630,20 +14564,30 @@ msgid ""
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
+"Une matrice 3×3 utilisée pour la rotation et la mise à l'échelle en 3D. "
+"Presque toujours utilisé comme base orthogonale pour une Transform.\n"
+"Contient 3 champs vectoriels X, Y et Z qui composent ses colonnes, qui sont "
+"généralement interprétées comme les vecteurs de base locaux d'une "
+"transformation. Pour une telle utilisation, c'est composé d'une mise à "
+"l'échelle et d'une matrice de rotation, dans cet ordre (M = R.S)\n"
+"Peut également être accessible comme un tableau de vecteurs 3D. Ces vecteurs "
+"sont normalement orthogonaux l'un avec l'autre, mais ne sont pas "
+"nécessairement normalisés (en raison de la mise à l'échelle).\n"
+"Pour plus d'informations, lisez l'article de documentation « Matrices et "
+"transformations »."
#: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid "Matrices and transforms"
-msgstr ""
+msgstr "Les matrices et les transformations"
#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
-#, fuzzy
msgid "Using 3D transforms"
-msgstr "Utilise ça lors des transformations 3D."
+msgstr "Utiliser les transformations 3D"
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Matrix Transform Demo"
-msgstr ""
+msgstr "Démo de transformation matricielle"
#: doc/classes/Basis.xml doc/classes/CylinderShape.xml
#: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml
@@ -12655,17 +14599,18 @@ msgstr ""
#: doc/classes/TextureRect.xml doc/classes/Thread.xml
#: doc/classes/VBoxContainer.xml
msgid "3D Voxel Demo"
-msgstr ""
+msgstr "Démo voxel 3D"
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml
msgid "2.5D Demo"
-msgstr ""
+msgstr "Démo 2.5D"
#: doc/classes/Basis.xml
-#, fuzzy
msgid "Constructs a pure rotation basis matrix from the given quaternion."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Quat] donné."
+msgstr ""
+"Construit la matrice d'une base de rotation seulement depuis le quaternion "
+"donné."
#: doc/classes/Basis.xml
msgid ""
@@ -12675,13 +14620,21 @@ msgid ""
"Consider using the [Quat] constructor instead, which uses a quaternion "
"instead of Euler angles."
msgstr ""
+"Construit une matrice de base de rotation pure à partir des angles d'Euler "
+"spécifiés (suivant la convention YXZ : lors de la *composition*, d'abord Y, "
+"puis X, et enfin Z), qui sont donnés dans un vecteur comme (angle X, angle "
+"Y, angle Z).\n"
+"Vous pouvez considérer l'utilisation du constructeur [Quat], qui utilise un "
+"quaternion au lieu des angles d'Euler."
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
+"Construit un quaternion qui tournera autour de l'axe [code]axis[/code] par "
+"[code]angle[/code] (en radians). L'axe doit être un vecteur normalisé."
#: doc/classes/Basis.xml
msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
@@ -12733,16 +14686,17 @@ msgid "Returns the inverse of the matrix."
msgstr "Retourne l'inverse de la matrice."
#: doc/classes/Basis.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this basis and [code]b[/code] are approximately "
"equal, by calling [code]is_equal_approx[/code] on each component.\n"
"[b]Note:[/b] For complicated reasons, the epsilon argument is always "
"discarded. Don't use the epsilon argument, it does nothing."
msgstr ""
-"Retourne [code]true[/code] si cette [AABB] et [code]aabb[/code] sont "
-"approximativement égales, en appelant [method @GDScript.is_equal_approx] sur "
-"chaque composantes."
+"Retourne [code]true[/code] si cette base et [code]b[/code] sont "
+"approximativement égales, en appelant [code]is_equal_approx[/code] sur "
+"chaque composant.\n"
+"[b]Note :[/b] Pour des raisons compliquées, l'argument epsilon est toujours "
+"ignoré. Ne l'utilisez pas, il ne sert à rien."
#: doc/classes/Basis.xml
msgid ""
@@ -12753,9 +14707,11 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
+"Ajoute une rotation supplémentaire autour de l'axe donné par [code]angle[/"
+"code] (en radians). L'axe doit être normalisé."
#: doc/classes/Basis.xml
msgid ""
@@ -12770,23 +14726,23 @@ msgstr ""
#: doc/classes/Basis.xml
msgid "Transposed dot product with the X axis of the matrix."
-msgstr ""
+msgstr "Le produit scalaire de la matrice transposée avec l'axe X."
#: doc/classes/Basis.xml
msgid "Transposed dot product with the Y axis of the matrix."
-msgstr ""
+msgstr "Le produit scalaire de la matrice transposée avec l'axe Y."
#: doc/classes/Basis.xml
msgid "Transposed dot product with the Z axis of the matrix."
-msgstr ""
+msgstr "Le produit scalaire de la matrice transposée avec l'axe Z."
#: doc/classes/Basis.xml
msgid "Returns the transposed version of the matrix."
-msgstr ""
+msgstr "Retourne la matrice transposée."
#: doc/classes/Basis.xml
msgid "Returns a vector transformed (multiplied) by the matrix."
-msgstr ""
+msgstr "Retourne le vecteur transformé (multiplié) par la matrice."
#: doc/classes/Basis.xml
msgid ""
@@ -12794,24 +14750,34 @@ msgid ""
"[b]Note:[/b] This results in a multiplication by the inverse of the matrix "
"only if it represents a rotation-reflection."
msgstr ""
+"Retourne un vecteur transformé (multiplié) par la matrice de base "
+"transposée.\n"
+"[b]Note :[/b] Cela entraîne une multiplication par l'inverse de la matrice "
+"seulement si elle représente une rotation-réflexion."
#: doc/classes/Basis.xml doc/classes/Transform2D.xml
msgid ""
"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
"code]."
msgstr ""
+"Le vecteur X (la colonne 0) de la matrice de la base. Équivalent à l'index "
+"de tableau [code]0[/code]."
#: doc/classes/Basis.xml doc/classes/Transform2D.xml
msgid ""
"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
"code]."
msgstr ""
+"Le vecteur Y (la colonne 1) de la matrice de la base. Équivalent à l'index "
+"de tableau [code]1[/code]."
#: doc/classes/Basis.xml
msgid ""
"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
"code]."
msgstr ""
+"Le vecteur Z (la colonne 2) de la matrice de la base. Équivalent à l'index "
+"de tableau [code]2[/code]."
#: doc/classes/Basis.xml
msgid ""
@@ -12820,24 +14786,34 @@ msgid ""
"This constant can be used to make your code clearer, and for consistency "
"with C#."
msgstr ""
+"La base d'identité, sans rotation ni mise à l'échelle.\n"
+"Ceci est identique à [code]Basis()[/code] sans aucun paramètre. Cette "
+"constante peut être utilisée pour que votre code soit plus clair, et pour la "
+"cohérence avec C#."
#: doc/classes/Basis.xml
msgid ""
"The basis that will flip something along the X axis when used in a "
"transformation."
msgstr ""
+"La base qui appliquera un effet miroir suivant l'axe X lorsqu'elle est "
+"utilisée dans une transformation."
#: doc/classes/Basis.xml
msgid ""
"The basis that will flip something along the Y axis when used in a "
"transformation."
msgstr ""
+"La base qui appliquera un effet miroir suivant l'axe Y lorsqu'elle est "
+"utilisée dans une transformation."
#: doc/classes/Basis.xml
msgid ""
"The basis that will flip something along the Z axis when used in a "
"transformation."
msgstr ""
+"La base qui appliquera un effet miroir suivant l'axe Z lorsqu'elle est "
+"utilisée dans une transformation."
#: doc/classes/BitMap.xml
msgid "Boolean matrix."
@@ -12849,6 +14825,10 @@ msgid ""
"a binary matrix (every matrix element takes only one bit) and query the "
"values using natural cartesian coordinates."
msgstr ""
+"Un tableau bidimensionnel de valeurs booléennes, peut être utilisé pour "
+"stocker efficacement une matrice binaire (chaque élément matrice ne contient "
+"qu'un bit) et faire des requêtes sur ces valeurs à l'aide de coordonnées "
+"naturelles cartésiennes."
#: doc/classes/BitMap.xml
msgid ""
@@ -12857,11 +14837,17 @@ msgid ""
"are being converted into white pixels, and [code]false[/code] bits into "
"black."
msgstr ""
+"Retourne une image de la même taille que la bitmap au format [enum.Format] "
+"du type [code]FORMAT_L8[/code]. Les valeurs [code]true[/code] de l'image "
+"seront converties en pixels blancs, et les valeurs [code]false[/code] en "
+"noir."
#: doc/classes/BitMap.xml
msgid ""
"Creates a bitmap with the specified size, filled with [code]false[/code]."
msgstr ""
+"Crée un bitmap de la taille spécifiée, rempli avec la valeur [code]false[/"
+"code]."
#: doc/classes/BitMap.xml
msgid ""
@@ -12870,10 +14856,14 @@ msgid ""
"that position is equal to [code]threshold[/code] or less, and [code]true[/"
"code] in other case."
msgstr ""
+"Crée un bitmap qui correspond aux dimensions de l'image donnée, chaque "
+"élément du bitmap sera remplacé par [code]false[/code] si l'opacité de ce "
+"pixel est inférieur ou égal à [code]threshold[/code], et [code]true[/code] "
+"sinon."
#: doc/classes/BitMap.xml
msgid "Returns bitmap's value at the specified position."
-msgstr ""
+msgstr "Retourne la valeur du bitmap à la position spécifiée."
#: doc/classes/BitMap.xml
msgid "Returns bitmap's dimensions."
@@ -12882,7 +14872,7 @@ msgstr "Retourne les dimensions de bitmap."
#: doc/classes/BitMap.xml
msgid ""
"Returns the amount of bitmap elements that are set to [code]true[/code]."
-msgstr ""
+msgstr "Retourne le nombre d'éléments bitmap qui sont à [code]true[/code]."
#: doc/classes/BitMap.xml
msgid ""
@@ -12892,20 +14882,27 @@ msgid ""
"area where the morphological operation is applied. Pixels located outside "
"the [code]rect[/code] are unaffected by [method grow_mask]."
msgstr ""
+"Applique une dilatation ou une érosion morphologique du bitmap. Si "
+"[code]pixels[/code] est positif, une dilatation est appliquée au bitmap. Si "
+"[code]pixels[/code] est négatif, une érosion est appliquée. [code]rect[/"
+"code] définit la zone où l'opération morphologique est appliquée. Les pixels "
+"situés à l'extérieur du [code]rect[/code] ne sont pas affectés par [method "
+"grow_mask]."
#: doc/classes/BitMap.xml
-#, fuzzy
msgid "Resizes the image to [code]new_size[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr "Redimensionne l'image à la nouvelle taille [code]new_size[/code]."
#: doc/classes/BitMap.xml
msgid ""
"Sets the bitmap's element at the specified position, to the specified value."
msgstr ""
+"Définit l'élément du bitmap à la position donnée, avec la valeur spécifiée."
#: doc/classes/BitMap.xml
msgid "Sets a rectangular portion of the bitmap to the specified value."
msgstr ""
+"Définit une valeur spécifique pour une portion rectangulaire du bitmap."
#: doc/classes/BitmapFont.xml
msgid ""
@@ -12923,6 +14920,10 @@ msgid ""
"Supports distance fields. For using vector font files like TTF directly, see "
"[DynamicFont]."
msgstr ""
+"Rend le texte en utilisant les atlas des texture contenues dans le fichier "
+"[code]*.fnt[/code]. Supporte les champs de distance. Pour utiliser "
+"directement des fichiers de police vectorielles, comme le TTF, voir "
+"[DynamicFont]."
#: doc/classes/BitmapFont.xml
msgid ""
@@ -12932,6 +14933,11 @@ msgid ""
"alignment for the character and [code]advance[/code] is the (optional) "
"advance."
msgstr ""
+"Ajoute un caractère à la police, où [code]character[/code] est la valeur "
+"Unicode, [code]texture[/code] est l'index de la texture, [code]rect[/code] "
+"est la région de la texture (en pixels !), [code]align[/code] est "
+"l'alignement (optionnel) du caractère et [code]advance[/code] est "
+"l'avancement (optionnel)."
#: doc/classes/BitmapFont.xml
msgid ""
@@ -12951,11 +14957,12 @@ msgstr "Efface toutes les données et paramètres de la police."
msgid ""
"Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]."
msgstr ""
+"Crée un BitmapFont depuis le fichier [code]*.fnt[/code] à l'emplacement "
+"[code]path[/code]."
#: doc/classes/BitmapFont.xml
-#, fuzzy
msgid "Returns a kerning pair as a difference."
-msgstr "Renvoie une paire de kerning comme une différence."
+msgstr "Retourne une paire de kerning de différence."
#: doc/classes/BitmapFont.xml
msgid "Returns the font atlas texture at index [code]idx[/code]."
@@ -12968,17 +14975,14 @@ msgid "Returns the number of textures in the BitmapFont atlas."
msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont."
#: doc/classes/BitmapFont.xml
-#, fuzzy
msgid "Ascent (number of pixels above the baseline)."
-msgstr "Ascension (nombre de pixels au-dessus de la ligne de base)."
+msgstr "L'ascension (le nombre de pixels au-dessus de la ligne de base)."
#: doc/classes/BitmapFont.xml
-#, fuzzy
msgid "If [code]true[/code], distance field hint is enabled."
msgstr "Si [code]true[/code], l'indice de champ de distance est activé."
#: doc/classes/BitmapFont.xml
-#, fuzzy
msgid "The fallback font."
msgstr "La police de caractères de repli."
@@ -12989,6 +14993,8 @@ msgstr ""
#: doc/classes/Bone2D.xml
msgid "Joint used with [Skeleton2D] to control and animate other nodes."
msgstr ""
+"Un joint utilisé avec un [Skeleton2D] pour contrôler et animer les autres "
+"nœuds."
#: doc/classes/Bone2D.xml
msgid ""
@@ -13002,10 +15008,21 @@ msgid ""
"menu option, from the code, you need to iterate over the bones to set their "
"individual rest poses."
msgstr ""
+"Utilise une hiérarchie [code]Bone2D[/code] liée à un [Skeleton2D] pour "
+"contrôler et animer d'autres nœuds [Node2D].\n"
+"Vous pouvez utiliser les nœuds [code]Bone2D[/code] et [code]Skeleton2D[/"
+"code] pour animer les maillages 2D créées avec l'éditeur d'UV de Polygon "
+"2D.\n"
+"Chaque os a une transformation de repos [member rest] que vous pouvez "
+"réinitialiser avec [method apply_rest]. Ces poses de repos sont par rapport "
+"au parent de l'os.\n"
+"Si dans l'éditeur vous pouvez définir la pose de repos d'un squelette entier "
+"en utilisant une option de menu, à partir du code, vous devez itérer sur les "
+"os pour définir leurs poses de repos individuelles."
#: doc/classes/Bone2D.xml
msgid "Stores the node's current transforms in [member rest]."
-msgstr ""
+msgstr "Enregistre la transformation actuelle du nœud dans [member rest]."
#: doc/classes/Bone2D.xml
msgid ""
@@ -13017,21 +15034,28 @@ msgid ""
"Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have "
"a parent, or its rest pose relative to its parent."
msgstr ""
+"Retourne la [code]Transform2D[/code] du nœud pour la position de repos "
+"[member rest] s'il n'a pas de parent, ou si sa position de repos est "
+"relative à son parent."
#: doc/classes/Bone2D.xml
msgid ""
"Length of the bone's representation drawn in the editor's viewport in pixels."
msgstr ""
+"La longueur en pixel de l'os tel qu'affiché dans la fenêtre d'affichage de "
+"l'éditeur."
#: doc/classes/Bone2D.xml
msgid ""
"Rest transform of the bone. You can reset the node's transforms to this "
"value using [method apply_rest]."
msgstr ""
+"Le transformation de repos de l'os. Vous pouvez rétablir la transformation "
+"du nœud à cette valeur avec [method apply_rest]."
#: doc/classes/BoneAttachment.xml
msgid "A node that will attach to a bone."
-msgstr ""
+msgstr "Un nœud qui s'attache à un os."
#: doc/classes/BoneAttachment.xml
msgid ""
@@ -13039,6 +15063,9 @@ msgid ""
"for this node to attach to. The BoneAttachment node will copy the transform "
"of the selected bone."
msgstr ""
+"Ce nœud doit être l'enfant d'un nœud [Skeleton]. Vous pouvez alors "
+"sélectionner un os pour que ce nœud soit attaché. Le nœud BoneAttachment "
+"copiera la transformation de l'os sélectionné."
#: doc/classes/BoneAttachment.xml
msgid "The name of the attached bone."
@@ -13097,6 +15124,53 @@ msgid ""
" can_shoot = true\n"
"[/codeblock]"
msgstr ""
+"Le type intégré booléen. Il y a deux valeurs booléennes : [code]true[/code] "
+"(vrai) et [code]false[/code] (faux). Vous pouvez penser à un interrupteur "
+"avec les deux positions allumé ou éteins (1 ou 0). Les booléens sont "
+"utilisés en programmation pour la logique dans les instructions de "
+"conditions, comme [code]if[/code].\n"
+"Les booléens peuvent être directement utilisés dans les instructions "
+"[code]if[/code]. Le code en-dessous montre ça dans la ligne [code]if "
+"can_shoot:[/code]. Vous n'avez pas besoin d'utiliser [code]== true[/code], "
+"mais [code]if can_shoot:[/code] suffit. De même, utilisez [code]if not "
+"can_shoot:[/code] plutôt que [code]== false[/code].\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"\n"
+"func shoot():\n"
+" if can_shoot:\n"
+" pass # Faire les actions de tirs ici.\n"
+"[/codeblock]\n"
+"Le code suivant ne créera une balle que si les deux conditions sont "
+"correctes : l'action \"shoot\" est pressée et si [code]can_shoot[/code] est "
+"[code]true[/code].\n"
+"[b]Note :[/b] [code]Input.is_action_pressed(\"shoot\")[/code] est aussi un "
+"booléen qui est [code]true[/code] quand \"shoot\" est appuyé et [code]false[/"
+"code] quand \"shoot\" n'est pas appuyé.\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"\n"
+"func shoot():\n"
+" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
+" create_bullet()\n"
+"[/codeblock]\n"
+"Le code suivant définira [code]can_shoot[/code] à [code]false[/code] et "
+"lancera un minuteur. Ça empêchera le joueur de tirer tant que le minuteur "
+"n'est pas fini. Puis [code]can_shoot[/code] sera mis à [code]true[/code] à "
+"nouveau et permettra au joueur de tirer une fois à nouveau.\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"onready var cool_down = $CoolDownTimer\n"
+"\n"
+"func shoot():\n"
+" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
+" create_bullet()\n"
+" can_shoot = false\n"
+" cool_down.start()\n"
+"\n"
+"func _on_CoolDownTimer_timeout():\n"
+" can_shoot = true\n"
+"[/codeblock]"
#: doc/classes/bool.xml
msgid ""
@@ -13104,6 +15178,9 @@ msgid ""
"code] if [code]0[/code] is passed in, and [code]true[/code] for all other "
"ints."
msgstr ""
+"Transforme une valeur [int] en booléen, cette méthode retournera "
+"[code]false[/code] si [code]0[/code] est donné, et [code]true[/code] pour "
+"toute autre valeur entière."
#: doc/classes/bool.xml
msgid ""
@@ -13111,6 +15188,9 @@ msgid ""
"[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] "
"for all other floats."
msgstr ""
+"Transforme une valeur [float] en booléen, cette méthode retournera "
+"[code]false[/code] si [code]0[/code] est donné, et [code]true[/code] pour "
+"tout autre flottant."
#: doc/classes/bool.xml
msgid ""
@@ -13120,6 +15200,11 @@ msgid ""
"Examples: [code]bool(\"False\")[/code] returns [code]true[/code], "
"[code]bool(\"\")[/code] returns [code]false[/code]."
msgstr ""
+"Convertit une valeur [String] en valeur booléenne, cette méthode retournera "
+"[code]false[/code] si [code]\"\"[/code] est donné, et [code]true[/code] pour "
+"toute chaîne non vide.\n"
+"Exemples : [code]bool(\"False\")[/code] retourne [code]true[/code], "
+"[code]bool(\"\")[/code] retourne [code]false[/code]."
#: doc/classes/BoxContainer.xml
msgid "Base class for box containers."
@@ -13130,21 +15215,24 @@ msgid ""
"Arranges child controls vertically or horizontally, and rearranges the "
"controls automatically when their minimum size changes."
msgstr ""
+"Arrange les contrôles enfants verticalement ou horizontalement, et "
+"réorganise les contrôles automatiquement lorsque leur taille minimale change."
#: doc/classes/BoxContainer.xml
msgid ""
"Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/"
"code] will insert the spacer control in front of other children."
msgstr ""
+"Ajoute un contrôle à la boîte comme espace. Si [code]true[/code], "
+"[code]begin[/code] insérera le contrôle d'espace devant les autres enfants."
#: doc/classes/BoxContainer.xml
-#, fuzzy
msgid ""
"The alignment of the container's children (must be one of [constant "
"ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])."
msgstr ""
-"L’alignement des enfants du conteneur (doit être l’un des [constant "
-"ALIGN_BEGIN], [constant ALIGN_CENTER], ou [constant ALIGN_END])."
+"L'alignement des enfants du conteneur (doit être [constant ALIGN_BEGIN], "
+"[constant ALIGN_CENTER] ou [constant ALIGN_END])."
#: doc/classes/BoxContainer.xml
msgid "Aligns children with the beginning of the container."
@@ -13156,7 +15244,7 @@ msgstr "Aligne les enfants avec le centre du conteneur."
#: doc/classes/BoxContainer.xml
msgid "Aligns children with the end of the container."
-msgstr ""
+msgstr "Aligne les nœuds enfants à la fin du conteneur."
#: doc/classes/BoxShape.xml
msgid "Box shape resource."
@@ -13165,6 +15253,7 @@ msgstr "Ressource en forme de boîte."
#: doc/classes/BoxShape.xml
msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]."
msgstr ""
+"Un forme de boite en 3D qui peut être un enfant d'un [PhysicsBody] ou [Area]."
#: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml
#: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml
@@ -13172,20 +15261,22 @@ msgstr ""
#: doc/classes/RigidBody.xml doc/classes/SphereShape.xml
#: doc/classes/StaticBody.xml
msgid "3D Physics Tests Demo"
-msgstr ""
+msgstr "Démo des tests de physique 3D"
#: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml
#: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml
#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml
#: doc/classes/MeshLibrary.xml
msgid "3D Kinematic Character Demo"
-msgstr ""
+msgstr "Démo de caractère cinématique 3D"
#: doc/classes/BoxShape.xml
msgid ""
"The box's half extents. The width, height and depth of this shape is twice "
"the half extents."
msgstr ""
+"La demi-étendue de la boîte. La largeur, la hauteur et la profondeur de "
+"cette forme sont deux fois plus larges."
#: doc/classes/Button.xml
msgid "Standard themed Button."
@@ -13216,19 +15307,45 @@ msgid ""
"given time. Use [TouchScreenButton] for buttons that trigger gameplay "
"movement or actions, as [TouchScreenButton] supports multitouch."
msgstr ""
+"Button est le bouton standard avec thème. Il peut contenir du texte et une "
+"icône, et sera affiché suivant le [Theme] actuellement défini.\n"
+"[b]Exemple de création d'un bouton par le lui et lui assigner une action "
+"quand il est appuyé :[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" button.text = \"Cliquez moi\"\n"
+" button.connect(\"pressed\", self, \"_button_pressed\")\n"
+" add_child(button)\n"
+"\n"
+"func _button_pressed():\n"
+" print(\"On m'a cliqué !\")\n"
+"[/codeblock]\n"
+"Les boutons (comme tous les nœuds Control) peuvent aussi être créés depuis "
+"l'éditeur, mais dans certains cas, il peut être nécessaire de le faire par "
+"le code.\n"
+"Voir aussi [BaseButton] qui contient les propriétés et méthodes communes "
+"associées à ce nœud.\n"
+"[b]Note :[/b] Les boutons n'interceptent pas les tapes et ne supporte donc "
+"pas le multitouch, puisque la souris ne peut presser qu'un seul bouton à la "
+"fois. Utilisez [TouchScreenButton] pour les boutons qui traitent les entrées "
+"pour les mouvements et les actions, puisque [TouchScreenButton] supporte le "
+"multitouch."
#: doc/classes/Button.xml doc/classes/Dictionary.xml
#: doc/classes/GridContainer.xml doc/classes/OS.xml
#: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml
#: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml
msgid "OS Test Demo"
-msgstr ""
+msgstr "Démo de test de système d'exploitation"
#: doc/classes/Button.xml
msgid ""
"Text alignment policy for the button's text, use one of the [enum TextAlign] "
"constants."
msgstr ""
+"L'alignement du texte du bouton, qui est une des constantes de [enum "
+"TextAlign]."
#: doc/classes/Button.xml
msgid ""
@@ -13236,12 +15353,17 @@ msgid ""
"clipped, when disabled the Button will always be wide enough to hold the "
"text."
msgstr ""
+"Lorsque cette propriété est activée, un texte trop grand pour ce bouton sera "
+"tronqué, et lorsque le bouton est désactivé, il sera toujours assez grand "
+"pour contenir tout le texte."
#: doc/classes/Button.xml
msgid ""
"When enabled, the button's icon will expand/shrink to fit the button's size "
"while keeping its aspect."
msgstr ""
+"Lorsque actif, l'icône du bouton s'étendra/se réduira selon la taille du "
+"bouton et gardera son aspect."
#: doc/classes/Button.xml
msgid "Flat buttons don't display decoration."
@@ -13254,6 +15376,11 @@ msgid ""
"property of [Button] and [code]content_margin_*[/code] properties of the "
"used [StyleBox]es."
msgstr ""
+"L'icône du bouton, si le texte est présent, l'icône sera placée avant le "
+"texte.\n"
+"Pour modifier la marge et l'espacement de l'icône, utilisez la propriété "
+"[code]hseparation[/code] du thème pour le [Button] et les propriétés "
+"[code]content_margin_*[/code] de la [StyleBox] utilisée."
#: doc/classes/Button.xml
msgid ""
@@ -13261,22 +15388,26 @@ msgid ""
"button. Uses the same [enum TextAlign] constants as the text alignment. If "
"centered, text will draw on top of the icon."
msgstr ""
+"Spécifie si l'icône doit être alignée sur la gauche, la droite ou au centre "
+"d'un bouton. Utilisez les mêmes constantes [enum TextAlign] que pour "
+"l'alignement du texte. Si l'icône est centrée, elle sera affichée sous le "
+"texte."
#: doc/classes/Button.xml doc/classes/LinkButton.xml
msgid "The button's text that will be displayed inside the button's area."
-msgstr ""
+msgstr "Le texte du bouton qui sera affiché à l'intérieur de l'aire du bouton."
#: doc/classes/Button.xml
msgid "Align the text to the left."
-msgstr "Alignez le texte à gauche."
+msgstr "Aligne le texte à gauche."
#: doc/classes/Button.xml
msgid "Align the text to the center."
-msgstr "Alignez le texte au centre."
+msgstr "Aligne le texte au centre."
#: doc/classes/Button.xml
msgid "Align the text to the right."
-msgstr "Alignez le texte vers la droite."
+msgstr "Aligne le texte vers la droite."
#: doc/classes/Button.xml
msgid "Default text [Color] of the [Button]."
@@ -13284,7 +15415,7 @@ msgstr "La [Color] du texte par défaut du [Button]."
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is disabled."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [Button] est désactivé."
#: doc/classes/Button.xml
msgid ""
@@ -13292,18 +15423,21 @@ msgid ""
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
+"La [Color] du texte utilisée lorsque le [Button] a le focus. Ne fait que "
+"remplacer la couleur normale du texte du bouton. Les couleurs définies pour "
+"les états désactivé, survolé et pressé sont prioritaires sur cette couleur."
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is being hovered."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [Button] est survolé."
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is being pressed."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [Button] est appuyé."
#: doc/classes/Button.xml
msgid "The horizontal space between [Button]'s icon and text."
-msgstr ""
+msgstr "L'espacement horizontal entre l'icône et le texte du [Button]."
#: doc/classes/Button.xml
msgid "[Font] of the [Button]'s text."
@@ -13311,7 +15445,7 @@ msgstr "[Font] du texte du [Button]."
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is disabled."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [Button] est désactivé."
#: doc/classes/Button.xml
msgid ""
@@ -13319,10 +15453,13 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
+"La [StyleBox] utilisée lorsque le [Button] a le focus. Elle est affichée par "
+"dessus la [StyleBox] actuelle, donc en utilisant [StyleBoxEmpty], ne fera "
+"que désactiver l'effet visuel quand le bouton a le focus."
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is being hovered."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand le [Button] est survolé."
#: doc/classes/Button.xml
msgid "Default [StyleBox] for the [Button]."
@@ -13330,7 +15467,7 @@ msgstr "[StyleBox] par défaut pour le [Button]."
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is being pressed."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand le [Button] est appuyé."
#: doc/classes/ButtonGroup.xml
msgid "Group of Buttons."
@@ -13342,12 +15479,18 @@ msgid ""
"Only one allows being pressed.\n"
"[member BaseButton.toggle_mode] should be [code]true[/code]."
msgstr ""
+"Un groupe de [Button]. Tous les boutons enfants directs et indirects "
+"deviennent des boutons radios. Un seul de ces boutons peut être pressé à la "
+"fois.\n"
+"[member BaseButton.toggle_mode] devrait être [code]true[/code]."
#: doc/classes/ButtonGroup.xml
msgid ""
"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
"[member BaseButton.group])."
msgstr ""
+"Retourne une [Array] de [Button] qui sont dans ce [ButtonGroup] (voir "
+"[member BaseButton.group])."
#: doc/classes/ButtonGroup.xml
msgid "Returns the current pressed button."
@@ -13358,6 +15501,42 @@ msgstr "Renvoie le bouton actuellement enfoncé."
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "Émis lorsqu’un bouton de ce contrôleur est appuyé."
+#: doc/classes/CallbackTweener.xml
+#, fuzzy
+msgid "Calls the specified method after optional delay."
+msgstr "Verrouille l'axe linéaire et de rotation spécifié."
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+"[CallbackTweener] est utilisé pour appeler une méthode dans une séquence "
+"d'interpolation. Voir [method SceneTreeTween.tween_callback] pour plus "
+"d'informations sur son utilisation.\n"
+"[b]Note :[/b] [method SceneTreeTween.tween_callback] est le seul moyen "
+"correct de créer un [CallbackTweener]. Tout [CallbackTweener] créé "
+"manuellement ne fonctionnera pas correctement."
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+"Retarde l'appel par le temps donné en secondes. Par exemple :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) # Cela va appeler "
+"\"queue_free()\"\" après 2 secondes\n"
+"/[codeblock]"
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr "Nœud de caméra, affiche d'un point de vue."
@@ -13372,6 +15551,14 @@ msgid ""
"capabilities to a [Viewport], and, without one, a scene registered in that "
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
+"La caméra est un nœud spécial qui affiche ce qui est visible depuis son "
+"emplacement actuel. Les caméras s'enregistrent dans le nœud [Viewport] le "
+"plus proche (en remontant l'arborescence). Une seule caméra peut être active "
+"par fenêtre d'affichage. Si aucune fenêtre d'affichage n'est disponible dans "
+"l'arborescence, la caméra s'enregistrera dans la fenêtre d'affichage racine. "
+"En d'autres termes, une caméra permet l'affichage en 3D dans un [Viewport] "
+"et, sans caméra, une scène enregistrée dans ce [Viewport] (où les fenêtres "
+"d'affichage plus hautes) n'affichent rien."
#: doc/classes/Camera.xml
msgid ""
@@ -13379,11 +15566,13 @@ msgid ""
"[code]enable_next[/code] is [code]true[/code], request to make the next "
"camera current, if any."
msgstr ""
+"Si c'est la caméra actuelle, elle ne sera plus l'actuelle. Si "
+"[code]enable_next[/code] est [code]true[/code], passe à la caméra suivante "
+"pour la rendre actuelle, s'il y en a une."
#: doc/classes/Camera.xml
-#, fuzzy
msgid "Returns the camera's RID from the [VisualServer]."
-msgstr "Retourne le RID de la caméra depuis le [RenderingServer]."
+msgstr "Retourne le RID de la caméra depuis le [VisualServer]."
#: doc/classes/Camera.xml
msgid ""
@@ -13392,12 +15581,18 @@ msgid ""
"to the position and orientation of the camera by subclassed cameras such as "
"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
msgstr ""
+"Retourne la transformation de la caméra avec les décalages vertical ([member "
+"v_offset]) et horizontal ([member h_offset]) ; et tout autre ajustement "
+"apporté à la position et à l'orientation de la caméra par les sous-classes "
+"de caméra comme [ClippedCamera], [InterpolatedCamera] et [ARVRCamera]."
#: doc/classes/Camera.xml
msgid ""
"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
"cull_mask] is enabled, [code]false[/code] otherwise."
msgstr ""
+"Retourne [code]true[/code] si le calque [code]layer[/code] spécifié dans ce "
+"[member cull_mask] est actif, ou [code]false[/code] sinon."
#: doc/classes/Camera.xml
msgid ""
@@ -13412,6 +15607,9 @@ msgid ""
"[b]Note:[/b] A position which returns [code]false[/code] may still be "
"outside the camera's field of view."
msgstr ""
+"Retourne [code]true[/code] si la position donnée est derrière la caméra.\n"
+"[b]Note :[/b] Une position qui retourne [code]false[/code] peut quand même "
+"être en dehors du champ de vision de la caméra."
#: doc/classes/Camera.xml
msgid ""
@@ -13419,6 +15617,10 @@ msgid ""
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
+"Fait que cette caméra devient l'actuelle pour le [Viewport] (voir la "
+"description de la classe). Si le nœud de la caméra est en dehors de "
+"l'arborescence de la scène, il tentera de devenir l'actuel dès qu'il sera "
+"ajouté."
#: doc/classes/Camera.xml
msgid ""
@@ -13433,22 +15635,33 @@ msgid ""
"the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
"distance into the scene away from the camera."
msgstr ""
+"Retourne le point 3D dans l'espace global qui correspond à la coordonnées 2D "
+"donnée dans le rectangle du [Viewport] sur un plan qui est à la distance "
+"[code]z_depth[/code] donnée dans la scène par rapport à la caméra."
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
+"Retourne la normale dans l'espace global, qui est le résultat de la "
+"projection d'un point sur le rectangle [Viewport] par la projection inverse "
+"de la caméra. Ceci est utile pour lancer des rayons sous la forme (origine, "
+"normale) pour l'intersection ou la sélection d'objets."
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
+"Retourne la position 3D dans l'espace global, qui est le résultat de "
+"projeter un point sur le rectangle [Viewport] par la projection inverse de "
+"la caméra. Ceci est utile pour lancer des rayons sous la forme (origine, "
+"normale) pour l'intersection ou la sélection d'objets."
#: doc/classes/Camera.xml
msgid ""
@@ -13497,6 +15710,19 @@ msgid ""
"unproject_position(global_transform.origin)\n"
"[/codeblock]"
msgstr ""
+"Retourne les coordonnées 2D dans le rectangle [Viewport] qui projette le "
+"point 3D donné dans l'espace global.\n"
+"[b]Note :[/b] Lors de l'utilisation de cette fonction pour positionner des "
+"éléments graphiques sur un viseur 3D, utilisez [method is_position_behind] "
+"pour les empêcher d'apparaître si ce point 3D est derrière la caméra :\n"
+"[codeblock]\n"
+"# Ce bloc de code fait partie d'un script qui hérite de Spatial.\n"
+"# `control` est une référence à un nœud héritant de Control.\n"
+"control.visible = not get_viewport().get_camera()."
+"is_position_behind(global_transform.origin)\n"
+"control.rect_position = get_viewport().get_camera()."
+"unproject_position(global_transform.origin)\n"
+"/[codeblock]"
#: doc/classes/Camera.xml
msgid ""
@@ -13506,9 +15732,13 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
-"Si [code]true[/code], l’ancêtre [Viewport] utilise actuellement cette caméra."
#: doc/classes/Camera.xml
msgid ""
@@ -13522,6 +15752,15 @@ msgid ""
"Perspective menu in the top-left corner of the 3D viewport and toggle "
"[b]Enable Doppler[/b]."
msgstr ""
+"Si n'est pas [constant DOPPLER_TRACKING_DISABLED], cette caméra simulera "
+"[url=https://fr.wikipedia.org/wiki/Effet_Doppler]L'effet Doppler[/url] pour "
+"les objets modifiés en particulier durant la méthode [code]_process[/code]. "
+"L'effet Doppler est seulement simulé pour les nœuds [AudioStreamPlayer3D] "
+"qui ont [member AudioStreamPlayer3D.doppler_tracking] défini à une valeur "
+"autre que [constant AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED]\n"
+"[b]Note :[/b] Pour basculer la prévisualisation de l'effet Doppler dans "
+"l'éditeur, utilisez le menu \"Perspective\" dans le coin supérieur gauche de "
+"la vue 3D et activer l'option [b]Activer Doppler[/b]."
#: doc/classes/Camera.xml
msgid "The [Environment] to use for this camera."
@@ -13545,6 +15784,15 @@ msgid ""
"- ~102.45 degrees in a 16:9 viewport\n"
"- ~117.06 degrees in a 21:9 viewport"
msgstr ""
+"L'angle du champs de vision de la caméra (en degrés). Seulement disponible "
+"en mode perspective. Comme [member keep_aspect] verrouille un axe, "
+"[code]fov[/code] définit l'angle du champs de vision de l'autre axe.\n"
+"Pour référence, l'angle de champs de vision par défaut ([code]70.0[/code]) "
+"est équivalent à un champs de vision horizontal de :\n"
+"- ~86.07 degrés pour un ratio de 4:3\n"
+"- ~96.50 degrés pour un ratio de 16:10\n"
+"- ~102.45 degrés pour un ratio de 16:9\n"
+"- ~117.06 degrés pour un ratio de 21:9"
#: doc/classes/Camera.xml
msgid ""
@@ -13562,6 +15810,8 @@ msgid ""
"The axis to lock during [member fov]/[member size] adjustments. Can be "
"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
msgstr ""
+"L'axe à verrouiller pendant les réglages [member fov] ou [member size]. Peut "
+"être soit [constant KEEP_WIDTH] ou [constant KEEP_HEIGHT]."
#: doc/classes/Camera.xml
msgid ""
@@ -13575,13 +15825,20 @@ msgid ""
"objects' Z distance from the camera's local space scales their perceived "
"size."
msgstr ""
+"Le mode de projection de la caméra. Dans le mode [constant "
+"PROJECTION_PERSPECTIVE], la distance des objets dans l'espace local de la "
+"caméra détermine la taille apparante de ces objets."
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
+"La taille de la caméra mesurée comme la moitié de la largeur ou de la "
+"hauteur. N'est applicable qu'en modes orthogonal et frustum. Comme [member "
+"keep_aspect] verrouille l'axe, [code]size[/code] fixe la longueur de la "
+"taille sur l'autre axe."
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
@@ -13600,6 +15857,9 @@ msgid ""
"Orthogonal projection, also known as orthographic projection. Objects remain "
"the same size on the screen no matter how far away they are."
msgstr ""
+"La projection orthogonale, également connue sous le nom de projection "
+"orthographique. Les objets gardent la même taille à l'écran, indépendamment "
+"de leur distance."
#: doc/classes/Camera.xml
msgid ""
@@ -13620,6 +15880,10 @@ msgid ""
"usually the best option for projects running in landscape mode, as wider "
"aspect ratios will automatically benefit from a wider horizontal FOV."
msgstr ""
+"Préserve le rapport d'aspect vertical ; également connu sous le nom "
+"d'échelle Hor+. C'est généralement la meilleure option pour les projets en "
+"mode paysage, car les ratios d'aspect plus larges bénéficieront "
+"automatiquement d'un champ de vision horizontal plus large."
#: doc/classes/Camera.xml
msgid ""
@@ -13637,6 +15901,11 @@ msgid ""
"objects affect how audio is perceived (changing the audio's [member "
"AudioStreamPlayer3D.pitch_scale])."
msgstr ""
+"Simulate [url=https://fr.wikipedia.org/wiki/Effet_Doppler]l'effet Doppler[/"
+"url] en suivant la position des objets qui ont changé lors de "
+"[code]_process[/code]. Les changements dans la vitesse relative de cette "
+"caméra par rapport à ces objets affectent la façon dont l'audio est perçu "
+"(changement de la hauteur [member AudioStreamPlayer3D.pitch_scale])."
#: doc/classes/Camera.xml
msgid ""
@@ -13667,15 +15936,30 @@ msgid ""
"limits. You can use [method get_camera_screen_center] to get the real "
"position."
msgstr ""
+"Le nœud de la caméra pour les scènes 2D. Il force l'écran (le calque actuel) "
+"à défiler en suivant ce nœud. Cela rend plus facile (et plus rapide) de "
+"programmer des scènes qui défilent que de changer manuellement la position "
+"des nœuds basés sur [CanvasItem].\n"
+"Ce nœud est destiné à être une simple aide pour obtenir les objets qui vont "
+"rapidement, mais plus de fonctionnalités peuvent être désirées pour changer "
+"la façon dont la caméra se comporte. Pour faire votre propre nœud de caméra "
+"personnalisé, héritez de [Node2D] et modifiez la transformation du canevas "
+"en paramétrant [member Viewport.canvas_transform] dans [Viewport] (vous "
+"pouvez obtenir le [Viewport] actuel en utilisant [method Node."
+"get_viewport])\n"
+"Notez que la [code]position[/code] de la [Camera2D] ne représente pas la "
+"position réelle de l'écran, qui peut différer en raison de lissage ou de "
+"limites appliqués. Vous pouvez utiliser [method get_camera_screen_center] "
+"pour obtenir la position réelle."
#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Isometric Demo"
-msgstr ""
+msgstr "Démo 2D isométrique"
#: doc/classes/Camera2D.xml doc/classes/Environment.xml
#: doc/classes/WorldEnvironment.xml
msgid "2D HDR Demo"
-msgstr ""
+msgstr "Démo 2D HDR"
#: doc/classes/Camera2D.xml
msgid "Aligns the camera to the tracked node."
@@ -13686,6 +15970,7 @@ msgid ""
"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
"assigned camera."
msgstr ""
+"Enlève toute caméra [Camera2D] du [Viewport] parent assigné en interne."
#: doc/classes/Camera2D.xml
msgid "Forces the camera to update scroll immediately."
@@ -13699,6 +15984,11 @@ msgid ""
"or [member Node2D.global_position], as it is affected by the [code]drag[/"
"code] properties."
msgstr ""
+"Retourne la [code]position[/code] de la caméra (le point suivi que la caméra "
+"essaye de suivre), par rapport à l'origine.\n"
+"[b]Note :[/b] La valeur retournée n'est pas la même que [member Node2D."
+"position] ou [member Node2D.global_position], car elle est aussi affectée "
+"par les propriétés [code]drag[/code]."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13707,12 +15997,18 @@ msgid ""
"[b]Note:[/b] The real [code]position[/code] of the camera may be different, "
"see [method get_camera_position]."
msgstr ""
+"Retourne l'emplacement du centre de l'écran de la [Camera2D], par rapport à "
+"l'origine.\n"
+"[b]Note :[/b] La véritable [code]position[/code] de la caméra peut être "
+"différente, voir [method get_camera_position]."
#: doc/classes/Camera2D.xml
msgid ""
"Returns the specified margin. See also [member drag_margin_bottom], [member "
"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
msgstr ""
+"Retourne la marge spécifiée. Voir aussi [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], et [member drag_margin_right]."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13749,6 +16045,8 @@ msgstr ""
#: doc/classes/Camera2D.xml
msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
msgstr ""
+"Le point d'ancrage de la Camera2D. Voir [enum AnchorMode] pour les "
+"constantes."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13756,12 +16054,18 @@ msgid ""
"Only one camera can be current, so setting a different camera [code]current[/"
"code] will disable this one."
msgstr ""
+"Si [code]true[/code], cette camera est la caméra active de la scène "
+"actuelle. Seule une caméra peut être l'actuelle, donc définir une autre "
+"caméra comme [code]current[/code] désactivera celle-ci."
#: doc/classes/Camera2D.xml
msgid ""
"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
"or not a [Viewport], uses the default viewport instead."
msgstr ""
+"Le nœud [Viewport] personnalisé attaché à la [Camera2D]. Si [code]null[/"
+"code] ou que ça n'est pas un [Viewport], ça utilise la fenêtre d'affichage "
+"par défaut à la place."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13775,24 +16079,36 @@ msgid ""
"drag margins. If [code]false[/code], the camera moves horizontally "
"regardless of margins."
msgstr ""
+"Si [code]true[/code], la caméra ne bouge que lorsqu'elle atteint les marges "
+"horizontales de glissage. Si [code]false[/code], la caméra se déplace "
+"horizontalement indépendamment des marges."
#: doc/classes/Camera2D.xml
msgid ""
"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge gauche nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge droite nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge supérieure nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplacer la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13800,39 +16116,53 @@ msgid ""
"margins. If [code]false[/code], the camera moves vertically regardless of "
"margins."
msgstr ""
+"Si [code]true[/code], la caméra ne bouge que lorsqu'elle atteint les marges "
+"verticales de glissage. Si [code]false[/code], la caméra se déplace "
+"verticalement indépendamment des marges."
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
msgstr ""
+"Si [code]true[/code], dessine le rectangle de la marge de glissage de la "
+"caméra activée dans l'éditeur."
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's limits rectangle in the editor."
msgstr ""
+"Si [code]true[/code], dessine le rectangle des limites de la caméra activée "
+"dans l'éditeur."
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's screen rectangle in the editor."
msgstr ""
+"Si [code]true[/code], affiche le rectangle de la caméra dans l'éditeur."
#: doc/classes/Camera2D.xml
msgid ""
"Bottom scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
+"La limite basse de déplacement en pixels. La caméra s'arrête quand elle "
+"atteint cette valeur."
#: doc/classes/Camera2D.xml
msgid ""
"Left scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
+"La limite gauche de déplacement en pixels. La caméra s'arrête quand elle "
+"atteint cette valeur."
#: doc/classes/Camera2D.xml
msgid ""
"Right scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
+"La limite droite de déplacement en pixels. La caméra s'arrête quand elle "
+"atteint cette valeur."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13843,16 +16173,27 @@ msgid ""
"without smoothing, even with this setting enabled, invoke [method "
"reset_smoothing]."
msgstr ""
+"Si [code]true[/code], la caméra s'arrête en douceur quand elle atteint ses "
+"limites.\n"
+"Cette propriété n'a aucun effet si [member smoothing_enabled] est "
+"[code]false[/code].\n"
+"[b]Note :[/b] Pour mettre immédiatement à jour la position de la caméra "
+"activée sans ralenti, même avec ce réglage activé, appelez [method "
+"reset_smoothing]."
#: doc/classes/Camera2D.xml
msgid ""
"Top scroll limit in pixels. The camera stops moving when reaching this value."
msgstr ""
+"La limite haute de déplacement en pixels. La caméra s'arrête quand elle "
+"atteint cette valeur."
#: doc/classes/Camera2D.xml
msgid ""
"The camera's offset, useful for looking around or camera shake animations."
msgstr ""
+"Le décalage de la caméra, utilise pour regarder autour ou pour la faire "
+"trembler."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13861,16 +16202,24 @@ msgid ""
"not updated in any way if drag margins are enabled and can be used to set "
"initial offset."
msgstr ""
+"Le décalage horizontal de la caméra, par rapport aux marges de glissage.\n"
+"[b]Note :[/b] Le décalage H est utilisé uniquement pour forcer le décalage "
+"par rapport aux marges. Elle n'est pas mise à jour même si les marges de "
+"glissage sont activées et peuvent être utilisées pour régler le décalage "
+"initial."
#: doc/classes/Camera2D.xml
msgid ""
"The vertical offset of the camera, relative to the drag margins.\n"
"[b]Note:[/b] Used the same as [member offset_h]."
msgstr ""
+"Le décalage vertical de la caméra, par rapport aux marges de glissage.\n"
+"[b]Note :[/b] Utilisé de la même manière que [member offset_h]."
#: doc/classes/Camera2D.xml
msgid "The camera's process callback. See [enum Camera2DProcessMode]."
msgstr ""
+"La méthode de mise à jour de la camera. Voir [enum Camera2DProcessMode]."
#: doc/classes/Camera2D.xml
#, fuzzy
@@ -13882,12 +16231,16 @@ msgid ""
"If [code]true[/code], the camera smoothly moves towards the target at "
"[member smoothing_speed]."
msgstr ""
+"Si [code]true[/code], la caméra se déplacement doucement vers la cible à la "
+"vitesse [member smoothing_speed]."
#: doc/classes/Camera2D.xml
msgid ""
"Speed in pixels per second of the camera's smoothing effect when [member "
"smoothing_enabled] is [code]true[/code]."
msgstr ""
+"La vitesse en pixels par seconde de l'effet de ralenti de la caméra quand "
+"[member smoothing_enabled] est [code]true[/code]."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13896,33 +16249,44 @@ msgid ""
"example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
"[code]Vector2(4, 4)[/code] for a 4× zoom-out."
msgstr ""
+"Le zoom de l'appareil photo relatif à la fenêtre d'affichage. Les valeurs "
+"supérieures à [code]Vector2(1, 1)[/code] font un zoom arrière et les valeurs "
+"plus petites un zoom avant. Par exemple, utilisez [code]Vector2(0.5, 0.5)[/"
+"code] pour un zoom à 50%, et [code]Vector2(4, 4)[/code] pour un zoom 4×."
#: doc/classes/Camera2D.xml
msgid ""
"The camera's position is fixed so that the top-left corner is always at the "
"origin."
msgstr ""
+"La position de l'appareil photo est fixe de telle sorte que le coin "
+"supérieur gauche soit toujours placé sur l'origine."
#: doc/classes/Camera2D.xml
msgid ""
"The camera's position takes into account vertical/horizontal offsets and the "
"screen size."
msgstr ""
+"La position de la caméra prend en compte le décalage vertical et horizontal, "
+"et la taille de l'écran."
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr "La caméra se met à jour avec le rappel [code]_physics_process[/code]."
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
-#, fuzzy
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
-msgstr "La caméra se met à jour avec le [code]_process[/code] de rappel."
+msgstr "La caméra se met à jour durant l'appel de [code]_process[/code]."
#: doc/classes/CameraFeed.xml
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device."
msgstr ""
+"Un flux de caméra vous donne accès à une caméra physique qui est connectée à "
+"votre appareil."
#: doc/classes/CameraFeed.xml
msgid ""
@@ -13934,11 +16298,18 @@ msgid ""
"for you if you set the environment to show the camera image in the "
"background."
msgstr ""
+"Un flux de caméra vous donne accès à une caméra physique qui est connectée à "
+"votre appareil. Lorsqu'il est activé, Godot commencera à capturer les images "
+"de cette caméra qui pourront alors être utilisées. Voir aussi "
+"[CameraServer].\n"
+"[b]Note :[/b] Beaucoup de caméras renvoient des images au format YCbCr qui "
+"sont divisées en deux textures et doivent être combinées dans un shader. "
+"Godot le fera automatiquement si vous configurez l'environnement pour "
+"afficher cette image comme arrière-plan."
#: doc/classes/CameraFeed.xml
-#, fuzzy
msgid "Returns the unique ID for this feed."
-msgstr "Retourne le nom de ce répertoire."
+msgstr "Retourne l'identifiant unique de ce flux."
#: doc/classes/CameraFeed.xml
#, fuzzy
@@ -13946,24 +16317,20 @@ msgid "Returns the camera's name."
msgstr "Renvoie le nom de l'élément."
#: doc/classes/CameraFeed.xml
-#, fuzzy
msgid "Returns the position of camera on the device."
-msgstr "Renvoie le traqueur de position à l'identification donnée."
+msgstr "Retourne la position de la caméra sur cet appareil."
#: doc/classes/CameraFeed.xml
-#, fuzzy
msgid "If [code]true[/code], the feed is active."
-msgstr "Si [code]true[/code], la rétroaction est activée."
+msgstr "Si [code]true[/code], le flux est actif."
#: doc/classes/CameraFeed.xml
-#, fuzzy
msgid "The transform applied to the camera's image."
-msgstr "L'image de la caméra du composant CbCr."
+msgstr "La transformation appliquée à l'image de la camera."
#: doc/classes/CameraFeed.xml
-#, fuzzy
msgid "No image set for the feed."
-msgstr "Aucun indice pour la propriété en cours d'édition."
+msgstr "Aucune image définie pour le flux."
#: doc/classes/CameraFeed.xml
msgid "Feed supplies RGB images."
@@ -13972,12 +16339,16 @@ msgstr "Le flux fournis des images au format RGB."
#: doc/classes/CameraFeed.xml
msgid "Feed supplies YCbCr images that need to be converted to RGB."
msgstr ""
+"Le flux fournis des images au format YCbCr qui doivent être converties en "
+"RGB."
#: doc/classes/CameraFeed.xml
msgid ""
"Feed supplies separate Y and CbCr images that need to be combined and "
"converted to RGB."
msgstr ""
+"Fournis des images Y et CbCr séparées qui doivent être combinées puis "
+"converties en RGB."
#: doc/classes/CameraFeed.xml
msgid "Unspecified position."
@@ -13985,11 +16356,11 @@ msgstr "Position non renseignée."
#: doc/classes/CameraFeed.xml
msgid "Camera is mounted at the front of the device."
-msgstr ""
+msgstr "La caméra est placée à l'avant de l'appareil."
#: doc/classes/CameraFeed.xml
msgid "Camera is mounted at the back of the device."
-msgstr ""
+msgstr "La caméra est placée à l'arrière de l'appareil."
#: doc/classes/CameraServer.xml
msgid "Server keeping track of different cameras accessible in Godot."
@@ -14004,6 +16375,13 @@ msgid ""
"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
"other platforms, no [CameraFeed]s will be available."
msgstr ""
+"Le [CameraServer] garde en mémoire de différentes caméras accessibles dans "
+"Godot. Ce sont des caméras externes telles que des webcams ou les caméras "
+"sur votre téléphone.\n"
+"Ce serveur est notamment utilisé pour fournir des flux vidéo venant de la "
+"caméra aux modules AR.\n"
+"[b]Note :[/b] Cette classe n'est actuellement implémentée que sur macOS et "
+"iOS. Sur les autres plates-formes, aucun [CameraFeed] ne sera disponible."
#: doc/classes/CameraServer.xml
#, fuzzy
@@ -14026,9 +16404,8 @@ msgid "Returns the number of [CameraFeed]s registered."
msgstr "Retourne le nombre de [CameraFeed] enregistrés."
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid "Removes the specified camera [code]feed[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr "Supprime le flux de caméra [code]feed[/code] spécifié."
#: doc/classes/CameraServer.xml
#, fuzzy
@@ -14068,22 +16445,29 @@ msgid ""
"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
"a shader."
msgstr ""
+"Cette texture donne accès à la texture de la caméra fournie par "
+"[CameraFeed].\n"
+"[b]Note :[/b] Beaucoup de caméras fournissent des images au format YCbCr qui "
+"doivent être converties dans un shader."
#: doc/classes/CameraTexture.xml
msgid "The ID of the [CameraFeed] for which we want to display the image."
msgstr ""
+"L'identifiant du [CameraFeed] pour lequel la caméra doit être affichée."
#: doc/classes/CameraTexture.xml
msgid ""
"Convenience property that gives access to the active property of the "
"[CameraFeed]."
-msgstr ""
+msgstr "Propriété utile qui donne accès à la propriété active du [CameraFeed]."
#: doc/classes/CameraTexture.xml
msgid ""
"Which image within the [CameraFeed] we want access to, important if the "
"camera image is split in a Y and CbCr component."
msgstr ""
+"L'image du [CameraFeed] pour laquelle nous voulons accéder, important si "
+"l'image de la caméra est divisée en composants Y et CbCr."
#: doc/classes/CanvasItem.xml
msgid "Base class of anything 2D."
@@ -14115,6 +16499,33 @@ msgid ""
"parameters must have angles specified as [i]radians[/i]. To convert degrees "
"to radians, use [method @GDScript.deg2rad]."
msgstr ""
+"La classe de base de tout ce qui est en 2D. Les objets du canevas sont placé "
+"dans une arborescence; les enfants héritent et étendent la transformation du "
+"parent. [CanvasItem] est hérité par [Control] pour tout ce qui concerne "
+"l'interface utilisateur, et par [Node2D] pour tout ce qui concerne le moteur "
+"2D.\n"
+"Tout [CanvasItem] peut servir à dessiner. Pour cela, [méthode update] doit "
+"être appelée, puis [constant NOTIFICATION_DRAW] sera reçu lors du temps "
+"inoccupé pour la requête de dessin. En raison de cela, les éléments des "
+"canevas n'ont pas besoin d'être redessinés à chaque trame, ce qui améliore "
+"considérablement les performances. Plusieurs fonctions pour dessiner dans un "
+"[CanvasItem] sont fournies (voir [code]draw_*[/code]). Cependant, elles ne "
+"peuvent être utilisés qu'à l'intérieur des fonctions virtuelles [method "
+"Object._notification], des signaux ou de [method _draw].\n"
+"Les objets des canevas sont dessinés dans l'ordre de l'arborescence. Par "
+"défaut, les enfants sont au-dessus de leurs parents afin que le [CanvasItem] "
+"racine soit dessiné en arrière fond. Ce comportement peut être modifié pour "
+"chaque élément.\n"
+"Un [CanvasItem] peut aussi être caché, ce qui cachera aussi ses enfants. Il "
+"existe de nombreuses façons de modifier des paramètres tels que la "
+"modulation (pour lui-même et ses enfants) et la modulation de ce seul "
+"élément, ainsi que son mode de mélange.\n"
+"Enfin, une notification de transformation peut être demandée, ce qui "
+"signalera au nœud que sa position globale a changé au cas où l'arborescence "
+"parente a changé.\n"
+"[b]Note :[/b] Sauf exception, toutes les paramètres d'angle doivent être des "
+"spécifiés en [i]radians[/i]. Pour convertir des degrés en radians, utilisez "
+"[méthod @GDScript.deg2rad]."
#: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml
#: doc/classes/InputEvent.xml doc/classes/Viewport.xml
@@ -14135,55 +16546,144 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
-msgstr ""
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
+msgstr ""
+"Dessine un arc non rempli entre les deux angles donnés. Plus la valeur "
+"[code]point_count[/code] est grande, plus la courbe est lisse. Voir aussi "
+"[method draw_circle].\n"
+"[b]Note :[/b] Le dessin de ligne n'est pas accéléré par lots si "
+"[code]antialiased[/code] est [code]true[/code].\n"
+"[b]Note :[/b] En raison de son fonctionnement, l'anticrénelage calculé en "
+"interne n'est pas correct pour les lignes semi-transparents voire peut ne "
+"pas fonctionner sur certaines plateformes. Vous pouvez corriger ce problème "
+"en installant le greffon [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] puis créez un nœud "
+"\"AntialiasedPolygon2D\". Ce nœud utilise des texture avec des mipmaps "
+"personnalisés pour afficher l'anticrénelage. L'accélération par lot est "
+"toujours supporté même avec les lignes avec anticrénelage."
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a string character using a custom font. Returns the advance, depending "
"on the character width and kerning with an optional next character."
msgstr ""
+"Dessine un caractère d'une chaîne en utilisant une police personnalisée. "
+"Retourne l'avancement, en fonction de la largeur de caractère et du kerning "
+"avec un caractère optionnel suivant."
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
-msgstr ""
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
+msgstr ""
+"Dessine un cercle coloré rempli. Voir aussi [method draw_arc], [method "
+"draw_polyline] et [method draw_polygon].\n"
+"[b]Note :[/b] L'anticrénelage intégré n'est pas prévu pour [méthod "
+"draw_circle]. Vous pouvez corriger ce problème en installant le greffon "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] puis créez un nœud "
+"AntialiasedRegularPolygon2D. Ce nœud utilise des texture avec des mipmaps "
+"personnalisés pour afficher l'anticrénelage."
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
-msgstr ""
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+"Dessine un polygone coloré avec un nombre donné de points, qu'il soit "
+"convexe ou concave. Contrairement à [method draw_polygon], une seule couleur "
+"doit être spécifiée pour tout le polygone.\n"
+"[b]Note :[/b] En raison de son fonctionnement, l'anticrénelage calculé en "
+"interne n'est pas correct pour les polygones semi-transparents voire peut ne "
+"pas fonctionner sur certaines plateformes. Vous pouvez corriger ce problème "
+"en installant le greffon [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] puis créez un nœud "
+"\"AntialiasedPolygon2D\". Ce nœud utilise des texture avec des mipmaps "
+"personnalisés pour afficher l'anticrénelage."
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
-msgstr ""
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
+"Dessine une ligne d'un point 2D à un autre, avec une couleur et une "
+"épaisseur données. L'anticrénelage peut être activé en option. Voir aussi "
+"[method draw_multiline] et [method draw_polyline].\n"
+"[b]Note :[/b] Le dessin de ligne n'est pas accéléré par lots si "
+"[code]antialiased[/code] est [code]true[/code].\n"
+"[b]Note :[/b] En raison de son fonctionnement, l'anticrénelage calculé en "
+"interne n'est pas correct pour les lignes semi-transparents voire peut ne "
+"pas fonctionner sur certaines plateformes. Vous pouvez corriger ce problème "
+"en installant le greffon [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] puis créez un nœud "
+"\"AntialiasedPolygon2D\". Ce nœud utilise des texture avec des mipmaps "
+"personnalisés pour afficher l'anticrénelage. L'accélération par lot est "
+"toujours supporté même avec les lignes avec anticrénelage."
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
msgstr ""
+"Dessine un [Mesh] en 2D, en utilisant la texture spécifiée. Voir "
+"[MeshInstance2D] pour la documentation en rapport."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws multiple disconnected lines with a uniform [code]color[/code]. When "
"drawing large amounts of lines, this is faster than using individual [method "
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
-msgstr ""
-"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
-"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
-"segments de ligne correspondent par index entre [code]points[/code] et "
-"[code]colors[/code]."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
+msgstr ""
+"Dessine des segments de ligne déconnectées avec color [code]width[/code] "
+"uniforme. Pour l'affichage de beaucoup de lignes, il est plus rapide de "
+"l'utiliser plutôt que faire plusieurs appels à [method draw_line]. Pour "
+"dessiner des lignes connectées, utilisez plutôt [method draw_polyline].\n"
+"[b]Note :[/b] [code]width[/code] and [code]antialiased[/code] ne sont "
+"actuellement pas implémentés et n'ont aucun effet. Pour corriger cela, "
+"installez le greffon [url=https://github.com/godot-extended-libraries/godot-"
+"antialiased-line2d]Antialiased Line2D[/url] et créez un nœud "
+"AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de "
+"mipmap pour l'anti-crénelage. Le batching 2D est aussi supporté pour lignes "
+"avec anti-crénelage."
#: doc/classes/CanvasItem.xml
#, fuzzy
@@ -14195,26 +16695,57 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
"segments de ligne correspondent par index entre [code]points[/code] et "
-"[code]colors[/code]."
+"[code]colors[/code].\n"
+"[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de "
+"rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir "
+"peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, "
+"installez le greffon [url=https://github.com/godot-extended-libraries/godot-"
+"antialiased-line2d]Antialiased Line2D[/url] et créez un nœud "
+"AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de "
+"mipmap pour l'anti-crénelage."
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a [MultiMesh] in 2D with the provided texture. See "
"[MultiMeshInstance2D] for related documentation."
msgstr ""
+"Dessine un [MultiMesh] en 2D avec la texture spécifiée. Voir "
+"[MultiMeshInstance2D] pour la documentation en rapport."
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
-msgstr ""
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+"Dessine un polygone plein à partir d'un nombre arbitraire de points, qu'il "
+"soit convexe ou concave. Contrairement à [method draw_colored_polygon], la "
+"couleur de chaque point peut être changée individuellement. Voir aussi "
+"[method draw_polyline] et [method draw_polyline_colors].\n"
+"[b]Note :[/b] En raison de son fonctionnement, l'anticrénelage calculé en "
+"interne n'est pas correct pour les polygones semi-transparents voire peut ne "
+"pas fonctionner sur certaines plateformes. Vous pouvez corriger ce problème "
+"en installant le greffon [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] puis créez un nœud "
+"\"AntialiasedPolygon2D\". Ce nœud utilise des texture avec des mipmaps "
+"personnalisés pour afficher l'anticrénelage."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14222,23 +16753,57 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
-msgstr ""
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+"Dessine des segments interconnectés d'une couleur [code]color[/code] et "
+"d'une épaisseur [code]width[/code] constantes avec un anticrénelage "
+"facultatif. Si vous dessinez de grandes quantités de lignes, cette méthode "
+"est plus rapide que d'appeler [méthode draw_line] à chaque ligne. Pour "
+"dessiner des lignes déconnectées, utilisez plutôt [method draw_multiline]. "
+"Voir aussi [method draw_polygon].\n"
+"[b]Note :[/b] En raison de son fonctionnement, l'anticrénelage calculé en "
+"interne n'est pas correct pour les polygones semi-transparents voire peut ne "
+"pas fonctionner sur certaines plateformes. Vous pouvez corriger ce problème "
+"en installant le greffon [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] puis créez un nœud "
+"\"AntialiasedPolygon2D\". Ce nœud utilise des texture avec des mipmaps "
+"personnalisés pour afficher l'anticrénelage."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws interconnected line segments with a uniform [code]width[/code] and "
"segment-by-segment coloring, and optional antialiasing. Colors assigned to "
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
"segments de ligne correspondent par index entre [code]points[/code] et "
-"[code]colors[/code]."
+"[code]colors[/code]. Pour l'affichage de beaucoup de lignes, il est plus "
+"rapide de l'utiliser plutôt que faire plusieurs appels à [method draw_line]. "
+"Pour dessiner des lignes déconnectées, utilisez plutôt [method "
+"draw_multiline_colors]. Voir aussi [method draw_polygon].\n"
+"[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de "
+"rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir "
+"peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, "
+"installez le greffon [url=https://github.com/godot-extended-libraries/godot-"
+"antialiased-line2d]Antialiased Line2D[/url] et créez un nœud "
+"AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de "
+"mipmap pour l'anti-crénelage."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14248,6 +16813,11 @@ msgid ""
"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
"and [method draw_rect]."
msgstr ""
+"Dessine une primitive personnalisée. 1 point pour dessiner un point, 2 "
+"points pour une ligne, 3 points pour un triangle, et 4 points pour un quad. "
+"Si 0 points ou plus de 4 points sont spécifiés, rien ne sera dessiné et un "
+"message d'erreur sera affiché. Voir aussi [method draw_line], [method "
+"draw_polyline], [method draw_polygon], et [method draw_rect]."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14255,11 +16825,32 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
-msgstr ""
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+"Dessine un rectangle. Si [code]filled[/code] est [code]true[/code], le "
+"rectangle sera rempli avec la couleur [code]color[/code] spécifiée. Si "
+"[code]filled[/code] est [code]false[/code], seule la bordure du rectangle "
+"sera dessinée avec [code]color[/code] et l'épaisseur [code]width[/code] "
+"spécifiées. Si [code]antialiased[/code] est [code]true[/code], il sera tenté "
+"d'utiliser de l'anticrénelage pour l'affichage des bordures via OpenGL.\n"
+"[b]Note :[/b] [code]width[/code] et [code]antialiased[/code] ne seront pris "
+"en compte que quand [code]filled[/code] est [code]false[/code].\n"
+"[b]Note :[/b] En raison de son fonctionnement, l'anticrénelage calculé en "
+"interne n'est pas correct pour les polygones semi-transparents voire peut ne "
+"pas fonctionner sur certaines plateformes. Vous pouvez corriger ce problème "
+"en installant le greffon [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] puis créez un nœud "
+"\"AntialiasedPolygon2D\". Ce nœud utilise des texture avec des mipmaps "
+"personnalisés pour afficher l'anticrénelage."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14294,6 +16885,20 @@ msgid ""
"[/codeblock]\n"
"See also [method Font.draw]."
msgstr ""
+"Dessine le [code]text[/code] en utilisant la police [code]font[/code] "
+"spécifiée à la [code]position[/code] (le coin bas-gauche correspond à la "
+"ligne de base de la police). Le texte aura sa couleur multipliée par "
+"[code]modulate[/code]. Si [code]clip_w[/code] est supérieur ou égale à 0, le "
+"texte sera tronqué s'il dépasse cette valeur en pixels.\n"
+"[b]Exemple en utilisant la police par défaut du projet :[/b]\n"
+"[codeblock]\n"
+"# Si cette méthode est appelée souvent, déplacer la déclaration de\n"
+"# `default_font` dans une variable assignée dans `_ready()`\n"
+"# pour que le Control ne soit créé qu'une seule fois.\n"
+"var default_font = Control.new().get_font(\"font\")\n"
+"draw_string(default_font, Vector2(64, 64), \"Hello world\")\n"
+"[/codeblock]\n"
+"Voi aussi [method Font.draw]."
#: doc/classes/CanvasItem.xml
msgid "Draws a styled rectangle."
@@ -14309,6 +16914,9 @@ msgid ""
"color. If [code]transpose[/code] is [code]true[/code], the texture will have "
"its X and Y coordinates swapped."
msgstr ""
+"Dessine un rectangle texturé à une position donnée, coloré par une couleur "
+"facultative donnée. Si [code]transpose[/code] est [code]true[/code], la "
+"texture aura ses coordonnées X et Y échangées."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14337,10 +16945,9 @@ msgid "Returns the [RID] of the [World2D] canvas where this item is in."
msgstr "Retourne le [RID] de la toile [World2D] où cet élément se trouve."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid "Returns the canvas item RID used by [VisualServer] for this item."
msgstr ""
-"Retourne l’élément de toile RID utilisé par [RenderingServer] pour cet "
+"Retourne le RID de l'élément de canevas utilisé par [VisualServer] pour cet "
"élément."
#: doc/classes/CanvasItem.xml
@@ -14352,6 +16959,8 @@ msgid ""
"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
"in using the coordinate system of the [CanvasLayer]."
msgstr ""
+"Retourne la position de la souris dans le [CanvasLayer] que ce [CanvasItem] "
+"utilise suivant le système de coordonnées du [CanvasLayer]."
#: doc/classes/CanvasItem.xml
msgid "Returns the global transform matrix of this item."
@@ -14369,19 +16978,22 @@ msgid ""
"Returns the mouse's position in this [CanvasItem] using the local coordinate "
"system of this [CanvasItem]."
msgstr ""
+"Retourne la position de la souris dans le [CanvasItem] en utilisant le "
+"système de coordonnées local au [CanvasItem]."
#: doc/classes/CanvasItem.xml
msgid "Returns the transform matrix of this item."
msgstr "Retourne la matrice de transformation de cet élément."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid "Returns the viewport's boundaries as a [Rect2]."
-msgstr "Retourne le [Rect2] de la fenêtre d'affichage."
+msgstr "Retourne le [Rect2] délimitant la fenêtre d'affichage."
#: doc/classes/CanvasItem.xml
msgid "Returns this item's transform in relation to the viewport."
msgstr ""
+"Retourne la transformation de cet élément par rapport à la fenêtre "
+"d'affichage."
#: doc/classes/CanvasItem.xml
msgid "Returns the [World2D] where this item is in."
@@ -14392,24 +17004,32 @@ msgid ""
"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
+"Cacher les [CanvasItem] s'ils sont actuellement visibles. C'est équivalent à "
+"[member visible] à [code]false[/code]."
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if local transform notifications are communicated "
"to children."
msgstr ""
+"Retourne [code]true[/code] si les notification des transformations locales "
+"sont communiquées aux enfants."
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is set as top-level. See [method "
"set_as_toplevel]."
msgstr ""
+"Retourne [code]true[/code] si le nœud est défini comme de niveau supérieur. "
+"Voir [méthode set_as_toplevel]."
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if global transform notifications are communicated "
"to children."
msgstr ""
+"Retourne [code]true[/code] si les notification des transformations globales "
+"sont communiquées aux enfants."
#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
msgid ""
@@ -14418,34 +17038,57 @@ msgid ""
"also visible. If any antecedent is hidden, this node will not be visible in "
"the scene tree."
msgstr ""
+"Retourne [code]true[/code] si le nœud est présent dans le [SceneTree], que "
+"sa propriété [member visible] est [code]true[/code] et que tous ses parents "
+"sont également visibles. Si un parent est caché, ce nœud ne sera pas visible "
+"dans l'arborescence de la scène."
#: doc/classes/CanvasItem.xml
msgid "Assigns [code]screen_point[/code] as this node's new local transform."
msgstr ""
+"Assigne [code]screen_point[/code] comme la nouvelle position locale de ce "
+"nœud."
#: doc/classes/CanvasItem.xml
msgid ""
"Transformations issued by [code]event[/code]'s inputs are applied in local "
"space instead of global space."
msgstr ""
+"Les transformations émises par les entrées de [code]event[/code] sont "
+"appliquées dans l'espace local au lieu de l'espace global."
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], ce [CanvasItem] n'héritera "
+"[i]pas[/i] de sa transformation de son [CanvasItem] parent. Son ordre "
+"d'affichage sera également modifié pour dessiner sur les autres [CanvasItem] "
+"qui ne sont pas prioritaires. Le [CanvasItem] se comportera efficacement "
+"comme s'il était placé comme un enfant d'un [Node] vide. Voir aussi [method "
+"is_set_as_toplevel]."
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], ce nœud recevra [constant "
+"NOTIFICATION_LOCAL_TRANSFORM_CHANGED] lorsque sa transformation locale "
+"changera."
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], ce nœud recevra [constant "
+"NOTIFICATION_TRANSFORM_CHANGED] lorsque sa transformation globale changera."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14454,45 +17097,56 @@ msgid ""
"[Popup], the correct way to make them visible is to call one of the multiple "
"[code]popup*()[/code] functions instead."
msgstr ""
+"Affiche le [CanvasItem] s'il est actuellement caché. Ceci est équivalent à "
+"[member visible] à [code]true[/code]. Pour les contrôles hérités de [Popup], "
+"appelez plutôt l'une des fonctions [code]popup*()[/code] pour le rendre "
+"visible."
#: doc/classes/CanvasItem.xml
msgid ""
"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
"called on idle time to request redraw."
msgstr ""
+"Ajoute le [CanvasItem] pour être mis à jour. [constant NOTIFICATION_DRAW] "
+"sera émise sur le temps inoccupé pour demander la mise à jour."
#: doc/classes/CanvasItem.xml
msgid ""
"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
msgstr ""
+"Les calques de rendu où le [CanvasItem] est affecté par les nœuds [Light2D]."
#: doc/classes/CanvasItem.xml
msgid "The material applied to textures on this [CanvasItem]."
-msgstr ""
+msgstr "Le matériau appliqué aux textures de ce [CanvasItem]."
#: doc/classes/CanvasItem.xml
msgid "The color applied to textures on this [CanvasItem]."
-msgstr ""
+msgstr "La couleur appliquée aux textures de ce [CanvasItem]."
#: doc/classes/CanvasItem.xml
msgid ""
"The color applied to textures on this [CanvasItem]. This is not inherited by "
"children [CanvasItem]s."
msgstr ""
+"La couleur appliquée aux textures sur ce [CanvasItem]. Cela n'est pas hérité "
+"pour les [CanvasItem] enfants."
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws behind its parent."
-msgstr ""
+msgstr "Si [code]true[/code], l'objet est affiché derrière son parent."
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws on top of its parent."
-msgstr ""
+msgstr "Si [code]true[/code], l'objet est affiché par dessus son parent."
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]true[/code], the parent [CanvasItem]'s [member material] property "
"is used as this one's material."
msgstr ""
+"Si [code]true[/code], la propriété [member material] du [CanvasItem] parent "
+"est utilisée comme matériau de celui-ci."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14503,12 +17157,21 @@ msgid ""
"visible is to call one of the multiple [code]popup*()[/code] functions "
"instead."
msgstr ""
+"Si [code]true[/code], ce [CanvasItem] est affiché. Le nœud n'est visible que "
+"si tous ses parents le sont également (en d'autres termes, [méthode "
+"is_visible_in_tree] doit retourner [code]true[/code]).\n"
+"[b]Note :[/b] Pour les contrôles qui héritent de [Popup], la bonne manière "
+"de les rendre visible est plutôt d'appeler l'une des fonctions [code]popup*()"
+"[/code]."
#: doc/classes/CanvasItem.xml
msgid ""
"Emitted when the [CanvasItem] must redraw. This can only be connected "
"realtime, as deferred will not allow drawing."
msgstr ""
+"Émis lorsque le [CanvasItem] doit être redessiné. Ça ne peut être que "
+"connecté qu'en temps réel, puisque le différer peut ne pas permettre le "
+"dessin."
#: doc/classes/CanvasItem.xml
msgid "Emitted when becoming hidden."
@@ -14520,6 +17183,9 @@ msgid ""
"or when an action is taking place that may have impacted these boundaries (e."
"g. changing [member Sprite.texture])."
msgstr ""
+"Émis quand la position ou la taille du [Rect2] a changé, ou lorsqu'une "
+"action a changé ces valeurs là (par exemple en changeant [member Sprite."
+"texture])."
#: doc/classes/CanvasItem.xml
msgid "Emitted when the visibility (hidden/visible) changes."
@@ -14530,6 +17196,8 @@ msgid ""
"Mix blending mode. Colors are assumed to be independent of the alpha "
"(opacity) value."
msgstr ""
+"Le mode de mélange. Les couleurs sont supposées être indépendantes de "
+"l'opacité."
#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
msgid "Additive blending mode."
@@ -14548,6 +17216,8 @@ msgid ""
"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
"(opacity) value."
msgstr ""
+"Le mode de mélange. Les couleurs sont supposées être prémultipliées par leur "
+"opacité."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -14558,10 +17228,19 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+"La transformation globale du [CanvasItem] a changé. Cette notification n'est "
+"reçue que si elle est activée par [method set_notify_transform]."
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
+"La transformation locale [CanvasItem] a changé. Cette notification n'est "
+"reçue que si elle est activée par [method set_notify_local_transform]."
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] is requested to draw."
@@ -14595,10 +17274,11 @@ msgstr ""
msgid ""
"The manner in which a material's rendering is applied to underlying textures."
msgstr ""
+"La manière dont le rendu du matériau est appliqué aux textures en-dessous."
#: doc/classes/CanvasItemMaterial.xml
msgid "The manner in which material reacts to lighting."
-msgstr ""
+msgstr "La façon dont le matériau réagit à la lumière."
#: doc/classes/CanvasItemMaterial.xml
msgid ""
@@ -14614,6 +17294,9 @@ msgid ""
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
+"Si [code]true[/code], l'animation des particules boucle.\n"
+"[b]Note :[/b] Cette propriété est uniquement utilisée et visible dans "
+"l'éditeur si [member particles_animation] est [code]true[/code]."
#: doc/classes/CanvasItemMaterial.xml
msgid ""
@@ -14622,6 +17305,10 @@ msgid ""
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
+"Le nombre de lignes dans la feuille de textures assigné comme [Texture] pour "
+"un [Particles2D] ou un [CPUParticles2D].\n"
+"[b]Note :[/b] Cette propriété est uniquement utilisée et visible dans "
+"l'éditeur si [member particles_animation] est [code]true[/code]."
#: doc/classes/CanvasItemMaterial.xml
msgid ""
@@ -14632,20 +17319,28 @@ msgid ""
"This property (and other [code]particles_anim_*[/code] properties that "
"depend on it) has no effect on other types of nodes."
msgstr ""
+"Si [code]true[/code], cela active les fonctionnalités d'animation basées sur "
+"des feuilles de textures lorsqu'elles sont affectées aux nœuds [Particles2D] "
+"et [CPUParticles2D]. Le [member ParticlesMaterial.anim_speed] ou [member "
+"CPUParticles2D.anim_speed] doit être une valeur positive pour l'animation à "
+"jouer.\n"
+"Cette propriété (et les autres propriétés [code]particles_anim_*[/code] qui "
+"en dépendent) n'a aucun effet sur d'autres types de nœuds."
#: doc/classes/CanvasItemMaterial.xml
msgid ""
"Render the material using both light and non-light sensitive material "
"properties."
msgstr ""
+"Fait le rendu du matériau avec et sans lumière des propriétés matérielles."
#: doc/classes/CanvasItemMaterial.xml
msgid "Render the material as if there were no light."
-msgstr ""
+msgstr "Rend du matériau comme s'il n'y avait pas de lumière."
#: doc/classes/CanvasItemMaterial.xml
msgid "Render the material as if there were only light."
-msgstr ""
+msgstr "Rend du matériau comme s'il n'y avait que de la lumière."
#: doc/classes/CanvasLayer.xml
msgid "Canvas drawing layer."
@@ -14660,21 +17355,45 @@ msgid ""
"index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or "
"above), or backgrounds (in layer -1 or below)."
msgstr ""
+"Le calque de dessin du canevas. Les nœuds [CanvasItem] qui sont des enfants "
+"directs ou indirects d'un [CanvasLayer] seront dessinés dans ce calque. Le "
+"calque est un index numérique qui définit l'ordre d'affichage. La scène 2D "
+"par défaut fait le rendu avec l'index 0, donc un [CanvasLayer] avec index -1 "
+"sera dessiné en-dessous, et un avec l'index 1 sera dessiné par dessus. Ceci "
+"est très utile pour les interfaces (dans la calque +1 ou au-dessus,) ou les "
+"arrière-plans (dans un calque -1 ou en dessous)."
#: doc/classes/CanvasLayer.xml
-#, fuzzy
msgid "Canvas layers"
-msgstr "Couche de dessin de toile."
+msgstr "Calques du canevas"
#: doc/classes/CanvasLayer.xml
msgid "Returns the RID of the canvas used by this layer."
+msgstr "Retourne le RID du canevas utilisé par ce calque."
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+"Masque tous les [CanvasItem] dans ce [CanvasLayer]. Ceci est équivalent à "
+"définir [member visible] à [code]false[/code]."
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
msgstr ""
+"Affiche tous les [CanvasItem] dans ce [CanvasLayer]. Ceci est équivalent à "
+"définir [member visible] à [code]true[/code]."
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
+"Le nœud [Viewport] personnalisé assigné au [CanvasLayer]. Si [code]null[/"
+"code], ça utilise la fenêtre d'affichage par défaut à la place."
#: doc/classes/CanvasLayer.xml
msgid ""
@@ -14688,10 +17407,16 @@ msgid ""
"into the foreground should have increasing scales, while layers moving into "
"the background should have decreasing scales."
msgstr ""
+"Change la mise à l'échelle du calque en utilisant [member "
+"follow_viewport_enable]. Les calques se déplaçant au premier plan devraient "
+"avoir des mises à l'échelle croissantes, tandis que les calques se déplaçant "
+"dans le fond devraient avoir des mises à l'échelle décroissantes."
#: doc/classes/CanvasLayer.xml
msgid "Layer index for draw order. Lower values are drawn first."
msgstr ""
+"L'index des calques définit l'ordre d'affichage. Un index bas sera dessiné "
+"en premier."
#: doc/classes/CanvasLayer.xml
msgid "The layer's base offset."
@@ -14720,6 +17445,10 @@ msgid ""
"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
"propagated to underlying layers."
msgstr ""
+"Si [code]false[/code], tous les [CanvasItem] dans ce [CanvasLayer] sont "
+"cachés.\n"
+"Contrairement à [member CanvasItem.visible], la visibilité d'un "
+"[CanvasLayer] n'est pas propagée aux calques enfants."
#: doc/classes/CanvasLayer.xml
#, fuzzy
@@ -14734,6 +17463,8 @@ msgstr "Teindre toute la toile."
msgid ""
"[CanvasModulate] tints the canvas elements using its assigned [member color]."
msgstr ""
+"Un [CanvasModulate] teintera les éléments d'un canevas selon sa [member "
+"color] assignée."
#: doc/classes/CanvasModulate.xml
msgid "The tint color to apply."
@@ -14750,10 +17481,14 @@ msgid ""
"[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 "
"* [member radius]."
msgstr ""
+"La hauteur de la partie du cylindrique au milieu de la capsule (donc sans "
+"les bouts hémisphériques).\n"
+"[b]Note :[/b] La hauteur totale de la capsule est égale à [member "
+"mid_height] + 2 * [member radius]."
#: doc/classes/CapsuleMesh.xml
msgid "Number of radial segments on the capsule mesh."
-msgstr ""
+msgstr "Le nombre de segments radiaux du maillage de la capsule."
#: doc/classes/CapsuleMesh.xml
msgid "Radius of the capsule mesh."
@@ -14761,7 +17496,7 @@ msgstr "Rayon du maillage de la capsule."
#: doc/classes/CapsuleMesh.xml
msgid "Number of rings along the height of the capsule."
-msgstr ""
+msgstr "Le nombre d'anneau le long de la hauteur de la capsule."
#: doc/classes/CapsuleShape.xml
msgid "Capsule shape for collisions."
@@ -14788,12 +17523,16 @@ msgid ""
"CenterContainer keeps children controls centered. This container keeps all "
"children to their minimum size, in the center."
msgstr ""
+"CenterContainer garde centrés les contrôles enfants. Ce conteneur garde tous "
+"les enfants à leur taille minimale, dans son centre."
#: doc/classes/CenterContainer.xml
msgid ""
"If [code]true[/code], centers children relative to the [CenterContainer]'s "
"top left corner."
msgstr ""
+"Si [code]true[/code], centre les enfants par rapport au coin supérieur "
+"gauche du [CenterContainer])."
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -14843,7 +17582,6 @@ msgid "The color the character will be drawn with."
msgstr "La couleur utilisée pour afficher le caractère."
#: doc/classes/CharFXTransform.xml
-#, fuzzy
msgid ""
"The time elapsed since the [RichTextLabel] was added to the scene tree (in "
"seconds). Time stops when the [RichTextLabel] is paused (see [member Node."
@@ -14851,11 +17589,11 @@ msgid ""
"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
msgstr ""
"Le temps écoulé depuis que le [RichTextLabel] a été ajouté à l'arbre des "
-"scène (en secondes). Le temps s’arrête lorsque le projet est en pause, à "
-"moins que le membre [member Node.pause_mode] du [RichTextLabel] soit réglé "
-"sur [constant Node.PAUSE_MODE_PROCESS].\n"
-"[b]Note :[/b] Le temps continue de s'écouler quand le [RichTextLabel] est "
-"caché."
+"scène (en secondes). Le temps s’arrête lorsque le projet est en pause (voir "
+"[member Node.pause_mode]). Le temps est réinitialisé quand le texte du "
+"[RichTextLabel] est changé.\n"
+"[b]Note :[/b] Le temps continue de s'écouler même quand le [RichTextLabel] "
+"est caché."
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -14918,7 +17656,7 @@ msgstr ""
#: doc/classes/CheckBox.xml
msgid "Binary choice user interface widget. See also [CheckButton]."
-msgstr ""
+msgstr "Contrôle d'interface pour un choix binaire. Voir aussi [CheckButton]."
#: doc/classes/CheckBox.xml
msgid ""
@@ -14931,6 +17669,15 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
+"Une case à cocher qui permet à l'utilisateur de faire un choix binaire "
+"(pouvoir seulement choisir une des deux options). C'est similaire à un "
+"[CheckButton] dans ses fonctionnalités, mais avec une apparence différente. "
+"Pour suivre les recommendations d'interface établies, il est recommandé "
+"d'utiliser une CheckBox lorsqu'il n'a [b]pas[/b] d'effet immédiat sur "
+"quelque chose. Par exemple, quand le basculement sera effectif qu'une fois "
+"un bouton de confirmation pressé.\n"
+"Voir aussi [BaseButton] qui contient des propriétés et des méthodes communes "
+"associées à ce nœud."
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color."
@@ -14939,6 +17686,7 @@ msgstr "La couleur de la police du texte [CheckBox]."
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's disabled."
msgstr ""
+"Le couleur de la police du texte de la [CheckBox] quand elle est désactivée."
#: doc/classes/CheckBox.xml
msgid ""
@@ -14946,55 +17694,67 @@ msgid ""
"text color of the checkbox. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
+"La couleur de la police du texte de la [CheckBox] quand elle a le focus. Ne "
+"remplace que la couleur normale du texte de la case à cocher. Les états "
+"désactivé, survolé et pressé sont prioritaires sur cette couleur."
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's hovered."
msgstr ""
+"Le couleur de la police du texte de la [CheckBox] quand elle est survolée."
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's hovered and pressed."
msgstr ""
+"La couleur de la police du texte du [CheckBox] quand il est survolé ou "
+"appuyé."
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's pressed."
msgstr ""
+"Le couleur de la police du texte de la [CheckBox] quand elle est appuyée."
#: doc/classes/CheckBox.xml
msgid "The vertical offset used when rendering the check icons (in pixels)."
msgstr ""
+"Le décalage vertical utilisé pour le rendu des icônes des coches (en pixels)."
#: doc/classes/CheckBox.xml
msgid "The separation between the check icon and the text (in pixels)."
-msgstr ""
+msgstr "L'espace entre l'icône de la coche et le texte (en pixels)."
#: doc/classes/CheckBox.xml
msgid "The [Font] to use for the [CheckBox] text."
-msgstr ""
+msgstr "La [Font] à utiliser pour le texte du [CheckBox]."
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is checked."
-msgstr ""
+msgstr "L'icône de la coche à afficher quand la [CheckBox] est cochée."
#: doc/classes/CheckBox.xml
-#, fuzzy
msgid "The check icon to display when the [CheckBox] is checked and disabled."
-msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé."
+msgstr ""
+"L'icône de la coche à afficher quand la [CheckBox] est coché et désactivé."
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is checked."
msgstr ""
+"Si la [CheckBox] est configurée pour être un bouton radio, l'icône à "
+"afficher quand la [CheckBox] est cochée."
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is unchecked."
msgstr ""
+"Si la [CheckBox] est configurée pour être un bouton radio, l'icône à "
+"afficher quand la [CheckBox] est décochée."
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is unchecked."
-msgstr ""
+msgstr "L'icône de la coche à afficher quand la [CheckBox] est décochée."
#: doc/classes/CheckBox.xml
#, fuzzy
@@ -15006,22 +17766,27 @@ msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé."
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is disabled."
msgstr ""
+"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est cochée."
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is focused."
msgstr ""
+"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] a le focus."
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered."
msgstr ""
+"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est survolée."
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered and "
"pressed."
msgstr ""
+"La [StyleBox] à afficher en arrière-plan lorsque la [CheckBox] est survolée "
+"et appuyée."
#: doc/classes/CheckBox.xml doc/classes/CheckButton.xml
msgid "The [StyleBox] to display as a background."
@@ -15031,6 +17796,7 @@ msgstr "Le [StyleBox] a affiché en arrière-plan."
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is pressed."
msgstr ""
+"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est appuyée."
#: doc/classes/CheckButton.xml
msgid "Checkable button. See also [CheckBox]."
@@ -15047,6 +17813,14 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
+"CheckButton est un bouton à bascule affiché avec une coche. Il est semblable "
+"à [CheckBox] dans ses fonctionnalités, mais son apparence est différente. "
+"Pour suivre les modèles UX établis, il est recommandé d'utiliser CheckButton "
+"pour les effet [b]immédiat[/b] d'une action. Par exemple, il devrait être "
+"utilisé si le basculement active/désactive un réglage sans nécessiter que "
+"l'utilisateur appuie sur un bouton de confirmation.\n"
+"Voir aussi [BaseButton] qui contient des propriétés et des méthodes communes "
+"associées à ce nœud."
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color."
@@ -15055,6 +17829,7 @@ msgstr "La couleur de la police du texte [CheckButton]."
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's disabled."
msgstr ""
+"La couleur de la police du texte du [CheckButton] quand il est désactivé."
#: doc/classes/CheckButton.xml
msgid ""
@@ -15062,42 +17837,51 @@ msgid ""
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
+"La couleur du texte du [CheckButton] quand il a le focus. Ne remplace que la "
+"couleur de texte normale du bouton. Les états désactivés, survolé et pressés "
+"sont prioritaire sur cette couleur."
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered."
msgstr ""
+"La couleur de la police du texte du [CheckButton] quand il est survolé."
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered and pressed."
msgstr ""
+"La couleur de la police du texte du [CheckButton] quand il est survolé ou "
+"appuyé."
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's pressed."
-msgstr ""
+msgstr "La couleur de la police du texte du [CheckButton] quand il est appuyé."
#: doc/classes/CheckButton.xml
msgid "The vertical offset used when rendering the toggle icons (in pixels)."
msgstr ""
+"Le décalage vertical utilisé lors du rendu des icônes de basculement (en "
+"pixels)."
#: doc/classes/CheckButton.xml
msgid "The separation between the toggle icon and the text (in pixels)."
-msgstr ""
+msgstr "La séparation entre l'icône de basculement et le texte (en pixels)."
#: doc/classes/CheckButton.xml
msgid "The [Font] to use for the [CheckButton] text."
-msgstr ""
+msgstr "La [Font] à utilisé pour le texte du [CheckButton]."
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked."
-msgstr ""
+msgstr "L'icône à afficher que le [CheckButton] est décoché."
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked and disabled."
msgstr ""
+"L'icône à afficher quand le [CheckButton] est à la fois décoché et désactivé."
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked."
-msgstr ""
+msgstr "L'icône à afficher que le [CheckButton] est coché."
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked and disabled."
@@ -15107,22 +17891,27 @@ msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé."
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is disabled."
msgstr ""
+"La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est désactivée."
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is focused."
msgstr ""
+"La [StyleBox] à afficher en arrière-plan quand le [CheckButton] a le focus."
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered."
msgstr ""
+"La [StyleBox] à afficher en arrière-plan quand le [CheckButton] est survolé."
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered "
"and pressed."
msgstr ""
+"La [StyleBox] à afficher en fond lorsque le [CheckButton] est survolé et "
+"appuyé."
#: doc/classes/CheckButton.xml
msgid ""
@@ -15141,6 +17930,9 @@ msgid ""
"small characters and its collision detection with everything else is very "
"fast."
msgstr ""
+"Forme circulaire pour les collisions 2D. Cette forme est utile pour "
+"modéliser les boules ou les petits caractères et sa détection des collisions "
+"avec les autres éléments est très rapide."
#: doc/classes/CircleShape2D.xml
msgid "The circle's radius."
@@ -15153,12 +17945,15 @@ msgstr "Dépôt d'information de classe."
#: doc/classes/ClassDB.xml
msgid "Provides access to metadata stored for every available class."
msgstr ""
+"Fournis un accès au méta-données enregistrées dans chaque classe disponible."
#: doc/classes/ClassDB.xml
msgid ""
"Returns [code]true[/code] if you can instance objects from the specified "
"[code]class[/code], [code]false[/code] in other case."
msgstr ""
+"Retourne [code]true[/code] si vous pouvez instancer des objets à partir de "
+"[code]class[/code], [code]false[/code] dans un autre cas."
#: doc/classes/ClassDB.xml
msgid "Returns whether the specified [code]class[/code] is available or not."
@@ -15169,12 +17964,17 @@ msgid ""
"Returns a category associated with the class for use in documentation and "
"the Asset Library. Debug mode required."
msgstr ""
+"Retourne une catégorie associée à la classe à utiliser dans la documentation "
+"et la bibliothèque de ressources. Le mode débogage est nécessaire pour "
+"récupérer cette information."
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the keys in [code]enum[/code] of [code]class[/"
"code] or its ancestry."
msgstr ""
+"Retourne un tableau avec toutes les clés dans l'énumeration [code]enum[/"
+"code] de la [code]class[/code] ou de ses parents."
#: doc/classes/ClassDB.xml
#, fuzzy
@@ -15187,18 +17987,25 @@ msgid ""
"Returns the value of the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry. Always returns 0 when the constant could not be found."
msgstr ""
+"Retourne la valeur de la constante entière nommée [code]name[/code] dans "
+"[code]class[/code] ou un de ses parents. Retourne toujours 0 si la constante "
+"n'a pas été trouvée."
#: doc/classes/ClassDB.xml
msgid ""
"Returns which enum the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry belongs to."
msgstr ""
+"Retourne à quelle énumération la constante entière nommée [code]name[/code] "
+"dans [code]class[/code] ou un de ses parents."
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with the names all the integer constants of [code]class[/"
"code] or its ancestry."
msgstr ""
+"Retourne un tableau avec le nom de toutes les constantes entières de "
+"[code]class[/code] ou de son parent."
#: doc/classes/ClassDB.xml
msgid ""
@@ -15211,18 +18018,31 @@ msgid ""
"[b]Note:[/b] In exported release builds the debug info is not available, so "
"the returned dictionaries will contain only method names."
msgstr ""
+"Retourne un tableau avec toutes les méthodes de [code]class[/code] ou son "
+"parent si [code]no_inheritance[/code] est [code]false[/code]. Chaque élément "
+"du tableau est un [Dictionary] avec les clés suivantes : [code]args[/code], "
+"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/"
+"code] et [code]return: (class_name, hint, hint_string, name, type, usage)[/"
+"code].\n"
+"[b]Note :[/b] Dans la version exportée, les informations de débogage ne sont "
+"pas disponibles, les dictionnaires retournés ne contiendront donc que le nom "
+"des méthodes."
#: doc/classes/ClassDB.xml
msgid ""
"Returns the value of [code]property[/code] of [code]class[/code] or its "
"ancestry."
msgstr ""
+"Retourne la valeur de la propriété [code]property[/code] de la classe "
+"[code]class[/code] ou de ses parents."
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the properties of [code]class[/code] or its "
"ancestry if [code]no_inheritance[/code] is [code]false[/code]."
msgstr ""
+"Retourne un tableau avec toutes les propriétés de [code]class[/code] ou de "
+"son parent si [code]no_inheritance[/code] est [code]false[/code]."
#: doc/classes/ClassDB.xml
msgid ""
@@ -15232,6 +18052,11 @@ msgid ""
"[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, "
"usage)[/code]."
msgstr ""
+"Retourne les données [code]signal[/code] de [code]class[/code] ou de son "
+"parent. La valeur retournée est un [Dictionary] avec les clés suivantes : "
+"[code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/"
+"code], [code]name[/code] et [code]return: (class_name, hint, hint_string, "
+"name, type, usage)[/code]."
#: doc/classes/ClassDB.xml
msgid ""
@@ -15239,31 +18064,42 @@ msgid ""
"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
"array is a [Dictionary] as described in [method class_get_signal]."
msgstr ""
+"Retourne un tableau avec tous les signaux de [code]class[/code] ou son "
+"parent si [code]no_inheritance[/code] est [code]false[/code]. Chaque élément "
+"du tableau est un [Dictionary] comme détaillé dans [method class_get_signal]."
#: doc/classes/ClassDB.xml
-#, fuzzy
msgid ""
"Returns whether [code]class[/code] or its ancestry has an enum called "
"[code]name[/code] or not."
-msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non."
+msgstr ""
+"Retourne si la [code]class[/code] ou ses parents ont une énumération nommée "
+"[code]name[/code] ou non."
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has an integer constant "
"called [code]name[/code] or not."
msgstr ""
+"Retourne si [code]class[/code] ou son parent a une constante entière appelée "
+"[code]name[/code] ou non."
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/"
"code] is [code]false[/code]) has a method called [code]method[/code] or not."
msgstr ""
+"Retourne si [code]class[/code] (ou un de ses parents si "
+"[code]no_inheritance[/code] est [code]false[/code]) a une méthode nommée "
+"[code]method[/code] ou non."
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has a signal called "
"[code]signal[/code] or not."
msgstr ""
+"Retourne quand [code]class[/code] ou ses parents ont un signal nommé "
+"[code]signal[/code] ou non."
#: doc/classes/ClassDB.xml
msgid ""
@@ -15274,13 +18110,15 @@ msgstr ""
#: doc/classes/ClassDB.xml
msgid "Returns the names of all the classes available."
-msgstr ""
+msgstr "Retourne le nom de toutes les classes disponibles."
#: doc/classes/ClassDB.xml
msgid ""
"Returns the names of all the classes that directly or indirectly inherit "
"from [code]class[/code]."
msgstr ""
+"Retourne le nom de toutes les classes qui héritent directement ou "
+"indirectement de [code]class[/code]."
#: doc/classes/ClassDB.xml
msgid "Returns the parent class of [code]class[/code]."
@@ -15292,36 +18130,44 @@ msgstr "Crée une instance de [code]class[/code]."
#: doc/classes/ClassDB.xml
msgid "Returns whether this [code]class[/code] is enabled or not."
-msgstr ""
+msgstr "Retourne quand cette [code]class[/code] est active ou pas."
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
"or not."
msgstr ""
+"Retourne si [code]class[/code] hérite de la classe [code]inherits[/code] ou "
+"non."
#: doc/classes/ClippedCamera.xml
-#, fuzzy
msgid "A [Camera] that includes collision."
-msgstr "Une [Camera3D] qui inclut la collision."
+msgstr "Une [Camera] qui inclut la collision."
#: doc/classes/ClippedCamera.xml
msgid ""
"This node extends [Camera] to add collisions with [Area] and/or "
"[PhysicsBody] nodes. The camera cannot move through colliding objects."
msgstr ""
+"Ce nœud étend [Camera] pour ajouter des collisions avec des nœuds [Area] et/"
+"ou [PhysicsBody]. La caméra ne peut pas passer à travers les objets avec "
+"lesquels elle rentre en collision."
#: doc/classes/ClippedCamera.xml
msgid ""
"Adds a collision exception so the camera does not collide with the specified "
"node."
msgstr ""
+"Ajoute une exception de collision pour que la caméra n'entre pas en "
+"collision avec le nœud spécifié."
#: doc/classes/ClippedCamera.xml
msgid ""
"Adds a collision exception so the camera does not collide with the specified "
"[RID]."
msgstr ""
+"Ajoute une exception de collision pour que la caméra n'entre pas en "
+"collision avec le [RID] spécifié."
#: doc/classes/ClippedCamera.xml
msgid "Removes all collision exceptions."
@@ -15330,37 +18176,42 @@ msgstr "Supprime toutes les exceptions de collision."
#: doc/classes/ClippedCamera.xml
msgid "Returns the distance the camera has been offset due to a collision."
msgstr ""
+"Retourne la distance de la caméra qui a été décalée à cause de la collision."
#: doc/classes/ClippedCamera.xml
msgid ""
"Returns [code]true[/code] if the specified bit index is on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
+"Retourne [code]true[/code] si l'index de bit spécifié est actif.\n"
+"[b]Note :[/b] Les indices de bit vont de 0 à 19."
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified node."
-msgstr ""
+msgstr "Retire une exception de collision avec le nœud spécifié."
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified [RID]."
-msgstr ""
+msgstr "Retire une exception de collision avec le [RID] spécifié."
#: doc/classes/ClippedCamera.xml
msgid ""
"Sets the specified bit index to the [code]value[/code].\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
+"Définit l'index de bit spécifié à [code]valeur[/code].\n"
+"[b]Note :[/b] Les indices des bit vont de 0 à 19."
#: doc/classes/ClippedCamera.xml
-#, fuzzy
msgid "If [code]true[/code], the camera stops on contact with [Area]s."
-msgstr "Si [code]true[/code], le bouton \"add preset\" est activé."
+msgstr ""
+"Si [code]true[/code], la caméra s'arrête lors des collisions avec les [Area]."
#: doc/classes/ClippedCamera.xml
-#, fuzzy
msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
msgstr ""
-"Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité."
+"Si [code]true[/code], la caméra s'arrête lors des collisions avec les "
+"[PhysicsBody]."
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -15369,16 +18220,23 @@ msgid ""
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
+"Le masque de collision de la caméra. Seuls les objets dans au moins une "
+"calque de collision correspondant au masque seront détectés. Voir "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Calques et masques de collision[/url] dans la documentation pour "
+"plus d'informations."
#: doc/classes/ClippedCamera.xml
msgid ""
"The camera's collision margin. The camera can't get closer than this "
"distance to a colliding object."
msgstr ""
+"La marge de collision de la caméra. La caméra ne peut pas se rapprocher plus "
+"d'un objet de collision que cette distance."
#: doc/classes/ClippedCamera.xml
msgid "The camera's process callback. See [enum ProcessMode]."
-msgstr ""
+msgstr "La méthode de mise à jour de la camera. Voir [enum ProcessMode]."
#: doc/classes/CollisionObject.xml
msgid "Base node for collision objects."
@@ -15392,6 +18250,13 @@ msgid ""
"owners are not nodes and do not appear in the editor, but are accessible "
"through code using the [code]shape_owner_*[/code] methods."
msgstr ""
+"CollisionObject est la classe de base pour les objets physiques. Il peut "
+"contenir n'importe quel nombre de formes [Shape] de collision. Chaque forme "
+"doit être assignée à un [i]propriétaire de forme[ /i]. Le CollisionObject "
+"peut avoir n'importe quel nombre de propriétaires de forme. Les "
+"propriétaires de forme ne sont pas des nœuds et ne apparaissent pas dans "
+"l'éditeur, mais sont accessibles par le code en utilisant les méthodes "
+"[code]shape_owner_*[/code]."
#: doc/classes/CollisionObject.xml
msgid ""
@@ -15401,30 +18266,38 @@ msgid ""
"surface at that point. Connect to the [signal input_event] signal to easily "
"pick up these events."
msgstr ""
+"Reçoie les [InputEvent] non traités. [code]position[/code] est la position "
+"dans l'espace global du curseur de la souris sur la surface de la forme avec "
+"index [code]shape_idx[/code] et [code]normal[/code] est le vecteur de "
+"normale de la surface à ce point. Connectez-vous au signal [signal "
+"input_event] pour récupérer facilement ces événements."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"Creates a new shape owner for the given object. Returns [code]owner_id[/"
"code] of the new owner for future reference."
msgstr ""
+"Crée un nouveau propriétaire de forme pour l'objet donné. Retourne "
+"[code]owner_id[/code] du nouveau propriétaire pour une prochaine référence."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#, fuzzy
msgid ""
"Returns whether or not the specified [code]bit[/code] of the [member "
"collision_layer] is set."
-msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non."
+msgstr ""
+"Retourne quand le [code]bit[/code] spécifié de [member collision_layer] est "
+"défini."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#, fuzzy
msgid ""
"Returns whether or not the specified [code]bit[/code] of the [member "
"collision_mask] is set."
-msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non."
+msgstr ""
+"Retourne quand le [code]bit[/code] spécifié de [member collision_mask] est "
+"défini."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr "Retourne le [RID] de l'objet."
@@ -15433,10 +18306,15 @@ msgid ""
"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
"ids in other methods that take [code]owner_id[/code] as an argument."
msgstr ""
+"Retourne un [Array] d'identifiants [code]owner_id[/code]. Vous pouvez "
+"utiliser ces identifiants dans les méthodes prennant [code]owner_id[/code] "
+"comme argument."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], the shape owner and its shapes are disabled."
msgstr ""
+"Si [code]true[/code], le propriétaire de la forme et toutes ses formes sont "
+"désactivés."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes the given shape owner."
@@ -15449,6 +18327,10 @@ msgid ""
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the the [member collision_layer]."
msgstr ""
+"Si [code]value[/code] est [code]true[/code], définit le [code]bit[/code] "
+"spécifié dans le calque [member collision_layer].\n"
+"Si [code]value[/code] est [code]false[/code], rétablit le [code]bit[/code] "
+"spécifié dans le calque [member collision_layer]."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
@@ -15457,15 +18339,18 @@ msgid ""
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the the [member collision_mask]."
msgstr ""
+"Si [code]value[/code] est [code]true[/code]], définit le [code]bit[/code] "
+"spécifié dans le masque [nom collision_mask].\n"
+"Si [code]value[/code] est [code]false[/code], rétablit le [code]bit[/code] "
+"spécifié dans le masque [nom collision_mask]."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the [code]owner_id[/code] of the given shape."
-msgstr ""
+msgstr "Retourne le [code]owner_id[/code] de la forme spécifiée."
#: doc/classes/CollisionObject.xml
-#, fuzzy
msgid "Adds a [Shape] to the shape owner."
-msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
+msgstr "Ajoute une [Shape2D] au propriétaire de la forme."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes all shapes from the shape owner."
@@ -15473,7 +18358,7 @@ msgstr "Enlève toutes les formes au propriétaire de la forme."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the parent object of the given shape owner."
-msgstr ""
+msgstr "Retourne l'objet parent du propriétaire de la forme spécifié."
#: doc/classes/CollisionObject.xml
#, fuzzy
@@ -15482,7 +18367,7 @@ msgstr "Retourne le [RID] de la énième forme d'une zone."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the number of shapes the given shape owner contains."
-msgstr ""
+msgstr "Retourne le nombre de formes que le propriétaire de forme contient."
#: doc/classes/CollisionObject.xml
#, fuzzy
@@ -15497,15 +18382,15 @@ msgstr "Retourne le [Transform] du propriétaire de la forme."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes a shape from the given shape owner."
-msgstr ""
+msgstr "Retire la forme du propriétaire de forme donné."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], disables the given shape owner."
-msgstr ""
+msgstr "Si [code]true[/code], désactive le propriétaire spécifié de la forme."
#: doc/classes/CollisionObject.xml
msgid "Sets the [Transform] of the given shape owner."
-msgstr ""
+msgstr "Définit la [Transform] du propriétaire de forme spécifié."
#: doc/classes/CollisionObject.xml
msgid ""
@@ -15517,6 +18402,14 @@ msgid ""
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
+"Les calques physiques où ce CollisionObject3D est inclu. Les objets de "
+"collision peuvent exister dans un ou plusieurs des 32 calques existants. "
+"Voir aussi [member collision_mask].\n"
+"[b]Note :[/b] Un contact est détecté si l'objet A est dans l'un des calques "
+"que l'objet B observe, ou l'objet B est dans toutes les couches que l'objet "
+"A observe. Voir [url=$DOCS_URL/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Calques et masques de collision[/url] dans "
+"la documentation pour plus d'informations."
#: doc/classes/CollisionObject.xml
msgid ""
@@ -15528,12 +18421,22 @@ msgid ""
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
+"Le calque physique que ce CollisionObject3D observe. Les objets de collision "
+"peuvent observer un ou plusieurs des 32 calques existants. Voir aussi "
+"[member collision_layer].\n"
+"[b]Note :[/b] Un contact est détecté si l'objet A est dans l'une des couches "
+"que l'objet B observe, ou l'objet B est dans toutes les couches que l'objet "
+"A observe. Voir [url=$DOCS_URL/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Calques et masques de collision[/url] dans "
+"la documentation pour plus d'informations."
#: doc/classes/CollisionObject.xml
msgid ""
"If [code]true[/code], the [CollisionObject] will continue to receive input "
"events as the mouse is dragged across its shapes."
msgstr ""
+"Si [code]true[/code], le [CollisionObject] continuera de recevoir des "
+"événements d'entrée quand la souris sera déplacée au-dessus de ses formes."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
@@ -15541,6 +18444,10 @@ msgid ""
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
+"Si [code]true[/code], cet objet peut être sélectionné. Ces objets peuvent "
+"détecter l'entrée/la sortie du pointeur de la souris sur eux, et si la "
+"souris pointe sur l'objet, signaler par des événements d'entrée. Nécessite "
+"au moins un bit de [member collision_layer] d'être réglé."
#: doc/classes/CollisionObject.xml
msgid ""
@@ -15549,14 +18456,19 @@ msgid ""
"the shape with index [code]shape_idx[/code] and [code]normal[/code] is the "
"normal vector of the surface at that point."
msgstr ""
+"Émis lorsque l'objet reçoit un [InputEvent] non traité. [code]position[/"
+"code] est l'emplacement dans les coordonnées globales de la souris sur la "
+"surface de la forme à l'index [code]shape_idx[/code], et [code]normal[/code] "
+"est la normale à la surface à ce point."
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer enters any of this object's shapes."
-msgstr ""
+msgstr "Émis quand le curseur entre dans n'importe quelle forme de l'objet."
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer exits all this object's shapes."
msgstr ""
+"Émis quand le curseur de la souris quitte toutes les formes de cet objets."
#: doc/classes/CollisionObject2D.xml
msgid "Base node for 2D collision objects."
@@ -15568,8 +18480,21 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
-msgstr ""
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
+msgstr ""
+"CollisionObject2D est la classe de base pour les objets de physique en 2D. "
+"Il peut contenir n'importe quel nombre de formes [Shape2D] de collisions 2D. "
+"Chaque forme doit être assignée à un propriétaire de [i]forme[/i]. Le "
+"CollisionObject2D peut avoir autant de propriétaires de forme qui "
+"nécessaire. Les propriétaires de forme ne sont pas des nœuds et ne "
+"apparaissent pas dans l'éditeur, mais sont accessibles par le code en "
+"utilisant les méthodes [code]shape_owner_*[/code].\n"
+"[b]Note :[/b] Seules les collisions entre des objets dans le même canevas "
+"(dans une même [Viewport] ou [CanvasLayer]) sont supportées. Le comportement "
+"des collisions entre des objets dans différents canevas est indéfini."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -15578,12 +18503,18 @@ msgid ""
"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
"these events."
msgstr ""
+"Accepte les [InputEvent] non traités. Nécessite [member input_pickable] "
+"d'être à [code]true[/code]. [code]shape_idx[/code] est l'index de la "
+"[Shape2D] enfant. Connectez-vous au signal [code]input_event[/code] pour "
+"récupérer facilement ces événements."
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [code]owner_id[/code]."
msgstr ""
+"Retourne la [code]one_way_collision_margin[/code] du propriétaire de la "
+"forme identifié par le [code]owner_id[/code] spécifié."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -15591,6 +18522,9 @@ msgid ""
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
+"Retourne [code]true[/code] si les collisions pour le propriétaire de forme "
+"venant de ce [CollisionObject2D] ne seront pas signalées aux "
+"[CollisionObject2D] entrants en collision."
#: doc/classes/CollisionObject2D.xml
msgid "Adds a [Shape2D] to the shape owner."
@@ -15599,12 +18533,16 @@ msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
#: doc/classes/CollisionObject2D.xml
msgid "Returns the [Shape2D] with the given id from the given shape owner."
msgstr ""
+"Retourne la [Shape2D] avec l'identifiant donné du propriétaire donné de la "
+"forme."
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the child index of the [Shape2D] with the given id from the given "
"shape owner."
msgstr ""
+"Retourne l'indice de enfant du [Shape2D] avec l'identifiant donné du "
+"propriétaire donné de forme."
#: doc/classes/CollisionObject2D.xml
msgid "Returns the shape owner's [Transform2D]."
@@ -15616,16 +18554,21 @@ msgid ""
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], les collisions pour le "
+"propriétaire de forme original de ce [CollisionObject2D] ne seront pas "
+"rapportées aux [CollisionObject2D] entrant en collision."
#: doc/classes/CollisionObject2D.xml
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [code]owner_id[/code] to [code]margin[/code] pixels."
msgstr ""
+"Définit la marge [code]one_way_collision_margin[/code] du propriétaire de la "
+"forme identifié par [code]owner_id[/code] à [code]margin[/code] pixels."
#: doc/classes/CollisionObject2D.xml
msgid "Sets the [Transform2D] of the given shape owner."
-msgstr ""
+msgstr "Définit la [Transform2D] du propriétaire de forme spécifié."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -15637,6 +18580,14 @@ msgid ""
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
+"Le calque physique où est ce CollisionObject2D. Les objets de collision "
+"peuvent exister dans un ou plusieurs des 32 calques différents. Voir aussi "
+"[member collision_mask].\n"
+"[b]Note :[/b] Un contact est détecté si l'objet A est dans l'un des calques "
+"que l'objet B scanne, ou si l'objet B est dans tous les calques que l'objet "
+"A scanne. Voir [url=$DOCS_URL/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Calques et masques de Collision[/url] dans "
+"la documentation pour plus d'informations."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -15648,6 +18599,14 @@ msgid ""
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
+"Le calque physique que ce CollisionObject2D scanne. Les objets de collision "
+"peuvent exister dans un ou plusieurs des 32 calques différents. Voir aussi "
+"[member collision_mask].\n"
+"[b]Note :[/b] Un contact est détecté si l'objet A est dans l'une des calques "
+"que l'objet B scanne, ou l'objet B est dans toutes les calques que l'objet A "
+"scanne. Voir [url=$DOCS_URL/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Collision calques et masques[/url] dans la "
+"documentation pour plus d'informations."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -15655,6 +18614,10 @@ msgid ""
"[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
"set. See [method _input_event] for details."
msgstr ""
+"Émis lorsqu'un événement d'entrée se produit. Nécessite [member "
+"input_pickable] d'être à [code]true[/code] et au moins un des bits de "
+"[code]collision_layer[/code] d'être définit. Voir [method input_event] pour "
+"plus de détails."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -15662,6 +18625,9 @@ msgid ""
"[member input_pickable] to be [code]true[/code] and at least one "
"[code]collision_layer[/code] bit to be set."
msgstr ""
+"Émis lorsque le curseur de la souris entre dans l'une de ces formes. "
+"Nécessite [member input_pickable] d'être à [code]true[/code] et au moins un "
+"des bits de [code]collision_layer[/code] d'être définit."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -15669,10 +18635,14 @@ msgid ""
"[member input_pickable] to be [code]true[/code] and at least one "
"[code]collision_layer[/code] bit to be set."
msgstr ""
+"Émis lorsque le curseur de la souris sort de toutes les formes. Nécessite "
+"[member input_pickable] d'être à [code]true[/code] et au moins un des bits "
+"de [code]collision_layer[/code] d'être définit."
#: doc/classes/CollisionPolygon.xml
msgid "Editor-only class for defining a collision polygon in 3D space."
msgstr ""
+"Une classe exclusive à l'éditeur pour définir un polygone de collision en 3D."
#: doc/classes/CollisionPolygon.xml
msgid ""
@@ -15681,22 +18651,32 @@ msgid ""
"editor. It will not appear in the scene tree at run-time. Creates a [Shape] "
"for gameplay. Properties modified during gameplay will have no effect."
msgstr ""
+"Permet d'éditer des sommets de collision sur un plan sélectionné. Peut "
+"également définir une profondeur perpendiculaire à ce plan. Cette classe "
+"n'est disponible que dans l'éditeur. Elle n'apparaîtra pas dans "
+"l'arborescence de la scène quand le jeu est lancé. Crée une [Shape] pour les "
+"mécaniques de jeu. Les propriétés modifiées une fois le jeu lancé n'auront "
+"aucun effet."
#: doc/classes/CollisionPolygon.xml
msgid ""
"Length that the resulting collision extends in either direction "
"perpendicular to its polygon."
msgstr ""
+"La longueur que la collision résultante s'étend dans la direction "
+"perpendiculaire à son polygone."
#: doc/classes/CollisionPolygon.xml
msgid "If [code]true[/code], no collision will be produced."
-msgstr ""
+msgstr "Si [code]true[/code], aucune collision ne sera produite."
#: doc/classes/CollisionPolygon.xml
msgid ""
"The collision margin for the generated [Shape]. See [member Shape.margin] "
"for more details."
msgstr ""
+"La marge de collision pour la [Shape] générée. Voir [member Shape.margin] "
+"pour plus d'informations."
#: doc/classes/CollisionPolygon.xml
msgid ""
@@ -15707,6 +18687,12 @@ msgid ""
"temporary variable and make changes before reassigning the [code]polygon[/"
"code] member."
msgstr ""
+"Un tableau de sommets qui définissent le polygone.\n"
+"[b]Note :[/b] La valeur retournée est une copie de l'original. Les méthodes "
+"qui modifie la taille ou les propriétés de la valeur de retour n'affecteront "
+"pas le polygone d'origine. Pour modifier les propriétés du polygone, "
+"assignez-le à une variable temporaire et faites des changements avant de le "
+"réassigner au membre [code]polygon[/code]."
#: doc/classes/CollisionPolygon2D.xml
msgid "Defines a 2D collision polygon."
@@ -15717,10 +18703,14 @@ msgid ""
"Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
"can be drawn in the editor or specified by a list of vertices."
msgstr ""
+"Fournit un polygone de collision 2D à un parent [CollisionObject2D]. Les "
+"polygones peuvent être dessinés manuellement dans l'éditeur ou spécifiés par "
+"une liste de sommets."
#: doc/classes/CollisionPolygon2D.xml
msgid "Collision build mode. Use one of the [enum BuildMode] constants."
msgstr ""
+"Le mode d'assemblage. Utilisez l'une des constantes de [enum BuildMode]."
#: doc/classes/CollisionPolygon2D.xml
msgid "If [code]true[/code], no collisions will be detected."
@@ -15729,8 +18719,15 @@ msgstr "Si [code]true[/code], aucune collision ne sera détectée."
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
+"Si [code]true[/code], seuls les bords qui font face, par rapport à la "
+"rotation du [CollisionPolygon2D], entreront en collision avec d'autres "
+"objets.\n"
+"[b]Note :[/b] Cette propriété n'a aucun effet si cette [CollisionPolygon2D] "
+"est un enfant d'un nœud [Area2D]."
#: doc/classes/CollisionPolygon2D.xml
msgid ""
@@ -15738,6 +18735,9 @@ msgid ""
"the shape thicker, and work better for colliders that enter the polygon at a "
"high velocity."
msgstr ""
+"La marge (en pixels) utilisée pour une collision à sens unique. Des valeurs "
+"plus élevées rendront la forme plus épaisse, et fonctionneront mieux pour "
+"les objets entrant en collision quand ils vont à une vitesse élevée."
#: doc/classes/CollisionPolygon2D.xml
msgid ""
@@ -15745,10 +18745,12 @@ msgid ""
"first. The returned value is a clone of the [PoolVector2Array], not a "
"reference."
msgstr ""
+"La liste des sommets du polygone. Le dernier point sera relié au premier. La "
+"valeur retournée est un copie du [PoolVector2Array], et non une référence."
#: doc/classes/CollisionPolygon2D.xml
msgid "Collisions will include the polygon and its contained area."
-msgstr ""
+msgstr "Les collisions comprendront ce polygone et sa zone englobante."
#: doc/classes/CollisionPolygon2D.xml
msgid "Collisions will only include the polygon edges."
@@ -15768,24 +18770,29 @@ msgid ""
"only helper to create shapes, use [method CollisionObject."
"shape_owner_get_shape] to get the actual shape."
msgstr ""
+"Un élément d'aide de l'éditeur pour créer et modifier des formes de "
+"collision dans l'espace 3D. Vous pouvez utiliser ce nœud pour représenter "
+"toutes sortes de formes de collision, par exemple, ajoutez-le à un [Area] "
+"pour lui donner une forme de détection, ou l'ajoutez-le à un [PhysicsBody] "
+"pour créer un objet solide. [b]IMPORTANT[/b] : c'est une aide de l'éditeur "
+"qui ne sert qu'à créer des formes, utiliser [method CollisionObject."
+"shape_owner_get_shape] pour obtenir la forme réelle."
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
-#, fuzzy
msgid "Physics introduction"
-msgstr "Interpolation cubique."
+msgstr "Introduction à la physique"
#: doc/classes/CollisionShape.xml
-#, fuzzy
msgid ""
"Sets the collision shape's shape to the addition of all its convexed "
"[MeshInstance] siblings geometry."
msgstr ""
"Définit la forme de la forme de collision à l’ajout de toutes ses géométries "
-"de frères et sœurs [MeshInstance3D] convexés ."
+"de frères et sœurs [MeshInstance3D] convexes ."
#: doc/classes/CollisionShape.xml
msgid ""
@@ -15806,6 +18813,7 @@ msgstr "La forme réelle appartenant à cette forme de collision."
#: doc/classes/CollisionShape2D.xml
msgid "Node that represents collision shape data in 2D space."
msgstr ""
+"Le nœud qui représente les données de forme de collision dans l'espace 2D."
#: doc/classes/CollisionShape2D.xml
msgid ""
@@ -15816,12 +18824,19 @@ msgid ""
"Editor-only helper to create shapes, use [method CollisionObject2D."
"shape_owner_get_shape] to get the actual shape."
msgstr ""
+"Un élément d'aide de l'éditeur pour créer et modifier des formes de "
+"collision dans l'espace 2D. Vous pouvez utiliser ce nœud pour représenter "
+"toutes sortes de formes de collision, par exemple, ajoutez-le à un [Area] "
+"pour lui donner une forme de détection, ou l'ajoutez-le à un [PhysicsBody] "
+"pour créer un objet solide. [b]IMPORTANT[/b] : c'est une aide de l'éditeur "
+"qui ne sert qu'à créer des formes, utiliser [method CollisionObject."
+"shape_owner_get_shape] pour obtenir la forme réelle."
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Kinematic Character Demo"
-msgstr ""
+msgstr "Démo de caractère cinétique 2D"
#: doc/classes/CollisionShape2D.xml
#, fuzzy
@@ -15833,10 +18848,14 @@ msgstr "Une forme de collision désactivée n’a aucun effet dans le monde."
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
"Définit si cette forme de collision doit uniquement détecter la collision "
-"sur un côté (en haut ou en bas)."
+"sur un côté (en haut ou en bas).\n"
+"[b]Note :[/b] Cette propriété n'a aucun effet si cette [CollisionShape2D] "
+"est un enfant d'un nœud [Area2D]."
#: doc/classes/CollisionShape2D.xml
msgid ""
@@ -15849,9 +18868,9 @@ msgstr ""
"collisionneurs qui entrent dans la forme à grande vitesse."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Color in RGBA format using floats on the range of 0 to 1."
-msgstr "Couleur au format RGBA usant de floats sur la plage de 0 à 1."
+msgstr ""
+"Une couleur au format RGBA utilisant des flottants dans l'intervalle 0 à 1."
#: doc/classes/Color.xml
msgid ""
@@ -15871,6 +18890,24 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
+"Une couleur représentée par des composants rouge, vert, bleu et alpha "
+"(RGBA). Le composant alpha est souvent utilisé pour l'opacité. Les valeurs "
+"sont des flottants et vont habituellement de 0 à 1. Certaines propriétés "
+"(comme CanvasItem.modulate) peuvent accepter des valeurs supérieures à 1 "
+"(sur-luminosité ou HDR).\n"
+"Vous pouvez également créer une couleur à partir de noms de couleurs "
+"standardisés en utilisant [méthode @GDScript.ColorN] ou en utilisant "
+"directement les constantes de couleur définies ici. Le jeu de couleurs "
+"standardisé est basé sur la liste [url=https://fr.wikipedia.org/wiki/"
+"Noms_de_couleur_X11]des noms de couleurs X11[/url].\n"
+"Si vous voulez fournir des valeurs dans une gamme de 0 à 255, vous devez "
+"utiliser [méthode @GDScript.Color8]\n"
+"[b]Note :[/b] Lors de la conversion en booléen, une Color sera évaluée à "
+"[code]false[/code] si elle correspond à [code]Color(0, 0, 0, 1)[/code] (noir "
+"complètement opaque). Sinon, une Color sera toujours évaluée à [code]true[/"
+"code].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"color_constants.png]Antiscèhe des constantes de couleurs[/url]"
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "2D GD Paint Demo"
@@ -15878,11 +18915,11 @@ msgstr ""
#: doc/classes/Color.xml doc/classes/ColorPicker.xml
msgid "Tween Demo"
-msgstr ""
+msgstr "Démo des Tween"
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "GUI Drag And Drop Demo"
-msgstr ""
+msgstr "Démo de l'interface de déposer-glisser"
#: doc/classes/Color.xml
msgid ""
@@ -15896,23 +18933,31 @@ msgid ""
"var c4 = Color(\"b2d90a\") # RGB format.\n"
"[/codeblock]"
msgstr ""
+"Construit une couleur à partir d'un code HTML hexadécimal au format ARGB ou "
+"RGB. Voir aussi [method @GDScript.ColorN].\n"
+"[codeblock]\n"
+"# Chaque couleur créé aura la même couleur RGBA(178, 217, 10, 255).\n"
+"var c1 = Color(\"#ffb2d90a\") # Au format ARGB avec \"#\".\n"
+"var c2 = Color(\"ffb2d90a\") # Au format ARGB.\n"
+"var c3 = Color(\"#b2d90a\") # Au format RGB avec \"#\".\n"
+"var c4 = Color(\"b2d90a\") # Au format RGB.\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"Construit une couleur à partir d'un entier de 32 bits au format RGBA (chaque "
"octet représente un canal de couleur).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Constructs a color from RGB values, typically between 0 and 1. Alpha will be "
"1.\n"
@@ -15920,14 +18965,13 @@ msgid ""
"var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n"
"[/codeblock]"
msgstr ""
-"Construit une couleur à partir d'un profil RVB en utilisant des valeurs "
-"entre 0 et 1. Alpha sera toujours 1.\n"
+"Construit une couleur à partir de valeurs RVB, entre 0 et 1. La valeur alpha "
+"sera toujours à 1.\n"
"[codeblock]\n"
-"var c = Color(0.2, 1.0, 0.7) # Equivalent à RGBA(51, 255, 178, 255)\n"
+"var color = Color(0.2, 1.0, 0.7) # Equivalent à Color8(51, 255, 178, 255)\n"
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Constructs a color from RGBA values, typically between 0 and 1.\n"
"[codeblock]\n"
@@ -15935,10 +18979,9 @@ msgid ""
"204)\n"
"[/codeblock]"
msgstr ""
-"Construit une couleur à partir d'un profil RVB en utilisant des valeurs "
-"entre 0 et 1. Alpha sera toujours 1.\n"
+"Construit une couleur à partir de valeur RVB, entre 0 et 1.\n"
"[codeblock]\n"
-"var c = Color(0.2, 1.0, 0.7) # Equivalent à RGBA(51, 255, 178, 255)\n"
+"var color = Color(0.2, 1.0, 0.7) # Équivalent à Color8(51, 255, 178, 255)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -15952,16 +18995,29 @@ msgid ""
"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
"[/codeblock]"
msgstr ""
+"Retourne une nouvelle couleur résultant du mélanger de cette couleur avec "
+"une autre. Si la couleur est opaque, le résultat est aussi opaque. La "
+"deuxième couleur peut avoir une certaine opacité.\n"
+"[codeblock]\n"
+"var bg = Color(0.0, 1.0, 0.0, 0.5) # Vert avec 50% d'opacité\n"
+"var fg = Color(1.0, 0.0, 0.0, 0.5) # Rouge avec 50% d'opacité\n"
+"var blended_color = bg.blend(fg) # Marron avec 75% d'opacité\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
+"Retourne la couleur inversée [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
+"[codeblock]\n"
+"var color = Color(0,3, 0,4, 0,9)\n"
+"var inverted_color = color.inverted () # Équivalent à Color(0.7, 0.6, 0.1)\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@@ -15972,21 +19028,27 @@ msgid ""
"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
"[/codeblock]"
msgstr ""
+"Retourne une nouvelle couleur à partir de cette couleur en plus foncée par "
+"le pourcentage donné (de 0 à 1).\n"
+"[codeblock]\n"
+"var green = Couleur(0.0, 1.0, 0.0) # Vert vif\n"
+"var darkgreen = vert.darkened(0.2) # 20% plus foncé que le vert vif\n"
+"/[codeblock]"
#: doc/classes/Color.xml
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
"Construit une couleur à partir d’un profil HSV. [code]h[/code], [code]s[/"
"code], et [code]v[/code] sont des valeurs comprises entre 0 et 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0,58, 0,5, 0,79, 0,8) # Équivalent au HSV (210, 50, "
-"79, 0,8) ou au Color8 (100, 151, 201, 0,8)\n"
+"var color = Color.from_hsv(0,58, 0,5, 0,79, 0,8) # Équivalent au HSV (210, "
+"50, 79, 0,8) ou au Color8 (100, 151, 201, 0,8)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -15995,26 +19057,29 @@ msgid ""
"This is useful when determining light or dark color. Colors with a luminance "
"smaller than 0.5 can be generally considered dark."
msgstr ""
+"Retourne la luminosité de la couleur dans l'intervalle [code][0.0, 1.0][/"
+"code].\n"
+"Ceci est utile pour déterminer si c'est une couleur claire ou foncée. Les "
+"couleurs avec une luminosité inférieure à 0,5 peuvent généralement être "
+"considérées comme sombres."
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
-"Retourne la couleur inversée [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
+"Retourne la représentation en niveaux de gris.\n"
+"La valeur de gris est calculé avec [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0,3, 0,4, 0,9)\n"
-"var inverted_color = c.inverted () # Une couleur d'un RGBA (178, 153, 26, "
-"255)\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = c.gray() # Une valeur de 0.466667\n"
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
"[codeblock]\n"
@@ -16024,9 +19089,8 @@ msgid ""
msgstr ""
"Retourne la couleur inversée [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
"[codeblock]\n"
-"var c = Color(0,3, 0,4, 0,9)\n"
-"var inverted_color = c.inverted () # Une couleur d'un RGBA (178, 153, 26, "
-"255)\n"
+"var color = Color(0,3, 0,4, 0,9)\n"
+"var inverted_color = color.inverted () # Équivalent à Color(0.7, 0.6, 0.1)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -16071,12 +19135,11 @@ msgstr ""
"[codeblock]\n"
"var c1 = Color(1.0, 0.0, 0.0)\n"
"var c2 = Color(0.0, 1.0, 0.0)\n"
-"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, "
+"var li_c = c1.linear_interpolate(c2, 0.5) # Équivalent à Color(0.5, 0.5, "
"0.0)\n"
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Returns the color converted to a 32-bit integer in ABGR format (each byte "
"represents a color channel). ABGR is the reversed version of the default "
@@ -16090,12 +19153,11 @@ msgstr ""
"représente un composant du profil ABGR). ABGR est la version inversée du "
"format par défaut.\n"
"[codeblock]\n"
-"var c = Color(1, 0.5, 0.2)\n"
-"print(c.to_abgr32()) # Imprime 4281565439\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr32()) # Affiche 4281565439\n"
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Returns the color converted to a 64-bit integer in ABGR format (each word "
"represents a color channel). ABGR is the reversed version of the default "
@@ -16105,16 +19167,15 @@ msgid ""
"print(color.to_abgr64()) # Prints -225178692812801\n"
"[/codeblock]"
msgstr ""
-"Retourne l'entier 32 bits de la couleur au format ABGR (chaque octet "
+"Retourne l'entier 64 bits de la couleur au format ABGR (chaque mot "
"représente un composant du profil ABGR). ABGR est la version inversée du "
"format par défaut.\n"
"[codeblock]\n"
-"var c = Color(1, 0.5, 0.2)\n"
-"print(c.to_abgr32()) # Imprime 4281565439\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr64()) # Affiche -225178692812801\n"
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Returns the color converted to a 32-bit integer in ARGB format (each byte "
"represents a color channel). ARGB is more compatible with DirectX.\n"
@@ -16124,15 +19185,14 @@ msgid ""
"[/codeblock]"
msgstr ""
"Retourne l'entier 32 bits de la couleur au format ABGR (chaque octet "
-"représente un composant du profil ABGR). ABGR est la version inversée du "
-"format par défaut.\n"
+"représente un composant du profil ABGR). ARGB est plus compatible avec "
+"DirectX.\n"
"[codeblock]\n"
-"var c = Color(1, 0.5, 0.2)\n"
-"print(c.to_abgr32()) # Imprime 4281565439\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr32()) # Affiche 4281565439\n"
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Returns the color converted to a 64-bit integer in ARGB format (each word "
"represents a color channel). ARGB is more compatible with DirectX.\n"
@@ -16141,12 +19201,12 @@ msgid ""
"print(color.to_argb64()) # Prints -2147470541\n"
"[/codeblock]"
msgstr ""
-"Retourne l'entier 32 bits de la couleur au format ABGR (chaque octet "
-"représente un composant du profil ABGR). ABGR est la version inversée du "
-"format par défaut.\n"
+"Retourne l'entier 64 bits de la couleur au format ABGR (chaque mot "
+"représente un composant du profil ABGR). ABGR est plus compatible avec "
+"DirectX.\n"
"[codeblock]\n"
-"var c = Color(1, 0.5, 0.2)\n"
-"print(c.to_abgr32()) # Imprime 4281565439\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr64()) # Affiche -2147470541\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -16156,14 +19216,22 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
+"Retourne la chaîne de caractères avec le code hexadécimal façon HTML au "
+"format ARGB (par exemple [code]ff34f822[/code]).\n"
+"Définir [code]with_alpha[/code] à [code]false[/code] ne retourne pas la "
+"valeur alpha dans le code hexadécimal retourné.\n"
+"[codeblock]\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Retourne \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Retourne \"ffffff\"\n"
+"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Returns the color converted to a 32-bit integer in RGBA format (each byte "
"represents a color channel). RGBA is Godot's default format.\n"
@@ -16172,16 +19240,15 @@ msgid ""
"print(color.to_rgba32()) # Prints 4286526463\n"
"[/codeblock]"
msgstr ""
-"Retourne l'entier 32 bits de la couleur au format ABGR (chaque octet "
-"représente un composant du profil ABGR). ABGR est la version inversée du "
-"format par défaut.\n"
+"Retourne la couleur convertie en un entier 32 bits au format RGBA (chaque "
+"octet représente un composant). Le format RGBA est le format par défaut de "
+"Godot.\n"
"[codeblock]\n"
-"var c = Color(1, 0.5, 0.2)\n"
-"print(c.to_abgr32()) # Imprime 4281565439\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_rgba32()) # Affiche 4281565439\n"
"[/codeblock]"
#: doc/classes/Color.xml
-#, fuzzy
msgid ""
"Returns the color converted to a 64-bit integer in RGBA format (each word "
"represents a color channel). RGBA is Godot's default format.\n"
@@ -16190,12 +19257,12 @@ msgid ""
"print(color.to_rgba64()) # Prints -140736629309441\n"
"[/codeblock]"
msgstr ""
-"Retourne l'entier 32 bits de la couleur au format ABGR (chaque octet "
-"représente un composant du profil ABGR). ABGR est la version inversée du "
-"format par défaut.\n"
+"Retourne l'entier 64 bits de la couleur au format RGBA (chaque mot "
+"représente un composant du profil RGBA). RGBA est le format par défaut de "
+"Godot.\n"
"[codeblock]\n"
-"var c = Color(1, 0.5, 0.2)\n"
-"print(c.to_abgr32()) # Imprime 4281565439\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_rgba64()) # Affiche -140736629309441\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -16204,42 +19271,53 @@ msgid ""
"means that the color is fully transparent. A value of 1 means that the color "
"is fully opaque."
msgstr ""
+"Le composant alpha de la couleur, généralement de 0 à 1. Une valeur de 0 "
+"signifie que la couleur est entièrement transparente. Une valeur de 1 "
+"signifie que la couleur est entièrement opaque."
#: doc/classes/Color.xml
msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
msgstr ""
+"Raccourci pour le [member a] qui utilise l'intervalle de 0 à 255 plutôt que "
+"de 0 à 1."
#: doc/classes/Color.xml
msgid "The color's blue component, typically on the range of 0 to 1."
-msgstr ""
+msgstr "Le composant bleu de la couleur, généralement de 0 à 1."
#: doc/classes/Color.xml
msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1."
msgstr ""
+"Raccourci pour le [member b] qui utilise l'intervalle de 0 à 255 plutôt que "
+"de 0 à 1."
#: doc/classes/Color.xml
msgid "The color's green component, typically on the range of 0 to 1."
-msgstr ""
+msgstr "Le composant vert de la couleur, généralement de 0 à 1."
#: doc/classes/Color.xml
msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1."
msgstr ""
+"Raccourci pour le [member g] qui utilise l'intervalle de 0 à 255 plutôt que "
+"de 0 à 1."
#: doc/classes/Color.xml
msgid "The HSV hue of this color, on the range 0 to 1."
-msgstr ""
+msgstr "La teinte HSV de cette couleur, dans l'intervalle de 0 à 1."
#: doc/classes/Color.xml
msgid "The color's red component, typically on the range of 0 to 1."
-msgstr ""
+msgstr "Le composant rouge de la couleur, généralement de 0 à 1."
#: doc/classes/Color.xml
msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1."
msgstr ""
+"Raccourci pour le [member r] qui utilise l'intervalle de 0 à 255 plutôt que "
+"de 0 à 1."
#: doc/classes/Color.xml
msgid "The HSV saturation of this color, on the range 0 to 1."
-msgstr ""
+msgstr "La saturation HSV de cette couleur, dans l'intervalle de 0 à 1."
#: doc/classes/Color.xml
msgid "The HSV value (brightness) of this color, on the range 0 to 1."
@@ -16385,12 +19463,10 @@ msgid "Dark sea green color."
msgstr "Couleur vert mer foncé."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Dark slate blue color."
msgstr "Couleur bleu ardoise foncé."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Dark slate gray color."
msgstr "Couleur gris ardoise foncé."
@@ -16546,7 +19622,6 @@ msgid "Light sky blue color."
msgstr "Couleur bleu ciel clair."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Light slate gray color."
msgstr "Couleur gris ardoise clair."
@@ -16581,7 +19656,7 @@ msgstr "Couleur marron."
#: doc/classes/Color.xml
#, fuzzy
msgid "Medium aquamarine color."
-msgstr "Couleur aigue-marine moyenne."
+msgstr "Couleur bleu-marine moyenne."
#: doc/classes/Color.xml
msgid "Medium blue color."
@@ -16600,7 +19675,6 @@ msgid "Medium sea green color."
msgstr "Couleur vert mer moyen."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Medium slate blue color."
msgstr "Couleur bleu ardoise moyen."
@@ -16809,22 +19883,18 @@ msgid "Violet color."
msgstr "Couleur violette."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Web gray color."
msgstr "Couleur gris Web."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Web green color."
-msgstr "Couleur verte web."
+msgstr "Couleur vert Web."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Web maroon color."
msgstr "Couleur marron Web."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Web purple color."
msgstr "Couleur violet Web."
@@ -16860,6 +19930,11 @@ msgid ""
"[ColorPickerButton] instead if you need a button that brings up a "
"[ColorPicker] in a pop-up."
msgstr ""
+"Affiche un widget de sélection de couleurs. Utile pour sélectionner une "
+"couleur dans un espace de couleur RGB/RGBA.\n"
+"[b]Note :[/b] Ce contrôle est lui-même le widget de sélection de couleur. "
+"Vous pouvez utiliser un [ColorPickerButton] en remplacement si vous avez "
+"souhaitez un bouton qui affiche un [ColorPicker] dans une pop-up."
#: doc/classes/ColorPicker.xml
msgid ""
@@ -16867,15 +19942,23 @@ msgid ""
"in the color picker and the user will be able to select them.\n"
"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
msgstr ""
+"Ajoute la couleur donnée à une liste de pré-réglages de couleur. Les pré-"
+"réglages sont affichés dans le sélectionneur de couleurs que l'utilisateur "
+"pourra sélectionner.\n"
+"[b]Note :[/b] La liste des pré-réglages est seulement pour [i]ce[/i] "
+"sélectionneur de couleur."
#: doc/classes/ColorPicker.xml
msgid ""
"Removes the given color from the list of color presets of this color picker."
msgstr ""
+"Retire la couleur donnée de la liste des pré-réglages de couleur de ce "
+"sélectionneur de couleur."
#: doc/classes/ColorPicker.xml
msgid "Returns the list of colors in the presets of the color picker."
msgstr ""
+"Retourne la liste des couleurs dans la palette du sélectionneur de couleur."
#: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml
msgid "The currently selected color."
@@ -16887,6 +19970,10 @@ msgid ""
"mouse button, otherwise it will apply immediately even in mouse motion event "
"(which can cause performance issues)."
msgstr ""
+"Si [code]true[/code], la couleur ne s'appliquera que quand l'utilisateur "
+"relâche le bouton de la souris, sinon elle s'appliquera immédiatement en "
+"suivant le déplacement de la souris (ce qui peut causer des problèmes de "
+"performance)."
#: doc/classes/ColorPicker.xml
#, fuzzy
@@ -16899,6 +19986,9 @@ msgid ""
"sliders.\n"
"[b]Note:[/b] Cannot be enabled if raw mode is on."
msgstr ""
+"Si [code]true[/code], permet de modifier la couleur avec des curseurs teinte/"
+"saturation/valeur.\n"
+"[b]Note :[/b] Ne peut être activé si le mode brut est activé."
#: doc/classes/ColorPicker.xml
msgid "If [code]true[/code], the \"add preset\" button is enabled."
@@ -16917,6 +20007,11 @@ msgid ""
"tinting without darkening or rendering sprites in HDR).\n"
"[b]Note:[/b] Cannot be enabled if HSV mode is on."
msgstr ""
+"Si [code]true[/code], autorise les composants de couleur R, G, B à dépasser "
+"1.0, ce qui peut être utilisé pour certaines opérations spéciales qui le "
+"nécessitent (comme changer de teinte sans assombrir ou afficher des images "
+"en HDR).\n"
+"[b]Note :[/b] Le mode HSV ne peut pas être activé dans ce cas."
#: doc/classes/ColorPicker.xml
msgid "Emitted when the color is changed."
@@ -16932,7 +20027,7 @@ msgstr "Émis lorsqu’un préréglage est supprimé."
#: doc/classes/ColorPicker.xml
msgid "The width of the hue selection slider."
-msgstr ""
+msgstr "La largeur de glisseur de la teinte."
#: doc/classes/ColorPicker.xml
msgid "The margin around the [ColorPicker]."
@@ -16940,29 +20035,33 @@ msgstr "La marge autour du [ColorPicker]."
#: doc/classes/ColorPicker.xml
msgid "The height of the saturation-value selection box."
-msgstr ""
+msgstr "La hauteur de la boite de sélection de la saturation."
#: doc/classes/ColorPicker.xml
msgid "The width of the saturation-value selection box."
-msgstr ""
+msgstr "La largeur de la boite de sélection de la saturation."
#: doc/classes/ColorPicker.xml
msgid "The icon for the \"Add Preset\" button."
-msgstr ""
+msgstr "L'icône du bouton pour ajouter un préréglage."
#: doc/classes/ColorPicker.xml
msgid "Custom texture for the hue selection slider on the right."
msgstr ""
+"La texture personnalisée pour le glisseur de sélection de la teinte sur la "
+"droite."
#: doc/classes/ColorPicker.xml
msgid ""
"The indicator used to signalize that the color value is outside the 0-1 "
"range."
msgstr ""
+"L'indicateur utilisé pour signaler que la valeur de couleur est en dehors de "
+"l'intervalle 0-1."
#: doc/classes/ColorPicker.xml
msgid "The icon for the screen color picker button."
-msgstr ""
+msgstr "L'icône pour le bouton de sélecteur de couleurs."
#: doc/classes/ColorPickerButton.xml
msgid "Button that pops out a [ColorPicker]."
@@ -16978,6 +20077,13 @@ msgid ""
"preview swatch to be visible. Make sure to set [member Control."
"rect_min_size] to a big enough value to give the button enough space."
msgstr ""
+"Encapsule un [ColorPicker] le rendant accessible en appuyant sur un bouton. "
+"En appuyant sur le bouton, le [ColorPicker] deviendra visible.\n"
+"Voir aussi [BaseButton] qui contient des propriétés et des méthodes communes "
+"associées à ce nœud.\n"
+"[b]Note :[/b] Par défaut, le bouton peut ne pas être assez large pour que "
+"les palettes de couleur soit visibles. Assurez-vous de configurer [member "
+"Control.rect_min_size] avec une taille suffisante grande pour le bouton."
#: doc/classes/ColorPickerButton.xml
msgid ""
@@ -16986,6 +20092,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne le [ColorPicker] que ce nœud bascule.\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, le retirer et le "
+"supprimer peut causer un plantage. Si vous voulez le cacher ou l'un de ses "
+"enfants, utilisez la propriété [member CanvasItem.visible]."
#: doc/classes/ColorPickerButton.xml
msgid ""
@@ -16996,12 +20106,19 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne la commande suivante [PopupPanel] qui vous permet de vous connecter "
+"aux signaux de la fenêtre surgissante. Cela vous permet de gérer les "
+"événements lorsque le ColorPicker est affiché ou caché.\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, le retirer et le "
+"supprimer peut causer un plantage. Si vous voulez le cacher ou l'un de ses "
+"enfants, utilisez la propriété [member CanvasItem.visible]."
#: doc/classes/ColorPickerButton.xml
msgid ""
"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
"be visible."
msgstr ""
+"Si [code]true[/code], le canal alpha sera affiché dans le [ColorPicker]."
#: doc/classes/ColorPickerButton.xml
msgid "Emitted when the color changes."
@@ -17012,6 +20129,8 @@ msgid ""
"Emitted when the [ColorPicker] is created (the button is pressed for the "
"first time)."
msgstr ""
+"Émis lorsque le [ColorPicker] est créé (le bouton est pressé pour la "
+"première fois)."
#: doc/classes/ColorPickerButton.xml
msgid "Emitted when the [ColorPicker] is closed."
@@ -17019,11 +20138,12 @@ msgstr "Émis lorsque le [ColorPicker] est fermé."
#: doc/classes/ColorPickerButton.xml
msgid "Default text [Color] of the [ColorPickerButton]."
-msgstr ""
+msgstr "La [Color] par défaut du texte du [ColorPickerButton]."
#: doc/classes/ColorPickerButton.xml
msgid "Text [Color] used when the [ColorPickerButton] is disabled."
msgstr ""
+"La [Color] du texte utiliser quand ce [ColorPickerButton] est désactivé."
#: doc/classes/ColorPickerButton.xml
msgid ""
@@ -17031,18 +20151,22 @@ msgid ""
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
+"La [Color] du texte utilisée lorsque le [ColorPickerButton] a le focus. Il "
+"suffit de remplacer la couleur de texte normale du bouton. Les états "
+"désactivé, survolé et pressé sont prioritaires par rapport à cette couleur."
#: doc/classes/ColorPickerButton.xml
msgid "Text [Color] used when the [ColorPickerButton] is being hovered."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [ColorPickerButton] est survolé."
#: doc/classes/ColorPickerButton.xml
msgid "Text [Color] used when the [ColorPickerButton] is being pressed."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [ColorPickerButton] est appuyé."
#: doc/classes/ColorPickerButton.xml
msgid "The horizontal space between [ColorPickerButton]'s icon and text."
msgstr ""
+"L'espacement horizontal entre l'icône et le texte de ce [ColorPickerButton]."
#: doc/classes/ColorPickerButton.xml
msgid "[Font] of the [ColorPickerButton]'s text."
@@ -17050,7 +20174,7 @@ msgstr "[Font] du texte du [ColorPickerButton]."
#: doc/classes/ColorPickerButton.xml
msgid "The background of the color preview rect on the button."
-msgstr ""
+msgstr "L'arrière-plan du rectangle d'aperçu de couleur sur le bouton."
#: doc/classes/ColorPickerButton.xml
msgid "[StyleBox] used when the [ColorPickerButton] is disabled."
@@ -17062,10 +20186,13 @@ msgid ""
"over the current [StyleBox], so using [StyleBoxEmpty] will just disable the "
"focus visual effect."
msgstr ""
+"La [StyleBox] utilisée lorsque le [ColorPickerButton] a le focus. Il est "
+"affiché par dessus la [StyleBox] actuelle, donc utiliser [StyleBoxEmpty] ne "
+"fera que désactiver l'effet visuel de focus."
#: doc/classes/ColorPickerButton.xml
msgid "[StyleBox] used when the [ColorPickerButton] is being hovered."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [ColorPickerButton] est survolé."
#: doc/classes/ColorPickerButton.xml
msgid "Default [StyleBox] for the [ColorPickerButton]."
@@ -17073,7 +20200,7 @@ msgstr "[StyleBox] par défaut pour le [ColorPickerButton]."
#: doc/classes/ColorPickerButton.xml
msgid "[StyleBox] used when the [ColorPickerButton] is being pressed."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [ColorPickerButton] est appuyé."
#: doc/classes/ColorRect.xml
msgid "Colored rectangle."
@@ -17084,6 +20211,8 @@ msgid ""
"Displays a rectangle filled with a solid [member color]. If you need to "
"display the border alone, consider using [ReferenceRect] instead."
msgstr ""
+"Affiche un rectangle rempli de la couleur [member color]. Si vous devez "
+"seulement afficher la bordure, utilisez plutôt un [ReferenceRect]."
#: doc/classes/ColorRect.xml
msgid ""
@@ -17092,6 +20221,11 @@ msgid ""
"$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n"
"[/codeblock]"
msgstr ""
+"La couleur de remplissage.\n"
+"[codeblock]\n"
+"$ColorRect.color = Color(1, 0, 0, 1) # Définit la couleur du ColorRect à "
+"rouge.\n"
+"[/codeblock]"
#: doc/classes/ConcavePolygonShape.xml
msgid "Concave polygon shape."
@@ -17105,6 +20239,13 @@ msgid ""
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
"with [KinematicBody] or [RigidBody] with a mode other than Static."
msgstr ""
+"Une ressource en forme de polygone concave, qui peut être utilisée dans un "
+"[PhysicsBody] ou une aire. Cette forme est créée à partir d'une liste de "
+"triangles.\n"
+"[b]Note :[/b] Lorsque qu'elle est utilisée pour les collisions, "
+"[ConcavePolygonShape] ne fonctionnera qu'avec les nœuds statiques "
+"[PhysicsBody] comme les [StaticBody] et non pas avec [KinematicBody] ou "
+"[RigidBody] quand ils ne sont pas en mode Static."
#: doc/classes/ConcavePolygonShape.xml
msgid "Returns the faces (an array of triangles)."
@@ -17131,6 +20272,18 @@ msgid ""
"uses a more complex method of collision detection, and a convex one forces "
"itself to be convex in order to speed up collision detection."
msgstr ""
+"Une ressource en forme de polygone concave pour la physique 2D. Elle est "
+"composée de segments et est optimal pour les collisions complexes de "
+"concaves polygonales. Cependant, il n'est pas conseillé de l'utiliser pour "
+"les nœuds [RigidBody2D]. Un CollisionPolygon2D décomposé en convexes "
+"(solides) ou plusieurs objets convexes sont conseillés dans ce cas. Sinon, "
+"une forme en polygone concave 2D est préférable pour les collisions "
+"statiques.\n"
+"La principale différence entre un [ConvexPolygonShape2D] et un "
+"[ConcavePolygonShape2D] est qu'un polygone concave suppose qu'il contient "
+"des zones creusées à l'intérieur et doit utiliser une méthode plus complexe "
+"pour détecter les collisions, alors qu'un polygone convexe n'admet aucune "
+"zone creusée pour pouvoir accélérer la détection des collisions."
#: doc/classes/ConcavePolygonShape2D.xml
msgid ""
@@ -17140,9 +20293,8 @@ msgstr ""
"[ConcavePolygonShape2D]."
#: doc/classes/ConeTwistJoint.xml
-#, fuzzy
msgid "A twist joint between two 3D PhysicsBodies."
-msgstr "Une articulation de torsion entre deux corps 3D."
+msgstr "Une articulation de torsion entre deux PhysicsBodies 3D."
#: doc/classes/ConeTwistJoint.xml
msgid ""
@@ -17197,7 +20349,7 @@ msgstr ""
#: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml
#: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml
msgid "Represents the size of the [enum Param] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Param]."
#: doc/classes/ConfigFile.xml
msgid "Helper class to handle INI-style files."
@@ -17269,33 +20421,105 @@ msgid ""
"standardized, Godot's ConfigFile formatting may differ from files written by "
"other programs."
msgstr ""
+"Cette classe d'aide peut être utilisée pour enregistrer des valeurs de type "
+"[Variant] sur le disque au format INI. Les valeurs enregistrées sont "
+"identifiées par une section et une clé :\n"
+"[codeblock]\n"
+"[section]\n"
+"some_key=42\n"
+"string_example=\"Bonjour le Monde !\"\n"
+"a_vector=Vector3( 1, 0, 2 )\n"
+"[/codeblock]\n"
+"Les données enregistrées peuvent l'être dans un fichier ou chargé depuis un "
+"fichier, mais aussi par les objets ConfigFile qui peuvent être gérés en "
+"mémoire seulement.\n"
+"L'exemple suivant montre comme créer un simple [ConfigFile] et l'enregistrer "
+"sur le disque :\n"
+"[codeblock]\n"
+"# Create new ConfigFile object.\n"
+"var config = ConfigFile.new()\n"
+"\n"
+"# Enregistrer quelques valeurs.\n"
+"config.set_value(\"Player1\", \"nom_joueur\", \"Jean\")\n"
+"config.set_value(\"Player1\", \"meilleur_score\", 10)\n"
+"config.set_value(\"Player2\", \"nom_joueur\", \"V3geta\")\n"
+"config.set_value(\"Player2\", \"meilleur_score\", 9001)\n"
+"\n"
+"# L'enregistrer sur dans un fichier (en écrasant le fichier déjà existant "
+"s'il y en a un).\n"
+"config.save(\"user://scores.cfg\")\n"
+"[/codeblock]\n"
+"Cet exemple montre comme le fichier au-dessus peut-être chargé :\n"
+"[codeblock]\n"
+"var score_data = {}\n"
+"var config = ConfigFile.new()\n"
+"\n"
+"# Charger depuis le fichier.\n"
+"var err = config.load(\"user://scores.cfg\")\n"
+"\n"
+"# Si le fichier n'a pu être chargé, ignorer la suite.\n"
+"if err != OK:\n"
+" return\n"
+"\n"
+"# Défiler les sections.\n"
+"for player in config.get_sections():\n"
+" # Récupérer les données de chaque section.\n"
+" var player_name = config.get_value(player, \"nom_joueur\")\n"
+" var player_score = config.get_value(player, \"meilleur_score\")\n"
+" score_data[player_name] = player_score\n"
+"[/codeblock]\n"
+"Toutes les opérations qui modifient un ConfigFile comme [method set_value], "
+"[method clear], ou [method erase_section], ne changent que les données en "
+"mémoire. Si vous voulez aussi modifier le fichier, vous devez appeler "
+"[method save], [method save_encrypted], ou [method save_encrypted_pass].\n"
+"Notez que les noms des sections et des propriétés ne peuvent contenir des "
+"espaces. Tous les caractères après un espace seront ignorés à la sauvegarde "
+"et au chargement.\n"
+"Les ConfigFile peuvent aussi contenir des commentaires qui doivent commencer "
+"par un point-virgule ([code];[/code]). Ces lignes sont ignorées au "
+"chargement d'un fichier. À noter que ces commentaires seront perdus à "
+"l'enregistrement d'un ConfigFile. Ils peuvent toujours servir pour les "
+"fichiers de configuration sur les serveurs, qui ne sont typiquement jamais "
+"modifiés sans le faire manuellement.\n"
+"[b]Note :[/b] L'extension du nom de fichier donné à un ConfigFile n'a aucun "
+"impact sur son format ou son comportement. Par convention, l'extension "
+"[code].cfg[/code] est utilisée ici, mais n'importe quelle autre extension "
+"comme [code].ini[/code] est aussi valide. Comme ni [code].cfg[/code] ni "
+"[code].ini[/code] ne sont des standards, le format des ConfigFile de Godot "
+"peuvent différer d'un programme à un autre."
#: doc/classes/ConfigFile.xml
-#, fuzzy
msgid "Removes the entire contents of the config."
-msgstr "Supprime le propriétaire de la forme donnée."
+msgstr "Supprime tout le contenu de la configuration."
#: doc/classes/ConfigFile.xml
msgid ""
"Deletes the specified section along with all the key-value pairs inside. "
"Raises an error if the section does not exist."
msgstr ""
+"Supprime la section spécifiée ainsi que toutes ses paires valeur-clé avec. "
+"Affiche une erreur si la section n'existe pas."
#: doc/classes/ConfigFile.xml
msgid ""
"Deletes the specified key in a section. Raises an error if either the "
"section or the key do not exist."
msgstr ""
+"Supprime la clé spécifiée dans une section. Affiche une erreur si la section "
+"ou la clé n'existe pas."
#: doc/classes/ConfigFile.xml
msgid ""
"Returns an array of all defined key identifiers in the specified section. "
"Raises an error and returns an empty array if the section does not exist."
msgstr ""
+"Retourne un tableau de tous les identifiants des clés définis dans la "
+"section spécifiée. Affiche une erreur et retourne un tableau vide si la "
+"section n'existe pas."
#: doc/classes/ConfigFile.xml
msgid "Returns an array of all defined section identifiers."
-msgstr ""
+msgstr "Retourne la liste des identifiants de section définis."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17304,6 +20528,10 @@ msgid ""
"[code]default[/code] value. If [code]default[/code] is not specified or set "
"to [code]null[/code], an error is also raised."
msgstr ""
+"Retourne l'actuelle valeur pour la section et la clé spécifiées. Si la "
+"section ou la clé n'existent pas, la méthode retourne la valeur du paramètre "
+"[code]default[/code]. Si [code]default[/code] n'est pas spécifié ou défini à "
+"[code]null[/code], une erreur est affichée."
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section exists."
@@ -17312,6 +20540,7 @@ msgstr "Retourne [code]true[/code] si la section spécifiée existe."
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section-key pair exists."
msgstr ""
+"Retourne [code]true[/code] si la paire section et clé spécifiée existe."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17320,6 +20549,10 @@ msgid ""
"on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Charge le fichier de configuration spécifié en paramètre. Le contenu du "
+"fichier est interprété et chargé dans l'objet [ConfigFile] sur lequel la "
+"méthode a été appelée.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17328,6 +20561,11 @@ msgid ""
"the [ConfigFile] object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Charge le fichier de configuration crypté spécifié en paramètre, en "
+"utilisant la clé [code]key[/code] fournie pour le décrypter. Le contenu du "
+"fichier est interprété et chargé dans l'objet [ConfigFile] sur lequel la "
+"méthode a été appelée.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17336,6 +20574,11 @@ msgid ""
"loaded in the [ConfigFile] object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Charge le fichier de configuration crypté spécifié comme paramètre, en "
+"utilisant le mode de passe [code]password[/code] donné pour le décrypter. Le "
+"contenu du fichier est interprété puis chargé dans l'objet [ConfigFile] sur "
+"lequel la méthode a été appelée.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] si c'est un succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17343,6 +20586,10 @@ msgid ""
"parsed and loaded in the ConfigFile object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Interprète la chaîne passée comme étant le contenu d'un fichier de "
+"configuration. La chaîne est interprétée puis chargée dans l'objet "
+"ConfigFile sur lequel la méthode a été appelée.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] si c'est un succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17350,6 +20597,9 @@ msgid ""
"parameter. The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Enregistre le contenu de l'objet [ConfigFile] au fichier spécifié en "
+"paramètre. Le fichier de sortie utilise une structure de type INI.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] si c'est un succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17358,6 +20608,11 @@ msgid ""
"The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Enregistre le contenu de l'objet [ConfigFile] crypté par le fichier AES-256 "
+"donné en paramètre, en utilisant le [code]key[/code] fourni pour le crypté. "
+"Le fichier de sortie utilise une structure de type INI.\n"
+"Retourne une des constantes de code [enum Error] ([code]OK[/code] sur le "
+"succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17366,6 +20621,12 @@ msgid ""
"encrypt it. The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Enregistre le contenu de l'objet [ConfigFile] crypté avec la clé AES-256 "
+"donnée en paramètre, en utilisant le mot de passe [code]password[/code] "
+"fourni pour le crypté. Le fichier de sortie utilise une structure de type "
+"INI.\n"
+"Retourne une des constantes de code [enum Error] ([code]OK[/code] sur le "
+"succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -17374,6 +20635,10 @@ msgid ""
"code] value deletes the specified key if it exists, and deletes the section "
"if it ends up empty once the key has been removed."
msgstr ""
+"Attribue une valeur à la clé spécifiée de la section spécifiée. Si la "
+"section ou la clé n'existe pas, elles sont créées. Passer une valeur "
+"[code]null[/code] supprime la clé spécifiée si elle existe, et supprime la "
+"section si elle est vide une fois que la clé a été supprimée."
#: doc/classes/ConfirmationDialog.xml
msgid "Dialog for confirmation of actions."
@@ -17389,6 +20654,13 @@ msgid ""
"get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
"[/codeblock]."
msgstr ""
+"Le dialogue pour la confirmation des actions. Ce dialogue hérite de "
+"[AcceptDialog], mais a par défaut un bouton OK et Annuler (dans l'ordre "
+"définit par le système d'exploitation hôte).\n"
+"Pour annuler l'action, vous pouvez utiliser:\n"
+"[codeblock]\n"
+"get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
+"[/codeblock]."
#: doc/classes/ConfirmationDialog.xml
msgid ""
@@ -17397,6 +20669,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne le bouton annuler.\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, le retirer et le "
+"libérer peut causer un plantage. Si vous voulez le cacher lui ou un de ses "
+"enfants, utilisez la propriété [member CanvasItem.visible]."
#: doc/classes/Container.xml
msgid "Base node for containers."
@@ -17408,18 +20684,26 @@ msgid ""
"automatically arranges them in a certain way.\n"
"A Control can inherit this to create custom container classes."
msgstr ""
+"Le nœud de base pour les conteneurs. Un [Container] contient d'autres "
+"contrôles et les arrange automatiquement d'une certaine manière.\n"
+"Un Control peut en hériter pour créer des classes de conteneur qui arrange "
+"les contrôles enfants de manière personnalisée."
#: doc/classes/Container.xml
msgid ""
"Fit a child control in a given rect. This is mainly a helper for creating "
"custom container classes."
msgstr ""
+"Ajuste un contrôle enfant dans un rectangle donné. Il s'agit principalement "
+"d'une aide pour créer des classes de conteneurs personnalisées."
#: doc/classes/Container.xml
msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr ""
+"Ajoute un commande de tri pour les contrôles enfants. Ceci est appelé "
+"automatiquement de tous les cas, mais peut être appelé sur demande."
#: doc/classes/Container.xml
msgid "Emitted when sorting the children is needed."
@@ -17429,12 +20713,17 @@ msgstr "Émis quand le tri des enfants est nécessaire."
msgid ""
"Notification for when sorting the children, it must be obeyed immediately."
msgstr ""
+"La notification pour le tri des enfants, à laquelle faut l'obéir "
+"immédiatement."
#: doc/classes/Control.xml
msgid ""
"All user interface nodes inherit from Control. A control's anchors and "
"margins adapt its position and size relative to its parent."
msgstr ""
+"Tous les nœuds d'interface utilisateur héritent de Control. Les ancres et "
+"les marges des contrôles adaptent leur position et leur taille par rapport à "
+"son parent."
#: doc/classes/Control.xml
msgid ""
@@ -17471,19 +20760,57 @@ msgid ""
"[method get_icon], [method get_stylebox], and the [code]add_*_override[/"
"code] methods provided by this class."
msgstr ""
+"La classe de base pour tous les nœuds liés à l'interface utilisateur. "
+"[Control] contient un rectangle englobant qui définit sa taille, une "
+"position d'ancrage par rapport au contrôle parent ou à la fenêtre "
+"d'affichage actuele, et des marges qui représentent un décalage par rapport "
+"à l'ancre. Les marges se mettent à jour automatiquement lorsque le nœud, "
+"l'un de ses parents ou la taille de l'écran changent.\n"
+"Pour plus d'informations sur le système d'interface utilisateur, les ancres, "
+"les marges et les conteneurs, voir les tutoriels correspondants dans la "
+"documentation. Pour construire des interfaces flexibles, vous avez besoin "
+"d'un ensemble d'éléments de l'interface utilisateur héritant de [Control] et "
+"de [Container].\n"
+"[b]Nœuds d'interface utilisateur et les événements[/b]\n"
+"Godot envoie d'abord des événements d'entrée au nœud racine de la scène, en "
+"appelant [method Node._input]. [method Node._input] fait suivre les "
+"événements vers le bas de l'arborescence sous le curseur de la souris, ou "
+"suivant le focus du clavier. Pour cela, Godot appelle [method MainLoop."
+"_input_event]. Appelez [méthode accept_event] pour qu'aucun autre nœud ne "
+"puisse recevoir cet événement. Une fois que vous acceptez un événement "
+"d'entrée, elle est modifiée pour qu'aucune méthode [method Node."
+"_unhandled_input] ne la reçoive.\n"
+"Un seul nœud [Control] peut avoir le focus du clavier. Et seulement ce nœud "
+"recevra des événements de clavier. Pour obtenir le focus, appelez [method "
+"grab_focus]. Les nœuds [Controle] perdent de le focus quand un autre nœud le "
+"prend, ou si vous désactivez ce nœud pour qu'il ne puisse plus obtenir le "
+"focus.\n"
+"Mettez [member souris_filter] à [constant MOUSE_FILTER_IGNORE] pour "
+"signifier qu' un nœud [Control] doit ignorer les événements de souris ou du "
+"clavier. Vous en avez besoin si vous placez une icône par dessus un bouton.\n"
+"Les ressources [Theme] ressources changent l'aspect des Control. Si vous "
+"changez le [Thème] sur un nœud [Control], cela affectera aussi tous ses "
+"enfants. Pour remplacer certains paramètres du thème, appelez l'une des "
+"méthodes [code]add_*_override[/code], comme [method add_font_override]. Vous "
+"pouvez surcharger le thème depuis l'inspecteur.\n"
+"[b]Note :[/b] Les objets des thèmes sont des propriétés et [i]non pas[/i] "
+"des [Object]. Cela signifie que vous ne pouvez pas enregistrer leurs valeurs "
+"en utilisant les méthodes [method Object.get] et [method Object.set]. Au "
+"lieu de cela, utilisez les méthodes [method get_color], [method "
+"get_constant], [method get_font], [method get_icon], [method get_stylebox], "
+"et [code]add_*_override[/code] fournies par cette classe."
#: doc/classes/Control.xml
msgid "GUI tutorial index"
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid "Control node gallery"
-msgstr "Touche contrôle."
+msgstr "Galerie des nœuds de contrôle"
#: doc/classes/Control.xml
msgid "All GUI Demos"
-msgstr ""
+msgstr "Toutes les démos d'interface"
#: doc/classes/Control.xml
msgid ""
@@ -17493,6 +20820,13 @@ msgid ""
"Similar to [member rect_clip_content], but doesn't affect visibility.\n"
"If not overridden, defaults to [code]false[/code]."
msgstr ""
+"Méthode virtuelle à surcharger par l'utilisateur. Retourne si [méthode "
+"gui_input] ne doit pas être appelé pour les contrôles enfants en dehors du "
+"rectangle englobant du contrôle. L'entrée sera limitée au Rect de ce "
+"[Control]. Similaire à [member rect_clip_content], mais n'affecte pas la "
+"visibilité.\n"
+"Si la méthode n'est pas surchargée, la valeur par défaut retournée est "
+"[code]false[/code]."
#: doc/classes/Control.xml
msgid ""
@@ -17506,6 +20840,16 @@ msgid ""
"[Button], [PanelContainer] etc.). It can only be used with most basic GUI "
"nodes, like [Control], [Container], [Panel] etc."
msgstr ""
+"Une méthode virtuelle à implémenter par l'utilisateur. Retourne la taille "
+"minimale de ce contrôle. Cette taille peut aussi être contrôlée avec [member "
+"rect_min_size] par le code. L'actuelle taille minimale sera le maximum de "
+"ces deux valeurs (sur chaque axe séparément).\n"
+"Si n'est pas surchargé, la valeur par défaut est [constant Vector2.ZERO].\n"
+"[b]Note :[/b] Cette méthode n'est pas appelée quand le script est attaché à "
+"un nœud [Control] qui définit depuis lui-même sa taille minimale (ex. "
+"[Label], [Button], [PanelContainer], etc.). Elle ne peut être utilisée "
+"qu'avec les éléments d'interface les plus basiques, comme les [Control], "
+"[Container], [Panel], etc."
#: doc/classes/Control.xml
msgid ""
@@ -17529,6 +20873,27 @@ msgid ""
"[member rect_clip_content] or [method _clips_input] enabled.\n"
"[b]Note:[/b] Event position is relative to the control origin."
msgstr ""
+"La méthode virtuelle à surcharger par l'utilisateur. Utilisez cette méthode "
+"pour traiter et accepter les entrées sur les éléments d'interface "
+"utilisateur. Voir [method accept_event].\n"
+"Exemple : cliquer sur un contrôle.\n"
+"[codeblock]\n"
+"func _gui_input(event):\n"
+" if event is InputEventMouseButton:\n"
+" if event.button_index == BUTTON_LEFT and event.pressed:\n"
+" print(\"J'ai cliqué !\")\n"
+"/[codeblock]\n"
+"L'événement ne sera pas déclenché si :\n"
+"* le clic est en dehors du contrôle (voir [method has_point)] ;\n"
+"* le contrôle a [member mouse_filter] à [constant MOUSE_FILTER_IGNORE] ;\n"
+"* le contrôle est recouvert par un autre [Control], si celui-ci n'a pas "
+"[member mouse_filter] à [constant MOUSE_FILTER_IGNORE] ;\n"
+"* le parent de ce contrôle a [member mouse_filter] à [constant "
+"MOUSE_FILTER_STOP] ou a accepté cet événement ;\n"
+"* le clic est en dehors du rectangle du parent et ce parent a soit [member "
+"rect_clip_content] ou [method _clips_input] d'activé.\n"
+"[b]Note :[/b] La position de l'événement est relative à l'origine du "
+"contrôle."
#: doc/classes/Control.xml
msgid ""
@@ -17563,6 +20928,38 @@ msgid ""
" return tooltip\n"
"[/codeblock]"
msgstr ""
+"Une méthode virtuelle à implémenter par l'utilisateur. Retourne un nœud "
+"[Control] qui doit être utilisé pour l'infobulle plutôt que celui par "
+"défaut. Le texte [code]for_text[/code] contient le contenu de la propriété "
+"[member hint_tooltip].\n"
+"Le nœud retourné doit être du type [Control] ou doit en hériter. Il peut "
+"avoir des enfants de n'importe quel type. Il est libéré quand l'infobulle "
+"disparait, alors vérifiez que vous fournissez une nouvelle instance à chaque "
+"fois (si vous voulez utiliser un nœud déjà existant dans votre scène, vous "
+"pouvez le dupliquer et passer cette instance dupliquée). Quand [code]null[/"
+"code] est retourné ou que ça n'est pas un Control, l'infobulle par défaut "
+"sera utilisée à la place.\n"
+"Le nœud retourné sera ajouté comme enfant à un [PopupPanel], alors vous ne "
+"devriez pas fournir le contenu de ce panneau. Ce [PopupPanel] peut avoir un "
+"thème défini par [method Theme.set_stylebox] pour le type "
+"[code]\"TooltipPanel\"[/code] (voir [member hint_tooltip] pour un exemple).\n"
+"[b]Note :[/b] L'infobulle est réduite à sa taille minimale. Si vous voulez "
+"vous assurer qu'elle est visible entièrement, vous devriez définir sa taille "
+"minimale [member rect_min_size] à une valeur supérieure à zéro.\n"
+"Exemple avec un nœud construit manuellement :\n"
+"[codeblock]\n"
+"func _make_custom_tooltip(for_text):\n"
+" var label = Label.new()\n"
+" label.text = for_text\n"
+" return label\n"
+"[/codeblock]\n"
+"Exemple avec l’instanciation d'une scène personnalisée :\n"
+"[codeblock]\n"
+"func _make_custom_tooltip(for_text):\n"
+" var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n"
+" tooltip.get_node(\"Label\").text = for_text\n"
+" return tooltip\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -17570,6 +20967,9 @@ msgid ""
"propagating, even to nodes listening to [method Node._unhandled_input] or "
"[method Node._unhandled_key_input]."
msgstr ""
+"Marque un événement d'entrée comme traité. Une fois l'événement accepté, il "
+"arrête de se propager, même aux nœuds surchargeant les méthodes [method Node."
+"_unhandled_input] ou [method Node._unhandled_key_input]."
#: doc/classes/Control.xml
msgid ""
@@ -17587,6 +20987,20 @@ msgid ""
"\"Label\"))\n"
"[/codeblock]"
msgstr ""
+"Crée un changement local pour la [Color] du thème pour le nom [code]name[/"
+"code] spécifié. Les changements locaux sont prioritaires sur les valeurs du "
+"thème pour les contrôles.\n"
+"Voir aussi [method get_color], [method remove_color_override].\n"
+"[b]Un exemple de surcharge de la couleur d'un label puis son rétablissement :"
+"[/b]\n"
+"[codeblock]\n"
+"# Pour le label \"MyLabel\", changer la couleur de sa police avec un valeur "
+"personnalisée.\n"
+"$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n"
+"# Rétablir la couleur de la police du label.\n"
+"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", "
+"\"Label\"))\n"
+"[/codeblock]"
#: doc/classes/Control.xml
#, fuzzy
@@ -17609,6 +21023,13 @@ msgid ""
"remove_font_override] instead.\n"
"See also [method get_font]."
msgstr ""
+"Crée une surcharge locale pour la police [Font] du thème nommée [code]name[/"
+"code]. Les surcharges locales ont toujours la priorité lors de la "
+"récupération des éléments d'un contrôle.\n"
+"[b]Note :[/b] Une surcharge peut être supprimée en lui assignant la valeur "
+"[code]null[/code]. Ce comportement est obsolète et sera retiré dans 4.0, "
+"utilisez plutôt [method remove_font_override].\n"
+"Voir aussi [method get_font]."
#: doc/classes/Control.xml
msgid ""
@@ -17620,6 +21041,13 @@ msgid ""
"remove_icon_override] instead.\n"
"See also [method get_icon]."
msgstr ""
+"Crée une surcharge locale pour l'icône du thème nommée [code]name[/code]. "
+"Les surcharges locales ont toujours la priorité lors de la récupération des "
+"éléments d'un contrôle.\n"
+"[b]Note :[/b] Une surcharge peut être supprimée en lui assignant la valeur "
+"[code]null[/code]. Ce comportement est obsolète et sera retiré dans 4.0, "
+"utilisez plutôt [method remove_icon_override].\n"
+"Voir aussi [method get_icon]."
#: doc/classes/Control.xml
msgid ""
@@ -17630,6 +21058,12 @@ msgid ""
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_shader_override] instead."
msgstr ""
+"Crée une surcharge locale pour le shader du thème nommé [code]name[/code]. "
+"Les surcharges locales ont toujours la priorité lors de la récupération des "
+"éléments d'un contrôle.\n"
+"[b]Note :[/b] Une surcharge peut être supprimée en lui assignant la valeur "
+"[code]null[/code]. Ce comportement est obsolète et sera retiré dans 4.0, "
+"utilisez plutôt [method remove_shader_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17654,6 +21088,29 @@ msgid ""
"$MyButton.add_stylebox_override(\"normal\", null)\n"
"[/codeblock]"
msgstr ""
+"Crée une surcharge locale pour un thème [StyleBox] nommé [code]name[/code]. "
+"Les surcharges locales ont toujours la priorité lors de la récupération des "
+"éléments des thèmes pour les contrôles.\n"
+"[b]Note :[/b] Une surcharge peut être retirée en utilisant la valeur "
+"[code]null[/code]. Ce comportement est obsolète est sera retiré dans Godot "
+"4.0, utilisez plutôt [method remove_stylebox_override].\n"
+"Voir aussi [method get_stylebox].\n"
+"[b]Exemple de modification d'une propriété d'une StyleBox après l'avoir "
+"dupliquée :[/b]\n"
+"[codeblock]\n"
+"# Le code ci-dessous part du principe que le nœud enfant \"MyButton\" à une "
+"StyleBoxFlat qui lui est assignée.\n"
+"# Les ressources sont partagées entre les instances, il est donc nécessaire "
+"de les dupliquer\n"
+"# pour éviter que les modifications ne se répercutent sur les autres "
+"boutons.\n"
+"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
+"new_stylebox_normal.border_width_top = 3\n"
+"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
+"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
+"# Retirer la surcharge de la stylebox.\n"
+"$MyButton.add_stylebox_override(\"normal\", null)\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -17669,6 +21126,18 @@ msgid ""
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/codeblock]"
msgstr ""
+"Godot appelle cette méthode pour vérifier si [code]data[/code] de la méthode "
+"[method get_drag_data] du contrôle peut être déposé à [code]position[/code]. "
+"[code]position[/code] est local à ce contrôle.\n"
+"Cette méthode ne devrait être utilisée uniquement que pour tester les "
+"données. Le traitement de ces données doit se faire dans [method "
+"drop_data].\n"
+"[codeblock]\n"
+"func can_drop_data(position, data):\n"
+" # Vérifiez la \"position\" dans le as où elle a de l'intérêt,\n"
+" # Sinon, vérifiez juste \"data\"\n"
+" return typeof(data) == TYPE_DICTIONARY and data.has(\"valeur_attendu\")\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -17684,19 +21153,31 @@ msgid ""
" color = data[\"color\"]\n"
"[/codeblock]"
msgstr ""
+"Godot appelle cette méthode pour transmettre le résultat [code]data[/code] "
+"d'un paramètre. Godot appelle d'abord [method can_drop_data] pour tester si "
+"[code]data[/code] est autorisé à recevoir à [code]position[/code] où "
+"[code]position[/code] est local à ce contrôle.\n"
+"[codeblock]\n"
+"func can_drop_data(position, data):\n"
+" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
+"\n"
+"func drop_data(position, data):\n"
+" color = data[\"color\"]\n"
+"/[codeblock]"
#: doc/classes/Control.xml
msgid ""
"Finds the next (below in the tree) [Control] that can receive the focus."
msgstr ""
+"Cherche le prochain (en-dessous dans l'arborescence) [Control] qui peut "
+"prendre le focus."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
msgstr ""
-"Retourne le TreeItem précédent dans l'arbre ou un objet nul s'il n'y en a "
-"pas."
+"Retourne le [Control] précédent (au-dessus dans l'arbre) qui peut recevoir "
+"le focus."
#: doc/classes/Control.xml
msgid ""
@@ -17707,6 +21188,12 @@ msgid ""
"The methods [method can_drop_data] and [method drop_data] must be "
"implemented on controls that want to receive drop data."
msgstr ""
+"Force le glissage et contourne [method get_drag_data] et [method "
+"set_drag_preview] en passant [code]data[/code] et [code]preview[/code]. Le "
+"glissage va commencer même si la souris n'est ni sur, ni appuyé sur ce "
+"contrôle.\n"
+"Les méthodes [method can_drop_data] et [method drop_data] doivent être "
+"implémentées pour les contrôles qui veulent recevoir ces données de glissage."
#: doc/classes/Control.xml
msgid ""
@@ -17714,6 +21201,10 @@ msgid ""
"Margin] enum. A getter method for [member anchor_bottom], [member "
"anchor_left], [member anchor_right] and [member anchor_top]."
msgstr ""
+"Retourne l'ancre identifiée par la constante [code]margin[/code] de "
+"l'énumération [enum Margin]. Une méthode de getter pour [member "
+"anchor_bottom], [member anchor_left], [member anchor_right] et [member "
+"anchor_top]."
#: doc/classes/Control.xml
msgid ""
@@ -17728,8 +21219,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -17745,12 +21237,37 @@ msgid ""
" modulate = get_color(\"font_color\", \"Button\")\n"
"[/codeblock]"
msgstr ""
+"Retourne un [Color] de la première correspondance dans le [Theme] de "
+"l'arborescence si ce [Theme] a un élément de couleur avec le nom [code]name[/"
+"code] et le type [code]theme_type[/code] spécifiés. Si [code]theme_type[/"
+"code] n'est pas précisé, le nom de classe du contrôle actuel sera utilisé "
+"pour le type, ou [member theme_type_variation] si elle est définie. Si le "
+"type est un nom de classe, ses classes parentes sont également testées, par "
+"ordre d'héritage.\n"
+"Pour le contrôle actuel, ses surcharges locales sont considérées en premier "
+"(voir [method add_color_override]), puis son nom [member theme]. Après le "
+"contrôle actuel, chaque contrôle parental et son [membre theme] assigné "
+"seront pris en considération ; les contrôles sans [member theme] attribué "
+"sont ignorés. Si aucune correspondance de [Theme] n'est trouvée dans "
+"l'arborescence, le [Theme] personnalisé du projet (voir [membre "
+"ProjectSettings.gui/theme/custom]) et le [Theme] par défaut seront "
+"utilisés.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Obtenir la couleur de police définie pour la classe actuelle du "
+"Contrôle actuel, si elle existe.\n"
+" modulate = get_color(\"font_color\")\n"
+" # Obtenir la couleur de police définie pour la classe Button.\n"
+" modulate = get_color(\"font_color\", \"Button\")\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
"Returns combined minimum size from [member rect_min_size] and [method "
"get_minimum_size]."
msgstr ""
+"Retourne la taille minimal combinée de [member rect_min_size] et [method "
+"get_minimum_size]."
#: doc/classes/Control.xml
msgid ""
@@ -17759,12 +21276,18 @@ msgid ""
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne une constante du premier [Theme] correspondant dans l'arborescence "
+"si ce [Theme] a un élément constant avec le code nommé [code]name[/code] et "
+"le type [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
msgid ""
"Returns the mouse cursor shape the control displays on mouse hover. See "
"[enum CursorShape]."
msgstr ""
+"Retourne le curseur de la souris que le contrôle affiche quand la souris le "
+"survole. Voir [enum CursorShape]."
#: doc/classes/Control.xml
msgid ""
@@ -17783,6 +21306,21 @@ msgid ""
" return mydata\n"
"[/codeblock]"
msgstr ""
+"Godot appelle cette méthode pour obtenir des données qui peuvent être "
+"déposées et glissées sur les contrôles qui gère le déposé-glissé. Retournez "
+"[code]null[/code] s'il n'y a pas de données à glisser. Les contrôles qui "
+"veulent recevoir les déposé-glissé doivent implémenter [method "
+"can_drop_data] et [method drop_data]. [code]position[/code] est local à ce "
+"contrôle. Le déposé-glissé peut être forcé avec [method force_drag].\n"
+"Un aperçu affiché à côté de la souris représentant les données peut être "
+"défini avec [methode set_drag_preview]. L'appel à cette méthode est un bon "
+"moment définir cet aperçu.\n"
+"[codeblock]\n"
+"func get_drag_data(position):\n"
+" var mydata = make_data()\n"
+" set_drag_preview(make_preview(mydata))\n"
+" return mydata\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid "Returns [member margin_right] and [member margin_bottom]."
@@ -17795,11 +21333,16 @@ msgid ""
"[member focus_neighbour_left], [member focus_neighbour_right] and [member "
"focus_neighbour_top]."
msgstr ""
+"Retourne le voisin de focus identifié par la constante [code]margin[/code] "
+"de l'énumération [enum Margin]. Une méthode de getter pour [member "
+"focus_neighbour_bottom], [member focus_neighbour_left], [member "
+"focus_neighbour_right] et [member focus_neighbour_top]."
#: doc/classes/Control.xml
msgid ""
"Returns the control that has the keyboard focus or [code]null[/code] if none."
msgstr ""
+"Retourne le contrôle qui a le focus du clavier ou [code]null[/code] si aucun."
#: doc/classes/Control.xml
msgid ""
@@ -17808,12 +21351,18 @@ msgid ""
"code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne une [Font] du premier [Theme] correspondant dans l'arborescence si "
+"ce [Theme] a une propriété de police nommée [code]name[/code] et du type de "
+"thème [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
msgid ""
"Returns the position and size of the control relative to the top-left corner "
"of the screen. See [member rect_position] and [member rect_size]."
msgstr ""
+"Retourne la position et la taille du contrôle par rapport au coin supérieur "
+"gauche de l'écran. Voir [member rect_position] et [member rect_size]."
#: doc/classes/Control.xml
msgid ""
@@ -17822,6 +21371,10 @@ msgid ""
"code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne une icône du premier [Theme] correspondant dans l'arborescence si "
+"ce [Theme] a une propriété d'icône nommée [code]name[/code] et du type de "
+"thème [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
msgid ""
@@ -17829,10 +21382,15 @@ msgid ""
"Margin] enum. A getter method for [member margin_bottom], [member "
"margin_left], [member margin_right] and [member margin_top]."
msgstr ""
+"Retourne l'ancre identifiée par la constante [code]margin[/code] de "
+"l'énumeration [enum Margin]. Une méthode de getter pour [member "
+"margin_bottom], [member margin_left], [member margin_right] et [member "
+"margin_top]."
#: doc/classes/Control.xml
msgid "Returns the minimum size for this control. See [member rect_min_size]."
msgstr ""
+"Retourne la taille minimale de ce contrôle. Voir [member rect_min_size]."
#: doc/classes/Control.xml
#, fuzzy
@@ -17848,6 +21406,8 @@ msgid ""
"Returns the position and size of the control relative to the top-left corner "
"of the parent Control. See [member rect_position] and [member rect_size]."
msgstr ""
+"Retourne la position et la taille du contrôle par rapport au coin supérieur "
+"gauche du contrôle parent. Voir [member rect_position] et [member rect_size]."
#: doc/classes/Control.xml
msgid "Returns the rotation (in radians)."
@@ -17860,6 +21420,10 @@ msgid ""
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne une [StyleBox] du premier [Theme] correspondant dans l'arborescence "
+"si ce [Theme] a une propriété de boîte de style nommée [code]name[/code] et "
+"du type de thème [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
msgid ""
@@ -17867,9 +21431,12 @@ msgid ""
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method get_color] for details."
msgstr ""
+"Retourne la police par défaut de la première correspondance [Theme] trouvée "
+"dans l'arborescence si ce [Theme] a une valeur valide pour [member Theme."
+"default_font].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns the tooltip, which will appear when the cursor is resting over this "
"control. See [member hint_tooltip]."
@@ -17887,6 +21454,13 @@ msgid ""
"be clicked instead\n"
"[/codeblock]"
msgstr ""
+"Crée un [InputEventMouseButton] qui tente de cliquer sur le contrôle. Si "
+"l'événement est bien reçu, le contrôle prend le focus.\n"
+"[codeblock]\n"
+"func _process(delta:)\n"
+" grab_click_focus() # Lorsque vous cliquez sur un autre contrôle, ce nœud "
+"sera cliqué à la place\n"
+"/[codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -17903,16 +21477,20 @@ msgid ""
"code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne [code]true[/code] s'il y a un [Theme] correspondant dans "
+"l'arborescence qui a une propriété de couleur nommé [code]name[/code] et du "
+"type de thème [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Color] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_color_override]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] s'il y a une valeur locale définit pour la "
+"[Color] du thème pour le nom [code]name[/code] de ce nœud [Control].\n"
+"Voir [method add_color_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17921,64 +21499,72 @@ msgid ""
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne [code]true[/code] s'il y a un [Theme] correspondant dans "
+"l'arborescence qui a une propriété de constante nommée [/code]name[/code] et "
+"du type de thème [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme constant "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_constant_override]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] s'il y a une valeur locale définit pour la "
+"constante du thème pour le nom [code]name[/code] de ce nœud [Control].\n"
+"Voir [method add_constant_override]."
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if this is the current focused control. See "
"[member focus_mode]."
msgstr ""
+"Retourne [code]true[/code] si c'est le contrôle qui a le focus. Voir [member "
+"focus_mode]."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a font item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] s'il existe un [Theme] correspondant dans "
+"l’arborescence qui a une police nommée [code]name[/code] et de type "
+"[code]theme_type[/code] spécifiés.\n"
+"Voir [method get_color] pour les détails."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Font] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_font_override]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] s'il y a une valeur locale définit pour la [Font] "
+"du thème pour le nom [code]name[/code] de ce nœud [Control].\n"
+"Voir [method add_font_override]."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] s'il existe un [Theme] correspondant dans "
+"l’arborescence qui a une icône nommée [code]name[/code] et de type "
+"[code]theme_type[/code] spécifiés.\n"
+"Voir [method get_color] pour les détails."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme icon with "
"the specified [code]name[/code] in this [Control] node.\n"
"See [method add_icon_override]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] s'il y a une valeur locale définit pour l'icône "
+"du thème pour le nom [code]name[/code] de ce nœud [Control].\n"
+"Voir [method add_icon_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17989,16 +21575,22 @@ msgid ""
"[b]Note:[/b] If you want to check if a point is inside the control, you can "
"use [code]get_rect().has_point(point)[/code]."
msgstr ""
+"Une méthode virtuelle à implémenter par l'utilisateur. Retourne si le "
+"[code]point[/code] donné est à l'intérieur de ce contrôle.\n"
+"Si ce n'est pas le cas, le comportement par défaut vérifie si le point se "
+"trouve dans le rectant englobant du contrôle.\n"
+"[b]Note :[/b] Si vous voulez vérifier si un point est à l'intérieur du "
+"contrôle, vous pouvez utiliser [code]get_rect().has_point(point[/code]."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme shader "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_shader_override]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] s'il y a un écrasement local pour le shader du "
+"thème nommé [code]name[/code] pour ce nœud [Control].\n"
+"Voir [method add_shader_override]."
#: doc/classes/Control.xml
msgid ""
@@ -18007,16 +21599,30 @@ msgid ""
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne [code]true[/code] s'il y a une correspondance [Theme] dans "
+"l'arborescence qui a un élément de la boîte de style avec le code spécifié "
+"[code]name[/code] et [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme "
"[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_stylebox_override]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] s'il y a un écrasement local pour la [StyleBox] "
+"du thème nommé [code]name[/code] pour ce nœud [Control].\n"
+"Voir [method add_stylebox_override]."
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+"Retourne [code]true[/code] si l'opération de déposé-glissé a réussi. C'est "
+"une alternative à [method Viewport.gui_is_drag_successful].\n"
+"Mieux utilisé avec [constant Node.NOTIFICATION_DRAG_END]."
#: doc/classes/Control.xml
msgid ""
@@ -18025,11 +21631,17 @@ msgid ""
"changed. Setting [member rect_min_size] directly calls this method "
"automatically."
msgstr ""
+"Invalide le cache de taille de ce nœud et des nœuds parents jusqu'à la "
+"racine. Prévu pour être utilisé avec [method get_minimum_size] quand la "
+"valeur de retour est changée. Définir [member rect_min_size] appelle cette "
+"méthode automatiquement."
#: doc/classes/Control.xml
msgid ""
"Give up the focus. No other control will be able to receive keyboard input."
msgstr ""
+"Relâche le focus. Aucun autre contrôle ne pourra recevoir les entrées du "
+"clavier."
#: doc/classes/Control.xml
#, fuzzy
@@ -18079,6 +21691,18 @@ msgid ""
"[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor "
"would get value 0.5."
msgstr ""
+"Définit l'ancre identifiée par la constante [code]margin[/code] de "
+"l'énumération [enum Margin] avec [code]anchor[/code]. C'est une méthode de "
+"setter pour [member anchor_bottom], [member anchor_left], [member "
+"anchor_right] et [member anchor_top].\n"
+"Si [code]keep_margin[/code] est [code]true[/code], les marges ne seront pas "
+"mises à jour après cette opération.\n"
+"Si [code]push_opposite_anchor[/code] est [code]true[/code] et que l'ancre "
+"opposée recouvre cette ancre, l'ancre opposée aura sa valeur surchargée. Par "
+"exemple, lorsque l'ancre gauche est fixée à 1 et que l'ancre droite a une "
+"valeur de 0,5, l'ancre droite aura également une valeur de 1. Si "
+"[code]push_opposite_anchor[/code] est [code]false[/code], l'ancre gauche a "
+"alors la valeur 0.5."
#: doc/classes/Control.xml
msgid ""
@@ -18086,12 +21710,18 @@ msgid ""
"code] argument and automatic update of margin, it allows to set the margin "
"offset yourself (see [method set_margin])."
msgstr ""
+"Fonctionne comme [method set_anchor], mais au lieu de l'argument "
+"[code]keep_margin[/code] et de la mise à jour automatique de la marge, ça "
+"permet de définir la marge de décalage par vous-même (voir [method "
+"set_margin])."
#: doc/classes/Control.xml
msgid ""
"Sets both anchor preset and margin preset. See [method set_anchors_preset] "
"and [method set_margins_preset]."
msgstr ""
+"Définit à la fois le préréglage de l'ancre et de la marge. Voir [method "
+"set_anchors_preset] et [method set_margins_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -18101,12 +21731,19 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's position will "
"also be updated."
msgstr ""
+"Définit les ancres avec le préréglage [code]preset[/code] de l'énumeration "
+"[enum Control.LayoutPreset]. C'est le code équivalent à l'utilisation du "
+"menu \"Mise en page\" dans l'éditeur 2D.\n"
+"Si [code]keep_margins[/code] est [code]true[/code], la position du contrôle "
+"sera également mise à jour."
#: doc/classes/Control.xml
msgid ""
"Sets [member margin_left] and [member margin_top] at the same time. "
"Equivalent of changing [member rect_position]."
msgstr ""
+"Définit à la fois [member margin_left] et [member margin_top]. Revient à "
+"changer [member rect_position]."
#: doc/classes/Control.xml
msgid ""
@@ -18137,6 +21774,32 @@ msgid ""
" return my_data()\n"
"[/codeblock]"
msgstr ""
+"Donne la gestion du déposé-glissé de ce contrôle au contrôle cible "
+"[code]target[/code].\n"
+"Cette gestion peut être implémenté dans le contrôle cible de la même manière "
+"avec les méthodes [method get_drag_data], [method can_drop_data], et [method "
+"drop_data] mais avec deux différences :\n"
+"1. Le nom de la fonction doit commencer par [b]_fw[/b]\n"
+"2. La fonction doit prendre un argument suplémentaire qui sera le contrôle "
+"qui a donné la gestion\n"
+"[codeblock]\n"
+"# ThisControl.gd\n"
+"extends Control\n"
+"func _ready():\n"
+" set_drag_forwarding(target_control)\n"
+"\n"
+"# TargetControl.gd\n"
+"extends Control\n"
+"func can_drop_data_fw(position, data, from_control):\n"
+" return true\n"
+"\n"
+"func drop_data_fw(position, data, from_control):\n"
+" my_handle_data(data)\n"
+"\n"
+"func get_drag_data_fw(position, from_control):\n"
+" set_drag_preview(my_preview)\n"
+" return my_data()\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -18157,10 +21820,27 @@ msgid ""
" return color\n"
"[/codeblock]"
msgstr ""
+"Affiche le contrôle donné comme curseur de la souris. Un bon moment pour "
+"appeler cette méthode est dans [method get_drag_data]. Le contrôle doit ne "
+"pas être dans l'arborescence. Vous ne devriez pas libérer le contrôle, et "
+"vous ne devriez pas garder une référence du contrôle en-dehors de la durée "
+"du déposé-glissé. Il sera supprimé automatiquement quand le déposé-glissé "
+"sera terminé.\n"
+"[codeblock]\n"
+"export (Color, RGBA) var color = Color(1, 0, 0, 1)\n"
+"\n"
+"func get_drag_data(position):\n"
+" # Utiliser un nœud qui n'est pas dans l'arborescence\n"
+" var cpb = ColorPickerButton.new()\n"
+" cpb.color = color\n"
+" cpb.rect_size = Vector2(50, 50)\n"
+" set_drag_preview(cpb)\n"
+" return color\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid "Sets [member margin_right] and [member margin_bottom] at the same time."
-msgstr ""
+msgstr "Définit à la fois [member margin_right] et [member margin_bottom]."
#: doc/classes/Control.xml
msgid ""
@@ -18169,6 +21849,11 @@ msgid ""
"method for [member focus_neighbour_bottom], [member focus_neighbour_left], "
"[member focus_neighbour_right] and [member focus_neighbour_top]."
msgstr ""
+"Définit l'ancre identifiée par la constante [code]margin[/code] depuis "
+"l'énumération [enum Margin] du [Control] à l'emplacement du nœud "
+"[code]neighbor[/code]. C'est une méthode pour définir [member "
+"focus_neighbour_bottom], [member focus_neighbour_left], [member "
+"focus_neighbour_right] et [member focus_neighbour_top]."
#: doc/classes/Control.xml
msgid ""
@@ -18176,6 +21861,10 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
+"Définit le [member rect_global_position] à la [code]position[/code] "
+"spécifiée.\n"
+"Si [code]keep_margins[/code] est [code]true[/code], les ancrages de contrôle "
+"seront changés à la place des marges."
#: doc/classes/Control.xml
msgid ""
@@ -18184,6 +21873,10 @@ msgid ""
"margin_bottom], [member margin_left], [member margin_right] and [member "
"margin_top]."
msgstr ""
+"Régle la marge identifiée par la constante [code]margin[/code] de "
+"l'énumeration [enum Margin] à [code]offset[/code]. Une méthode de setter "
+"pour [member margin_bottom], [member margin_left], [member margin_right] et "
+"[member margin_top]."
#: doc/classes/Control.xml
msgid ""
@@ -18197,6 +21890,16 @@ msgid ""
"Use parameter [code]margin[/code] to determine the gap between the [Control] "
"and the edges."
msgstr ""
+"Définit les marges avec le préréglage [code]preset[/code] de l'énumeration "
+"[enum Control.LayoutPreset]. C'est le code équivalent à l'utilisation du "
+"menu Layout dans l'éditeur 2D.\n"
+"Utilisez le paramètre [code]resize_mode[/code] avec des constantes de [enum "
+"Control.LayoutPresetMode] pour mieux déterminer la taille résultante du "
+"[Control]. La taille constante sera ignorée si elle est utilisée avec des "
+"préréglages qui changent la taille, par exemple [code]PRESET_LEFT_WIDE[/"
+"code].\n"
+"Utiliser le paramètre [code]margin[/code] pour déterminer l'écart entre le "
+"[Contrôle] et les bords."
#: doc/classes/Control.xml
msgid ""
@@ -18204,6 +21907,9 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
+"Défini le [member rect_position] à la [code]position[/code] spécifiée.\n"
+"Si [code]keep_margins[/code] est [code]true[/code], les ancres du contrôle "
+"sont mis à jour au lieu des marges."
#: doc/classes/Control.xml
msgid "Sets the rotation (in radians)."
@@ -18215,6 +21921,9 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
+"Définit la taille (voir [member rect_size]).\n"
+"Si [code]keep_margins[/code] est [code]true[/code], les ancres du contrôle "
+"sont mis à jour au lieu des marges."
#: doc/classes/Control.xml
msgid ""
@@ -18226,12 +21935,23 @@ msgid ""
"If [code]exclusive[/code] is [code]true[/code], other controls will not "
"receive input and clicking outside this control will not close it."
msgstr ""
+"Affiche un contrôle en tant que modal. Le contrôle doit être une sous-"
+"fenêtre. Les contrôles de modal capturent les signaux d'entrée jusqu'à ce "
+"que la zone située à l'extérieur soit accessible. Lorsqu'un contrôle modal "
+"perd le focus, ou que la touche échap est pressée, il disparait "
+"automatiquement. Les contrôles de modal sont largement utilisés pour les "
+"dialogues surgissants (popup) et les menus.\n"
+"Si [code]exclusif[/code] est [code]true[/code], les autres contrôles ne "
+"recevront pas les entrées, et cliquer à l'extérieur de ce contrôle ne le "
+"fermera pas."
#: doc/classes/Control.xml
msgid ""
"Moves the mouse cursor to [code]to_position[/code], relative to [member "
"rect_position] of this [Control]."
msgstr ""
+"Déplace le curseur de la souris à [code]to_position[/code], relatif à "
+"[member rect_position] de ce [Control]."
#: doc/classes/Control.xml
msgid ""
@@ -18240,6 +21960,10 @@ msgid ""
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
+"L'ancre du bord du bas du nœud par rapport à l'origine, le centre, ou la fin "
+"de son contrôle parent. Il modifie la mise à jour de la marge inférieure "
+"lorsque le nœud se déplace ou change la taille. Vous pouvez utiliser une des "
+"constantes de [enum Anchor] suivant les besoins."
#: doc/classes/Control.xml
msgid ""
@@ -18248,6 +21972,10 @@ msgid ""
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
+"L'ancre du bord gauche du nœud par rapport à l'origine, le centre ou la fin "
+"de son contrôle parent. Il modifie la mise à jour de la marge gauche lorsque "
+"le nœud se déplace ou change la taille. Vous pouvez utiliser une des "
+"constantes de [enum Anchor] suivant les besoins."
#: doc/classes/Control.xml
msgid ""
@@ -18256,6 +21984,10 @@ msgid ""
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
+"L'ancre du bord droit du nœud par rapport à l'origine, le centre ou la fin "
+"de son contrôle parent. Il modifie la mise à jour de la marge droite lorsque "
+"le nœud se déplace ou change la taille. Vous pouvez utiliser une des "
+"constantes de [enum Anchor] suivant les besoins."
#: doc/classes/Control.xml
msgid ""
@@ -18263,12 +21995,19 @@ msgid ""
"parent control. It changes how the top margin updates when the node moves or "
"changes size. You can use one of the [enum Anchor] constants for convenience."
msgstr ""
+"L'ancre du bord du haut du nœud par rapport à l'origine, le centre ou la fin "
+"de son contrôle parent. Il modifie la mise à jour de la marge supérieure "
+"lorsque le nœud se déplace ou change la taille. Vous pouvez utiliser une des "
+"constantes de [enum Anchor] suivant les besoins."
#: doc/classes/Control.xml
msgid ""
"The focus access mode for the control (None, Click or All). Only one Control "
"can be focused at the same time, and it will receive keyboard signals."
msgstr ""
+"Le mode de focus du contrôle (aucun, clic ou tous). Un seul contrôle peut "
+"avoir le focus à un moment donné, et il recevra des signaux des touches du "
+"clavier appuyées."
#: doc/classes/Control.xml
msgid ""
@@ -18278,6 +22017,12 @@ msgid ""
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
+"Signale à Godot qu'il ne devrait pas donner le focus du clavier si "
+"l'utilisateur presse la flèche bas sur le clavier ou le gamepad par défaut. "
+"Vous pouvez modifier la clé en éditant l'action d'entrée [code]ui_down[/"
+"code]. Le nœud doit être un [Control]. Si cette propriété n'est pas définie, "
+"Godot placera le focus sur le [Control] le plus proche en-dessous de celui-"
+"ci."
#: doc/classes/Control.xml
msgid ""
@@ -18287,6 +22032,12 @@ msgid ""
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the left of this one."
msgstr ""
+"Signale à Godot qu'il ne doit pas donner le focus du clavier si "
+"l'utilisateur appuie sur la flèche gauche sur le clavier ou le gamepad par "
+"défaut. Vous pouvez modifier la clé en éditant l'action d'entrée "
+"[code]ui_left[/code]. Le nœud doit être un [Control]. Si cette propriété "
+"n'est pas définie, Godot placera le focus sur le [Control] le plus proche à "
+"gauche de celui-ci."
#: doc/classes/Control.xml
msgid ""
@@ -18296,6 +22047,12 @@ msgid ""
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
+"Signale à Godot qu'il ne doit pas donner le focus du clavier si "
+"l'utilisateur presse la flèche droite sur le clavier ou le gamepad par "
+"défaut. Vous pouvez modifier la clé en éditant l'action d'entrée "
+"[code]ui_right[/code]. Le nœud doit être un [Control]. Si cette propriété "
+"n'est pas définie, Godot placera le focus sur le [Control] le plus proche en-"
+"dessous de celui-ci."
#: doc/classes/Control.xml
msgid ""
@@ -18305,6 +22062,12 @@ msgid ""
"[Control]. If this property is not set, Godot will give focus to the closest "
"[Control] to the bottom of this one."
msgstr ""
+"Signale à Godot qu'il ne devrait pas donner le focus du clavier si "
+"l'utilisateur appuie sur la flèche haut sur le clavier ou sur le gamepad par "
+"défaut. Vous pouvez modifier la clé en éditant l'action d'entrée "
+"[code]ui_top[/code]. Le nœud doit être un [Control]. Si cette propriété "
+"n'est pas définie, Godot placera le focus sur le [Control] le plus proche en-"
+"dessous de celui-ci."
#: doc/classes/Control.xml
msgid ""
@@ -18314,6 +22077,11 @@ msgid ""
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
+"Signale à Godot qu'il ne devrait pas donner le focus du clavier si "
+"l'utilisateur presse \"Tab\" sur un clavier par défaut. Vous pouvez modifier "
+"la clé en éditant l'action d'entrée [code]ui_focus_next[/code].\n"
+"Si cette propriété n'est pas définie, Godot choisira la « meilleure solution "
+"» basée sur les nœuds environnants dans l'arborescence."
#: doc/classes/Control.xml
msgid ""
@@ -18323,6 +22091,11 @@ msgid ""
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
+"Signale à Godot qu'il ne devrait pas donner le focus du clavier si "
+"l'utilisateur presse \"Shift+Tab\" sur un clavier par défaut. Vous pouvez "
+"modifier la clé en éditant l'action d'entrée [code]ui_focus_prev[/code].\n"
+"Si cette propriété n'est pas définie, Godot choisira la « meilleure solution "
+"» basée sur les nœuds environnants dans l'arborescence."
#: doc/classes/Control.xml
msgid ""
@@ -18330,6 +22103,10 @@ msgid ""
"grow if its horizontal minimum size is changed to be greater than its "
"current size, as the control always has to be at least the minimum size."
msgstr ""
+"Control la direction sur l'axe horizontal selon lequel le contrôle doit "
+"croître si sa taille minimale horizontale est modifiée pour être supérieure "
+"à sa taille actuelle, car le contrôle doit toujours avoir au moins sa taille "
+"minimale."
#: doc/classes/Control.xml
msgid ""
@@ -18337,6 +22114,10 @@ msgid ""
"if its vertical minimum size is changed to be greater than its current size, "
"as the control always has to be at least the minimum size."
msgstr ""
+"Control la direction sur l'axe vertical selon lequel le contrôle doit "
+"croître si sa taille minimale verticale est changée pour être supérieure à "
+"sa taille actuelle, car le contrôle doit toujours avoir au moins sa taille "
+"minimale."
#: doc/classes/Control.xml
msgid ""
@@ -18360,6 +22141,27 @@ msgid ""
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/codeblock]"
msgstr ""
+"Change le texte de l'infobulle. Cette infobulle apparaît lorsque le curseur "
+"de la souris reste sur ce contrôle durant quelques instants, à condition que "
+"la propriété [member mouse_filter] ne soit pas [constant "
+"MOUSE_FILTER_IGNORE]. Vous pouvez modifier le temps nécessaire avant que "
+"l'infobulle n'apparaisse avec [code]gui/timers/tooltip_delay_sec[/code] dans "
+"les réglages du projet.\n"
+"Le panneau de l'infobulle utilisera soit l'implémentation par défaut, soit "
+"une que vous pouvez personnaliser avec [method make_custom_tooltip]. "
+"L'infobulle par défaut comprend un [PopupPanel] et un [Label] dont les "
+"propriétés thématiques peuvent être personnalisées en utilisant un [Thème] "
+"pour le panneau [code]\"TooltipPanel\"[/code] et le label "
+"[code]\"TooltipLabel\"[/code] respectivement. Par exemple :\n"
+"[codeblock]\n"
+"var style_box = StyleBoxFlat.new()\n"
+"style_box.set_bg_color(Color(1, 1, 0))\n"
+"style_box.set_border_width_all(2)\n"
+"# On part du principe ici que la propriété `theme` a déjà été assignée avec "
+"un Theme personnalisé.\n"
+"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
+"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
+"/[codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -18368,6 +22170,11 @@ msgid ""
"handling. The viewport first hides the modal and after marks the input as "
"handled."
msgstr ""
+"Active quand l'entrée doit se propager lorsque vous fermez le contrôle en "
+"tant que modale.\n"
+"Si [code]false[/code], arrête le traitement de l'événement lors de la "
+"manipulation de l'événement d'entrée de la fenêtre d'affichage. La fenêtre "
+"d'affichage cache d'abord la modale et après marque l'entrée comme traitée."
#: doc/classes/Control.xml
msgid ""
@@ -18377,6 +22184,12 @@ msgid ""
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
+"La distance entre le bord du bas du nœud et son contrôle parent, basé sur "
+"[member anchor_bottom].\n"
+"Les marges sont souvent contrôlées par un ou plusieurs nœuds [Container] "
+"parents, de sorte que vous ne devriez pas les modifier manuellement si votre "
+"nœud est un enfant direct d'un [Container]. Les marges se mettent à jour "
+"automatiquement lorsque vous déplacez ou redimensionnez le nœud."
#: doc/classes/Control.xml
msgid ""
@@ -18386,6 +22199,12 @@ msgid ""
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
+"La distance entre le bord gauche du nœud et son contrôle parent, basé sur "
+"[member anchor_bottom].\n"
+"Les marges sont souvent contrôlées par un ou plusieurs nœuds [Container] "
+"parents, de sorte que vous ne devriez pas les modifier manuellement si votre "
+"nœud est un enfant direct d'un [Container]. Les marges se mettent à jour "
+"automatiquement lorsque vous déplacez ou redimensionnez le nœud."
#: doc/classes/Control.xml
msgid ""
@@ -18395,6 +22214,12 @@ msgid ""
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
+"La distance entre le bord droit du nœud et son contrôle parent, basé sur "
+"[member anchor_bottom].\n"
+"Les marges sont souvent contrôlées par un ou plusieurs nœuds [Container] "
+"parents, de sorte que vous ne devriez pas les modifier manuellement si votre "
+"nœud est un enfant direct d'un [Container]. Les marges se mettent à jour "
+"automatiquement lorsque vous déplacez ou redimensionnez le nœud."
#: doc/classes/Control.xml
msgid ""
@@ -18404,6 +22229,12 @@ msgid ""
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
+"La distance entre le bord du bas du nœud et son contrôle parent, basé sur "
+"[member anchor_bottom].\n"
+"Les marges sont souvent contrôlées par un ou plusieurs nœuds [Container] "
+"parents, de sorte que vous ne devriez pas les modifier manuellement si votre "
+"nœud est un enfant direct d'un [Container]. Les marges se mettent à jour "
+"automatiquement lorsque vous déplacez ou redimensionnez le nœud."
#: doc/classes/Control.xml
msgid ""
@@ -18412,6 +22243,11 @@ msgid ""
"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
"system."
msgstr ""
+"La forme par défaut du curseur pour ce contrôle. Utile pour les greffons de "
+"Godot et applications ou jeux qui utilisent les curseurs de souris du "
+"système.\n"
+"[b]Note :[/b] Sur Linux, les formes peuvent varier selon le thème du curseur "
+"du système."
#: doc/classes/Control.xml
msgid ""
@@ -18420,6 +22256,11 @@ msgid ""
"Also controls whether the control can receive the [signal mouse_entered], "
"and [signal mouse_exited] signals. See the constants to learn what each does."
msgstr ""
+"Contrôle si la commande sera en mesure de recevoir les événements d'entrée "
+"de la souris via [method gui_input] et comment ces événements seront "
+"traités. Contrôle également si le contrôle peut recevoir les signaux [signal "
+"mouse_entered] et [signal mouse_exited]. Voyez les constantes pour connaitre "
+"le rôle de chacun."
#: doc/classes/Control.xml
msgid ""
@@ -18427,12 +22268,18 @@ msgid ""
"to this control's rectangle. If [code]true[/code], parts of a child which "
"would be visibly outside of this control's rectangle will not be rendered."
msgstr ""
+"Active quand le rendu des [CanvasItem] enfants doit être limité au rectangle "
+"engobant de ce contrôle. Si [code]true[/code], des parties des enfants qui "
+"seraient normalement visibles en-dehors de ce rectangle des contrôles seront "
+"cachées."
#: doc/classes/Control.xml
msgid ""
"The node's global position, relative to the world (usually to the top-left "
"corner of the window)."
msgstr ""
+"La position globale du nœud, par rapport au coordonnées globales "
+"(généralement au coin haut-gauche de la fenêtre)."
#: doc/classes/Control.xml
msgid ""
@@ -18441,13 +22288,23 @@ msgid ""
"this size, even if its content is smaller. If it's set to (0, 0), the node "
"sizes automatically to fit its content, be it a texture or child nodes."
msgstr ""
+"La taille minimale du rectangle englobant. Si vous le fixez à une valeur "
+"supérieure à (0, 0), le rectangle englobant du nœud aura toujours au moins "
+"cette taille, même si son contenu est plus petit. Si cette taille est à (0, "
+"0), le nœud sera redimensionné automatiquement pour s'adapter à son contenu, "
+"qu'il s'agisse d'une texture ou d'un nœud enfant."
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
+"Par défaut, et le pivot du nœud est son coin supérieur gauche. Lorsque vous "
+"modifiez son [member rect_rotation] ou [member rect_scale], il tournera ou "
+"changera d'échelle autour de ce pivot. Définir cette propriété à [member "
+"rect_size] / 2 permet de pivoter autour du centre du contrôle."
#: doc/classes/Control.xml
msgid ""
@@ -18455,12 +22312,17 @@ msgid ""
"rectangle's top-left corner. The property is not affected by [member "
"rect_pivot_offset]."
msgstr ""
+"La position du nœud, par rapport à son parent. Elle correspond au coin "
+"supérieur gauche du rectangle. La propriété n'est pas affectée par [member "
+"rect_pivot_offset]."
#: doc/classes/Control.xml
msgid ""
"The node's rotation around its pivot, in degrees. See [member "
"rect_pivot_offset] to change the pivot's position."
msgstr ""
+"La rotation du nœud autour de son pivot, en degrés. Voir [member "
+"rect_pivot_offset] pour modifier la position du pivot."
#: doc/classes/Control.xml
msgid ""
@@ -18479,12 +22341,29 @@ msgid ""
"[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member "
"rect_scale] property."
msgstr ""
+"Le facteur de mise à l'échelle, relative à [member rect_size]. Changez cette "
+"propriété pour changer l'échelle du nœud centré sur [member "
+"rect_pivot_offset]. Le[member hint_tooltip] du Control sera également "
+"réduite en fonction de cette valeur.\n"
+"[b]Note :[/b] Cette propriété est principalement destinée à être utilisée "
+"pour les animation. Le texte à l'intérieur du Control sera pixelisé ou flou "
+"lorsque la mise à l'échelle change. Pour supporter plusieurs résolutions "
+"dans votre projet, utilisez un mode d'étirement approprié suivant la "
+"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/"
+"url] au lieu de changer chaque Control individuellement.\n"
+"[b]Note :[/b] Si le nœud de contrôle est un enfant d'un nœud [Container], "
+"l'échelle sera réinitialisée à [code]Vector2(1, 1)[/code] lorsque la scène "
+"est instanciée. Pour définir l'échelle du Control lors de son instanciation, "
+"attendez une trame avec [code]yield(get_tree,) \"idle_frame\")[/code] puis "
+"définissez son [member rect_scale]."
#: doc/classes/Control.xml
msgid ""
"The size of the node's bounding rectangle, in pixels. [Container] nodes "
"update this property automatically."
msgstr ""
+"La taille du rectangle englobant du nœud, en pixels. Les nœuds [Container] "
+"mettent à jour cette propriété automatiquement."
#: doc/classes/Control.xml
msgid ""
@@ -18492,6 +22371,9 @@ msgid ""
"on the X axis. Use one of the [enum SizeFlags] constants to change the "
"flags. See the constants to learn what each does."
msgstr ""
+"Signale au [Container] parent qu'il devrait redimensionner et placer le nœud "
+"sur l'axe X. Utilisez l'une des constantes [enum SizeFlags] pour changer les "
+"drapeaux. Voyez les constantes pour apprendre ce que chacun fait."
#: doc/classes/Control.xml
msgid ""
@@ -18501,6 +22383,11 @@ msgid ""
"its neighbour a ratio of 1, this node will take two thirds of the available "
"space."
msgstr ""
+"Si le nœud et au moins un de ses voisins utilisent le drapeau de taille "
+"[constant SIZE_EXPAND], le [Container] parent le laissera prendre plus ou "
+"moins d'espace selon cette propriété. Si ce nœud a un rapport d'étirement de "
+"2 et son voisin un rapport de 1, ce nœud prendra les deux tiers (deux fois "
+"plus que l'autre) de l'espace disponible."
#: doc/classes/Control.xml
msgid ""
@@ -18508,12 +22395,54 @@ msgid ""
"on the Y axis. Use one of the [enum SizeFlags] constants to change the "
"flags. See the constants to learn what each does."
msgstr ""
+"Signale au [Container] parent qu'il devrait redimensionner et placer le nœud "
+"sur l'axe Y. Utilisez l'une des constantes [enum SizeFlags] pour changer les "
+"drapeaux. Voyez les constantes pour apprendre ce que chacun fait."
#: doc/classes/Control.xml
msgid ""
"Changing this property replaces the current [Theme] resource this node and "
"all its [Control] children use."
msgstr ""
+"Changer cette propriété remplace la ressource [Theme] actuelle que ce nœud "
+"et tous ses [Contrôle] enfants utilisent."
+
+#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+"Le nom d'une variation de type d'un thème utilisée par ce [Control] pour "
+"examiner ses propres éléments thématiques. Lorsqu'il est vide, le nom de "
+"classe du nœud est utilisé (par exemple [code]Button[/code] pour le contrôle "
+"[Button]), ainsi que les noms de classe de toutes les classes parentes (dans "
+"l'ordre d'héritage).\n"
+"Lorsqu'elle est définie, cette propriété donne la plus haute priorité pour "
+"le type de nom qui est spécifié. Ce type peut ensuite étendre un autre type, "
+"formant une chaîne de dépendance. Voir [method Theme.set_type_variation]. Si "
+"l'élément de thème n'est pas trouvé en utilisant ce type ou ces types de "
+"base, la recherche revient alors sur les noms de classe.\n"
+"[b]Note :[/b] Pour rechercher les éléments d'un [Control], utilisez les "
+"méthodes [code]get_*[/code] sans spécifier de [code]theme_type[/code].\n"
+"[b]Note :[/b] Les objets de thème sont recherchés dans l'ordre de "
+"l'arborescence, depuis le contrôle jusqu'à la racine, où chaque nœud "
+"[Control] est vérifié suivant sa propriété [member theme]. Le premier "
+"résultat trouvé de la recherche sur n'importe quel type ou classe est "
+"retourné. Le thème du projet et celui par défaut est utilisé en dernier "
+"recours."
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
@@ -18532,10 +22461,9 @@ msgid "Emitted when the node's minimum size changes."
msgstr "Émis quand la taille minimale du nœud change."
#: doc/classes/Control.xml
-#, fuzzy
msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
msgstr ""
-"Émis lorsqu'un bouton personnalisé est pressé. Voir [method add_button]."
+"Émis quand un [Control] en mode modal est fermé. Voir [method show_modal]."
#: doc/classes/Control.xml
msgid ""
@@ -18546,6 +22474,12 @@ msgid ""
"at least until the mouse is moved to reach the parent's [code]Rect[/code] "
"area."
msgstr ""
+"Émis lorsque la souris entre dans le [code]Rect[/code] du contrôle, à "
+"condition que l'événement l'atteigne.\n"
+"[b]Note :[/b] [signal mouse_entered] ne sera pas émis si la souris entre "
+"dans un nœud [Control] enfant avant d'entrer dans le [code]Rect[/code], au "
+"moins jusqu'à ce que la souris soit déplacée pour atteindre le [code]Rect[/"
+"code] du parent."
#: doc/classes/Control.xml
msgid ""
@@ -18563,6 +22497,19 @@ msgid ""
" # Not hovering over area.\n"
"[/codeblock]"
msgstr ""
+"Émis lorsque la souris quitte la zone [code]Rect[/code] de contrôle, à "
+"condition que l'événement l'atteigne.\n"
+"[b]Note :[/b] [signal mouse_exited] sera émis si la souris entre dans un "
+"nœud [Control] enfant, même si le curseur de la souris est encore à "
+"l'intérieur de la zone [code]Rect[/code] du parent.\n"
+"Si vous voulez vérifier si la souris a vraiment quitté la zone, en ignorant "
+"les nœuds parents, vous pouvez utiliser le code comme ceci :\n"
+"[codeblock]\n"
+"func on_mouse_exited():\n"
+" if not Rect2(Vector2(), rect_size)."
+"has_point(get_local_mouse_position()):\n"
+" # Ne survole pas la zone.\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid "Emitted when the control changes size."
@@ -18573,39 +22520,48 @@ msgid ""
"Emitted when one of the size flags changes. See [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
+"Émis lorsque l'un des drapeaux de taille change. Voir [member "
+"size_flags_horizontal] et [member size_flags_vertical]."
#: doc/classes/Control.xml
msgid "The node cannot grab focus. Use with [member focus_mode]."
msgstr ""
+"Le nœud ne peut récupérer le focus. À utiliser avec [member focus_mode]."
#: doc/classes/Control.xml
msgid ""
"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
msgstr ""
+"Le nœud ne reçoit le focus que pour les clics de la souris. À utiliser avec "
+"[membre focus_mode]."
#: doc/classes/Control.xml
msgid ""
"The node can grab focus on mouse click or using the arrows and the Tab keys "
"on the keyboard. Use with [member focus_mode]."
msgstr ""
+"Le nœud peut obtenir le focus lors d'un clic de souris ou en utilisant les "
+"flèches et la touche de tabulation du clavier. À utiliser avec [member "
+"focus_mode]."
#: doc/classes/Control.xml
msgid ""
"Sent when the node changes size. Use [member rect_size] to get the new size."
msgstr ""
+"Envoyé quand le nœud change de taille. Utilisez [member rect_size] pour "
+"obtenir la nouvelle taille."
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer enters the node."
-msgstr ""
+msgstr "Envoyé quand le curseur de la souris entre dans le nœud."
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer exits the node."
-msgstr ""
+msgstr "Envoyé quand le curseur de la souris sort du nœud."
#: doc/classes/Control.xml
-#, fuzzy
msgid "Sent when the node grabs focus."
-msgstr "Envoyé lorsque le nœud capte le focus."
+msgstr "Envoyé lorsque le nœud reçoit le focus."
#: doc/classes/Control.xml
msgid "Sent when the node loses focus."
@@ -18617,28 +22573,38 @@ msgid ""
"control. Happens when you call one of the [code]add_*_override[/code] "
"methods."
msgstr ""
+"Envoyé lorsque le [member theme] du nœud change, juste avant que Godot ne "
+"redessine le contrôle. Ça arrive quand vous appelez l'une des méthodes "
+"[code]add_*_override[/code]."
#: doc/classes/Control.xml
msgid "Sent when an open modal dialog closes. See [method show_modal]."
msgstr ""
+"Envoyé quand un dialogue modal ouvert se ferme. Voir [method show_modal]."
#: doc/classes/Control.xml
msgid ""
"Sent when this node is inside a [ScrollContainer] which has begun being "
"scrolled."
msgstr ""
+"Envoyé quand ce nœud est à l'intérieur d'un [ScrollContainer] qui a commencé "
+"à défilé."
#: doc/classes/Control.xml
msgid ""
"Sent when this node is inside a [ScrollContainer] which has stopped being "
"scrolled."
msgstr ""
+"Envoyé quand ce nœud est à l'intérieur d'un [ScrollContainer] qui a cessé de "
+"défilé."
#: doc/classes/Control.xml
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
msgstr ""
+"Affiche le curseur système de la souris quand l'utilisateur survole le nœud. "
+"À utiliser avec [member mouse_default_cursor_shape]."
#: doc/classes/Control.xml
msgid ""
@@ -18646,27 +22612,35 @@ msgid ""
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
+"Affiche le curseur de la souris en forme de I lorsque l'utilisateur survole "
+"le nœud. Le pointeur en I a une forme semblable à un \"I\". Il signale à "
+"l'utilisateur qu'il peut insérer ou surligner du texte."
#: doc/classes/Control.xml
msgid ""
"Show the system's pointing hand mouse cursor when the user hovers the node."
-msgstr ""
+msgstr "Afficher le curseur de la main qui pointe quand il passe sur ce nœud."
#: doc/classes/Control.xml
msgid "Show the system's cross mouse cursor when the user hovers the node."
msgstr ""
+"Affiche le curseur en croix du système quand l'utilisateur survole ce nœud."
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
+"Affiche le curseur en croix du système quand l'utilisateur survole ce nœud."
#: doc/classes/Control.xml
+#, fuzzy
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
+"Affiche le curseur en croix du système quand l'utilisateur survole ce nœud."
#: doc/classes/Control.xml
msgid ""
@@ -18674,6 +22648,10 @@ msgid ""
"when the user hovers the node. It tells the user they're currently dragging "
"an item, like a node in the Scene dock."
msgstr ""
+"Affiche le curseur de la souris de déposé-glissé, souvent un poing fermé ou "
+"un symbole de croix, lorsque l'utilisateur survole le nœud. Ça précise à "
+"l'utilisateur qu'il déplace actuellement un objet, comme un nœud dans le "
+"dock de Scene."
#: doc/classes/Control.xml
msgid ""
@@ -18681,12 +22659,18 @@ msgid ""
"an open hand. It tells the user they can drop an item they're currently "
"grabbing, like a node in the Scene dock."
msgstr ""
+"Affiche le curseur de la souris lorsque l'utilisateur survole le nœud. Ça "
+"peut être une main ouverte. Ça précise à l'utilisateur qu'il peut déposer un "
+"élément qu'il était en traint de déplacer, comme un nœud dans le dock de "
+"Scene."
#: doc/classes/Control.xml
msgid ""
"Show the system's forbidden mouse cursor when the user hovers the node. "
"Often a crossed circle."
msgstr ""
+"Affiche le curseur de souris d'interdition système lorsque l'utilisateur "
+"survole le nœud. C'est souvent un cercle barré."
#: doc/classes/Control.xml
msgid ""
@@ -18694,6 +22678,10 @@ msgid ""
"node. A double-headed vertical arrow. It tells the user they can resize the "
"window or the panel vertically."
msgstr ""
+"Afficher le curseur de souris de redimensionnement vertical lorsque "
+"l'utilisateur survole le nœud. Une flèche verticale à double tête. Ça "
+"précise à l'utilisateur qu'il peut redimensionner la fenêtre ou le panneau "
+"verticalement."
#: doc/classes/Control.xml
msgid ""
@@ -18701,6 +22689,10 @@ msgid ""
"node. A double-headed horizontal arrow. It tells the user they can resize "
"the window or the panel horizontally."
msgstr ""
+"Affiche le curseur de la souris de redimensionnement horizontal lorsque "
+"l'utilisateur survole le nœud. Une flèche horizontale à double tête. Ça "
+"précise à l'utilisateur qu'il peut redimensionner la fenêtre ou le panneau "
+"horizontalement."
#: doc/classes/Control.xml
msgid ""
@@ -18709,6 +22701,11 @@ msgid ""
"top right. It tells the user they can resize the window or the panel both "
"horizontally and vertically."
msgstr ""
+"Affiche le curseur de la souris de redimensionnement de la fenêtre lorsque "
+"l'utilisateur survole le nœud. Le curseur est une flèche à double tête qui "
+"va du bas à gauche au sommet à droite. Ça précise à l'utilisateur qu'il peut "
+"redimensionner la fenêtre ou le panneau à la fois horizontalement et "
+"verticalement."
#: doc/classes/Control.xml
msgid ""
@@ -18717,6 +22714,11 @@ msgid ""
"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user "
"they can resize the window or the panel both horizontally and vertically."
msgstr ""
+"Affiche le curseur de la souris de redimensionnement de la fenêtre lorsque "
+"l'utilisateur survole le nœud. Le curseur est une flèche à double tête qui "
+"va du haut à gauche au bas à droite, le contraire de [constant "
+"CURSOR_BDIAGSIZE]. Ça précise à l'utilisateur qu'il peut redimensionner la "
+"fenêtre ou le panneau à la fois horizontalement et verticalement."
#: doc/classes/Control.xml
msgid ""
@@ -18724,78 +22726,107 @@ msgid ""
"2 double-headed arrows at a 90 degree angle. It tells the user they can move "
"a UI element freely."
msgstr ""
+"Affiche le curseur de la souris de déplacement lorsque l'utilisateur survole "
+"le nœud. Il montre 2 flèches doubles à un angle de 90 degrés. Ça précise à "
+"l'utilisateur qu'il peut déplacer un élément d'interface librement."
#: doc/classes/Control.xml
msgid ""
"Show the system's vertical split mouse cursor when the user hovers the node. "
"On Windows, it's the same as [constant CURSOR_VSIZE]."
msgstr ""
+"Affiche le curseur système de la souris avec un séparateur vertical lorsque "
+"l'utilisateur survole le nœud. Sur Windows, il est identique à [constant "
+"CURSOR_VSIZE]."
#: doc/classes/Control.xml
msgid ""
"Show the system's horizontal split mouse cursor when the user hovers the "
"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
msgstr ""
+"Affiche le curseur système de la souris avec un séparateur horizontal "
+"lorsque l'utilisateur survole le nœud. Sur Windows, il est identique à "
+"[constant CURSOR_HSIZE]."
#: doc/classes/Control.xml
msgid ""
"Show the system's help mouse cursor when the user hovers the node, a "
"question mark."
msgstr ""
+"Affiche le curseur système de la souris pour l'aide lorsque l'utilisateur "
+"survole le nœud, avec un point d'interrogation."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres jusqu'au coin gauche supérieur du rectangle "
+"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres jusqu'au coin droit du rectangle englobant du "
+"contrôle parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres jusqu'au coin bas-gauche du rectangle "
+"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres jusqu'au coin bas-droit du rectangle englobant "
+"du contrôle parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the left edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres au centre du bord gauche du rectangle "
+"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the top edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres au centre du bord supérieur du rectangle "
+"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the right edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres au centre du bord droit du rectangle englobant "
+"du contrôle parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the bottom edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres au centre du bord du bas du rectangle "
+"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
+"Magnétise les 4 ancres au centre du rectangle englobant de contrôle parent. "
+"À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -18803,6 +22834,10 @@ msgid ""
"becomes relative to the left edge and the top margin relative to the top "
"left corner of the node's parent. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise les 4 ancres sur le bord gauche du contrôle parent. La marge "
+"gauche devient alors relative au bord gauche et à la marge supérieure par "
+"rapport au coin supérieur gauche du nœud parent). À utiliser avec [méthod "
+"set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -18811,6 +22846,11 @@ msgid ""
"edge, and the right margin relative to the top right corner of the node's "
"parent. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres sur le bord supérieur du contrôle parent. La "
+"marge gauche devient alors par rapport au coin supérieur gauche, à la marge "
+"supérieure par rapport au bord supérieur, et à la marge droite par rapport "
+"au coin supérieur droit du nœud parent . À utiliser avec [méthod "
+"set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -18818,6 +22858,10 @@ msgid ""
"becomes relative to the right edge and the top margin relative to the top "
"right corner of the node's parent. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise les 4 ancres au bord droit du contrôle parent. La marge droite "
+"devient alors par rapport au bord droit et à la marge supérieure par rapport "
+"au coin supérieur droit du nœud parent. À utiliser avec [méthod "
+"set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -18826,18 +22870,26 @@ msgid ""
"the bottom edge, and the right margin relative to the bottom right corner of "
"the node's parent. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise les 4 ancres au bord inférieur du contrôle parent. La marge gauche "
+"devient alors par rapport au coin inférieur gauche, à la marge inférieure "
+"par rapport au bord inférieur, et à la marge droite par rapport au coin "
+"inférieur droit du nœud parent. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to a vertical line that cuts the parent control in half. "
"Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise les 4 ancres sur une ligne verticale qui coupe le contrôle parent "
+"en deux. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to a horizontal line that cuts the parent control in "
"half. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise les 4 ancres sur une ligne horizontale qui coupe le contrôle "
+"parent en deux. À utiliser avec [méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -18846,10 +22898,15 @@ msgid ""
"parent control. This is equivalent to the \"Full Rect\" layout option in the "
"editor. Use with [method set_anchors_preset]."
msgstr ""
+"Magnétise toutes les 4 ancres aux angles respectifs du contrôle parent. "
+"Réglez toutes les 4 marges à 0 après avoir appliqué ce préréglage et le "
+"[Control] s'adaptera à son contrôle parent. Ceci est équivalent à l'option "
+"de mise en page \"Rectangle complet\" dans l'éditeur. À utiliser avec "
+"[méthod set_anchors_preset]."
#: doc/classes/Control.xml
msgid "The control will be resized to its minimum size."
-msgstr ""
+msgstr "Le contrôle sera redimensionné à sa taille minimale."
#: doc/classes/Control.xml
msgid "The control's width will not change."
@@ -18869,6 +22926,9 @@ msgid ""
"the available space without pushing any other node. Use with [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
+"Signale au [Container] parent d'étendre les limites de ce nœud pour remplir "
+"tout l'espace disponible sans pousser un autre nœud. À utiliser avec [member "
+"size_flags_horizontal] et [member size_flags_vertical]."
#: doc/classes/Control.xml
msgid ""
@@ -18878,12 +22938,19 @@ msgid ""
"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
"[member size_flags_vertical]."
msgstr ""
+"Signale au [Container] parent de laisser ce nœud prendre tout l'espace "
+"disponible sur l'axe spécifié. Si plusieurs nœuds voisins sont prêts à "
+"s'étendre, ils partagent l'espace en fonction de leur rapport d'étirement. "
+"Voir [member size_flags_stretch_ratio]. À utiliser avec [member "
+"size_flags_horizontal] et [member size_flags_vertical]."
#: doc/classes/Control.xml
msgid ""
"Sets the node's size flags to both fill and expand. See the 2 constants "
"above for more information."
msgstr ""
+"Définit les drapeaux de taille du nœud pour à la fois remplir et s'étendre. "
+"Voir les 2 constantes ci-dessus pour plus d'informations."
#: doc/classes/Control.xml
msgid ""
@@ -18892,6 +22959,10 @@ msgid ""
"expand size flags. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
+"Précise au [Container] parent de centrer le nœud en son milieu. Il centre le "
+"contrôle basé sur sont rectangle englobant, donc ça ne fonctionne pas avec "
+"les drapeaux de remplissage ou d'extension. Utilisez avec [membre "
+"size_flags_horizontal] et [membre size_flags_vertical]."
#: doc/classes/Control.xml
msgid ""
@@ -18900,6 +22971,10 @@ msgid ""
"flags. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
+"Précise au [Container] parent d'aligner le nœud sur la fin, soit en bas, "
+"soit sur bord droit. Il ne fonctionne pas avec les drapeaux de remplissage "
+"ou d'extension. Utilisez avec [membre size_flags_horizontal] et [membre "
+"size_flags_vertical]."
#: doc/classes/Control.xml
msgid ""
@@ -18909,6 +22984,12 @@ msgid ""
"automatically marked as handled, and they will not propagate further to "
"other controls. This also results in blocking signals in other controls."
msgstr ""
+"Le contrôle recevra les événements d'entrée de la souris via [method "
+"gui_input] si vous cliquez dessus. Et le contrôle recevra les signaux "
+"[signal mouse_entered] et [signal mouse_exited]. Ces événements sont "
+"automatiquement marqués comme traités, et ils ne se propagent pas vers les "
+"autres contrôles. Cela permet également de bloquer la propagation de ces "
+"signaux à partir d'autres contrôles."
#: doc/classes/Control.xml
msgid ""
@@ -18921,6 +23002,14 @@ msgid ""
"all, the event will still be handled automatically, so unhandled input will "
"not be fired."
msgstr ""
+"La contrôle recevra les événements d'entrée de la souris via [method "
+"gui_input] si vous cliquez dessus. Et le contrôle recevra les signaux "
+"[signal mouse_entered] et [signal mouse_exited]. Si ce contrôle ne traite "
+"pas l'événement, cet événement sera envoyé au contrôle parent (s'il existe), "
+"et ainsi de suite jusqu'à ce qu'il n'y ait plus de contrôle parent pour le "
+"traiter. Cela permet également aux signaux d'être émis dans d'autres "
+"contrôles. Même si aucun contrôle ne l'a traité, l'événement sera toujours "
+"traité automatiquement, alors les entrées non traitées ne seront pas émises."
#: doc/classes/Control.xml
msgid ""
@@ -18930,24 +23019,35 @@ msgid ""
"receiving these events or firing the signals. Ignored events will not be "
"handled automatically."
msgstr ""
+"Le contrôle ne recevra pas d'événements d'entrée de la souris via [méthode "
+"gui_input]. Le contrôle ne recevra pas non plus les signaux [signal "
+"mouse_entered] et [signal mouse_exited]. Cela ne bloquera pas d'autres "
+"contrôles de recevoir ces événements et n'émettra pas les signaux. Les "
+"événements ignorés ne seront pas traités automatiquement."
#: doc/classes/Control.xml
msgid ""
"The control will grow to the left or top to make up if its minimum size is "
"changed to be greater than its current size on the respective axis."
msgstr ""
+"Le contrôle va croître à gauche ou en haut pour compenser si sa taille "
+"minimale est plus grande que sa taille actuelle selon l'axe correspondant."
#: doc/classes/Control.xml
msgid ""
"The control will grow to the right or bottom to make up if its minimum size "
"is changed to be greater than its current size on the respective axis."
msgstr ""
+"Le contrôle va croître à droite ou en bas pour compenser si sa taille "
+"minimale est plus grande que sa taille actuelle selon l'axe correspondant."
#: doc/classes/Control.xml
msgid ""
"The control will grow in both directions equally to make up if its minimum "
"size is changed to be greater than its current size."
msgstr ""
+"Le contrôle va croître dans les deux directions de façon égale pour "
+"compenser si sa taille minimale est plus grande que sa taille actuelle."
#: doc/classes/Control.xml
msgid ""
@@ -18956,6 +23056,10 @@ msgid ""
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
+"Magnétise l'un des 4 côtés d'ancrage à l'origine de l'ancrage [code]Rect[/"
+"code], en haut à gauche. Utilisez-le avec l'une des variables membres "
+"[code]anchor_[* /code], comme [member anchor_left]. Pour modifier les 4 "
+"ancres à la fois, utilisez [method set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -18964,6 +23068,10 @@ msgid ""
"member variables, like [member anchor_left]. To change all 4 anchors at "
"once, use [method set_anchors_preset]."
msgstr ""
+"Magnétise l'un des 4 côtés d'ancrage à l'extrémité de l'extrémité "
+"[code]Rect[/code], en bas à droite. Utilisez-le avec l'une des variables "
+"membres [code]anchor_[* /code], comme [member anchor_left]. Pour modifier "
+"les 4 ancres à la fois, utilisez [method set_anchors_preset]."
#: doc/classes/ConvexPolygonShape.xml
msgid "Convex polygon shape for 3D physics."
@@ -18977,7 +23085,7 @@ msgstr "Ressource de forme de polygone concave 2D pour la physique."
#: doc/classes/ConvexPolygonShape.xml
msgid "The list of 3D points forming the convex polygon shape."
-msgstr ""
+msgstr "La liste des points 3D formant le polygone convexe."
#: doc/classes/ConvexPolygonShape2D.xml
msgid "Convex polygon shape for 2D physics."
@@ -18994,6 +23102,15 @@ msgid ""
"uses a more complex method of collision detection, and a convex one forces "
"itself to be convex in order to speed up collision detection."
msgstr ""
+"Forme polygone convexe pour la physique 2D. Un polygone convexe, quelle que "
+"soit sa forme, est décomposé en interne par d'autant de polygones convexes "
+"que nécessaire pour assurer que toutes les collisions sont toujours "
+"effectués sur les polygones convexes (ce qui sont plus rapide à vérifier).\n"
+"La principale différence entre un [ConvexPolygonShape2D] et un "
+"[ConcavePolygonShape2D] est qu'un polygone concave suppose toujours qu'il "
+"est concave et utilise une méthode plus complexe pour la détection des "
+"collisions, alors qu'un polygone convexe suppose toujours qu'il est convexe "
+"pour accélérer la détection des collisions."
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -19001,6 +23118,10 @@ msgid ""
"points] property using the convex hull algorithm. Removing all unneeded "
"points. See [method Geometry.convex_hull_2d] for details."
msgstr ""
+"Basé sur l'ensemble des points fournis, cela crée et définit la propriété "
+"[member points] en utilisant l'algorithme de découpage convexe. Ça enlève "
+"aussi tous les points inutiles. Voir [method Geometry.convex_hull_2d] pour "
+"plus de détails."
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -19009,6 +23130,10 @@ msgid ""
"[method set_point_cloud] to generate a convex hull shape from concave shape "
"points."
msgstr ""
+"La liste des sommets du polygone. Peut être dans le sens horaire ou dans le "
+"sens anti-horaire. Ne définissez cette propriété qu'avec des points d'une "
+"forme convexe, et utilisez [method set_point_cloud] pour générer une forme "
+"convexe à partir de points d'une forme concave."
#: doc/classes/CPUParticles.xml
msgid "CPU-based 3D particle emitter."
@@ -19023,30 +23148,44 @@ msgid ""
"[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
"and doesn't need to be configured by the user."
msgstr ""
+"Un nœud pour les particules 3D fonctionnant sur le CPU utilisé pour créer "
+"une grande variété d'effets de particules.\n"
+"Voir aussi [Particles], qui fournit la même fonctionnalité mais avec "
+"l'accélération matérielle (via GPU), mais ne peut pas fonctionner sur des "
+"appareils plus anciens.\n"
+"[b]Note :[/b] Contrairement aux [Particles], le rect de visibilité est "
+"généré à lors de émission et n'a pas besoin d'être configuré par "
+"l'utilisateur."
#: doc/classes/CPUParticles.xml
msgid ""
"Sets this node's properties to match a given [Particles] node with an "
"assigned [ParticlesMaterial]."
msgstr ""
+"Génère les propriétés de ce nœud pour correspondre à un nœud [Particules] "
+"avec en plus un nœud assigné [ParticlesMaterial]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the base value of the parameter specified by [enum Parameter]."
msgstr ""
+"Retourne la valeur de base pour le paramètre spécifie par [enum Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
-msgstr ""
+msgstr "Retourne la [Curve] du paramètre spécifié par [enum Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Returns the randomness factor of the parameter specified by [enum Parameter]."
msgstr ""
+"Retourne le facteur d'aléatoire pour le paramètre spécifie par [enum "
+"Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Returns the enabled state of the given flag (see [enum Flags] for options)."
msgstr ""
+"Retourne l'état activé du drapeau donné (voir [enum Flags] pour les options)."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Restarts the particle emitter."
@@ -19055,19 +23194,23 @@ msgstr "Redémarre l'émetteur de particules."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Sets the base value of the parameter specified by [enum Parameter]."
msgstr ""
+"Définit la valeur de base pour le paramètre spécifié par [enum Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
-msgstr ""
+msgstr "Définit la [Curve] du paramètre spécifié par [enum Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the randomness factor of the parameter specified by [enum Parameter]."
msgstr ""
+"Définit le facteur d'aléatoire pour le paramètre spécifie par [enum "
+"Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Enables or disables the given flag (see [enum Flags] for options)."
msgstr ""
+"Active ou désactive le drapeau donné (voir [enum Flags] pour les options)."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -19078,14 +23221,20 @@ msgid ""
"therefore removing all particles that were already emitted before changing "
"[member amount]."
msgstr ""
+"Le nombre de particules émises dans un cycle d'émission (correspondant à la "
+"durée [member lifetime]).\n"
+"[b]Note :[/b] Changer [member amount] réinitialisera l'émission des "
+"particules, supprimant ainsi toutes les particules déjà émises avant de "
+"changer [member amount]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Initial rotation applied to each particle, in degrees."
-msgstr ""
+msgstr "La rotation initiale appliquée à chaque particule, en degrés."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's rotation will be animated along this [Curve]."
msgstr ""
+"La rotation de chaque particule sera animée en fonction de cette [Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19097,10 +23246,14 @@ msgid ""
"Initial angular velocity applied to each particle in [i]degrees[/i] per "
"second. Sets the speed of rotation of the particle."
msgstr ""
+"Le vitesse de rotation appliquée à chaque particule en degrés [i]degrees[/i] "
+"par seconde."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's angular velocity will vary along this [Curve]."
msgstr ""
+"La vitesse angulaire de chaque particule sera animée en fonction de cette "
+"[Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19115,6 +23268,7 @@ msgstr "Décalage d’animation de particules."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's animation offset will vary along this [Curve]."
msgstr ""
+"Le décalage de chaque particule sera animé en fonction de cette [Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19129,6 +23283,8 @@ msgstr "Vitesse d’animation des particules."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's animation speed will vary along this [Curve]."
msgstr ""
+"La vitesse d'animation de chaque particule sera animée en fonction de cette "
+"[Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19141,6 +23297,9 @@ msgid ""
"[SpatialMaterial] make sure to set [member SpatialMaterial."
"vertex_color_use_as_albedo] to [code]true[/code]."
msgstr ""
+"La couleur initiale de chaque particule. Pour utiliser cette couleur dans un "
+"[SpatialMaterial], assurez-vous de définir [membrer SpatialMaterial."
+"vertex_color_use_as_albedo] à [code]true[/code]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19148,12 +23307,16 @@ msgid ""
"Each particle's initial color will vary along this [GradientTexture] "
"(multiplied with [member color])."
msgstr ""
+"La couleur initiale de chaque particule qui varie suivant la "
+"[GradientTexture] (multipliée avec [member color])."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's color will vary along this [GradientTexture] over its "
"lifetime (multiplied with [member color])."
msgstr ""
+"La couleur de chaque particule variera suivant cette [GradientTexture] "
+"durant sa durée de vie (multiplié par [member color])."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19161,13 +23324,11 @@ msgid "The rate at which particles lose velocity."
msgstr "Le vitesse à la laquelle les particules perdent leur vitesse."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
-#, fuzzy
msgid "Damping will vary along this [Curve]."
msgstr "L'amortissement varie le long de cette [Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
-#, fuzzy
msgid "Damping randomness ratio."
msgstr "Ratio d’amortissement aléatoire."
@@ -19188,60 +23349,76 @@ msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
+"La taille de rectangle si [member emission_shape] est [constant "
+"EMISSION_SHAPE_BOX]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the [Color]s to modulate particles by when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
+"Définit les [Color] pour moduler les particules en utilisant [constant "
+"EMISSION_SHAPE_POINTS] ou [constant EMISSION_SHAPE_DIRECTED_POINTS]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the direction the particles will be emitted in when using [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
+"Définit la direction des particules qui seront émises quand [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS] est utilisé."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the initial positions to spawn particles when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
+"Définit les positions initiales pour les particules créées en utilisant "
+"[constant EMISSION_SHAPE_POINTS] ou [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]."
#: doc/classes/CPUParticles.xml
msgid ""
"The axis for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
-msgstr ""
+msgstr "L'axe pour l'émetteur en anneau avec [constant EMISSION_SHAPE_RING]."
#: doc/classes/CPUParticles.xml
msgid ""
"The height for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
+"La hauteur de l’émetteur en anneau pour [constant EMISSION_SHAPE_RING]."
#: doc/classes/CPUParticles.xml
msgid ""
"The inner radius for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
+"Le rayon intérieur de l'émetteur en anneau quand définit à [constant "
+"EMISSION_SHAPE_RING]."
#: doc/classes/CPUParticles.xml
msgid ""
"The radius for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
-msgstr ""
+msgstr "Le rayon de l'émetteur en anneau pour [constant EMISSION_SHAPE_RING]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Particles will be emitted inside this region. See [enum EmissionShape] for "
"possible values."
msgstr ""
+"Les particules seront émises à l'intérieur de cette région. Voir [enum "
+"EmissionShape] pour les valeurs possible."
#: doc/classes/CPUParticles.xml
msgid ""
"The sphere's radius if [enum EmissionShape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
+"Le rayon de la sphere si [enum EmissionShape] est [constant "
+"EMISSION_SHAPE_SPHERE]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -19265,6 +23442,10 @@ msgid ""
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the particle system itself."
msgstr ""
+"Le nombre de trames du système de particules est fixé à une valeur. Par "
+"exemple, changer la valeur à 2 rendra les particules à 2 trames par seconde. "
+"Notez que cela ne ralentit pas le système de particules lui-même juste "
+"l'affichage final."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19274,16 +23455,22 @@ msgstr "Aligner l’axe Y de la particule avec la direction de sa vélocité."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "If [code]true[/code], particles will not move on the z axis."
msgstr ""
+"Si [code]true[/code], les particules ne se déplaceront pas le long de l'axe "
+"Z."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "If [code]true[/code], particles rotate around Y axis by [member angle]."
msgstr ""
+"Si [code]true[/code], les particules pivoteront autour de l'axe Y par "
+"[membre angle]."
#: doc/classes/CPUParticles.xml
msgid ""
"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
"particles to X/Z plane."
msgstr ""
+"La quantité d'éparpillement [member spread] dans le plan Y/Z. Une valeur de "
+"[code]1[/code] limite les particules au plan X/Z."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -19291,6 +23478,8 @@ msgid ""
"If [code]true[/code], results in fractional delta calculation which has a "
"smoother particles display effect."
msgstr ""
+"Si [code]true[/code], utilise un calcul d'étape fractionnelle qui permet "
+"affichage plus lisse des particules."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19300,17 +23489,16 @@ msgstr "Gravité appliquée à chaque particule."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Initial hue variation applied to each particle."
-msgstr ""
+msgstr "La variation de teinte appliquée à chaque particule."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's hue will vary along this [Curve]."
-msgstr ""
+msgstr "La teinte de chaque particule variera suivant cette [Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
-#, fuzzy
msgid "Hue variation randomness ratio."
-msgstr "Rapport de randomité de variation de teinte."
+msgstr "Facteur de l'aléatoire de la variation de la teinte."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19318,6 +23506,8 @@ msgid ""
"Initial velocity magnitude for each particle. Direction comes from [member "
"spread] and the node's orientation."
msgstr ""
+"La magnitude de la vitesse initiale de chaque particule. L'orientation "
+"dépend de [member spread] et de l'orientation du nœud."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19326,11 +23516,8 @@ msgstr "Facteur d'aléatoire de la vélocité initiale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
-#, fuzzy
msgid "The amount of time each particle will exist (in seconds)."
-msgstr ""
-"Le décalage dans la position avec laquelle le caractère va être affiché (en "
-"pixels)."
+msgstr "La durée que chaque particule existe (en secondes)."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19342,10 +23529,14 @@ msgstr "Facteur d'aléatoire de la durée de vie d'une particule."
msgid ""
"Linear acceleration applied to each particle in the direction of motion."
msgstr ""
+"L'accélération linéaire appliquée à chaque particule dans la direction du "
+"mouvement."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's linear acceleration will vary along this [Curve]."
msgstr ""
+"L'accélération linéaire de chaque particule sera animée en fonction de cette "
+"[Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19358,12 +23549,17 @@ msgid ""
"If [code]true[/code], particles use the parent node's coordinate space. If "
"[code]false[/code], they use global coordinates."
msgstr ""
+"Si [code]true[/code], les particules utilisent l'espace de coordonnées du "
+"parent du nœud. Si [code]false[/code], ils utilisent des coordonnées "
+"globales."
#: doc/classes/CPUParticles.xml
msgid ""
"The [Mesh] used for each particle. If [code]null[/code], particles will be "
"spheres."
msgstr ""
+"Le [Mesh] utilisé pour chaque particule. Si [code]null[/code], les "
+"particules seront des sphères."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
@@ -19371,6 +23567,9 @@ msgid ""
"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
"code] during a cycle, emission will stop at the cycle's end."
msgstr ""
+"Si [code]true[/code], un seul cycle d'émission se produit. Si définit à "
+"[code]true[/code] pendant un cycle, l'émission s'arrêtera à la fin de ce "
+"cycle."
#: doc/classes/CPUParticles.xml
msgid ""
@@ -19380,10 +23579,17 @@ msgid ""
"This property is only available when [member flag_disable_z] is [code]true[/"
"code]."
msgstr ""
+"La vitesse orbitale appliquée à chaque particule. Fait tourner les "
+"particules autour d'origine sur le plan XY local. Spécifié en nombre de "
+"rotations complètes autour de l'origine par seconde.\n"
+"Cette propriété est uniquement disponible lorsque [member flag_disable_z] "
+"est [code]true[/code]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's orbital velocity will vary along this [Curve]."
msgstr ""
+"La vitesse orbitale de chaque particule sera animée en fonction de cette "
+"[Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19394,6 +23600,8 @@ msgstr "Facteur d'aléatoire de la vélocité orbitale."
#: doc/classes/Particles2D.xml
msgid "Particle system starts as if it had already run for this many seconds."
msgstr ""
+"Le système de particules démarre comme s'il avait déjà commencé depuis "
+"plusieurs secondes."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19401,10 +23609,14 @@ msgid ""
"Radial acceleration applied to each particle. Makes particle accelerate away "
"from origin."
msgstr ""
+"L'accélération radiale appliquée à chaque particule. Fait accélérer les "
+"particules en s'éloignant de l'origine."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's radial acceleration will vary along this [Curve]."
msgstr ""
+"L'accélération radiale de chaque particule sera animée en fonction de cette "
+"[Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19423,7 +23635,7 @@ msgstr "Échelle initiale appliquée à chaque particule."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's scale will vary along this [Curve]."
-msgstr ""
+msgstr "La mise à l'échelle de chaque particule variera suivant cette [Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19436,12 +23648,17 @@ msgid ""
"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
"be used to pause the particles."
msgstr ""
+"Le facteur de vitesse du système de particules. Une valeur de [code]0[/code] "
+"peut être utilisée pour arrêter les particules."
#: doc/classes/CPUParticles.xml
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
msgstr ""
+"La direction initiale de chaque particule dans l'intervalle de "
+"[code]+spread[/code] à [code]-spread[/code] degrés. Appliquée aux plans sur "
+"X/Z et aux plans sur Y/Z."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19450,10 +23667,15 @@ msgid ""
"perpendicular to the particle's velocity giving the particles a swirling "
"motion."
msgstr ""
+"L'accélération tangentielle appliquée à chaque particule. Elle est "
+"perpendiculaire à la vitesse de la particule, ce qui donne aux particules un "
+"mouvement de glissement."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's tangential acceleration will vary along this [Curve]."
msgstr ""
+"L'accélération tangentielle de chaque particule sera animée en fonction de "
+"cette [Curve]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -19464,123 +23686,153 @@ msgstr "Facteur d'aléatoire de l'accélération tangentielle."
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particles are drawn in the order emitted."
msgstr ""
+"Les particules sont affichées dans l'ordre dans lequel elles ont été émises."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particles are drawn in order of remaining lifetime."
msgstr ""
+"Les particules sont affichées dans l'ordre de la durée de vie restante."
#: doc/classes/CPUParticles.xml doc/classes/Particles.xml
msgid "Particles are drawn in order of depth."
-msgstr ""
+msgstr "Les particules sont affichées suivant leur profondeur à l'écran."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set initial velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse initiale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set angular velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse angulaire."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set orbital velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse orbitale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set linear acceleration properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés d'accélération linéaire."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set radial acceleration properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés d'accélération radiale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set tangential acceleration properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de l'accélération tangentielle."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set damping properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés d'amortissement."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set angle properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de l'angle."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set scale properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de mise à l'échelle."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set hue variation properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de la variation de teinte."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set animation speed properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés de vitesse de l'animation."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set animation offset properties."
msgstr ""
+"Utiliser avec [method set_param], [method set_param_randomness], et [method "
+"set_param_curve] pour définir les propriétés du décalage de l'animation."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Represents the size of the [enum Parameter] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Parameter]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
msgstr ""
+"Utiliser avec [method set_particle_flag] pour définir [member flag_align_y]."
#: doc/classes/CPUParticles.xml
msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]."
msgstr ""
+"Utiliser avec [method set_particle_flag] pour définir [member flag_rotate_y]."
#: doc/classes/CPUParticles.xml
msgid "Use with [method set_particle_flag] to set [member flag_disable_z]."
msgstr ""
+"Utiliser avec [method set_particle_flag] pour définir [member "
+"flag_disable_z]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml
#: doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum Flags] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Flags]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "All particles will be emitted from a single point."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis un seul point."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in the volume of a sphere."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis l'intérieur d'une sphère."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in the volume of a box."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis l'intérieur d'une boite."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -19588,6 +23840,9 @@ msgid ""
"emission_points]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
+"Les particules seront émises à une position choisie au hasard parmi les "
+"points [member emission_points]. La couleur des particules sera modulée par "
+"[member emission_colors]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -19596,15 +23851,19 @@ msgid ""
"[member emission_normals]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
+"Les particules seront émises à une position choisie au hasard parmi [member "
+"emission_points]. La vitesse et la rotation des particules seront "
+"déterminées en fonction de [member emission_normals]. La couleur des "
+"particules sera modulée par [member emission_colors]."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in a ring or cylinder."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis un anneau ou un cylindre."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Represents the size of the [enum EmissionShape] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum EmissionShape]."
#: doc/classes/CPUParticles2D.xml
msgid "CPU-based 2D particle emitter."
@@ -19619,36 +23878,53 @@ msgid ""
"[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
"fly and doesn't need to be configured by the user."
msgstr ""
+"Nœud de particules 2D calculées par le CPU pour créer une variété de "
+"systèmes et d'effets de particules.\n"
+"Voir aussi [Particles2D], qui fournit la même fonctionnalité mais en "
+"utilisant l'accélération matérielle, mais ne peut pas fonctionner sur des "
+"appareils plus anciens.\n"
+"[b]Note :[/b] Contrairement [Particles2D], le rectangle de visibilité est "
+"généré à l'émission et n'a donc pas besoin d'être définit par l'utilisateur."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Sets this node's properties to match a given [Particles2D] node with an "
"assigned [ParticlesMaterial]."
msgstr ""
+"Définit les propriétés de ce nœud pour correspondre à au nœud [Particles2D] "
+"spécifié, en incluant un nœud [ParticlesMaterial]."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Each particle's initial color. If [member texture] is defined, it will be "
"multiplied by this color."
msgstr ""
+"La couleur initiale de chaque particule. Si [member texture] est défini, les "
+"particules sont multipliées par cette couleur."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Each particle's color will vary along this [Gradient] (multiplied with "
"[member color])."
msgstr ""
+"Chaque couleur de particle varie selon ce [Gradient] (multiplié avec [member "
+"color])."
#: doc/classes/CPUParticles2D.xml
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_RECTANGLE]."
msgstr ""
+"Le rectangle d'émission si [member emission_shape] est [constant "
+"EMISSION_SHAPE_RECTANGLE]."
#: doc/classes/CPUParticles2D.xml
msgid ""
"The sphere's radius if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
+"Le rayon de la sphère si [member emission_shape] est [constant "
+"EMISSION_SHAPE_SPHERE]."
#: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml
#: doc/classes/Particles2D.xml
@@ -19657,6 +23933,10 @@ msgid ""
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the simulation of the particle system itself."
msgstr ""
+"Le nombre de trames du système de particules est fixé à une valeur. Par "
+"exemple, changer la valeur à 2 rendra les particules à 2 trames par seconde. "
+"Notez que cela ne ralentit pas le système de particules lui-même juste "
+"l'affichage final."
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid ""
@@ -19666,36 +23946,53 @@ msgid ""
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
+"La texture de normale à utiliser pour la propriété [member texture].\n"
+"[b]Note :[/b] Godot s'attend à ce que la texture de normale utilise les "
+"coordonnées +X, -Y, et +Z. Voir [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]cette page[/url] "
+"pour une comparaison des coordonnées des textures de normales attendues par "
+"les principaux moteurs de jeu."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Orbital velocity applied to each particle. Makes the particles circle around "
"origin. Specified in number of full rotations around origin per second."
msgstr ""
+"La vitesse orbitale appliquée à chaque particule. Fait tourner les "
+"particules autour de l'origine. Spécifié en nombre de rotations complètes "
+"autour de l'origine par seconde."
#: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees."
msgstr ""
+"La direction initiale de chaque particules sera comprise entre "
+"[code]+spread[/code] et [code]-spread[/code] degrés."
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid "Particle texture. If [code]null[/code], particles will be squares."
msgstr ""
+"La texture des particules. Si [code]null[/code], les particules seront "
+"carrées."
#: doc/classes/CPUParticles2D.xml
msgid "Present for consistency with 3D particle nodes, not used in 2D."
msgstr ""
+"Présent pour des raisons de cohérence avec les nœuds de particules 3D, mais "
+"non utilisé en 2D."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Particles will be emitted on the surface of a sphere flattened to two "
"dimensions."
msgstr ""
+"Les particules seront émises à la surface d'une sphère aplatie en deux "
+"dimensions."
#: doc/classes/CPUParticles2D.xml
msgid "Particles will be emitted in the area of a rectangle."
-msgstr ""
+msgstr "Toutes les particules seront émises depuis l'aire d'un rectangle."
#: doc/classes/Crypto.xml
msgid "Access to advanced cryptographic functionalities."
@@ -19741,6 +24038,44 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
+"La classe Crypto permet d'accéder à des fonctionnalités cryptographiques "
+"plus avancées dans Godot.\n"
+"Pour l'instant, cela inclus la génération de données aléatoires pour des "
+"utilsations cryptographiques, la génération de clés RSA et de certificats "
+"auto-signés X509, de clé asymétriques de cryptage/décryptage, la signature "
+"et la vérification.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var crypto = Crypto.new()\n"
+"var key = CryptoKey.new()\n"
+"var cert = X509Certificate.new()\n"
+"\n"
+"func _ready():\n"
+" # Générer une nouvelle clé RSA.\n"
+" key = crypto.generate_rsa(4096)\n"
+" # Générer un nouveau certificat auto-signé avec le clé.\n"
+" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
+"O=My Game Company,C=IT\")\n"
+" # Enregistrer la clé et le certificat dans le dossier utilisateur.\n"
+" key.save(\"user://generated.key\")\n"
+" cert.save(\"user://generated.crt\")\n"
+" # Cryptage\n"
+" var data = \"Des données\"\n"
+" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
+" # Décryptage\n"
+" var decrypted = crypto.decrypt(key, encrypted)\n"
+" # Signature\n"
+" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), key)\n"
+" # Vérification\n"
+" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), signature, key)\n"
+" # Tests\n"
+" assert(verified)\n"
+" assert(data.to_utf8() == decrypted)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] N'est pas disponible dans les exports HTML5."
#: doc/classes/Crypto.xml
msgid ""
@@ -19750,6 +24085,11 @@ msgid ""
"string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
"information."
msgstr ""
+"Compare deux [PoolByteArray] pour l'égalité sans fuite temporelle "
+"d'informations afin de prévenir les attaques temporelles.\n"
+"Voir [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
+"string-comparison-with-double-hmac-strategy]ce blog[/url] pour plus "
+"d'informations."
#: doc/classes/Crypto.xml
msgid ""
@@ -19758,6 +24098,10 @@ msgid ""
"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
"size."
msgstr ""
+"Décrypte le texte crypté [code]ciphertext[/code] donné avec le clé publique "
+"[code]key[/code] fournie.\n"
+"[b]Note :[/b] La taille maximale pour le texte est limitée par la taille de "
+"la clé."
#: doc/classes/Crypto.xml
msgid ""
@@ -19766,18 +24110,26 @@ msgid ""
"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
"size."
msgstr ""
+"Crypte le texte [code]plaintext[/code] donné avec le clé publique [code]key[/"
+"code] fournie.\n"
+"[b]Note :[/b] La taille maximale pour le texte est limitée par la taille de "
+"la clé."
#: doc/classes/Crypto.xml
msgid ""
"Generates a [PoolByteArray] of cryptographically secure random bytes with "
"given [code]size[/code]."
msgstr ""
+"Génère un [PoolByteArray] d'octets aléatoirement sécurisés de manière "
+"cryptographique de la taille [code]size[/code]."
#: doc/classes/Crypto.xml
msgid ""
"Generates an RSA [CryptoKey] that can be used for creating self-signed "
"certificates and passed to [method StreamPeerSSL.accept_stream]."
msgstr ""
+"Génère une [CryptoKey] RSA qui peut être utilisé pour créer des certificats "
+"autosignés et transmis à [method StreamPeerSSL.accept_stream]."
#: doc/classes/Crypto.xml
msgid ""
@@ -19798,6 +24150,24 @@ msgid ""
"Game Company,C=IT\")\n"
"[/codeblock]"
msgstr ""
+"Génère un [X509Certificate] auto-signé avec la clé [CryptoKey] et le nom "
+"[code]issuer_name[/code]. La date de validité du certificat est définie par "
+"[code]not_before[/code] et [code]not_after[/code] (la date de début et de "
+"fin de validité). Le nom [code]issuer_name[/code] doit contenir au moins "
+"\"CN=\" (le nom commun, par exemple le nom de domaine), "
+"\"O=\" (l'organisation, par exemple le nom de votre entreprise) et "
+"\"C=\" (le pays, un code ISO-3166 à deux lettres du pays où l'entreprise est "
+"située).\n"
+"Un court exemple pour générer une clé RSA avec un certificat X509 auto-"
+"signé.\n"
+"[codeblock]\n"
+"var crypto = Crypto.new()\n"
+"# Générer un clé RSA 4096 bits.\n"
+"var key = crypto.generate_rsa(4096)\n"
+"# Générer un certificat auto-signé à partir de la clé donnée.\n"
+"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,"
+"O=Mon Studio de Jeux,C=FR\")\n"
+"[/codeblock]"
#: doc/classes/Crypto.xml
msgid ""
@@ -19808,18 +24178,28 @@ msgid ""
"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
"HashingContext.HASH_SHA1] are supported."
msgstr ""
+"Génère un résumé [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] de "
+"[code]msg[/code] à partir de la clé [code]key[/code]. Le paramètre "
+"[code]hash_type[/code] est l'algorithme de hachage utilisé pour les hachages "
+"intérieurs et extérieurs.\n"
+"Actuellement, seuls les algorithmes [constant HashingContext.HASH_SHA256] et "
+"[constant HashingContext.HASH_SHA1] sont supportés."
#: doc/classes/Crypto.xml
msgid ""
"Sign a given [code]hash[/code] of type [code]hash_type[/code] with the "
"provided private [code]key[/code]."
msgstr ""
+"Signe le [code]hash[/code] spécifié du type [code]hash_type[/code] avec la "
+"clé privée [code]key[/code] donnée."
#: doc/classes/Crypto.xml
msgid ""
"Verify that a given [code]signature[/code] for [code]hash[/code] of type "
"[code]hash_type[/code] against the provided public [code]key[/code]."
msgstr ""
+"Vérifie la [code]signature[/code] donnée pour le [code]hash[/code] du type "
+"[code]hash_type[/code] avec la clé publique [code]key[/code] fournie."
#: doc/classes/CryptoKey.xml
msgid "A cryptographic key (RSA)."
@@ -19831,18 +24211,22 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
+"La classe CryptoKey représente une clé cryptographique. Les clés peuvent "
+"être chargées et sauvegardées comme toute autre [Resource].\n"
+"Elles peuvent être utilisées pour générer un certicat [X509Certificate] "
+"autosigné avec [method Crypto.generate_self_signed_certificate] et comme clé "
+"privée dans [method StreamPeerSSL.accept_stream] avec le certificat "
+"approprié."
#: doc/classes/CryptoKey.xml
-#, fuzzy
msgid ""
"Return [code]true[/code] if this CryptoKey only has the public part, and not "
"the private one."
msgstr ""
-"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la "
-"chaîne de caractères donnée."
+"Retourne [code]true[/code] si cette CryptoKey ne contient que la partie "
+"publique, et non la partie privée."
#: doc/classes/CryptoKey.xml
msgid ""
@@ -19851,12 +24235,19 @@ msgid ""
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
+"Charge la clé à [code]path[/code]. Si [code]public_only[/code] est "
+"[code]true[/code], seule la clé publique sera chargée.\n"
+"[b]Note :[/b] [code]path[/code] doit être un fichier \"*.pub\" si "
+"[code]public_only[/code] est [code]true[/code], et un fichier \"*.key\" "
+"sinon."
#: doc/classes/CryptoKey.xml
msgid ""
"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
"is [code]true[/code], only the public key will be loaded."
msgstr ""
+"Charge une clé depuis la [code]string[/code] donnée. Si [code]public_only[/"
+"code] est [code]true[/code], seule la clé publique sera chargée."
#: doc/classes/CryptoKey.xml
msgid ""
@@ -19865,12 +24256,21 @@ msgid ""
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
+"Enregistre une clé au chemin [code]path[/code] spécifié. Si "
+"[code]public_only[/code] est [code]true[/code], seule la clé publique sera "
+"enregistrée.\n"
+"[b]Note :[/b] [code]path[/code] doit être un fichier avec l'extension \"."
+"pub\" si [code]public_only[/code] est [code]true[/code], et avec l'extension "
+"\".key\" sinon."
#: doc/classes/CryptoKey.xml
msgid ""
"Returns a string containing the key in PEM format. If [code]public_only[/"
"code] is [code]true[/code], only the public key will be included."
msgstr ""
+"Retourne une chaîne de caractères contenant la clé en format PEM. Si "
+"[code]public_only[/code] est [code]true[/code], seule la clé publique sera "
+"incluse."
#: modules/csg/doc_classes/CSGBox.xml
msgid "A CSG Box shape."
@@ -19897,23 +24297,23 @@ msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid "Depth of the box measured from the center of the box."
-msgstr ""
+msgstr "La profondeur de la boite mesurée depuis son centre."
#: modules/csg/doc_classes/CSGBox.xml
msgid "Height of the box measured from the center of the box."
-msgstr ""
+msgstr "La hauteur de la boite mesuré depuis son centre."
#: modules/csg/doc_classes/CSGBox.xml
msgid "The material used to render the box."
-msgstr ""
+msgstr "Le matériau utilisé pour rendre la boite."
#: modules/csg/doc_classes/CSGBox.xml
msgid "Width of the box measured from the center of the box."
-msgstr ""
+msgstr "La longueur de la boite mesuré depuis son centre."
#: modules/csg/doc_classes/CSGCombiner.xml
msgid "A CSG node that allows you to combine other CSG modifiers."
-msgstr ""
+msgstr "Un nœud CSG qui permet de combiner plusieurs modificateurs CSG."
#: modules/csg/doc_classes/CSGCombiner.xml
msgid ""
@@ -19933,7 +24333,6 @@ msgid ""
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
-#, fuzzy
msgid "A CSG Cylinder shape."
msgstr "Une forme de cylindre CSG."
@@ -19985,7 +24384,6 @@ msgid ""
msgstr ""
#: modules/csg/doc_classes/CSGMesh.xml
-#, fuzzy
msgid "A CSG Mesh shape that uses a mesh resource."
msgstr "Une forme de maillage CSG qui utilise une ressource de maillage."
@@ -20035,6 +24433,7 @@ msgstr ""
msgid ""
"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
msgstr ""
+"Quand [member mode] est [constant MODE_DEPTH], la profondeur de l'extrusion."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20046,7 +24445,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "The [member mode] used to extrude the [member polygon]."
-msgstr ""
+msgstr "Le [member mode] utilisé pour extruder le [member polygon]."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20055,12 +24454,18 @@ msgid ""
"shape. If [code]false[/code] the top half of the material is repeated every "
"step of the extrusion."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], par défaut, la moitié "
+"supérieure du [member material] est étirée sur toute la longueur de la forme "
+"extrudée. Si [code]false[/code] la partie supérieure du matériau est répétée "
+"à chaque étape de l'extrusion."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
"path points to extrusions."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], l'intervalle de chemin ou le "
+"rapport de chemin pointe vers les extrusions."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20068,6 +24473,10 @@ msgid ""
"interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
"subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], cela déterminera si "
+"l'intervalle doit être suivant la distance ([constant "
+"PATH_INTERVAL_DISTANCE]) ou suivant une fraction des sous-divisions "
+"([constant PATH_INTERVAL_SUBDIVIDE])."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20075,6 +24484,9 @@ msgid ""
"the path are joined, by adding an extrusion between the last and first "
"points of the path."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], si [code]true[/code] les "
+"extrémités du chemin sont jointes, en ajoutant une extrusion entre le "
+"dernier et le premier points du chemin."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20082,24 +24494,34 @@ msgid ""
"[Transform] of the [CSGPolygon] is used as the starting point for the "
"extrusions, not the [Transform] of the [member path_node]."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], si [code]true[/code] la "
+"[Transform] du [CSGPolygon] est utilisée comme point de départ pour les "
+"extrusions, et non pas la [Transform] du [member path_node]."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], the location of the [Path] "
"object used to extrude the [member polygon]."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], l'emplacement de l'objet "
+"[Path] utilisé pour extruder le [member polygon]."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
"used to rotate the [member polygon] as it is extruded."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], la méthode [enum "
+"PathRotation] utilisée pour faire pivoter le [member polygon] selon son "
+"extrusion."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], extrusions that are less than "
"this angle, will be merged together to reduce polygon count."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], les extrusions qui sont "
+"inférieures à cet angle seront fusionnés pour réduire le nombre de polygones."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20107,6 +24529,10 @@ msgid ""
"path, in meters, the texture coordinates will tile. When set to 0, texture "
"coordinates will match geometry exactly with no tiling."
msgstr ""
+"Lorsque [member mode] est [constant MODE_PATH], c'est la distance le long du "
+"chemin, en mètres, que les coordonnées de texture seront répétées. Quand à "
+"0, les coordonnées de texture correspondront exactement à la géométrie sans "
+"répétition."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20117,6 +24543,12 @@ msgid ""
"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
"will be generated."
msgstr ""
+"Le tableau de points qui définit le polygone 2D extrudé. Cela peut être un "
+"polygone convexe ou concave avec 3 points ou plus. Le polygone ne doit "
+"[i]pas[/i] avoir de bords qui sont des intersections. Sinon, la "
+"triangulation échouera et aucun maillage ne sera généré.\n"
+"[b]Note :[/b] Si seulement 1 ou 2 points sont définis dans [member polygon], "
+"aucun maillage ne sera généré."
#: modules/csg/doc_classes/CSGPolygon.xml
#, fuzzy
@@ -20133,10 +24565,11 @@ msgstr ""
msgid ""
"When [member mode] is [constant MODE_SPIN], the number of extrusions made."
msgstr ""
+"Quand [member mode] est [constant MODE_SPIN], le nombre d'extrusions faites."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "The [member polygon] shape is extruded along the negative Z axis."
-msgstr ""
+msgstr "La forme [member polygone] est extrudée le long de l'axe Z négatif."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20150,6 +24583,8 @@ msgid ""
"The [member polygon] shape is extruded along the [Path] specified in [member "
"path_node]."
msgstr ""
+"La forme [member polygone] est extrudée le long du [Path] spécifié par "
+"[member path_node]."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20157,6 +24592,9 @@ msgid ""
"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
"ensure viable shapes."
msgstr ""
+"La forme [member polygon] n'a pas pivoté.\n"
+"[b]Note :[/b] Nécessite que les coordonnées Z du chemin diminuent en "
+"continue pour assurer des formes viables."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20165,12 +24603,17 @@ msgid ""
"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
"ensure viable shapes."
msgstr ""
+"La forme [member polygon] est pivotée le long du chemin, mais elle n'est pas "
+"pivotée autour de l'axe du chemin.\n"
+"[b]Note :[/b] Nécessite que les coordonnées Z du chemin diminuent en "
+"continue pour assurer des formes viables."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"The [member polygon] shape follows the path and its rotations around the "
"path axis."
msgstr ""
+"La forme [member polygon] suit le chemin et pivote autour de l'axe du chemin."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -20178,12 +24621,17 @@ msgid ""
"will determine the distance, in meters, each interval of the path will "
"extrude."
msgstr ""
+"Lorsque [member mode] est défini à [constant MODE_PATH], [member "
+"path_interval] déterminera la distance, en mètres, entre chaque intervalle "
+"où le chemin s'extrudera."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will subdivide the polygons along the path."
msgstr ""
+"Lorsque [member mode] est défini [constant MODE_PATH], [member "
+"path_interval] divisera les polygones le long du chemin."
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid "Base class for CSG primitives."
@@ -20223,7 +24671,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml
#: doc/classes/SoftBody.xml
msgid "Returns an individual bit on the collision mask."
-msgstr ""
+msgstr "Retourne un seul bit du masque de collision."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -20231,6 +24679,9 @@ msgid ""
"node and the second is the root [Mesh] of this node. Only works when this "
"node is the root shape."
msgstr ""
+"Retourne un [Array] avec deux éléments, le premier est la [Transform] de ce "
+"nœud et le second est le [Mesh] racine de ce nœud. Ne fonctionne que lorsque "
+"ce nœud est la forme racine."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -20245,12 +24696,16 @@ msgid ""
"Sets individual bits on the layer mask. Use this if you only need to change "
"one layer's value."
msgstr ""
+"Définit des bits individuels sur le masque de calque. Utilisez ceci si vous "
+"n'avez besoin que de changer de calque."
#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
msgid ""
"Sets individual bits on the collision mask. Use this if you only need to "
"change one layer's value."
msgstr ""
+"Définit des bits individuels sur le masque de collision. Utilisez ceci si "
+"vous n'avez besoin que de changer de calque."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -20271,6 +24726,17 @@ msgid ""
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
+"Le calque physique de cette zone.\n"
+"Les objets de collision peuvent exister dans l'un des 32 calques "
+"différentes. Ces calques fonctionnent comme un système de marquage, et ne "
+"sont pas visuels. Un objet de collision peut utiliser ces calques pour "
+"sélectionner avec quels objets il peut entrer en collision, en utilisant la "
+"propriété [member collision_mask].\n"
+"Un contact est détecté si l'objet A est dans l'un des calques que l'objet B "
+"observe, ou si l'objet B est dans tous les calques observés par l'objet A. "
+"Voir [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-"
+"layers-and-masks]Calques et masques de collision[/url] dans la documentation "
+"pour plus d'informations."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -20286,6 +24752,9 @@ msgid ""
"CSG child node as the operation is between this node and the previous child "
"of this nodes parent."
msgstr ""
+"L'opération effectuée sur cette forme. Ceci est ignoré pour le premier nœud "
+"enfant CSG puisque l'opération est entre ce nœud et l'enfant précédent de ce "
+"nœud parent."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -20300,6 +24769,9 @@ msgid ""
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden."
msgstr ""
+"Ajoute une forme de collision au moteur de physique pour cette forme CSG. "
+"Cela agira toujours comme un corps statique. Notez que la forme de collision "
+"est toujours active même si cette forme CSG est cachée."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -20397,6 +24869,9 @@ msgid ""
"effect making the torus seem rounded. If [code]false[/code] the torus will "
"have a flat shaded look."
msgstr ""
+"Si [code]true[/code] les normales du tore sont définies pour donner un effet "
+"lisse donnant l'impression que le tore est arrondis. Si [code]false[/code] "
+"le tore aura un aspect de rendu plat."
#: modules/mono/doc_classes/CSharpScript.xml
#, fuzzy
@@ -20413,16 +24888,18 @@ msgid ""
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
+"Cette classe représente un script C#. C'est l'équivalent C# de la classe "
+"[GDScript] et n'est disponible que dans les versions de Godot avec Mono.\n"
+"Voir aussi [GodotSharp]."
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
-#, fuzzy
msgid "Returns a new instance of the script."
-msgstr "Retourne une nouvelle instance du scénario."
+msgstr "Retourne une nouvelle instance du script."
#: doc/classes/CubeMap.xml
msgid "A CubeMap is a 6-sided 3D texture."
-msgstr ""
+msgstr "Un CubeMap est une texture à 6 faces en 3D."
#: doc/classes/CubeMap.xml
msgid ""
@@ -20441,6 +24918,8 @@ msgid ""
"Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] "
"constants."
msgstr ""
+"Retourne une [Image] pour le côté du [CubeMap] correspondant à l'une des "
+"constantes [enum Side]."
#: doc/classes/CubeMap.xml
#, fuzzy
@@ -20452,18 +24931,24 @@ msgid ""
"Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] "
"constants."
msgstr ""
+"Définit une [Image] pour le côté du [CubeMap] correspondant à l'une des "
+"constantes [enum Side]."
#: doc/classes/CubeMap.xml
msgid ""
"The render flags for the [CubeMap]. See the [enum Flags] constants for "
"details."
msgstr ""
+"Les drapeaux de rendu pour le [CubeMap]. Voir les constantes [enum Flags] "
+"pour plus d'informations."
#: doc/classes/CubeMap.xml
msgid ""
"The lossy storage quality of the [CubeMap] if the storage mode is set to "
"[constant STORAGE_COMPRESS_LOSSY]."
msgstr ""
+"La qualité de stockage avec perte du [CubeMap] si le mode de stockage est "
+"défini à [constant STORAGE_COMPRESS_LOSSY]."
#: doc/classes/CubeMap.xml
#, fuzzy
@@ -20472,62 +24957,65 @@ msgstr "Convertit le format de l’image. Voir les constantes [enum Format]."
#: doc/classes/CubeMap.xml
msgid "Store the [CubeMap] without any compression."
-msgstr ""
+msgstr "Enregistre le [CubeMap] sans aucune compression."
#: doc/classes/CubeMap.xml
msgid "Store the [CubeMap] with strong compression that reduces image quality."
msgstr ""
+"Enregistre le [CubeMap] avec une forte compression qui réduit la qualité de "
+"l'image."
#: doc/classes/CubeMap.xml
msgid ""
"Store the [CubeMap] with moderate compression that doesn't reduce image "
"quality."
msgstr ""
+"Enregistre la [CubeMap] avec une compression modérée qui ne réduit pas la "
+"qualité de l'image."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the left face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face de gauche du [CubeMap]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the right face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face de droite du [CubeMap]."
#: doc/classes/CubeMap.xml
msgid "Identifier for the bottom face of the [CubeMap]."
-msgstr ""
+msgstr "L'identifiant de la face du bas du [CubeMap]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the top face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face du haut du [CubeMap]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the front face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face de devant du [CubeMap]."
#: doc/classes/CubeMap.xml
-#, fuzzy
msgid "Identifier for the back face of the [CubeMap]."
-msgstr "Inverser les faces du maillage."
+msgstr "L'identifiant de la face de derrière du [CubeMap]."
#: doc/classes/CubeMap.xml
msgid "Generate mipmaps, to enable smooth zooming out of the texture."
-msgstr ""
+msgstr "Génère des mipmaps, pour lisser le zoom arrière de la texture."
#: doc/classes/CubeMap.xml
msgid "Repeat (instead of clamp to edge)."
-msgstr ""
+msgstr "Répète (plutôt que s'arrête aux bords)."
#: doc/classes/CubeMap.xml
msgid "Turn on magnifying filter, to enable smooth zooming in of the texture."
msgstr ""
+"Active le filtre grossissant pour permettre un agrandissement plus lisse de "
+"la texture."
#: doc/classes/CubeMap.xml
msgid "Default flags. Generate mipmaps, repeat, and filter are enabled."
msgstr ""
+"Les drapeaux par défaut. Cela génère les mipmaps, et active la répétition et "
+"le filtrage de la texture."
#: doc/classes/CubeMesh.xml
msgid "Generate an axis-aligned cuboid [PrimitiveMesh]."
@@ -20544,6 +25032,16 @@ msgid ""
"this, increase [member subdivide_depth], [member subdivide_height] and "
"[member subdivide_width] until you no longer notice UV jittering."
msgstr ""
+"Générer un cuboïde [PrimitiveMesh] aligné sur les axes.\n"
+"La projection des UV du cube est disposée selon une disposition de 3×2 qui "
+"permet de placer une texture sur chaque face individuellement. Pour "
+"appliquer la même texture sur toutes les faces, modifiez la propriété UV du "
+"matériau actif à [code]Vector3(3, 2, 1)[/code].\n"
+"[b]Note :[/b] Lors de l'utilisation d'une grande texture [CubeMesh] (par "
+"exemple pour le sol), vous pouvez tomber sur des problèmes de jittering de "
+"l'UV suivant l'angle de la caméra. Pour résoudre cela, augmentez [member "
+"subdivide_depth], [member subdivide_height] et [member subdivide_width] "
+"jusqu'à ce que vous ne remarquez plus le jittering de l'UV."
#: doc/classes/CubeMesh.xml
msgid "Size of the cuboid mesh."
@@ -20552,14 +25050,17 @@ msgstr "Taille du maillage cuboïde."
#: doc/classes/CubeMesh.xml
msgid "Number of extra edge loops inserted along the Z axis."
msgstr ""
+"Le nombre de boucles de bord supplémentaires insérées le long de l'axe Z."
#: doc/classes/CubeMesh.xml
msgid "Number of extra edge loops inserted along the Y axis."
msgstr ""
+"Le nombre de boucles de bord supplémentaires insérées le long de l'axe Y."
#: doc/classes/CubeMesh.xml
msgid "Number of extra edge loops inserted along the X axis."
msgstr ""
+"Le nombre de boucles de bord supplémentaires insérées le long de l'axe X."
#: doc/classes/CullInstance.xml
msgid "Parent of all nodes that can be culled by the Portal system."
@@ -20648,6 +25149,8 @@ msgstr ""
#: doc/classes/CullInstance.xml
msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players."
msgstr ""
+"À utiliser pour les instances qui se déplacent [b]entre[/b] les [Room], par "
+"ex. les joueurs."
#: doc/classes/CullInstance.xml
msgid ""
@@ -20671,6 +25174,9 @@ msgid ""
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
"points relative to the [code]0.5[/code] Y position."
msgstr ""
+"Une courbe qui peut être sauvegardée et réutilisée pour d'autres objets. Par "
+"défaut, elle va de [code]0[/code] à [code]1[/code] selon l'axe Y et les "
+"positions sont relatives à la position [code]0.5[/code] de l'axe Y."
#: doc/classes/Curve.xml
msgid ""
@@ -20680,16 +25186,24 @@ msgid ""
"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is "
"set to [constant TANGENT_FREE]."
msgstr ""
+"Ajoute un point à la courbe. Pour chaque côté, si le [code]*_mode[/code] est "
+"[constant TANGENT_LINEAR], l'angle [code]*_tangent[/code] (en degrés) "
+"utilise la pente de la courbe définie par rapport à la demi-distance du "
+"point adjacent. Permet des spécifier des tangentes personnalisées avec "
+"[code]*_tangent[/code] si [code]*_mode[/code] est défini à [constant "
+"TANGENT_FREE]."
#: doc/classes/Curve.xml
msgid "Recomputes the baked cache of points for the curve."
-msgstr ""
+msgstr "Recalcule le cache des points de la courbe."
#: doc/classes/Curve.xml
msgid ""
"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
"to their neighbor on the curve."
msgstr ""
+"Retire les points qui sont plus proches que [code]CMP_EPSILON[/code] "
+"(0.00001) unités à leur voisin sur la courbe."
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Removes all points from the curve."
@@ -20697,39 +25211,45 @@ msgstr "Supprime tous les points de la courbe."
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Returns the number of points describing the curve."
-msgstr ""
+msgstr "Retourne le nombre de points décrivant la courbe."
#: doc/classes/Curve.xml
msgid ""
"Returns the left [enum TangentMode] for the point at [code]index[/code]."
-msgstr ""
+msgstr "Retourne le [enum TangentMode] à gauche du point à [code]index[/code]."
#: doc/classes/Curve.xml
msgid ""
"Returns the left tangent angle (in degrees) for the point at [code]index[/"
"code]."
msgstr ""
+"Retourne l'angle de la tangente gauche (en degrés) pour le point à l'index "
+"[code]index[/code]."
#: doc/classes/Curve.xml
msgid "Returns the curve coordinates for the point at [code]index[/code]."
-msgstr ""
+msgstr "Retourne les coordonnées de la courbe au point à [code]index[/code]."
#: doc/classes/Curve.xml
msgid ""
"Returns the right [enum TangentMode] for the point at [code]index[/code]."
-msgstr ""
+msgstr "Retourne le [enum TangentMode] à droite du point à [code]index[/code]."
#: doc/classes/Curve.xml
msgid ""
"Returns the right tangent angle (in degrees) for the point at [code]index[/"
"code]."
msgstr ""
+"Retourne l'angle de la tangente droite (en degrés) pour le point à l'index "
+"[code]index[/code]."
#: doc/classes/Curve.xml
msgid ""
"Returns the Y value for the point that would exist at the X position "
"[code]offset[/code] along the curve."
msgstr ""
+"Retourne la valeur Y pour un point qui existerait à la position X "
+"[code]offset[/code] le long de la courbe."
#: doc/classes/Curve.xml
msgid ""
@@ -20737,22 +25257,29 @@ msgid ""
"[code]offset[/code] along the curve using the baked cache. Bakes the curve's "
"points if not already baked."
msgstr ""
+"Retourne la valeur Y pour un point qui existerait à la position X "
+"[code]offset[/code] le long de la courbe en utilisant le cache précalculé. "
+"Précalcule les points de la courbe suivante si ça n'a pas déjà été fait."
#: doc/classes/Curve.xml
msgid "Removes the point at [code]index[/code] from the curve."
-msgstr ""
+msgstr "Retire le point à [code]index[/code] de la courbe."
#: doc/classes/Curve.xml
msgid ""
"Sets the left [enum TangentMode] for the point at [code]index[/code] to "
"[code]mode[/code]."
msgstr ""
+"Définit le mode de la tangent [enum TangentMode] gauche pour la position à "
+"l'index [code]index[/code] à [code]mode[/code]."
#: doc/classes/Curve.xml
msgid ""
"Sets the left tangent angle for the point at [code]index[/code] to "
"[code]tangent[/code]."
msgstr ""
+"Définit l'angle de la tangent gauche pour le point à l'index [code]index[/"
+"code] avec [code]tangent[/code]."
#: doc/classes/Curve.xml
msgid "Sets the offset from [code]0.5[/code]."
@@ -20763,52 +25290,60 @@ msgid ""
"Sets the right [enum TangentMode] for the point at [code]index[/code] to "
"[code]mode[/code]."
msgstr ""
+"Définit le mode de la tangent [enum TangentMode] droite pour la position à "
+"l'index [code]index[/code] à [code]mode[/code]."
#: doc/classes/Curve.xml
msgid ""
"Sets the right tangent angle for the point at [code]index[/code] to "
"[code]tangent[/code]."
msgstr ""
+"Définit l'angle de la tangent droite pour le point à l'index [code]index[/"
+"code] avec [code]tangent[/code]."
#: doc/classes/Curve.xml
msgid ""
"Assigns the vertical position [code]y[/code] to the point at [code]index[/"
"code]."
msgstr ""
+"Assigne la position verticale [code]y[/code] au point à l'index [code]index[/"
+"code]."
#: doc/classes/Curve.xml
msgid "The number of points to include in the baked (i.e. cached) curve data."
-msgstr ""
+msgstr "Le nombre de points à inclure dans les données de cache de la courbe."
#: doc/classes/Curve.xml
msgid "The maximum value the curve can reach."
-msgstr ""
+msgstr "La valeur maximale que la courbe peut atteindre."
#: doc/classes/Curve.xml
msgid "The minimum value the curve can reach."
-msgstr ""
+msgstr "La valeur minimale que la courbe peut atteindre."
#: doc/classes/Curve.xml
msgid "Emitted when [member max_value] or [member min_value] is changed."
-msgstr ""
+msgstr "Émis quand [member max_value] ou [member min_value] est changé."
#: doc/classes/Curve.xml
msgid "The tangent on this side of the point is user-defined."
-msgstr ""
+msgstr "La tangente de ce côté du point est personnalisée."
#: doc/classes/Curve.xml
msgid ""
"The curve calculates the tangent on this side of the point as the slope "
"halfway towards the adjacent point."
msgstr ""
+"La courbe calcule la tangente de ce côté du point comme la pente avec la "
+"demi-distance du point adjacent."
#: doc/classes/Curve.xml
msgid "The total number of available tangent modes."
-msgstr ""
+msgstr "Le nombre total de modes de tangentes disponibles."
#: doc/classes/Curve2D.xml
msgid "Describes a Bézier curve in 2D space."
-msgstr ""
+msgstr "Décrit une courbe de Bézier dans l'espace 2D."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20817,11 +25352,16 @@ msgid ""
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
+"Cette classe décrit une courbe de Bézier en 2D. C'est principalement utilisé "
+"pour définir un chemin [Path2D], mais ça peut être utilisé manuellement pour "
+"d'autres usages.\n"
+"Ça garde un cache des points calculés le long de la courbe, pour accélérer "
+"les calculs ultérieurs."
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -20829,17 +25369,28 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
+"Ajoute un point à une courbe à la [code]position[/code] par rapport à la "
+"position de la [Curve2D], avec des points de contrôle d'entrée [code]in[/"
+"code] et de sortie [code]out[/code].\n"
+"Si [code]at_position[/code] est spécifié, le point est inséré juste avant ce "
+"numéro de point [code]at_position[/code], en déplaçant ce point (et tous les "
+"autres points qui suivent) après le point inséré. Si [code]at_position[/"
+"code] n'est pas donné, ou est une valeur invalide ([code]at_position < 0[/"
+"code] ou [code]at_position >= [method get_point_count][/code,) le point sera "
+"ajouté en dernier."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
+"Retourne la longueur totale de la courbe, à partir de la distance entre les "
+"points mis en cache. Si la densité est suffisante (voir [member "
+"bake_interval]), cette longeur devrait être une approximation suffisante."
#: doc/classes/Curve2D.xml
-#, fuzzy
msgid "Returns the cache of points as a [PoolVector2Array]."
-msgstr "Retourne le cache de points sous forme de [PackedVector3Array]."
+msgstr "Retourne le cache de points sous forme de [PoolVector2Array]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20847,6 +25398,9 @@ msgid ""
"be used in [method interpolate_baked].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le décalage le plus proche de [code]to_point[/code]. Ce décalage "
+"est destiné à être utilisé dans [méthode interpolate_baked].\n"
+"[code]to_point[/code] doit être dans l'espace local de la courbe."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -20854,6 +25408,9 @@ msgid ""
"code].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le point en cache le plus proche (dans l'espace local de la courbe) "
+"de [code]to_point[/code].\n"
+"[code]to_point[/code] doit être dans l'espace local de la courbe."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20862,6 +25419,10 @@ msgid ""
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle menant vers le sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20870,6 +25431,10 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle en partant du sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20877,6 +25442,8 @@ msgid ""
"bounds, the function sends an error to the console, and returns [code](0, 0)"
"[/code]."
msgstr ""
+"Retourne la position du sommet [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur, et retourne [code](0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20889,6 +25456,14 @@ msgid ""
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position entre le sommet [code]idx[/code] et le sommet [code]idx "
+"+ 1[/code], où [code]t[/code] contrôle si le point est le premier sommet "
+"([code]t = 0,0[/code]), le dernier sommet ([code]t = 1.0[/code]), ou entre "
+"les deux. Les valeurs de [code]t[/code] en dehors de l'intervalle ([code]0.0 "
+">= t <=1[/code]) donnent des résultats inattendus, mais prévisibles.\n"
+"Si [code]idx[/code] est hors limites il est tronqué au premier ou au dernier "
+"sommet, et [code]t[/code] est ignoré. Si la courbe n'a pas de points, la "
+"fonction affiche une erreur, et retourne [code](0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20901,6 +25476,14 @@ msgid ""
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
+"Retourne un point dans la courbe à la position [code]offset[/code], où "
+"[code]offset[/code] est mesuré en pixels le long de la courbe.\n"
+"Pour cela, il trouve les deux points dans le cache où le [code]offset[/code] "
+"se situe entre, puis interpole les valeurs. Cette interpolation est cubique "
+"si [code]cubic[/code] est [code]true[/code], ou linéaire si est [code]false[/"
+"code].\n"
+"L'interpolation cubique tend à mieux suivre les courbes, mais "
+"l'interpolation linéaire est plus rapide (et souvent bien assez précise)."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -20908,12 +25491,17 @@ msgid ""
"interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
"code], and its fractional part as [code]t[/code]."
msgstr ""
+"Retourne la position au sommet [code]fofs[/code]. Ça appelle [method "
+"interpolate] en utilisant la partie entière de [code]fofs[/code] pour "
+"[code]idx[/code], et sa partie décimale pour [code]t[/code]."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
"console if [code]idx[/code] is out of bounds."
msgstr ""
+"Supprime le point [code]idx[/code] de la courbe. Affiche une erreur si "
+"[code]idx[/code] est hors limites."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -20921,6 +25509,9 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
+"Régle la position du point de contrôle menant au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur. La position est "
+"relative au sommet."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -20928,12 +25519,17 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
+"Régle la position du point de contrôle partant du sommet [code]idx[/code]. "
+"Si l'index est hors limites, la fonction affiche une erreur. La position est "
+"relative au sommet."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position for the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console."
msgstr ""
+"Définit la position pour le vertex [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -20950,6 +25546,19 @@ msgid ""
"segment may deviate from the real curve, before the segment has to be "
"subdivided."
msgstr ""
+"Retourne une liste de points le long de la courbe, avec une densité de point "
+"contrôlée par sa courbure. C'est-à-dire que les virages de la courbe auront "
+"plus de points que les segments bien droits.\n"
+"Cette approximation génère des segments droits entre chaque point, puis "
+"divise ces segments jusqu'à ce que la nouvelle forme soit assez proche.\n"
+"L'argument [code]max_stages[/code] contrôle le nombre de divisions qu'un "
+"segment de courbe peut avoir avant qu'il soit considéré comme assez proche. "
+"Chaque division découpe le segment en deux, de sorte que les 5 étapes par "
+"défaut peuvent atteindre 32 divisions par segment de la courbe. Soyez donc "
+"prudent si vous augmentez cette valeur !\n"
+"L'argument [code]tolerance_degrees[/code] contrôle de quel angle, en degrés, "
+"le point du milieu d'un segment peut s'éloigné de la courbe avant que ce "
+"segment ne soit divisé."
#: doc/classes/Curve2D.xml
msgid ""
@@ -20959,6 +25568,11 @@ msgid ""
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
+"La distance en pixels entre deux points du cache qui sont voisins. Le "
+"changement recalcule le cache des points la fois suivante où [method "
+"get_baked_points] ou [method get_baked_length] sera appelée. Plus la "
+"distance est petite, plus il y a de points dans ce cache, et donc plus il "
+"consommera de mémoire, à utiliser donc avec soin."
#: doc/classes/Curve3D.xml
msgid "Describes a Bézier curve in 3D space."
@@ -20971,22 +25585,48 @@ msgid ""
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
+"Cette classe décrit une courbe de Bézier dans l'espace 3D. Elle est "
+"principalement utilisée pour donner une forme à un [Path], mais peut être "
+"échantillonné manuellement à d'autres fins.\n"
+"Elle conserve un cache de points précalculés le long de la courbe, pour "
+"accélérer de nouveaux calculs."
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+"Ajoute un point à la courbe à [code]position[/code] par rapport à la "
+"position [Curve3D], avec des points de contrôle [code]in[/code] et "
+"[code]out[/code].\n"
+"Si [code]at_position[/code] est spécifiée, le point est inséré avant le "
+"numéro de point [code]at_position[/code], deplaçant ce point (et tous les "
+"suivants) après le point inséré. Si [code]at_position[/code] n'est pas "
+"spécifiée, ou est une valeur invalide ([code]at_position <0[/code] ou "
+"[code]at_position >= [method get_point_count][/code]), le point sera ajouté "
+"à la fin de la liste des points."
#: doc/classes/Curve3D.xml
-#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
-msgstr "Retourne le cache de points sous forme de [PackedVector3Array]."
+msgstr "Retourne le cache de points sous forme de [PoolVector3Array]."
#: doc/classes/Curve3D.xml
-#, fuzzy
msgid "Returns the cache of tilts as a [PoolRealArray]."
-msgstr "Retourne le cache d’inclinaisons en tant que [PackedFloat32Array]."
+msgstr "Retourne le cache d’inclinaisons en tant que [PoolRealArray]."
#: doc/classes/Curve3D.xml
msgid ""
"Returns the cache of up vectors as a [PoolVector3Array].\n"
"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
msgstr ""
+"Retourne le cache des vecteurs du haut dans un [PoolVector3Array].\n"
+"Si [member up_vector_enabled] est [code]false[/code], le cache sera vide."
#: doc/classes/Curve3D.xml
msgid ""
@@ -20995,6 +25635,10 @@ msgid ""
"interpolate_baked_up_vector].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le décalage le plus proche de [code]to_point[/code]. Ce décalage "
+"est destiné à être utilisé dans [method interpolate_baked] ou [method "
+"interpolate_baked_up_vector].\n"
+"[code]to_point[/code] doit être dans l'espace local de cette courbe."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21003,6 +25647,10 @@ msgid ""
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle menant au sommet [code]idx[/code]. "
+"La position retournée est relative au sommet [code]idx[/code]. Si l'index "
+"est hors limites, la fonction affiche une erreur, et retourne [code](0, 0, 0)"
+"[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21011,6 +25659,10 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle partant du sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21018,6 +25670,8 @@ msgid ""
"bounds, the function sends an error to the console, and returns [code](0, 0, "
"0)[/code]."
msgstr ""
+"Retourne la position du sommet [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur, et retourne [code](0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21025,6 +25679,9 @@ msgid ""
"index is out of bounds, the function sends an error to the console, and "
"returns [code]0[/code]."
msgstr ""
+"Retourne l'inclinaison en radians pour le point à l'index [code]idx[/code]. "
+"Si l'index est hors limites, la fonction affiche une erreur dans la console, "
+"et retourne [code]0[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21037,6 +25694,15 @@ msgid ""
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position entre le sommet [code]idx[/code] et le sommet [code]idx "
+"+ 1[/code], où [code]t[/code] contrôle si le point est le premier sommet "
+"([code]t = 0,0[/code]), le dernier sommet ([code]t = 1.0[/code]), ou entre "
+"ces deux valeurs. Les valeurs de [code]t[/code] en dehors de l'intervalle "
+"([code]0.0 >= t <=1[/code]) donnent des résultats inattendus, mais "
+"prévisibles.\n"
+"Si [code]idx[/code] est hors limites il est tronqué au premier ou au dernier "
+"sommet, et [code]t[/code] est ignoré. Si la courbe n'a pas de points, la "
+"fonction affiche une erreur, et retourne [code](0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21049,6 +25715,14 @@ msgid ""
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
+"Retourne un point dans la courbe à la position [code]offset[/code], où "
+"[code]offset[/code] est mesuré en unités 3D le long de la courbe.\n"
+"Pour cela, il trouve les deux points dans le cache où le [code]offset[/code] "
+"se situe entre, puis interpole les valeurs. Cette interpolation est cubique "
+"si [code]cubic[/code] est [code]true[/code], ou linéaire si est [code]false[/"
+"code].\n"
+"L'interpolation cubique tend à mieux suivre les courbes, mais "
+"l'interpolation linéaire est plus rapide (et souvent bien assez précise)."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21061,6 +25735,14 @@ msgid ""
"If the curve has no up vectors, the function sends an error to the console, "
"and returns [code](0, 1, 0)[/code]."
msgstr ""
+"Retourne un vecteur haut dans la courbe à la position [code]offset[/code], "
+"où [code]offset[/code] est mesuré en unités 3D le long de la courbe.\n"
+"Pour cela, il trouve les deux vecteurs dans le cache où le [code]offset[/"
+"code] se situe entre, puis interpole les valeurs. Si [code]apply_tilt[/code] "
+"est [code]true[/code], une inclinaison interpolée est aussi appliquée au "
+"vecteur interpolé.\n"
+"Si la courbe n'a pas de vecteurs, la fonction affiche une erreur, et "
+"retourne [code](0, 1, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21070,6 +25752,11 @@ msgid ""
"the path would have. In the case of a curve controlling a [PathFollow], this "
"tilt is an offset over the natural tilt the [PathFollow] calculates."
msgstr ""
+"Définit l'angle d'inclinaison en radians pour le point [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur.\n"
+"L'inclinaison contrôle la rotation qu'un objet parcourant la courbe aurait. "
+"Dans le cas d'une courbe contrôlant un [PathFollow], cette inclinaison est "
+"un décalage sur l'inclinaison naturelle que calcule le [PathFollow]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21079,6 +25766,11 @@ msgid ""
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
+"La distance en unités entre deux points de cache adjacents. Le changement "
+"force le cache à être recalculé la prochaine fois que la fonction [method "
+"get_baked_points] ou [method get_baked_length] sera appelée. Plus la "
+"distance est petite, plus il y aura de points dans le cache, et plus ça "
+"utilisera de mémoire, à utiliser donc avec soin."
#: doc/classes/Curve3D.xml
msgid ""
@@ -21086,6 +25778,10 @@ msgid ""
"This is used when [member PathFollow.rotation_mode] is set to [constant "
"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
msgstr ""
+"Si [code]true[/code], la courbe pré-calcule des vecteurs utilisés pour "
+"l'orientation. Ceci est utilisé lorsque [member PathFollow.rotation_mode] "
+"est défini à [constant PathFollow.ROTATION_ORIENTED]. Le changer force le "
+"cache à être recalculé."
#: doc/classes/CurveTexture.xml
msgid "A texture that shows a curve."
@@ -21096,14 +25792,24 @@ msgid ""
"Renders a given [Curve] provided to it. Simplifies the task of drawing "
"curves and/or saving them as image files."
msgstr ""
+"Fait le rendu d'une [Curve] donnée. Simplifie la tâche de dessiner les "
+"courbes et/ou de les enregistrer dans des fichiers d'image."
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
msgstr "La [code]curve[/code] rendue sur la texture."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
-msgstr "La largeur de la texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
+msgstr ""
+"La largeur de la texture (en pixels). Des valeurs plus élevées permettent de "
+"mieux représenter les données à haute fréquence (comme les changements "
+"soudains de direction) au coût de l'utilisation accrue du temps de "
+"génération et de la mémoire."
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
@@ -21115,12 +25821,17 @@ msgid ""
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
+"La classe représentant un [PrimitiveMesh] cylindrique. Cette classe peut "
+"être utilisée pour créer des cônes en définissant la propriété [member "
+"top_radius] ou [member bottom_radius] à [code]0.0[/code]."
#: doc/classes/CylinderMesh.xml
msgid ""
"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
"will not be generated, resulting in a conic shape."
msgstr ""
+"Le rayon inférieur du cylindre. Si [code]0.0[/code], les faces inférieures "
+"ne seront pas générées, ce qui donne une forme conique."
#: doc/classes/CylinderMesh.xml
msgid "Full height of the cylinder."
@@ -21131,6 +25842,9 @@ msgid ""
"Number of radial segments on the cylinder. Higher values result in a more "
"detailed cylinder/cone at the cost of performance."
msgstr ""
+"Le nombre de segments radiaux sur le cylindre. Des valeurs plus élevées "
+"génèrent des cylindres/cônes plus détaillés mais peuvent réduire les "
+"performances."
#: doc/classes/CylinderMesh.xml
msgid ""
@@ -21148,6 +25862,8 @@ msgid ""
"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
"not be generated, resulting in a conic shape."
msgstr ""
+"Le rayon supérieur du cylindre. Si [code]0.0[/code], les faces supérieures "
+"ne seront pas générées, ce qui donne une forme conique."
#: doc/classes/CylinderShape.xml
msgid "Cylinder shape for collisions."
@@ -21201,7 +25917,7 @@ msgstr ""
#: doc/classes/Dictionary.xml
msgid "Dictionary type."
-msgstr "Type de dictionnaire."
+msgstr "Le type dictionnaire."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21247,7 +25963,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -21309,14 +26025,121 @@ msgid ""
"keys. Using [code]const[/code] will only prevent assigning the constant with "
"another value after it was initialized."
msgstr ""
+"Le type Dictionary. C'est un conteneur associatif qui contient des valeurs "
+"référencées par des clés unqiues. Les dictionnaires sont composés de paires "
+"de clés (qui doivent toutes être uniques) et des valeurs. Les dictionnaires "
+"préservent l'ordre d'ajout des éléments, même si ça n'apparait pas toujours "
+"lors de l'affichage du dictionnaire. Dans d'autres langages de "
+"programmation, cette structure de données est souvent appelée table de "
+"hachage ou tableau associatif.\n"
+"Vous pouvez definir un dictionnaire avec une liste de paires au format "
+"[code]clé : valeur[/code] entre accolades [code]{}[/code].\n"
+"Supprimer des éléments pendant une itération n'est [b]pas supporté[/b] et "
+"causera un comportement indéfini.\n"
+"[b]Note :[/b] Les dictionnaires sont toujours passés par références. Pour "
+"obtenir une copie d'un dictionnaire qui peut être modifié indépendamment du "
+"dictionnaire original, utilisez [method duplicate].\n"
+"Créer un dictionnaire :\n"
+"[codeblock]\n"
+"var my_dict = {} # Crée un dictionnaire vide.\n"
+"\n"
+"var dict_variable_key = \"Une autre clé\"\n"
+"var dict_variable_value = \"valeur2\"\n"
+"var another_dict = {\n"
+" \"Un clé\": \"valeur1\",\n"
+" dict_variable_key: dict_variable_value,\n"
+"}\n"
+"\n"
+"var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n"
+"\n"
+"# Syntaxe alternative façon Lua.\n"
+"# Ne nécessite pas de guillemets autour des clés, mais seules les chaines de "
+"caractères constantes peuvent être utilisées comme nom pour les clés.\n"
+"# De plus, les noms des clés doit commencer par une lettre ou un tiret du "
+"bas (\"_\").\n"
+"# Ici, `une_cle` est une chaine de caractère, pas une variable !\n"
+"another_dict = {\n"
+" une_cle = 42,\n"
+"}\n"
+"[/codeblock]\n"
+"Vous pouvez accéder aux valeurs d'un dictionnaire en utilisant la clé "
+"associée. Dans l'exemple suivant, [code]points_dict[\"Blanc\"][/code] "
+"retournera [code]50[/code]. Vous pouvez aussi écrire [code]points_dict."
+"Blanc[/code], qui est équivalent. Par contre, vous devez utiliser la syntaxe "
+"avec les accolades si la clé n'est pas une chaine de caractère constante "
+"(comme un nombre ou une variable).\n"
+"[codeblock]\n"
+"export(string, \"Blanc\", \"Jaune\", \"Orange\") var my_color\n"
+"var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n"
+"func _ready():\n"
+" # On ne peut pas utiliser la syntaxe en point puisque `my_color` est une "
+"variable.\n"
+" var points = points_dict[my_color]\n"
+"[/codeblock]\n"
+"Dans l'exemple au-dessus, [code]points[/code] sera assigné à une valeur "
+"associée à la couleur choisie dans [code]my_color[/code].\n"
+"Les dictionnaires peuvent contenir des données plus complexes :\n"
+"[codeblock]\n"
+"my_dict = {\"Premier tableau\": [1, 2, 3, 4]} # Assigne un Array à un clé en "
+"String.\n"
+"[/codeblock]\n"
+"Pour ajouter une clé à un dictionnaire déjà existant, accédez-y comme si "
+"c'était une clé existante et associez lui une valeur :\n"
+"[codeblock]\n"
+"var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n"
+"points_dict[\"Bleu\"] = 150 # Ajoute \"Bleu\" comme clé et lui associe la "
+"valeur 150.\n"
+"[/codeblock]\n"
+"Enfin, les dictionnaires peuvent utiliser différents types de clés et de "
+"valeurs dans le même dictionnaire :\n"
+"[codeblock]\n"
+"# Ceci est un dictionnaire valide.\n"
+"# Pour accéder à \"Sous valeur\" en-dessous, utilisez `my_dict.sous_dict."
+"sous_cle` ou `my_dict[\"sub_dict\"][\"sous_cle\"]`.\n"
+"# Les styles d'accès peuvent être mélangés suivant les besoins.\n"
+"var my_dict = {\n"
+" \"String Key\": 5,\n"
+" 4: [1, 2, 3],\n"
+" 7: \"Hello\",\n"
+" \"sous_dict\": {\"sous_cle\": \"Sous valeur\"},\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Contrairement aux [Array], vous ne pouvez pas comparer "
+"directement des dictionnaires:\n"
+"[codeblock]\n"
+"array1 = [1, 2, 3]\n"
+"array2 = [1, 2, 3]\n"
+"\n"
+"func compare_arrays():\n"
+" print(array1 == array2) # Affichera \"true\"\n"
+"\n"
+"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"\n"
+"func compare_dictionaries():\n"
+" print(dict1 == dict2) # N'affichera PAS \"true\".\n"
+"[/codeblock]\n"
+"Vous devez d'abord calculer le hachage du dictionnaire avec la méthode "
+"[method hash] avant de pouvoir les comparer :\n"
+"[codeblock]\n"
+"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"\n"
+"func compare_dictionaries():\n"
+" print(dict1.hash() == dict2.hash()) # Affichera \"true\"\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Quand un dictionnaire est créé avec [code]const[/code], le "
+"dictionnaire peut toujours être modifié quand changeant les valeurs ou les "
+"clés. Utiliser [code]const[/code] empêche seulement d'assigner cette "
+"constante avec une autre valeur une fois la constante initialisée."
#: doc/classes/Dictionary.xml
msgid "GDScript basics: Dictionary"
-msgstr ""
+msgstr "Les bases de GDScript : Les dictionnaires"
#: doc/classes/Dictionary.xml
msgid "Clear the dictionary, removing all key/value pairs."
-msgstr ""
+msgstr "Efface le dictionnaire, retirant toutes les clés et valeurs."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21324,10 +26147,15 @@ msgid ""
"parameter causes inner dictionaries and arrays to be copied recursively, but "
"does not apply to objects."
msgstr ""
+"Créé une copié du dictionnaire et la retourne. Le paramètre [code]deep[/"
+"code] permet de faire une copie en profondeur (de manière récursives) des "
+"valeurs si ce sont des dictionnaires ou des tableaux, où leurs éléments et "
+"sous-éléments sont aussi copiés si ce sont des dictionnaires ou des "
+"tableaux, mais ne s'applique pas au objets."
#: doc/classes/Dictionary.xml
msgid "Returns [code]true[/code] if the dictionary is empty."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le dictionnaire est vide."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21336,6 +26164,12 @@ msgid ""
"[b]Note:[/b] Don't erase elements while iterating over the dictionary. You "
"can iterate over the [method keys] array instead."
msgstr ""
+"Efface une paire de clé/valeur du dictionnaire spécifiée par sa clé. "
+"Retourne [code]true[/code] si la clé donnée était présente dans le "
+"dictionnaire, [code]false[/code] sinon.\n"
+"[b]Note :[/b] Ne supprimez pas les éléments pendant l'énumération du "
+"dictionnaire. Vous pouvez à la place énumérer le dictionnaire avec [method "
+"keys] qui retourne un tableau immuable."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21343,6 +26177,9 @@ msgid ""
"key does not exist, the method returns the value of the optional default "
"argument, or [code]null[/code] if it is omitted."
msgstr ""
+"Retourne la valeur actuelle de la clé spécifiée dans le [Dictionnaire]. Si "
+"la clé n'existe pas, la méthode retourne la valeur de l'argument optionnel "
+"\"default\", ou [code]null[/code] si elle n'est pas spécifiée."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21358,15 +26195,25 @@ msgid ""
"code] as long as the key exists, even if the associated value is [code]null[/"
"code]."
msgstr ""
+"Retourne [code]true[/code] si le dictionnaire à la clé spécifiée.\n"
+"[b]Note :[/b] Ça revient à utiliser l'opérateur [code]in[/code] comme "
+"suit :\n"
+"[codeblock]\n"
+"# Sera évalué à `true`.\n"
+"if \"godot\" in {\"godot\": \"engine\"}:\n"
+" pass\n"
+"[/codeblock]\n"
+"Cette méthode (comme pour l'opérateur [code]in[/code]) sera évalué à "
+"[code]true[/code] tant que la clé existe, même si elle est associée à "
+"[code]null[/code]."
#: doc/classes/Dictionary.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the dictionary has all the keys in the given "
"array."
msgstr ""
-"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la "
-"chaîne de caractères donnée."
+"Retourne [code]true[/code] si le dictionnaire contient toutes les clés "
+"contenues dans le tableau donné."
#: doc/classes/Dictionary.xml
msgid ""
@@ -21386,23 +26233,49 @@ msgid ""
"values does [i]not[/i] imply the dictionaries are equal, because different "
"dictionaries can have identical hash values due to hash collisions."
msgstr ""
+"Retourne un entier 32-bit de hachage représentant le contenu du "
+"dictionnaire. Ça peut être utilisé pour comparer le contenu de plusieurs "
+"dictionnaires entre eux :\n"
+"[codeblock]\n"
+"var dict1 = {0: 10}\n"
+"var dict2 = {0: 10}\n"
+"# La ligne en dessus affichera `true`, alors que `false` serait affiché si "
+"les deux variables étaient comparées directement.\n"
+"print(dict1.hash() == dict2.hash())\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Les dictionnaires avec les mêmes clés et valeurs mais dans un "
+"ordre différent auront un hachage différent.\n"
+"[b]Note :[/b] Les dictionnaires avec le même content produiront toujours le "
+"même hachage. Par contre, la réciproque n'est pas vraie. Retourner un même "
+"hachage n'implique [i]pas[/i] que les dictionnaires soient identiques, "
+"simplement à cause des collisions dans la fonction de hachage."
#: doc/classes/Dictionary.xml
msgid "Returns the list of keys in the [Dictionary]."
+msgstr "Retourne la liste des clés dans le [Dictionary]."
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
msgstr ""
+"Ajoute tous les éléments de [code]dictionary[/code] à ce [Dictionnaire]. Par "
+"défaut, les clés en double ne seront pas remplaçées, sauf si "
+"[code]overwrite[/code] est [code]true[/code]."
#: doc/classes/Dictionary.xml
-#, fuzzy
msgid "Returns the number of keys in the dictionary."
-msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont."
+msgstr "Retourne le nombre de clés dans le dictionnaire."
#: doc/classes/Dictionary.xml
msgid "Returns the list of values in the [Dictionary]."
-msgstr ""
+msgstr "Retourne la liste des valeurs dans le [Dictionary]."
#: doc/classes/DirectionalLight.xml
msgid "Directional light from a distance, as from the Sun."
msgstr ""
+"Une lumière directionnelle à une certaine distance, comme pour le soleil."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -21412,62 +26285,99 @@ msgid ""
"or moonlight. The worldspace location of the DirectionalLight transform "
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
+"Une lumière directionnelle est un type de nœud [Light] qui fait un rendu "
+"d'un nombre infini de rayons parallèles couvrant toute la scène. Il est "
+"utilisé pour les lumières à forte intensité qui sont situées loin de la "
+"scène pour modéliser la lumière du soleil ou du clair de lune. L'emplacement "
+"global de la DirectionalLight (son origine) est ignoré. Seule sa rotation "
+"est utilisée pour déterminer la direction de la lumière."
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
+"Si [code]true[/code], le détail des ombres est sacrifié pour obtenir des "
+"transitions plus lisses entre les fractions. Activer cette option a "
+"également un coût modéré sur les performances. Ceci est ignoré lorsque "
+"[member directional_shadow_mode] est [constant SHADOW_ORTHOGONAL]."
#: doc/classes/DirectionalLight.xml
msgid ""
"Optimizes shadow rendering for detail versus movement. See [enum "
"ShadowDepthRange]."
msgstr ""
+"Optimise le rendu de l'ombre pour les détails plutôt que les mouvements. "
+"Voir [enum ShadowDepthRange]."
#: doc/classes/DirectionalLight.xml
-#, fuzzy
-msgid "The maximum distance for shadow splits."
-msgstr "Distance maximale pour les fractionnements d’ombre."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
+msgstr ""
+"La distance maximale pour les fractions des ombres. Augmenter cette valeur "
+"rendra visibles les ombres directionnelles de plus loin, mais affichera "
+"moins de détails des ombres et de moins bonnes performances (puisque plus "
+"d'objets doivent être inclus dans le rendu d'ombre directionnel)."
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
msgstr ""
+"L'algorithme de rendu de l'ombre pour cette lumière. Voir [enum ShadowMode]."
#: doc/classes/DirectionalLight.xml
msgid ""
"Can be used to fix special cases of self shadowing when objects are "
"perpendicular to the light."
msgstr ""
+"Peut être utilisé pour corriger des cas spéciaux pour les ombres des objets "
+"qui sont perpendiculaires à la source de lumière."
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la caméra à la division 1 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_2_SPLITS] ou "
+"[constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la division 1 à la divion 2 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_2_SPLITS] ou "
+"[constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la division 2 à la divion 3 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -21497,6 +26407,8 @@ msgid ""
"Keeps the shadow stable when the camera moves, at the cost of lower "
"effective shadow resolution."
msgstr ""
+"Garde l'ombre stable lorsque la caméra se déplace, mais la résolution de "
+"l'ombre se trouve réduite."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -21504,6 +26416,10 @@ msgid ""
"shadow edges. This mode typically works best in games where the camera will "
"often move at high speeds, such as most racing games."
msgstr ""
+"Essaye d'atteindre une résolution maximale pour l'ombre. Peut faire "
+"apparaitre un effet de scie sur les bords de l'ombre. Ce mode fonctionne "
+"généralement mieux dans les jeux où la caméra se déplace souvent à des "
+"vitesses élevées, comme la plupart des jeux de course."
#: doc/classes/Directory.xml
msgid "Type used to handle the filesystem."
@@ -21538,6 +26454,32 @@ msgid ""
" print(\"An error occurred when trying to access the path.\")\n"
"[/codeblock]"
msgstr ""
+"Le type Directory. Il est utilisé pour gérer les dossiers et leur contenu "
+"(et pas uniquement ceux du projet).\n"
+"Lors de la création d'un nouveau [Directory], le dossier ouvert par défaut "
+"sera [code]res://[/code]. Cela peut changer à l'avenir, il est donc "
+"préférable de toujours utiliser [method open] pour définir le [Directory] "
+"que vous souhaitez gérer, en vérifiant à chaque fois les erreurs émises.\n"
+"[b]Note :[/b] Plusieurs types de ressources sont importés (comme les "
+"textures et les fichiers audio), et les originaux ne sont pas inclus dans le "
+"jeu exporté, puisque seulement la version importée sont alors utilisées. "
+"Utilisez plutôt [ResourceLoader] pour accéder à ces ressources importées.\n"
+"Voici un exemple qui énumère le contenu d'un dossier :\n"
+"[codeblock]\n"
+"func dir_contents(path):\n"
+" var dir = Directory.new()\n"
+" if dir.open(path) == OK:\n"
+" dir.list_dir_begin()\n"
+" var file_name = dir.get_next()\n"
+" while file_name != \"\":\n"
+" if dir.current_is_dir():\n"
+" print(\"Dossier trouvé: \" + file_name)\n"
+" else:\n"
+" print(\"Fichier trouvé : \" + file_name)\n"
+" file_name = dir.get_next()\n"
+" else:\n"
+" print(\"Une erreur est survenue lors de l'accès à ce chemin.\")\n"
+"[/codeblock]"
#: doc/classes/Directory.xml
msgid ""
@@ -21547,6 +26489,13 @@ msgid ""
"code] or [code]res://somedir/newdir[/code]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Change le dossier actuellement ouvert par celui donné en argument. "
+"L'argument peut être relatif au répertoire actuel (par exemple "
+"[code]nouveau_dossier[/code] ou [code]./dossier[ /code,)] ou être un chemin "
+"absolu (par exemple [code]/tmp/dossier[/code] ou [code]res://parent/"
+"dossier[ /code)].\n"
+"Retourne une des constantes de code [enum Error] (et [code]OK[/code] en cas "
+"de succès)."
#: doc/classes/Directory.xml
msgid ""
@@ -21556,6 +26505,12 @@ msgid ""
"overwritten.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Copie le fichier à l'emplacement [code]from[/code] vers la destination "
+"[code]to[/code]. Ces deux arguments doivent contenir des chemines vers des "
+"fichiers, soient relatifs ou absolus. Si le fichier de destination existe et "
+"qu'il n'est pas protégé en écriture, il sera écrasé.\n"
+"Retourne un des codes de [enum Error] (et [code]OK[/code] en cas de "
+"réussite)."
#: doc/classes/Directory.xml
msgid ""
@@ -21563,40 +26518,42 @@ msgid ""
"call is a directory ([code].[/code] and [code]..[/code] are considered "
"directories)."
msgstr ""
+"Retourne si l'élément actuellement traité lors du dernier appel à [method "
+"get_next] est un dossier (le dossier actuel [code].[/code] et le dossier "
+"parent [code]..[/code] comptent aussi des dossiers ordinaires pour cette "
+"méthode)."
#: doc/classes/Directory.xml
-#, fuzzy
msgid ""
"Returns whether the target directory exists. The argument can be relative to "
"the current directory, or an absolute path."
msgstr ""
-"Retourne si le fichier cible existe. L’argument peut être relatif au "
-"répertoire actuel ou à un chemin d’accès absolu.\n"
-"Si le [Directory] n’est pas ouvert, le chemin d’accès est relatif à "
-"[code]res://[/code]."
+"Retourne quand le dossier cible existe. L'argument peut être relatif au "
+"dossier actuel, ou un chemin absolu."
#: doc/classes/Directory.xml
-#, fuzzy
msgid ""
"Returns whether the target file exists. The argument can be relative to the "
"current directory, or an absolute path."
msgstr ""
-"Retourne si le fichier cible existe. L’argument peut être relatif au "
-"répertoire actuel ou à un chemin d’accès absolu.\n"
-"Si le [Directory] n’est pas ouvert, le chemin d’accès est relatif à "
-"[code]res://[/code]."
+"Retourne quand le fichier cible existe. L'argument peut être relatif au "
+"dossier actuel, ou un chemin absolu."
#: doc/classes/Directory.xml
msgid ""
"Returns the absolute path to the currently opened directory (e.g. "
"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
msgstr ""
+"Retourne le chemin absolu vers le dossier actuellement ouvert (ex.: "
+"[code]res://folder[/code] ou [code]C:\\tmp\\folder[/code])."
#: doc/classes/Directory.xml
msgid ""
"Returns the currently opened directory's drive index. See [method get_drive] "
"to convert returned index to the name of the drive."
msgstr ""
+"Retourne l'index du disque du dossier actuellement ouvert. Voir [method "
+"get_drive] pour convertir cet index retourné en nom du disque."
#: doc/classes/Directory.xml
msgid ""
@@ -21608,6 +26565,14 @@ msgid ""
"On other platforms, or if the requested drive does not exist, the method "
"returns an empty String."
msgstr ""
+"Sur Windows, retourne le nom du disque (du moins la partition) passé en "
+"argument (par exemple [code]C:[/code]).\n"
+"Sur macOS, retourne le chemin vers le volume monté qui est passé en "
+"argument.\n"
+"Sur Linux, retourne le chemin vers le volume monté, ou le favoris GTK 3, "
+"passé en argument.\n"
+"Pour les autres plates-formes, ou si le disque demandé n'existe pas, la "
+"méthode retourne une chaîne vide."
#: doc/classes/Directory.xml
msgid ""
@@ -21617,6 +26582,12 @@ msgid ""
"On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
"On other platforms, the method returns 0."
msgstr ""
+"Sur Windows, retourne le nombre de disque (de partitions) montés sur le "
+"système de fichiers actuel.\n"
+"Sur macOS, retourne le nombre de volumes montés.\n"
+"Sur Linux, retourne le nombre de volumes montés, ainsi que les favoris GTK "
+"3.\n"
+"Pour les autres plates-formes, la méthode retourne 0."
#: doc/classes/Directory.xml
msgid ""
@@ -21628,6 +26599,14 @@ msgid ""
"closes the stream automatically (i.e. [method list_dir_end] would not be "
"mandatory in such a case)."
msgstr ""
+"Retourne l'élément suivant (un fichier ou un dossier) dans le dossier actuel "
+"(y compris [code].[/code] et [code].[/code], sauf si "
+"[code]skip_navigational[/code] a été passé lors de l'appel [method "
+"list_dir_begin)].\n"
+"Le nom du fichier ou du dossier est retourné (et non pas son chemin "
+"complet). Une fois que le flux a été entièrement traité, la méthode retourne "
+"une String vide et ferme automatiquement ce flux (dans ce cas, l'appel à "
+"[méthod list_dir_end] n'était pas obligatoire)."
#: doc/classes/Directory.xml
msgid ""
@@ -21635,6 +26614,9 @@ msgid ""
"directory's disk. On other platforms, this information is not available and "
"the method returns 0 or -1."
msgstr ""
+"Sur les systèmes de bureau UNIX, ça retourne l'espace disque disponible sur "
+"le disque du dossier actuel. Sur les autres plateformes, cette information "
+"n'est pas disponible et la méthode retourne 0 ou -1."
#: doc/classes/Directory.xml
msgid ""
@@ -21647,12 +26629,22 @@ msgid ""
"If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered "
"out."
msgstr ""
+"Initialise le flux utilisée pour lister tous les fichiers et dossiers avec "
+"la fonction [method get_next], et ferme le flux actuellement ouvert si "
+"nécessaire. Une fois le flux manipulé, il doit être fermé avec [method "
+"list_dir_end].\n"
+"Si [code]skip_navigational[/code] est [code]true[/code], [code].[/code] et "
+"[code]..[/code] sont ignorés.\n"
+"Si [code]skip_hidden[/code] est [code]true[/code], les fichiers masqués sont "
+"ignorés."
#: doc/classes/Directory.xml
msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it "
"has been fully processed with [method get_next] does not matter)."
msgstr ""
+"Ferme le flux ouvert actuel avec [method list_dir_begin] (qu'il ait été "
+"entièrement traité avec [method get_next] n'a pas d'importance)."
#: doc/classes/Directory.xml
msgid ""
@@ -21662,6 +26654,11 @@ msgid ""
"make_dir_recursive]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Crée un dossier. L'argument peut être un chemin relatif au dossier actuel, "
+"ou un chemin absolu. Le dossier cible doit être placé dans un dossier déjà "
+"existant (pour créer les dossiers intermédiaires, voir [méthod "
+"make_dir_recursive)].\n"
+"Retourne un des code [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/Directory.xml
msgid ""
@@ -21670,6 +26667,10 @@ msgid ""
"to the current directory, or an absolute path.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Crée un dossier cible et ainsi que tous les dossiers intermédiaires "
+"nécessaires, en appelant [method make_dir] de façon récursive. L'argument "
+"peut être un chemin relatif au dossier actuel, ou un chemin absolu.\n"
+"Retourne un des code [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/Directory.xml
msgid ""
@@ -21679,14 +26680,29 @@ msgid ""
"filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Ouvre un dossier existant dans le système de fichiers. Le chemin [code]path[/"
+"code] doit être dans l'arborescence du projet ([code]res://dossier[/code]), "
+"dans le dossier utilisateur ([code]user://dossier[/code]) ou un chemin "
+"absolu dans le système de fichiers de l'utilisateur (e.g. [code]/tmp/"
+"dossier[/code] or [code]C:\\tmp\\dossier[/code]).\n"
+"Retourne un des codes d'erreur de [enum Error] (et [code]OK[/code] en cas de "
+"succès)."
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Supprime définitivement le fichier cible ou un répertoire s'il est vide. "
+"L'argument peut être un chemin relatif au dossier actuel, ou un chemin "
+"absolu. Si le répertoire cible n'est pas vide, l'opération échouera.\n"
+"Si vous ne voulez pas supprimer définitivement le fichier ou le dossier, "
+"utilisez plutôt [method OS.move_to_trash].\n"
+"Retourne un des codes [enum Error] (et [code]OK[/code] en cas de succès)."
#: doc/classes/Directory.xml
msgid ""
@@ -21696,10 +26712,16 @@ msgid ""
"is not access-protected, it will be overwritten.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Renomme (déplace) le fichier ou le dossier [code]from[/code] vers la "
+"destination [code]to[/code]. Les deux arguments devraient être des chemins "
+"vers des fichiers ou des dossiers, soit relatifs ou absolus. Si le fichier "
+"ou le dossier de destination existe et que son accès n'est pas protégé en "
+"écriture, il sera écrasé.\n"
+"Retourne un des code [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/DTLSServer.xml
msgid "Helper class to implement a DTLS server."
-msgstr ""
+msgstr "Une classe d'aide pour implémenter un serveur DTLS."
#: doc/classes/DTLSServer.xml
msgid ""
@@ -21765,6 +26787,68 @@ msgid ""
" connected = true\n"
"[/codeblock]"
msgstr ""
+"Cette classe est utilisée pour enregistrer l'état d'un serveur DTLS. La "
+"méthode [method setup] convertie les [PacketPeerUDP] connectés en "
+"[PacketPeerDTLS] et les acceptent avec [method take_connection] comme "
+"clients DTLS. En interne, cette classe est utilisée pour enregistrer l'état "
+"DTLS et les cookies sur le serveur. La raison pour laquelle l'état et les "
+"cookies sont nécessaires dépasse les propos de cette documentation.\n"
+"Voici une petit exemple sur comment l'utiliser :\n"
+"[codeblock]\n"
+"# server.gd\n"
+"extends Node\n"
+"\n"
+"var dtls := DTLSServer.new()\n"
+"var server := UDPServer.new()\n"
+"var peers = []\n"
+"\n"
+"func _ready():\n"
+" server.listen(4242)\n"
+" var key = load(\"key.key\") # Votre clé privée.\n"
+" var cert = load(\"cert.crt\") # Votre certificat X509.\n"
+" dtls.setup(key, cert)\n"
+"\n"
+"func _process(delta):\n"
+" while server.is_connection_available():\n"
+" var peer : PacketPeerUDP = server.take_connection()\n"
+" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
+" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
+" continue # C'est normal que 50% des connexions échouent à cause "
+"des échanges de cookie.\n"
+" print(\"Pair connecté !\")\n"
+" peers.append(dtls_peer)\n"
+" for p in peers:\n"
+" p.poll() # Nécessaire pour mettre à jour l'état\n"
+" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
+" while p.get_available_packet_count() > 0:\n"
+" print(\"Message reçu du client : %s\" % p.get_packet()."
+"get_string_from_utf8())\n"
+" p.put_packet(\"Bonjour client DTLS\".to_utf8())\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# client.gd\n"
+"extends Node\n"
+"\n"
+"var dtls := PacketPeerDTLS.new()\n"
+"var udp := PacketPeerUDP.new()\n"
+"var connected = false\n"
+"\n"
+"func _ready():\n"
+" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
+" dtls.connect_to_peer(udp, false) # Utilisez \"true\" en production pour "
+"vérifier le certificat !\n"
+"\n"
+"func _process(delta):\n"
+" dtls.poll()\n"
+" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
+" if !connected:\n"
+" # Essayer de contacter le serveur\n"
+" dtls.put_packet(\"La réponse est... 42!\".to_utf8())\n"
+" while dtls.get_available_packet_count() > 0:\n"
+" print(\"Connecté : %s\" % dtls.get_packet()."
+"get_string_from_utf8())\n"
+" connected = true\n"
+"[/codeblock]"
#: doc/classes/DTLSServer.xml
msgid ""
@@ -21773,6 +26857,10 @@ msgid ""
"[code]chain[/code] parameter to provide additional CA chain information "
"along with the certificate."
msgstr ""
+"Configure le serveur DTLS pour utiliser la clé privée [code]private_key[/"
+"code] et fourni le certificat [code]certificate[/code] aux clients. Vous "
+"pouvez passer le paramètre facultatif [code]chain[/code] pour fournir des "
+"informations supplémentaires sur la chaîne \"CA\" en plus du certificat."
#: doc/classes/DTLSServer.xml
msgid ""
@@ -21783,10 +26871,17 @@ msgid ""
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
"the new connections will be invalid due to cookie exchange."
msgstr ""
+"Essaye de débuter une poignée de main DTLS avec le pair [code]udp_peer[/"
+"code] qui doit être connecté au préalable (voir [method PacketPeerUDP."
+"connect_to_host)]\n"
+"[b]Note :[/b] Vous devez vérifier que le status du PacketPeerUDP est "
+"[constant PacketPeerDTLS.STATUS_HANDSHAKING], car il est commun que 50% des "
+"nouvelles connexions deviennent invalides en raison de l'échange de cookies."
#: doc/classes/DynamicFont.xml
msgid "DynamicFont renders vector font files at runtime."
msgstr ""
+"Les DynamicFont font un rendu de fichier de police vectorielles au lancement."
#: doc/classes/DynamicFont.xml
msgid ""
@@ -21799,9 +26894,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -21815,6 +26909,33 @@ msgid ""
"In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose "
"the desired features then generate the font."
msgstr ""
+"DynamicFont fait le rendu d'un fichier de police vectorielle dynamiquement "
+"au lancement du jeu plutôt que d'utiliser une texture de pré-rendu comme "
+"[BitmapFont]. La lenteur de chargement par rapport à [BitmapFont] est "
+"compensée par la possibilité de modifier les paramètres de la police comme "
+"sa taille ou son espacement à partir du lancement. [DynamicFontData] est "
+"utilisée pour le chemin du fichier de police. DynamicFont permet aussi de "
+"définir une ou plusieurs polices de repli, qui seront utilisée pour "
+"l'affichage de tout caractère qui n'est pas présent dans la police "
+"principale.\n"
+"DynamicFont utilise la bibliothèque [url=https://www.freetype.org/]FreeType[/"
+"url] pour la rasterization. Les formats supportés sont TrueType ([code].ttf[/"
+"code]), OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/"
+"code]), et Web Open Font Format 2 ([code].woff2[/code]).\n"
+"[codeblock]\n"
+"var dynamic_font = DynamicFont.new()\n"
+"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
+"dynamic_font.size = 64\n"
+"$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] DynamicFont ne supporte par certaines fonctionnalités comme le "
+"kerning, l'écriture de droite à gauche, les ligatures, les formes de texte, "
+"les tailles variable et d'autres fonctionnalités pour le moment. Si vous "
+"souhaitez faire un pré-rendu de certaines fonctionnalités dans le fichier de "
+"police TTF, vous pouvez utiliser [url=https://fontforge.org/]FontForge[/url] "
+"pour cela. Dans FontForge, utilisez [b]Fichier > Polices Générales[/b], "
+"cliquez sur [b]Options[/b], puis choisissez la fonctionnalité voulue lors de "
+"la génération de la police."
#: doc/classes/DynamicFont.xml
msgid "Adds a fallback font."
@@ -21827,13 +26948,16 @@ msgid ""
"If a given character is included in more than one font, it appears only once "
"in the returned string."
msgstr ""
+"Retourne une chaîne contenant tous les caractères disponibles dans la police "
+"principale et celles de repli.\n"
+"Si un caractère donné est inclus dans plus d'une police, il apparaît "
+"seulement une fois dans la chaîne retournée."
#: doc/classes/DynamicFont.xml
msgid "Returns the fallback font at index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne la police de repli à la position [code]idx[/code]."
#: doc/classes/DynamicFont.xml
-#, fuzzy
msgid "Returns the number of fallback fonts."
msgstr "Retourne le nombre de polices de rechange."
@@ -21841,24 +26965,28 @@ msgstr "Retourne le nombre de polices de rechange."
msgid ""
"Returns the spacing for the given [code]type[/code] (see [enum SpacingType])."
msgstr ""
+"Retourne l'espacement pour le [code]type[/code] spécifié (voir [enum "
+"SpacingType])."
#: doc/classes/DynamicFont.xml
msgid "Removes the fallback font at index [code]idx[/code]."
-msgstr ""
+msgstr "Retire la police de repli à la position [code]idx[/code]."
#: doc/classes/DynamicFont.xml
msgid "Sets the fallback font at index [code]idx[/code]."
-msgstr ""
+msgstr "Définit la police de repli pour la position [code]idx[/code]."
#: doc/classes/DynamicFont.xml
msgid ""
"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
"[code]value[/code] in pixels (not relative to the font size)."
msgstr ""
+"Définit l'espacement pour [code]type[/code] (voir [enum SpacingType]) à "
+"[code]value[/code] en pixels (et en fonction de la taille de la police)."
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the bottom in pixels."
-msgstr ""
+msgstr "L'espacement supplémentaire en bas en pixels."
#: doc/classes/DynamicFont.xml
msgid ""
@@ -21866,6 +26994,8 @@ msgid ""
"This can be a negative number to make the distance between characters "
"smaller."
msgstr ""
+"L'espacement additionnel entre chaque caratère, en pixels.\n"
+"Ceci peut être un nombre négatif pour rapprocher les caractères."
#: doc/classes/DynamicFont.xml
msgid ""
@@ -21873,10 +27003,13 @@ msgid ""
"extra_spacing_char]) in pixels.\n"
"This can be a negative number to make the distance between words smaller."
msgstr ""
+"L'espacement additionnel entre les caractères d'espace (en plus de [member "
+"extra_spacing_char]), en pixels.\n"
+"Cela peut être un nombre négatif pour rapprocher les mots."
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the top in pixels."
-msgstr ""
+msgstr "L'espacement supplémentaire en haut en pixels."
#: doc/classes/DynamicFont.xml
msgid "The font data."
@@ -21890,10 +27023,17 @@ msgid ""
"black here, it won't be possible to change its color using a Label's font "
"outline modulate theme item."
msgstr ""
+"La couleur du contour de la police.\n"
+"[b]Note :[/b] Il est recommandé de laisser ceci à la valeur par défaut afin "
+"que vous puissiez l'ajuster dans les contrôles individuels. Par exemple, si "
+"le contour est déclaré ici en noir, il ne sera pas possible de modifier sa "
+"couleur même en utilisant un thème pour le Label."
#: doc/classes/DynamicFont.xml
msgid "The font outline's thickness in pixels (not relative to the font size)."
msgstr ""
+"L'épaisseur du contour de la police, en pixels (et non en fonction à la "
+"taille de la police)."
#: doc/classes/DynamicFont.xml
msgid "The font size in pixels."
@@ -21914,6 +27054,9 @@ msgid ""
"appearance when downscaling it if font oversampling is disabled or "
"ineffective."
msgstr ""
+"Si [code]true[/code], les mipmaps sont utilisées. Cela améliore l'apparence "
+"de la police lorsqu'elle est désactivée si le sur-échantillonnage de la "
+"police est désactivé ou non utilisé."
#: doc/classes/DynamicFont.xml
msgid "Spacing at the top."
@@ -21934,22 +27077,28 @@ msgstr "L'espacement pour le caractère d'espace."
#: doc/classes/DynamicFontData.xml
msgid "Used with [DynamicFont] to describe the location of a font file."
msgstr ""
+"Utiliser par [DynamicFont] pour spécifier l'emplacement du fichier de police."
#: doc/classes/DynamicFontData.xml
msgid ""
"Used with [DynamicFont] to describe the location of a vector font file for "
"dynamic rendering at runtime."
msgstr ""
+"Utilisé avec [DynamicFont] pour décrire l'emplacement d'un fichier de police "
+"vectoriel pour un rendu dynamique au lancement du projet."
#: doc/classes/DynamicFontData.xml
msgid ""
"If [code]true[/code], the font is rendered with anti-aliasing. This property "
"applies both to the main font and its outline (if it has one)."
msgstr ""
+"Si [code]true[/code], la police est rendue avec l'anticrénelage. Cette "
+"propriété s'applique à la fois à la police en elle-même et à son contour (si "
+"elle en a un)."
#: doc/classes/DynamicFontData.xml
msgid "The path to the vector font file."
-msgstr ""
+msgstr "Le chemin vers le fichier de police vectorielle."
#: doc/classes/DynamicFontData.xml
msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
@@ -21977,7 +27126,7 @@ msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "A script that is executed when exporting the project."
-msgstr ""
+msgstr "Un script qui est exécuté à l'export du projet."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -21989,6 +27138,13 @@ msgid ""
"To use [EditorExportPlugin], register it using the [method EditorPlugin."
"add_export_plugin] method first."
msgstr ""
+"Les [EditorExportPlugin] sont automatiquement invoqués lorsque l'utilisateur "
+"exporte le projet. Ils sont plus le souvent utilisés de déterminer quels "
+"fichiers doivent être inclus dans le projet exporté. Pour chaque greffon, "
+"[method export_begin] est appelé au début du processus d'exportation, et "
+"[method export_file] est appelé pour chaque fichier exporté.\n"
+"Pour utiliser [EditorExportPlugin], enregistrez-le d'abord avec la méthode "
+"[method EditorPlugin.add_export_greffon]."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -21999,12 +27155,22 @@ msgid ""
"exported project. [code]flags[/code] is only used when running a runnable "
"profile, e.g. when using native run on Android."
msgstr ""
+"La méthode virtuelle à surcharger par l'utilisateur. Il est appelé lorsque "
+"l'exportation commence et fournit toutes les informations sur cette "
+"exportation. [code]features[/code] est la liste des fonctionnalités de "
+"l'exportation, [code]is_debug[/code] est [code]true[/code] pour les exports "
+"avec l'option de débogage, et [code]path[/code] est le chemin cible pour "
+"l'export du projet. [code]flags[/code] est seulement utilisé pour les "
+"profils de lancement, par exemple lorsque vous utilisez le lancement natif "
+"sur Android."
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Virtual method to be overridden by the user. Called when the export is "
"finished."
msgstr ""
+"Une méthode virtuelle à surcharger par l'utilisateur. Elle est appelée "
+"lorsque l'exportation est terminée."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -22016,6 +27182,14 @@ msgid ""
"Calling [method skip] inside this callback will make the file not included "
"in the export."
msgstr ""
+"Une méthode virtuelle à surcharger par l'utilisateur. Elle est appelée pour "
+"chaque fichier exporté, passant des arguments qui permettent d'identifier le "
+"fichier exporté. [code]path[/code] est le chemin du fichier, [code]type[/"
+"code] est la [Resource] représentée par ce fichier (par exemple "
+"[PackedScene]) et [code]features[/code] est la liste des fonctionnalités de "
+"cette exportation.\n"
+"Appeler [method skip] dans cette méthode surchargée pour ne pas exporter ce "
+"fichier."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -22024,6 +27198,11 @@ msgid ""
"the file. If [code]remap[/code] is [code]true[/code], file will not be "
"exported, but instead remapped to the given [code]path[/code]."
msgstr ""
+"Ajoute un fichier personnalisé à exporter. [code]path[/code] est le chemin "
+"virtuel qui peut être utilisé pour charger le fichier, [code]file[/code] "
+"représente les données binaires du fichier. Si [code]remap[/code] est "
+"[code]true[/code], le fichier ne sera pas exporté, mais sera remplacé par "
+"une référence au chemin [code]path[/code]."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -22036,6 +27215,8 @@ msgid ""
"Adds a C++ code to the iOS export. The final code is created from the code "
"appended by each active export plugin."
msgstr ""
+"Ajoute un code C++ à l'exportation iOS. Le code final est créé à partir de "
+"ce code ajouté à chaque greffon d'exportation actif."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -22046,6 +27227,12 @@ msgid ""
"This method should not be used for System libraries as they are already "
"present on the device."
msgstr ""
+"Ajoute une bibliothèque dynamique (*.dylib, *.framework) au \"Linking "
+"Phase\" dans le projet Xcode d'iOS et l'intègre en binaire final.\n"
+"[b]Note :[/b] Pour les bibliothèques statiques (*.a), ça fonctionne de la "
+"même manière que [méthode add_ios_framework].\n"
+"Cette méthode ne devrait pas être utilisée pour les bibliothèques système "
+"car elles sont déjà présentes sur l'appareil."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -22055,7 +27242,7 @@ msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "Adds linker flags for the iOS export."
-msgstr ""
+msgstr "Ajoute un drapeau à l'assembleur pour l'export iOS."
#: doc/classes/EditorExportPlugin.xml
msgid "Adds content for iOS Property List files."
@@ -22064,6 +27251,8 @@ msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
msgstr ""
+"Ajoute la bibliothèque statique à l'emplacement [code]path[/code] spécifié "
+"au projet iOS."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -22071,6 +27260,9 @@ msgid ""
"directory of macOS app bundle.\n"
"[b]Note:[/b] This is useful only for macOS exports."
msgstr ""
+"Ajoute le fichier ou le dossier correspondant à l'emplacement [code]path[/"
+"code] au dossier [code]PlugIns[/code] de l'applications macOS.\n"
+"[b]Note :[/b] Cela n'est utile que pour les exports pour macOS."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -22081,17 +27273,28 @@ msgid ""
"In case of a directory code-sign will error if you place non code object in "
"directory."
msgstr ""
+"Ajoute un objet partagé ou un dossier contenant uniquement des objets "
+"partagés avec les étiquettes [code]tags[/code] et le chemin de destination "
+"[code]path[/code].\n"
+"[b]Note :[/b] En cas d'exportation pour macOS, ces objets partagés seront "
+"ajoutés au dossier [code]Frameworks[/code] de l'app bundle.\n"
+"Pour les dossiers, \"code-sign\" affichera une erreur si vous placez dans ce "
+"dossier un objet qui n'est pas du code."
#: doc/classes/EditorExportPlugin.xml
msgid ""
"To be called inside [method _export_file]. Skips the current file, so it's "
"not included in the export."
msgstr ""
+"Sera appelé dans [method export_file]. Ignore le fichier actuel, il ne "
+"figurera donc pas dans l'exportation."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"An editor feature profile which can be used to disable specific features."
msgstr ""
+"Un profile de fonctionnalités de l'éditeur qui permet de désactiver "
+"certaines fonctionnalités."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -22104,10 +27307,22 @@ msgid ""
"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
"Profiles...[/b] at the top of the editor window."
msgstr ""
+"Un profil d'éditeur peut être utilisé pour désactiver certaines "
+"fonctionnalités spécifiques de l'éditeur Godot. Lorsqu'elles sont "
+"désactivées, ces fonctionnalités n'apparaîtront pas dans l'éditeur, ce qui "
+"rend simplie l'éditeur. Cela est utile dans les milieux d'éducation pour "
+"réduire la confusion ou lorsque vous travaillez dans une équipe. Par "
+"exemple, les artistes et les concepteurs de niveau pourraient utiliser un "
+"profil de fonctionnalités qui désactive l'éditeur de script pour éviter des "
+"modifications accidentelles aux fichiers qu'ils ne sont pas censés "
+"modifier.\n"
+"Pour gérer visuellement les profils d'éditeur, utilisez [b]Éditeur > Gérer "
+"les profils de fonctionnalités.[/b] en haut de la fenêtre de l'éditeur."
#: doc/classes/EditorFeatureProfile.xml
msgid "Returns the specified [code]feature[/code]'s human-readable name."
msgstr ""
+"Retourne le nom de la fonctionnalité [code]feature[/code] facilement lisible."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -22115,6 +27330,9 @@ msgid ""
"is disabled. When disabled, the class won't appear in the Create New Node "
"dialog."
msgstr ""
+"Retourne [code]true[/code] si la classe spécifiée par [code]class_name[/"
+"code] est désactivée. Lorsqu'elle est désactivée, la classe n'apparaitre pas "
+"dans le dialogue \"Créer un nouveau nœud\"."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -22136,12 +27354,19 @@ msgid ""
"appear in the inspector when selecting a node that extends the class "
"specified by [code]class_name[/code]."
msgstr ""
+"Retourne [code]true[/code] si [code]property[/code] est désactivé dans la "
+"classe spécifiée par [code]class_name[/code]. Lorsqu'une propriété est "
+"désactivée, elle n'apparaît pas dans l'inspecteur pour un nœud qui étend la "
+"classe spécifiée par [code]class_name[/code]."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Returns [code]true[/code] if the [code]feature[/code] is disabled. When a "
"feature is disabled, it will disappear from the editor entirely."
msgstr ""
+"Retourne [code]true[/code] si la fonctionnalité [code]feature[/code] est "
+"désactivée. Lorsqu'une fonctionnalité est désactivée, elle disparaîtra "
+"entièrement de l'éditeur."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -22149,13 +27374,20 @@ msgid ""
"format obtained by using the feature profile manager's [b]Export[/b] button "
"or the [method save_to_file] method."
msgstr ""
+"Charge un profil d'éditeur depuis un fichier. Le fichier doit respecter le "
+"format JSON obtenu en utilisant le bouton [b]Export[/b] ou via la méthode "
+"[method save_to_file]."
#: doc/classes/EditorFeatureProfile.xml
+#, fuzzy
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
+"Enregistre le profil de fonctionnalité de l'éditeur dans un fichier au "
+"format JSON. Il peut ensuite être importé en utilisant le bouton [b]Import[/"
+"b] ou la méthode [method load_from_file]."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -22163,6 +27395,9 @@ msgid ""
"by [code]class_name[/code]. When disabled, the class won't appear in the "
"Create New Node dialog."
msgstr ""
+"Si [code]disable[/code] est [code]true[/code], désactive la classe nommée "
+"[code]class_name[/code]. Lorsqu'elle est désactivée, la classe n'apparait "
+"pas dans le dialogue \"Créer un nouveau nœud\"."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -22171,6 +27406,11 @@ msgid ""
"appear in the Create New Node dialog but the inspector will be read-only "
"when selecting a node that extends the class."
msgstr ""
+"Si [code]disable[/code] est [code]true[/code], désactive l'édition de la "
+"classe nommée [code]class_name[/code]. Lorsqu'elle est désactivée, la classe "
+"apparaîtra toujours dans le dialogue \"Créer un nouveau nœud\", mais "
+"l'inspecteur ne permettra pas de modifier ses propriétés pour les nœuds qui "
+"étendent cette classe."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -22179,6 +27419,11 @@ msgid ""
"When a property is disabled, it won't appear in the inspector when selecting "
"a node that extends the class specified by [code]class_name[/code]."
msgstr ""
+"Si [code]disable[/code] est [code]true[/code], désactive l'édition de la "
+"[code]property[/code] dans la classe nommée [code]class_name[/code]. "
+"Lorsqu'une propriété est désactivée, elle n'apparaît plus dans l'inspecteur "
+"lors du choix d'un nœud qui étend la classe spécifiée par [code]class_name[/"
+"code]."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -22186,56 +27431,76 @@ msgid ""
"specified in [code]feature[/code]. When a feature is disabled, it will "
"disappear from the editor entirely."
msgstr ""
+"Si [code]disable[/code] est [code]true[/code], désactive la fonction "
+"d'éditeur spécifiée dans [code]feature[/code]. Lorsqu'une fonction est "
+"désactivée, elle disparaîtra entièrement de l'éditeur."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The 3D editor. If this feature is disabled, the 3D editor won't display but "
"3D nodes will still display in the Create New Node dialog."
msgstr ""
+"L'éditeur 3D. Si cette fonctionnalité est désactivée, l'éditeur 3D ne sera "
+"pas affiché mais les nœuds 3D seront toujours affichés dans le dialogue "
+"\"Créer un nouveau nœud\"."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The Script tab, which contains the script editor and class reference "
"browser. If this feature is disabled, the Script tab won't display."
msgstr ""
+"L'onglet \"Script\", qui contient l'éditeur de script et le navigateur de "
+"documentation des classes. Si cette fonctionnalité est désactivée, "
+"l'affichage de l'onglet \"Script\" ne sera pas affiché."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
"display."
msgstr ""
+"L'onglet AssetLib. Si cette caractéristique est désactivée, l'onglet "
+"AssetLib ne sera pas affiché."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Scene tree editing. If this feature is disabled, the Scene tree dock will "
"still be visible but will be read-only."
msgstr ""
+"L'éditeur de l'arborescence de la scène. Si cette caractéristique est "
+"désactivée, le dock de l'arborescence de la scène sera toujours visible, "
+"mais ne pourra pas être modifié."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The Node dock. If this feature is disabled, signals and groups won't be "
"visible and modifiable from the editor."
msgstr ""
+"Le dock des Nœuds. Si cette caractéristique est désactivée, les signaux et "
+"les groupes ne seront pas affichés ni modifiables dans l'éditeur."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
"be visible."
msgstr ""
+"Le dock de système de fichiers. Si cette caractéristique est désactivée, le "
+"dock de système de fichiers ne sera pas visible."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The Import dock. If this feature is disabled, the Import dock won't be "
"visible."
msgstr ""
+"Le dock d'importation. Si cette caractéristique est désactivée, le dock "
+"d'importation ne sera pas visible."
#: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum Feature] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Feature]."
#: doc/classes/EditorFileDialog.xml
msgid "A modified version of [FileDialog] used by the editor."
-msgstr ""
+msgstr "Une version modifié du [FileDialog] utilisé par l'éditeur."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -22244,10 +27509,15 @@ msgid ""
"For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text "
"\"Scenes (*.tscn, *.scn)\"."
msgstr ""
+"Ajoute une option de filtrage d'extension de fichier délimitée par des "
+"virgules à [EditorFileDialog] avec une étiquette optionnelle délimitée par "
+"des point-virgules.\n"
+"Par exemple, [code]\"*.tscn, *.scn; Scenes\"[/code] donne le filtre \"Scenes "
+"(*.tscn, *.scn)\"."
#: doc/classes/EditorFileDialog.xml
msgid "Removes all filters except for \"All Files (*)\"."
-msgstr ""
+msgstr "Retire tous les filtres sauf \"Tous les fichiers (*)\"."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -22256,18 +27526,28 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne le [code]VBoxContainer[/code] utilisé pour afficher le système de "
+"fichiers.\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud requis en interne, l'enlever et "
+"le libérer peut causer un plantage. Si vous voulez le cacher lui ou un de "
+"ses enfants, utilisez la propriété [membre CanvasItem.visible]."
#: doc/classes/EditorFileDialog.xml
msgid ""
"Notify the [EditorFileDialog] that its view of the data is no longer "
"accurate. Updates the view contents on next view update."
msgstr ""
+"Notifie le [EditorFileDialog] que sa vue que son contenu n'est plus à jour. "
+"Mettre à jour le contenu de la vue sur la prochaine mise à jour de la vue."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The location from which the user may select a file, including [code]res://[/"
"code], [code]user://[/code], and the local file system."
msgstr ""
+"L'emplacement à partir duquel l'utilisateur peut sélectionner un fichier, y "
+"compris [code]res://[/code], [code]user://[code], et le système de fichiers "
+"local."
#: doc/classes/EditorFileDialog.xml
msgid "The currently occupied directory."
@@ -22279,30 +27559,36 @@ msgstr "Le fichier actuellement sélectionné."
#: doc/classes/EditorFileDialog.xml
msgid "The file system path in the address bar."
-msgstr ""
+msgstr "Le chemin dans le système de fichier dans la barre d'adresse."
#: doc/classes/EditorFileDialog.xml
msgid ""
"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
"overwriting files."
msgstr ""
+"Si [code]true[/code], le [EditorFileDialog] n'avertira pas l'utilisateur "
+"avant d'écraser des fichiers."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The view format in which the [EditorFileDialog] displays resources to the "
"user."
msgstr ""
+"Le format de vue dans lequel le [EditorFileDialog] affiche les ressources à "
+"l'utilisateur."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The purpose of the [EditorFileDialog], which defines the allowed behaviors."
-msgstr ""
+msgstr "Le but du [EditorFileDialog], qui définit les comportements autorisés."
#: doc/classes/EditorFileDialog.xml
msgid ""
"If [code]true[/code], hidden files and directories will be visible in the "
"[EditorFileDialog]."
msgstr ""
+"Si [code]true[/code], les fichiers et dossiers masqués seront visibles dans "
+"le [EditorFileDialog]."
#: doc/classes/EditorFileDialog.xml
msgid "Emitted when a directory is selected."
@@ -22321,44 +27607,59 @@ msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"open the file."
msgstr ""
+"Le [EditorFileDialog] ne peut sélectionner qu'un seul fichier. Accepter "
+"cette fenêtre ouvrira le fichier sélectionné."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select multiple files. Accepting the window will "
"open all files."
msgstr ""
+"Le [EditorFileDialog] permet de sélectionner plusieurs fichiers. Valider le "
+"dialogue ouvrira toutes ces fichiers."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select only one directory. Accepting the window "
"will open the directory."
msgstr ""
+"Le [EditorFileDialog] ne peut sélectionner qu'un seul dossier. Accepter la "
+"fenêtre ouvrira le dossier sélectionné."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select a file or directory. Accepting the window "
"will open it."
msgstr ""
+"Le [EditorFileDialog] peut sélectionner un fichier ou un dossier. Le bouton "
+"de validation de la fenêtre l'ouvrira."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"save the file."
msgstr ""
+"Le [EditorFileDialog] ne peut sélectionner qu'un seul fichier. Le bouton de "
+"validation de la fenêtre le sauvegardera."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can only view [code]res://[/code] directory contents."
msgstr ""
+"Le [EditorFileDialog] ne peut afficher que le contenu des dossiers dans "
+"[code]res://[/code]."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can only view [code]user://[/code] directory contents."
msgstr ""
+"Le [EditorFileDialog] ne peut afficher que le contenu des dossiers dans "
+"[code]user://[/code]."
#: doc/classes/EditorFileDialog.xml
msgid "The [EditorFileDialog] can view the entire local file system."
msgstr ""
+"Le [EditorFileDialog] peut voir l'entièreté du système de fichier local."
#: doc/classes/EditorFileDialog.xml
msgid "The [EditorFileDialog] displays resources as thumbnails."
@@ -22367,10 +27668,12 @@ msgstr "Le [EditorFileDialog] affiche les ressources sous forme de miniatures."
#: doc/classes/EditorFileDialog.xml
msgid "The [EditorFileDialog] displays resources as a list of filenames."
msgstr ""
+"Le [EditorFileDialog] affiche les ressources comme une liste de nom de "
+"fichiers."
#: doc/classes/EditorFileSystem.xml
msgid "Resource filesystem, as the editor sees it."
-msgstr ""
+msgstr "Le système de fichier des ressources, tel que le voit l'éditeur."
#: doc/classes/EditorFileSystem.xml
msgid ""
@@ -22379,6 +27682,11 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_filesystem]."
msgstr ""
+"Cet objet contient des informations sur toutes les ressources du système de "
+"fichiers, leurs types, etc.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique avec [method EditorInterface."
+"get_resource_filesystem]"
#: doc/classes/EditorFileSystem.xml
msgid ""
@@ -22386,6 +27694,10 @@ msgid ""
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
+"Retourne le type de ressource du fichier, spécifié par le chemin complet. "
+"Ceci retourne une chaîne comme [code]\"Resource\"[/code] or "
+"[code]\"GDScript\"[/code], mais [i]pas[/i] l'extension du fichier comme "
+"[code]\".gd\"[/code]."
#: doc/classes/EditorFileSystem.xml
msgid "Gets the root directory object."
@@ -22394,14 +27706,19 @@ msgstr "Obtient l'objet de répertoire racine."
#: doc/classes/EditorFileSystem.xml
msgid "Returns a view into the filesystem at [code]path[/code]."
msgstr ""
+"Retourne une vue dans le système de fichiers à l'emplacement [code]path[/"
+"code]."
#: doc/classes/EditorFileSystem.xml
msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
+"Retourne la progression de l'analyse de 0 à 1 si le système de fichiers est "
+"en train d'être scanné."
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Retourne [code]true[/code] si le système de fichier a été scanné."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -22409,26 +27726,29 @@ msgstr "Analysez le système de fichiers pour les modifications."
#: doc/classes/EditorFileSystem.xml
msgid "Check if the source of any imported resource changed."
-msgstr ""
+msgstr "Vérifie si la source de n'importe quelle ressources importée a changé."
#: doc/classes/EditorFileSystem.xml
msgid ""
"Update a file information. Call this if an external program (not Godot) "
"modified the file."
msgstr ""
+"Met à jour les informations du fichier. Appelez cette méthode si un "
+"programme externe (hors Godot) a modifié le fichier."
#: doc/classes/EditorFileSystem.xml
msgid "Scans the script files and updates the list of custom class names."
msgstr ""
+"Scanne les fichiers de script et met à jour la liste des noms de classe "
+"personnalisés."
#: doc/classes/EditorFileSystem.xml
msgid "Emitted if the filesystem changed."
msgstr "Émis si le système de fichiers a changé."
#: doc/classes/EditorFileSystem.xml
-#, fuzzy
msgid "Emitted if a resource is reimported."
-msgstr "Remise si une ressource est réimportée."
+msgstr "Émis si une ressource est réimportée."
#: doc/classes/EditorFileSystem.xml
msgid ""
@@ -22439,7 +27759,7 @@ msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Emitted if the source of any imported file changed."
-msgstr ""
+msgstr "Émis si la source de n'importe quel fichier a changé."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "A directory for the resource filesystem."
@@ -22447,37 +27767,43 @@ msgstr "Un répertoire pour le système de fichiers des ressources."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "A more generalized, low-level variation of the directory concept."
-msgstr ""
+msgstr "Une variation bas-niveau et plus générale du concept de dossier."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns the index of the directory with name [code]name[/code] or [code]-1[/"
"code] if not found."
msgstr ""
+"Retourne l'index du dossier nommé [code]name[/code] ou [code]-1[/code] si "
+"n'existe pas."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns the index of the file with name [code]name[/code] or [code]-1[/code] "
"if not found."
msgstr ""
+"Retourne l'index du fichier nommé [code]name[/code] ou [code]-1[/code] si "
+"n'existe pas."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the name of the file at index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne le nom du fichier à l'index [code]idx[/code]."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the number of files in this directory."
-msgstr ""
+msgstr "Retourne le nombre de fichiers dans ce dossier."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns [code]true[/code] if the file at index [code]idx[/code] imported "
"properly."
msgstr ""
+"Retourne [code]true[/code] si le fichier à la position [code]idx[/code] à "
+"été importé correctement."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the path to the file at index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne le chemin du fichier à l'index [code]idx[/code]."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -22485,6 +27811,9 @@ msgid ""
"[code]idx[/code]. If the file doesn't define a script class using the "
"[code]class_name[/code] syntax, this will return an empty string."
msgstr ""
+"Retourne la classe de base de la classe de script définie dans le fichier à "
+"index [code]idx[/code]. Si le fichier ne définit pas une classe de script en "
+"utilisant la syntaxe [code]class_name[/code], une chaîne vide est retournée."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -22492,6 +27821,9 @@ msgid ""
"code]. If the file doesn't define a script class using the [code]class_name[/"
"code] syntax, this will return an empty string."
msgstr ""
+"Retourne le nom de la classe script définie dans le fichier à index "
+"[code]idx[/code]. Si le fichier ne définit pas une classe de script en "
+"utilisant la syntaxe [code]class_name[/code], une chaîne vide est retournée."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -22499,6 +27831,9 @@ msgid ""
"returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
"code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
+"Retourne le type de ressource du fichier à l'index [code]idx[/code]. Ceci "
+"retourne une chaîne comme [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
+"code], mais [i]pas[/i] l'extension du fichier comme [code]\".gd\"[/code]."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the name of this directory."
@@ -22509,6 +27844,8 @@ msgid ""
"Returns the parent directory for this directory or [code]null[/code] if "
"called on a directory at [code]res://[/code] or [code]user://[/code]."
msgstr ""
+"Retourne le dossier parent de ce dossier ou [code]null[/code] si appelé dans "
+"un dossier à [code]res://[/code] ou [code]user://[/code]."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the path to this directory."
@@ -22520,13 +27857,16 @@ msgstr "Retourne le sous-répertoire à l’index [code]idx[/code]."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the number of subdirectories in this directory."
-msgstr ""
+msgstr "Retourne le nombre de sous-dossiers dans ce dossier."
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Registers a custom resource importer in the editor. Use the class to parse "
"any file and import it as a new resource type."
msgstr ""
+"Enregistre un importateur de ressources personnalisée dans l'éditeur. "
+"Utilisez cette classe pour interpréter n'importe quel fichier pour "
+"l'importer comme nouveau type de ressource."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22585,6 +27925,61 @@ msgid ""
"To use [EditorImportPlugin], register it using the [method EditorPlugin."
"add_import_plugin] method first."
msgstr ""
+"Les [EditorImportPlugin] fournissent un moyen d'étendre la fonctionnalité "
+"d'importation des ressources dans l'éditeur. Utilisez-les pour importer des "
+"ressources depuis des formats de de fichier personnalisés ou pour proposer "
+"une alternative aux importateurs existants de l'éditeur.\n"
+"Les EditorImportPlugins fonctionnent pas associés certaines extensions de "
+"fichiers avec un type de ressource. Voir [method get_recognized_extensions] "
+"et [method get_resource_type]. Ils peuvent aussi spécifier des préréglages "
+"d'importation qui changerons le processus d'importation. Les "
+"EditorImportPlugins sont responsables pour créer les ressources et les "
+"enregistrer dans le dossier [code].import[/code] (voir [member "
+"ProjectSettings.application/config/use_hidden_project_data_directory]).\n"
+"L'exemple ci-dessous définit un EditorImportPlugin qui importe un [Mesh] "
+"depuis un fichier avec l'extension \".special\" ou \".spec\" :\n"
+"[codeblock]\n"
+"tool\n"
+"extends EditorImportPlugin\n"
+"\n"
+"func get_importer_name():\n"
+" return \"my.special.plugin\"\n"
+"\n"
+"func get_visible_name():\n"
+" return \"Special Mesh\"\n"
+"\n"
+"func get_recognized_extensions():\n"
+" return [\"special\", \"spec\"]\n"
+"\n"
+"func get_save_extension():\n"
+" return \"mesh\"\n"
+"\n"
+"func get_resource_type():\n"
+" return \"Mesh\"\n"
+"\n"
+"func get_preset_count():\n"
+" return 1\n"
+"\n"
+"func get_preset_name(i):\n"
+" return \"Default\"\n"
+"\n"
+"func get_import_options(i):\n"
+" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
+"\n"
+"func import(source_file, save_path, options, platform_variants, gen_files):\n"
+" var file = File.new()\n"
+" if file.open(source_file, File.READ) != OK:\n"
+" return FAILED\n"
+"\n"
+" var mesh = Mesh.new()\n"
+" # Remplir le Mesh avec des données lues depuis \"file\" (exercice laissé "
+"au lecteur)\n"
+"\n"
+" var filename = save_path + \".\" + get_save_extension()\n"
+" return ResourceSaver.save(filename, mesh)\n"
+"[/codeblock]\n"
+"Pour utiliser un nouveau [EditorImportPlugin], enregistrez-le d'abord avec "
+"la méthode [method EditorPlugin.add_import_plugin]."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22593,6 +27988,11 @@ msgid ""
"[code]default_value[/code], [code]property_hint[/code] (optional), "
"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
msgstr ""
+"Retourne les options et les valeurs par défaut pour le préréglage à cet "
+"index. Retourne un Array de Dictionnary avec les clés suivantes : "
+"[code]name[/code], [code]default_value[/code], [code]property_hint[/code] "
+"(optionnel), [code]hint_string[/code] (optionnel) et [code]usage[/code] "
+"(optionnel)."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22603,10 +28003,17 @@ msgid ""
"code] unless overridden by a specific importer. See [enum ResourceImporter."
"ImportOrder] for some predefined values."
msgstr ""
+"Retourne l'ordre de lancement de cet importateur lors de l'importation de "
+"ressources. Les importateurs avec un ordre d'importation plus [i]bas[/i] "
+"seront appelés en premier, et des valeurs supérieures seront appelées après. "
+"Utilisez-le pour s'assurer que l'importateur fonctionne après l'importation "
+"des dépendances. L'ordre d'importation par défaut est [code]0[/code] à moins "
+"d'être remplacé par un importateur spécifique. Voir [enum ResourceImporter."
+"ImportOrder] pour certaines valeurs prédéfinies."
#: doc/classes/EditorImportPlugin.xml
msgid "Gets the unique name of the importer."
-msgstr ""
+msgstr "Retourne le nom unique de l'importateur."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22625,6 +28032,20 @@ msgid ""
"[/codeblock]\n"
"Return [code]true[/code] to make all options always visible."
msgstr ""
+"Cette méthode peut être surchargée pour masquer certaines options "
+"d'importation si des conditions sont réunies. C'est principalement utile "
+"pour masquer des options qui dépendre d'autres options. Par exemple :\n"
+"[codeblock]\n"
+"func get_option_visibility(option, options):\n"
+" # N'afficher que le réglage de qualité de perte (\"lossy\") si le mode "
+"de compression est à \"Lossy\".\n"
+" if option == \"compress/lossy_quality\" and options.has(\"compress/"
+"mode\"):\n"
+" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
+"\n"
+" return true\n"
+"[/codeblock]\n"
+"Retourne [code]true[/code] pour toujours rendre toutes les options visibles."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22632,28 +28053,38 @@ msgid ""
"get_import_options] to get the default options for the preset and [method "
"get_preset_name] to get the name of the preset."
msgstr ""
+"Retourne le nombre de préréglages initiaux définis par le greffon. Utilisez "
+"[method get_import_options] pour obtenir les options par défaut pour le "
+"préréglage et [method get_preset_name] pour obtenir son nom."
#: doc/classes/EditorImportPlugin.xml
msgid "Gets the name of the options preset at this index."
-msgstr ""
+msgstr "Retourne le nom des préréglages de l'option à cette position."
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the priority of this plugin for the recognized extension. Higher "
"priority plugins will be preferred. The default priority is [code]1.0[/code]."
msgstr ""
+"Retourne la priorité de ce greffon pour l'extension reconnue. Des greffons "
+"le plus prioritaires seront préférés. La priorité par défaut est [code]1.0[/"
+"code]."
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the list of file extensions to associate with this loader (case-"
"insensitive). e.g. [code][\"obj\"][/code]."
msgstr ""
+"Retourne la liste des extensions de fichier à associer à ce chargeur "
+"(insensible à la casse). Par exemple [code][\"obj\"][/code]."
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the Godot resource type associated with this loader. e.g. "
"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
+"Récupérer le type de ressource de Godot associé avec ce chargeur, ex.: "
+"[code]\"Mesh\"[/code] ou [code]\"Animation\"[/code]."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22661,12 +28092,18 @@ msgid ""
"directory (see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory])."
msgstr ""
+"Retourne l'extension utilisée pour sauvegarder cette ressource dans le "
+"dossier [code].import[/code] (voir [membre ProjectSettings.application/"
+"config/use_hidden_project_data_directory])."
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the name to display in the import window. You should choose this name "
"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
msgstr ""
+"Retourne le nom à afficher dans la fenêtre d'importation. Vous devriez "
+"choisir ce nom comme une suite à \"Importer comme\", par exemple \"Importer "
+"comme Maillage Spécial\"."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -22676,21 +28113,73 @@ msgid ""
"This method must be overridden to do the actual importing work. See this "
"class' description for an example of overriding this method."
msgstr ""
+"Importe [code]source_file[/code] dans [code]save_path[/code] avec l'option "
+"[code]options[/code] d'importation spécifié. Les tableaux "
+"[code]platform_variants[/code] et [code]gen_files[/code] seront modifiés par "
+"cette fonction.\n"
+"Cette méthode doit être surchargée pour exécuter le véritable travail "
+"d'importation. Voir la description de cette classe pour un exemple de "
+"surcharge de cette méthode."
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+#, fuzzy
+msgid "A control used to edit properties of an object."
msgstr ""
+"Contrôle personnalisé pour modifier les propriétés à ajouter à l’inspecteur."
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
-msgstr ""
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
+msgstr ""
+"Il s'agit du contrôle qui permet l'édition des propriétés dans les dialogues "
+"des Paramètres de l'éditeur, le dock Inspecteur, etc. Pour obtenir le "
+"[EditorInspector] utilisé dans le fichier d'inspecteur de l'éditeur, "
+"utilisez [method EditorInterface.get_inspector]\n"
+"[EditorInspector] affichera les propriétés dans le même ordre que le tableau "
+"retourné par [method Object.get_property_list]\n"
+"Si le nom d'un propriété établie est semblable à celui d'un chemin (c'est-à-"
+"dire s'il commence par des barres obliques), [EditorInspector] créera des "
+"sections imbriquées pour les « dossier » suivant le chemin. Par exemple, si "
+"une propriété est nommée [code]highlighting/gdscript/node_path_color[/code], "
+"elle sera affichée comme \"Node Path Color\" dans la section \"GDScript\" "
+"imbriquée dans la section \"Highlighting\".\n"
+"Si une propriété a l'usage [constant @GlobalScope.PROPERTY_USAGE_GROUP], "
+"elle regroupera les propriétés dont le nom commence par la chaîne d'indice "
+"de la propriété. Le groupe se termine quand une propriété ne commence pas "
+"avec cette chaîne d'indice ou quand un nouveau groupe commence. Un nom de "
+"groupe vide termine le groupe actuel. [EditorInspector] créera une section "
+"tout en haut pour chaque groupe. Par exemple, si une propriété avec "
+"l'utilisation de groupe est nommée [code]Collide With[/code] et que sa "
+"chaîne d'indice est [code]collide_with[/code], une propriété "
+"[code]collide_with_area[/code] suivante sera affichée comme \"Area\" dans la "
+"section \"Collide With\".\n"
+"[b]Note :[/b] Contrairement aux sections créées à partir de noms de "
+"propriété selon des chemins, [EditorInspector] a obtenu le nom de sections "
+"créées à partir de groupes. Ainsi, les propriétés avec l'utilisation de "
+"groupe utilisent généralement des noms capitalisés au lieu des noms en "
+"\"snake_case\"."
#: doc/classes/EditorInspector.xml
msgid ""
@@ -22700,16 +28189,24 @@ msgid ""
"code] editor setting hasn't passed yet since this method was last called. "
"(By default, this interval is set to 0.3 seconds.)"
msgstr ""
+"Actualise l'inspecteur.\n"
+"[b]Note :[/b] Pour économiser les ressources CPU, l'appel de cette méthode "
+"ne fera rien si le temps spécifié dans [code]docks/property_editor/"
+"auto_refresh_interval[/code] des réglages de l'éditeur n'a pas encore été "
+"écoulé depuis le dernier appel à cette méthode. (Par défaut, cet intervalle "
+"est de 0,3 secondes.)"
#: doc/classes/EditorInspector.xml
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree inspector."
msgstr ""
+"Émis lorsque le bouton Edit d'un [Objet] a été pressé dans l'inspecteur. "
+"Ceci est principalement utilisé dans l'inspecteur d'une scène distante."
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is edited in the inspector."
-msgstr ""
+msgstr "Émis lorsqu'une propriété est modifiée dans l'inspecteur."
#: doc/classes/EditorInspector.xml
msgid ""
@@ -22717,10 +28214,13 @@ msgid ""
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
+"Émis lorsqu'une propriété est utilisée comme clé dans l'inspecteur. Les "
+"propriétés peuvent être utilisées comme clé en cliquant sur l'icône \"clé\" "
+"à côté d'une propriété lorsque le panneau \"Animation\" est ouvert."
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is selected in the inspector."
-msgstr ""
+msgstr "Émis lorsqu'une propriété est sélectionnée dans l'inspecteur."
#: doc/classes/EditorInspector.xml
msgid ""
@@ -22729,11 +28229,15 @@ msgid ""
"code] property enabled. Since this property is always enabled in the editor "
"inspector, this signal is never emitted by the editor itself."
msgstr ""
+"Émis lorsqu'une propriété booléenne est basculée dans l'inspecteur.\n"
+"[b]Note :[/b] Ce signal n'est jamais émis si la propriété interne "
+"[code]autoclear[/code] est activée. Comme cette propriété est toujours "
+"activée dans l'inspecteur de l'éditeur, ce signal n'est jamais émis par "
+"l'éditeur lui-même."
#: doc/classes/EditorInspector.xml
-#, fuzzy
msgid "Emitted when a resource is selected in the inspector."
-msgstr "Émis lorsqu'une interface est supprimée."
+msgstr "Émis quand une ressource est sélectionnée dans l'inspecteur."
#: doc/classes/EditorInspector.xml
msgid ""
@@ -22744,6 +28248,8 @@ msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Plugin for adding custom property editors on inspector."
msgstr ""
+"Un greffon pour ajouter des éditeurs de propriétés personnalisés dans "
+"l'inspecteur."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
@@ -22761,42 +28267,61 @@ msgid ""
"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
"add_inspector_plugin] method first."
msgstr ""
+"[EditorInspectorPlugin] permet d'ajouter des éditeurs de propriétés "
+"personnalisés dans [EditorInspector].\n"
+"Lorsqu'un objet est modifié, la fonction [method can_handle] est appelée et "
+"doit retourner [code]true[/code] si ce type d'objet est supporté.\n"
+"Si supporté, la fonction [method parse_begin] sera appelée, permettant de "
+"placer des contrôles personnalisés au début de la classe.\n"
+"Puis, les méthodes [méthod parse_category] et [method parse_property] seront "
+"appelées pour chaque catégorie et chaque propriété. Elles offrent la "
+"possibilité d'ajouter d'autres contrôles personnalisés à l'inspecteur.\n"
+"Enfin, la méthode [method parse_end] sera appelée.\n"
+"Sur chacun de ces appels, les methodes \"add\" peuvent être appelées.\n"
+"Pour utiliser votre [EditorInspectorPlugin], commencez par l'enregistrer "
+"avec la méthode [method EditorPlugin.add_inspector_greffon]."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Inspector plugins"
-msgstr ""
+msgstr "Les greffons de l'inspecteur"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Adds a custom control, which is not necessarily a property editor."
msgstr ""
+"Ajoute un contrôle personnalisé, qui n'est pas nécessairement un éditeur de "
+"propriété."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds a property editor for an individual property. The [code]editor[/code] "
"control must extend [EditorProperty]."
msgstr ""
+"Ajoute un éditeur de propriétés pour une seule propriété. Le contrôle "
+"[code]editor[/code] doit être une sous-classe de [EditorProperty]."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds an editor that allows modifying multiple properties. The [code]editor[/"
"code] control must extend [EditorProperty]."
msgstr ""
+"Ajoute un éditeur qui permet de modifier plusieurs propriétés. Le contrôle "
+"[code]editor[/code] doit être une sous-classe de [EditorProperty]."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
-msgstr ""
+msgstr "Retourne [code]true[/code] si cet objet peut être géré par ce greffon."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the beginning of the list."
-msgstr ""
+msgstr "Appelé pour autoriser l'ajout de contrôle au début de la liste."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the beginning of the category."
-msgstr ""
+msgstr "Appelé pour autoriser l'ajout de contrôle au début de la catégorie."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the end of the list."
-msgstr ""
+msgstr "Appelé pour autoriser l'ajout de contrôle en fin de liste."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
@@ -22805,6 +28330,10 @@ msgid ""
"built-in editor for this property, otherwise allows to insert a custom "
"editor before the built-in one."
msgstr ""
+"Appelé pour autoriser l'ajout d'éditeurs spécifiques à la propriété dans "
+"l'inspecteur. Habituellement, ils héritent de [EditorProperty]. Retourner "
+"[code]true[/code] supprimera l'éditeur intégré pour cette propriété, c'est-à-"
+"dire que ça permet d'insérer un éditeur personnalisé avant l'éditeur intégré."
#: doc/classes/EditorInterface.xml
msgid "Godot editor's interface."
@@ -22820,18 +28349,31 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorPlugin.get_editor_interface]."
msgstr ""
+"EditorInterface vous donne le contrôle de la fenêtre de l'éditeur Godot. Il "
+"permet de personnaliser la fenêtre, d'enregistrer et (re)charger des scènes, "
+"de faire des aperçus des mailles, d'inspecter et d'éditer des ressources et "
+"des objets, et fournit l'accès à [EditorSettings], [EditorFileSystem], "
+"[EditorResourcePreview], [ScriptEditor], la fenêtre d'affichage de l'éditeur "
+"et des informations sur les scènes.\n"
+"[b]Note :[/b] Cette classe ne doit pas être instanciée directement. Accédez "
+"plutôt au singleton en utilisant [method EditorPlugin.get_editor_interface]."
#: doc/classes/EditorInterface.xml
msgid ""
"Edits the given [Node]. The node will be also selected if it's inside the "
"scene tree."
msgstr ""
+"Édite le [Node] donné. Le nœud sera également sélectionné s'il s'agit d'une "
+"arborescence de scène."
#: doc/classes/EditorInterface.xml
msgid ""
"Edits the given [Resource]. If the resource is a [Script] you can also edit "
"it with [method edit_script] to specify the line and column position."
msgstr ""
+"Modifie la [Resource] donnée. Si la ressource est un [Script], vous pouvez "
+"également la modifier avec [method edit_script] en spécifiant la position de "
+"la ligne et de la colonne."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -22839,6 +28381,10 @@ msgid ""
"can also be specified. The script will be open with the user-configured "
"editor for the script's language which may be an external editor."
msgstr ""
+"Modifie le [Script]. La ligne et la colonne à laquelle ce script s'ouvre "
+"peut également être spécifiées. Le script sera ouvert avec l'éditeur "
+"configuré par l'utilisateur pour ce type de langage, où un éditeur externe "
+"peut être spécifié."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -22848,14 +28394,19 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render the editor "
"useless and may cause a crash."
msgstr ""
+"Retourne le conteneur principal de la fenêtre de l'éditeur de Godot. Par "
+"exemple, vous pouvez l'utiliser pour récupérer la taille du conteneur et "
+"placer vos contrôles en conséquence.\n"
+"[b]Avertissement :[/b] Enlever et libérer ce nœud rend l'éditeur inutile et "
+"peut causer un plantage."
#: doc/classes/EditorInterface.xml
msgid "Returns the current path being viewed in the [FileSystemDock]."
-msgstr ""
+msgstr "Retourne l'actuel chemin en train d'être vu dans le [FileSystemDock]."
#: doc/classes/EditorInterface.xml
msgid "Returns the edited (current) scene's root [Node]."
-msgstr ""
+msgstr "Retourne le [Node] racine de l'actuelle scène éditée."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -22866,6 +28417,13 @@ msgid ""
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
+"Retourne l'échelle actuelle de l'interface de l'éditeur ([code]1.0[/code] "
+"étant une échelle à 100%). Cela peut être utilisé pour régler la position et "
+"les dimensions des interfaces utilisateurs ajoutées par les greffons.\n"
+"[b]Note :[/b] Cette valeur est définie par [code]interface/editor/"
+"display_scale[/code] et [code]interface/editor/custom_display_scale[/code]. "
+"L'éditeur doit être redémarré pour que les changements soient complètement "
+"appliqués."
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSettings] instance."
@@ -22879,6 +28437,12 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
+"Retourne le contrôle principal de l'éditeur. Utilisez-le comme parent pour "
+"les écrans principaux.\n"
+"[b]Note :[/b] Cela retourne le contrôle principal de l'éditeur contenant "
+"tout l'éditeur, pas seulement les vues 2D ou 3D.\n"
+"[b]Avertissement :[/b] Enlever et libérer ce nœud rendra une partie de "
+"l'éditeur inutile et peut causer un crash."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -22886,6 +28450,9 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
+"Retourne l'instance [FileSystemDock] de l'éditeur.\n"
+"[b]Avertissement :[/b] Enlever et libérer ce nœud rendra une partie de "
+"l'éditeur inutile et peut causer un crash."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -22893,16 +28460,21 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
+"Retourne l'instance [EditorInspector] de l'éditeur.\n"
+"[b]Avertissement :[/b] Enlever et libérer ce nœud rendra une partie de "
+"l'éditeur inutile et peut causer un crash."
#: doc/classes/EditorInterface.xml
msgid "Returns an [Array] with the file paths of the currently opened scenes."
-msgstr ""
+msgstr "Retourne un [Array] avec le chemin des fichiers des scènes ouvertes."
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the name of the scene that is being played. If no scene is currently "
"being played, returns an empty string."
msgstr ""
+"Retourne le nom de la scène qui est en train d'être jouée. Si aucune scène "
+"n'est actuellement jouée, retourne une chaîne vide."
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorFileSystem] instance."
@@ -22918,6 +28490,9 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
+"Retourne l'instance [ScriptEditor].\n"
+"[b]Avertissement :[/b] Enlever et libérer ce nœud rendra une partie de "
+"l'éditeur inutile et peut causer un crash."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -22925,6 +28500,9 @@ msgid ""
"[FileSystemDock]. If a file is selected, its base directory will be returned "
"using [method String.get_base_dir] instead."
msgstr ""
+"Retourne le chemin du dossier actuellement sélectionné dans le "
+"[FileSystemDock]. Si un fichier est sélectionné, son dossier de base sera "
+"retourné en utilisant [method String.get_base_dir]."
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSelection] instance."
@@ -22936,6 +28514,10 @@ msgid ""
"Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins "
"will not attempt to edit [code]object[/code]."
msgstr ""
+"Affiche la propriété donnée sur le [code]object[/code] donné dans la barre "
+"d'outils de l'inspecteur de l'éditeur. Si [code]inspector_only[/code] est "
+"[code]true[/code], les greffons ne tenteront pas de modifier cet "
+"[code]object[/code]."
#: doc/classes/EditorInterface.xml
#, fuzzy
@@ -22959,10 +28541,12 @@ msgstr ""
msgid ""
"Returns mesh previews rendered at the given size as an [Array] of [Texture]s."
msgstr ""
+"Retourne les aperçus des maillages rendus à la taille spécifiée sous forme "
+"de [Array] de [Texture]."
#: doc/classes/EditorInterface.xml
msgid "Opens the scene at the given path."
-msgstr ""
+msgstr "Ouvre la scène à l'emplacement spécifié."
#: doc/classes/EditorInterface.xml
msgid "Plays the currently active scene."
@@ -22970,7 +28554,7 @@ msgstr "Joue la scène actuellement active."
#: doc/classes/EditorInterface.xml
msgid "Plays the scene specified by its filepath."
-msgstr ""
+msgstr "Joue la scène spécifiée par son chemin de fichier."
#: doc/classes/EditorInterface.xml
msgid "Plays the main scene."
@@ -22978,23 +28562,27 @@ msgstr "Joue la scène principale."
#: doc/classes/EditorInterface.xml
msgid "Reloads the scene at the given path."
-msgstr ""
+msgstr "Recharge la scène à l'emplacement spécifié."
#: doc/classes/EditorInterface.xml
msgid ""
"Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/"
"code] (see [@GlobalScope] constants)."
msgstr ""
+"Enregistre la scène. Retourne soit [code]OK[/code] ou [code]ERR_CANT_CREATE[/"
+"code] (voir les constantes [@GlobalScope])."
#: doc/classes/EditorInterface.xml
msgid "Saves the scene as a file at [code]path[/code]."
-msgstr ""
+msgstr "Enregistre la scène dans un fichier à l'emplacement [code]path[/code]."
#: doc/classes/EditorInterface.xml
msgid ""
"Selects the file, with the path provided by [code]file[/code], in the "
"FileSystem dock."
msgstr ""
+"Sélectionne le fichier, avec le chemin spécifié dans [code]file[/code], dans "
+"la barre d'outils « FileSystem »."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -23003,12 +28591,18 @@ msgid ""
"([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
"code])."
msgstr ""
+"Spécifie l'écran principal courant de l'éditeur activé avec celui nommé "
+"[code]name[/code]. [code]name[/code] doit correspondre exactement au texte "
+"de l'onglet en question (soit [code]2D[/code], [code]3D[/code], "
+"[code]Script[/code], ou [code]AssetLib[/code])."
#: doc/classes/EditorInterface.xml
msgid ""
"Sets the enabled status of a plugin. The plugin name is the same as its "
"directory name."
msgstr ""
+"Définit le status d'activation du greffon. Le nom du greffon est le même que "
+"celui de son dossier."
#: doc/classes/EditorInterface.xml
msgid "Stops the scene that is currently playing."
@@ -23019,10 +28613,12 @@ msgid ""
"If [code]true[/code], enables distraction-free mode which hides side docks "
"to increase the space available for the main view."
msgstr ""
+"Si [code]true[/code], active le mode sans distraction qui cache les barres "
+"d'outils latérales pour augmenter l'espace disponible pour la vue principale."
#: doc/classes/EditorPlugin.xml
msgid "Used by the editor to extend its functionality."
-msgstr ""
+msgstr "Utiliser par l'éditeur pour augmenter ses fonctionnalités."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23031,11 +28627,17 @@ msgid ""
"plugins and export plugins. See also [EditorScript] to add functions to the "
"editor."
msgstr ""
+"Les greffons sont utilisés par l'éditeur pour étendre les fonctionnalités. "
+"Les types les plus courants de greffons sont ceux qui modifient un nœud "
+"donné ou un type de ressource, les greffons d'importation et d'exportation. "
+"Voir aussi [EditorScript] pour ajouter des fonctions à l'éditeur."
#: doc/classes/EditorPlugin.xml
msgid ""
"Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]."
msgstr ""
+"Ajoute un script à [code]path[/code] à la liste des scripts chargés "
+"automatiquement sous le nom [code]name[/code]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23045,6 +28647,12 @@ msgid ""
"your custom control with [method remove_control_from_bottom_panel] and free "
"it with [method Node.queue_free]."
msgstr ""
+"Ajoute un contrôle au panneau du bus (avec \"Sortie\", \"Deboggage\", "
+"\"Animation\", etc.). Retourne une référence au bouton ajouté. Il revient à "
+"vous de masquer le bouton si besoin. Lorsque votre greffon est désactivé, "
+"assurez-vous de supprimer votre contrôle personnalisé avec [method "
+"remove_control_from_bottom_panel] et de le libérer avec [method Node."
+"queue_free]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23057,6 +28665,15 @@ msgid ""
"with [method remove_control_from_container] and free it with [method Node."
"queue_free]."
msgstr ""
+"Ajoute un contrôle personnalisé à un conteneur (voir [enum "
+"CustomControlContainer)]. Il existe de nombreux emplacements où des "
+"contrôles personnalisés peuvent être ajoutés dans l'interface utilisateur de "
+"l'éditeur.\n"
+"N'oubliez pas que vous devez gérer la visibilité de vos contrôles "
+"personnalisés vous-même (et probablement le cacher après l'avoir ajouté).\n"
+"Lorsque votre greffon est désactivé, assurez-vous de supprimer votre "
+"contrôle personnalisé avec [method remove_control_from_container] et de le "
+"libérer avec [method Node.queue_free]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23067,6 +28684,13 @@ msgid ""
"with [method remove_control_from_docks] and free it with [method Node."
"queue_free]."
msgstr ""
+"Ajoute le contrôle à un emplacement spécifique du dock (voir [enum DockSlot] "
+"pour les options).\n"
+"Si le dock est repositionné et aussi longtemps que le greffon est actif, "
+"l'éditeur enregistrera la position du dock pour d'autres sessions.\n"
+"Lorsque votre greffon est désactivé, assurez-vous de supprimer votre "
+"contrôle personnalisé avec [method remove_control_from_container] et de le "
+"libérer avec [method Node.queue_free]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23081,6 +28705,16 @@ msgid ""
"During run-time, this will be a simple object with a script so this function "
"does not need to be called then."
msgstr ""
+"Ajoute un type personnalisé qui apparaîtra dans la liste des nœuds ou des "
+"ressources. Une icône peut être spécifiée en option.\n"
+"Lorsque le nœud ou la ressource est sélectionné, le type de base sera "
+"instancié (c'est-à-dire \"Spatial, \"Control\", \"Resource\"), puis le "
+"script sera chargé et défini pour cet objet.\n"
+"Vous pouvez utiliser la méthode virtuelle [method handles] pour vérifier si "
+"votre objet personnalisé est édité en vérifiant le script ou en utilisant le "
+"mot-clé [code]is[/code].\n"
+"Pendant l'exécution, ce sera un objet simple avec un script de sorte que "
+"cette fonction n'a pas besoin d'être appelée à ce moment."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23088,6 +28722,10 @@ msgid ""
"tasks when the project is being exported.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
+"Enregistre un nouveau [EditorExportPlugin]. Les greffons d'exportation sont "
+"utilisés pour effectuer des tâches lorsque le projet est exporté.\n"
+"Voir [method add_inspector_plugin] pour un exemple sur comment enregistrer "
+"un greffon."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23097,6 +28735,13 @@ msgid ""
"add_scene_import_plugin] instead.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
+"Enregistre un nouveau [EditorImportPlugin]. Les greffons d'importation sont "
+"utilisés pour importer des éléments personnalisés et non reconnus comme un "
+"type personnalisé [Resource].\n"
+"[b]Note :[/b] Si vous voulez importer des formats d'éléments 3D "
+"personnalisés, utilisez plutôt [method add_scene_import_plugin].\n"
+"Voir [method add_inspector_plugin] pour un exemple sur comment enregistrer "
+"un greffon."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23118,12 +28763,33 @@ msgid ""
" remove_inspector_plugin(inspector_plugin)\n"
"[/codeblock]"
msgstr ""
+"Enregistre un nouveau [EditorInspectorPlugin]. Les greffons de l'inspecteur "
+"sont utilisés pour étendre [EditorInspector] et fournir des outils de "
+"configuration personnalisés pour les propriétés de votre objet.\n"
+"[b]Note :[/b] Utilisez toujours [method remove_inspector_plugin] pour "
+"supprimer l'enregistrement de votre [EditorInspectorPlugin] lorsque votre "
+"[EditorPlugin] est désactivé pour empêcher les fuites de mémoire et un "
+"comportement inattendu.\n"
+"[codeblock]\n"
+"const MyInspectorPlugin = preload(\"res://addons/votre_greffon/le/chemin/"
+"vers/votre/script.gd\")\n"
+"var inspector_plugin = MyInspectorPlugin.new()\n"
+"\n"
+"func _enter_tree():\n"
+" add_inspector_plugin(inspector_plugin)\n"
+"\n"
+"func _exit_tree():\n"
+" remove_inspector_plugin(inspector_plugin)\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
"Registers a new [EditorSceneImporter]. Scene importers are used to import "
"custom 3D asset formats as scenes."
msgstr ""
+"Enregistre un nouveau [EditorSceneImporter]. Les importateurs de scène sont "
+"utilisés pour importer des formats d'éléments 3D personnalisés comme des "
+"scènes."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23131,6 +28797,11 @@ msgid ""
"custom gizmos to the 3D preview viewport for a [Spatial].\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
+"Enregistre un nouveau [EditorSpatialGizmoPlugin]. Les greffons du "
+"manipulateur sont utilisés pour ajouter des manipulateurs personnalisés dans "
+"la fenêtre d'affichage 3D pour transformer un [Spatial].\n"
+"Voir [method add_inspector_greffon] pour un exemple sur comment enregistrer "
+"un greffon."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23154,6 +28825,13 @@ msgid ""
"This is used, for example, in shader editors to let the plugin know that it "
"must apply the shader code being written by the user to the object."
msgstr ""
+"Cette méthode est appelée lorsque l'éditeur est sur le point d'enregistrer "
+"le projet, passer à un autre onglet, etc. Il demande au greffon d'appliquer "
+"tout changement d'état qui serait en attente pour garder une certaine "
+"cohérence.\n"
+"Ceci est utilisé, par exemple, dans les éditeurs d'ombres pour signaler au "
+"greffon qu'il doit appliquer le shader d'ombre écrit par l'utilisateur à "
+"l'objet."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23163,6 +28841,13 @@ msgid ""
"code], the project will not run. The run is aborted immediately, so this "
"also prevents all other plugins' [method build] methods from running."
msgstr ""
+"Cette méthode est appelée lorsque l'éditeur est sur le point de lancer le "
+"projet. Le greffon peut ensuite effectuer les opérations requises avant le "
+"lancement du projet.\n"
+"Cette méthode doit retourner un booléen. Si cette méthode retourne "
+"[code]false[/code], le projet ne sera pas lancé. Le lancement sera "
+"immédiatement annulé, ce qui empêche également toutes les autres méthodes de "
+"fonctionnement des greffons."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23170,24 +28855,34 @@ msgid ""
"your plugin does not keep editing a currently existing node, or a node from "
"the wrong scene."
msgstr ""
+"Efface tout l'état et réinitialise à zéro l'objet modifié. Cela garantit que "
+"votre greffon ne maintient pas l'édition d'un nœud existant ou d'une autre "
+"scène."
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
+"Appelé par le moteur lorsque l'utilisateur désactive le [EditorPlugin] dans "
+"l'onglet Greffon de la fenêtre des paramètres du projet."
#: doc/classes/EditorPlugin.xml
msgid ""
"This function is used for plugins that edit specific object types (nodes or "
"resources). It requests the editor to edit the given object."
msgstr ""
+"Cette fonction est utilisée pour les greffons qui modifient des types "
+"d'objets spécifiques (nœuds ou ressources). Il demande à l'éditeur de "
+"modifier l'objet spécifié."
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
+"Appelé par le moteur lorsque l'utilisateur active le [EditorPlugin] dans "
+"l'onglet Greffon de la fenêtre des paramètres du projet."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23208,6 +28903,23 @@ msgid ""
" return false\n"
"[/codeblock]"
msgstr ""
+"Appelé par le moteur quand la fenêtre d'affiche 2D de l'éditeur est mise à "
+"jour. Utiliser le [Control] [code]overlay[/code] pour le dessin. Vous pouvez "
+"mettre à jour la fenêtre d'affichage manuellement en appelant [method "
+"update_overlays].\n"
+"[codeblock]\n"
+"func forward_canvas_draw_over_viewport(overlay):\n"
+" # Dessine un cercle à la position du curseur de la souris.\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color."
+"white)\n"
+"\n"
+"func forward_canvas_gui_input(event):\n"
+" if event is InputEventMouseMotion:\n"
+" # Re-dessine la fenêtre d'affichage quand le curseur est déplacé.\n"
+" update_overlays()\n"
+" return true\n"
+" return false\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23217,6 +28929,11 @@ msgid ""
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
+"Cette méthode est la même que [method forward_canvas_draw_over_viewport], "
+"sauf qu'elle est dessinée au-dessus de tout le reste. Utile quand vous avez "
+"besoin d'une calque supplémentaire qui s'affiche par dessus les autres.\n"
+"Vous devez activer l'appel de cette méthode en utilisant [method "
+"set_force_draw_over_forwarding_enabled]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23242,6 +28959,27 @@ msgid ""
" return forward\n"
"[/codeblock]"
msgstr ""
+"Appelé quand il y a un nœud racine dans l'actuelle scène éditée, que [method "
+"handles] est implémenté et qu'un [InputEvent] arrive dans la fenêtre "
+"d'affichage 2D. Ça intercepte le [InputEvent], et si [code]return true[/"
+"code] le [EditorPlugin] consomme le [code]event[/code], sinon il fait suivre "
+"le [code]event[/code] aux autres classes Editor. Exemple:\n"
+"[codeblock]\n"
+"# Empêche le InputEvent d'atteindre d'autres classes Editor\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = true\n"
+" return forward\n"
+"[/codeblock]\n"
+"Doit [code]return false[/code] pour faire suivre le [InputEvent] aux autres "
+"classes Editor. Exemple :\n"
+"[codeblock]\n"
+"# Consomme le InputEventMouseMotion et le fait suivre aux autres InputEvent\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = false\n"
+" if event is InputEventMouseMotion:\n"
+" forward = true\n"
+" return forward\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23261,6 +28999,22 @@ msgid ""
" return false\n"
"[/codeblock]"
msgstr ""
+"Appelé par le moteur quand la fenêtre d'affiche 3D de l'éditeur est mise à "
+"jour. Utiliser le [Control] [code]overlay[/code] pour le dessin. Vous pouvez "
+"mettre à jour la fenêtre d'affichage manuellement en appelant [method "
+"update_overlays].\n"
+"[codeblock]\n"
+"func forward_canvas_draw_over_viewport(overlay):\n"
+" # Dessine un cercle à la position du curseur de la souris.\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
+"\n"
+"func forward_canvas_gui_input(event):\n"
+" if event is InputEventMouseMotion:\n"
+" # Re-dessine la fenêtre d'affichage quand le curseur est déplacé.\n"
+" update_overlays()\n"
+" return true\n"
+" return false\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23270,6 +29024,11 @@ msgid ""
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
+"Cette méthode est la même que [method forward_spatial_draw_over_viewport], "
+"sauf qu'elle est dessinée au-dessus de tout le reste. Utile quand vous avez "
+"besoin d'une calque supplémentaire qui s'affiche par dessus les autres.\n"
+"Vous devez activer l'appel de cette méthode en utilisant [method "
+"set_force_draw_over_forwarding_enabled]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23295,6 +29054,27 @@ msgid ""
" return forward\n"
"[/codeblock]"
msgstr ""
+"Appelé quand il y a un nœud racine dans l'actuelle scène éditée, que [method "
+"handles] est implémenté et qu'un [InputEvent] arrive dans la fenêtre "
+"d'affichage 3D. Ça intercepte le [InputEvent], et si [code]return true[/"
+"code] le [EditorPlugin] consomme le [code]event[/code], sinon il fait suivre "
+"le [code]event[/code] aux autres classes Editor. Exemple:\n"
+"[codeblock]\n"
+"# Empêche le InputEvent d'atteindre d'autres classes Editor\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = true\n"
+" return forward\n"
+"[/codeblock]\n"
+"Doit [code]return false[/code] pour faire suivre le [InputEvent] aux autres "
+"classes Editor. Exemple :\n"
+"[codeblock]\n"
+"# Consomme le InputEventMouseMotion et le fait suivre aux autres InputEvent\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = false\n"
+" if event is InputEventMouseMotion:\n"
+" forward = true\n"
+" return forward\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23302,12 +29082,17 @@ msgid ""
"breakpoints in the format ([code]script:line[/code]), for example: "
"[code]res://path_to_script.gd:25[/code]."
msgstr ""
+"C'est pour les éditeurs qui modifient des objets basés sur des scripts. Vous "
+"pouvez retourner une liste de points d'arrêt avec le format ([code]script:"
+"line[/code]), par exemple : [code]res://path_to_script.gd:25[/code]."
#: doc/classes/EditorPlugin.xml
msgid ""
"Returns the [EditorInterface] object that gives you control over Godot "
"editor's window and its functionalities."
msgstr ""
+"Retourne l'objet [EditorInterface] qui vous donne le contrôle sur la fenêtre "
+"de l'éditeur Godot et de ses fonctionnalités."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23326,6 +29111,20 @@ msgid ""
"\"EditorIcons\")\n"
"[/codeblock]"
msgstr ""
+"Surchargez cette méthode dans votre greffon pour retourner une [Texture] "
+"afin de lui donner une icône.\n"
+"Pour les greffons d'écran principal, cela apparaît en haut de l'écran, à "
+"droite des boutons \"2D\", \"3D\", \"Script\" et \"AssetLib\".\n"
+"Idéalement, l'icône de greffon doit être blanche avec un fond transparent et "
+"16x16 pixels en taille.\n"
+"[codeblock]\n"
+"func get_greffon_icon():\n"
+" # Vous pouvez utiliser une icône personnalisée :\n"
+" return preload(\"res://addons/mon_greffon/icone_de_mon_greffon.svg\")\n"
+" # Ou utilisez une icône intégrée :\n"
+" return get_editor_interface().get_base_control().get_icon(\"Node\", "
+"\"EditorIcons\")\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23334,34 +29133,102 @@ msgid ""
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
msgstr ""
+"Surchargez cette méthode dans votre greffon pour fournir le nom du greffon "
+"lorsque affiché dans l'éditeur Godot.\n"
+"Pour les greffons d'écran principal, cela apparaît en haut de l'écran, à "
+"droite des boutons \"2D\", \"3D\", \"Script\" et \"AssetLib\"."
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
+"Obtient le dialogue de l'éditeur utilisé pour faire des scripts.\n"
+"[b]Note :[/b] Les utilisateurs peuvent le configurer avant d'utiliser.\n"
+"[b]Attention :[/b] Supprimer et libérer ce nœud rend une partie de l'éditeur "
+"inutile et peut causer un accident."
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
+"Surchargez cette méthode pour fournir des données d'état que vous souhaitez "
+"enregistrer, comme la position de la vue, les paramètres de grille, les "
+"réductions, etc. Ceci est utilisé pour enregistrer la scène (ainsi l'état "
+"est maintenu lors de l'ouverture suivante) et pour les onglets (pour que "
+"l'état soit restauré quand l'onglet est ouvert à nouveau). Ces données sont "
+"automatiquement sauvegardées pour chaque scène dans un fichier "
+"[code]editstate[/code] dans le dossier de métadonnées de l'éditeur. Si vous "
+"souhaitez stocker des données globales (indépendantes de la scène) pour "
+"votre greffon, utilisez plutôt [method get_window_layout].\n"
+"Utilisez [method set_state] pour restaurer votre état sauvegardé.\n"
+"[b]Note :[/b] Cette méthode ne devrait pas être utilisée pour sauvegarder "
+"des paramètres importants qui devraient persister dans le projet.\n"
+"[b]Note :[/b] Vous devez implémenter [method get_greffon_name] pour que "
+"l'état soit stocké et restauré correctement.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the undo/redo object. Most actions in the editor can be undoable, so "
"use this object to make sure this happens when it's worth it."
msgstr ""
+"Obtient l'objet annuler/refaire. La plupart des actions de l'éditeur peuvent "
+"être inutilisables, alors utilisez cet objet pour s'assurer que cela se "
+"produit quand ça en vaut la peine."
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
+"Surchargez cette méthode pour fournir la mise en page de l'interface du "
+"greffon ou toute autre donnée que vous souhaitez enregistrer. Ceci est "
+"utilisé pour sauvegarder la mise en page de l'éditeur du projet lorsque "
+"[method queue_save_layout] est appelée ou la mise en page de l'éditeur a été "
+"modifiée (par exemple, changer la position d'un dock). Les données sont "
+"enregistrées dans le fichier [code]editor_layout.cfg[/code] dans le dossier "
+"des métadonnées de l'éditeur.\n"
+"Utilisez [method set_window_layout] pour restaurer la mise en page qui a été "
+"sauvegardée.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23372,6 +29239,12 @@ msgid ""
"forward_canvas_gui_input] and [method forward_spatial_gui_input] these will "
"be called too."
msgstr ""
+"Implémentez cette fonction si votre greffon modifie un type spécifique "
+"d'objet (Resource ou Node). Si vous retournez [code]true[/code], alors vous "
+"obtiendrez les fonctions [method edit] et [method make_visible] appelé "
+"lorsque l'éditeur les demande. Si vous avez déclaré les méthodes [method "
+"forward_canvas_gui_input] et [method forward_spatial_gui_input] ceux-ci "
+"seront également appelés."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23379,14 +29252,17 @@ msgid ""
"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
"[b]AssetLib[/b])."
msgstr ""
+"Retourne [code]true[/code] si c'est ce greffon de l'éditeur concerne l'écran "
+"principal (qui va dans le sélecteur d'espace de travail à côté de [b]2D[/b], "
+"[b]3D[/b], [b]Script[/b] et [b]AssetLib[/b])."
#: doc/classes/EditorPlugin.xml
msgid "Minimizes the bottom panel."
-msgstr "Agrandit le panneau du bas."
+msgstr "Réduit le panneau du bas."
#: doc/classes/EditorPlugin.xml
msgid "Makes a specific item in the bottom panel visible."
-msgstr ""
+msgstr "Rend l'élément spécifié visible dans le panneau du bas."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23395,6 +29271,11 @@ msgid ""
"Remember that you have to manage the visibility of all your editor controls "
"manually."
msgstr ""
+"Cette fonction sera appelée lorsqu'il est demandé à l'éditeur de devenir "
+"visible. Il est utilisé pour les greffons qui modifient un type d'objet "
+"spécifique.\n"
+"Rappelez-vous que vous devez gérer manuellement la visibilité de tous les "
+"contrôles de votre éditeur."
#: doc/classes/EditorPlugin.xml
msgid "Queue save the project's editor layout."
@@ -23410,18 +29291,24 @@ msgid ""
"Removes the control from the bottom panel. You have to manually [method Node."
"queue_free] the control."
msgstr ""
+"Retire un contrôle du panneau du bas. Vous devez appeler manuellement "
+"[method Node.queue_free] pour supprimer ce contrôle."
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes the control from the specified container. You have to manually "
"[method Node.queue_free] the control."
msgstr ""
+"Retire un contrôle du conteneur spécifié. Vous devez appeler manuellement "
+"[method Node.queue_free] pour supprimer ce contrôle."
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes the control from the dock. You have to manually [method Node."
"queue_free] the control."
msgstr ""
+"Retire un contrôle de la barre d'outils. Vous devez appeler manuellement "
+"[method Node.queue_free] pour supprimer ce contrôle."
#: doc/classes/EditorPlugin.xml
msgid "Removes a custom type added by [method add_custom_type]."
@@ -23454,13 +29341,16 @@ msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
#: doc/classes/EditorPlugin.xml
msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
-msgstr ""
+msgstr "Retirer le menu nommé [code]name[/code] dans [b]Projet > Outils[/b]."
#: doc/classes/EditorPlugin.xml
msgid ""
"This method is called after the editor saves the project or when it's "
"closed. It asks the plugin to save edited external scenes/resources."
msgstr ""
+"Cette méthode est appelée après que l'éditeur enregistre le projet ou "
+"lorsqu'il est fermé. Il demande au greffon d'enregistrer les scènes et "
+"ressources externes modifiées."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23469,6 +29359,11 @@ msgid ""
"editor when their viewports are updated. You need to call this method only "
"once and it will work permanently for this plugin."
msgstr ""
+"Permet d'appeler [method forward_canvas_force_draw_over_viewport] pour "
+"l'éditeur 2D et [method forward_spatial_force_draw_over_viewport] pour "
+"l'éditeur 3D lorsque leurs fenêtres d'affichage sont mises à jour. Vous "
+"devez appeler cette méthode qu'une seule fois, et ça fonctionnera en "
+"permanence pour ce greffon."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23476,14 +29371,56 @@ msgid ""
"inside [method forward_spatial_gui_input]. It might be especially usable if "
"your plugin will want to use raycast in the scene."
msgstr ""
+"Utilisez cette méthode si vous voulez toujours recevoir les entrées dans "
+"l'écran d'aperçu 3D dans [method forward_spatial_gui_input]. Ça peut être "
+"utile si votre greffon veut utiliser un Raycast dans la scène."
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
-msgstr "Restaurer l’état enregistré par [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
+msgstr ""
+"Restaure l'état enregistrée par [méthode get_state]. Cette méthode est "
+"appelée lorsque l'onglet de scène actuelle est changé dans l'éditeur.\n"
+"[b]Note :[/b] Votre greffon doit implémenter [method get_greffon_name], "
+"sinon il ne sera pas reconnu et cette méthode ne sera pas appelée.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
+"Restaurer la disposition de l'interface du greffon et les données "
+"enregistrées par [method get_window_layout]. Cette méthode est appelée pour "
+"chaque greffon au démarrage de l'éditeur. Utilisez le fichier "
+"[code]configuration[/code] pour lire vos données sauvegardées.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23493,12 +29430,20 @@ msgid ""
"forward_spatial_draw_over_viewport] and [method "
"forward_spatial_force_draw_over_viewport] to be called."
msgstr ""
+"Met à jour des sur-couches de l'éditeur 2D et 3D. Fait que les méthodes "
+"[method forward_canvas_draw_over_viewport], [method "
+"forward_canvas_force_draw_over_viewport], [method "
+"forward_spatial_draw_over_viewport] et [method "
+"forward_spatial_force_draw_over_port] seront appelées."
#: doc/classes/EditorPlugin.xml
msgid ""
"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/"
"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins."
msgstr ""
+"Émis quand l'utilisateur change d'espace de travail ([b]2D[/b], [b]3D[/b], "
+"[b]Script[/b], [b]AssetLib[/b]). Fonctionne aussi avec les écrans "
+"personnalisés définis par des greffons."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23506,6 +29451,9 @@ msgid ""
"the root node of the scene that has just become active. If this scene is new "
"and empty, the argument will be [code]null[/code]."
msgstr ""
+"Émis lorsque la scène est changée dans l'éditeur. L'argument retournera le "
+"nœud racine de la scène qui vient de devenir active. Si cette scène est "
+"nouvelle et vide, l'argument sera [code]null[/code]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23529,12 +29477,16 @@ msgid ""
"This control allows property editing for one or multiple properties into "
"[EditorInspector]. It is added via [EditorInspectorPlugin]."
msgstr ""
+"Ce contrôle permet de modifier plusieurs propriétés dans [EditorInspector]. "
+"Il est ajouté via [EditorInspectorPlugin]."
#: doc/classes/EditorProperty.xml
msgid ""
"If any of the controls added can gain keyboard focus, add it here. This "
"ensures that focus will be restored if the inspector is refreshed."
msgstr ""
+"Si l'un des contrôles ajoutés peut récupérer le focus du clavier, ajoutez-le "
+"ici. Cela permettra de rétablir le focus si l'inspecteur est mis à jour."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -23544,6 +29496,11 @@ msgid ""
"requesting this property to be refreshed (leave as [code]false[/code] if "
"unsure)."
msgstr ""
+"Si une ou plusieurs propriétés ont changé, cela doit être appelé. "
+"[code]field[/code] est utilisé au cas où votre éditeur peut modifier les "
+"champs séparément (par exemple : Vector3.x) L'argument [code]changing[/code] "
+"évite à l'éditeur de demander que cette propriété soit rafraîchie (laissez-"
+"le à [code]false[/code] en cas de doute)."
#: doc/classes/EditorProperty.xml
msgid "Gets the edited object."
@@ -23555,16 +29512,23 @@ msgid ""
"[method EditorInspectorPlugin.parse_property]), then this will return the "
"property."
msgstr ""
+"Retourne la propriété modifiée. Si votre éditeur n'est que pour une seule "
+"propriété (ajouté par [method EditorInspectorPlugin.parse_property]), cela "
+"retournera la propriété."
#: doc/classes/EditorProperty.xml
msgid "Must be implemented to provide a custom tooltip to the property editor."
msgstr ""
+"Doit être implémenté pour fournir un outil personnalisé dans l'éditeur de "
+"propriété."
#: doc/classes/EditorProperty.xml
msgid ""
"Puts the [code]editor[/code] control below the property label. The control "
"must be previously added using [method Node.add_child]."
msgstr ""
+"Place le contrôle [code]editor[/code] sous le label de la propriété. Le "
+"contrôle doit d'abord être ajouté avec [method Node.add_child]"
#: doc/classes/EditorProperty.xml
msgid "When this virtual function is called, you must update your editor."
@@ -23577,11 +29541,15 @@ msgid ""
"Used by the inspector, set to [code]true[/code] when the property is "
"checkable."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] lorsque la propriété "
+"peut être cochée."
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is checked."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] quand la propriété est "
+"cochée."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -23589,12 +29557,17 @@ msgid ""
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
+"Utilisé par l'inspecteur, définit à [code]true[/code] quand la propriété est "
+"affiché avec la couleur d'avertissement de l'éditeur. Ceci est utilisé pour "
+"les propriétés modifiables pour les nœuds enfants."
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property can add "
"keys for animation."
msgstr ""
+"Utilisé par l'inspecteur, définit à [code]true[/code] si la propriété peut "
+"ajouter une clé pour être animée."
#: doc/classes/EditorProperty.xml
msgid "Set this property to change the label (if you want to show one)."
@@ -23607,21 +29580,30 @@ msgid ""
"Used by the inspector, set to [code]true[/code] when the property is read-"
"only."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] quand la propriété est "
+"en lecture-seule."
#: doc/classes/EditorProperty.xml
msgid ""
"Emit it if you want multiple properties modified at the same time. Do not "
"use if added via [method EditorInspectorPlugin.parse_property]."
msgstr ""
+"Emettez-le si vous voulez plusieurs propriétés modifiées en même temps. Ne "
+"pas utiliser s'il a été ajouté avec [method EditorInspectorPlugin."
+"parse_property]"
#: doc/classes/EditorProperty.xml
msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
msgstr ""
+"Utilisé par des sous-inspecteurs. Émettez-le si l'identifiant d'un Object a "
+"été sélectionné."
#: doc/classes/EditorProperty.xml
msgid ""
"Do not emit this manually, use the [method emit_changed] method instead."
msgstr ""
+"Ne l'émettez pas manuellement, utilisez plutôt la méthode [method "
+"emit_changed]."
#: doc/classes/EditorProperty.xml
msgid "Emitted when a property was checked. Used internally."
@@ -23632,10 +29614,14 @@ msgid ""
"Emit it if you want to add this value as an animation key (check for keying "
"being enabled first)."
msgstr ""
+"Émettez-le si vous voulez ajouter cette valeur comme clé d'animation "
+"(vérifiez que la clé est d'abord activée)."
#: doc/classes/EditorProperty.xml
msgid "Emit it if you want to key a property with a single value."
msgstr ""
+"Emettez-le si vous voulez définir une clé pour cette propriété avec une "
+"valeur unique."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -23645,11 +29631,18 @@ msgid ""
"instantiated and can come from an ancestor scene in the inheritance/"
"instancing chain, a script or a builtin class."
msgstr ""
+"Émettez-le si vous voulez marquer (ou dé-marquer) la valeur d'une propriété "
+"pour être sauvegardée peu importe si elle est égale à la valeur par défaut.\n"
+"La valeur par défaut est celle que la propriété obtiendra lorsque le nœud "
+"est juste instancié et peut venir d'une scène instanciée ou héritée, d'un "
+"script ou d'une classe intégrée."
#: doc/classes/EditorProperty.xml
msgid ""
"If you want a sub-resource to be edited, emit this signal with the resource."
msgstr ""
+"Si vous voulez que la sous-ressource soit modifié, émettez ce signal avec "
+"cette ressource."
#: doc/classes/EditorProperty.xml
msgid "Emitted when selected. Used internally."
@@ -23658,6 +29651,8 @@ msgstr "Émis lors de la sélection. Utilisé en interne."
#: doc/classes/EditorResourcePicker.xml
msgid "Godot editor's control for selecting [Resource] type properties."
msgstr ""
+"Le contrôle de l'éditeur de Godot pour la sélection des propriétés de type "
+"[Resource]."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -23668,6 +29663,13 @@ msgid ""
"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
"editing is controlled by the Inspector dock itself or sub-Inspectors."
msgstr ""
+"Ce nœud [Control] est utilisé dans la barre d'outils de l'inspecteur de "
+"l'éditeur pour permettre l'édition des propriétés de type [Resource]. Il "
+"offre des options pour créer, charger, enregistrer et convertir des "
+"ressources. Peut être utilisé avec [EditorInspectorPlugin] pour recréer le "
+"même comportement.\n"
+"[b]Note :[/b] Ce [Control] n'inclut aucun éditeur de la ressource, car "
+"l'édition est contrôlée par l'inspecteur lui-même ou les sous-inspecteurs."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -23675,12 +29677,17 @@ msgid ""
"[member base_type]. If the [member base_type] is empty, an empty list is "
"returned."
msgstr ""
+"Retourne une liste de tous les types et sous-types autorisés correspondant "
+"au [member base_type]. Si le [member base_type] est vide, une liste vide est "
+"retournée."
#: doc/classes/EditorResourcePicker.xml
msgid ""
"This virtual method can be implemented to handle context menu items not "
"handled by default. See [method set_create_options]."
msgstr ""
+"Cette méthode virtuelle peut être implémentée pour gérer les éléments du "
+"menu contextuel non gérés par défaut. Voir [method set_create_options]."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -23691,34 +29698,45 @@ msgid ""
"[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom "
"items."
msgstr ""
+"Cette méthode virtuelle est appelée lors de la mise à jour du menu "
+"contextuel de [EditorResourcePicker]. Implémenter cette méthode pour "
+"remplacer les éléments dans « Nouveau... » par vos propres options. "
+"[code]menu_nœud[/code] est une référence au nœud [PopupMenu].\n"
+"[b]Note :[/b] Implémentez [method handle_menu_sélection] pour traiter ces "
+"éléments personnalisés."
#: doc/classes/EditorResourcePicker.xml
msgid ""
"Sets the toggle mode state for the main button. Works only if [member "
"toggle_mode] is set to [code]true[/code]."
msgstr ""
+"Définit l'état du mode de basculement pour le bouton principal. Fonctionne "
+"uniquement si [member toggle_mode] est défini à [code]true[/code]."
#: doc/classes/EditorResourcePicker.xml
msgid ""
"The base type of allowed resource types. Can be a comma-separated list of "
"several options."
msgstr ""
+"Le type de base des types de ressources autorisées. Ça peut être une liste "
+"de plusieurs options séparées par des virgules."
#: doc/classes/EditorResourcePicker.xml
-#, fuzzy
msgid "If [code]true[/code], the value can be selected and edited."
-msgstr "Si [code]true[/code], le GraphNode est sélectionné."
+msgstr "Si [code]true[/code], la valeur peut être sélectionnée et modifiée."
#: doc/classes/EditorResourcePicker.xml
-#, fuzzy
msgid "The edited resource value."
-msgstr "La ressource de texture du nœud."
+msgstr "La valeur modifiée de la ressource."
#: doc/classes/EditorResourcePicker.xml
msgid ""
"If [code]true[/code], the main button with the resource preview works in the "
"toggle mode. Use [method set_toggle_pressed] to manually set the state."
msgstr ""
+"Si [code]true[/code], le bouton principal avec la prévisualisation des "
+"ressources fonctionne avec le mode de basculement. Utilisez [method "
+"set_toggle_pressed] pour définir manuellement cet état."
#: doc/classes/EditorResourcePicker.xml
#, fuzzy
@@ -23731,6 +29749,9 @@ msgid ""
"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
"menu \"Edit\" option."
msgstr ""
+"Émis lorsque la valeur de ressource a été définie et que l'utilisateur a "
+"cliqué pour la modifier. Lorsque [code]edit[/code] est [code]true[/code], le "
+"signal a été causé par le menu contextuel \"Édition\"."
#: doc/classes/EditorResourcePreview.xml
msgid "Helper to generate previews of resources or files."
@@ -23742,6 +29763,11 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_previewer]."
msgstr ""
+"Cet objet est utilisé pour générer des aperçus pour les ressources de "
+"fichiers.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique en utilisant [method EditorInterface."
+"get_resource_previewer]"
#: doc/classes/EditorResourcePreview.xml
msgid "Create an own, custom preview generator."
@@ -23752,6 +29778,8 @@ msgid ""
"Check if the resource changed, if so, it will be invalidated and the "
"corresponding signal emitted."
msgstr ""
+"Vérifiez si la ressource a changé, si oui, elle sera invalidée et le signal "
+"correspondant émis."
#: doc/classes/EditorResourcePreview.xml
msgid ""
@@ -23765,6 +29793,17 @@ msgid ""
"[code]receiver_func[/code] will still be called, but the preview will be "
"null."
msgstr ""
+"Met la [code]resource[/code] modifiée en attente pour être prévisualisée. "
+"Une fois la prévisualisation prête, la méthode [code]receiver_func[/code] du "
+"[code]receiver[/code] sera appelée. Le [code]receiver_func[/code] doit "
+"prendre les quatre arguments suivants : le chemin (\"path\") [String], la "
+"[Texture] de l'aperçu (\"preview\"), la [Texture] de la vignette "
+"(\"thumbnail_preview\") et les données personnées (\"userdata\") sous forme "
+"de [Variant]. [code]userdata[/code] peut continir n'importe quel type de "
+"données, et sera retourné quand [code]receiver_func[/code] sera appelé.\n"
+"[b]Note :[/b] S'il n'était pas possible de créer la prévisualisation, "
+"[code]receiver_func[/code] sera toujours appelé, mais la prévisualisation "
+"sera \"null\"."
#: doc/classes/EditorResourcePreview.xml
msgid ""
@@ -23778,6 +29817,18 @@ msgid ""
"[code]receiver_func[/code] will still be called, but the preview will be "
"null."
msgstr ""
+"Met le fichier de ressource situé à [code]path[/code] en attente pour être "
+"prévisualisé. Une fois la prévisualisation prête, la méthode "
+"[code]receiver_func[/code] du [code]receiver[/code] sera appelée. Le "
+"[code]receiver_func[/code] doit prendre les quatre arguments suivants : le "
+"chemin (\"path\") [String], la [Texture] de l'aperçu (\"preview\"), la "
+"[Texture] de la vignette (\"thumbnail_preview\") et les données personnées "
+"(\"userdata\") sous forme de [Variant]. [code]userdata[/code] peut continir "
+"n'importe quel type de données, et sera retourné quand [code]receiver_func[/"
+"code] sera appelé.\n"
+"[b]Note :[/b] S'il n'était pas possible de créer la prévisualisation, "
+"[code]receiver_func[/code] sera toujours appelé, mais la prévisualisation "
+"sera \"null\"."
#: doc/classes/EditorResourcePreview.xml
msgid "Removes a custom preview generator."
@@ -23788,6 +29839,8 @@ msgid ""
"Emitted if a preview was invalidated (changed). [code]path[/code] "
"corresponds to the path of the preview."
msgstr ""
+"Émis si un aperçu a été invalidé (c'est-à-dire changé). [code]path[/code] "
+"correspond au chemin de l'aperçu."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid "Custom generator of previews."
@@ -23799,6 +29852,9 @@ msgid ""
"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
"previews at."
msgstr ""
+"Le Code personnalisé pour générer des aperçus. Veuillez cocher "
+"[code]file_dialog/thumbnail_size[/code] dans [EditorSettings] pour connaître "
+"la taille correcte des prévisualisations."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
@@ -23806,6 +29862,10 @@ msgid ""
"generate] or [method generate_from_path] for small previews as well.\n"
"By default, it returns [code]false[/code]."
msgstr ""
+"Si cette fonction retourne [code]true[/code], le générateur appellera "
+"[method generate] ou [method generate_from_path] pour les aperçus de petite "
+"taille.\n"
+"Par défaut, il retourne [code]false[/code]."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
@@ -23816,6 +29876,12 @@ msgid ""
"Care must be taken because this function is always called from a thread (not "
"the main thread)."
msgstr ""
+"Génère un aperçu d'une ressource donnée avec la taille spécifiée. Cela doit "
+"toujours être implémenté.\n"
+"Retourner une texture vide est une bonne façon de signaler un échec et "
+"laisser un autre générateur s'occuper de l'aperçu.\n"
+"Ça nécessite de prendre des précautions parce que cette fonction est "
+"toujours appelée à partir d'un fil d'exécution qui n'est pas celui principal."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
@@ -23827,6 +29893,13 @@ msgid ""
"Care must be taken because this function is always called from a thread (not "
"the main thread)."
msgstr ""
+"Génère un aperçu directement à partir d'un chemin avec la taille spécifiée. "
+"La mise en œuvre est facultative, car le code par défaut va charger et "
+"appeler [method generate].\n"
+"Retourner une texture vide est une bonne façon de signaler un échec et "
+"laisser un autre générateur s'occuper de l'aperçu.\n"
+"Ça nécessite de prendre des précautions parce que cette fonction est "
+"toujours appelée à partir d'un fil d'exécution qui n'est pas celui principal."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
@@ -23835,12 +29908,19 @@ msgid ""
"methods [method generate] or [method generate_from_path].\n"
"By default, it returns [code]false[/code]."
msgstr ""
+"Si cette fonction retourne [code]true[/code], le générateur générera "
+"automatiquement les petits aperçus à partir de la texture de "
+"prévisualisation de taille normale générée par les méthodes [method "
+"generate] ou [method generate_from_path].\n"
+"Par défaut, elle retourne [code]false[/code]."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"Returns [code]true[/code] if your generator supports the resource of type "
"[code]type[/code]."
msgstr ""
+"Retourne [code]true[/code] si votre générateur supporte les ressources du "
+"type [code]type[/code]."
#: doc/classes/EditorSceneImporter.xml
msgid "Imports scenes from third-parties' 3D files."
@@ -23853,6 +29933,10 @@ msgid ""
"To use [EditorSceneImporter], register it using the [method EditorPlugin."
"add_scene_import_plugin] method first."
msgstr ""
+"[EditorSceneImporter] permet de définir un script importateur pour un format "
+"3D tiers.\n"
+"Pour utiliser [EditorSceneImporter], enregistrez-le d'abord en utilisant la "
+"méthode [method EditorPlugin.add_scene_import_greffon]."
#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
msgid "FBX 3D asset importer."
@@ -23886,6 +29970,18 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les éditeurs. Le "
+"chargement et l'enregistrement au format glTF [i]n'est pas[/i] disponible "
+"dans les projets exportés. Les références à [EditorSceneImporterGLTF] dans "
+"un script provoquent une erreur dans un projet exporté."
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr "Post-traite les scènes après l'importation."
@@ -23916,26 +30012,57 @@ msgid ""
" iterate(child)\n"
"[/codeblock]"
msgstr ""
+"Les scènes importées peuvent être automatiquement modifiées juste après "
+"avoir été importées en définissant la propriété d'importation [b]Script "
+"personnalisé[/b] par un script [code]tool[/code] qui hérite de cette "
+"classe.\n"
+"La méthode de rappel [method post_import] reçoit le nœud racine de la scène "
+"importée et retourne la version modifiée de cette même scène. Un exemple "
+"d'utilisation :\n"
+"[codeblock]\n"
+"tool # Nécessaire pour être exécuté dans l'éditeur\n"
+"extends EditorScenePostImport\n"
+"\n"
+"# Cet exemple modifie le nom de tous les nœuds\n"
+"\n"
+"# Appelé juste après qye la scène est importée et récupère le nœud racine\n"
+"func post_import(scene):\n"
+" # Modifie le nom de tous les nœuds en \"nouveau_[ancien_nom]\"\n"
+" iterate(scene)\n"
+" return scene # N'oubliez pas de retourner la scène importée\n"
+"\n"
+"func iterate(node):\n"
+" if node != null:\n"
+" node.name = \"nouveau_\" + node.name\n"
+" for child in node.get_children():\n"
+" iterate(child)\n"
+"[/codeblock]"
#: doc/classes/EditorScenePostImport.xml
msgid ""
"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
"code])."
msgstr ""
+"Retourne le chemin du fichier qui vient d'être importé (ex.: [code]res://"
+"scene.dae[/code])."
#: doc/classes/EditorScenePostImport.xml
msgid "Returns the resource folder the imported scene file is located in."
msgstr ""
+"Retourne le dossier de ressources où le fichier de la scène importée est "
+"placé."
#: doc/classes/EditorScenePostImport.xml
msgid ""
"Called after the scene was imported. This method must return the modified "
"version of the scene."
msgstr ""
+"Appelé après l'importation de la scène. Cette méthode doit retourner la "
+"version modifiée de la scène."
#: doc/classes/EditorScript.xml
msgid "Base script that can be used to add extension functions to the editor."
-msgstr ""
+msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur."
#: doc/classes/EditorScript.xml
msgid ""
@@ -23957,16 +30084,41 @@ msgid ""
"is visible in the console window started with the Editor (stdout) instead of "
"the usual Godot [b]Output[/b] dock."
msgstr ""
+"Les scripts héritant de cette classe et implémentant la méthode [method "
+"_run] peuvent être exécutés depuis l'éditeur de script avec l'option de menu "
+"[b]Fichier > Lancer[/b] (ou avec [code]Ctrl+Shift+X[/code]) quand l'éditeur "
+"est lancé. C'est utilise pour ajouter des fonctionnalités personnalisées "
+"dans l'éditeur de Godot. Pour des additions plus complexes, préférez plutôt "
+"utiliser [EditorPlugin].\n"
+"[b]Note :[/b] Les scripts doivent activer le mode [code]tool[/code] pour "
+"cela.\n"
+"[b]Exemple de script :[/b]\n"
+"[codeblock]\n"
+"tool # Nécessaire pour être exécuté dans l'éditeur\n"
+"extends EditorScript\n"
+"\n"
+"func _run():\n"
+" print(\"Un bonjour depuis l'éditeur Godot !\")\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Le script est exécuté dans le contexte de l'éditeur, ce qui "
+"signifie que la sortie est visible dans la console qui a lancé l'éditeur "
+"(\"stdout\") et non dans le dock [b]Output[/b] habituel de Godot."
#: doc/classes/EditorScript.xml
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
msgstr ""
+"Cette méthode est exécutée par l'éditeur quand [b]Ficher > Exécuter[/b] est "
+"utilisé."
#: doc/classes/EditorScript.xml
msgid ""
"Adds [code]node[/code] as a child of the root node in the editor context.\n"
"[b]Warning:[/b] The implementation of this method is currently disabled."
msgstr ""
+"Ajoute [code]node[/code] comme enfant du nœud racine dans le contexte de "
+"l'éditeur.\n"
+"[b]Avertissement :[/b] L'implémentation de cette méthode est actuellement "
+"désactivée."
#: doc/classes/EditorScript.xml
msgid "Returns the [EditorInterface] singleton instance."
@@ -23981,6 +30133,8 @@ msgid ""
"Godot editor's control for selecting the [code]script[/code] property of a "
"[Node]."
msgstr ""
+"Le contrôle de l'éditeur Godot pour sélectionner la propriété [code]script[/"
+"code] d'un [Node]."
#: doc/classes/EditorScriptPicker.xml
msgid ""
@@ -23993,14 +30147,23 @@ msgid ""
"[b]Note:[/b] You must set the [member script_owner] for the custom context "
"menu items to work."
msgstr ""
+"Similaire à [EditorResourcePicker], ce nœud [Control] est utilisé dans le "
+"dock d'inspecteur de l'éditeur, mais seulement pour modifier la propriété "
+"[code]script[/code] d'un [Node]. Les options par défaut pour créer de "
+"nouvelles ressources de tous les sous-types possibles sont remplacées par "
+"des boutons dédiés qui ouvrent le dialogue \"Attaché un Script\". Peut être "
+"utilisé avec [EditorInspectorPlugin] pour recréer le même comportement.\n"
+"[b]Note :[/b] Vous devez définir le [member script_owner] pour les éléments "
+"de menu contextuel personnalisés fonctionnent."
#: doc/classes/EditorScriptPicker.xml
msgid "The owner [Node] of the script property that holds the edited resource."
msgstr ""
+"Le [Node] propriétaire de la propriété Script qui a la ressource modifiée."
#: doc/classes/EditorSelection.xml
msgid "Manages the SceneTree selection in the editor."
-msgstr ""
+msgstr "Gère la sélection du SceneTree depuis l'éditeur."
#: doc/classes/EditorSelection.xml
msgid ""
@@ -24008,6 +30171,10 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_selection]."
msgstr ""
+"Cet objet gère la sélection dans le SceneTree dans l'éditeur.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique en utilisant [method EditorInterface."
+"get_selection]"
#: doc/classes/EditorSelection.xml
msgid ""
@@ -24016,6 +30183,10 @@ msgid ""
"inspector. If you want to edit a node, use [method EditorInterface."
"edit_node]."
msgstr ""
+"Ajoute un nœud à la sélection.\n"
+"[b]Note :[/b] Le nouveau nœud sélectionné ne sera pas automatiquement "
+"modifié dans l'inspecteur. Si vous souhaitez modifier un nœud, utilisez "
+"[method EditorInterface.edit_nœud]."
#: doc/classes/EditorSelection.xml
msgid "Clear the selection."
@@ -24031,6 +30202,10 @@ msgid ""
"moving them, rotating, etc). This list avoids situations where a node is "
"selected and also child/grandchild."
msgstr ""
+"Retourne la liste des nœuds sélectionnés, optimisés pour les opérations de "
+"transformation (c'est-à-dire le fait de les déplacer, les faire pivoter, "
+"etc.). Cette liste évite les situations où un nœud est sélectionné et mais "
+"aussi ses descendants."
#: doc/classes/EditorSelection.xml
msgid "Removes a node from the selection."
@@ -24043,6 +30218,7 @@ msgstr "Émis lorsque la sélection change."
#: doc/classes/EditorSettings.xml
msgid "Object that holds the project-independent editor settings."
msgstr ""
+"L'objet qui contient les préférences de l'éditeur indépendamment des projets."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24066,6 +30242,28 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_editor_settings]."
msgstr ""
+"L'objet qui détient les paramètres de l'éditeur indépendant du projet. Ces "
+"paramètres sont généralement visibles dans le menu [b]Éditeur > Paramètres "
+"de l'éditeur[/b].\n"
+"Les noms de propriété utilisent des délimiteurs avec des barres obliques (\"/"
+"\") pour distinguer les sections. Les valeurs de réglage peuvent être de "
+"tout type [Variant]. Il est recommandé d'utiliser la casse [code]snake_case[/"
+"code] pour que les paramètres de l'éditeur soient compatibles avec l'éditeur "
+"Godot lui-même.\n"
+"L'accès aux paramètres peut être fait en utilisant les méthodes suivantes :\n"
+"[codeblock]\n"
+"# `settings.set(\"une/propriete\", value)` fonctionne aussi puisque cette "
+"classe surcharge `_set()` en interne.\n"
+"settings.set_setting(\"une/propriete\",value)\n"
+"\n"
+"# `settings.get(\"une/propriete\", value)` fonctionne aussi puisque cette "
+"classe surcharge `_get()` en interne.\n"
+"settings.get_setting(\"une/propriete\")\n"
+"\n"
+"var list_of_settings = settings.get_property_list()\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Cette classe ne devrait être pas instanciée. Accédez plutôt au "
+"singleton [method EditorInterface.get_editor_settings]."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24088,10 +30286,29 @@ msgid ""
"editor_settings.add_property_info(property_info)\n"
"[/codeblock]"
msgstr ""
+"Ajoute une info de propriété personnalisée à une propriété. Le dictionnaire "
+"doit contenir :\n"
+"- [code]name[/code]: [String] (le nom de la propriété)\n"
+"- [code]type[/code]: [int] (voir [enum Variant.Type])\n"
+"- en option [code]hint[/code]: [int] (voir [enum PropertyHint]) et "
+"[code]hint_string[/code]: [String]\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"editor_settings.set(\"category/property_name\", 0)\n"
+"\n"
+"var property_info = {\n"
+" \"name\": \"category/property_name\",\n"
+" \"type\": TYPE_INT,\n"
+" \"hint\": PROPERTY_HINT_ENUM,\n"
+" \"hint_string\": \"un,deux,trois\"\n"
+"}\n"
+"\n"
+"editor_settings.add_property_info(property_info)\n"
+"[/codeblock]"
#: doc/classes/EditorSettings.xml
msgid "Erases the setting whose name is specified by [code]property[/code]."
-msgstr ""
+msgstr "Efface le réglage nommé [code]property[/code]."
#: doc/classes/EditorSettings.xml
msgid "Returns the list of favorite files and directories for this project."
@@ -24103,6 +30320,10 @@ msgid ""
"[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
"code] will be returned instead. See also [method set_project_metadata]."
msgstr ""
+"Retourne les métadonnées spécifiques au projet pour la [code]section[/code] "
+"et [code]key[/code] spécifiées. Si les métadonnées n'existent pas, "
+"[code]default[/code] sera retourné à la place. Voir aussi [method "
+"set_project_metadata]."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24110,18 +30331,25 @@ msgid ""
"subdirectory inside the settings path where project-specific settings are "
"saved."
msgstr ""
+"Retourne le chemin des paramètres spécifiques à ce projet. Les projets ont "
+"tous un sous-dossier unique où les paramètres spécifiques au projet sont "
+"sauvegardés."
#: doc/classes/EditorSettings.xml
msgid ""
"Returns the list of recently visited folders in the file dialog for this "
"project."
msgstr ""
+"Retourne la liste des dossiers récemment visités dans le dialogue des "
+"fichiers de ce projet."
#: doc/classes/EditorSettings.xml
msgid ""
"Returns the value of the setting specified by [code]name[/code]. This is "
"equivalent to using [method Object.get] on the EditorSettings instance."
msgstr ""
+"Retourne la valeur du paramètre spécifié par [code]name[/code]. Ceci est "
+"équivalent à l'utiliser [method Object.get] sur l'instance EditorSettings."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24130,6 +30358,11 @@ msgid ""
"[code]settings/tmp[/code] - Used for temporary storage of files\n"
"[code]settings/templates[/code] - Where export templates are located"
msgstr ""
+"Retourne le chemin des réglages généraux du moteur. Dans ce chemin, vous "
+"pouvez trouver des chemins standards tels que :\n"
+"[code]settings/tmp[/code] - L'emplacement où sont stockés les fichiers "
+"temporaires\n"
+"[code]settings/templates[/code] - L'emplacement où sont stockés les modèles"
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24146,6 +30379,10 @@ msgid ""
"When this method returns [code]true[/code], a Revert button will display "
"next to the setting in the Editor Settings."
msgstr ""
+"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
+"peut avoir sa valeur rétablie à cette par défaut, ou [code]false[/code] "
+"sinon. Lorsque cette méthode retourne [code]true[/code], un bouton Rétablir "
+"s'affichera à côté du réglage dans les paramètres de l'éditeur."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24153,10 +30390,13 @@ msgid ""
"This is the value that would be applied when clicking the Revert button in "
"the Editor Settings."
msgstr ""
+"Retourne la valeur par défaut du paramètre spécifié par [code]name[/code]. "
+"C'est la valeur qui sera appliquée en cliquant sur le bouton Rétablir dans "
+"les paramètres de l'éditeur."
#: doc/classes/EditorSettings.xml
msgid "Sets the list of favorite files and directories for this project."
-msgstr ""
+msgstr "Définit la liste des fichiers et dossiers favoris pour ce projet."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24165,6 +30405,11 @@ msgid ""
"the Editor Settings. If [code]update_current[/code] is true, the current "
"value of the setting will be set to [code]value[/code] as well."
msgstr ""
+"Définit la valeur initiale de la préférence nommée [code]name[/code] à "
+"[code]value[/code]. C'est utilisé pour définir une valeur pour le bouton "
+"Annuler dans les préférences de l'éditeur. Si [code]update_current[/code] "
+"est vrai, la valeur actuelle de cette préférence sera définie à [code]value[/"
+"code] aussi."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24173,12 +30418,19 @@ msgid ""
"project folder and therefore won't be checked into version control. See also "
"[method get_project_metadata]."
msgstr ""
+"Définit des métadonnées spécifiques au projet dans la [code]section[/code], "
+"la [code]key[/code] et les [code]data[/code] spécifiées. Ces métadonnées "
+"sont enregistrées à l'extérieur du dossier du projet, et donc pas dans le "
+"système de contrôle de version (Git, etc.). Voir aussi [method "
+"get_project_metadata]."
#: doc/classes/EditorSettings.xml
msgid ""
"Sets the list of recently visited folders in the file dialog for this "
"project."
msgstr ""
+"Définit une liste des dossiers récemment visités dans le dialogue de "
+"fichiers de ce projet."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24186,10 +30438,13 @@ msgid ""
"This is equivalent to using [method Object.set] on the EditorSettings "
"instance."
msgstr ""
+"Définit la [code]value[/code] du paramètre nommé [code]name[/code]. Cela "
+"équivaut à l'utilisation de [method Object.set] sur l'instance "
+"EditorSettings."
#: doc/classes/EditorSettings.xml
msgid "Emitted after any editor setting has changed."
-msgstr ""
+msgstr "Émis après qu'une préférence de l'éditeur a changé."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -24197,11 +30452,13 @@ msgid ""
"plugins to update their visuals on theme changes or logic on configuration "
"changes."
msgstr ""
+"Émis après que n'importe quel réglage de l'édiateur a changé. Il est utilisé "
+"par divers greffons de l'éditeurs pour mettre à jour leur affichage lors de "
+"changements de thème ou de configuration."
#: doc/classes/EditorSpatialGizmo.xml
-#, fuzzy
msgid "Custom gizmo for editing Spatial objects."
-msgstr "Gizmo personnalisé pour l’édition d’objets Node3D."
+msgstr "Le manipulateur personnalisé pour l’édition d’objets Spatial."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -24209,12 +30466,18 @@ msgid ""
"(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
"information."
msgstr ""
+"Un manipulateur personnalisé qui est utilisé pour la visualisation et "
+"l'édition personnalisées (poignets) pour les objets 3D de type Spatial. Voir "
+"[EditorSpatialGizmoPlugin] pour plus d'informations."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
"picking. Call this function during [method redraw]."
msgstr ""
+"Ajoute le [code]segments[/code] spécifié à la forme de collision du "
+"manipulateur pour la sélection. Appelez cette fonction durant [method "
+"redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -24222,6 +30485,9 @@ msgid ""
"generated from a regular [Mesh] too. Call this function during [method "
"redraw]."
msgstr ""
+"Ajoute des triangles de collision au manipulateur pour la sélection. Un "
+"[TriangleMesh] peut être généré à partir d'un [Mesh] régulier. Appelez cette "
+"fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -24230,6 +30496,10 @@ msgid ""
"There are virtual functions which will be called upon editing of these "
"handles. Call this function during [method redraw]."
msgstr ""
+"Ajoute une liste de poignées (points) qui peuvent être utilisées pour "
+"déformer l'objet en cours d'édition.\n"
+"Il y a des fonctions virtuelles qui seront appelés à l'édition de ces "
+"poignées. Appelez cette fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -24237,6 +30507,9 @@ msgid ""
"lines are used for visualizing the gizmo. Call this function during [method "
"redraw]."
msgstr ""
+"Ajoute des lignes au gizmo (une liste de paires de points), avec un matériau "
+"donné. Les lignes sont utilisées pour visualiser le manipulateur. Appelez "
+"cette fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -24245,6 +30518,11 @@ msgid ""
"is [code]true[/code], the mesh will rotate to always face the camera. Call "
"this function during [method redraw]."
msgstr ""
+"Ajoute un maillage au manipulateur avec l'état [code]billboard[/code] "
+"spécifié, [code]skeleton[/code] et [code]material[/code]. Si "
+"[code]billboard[/code] est [code]true[/code], le maillage tourne pour "
+"toujours faire toujours face à la caméra. Appelez cette fonction durant "
+"[method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -24273,18 +30551,28 @@ msgid ""
"by [method add_handles]).\n"
"Handles can be named for reference to the user when editing."
msgstr ""
+"Retourne le nom d'une poignée modifiée (ces poignées doivent d'abord être "
+"ajoutées avec [méthode add_handles]).\n"
+"Les poignées peuvent être nommées pour référence à l'utilisateur lors de "
+"l'édition."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Gets actual value of a handle. This value can be anything and used for "
"eventually undoing the motion when calling [method commit_handle]."
msgstr ""
+"Retourne la valeur réelle d'une poignée. Cette valeur peut être n'importe "
+"quoi et utilisée pour finalement annuler le mouvement en appelant [method "
+"commit_handle]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
msgstr ""
+"Retourne le [EditorSpatialGizmoPlugin] qui possède ce manipulateur. Il est "
+"utile de récupérer les matériaux en utilisant [method "
+"EditorSpatialGizmoPlugin.get_material]"
#: doc/classes/EditorSpatialGizmo.xml
#, fuzzy
@@ -24292,13 +30580,12 @@ msgid "Returns the Spatial node associated with this gizmo."
msgstr "Retourne le chemin d’accès au nœud associé à l’os spécifié."
#: doc/classes/EditorSpatialGizmo.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the handle at index [code]index[/code] is "
"highlighted by being hovered with the mouse."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment "
-"zéro."
+"Retourne [code]true[/code] si la poignée à l'index [code]index[/code] est "
+"surlignée quand elle est survolée par le souris."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -24325,10 +30612,12 @@ msgid ""
"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
"inherit from [Spatial]."
msgstr ""
+"Définit le nœud [Spatial] à utiliser pour le manipulateur. Ce nœud "
+"[code]node[/code] doit hériter d'un [Spatial]."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid "Used by the editor to define Spatial gizmo types."
-msgstr ""
+msgstr "Utilisé par l'éditeur pour définir les types de manipulateur Spatial."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -24351,6 +30640,8 @@ msgid ""
"Override this method to define whether the gizmo can be hidden or not. "
"Returns [code]true[/code] if not overridden."
msgstr ""
+"Surchargez cette méthode pour définir quand le manipulateur peut être masqué "
+"ou non. Retourne [code]true[/code] si n'est pas surchargé."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -24364,6 +30655,9 @@ msgid ""
"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
"also [method has_gizmo]."
msgstr ""
+"Surchargez cette méthode pour retourner un [EditorSpatialGizmo] personnalisé "
+"pour les nœuds spatiaux de votre choix, retourner [code]null[/code] pour le "
+"reste des nœuds. Voir aussi [method has_gizmo]."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -24373,6 +30667,12 @@ msgid ""
"Should not be overridden.\n"
"You can optionally provide a texture to use instead of the default icon."
msgstr ""
+"Crée un matériau de poignée avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_handles] Ne devrait pas être surchargé.\n"
+"Vous pouvez en option fournir une texture à utiliser à la place de l'icône "
+"par défaut."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -24381,6 +30681,10 @@ msgid ""
"[method get_material] and used in [method EditorSpatialGizmo."
"add_unscaled_billboard]. Should not be overridden."
msgstr ""
+"Crée un matériau d'icône avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_unscaled_billboard]. Ne devrait pas être surchargé."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -24389,6 +30693,11 @@ msgid ""
"[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
"[method EditorSpatialGizmo.add_lines]. Should not be overridden."
msgstr ""
+"Crée un matériau non éclairé avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_mesh] et [method EditorSpatialGizmo.add_lines]. Ne "
+"devrait pas être dépassé."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -24458,9 +30767,8 @@ msgid ""
msgstr ""
#: doc/classes/EditorSpinSlider.xml
-#, fuzzy
msgid "Godot editor's control for editing numeric values."
-msgstr "Éditeur de script de l'éditeur Godot."
+msgstr "Le contrôle d'édition des valeurs numériques de l'éditeur Godot."
#: doc/classes/EditorSpinSlider.xml
msgid ""
@@ -24469,6 +30777,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Si [code]true[/code], la flèche de réduction est masquée."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -24486,6 +30799,14 @@ msgid ""
"plug-n-play experience. A custom VCS plugin is supposed to inherit from "
"[EditorVCSInterface] and override these virtual functions."
msgstr ""
+"Définit l'API que l'éditeur utilise pour extraire des informations du VCS "
+"utilisé. La mise en œuvre de cette API est incluse dans les greffons VCS, "
+"qui sont des scripts qui héritent de [EditorVCSInterface] et sont liés (à la "
+"demande) à au singleton de [EditorVCSInterface]. Plutôt qu'accomplir la "
+"tâche elle-même, toutes les fonctions virtuelles énumérées ci-dessous "
+"appellent les fonctions surchargées internes dans les greffons VCS pour "
+"fournir un fonctionnement automatique. Un greffon VCS personnalisé devrait "
+"hériter de [EditorVCSInterface] et surcharger ces fonctions virtuelles."
#: doc/classes/EditorVCSInterface.xml
#, fuzzy
@@ -24514,12 +30835,17 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Discards the changes made in file present at [code]file_path[/code]."
msgstr ""
+"Ignore les modifications faites dans le fichier à l'emplacement "
+"[code]file_path[/code]."
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Fetches new changes from the remote, but doesn't write changes to the "
"current working directory. Equivalent to [code]git fetch[/code]."
msgstr ""
+"Récupère les nouvelles modifications depuis le dépôt distant mais n'inscrit "
+"aucune modification dans l'actuel dossier de travail. Équivalent à [code]git "
+"fetch[/code]."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -24562,16 +30888,16 @@ msgid ""
msgstr ""
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid ""
"Returns an [Array] of [String]s, each containing the name of a remote "
"configured in the VCS."
-msgstr "Retourne une représentation [String] de l'évènement."
+msgstr ""
+"Retourne un [Array] de [String], chacune contient le nom d'un dépôt distant "
+"configuré dans le VCS."
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Returns the name of the underlying VCS provider."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr "Retourne le nom du fournisseur VCS utilisé."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -24583,6 +30909,8 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Pulls changes from the remote. This can give rise to merge conflicts."
msgstr ""
+"Tire les modifications depuis le dépôt distant. Cela peut provoquer des "
+"conflits de fusion."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -24597,9 +30925,8 @@ msgid "Remove a branch from the local VCS."
msgstr "Supprime un nœud de la sélection."
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Remove a remote from the local VCS."
-msgstr "Supprime un nœud de la sélection."
+msgstr "Supprimer un dépôt distant du VCS local."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -24632,23 +30959,38 @@ msgid ""
"Helper function to add an array of [code]diff_hunks[/code] into a "
"[code]diff_file[/code]."
msgstr ""
+"Une fonction d'aide pour ajouter une liste de [code]diff_hunks[/code] dans "
+"un [code]diff_file[/code]."
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to add an array of [code]line_diffs[/code] into a "
"[code]diff_hunk[/code]."
msgstr ""
+"Une fonction d'aide pour ajouter une liste de [code]line_diffs[/code] dans "
+"un [code]diff_hunk[/code]."
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
-msgstr ""
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
+msgstr ""
+"Une fonction d'aide pour créer un [Dictionnaire] des données d'un commit. "
+"[code]msg[/code] est le message de commit. [code]author[/code] est une "
+"simple chaîne intelligible contenant tous les détails de l'auteur, par "
+"exemple son e-mail et le nom comme configurés dans le VCS. [code]id[/code] "
+"est le code de hachage du commit, dans lequel votre VCS peut fournir un "
+"identifiant unique pour chaque commit. [code]unix_timestamp[/code] est "
+"l'horodatage Unix basé sur UTC de la date de création de la commit. "
+"[code]offset_minutes[/code] is le décalage horaire par rapport à UTC, in "
+"minutes, enregistré depuis la zone horaire du système lors de la création du "
+"commit."
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -24682,30 +31024,28 @@ msgid ""
msgstr ""
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "Pops up an error message in the edior."
-msgstr "Utilisé pour rassembler des propriétés ensemble dans l'éditeur."
+msgstr "Affiche un message d'erreur dans l'éditeur."
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid "A new file has been added."
-msgstr "Émis lorsqu'une nouvelle interface a été ajoutée."
+msgstr "Un nouveau fichier a été ajouté."
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been modified."
-msgstr ""
+msgstr "Un fichier précédemment ajouté a été modifié."
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been renamed."
-msgstr ""
+msgstr "Un fichier précédemment ajouté a été renommé."
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been deleted."
-msgstr ""
+msgstr "Un fichier précédemment ajouté a été supprimé."
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been typechanged."
-msgstr ""
+msgstr "Un fichier précédemment ajouté a changé de type."
#: doc/classes/EditorVCSInterface.xml
msgid "A file is left unmerged."
@@ -24743,6 +31083,9 @@ msgid ""
"The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
"object instance can be retrieved with [method @GDScript.instance_from_id]."
msgstr ""
+"L'identifiant du [Object] est enregistré dans cette instance "
+"[EncodedObjectAsID]. L'instance de l'objet peut être récupérée avec [method "
+"@GDScript.instance_from_id]."
#: doc/classes/Engine.xml
msgid "Access to engine properties."
@@ -24762,6 +31105,15 @@ msgid ""
"[code]project_managers[/code] - Array of Strings, project manager names\n"
"[code]developers[/code] - Array of Strings, developer names"
msgstr ""
+"Retourne les informations des auteurs du moteur dans un dictionnaire.\n"
+"[code]lead_developers[/code] - Un tableau de String, avec le nom de "
+"développeurs principaux\n"
+"[code]fondateurs[/code] - Un tableau de String, le nom des "
+"fondateurs\n"
+"[code]project_managers[/code] - Un tableau de String, le nom des chefs de "
+"projet\n"
+"[code]developers[/code] - Un tableau de String, le nom de "
+"développeurs"
#: doc/classes/Engine.xml
msgid ""
@@ -24771,6 +31123,11 @@ msgid ""
"[code]copyright[/code], [code]license[/code]} describing subsections of the "
"component"
msgstr ""
+"Retourne un Array d'information sur le copyright dans un dictionnaire.\n"
+"[code]name[/code] - String, le nom du composant\n"
+"[code]parts[/code] - Un table de Dictionary {[code]files[/code], "
+"[code]copyright[/code], [code]license[/code]} décrivant chaque paragraphe de "
+"la licence du composant"
#: doc/classes/Engine.xml
msgid ""
@@ -24780,6 +31137,11 @@ msgid ""
"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
"code], [code]bronze_donors[/code]}"
msgstr ""
+"Retourne un Dictionnaire des Arrays de noms des donateurs.\n"
+"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
+"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
+"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
+"code], [code]bronze_donors[/code]}"
#: doc/classes/Engine.xml
msgid ""
@@ -24791,7 +31153,7 @@ msgstr ""
#: doc/classes/Engine.xml
msgid "Returns the frames per second of the running game."
-msgstr ""
+msgstr "Retourne le nombre de trames par seconde du jeu lancé."
#: doc/classes/Engine.xml
msgid ""
@@ -24814,6 +31176,8 @@ msgid ""
"Returns Dictionary of licenses used by Godot and included third party "
"components."
msgstr ""
+"Retourne un dictionnaire des licences utilisées par Godot en incluant les "
+"composants tiers."
#: doc/classes/Engine.xml
msgid "Returns Godot license text."
@@ -24822,6 +31186,7 @@ msgstr "Retourne le texte de la licence Godot."
#: doc/classes/Engine.xml
msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
msgstr ""
+"Retourne l'objet de la boucle principale (voir [MainLoop] et [SceneTree])."
#: doc/classes/Engine.xml
msgid ""
@@ -24836,6 +31201,16 @@ msgid ""
" pass # Run expensive logic only once every 2 physics frames here.\n"
"[/codeblock]"
msgstr ""
+"Retourne le nombre de trames écoulées depuis le démarrage du moteur, et est "
+"mis à jour à chaque nouvelle [b]trame physique[/b]. Voir aussi [method "
+"get_idle_frames].\n"
+"[method get_physics_frames] peut être utilisé pour lancer des logiques "
+"coûteuses mois souvent sans utiliser un [Timer]:\n"
+"[codeblock]\n"
+"func _physics_process(_delta):\n"
+" if Engine.get_physics_frames() % 2 == 0:\n"
+" pass # Lancer la logique coûteuse qu'une trame physique sur 2.\n"
+"[/codeblock]"
#: doc/classes/Engine.xml
msgid ""
@@ -24849,6 +31224,8 @@ msgid ""
"Returns a global singleton with given [code]name[/code]. Often used for "
"plugins, e.g. [code]GodotPayment[/code] on Android."
msgstr ""
+"Retourne l'instance unique avec le nom [code]name[/code]. Souvent utilisé "
+"pour les greffons, par ex. [code]GodotPayment[/code] sur Android."
#: doc/classes/Engine.xml
msgid ""
@@ -24881,12 +31258,44 @@ msgid ""
" # Do things specific to versions before 3.2\n"
"[/codeblock]"
msgstr ""
+"Retourne les informations sur la version du moteur de jeu dans un "
+"Dictionary.\n"
+"[code]major[/code] - Le numéro de version majeur en int\n"
+"[code]minor[/code] - Le numéro de version mineur en int\n"
+"[code]patch[/code] - Le numéro de version de correctif en int\n"
+"[code]hex[/code] - Le numéro complet de version sous forme de int au "
+"format hexadécimal avec un octet (2 caractères) par numéro (voir l'exemple "
+"en-dessous)\n"
+"[code]status[/code] - Le status (ex.: \"beta\", \"rc1\", \"rc2\", ... "
+"\"stable\") en String\n"
+"[code]build[/code] - Le nom de la version (ex.: \"custom_build\") en "
+"String\n"
+"[code]hash[/code] - Le hachage du commit Git en String\n"
+"[code]year[/code] - L'année où la version a été publiée en int\n"
+"[code]string[/code] - [code]major[/code] + [code]minor[/code] + "
+"[code]patch[/code] + [code]status[/code] + [code]build[/code] dans une seule "
+"String\n"
+"La valeur [code]hex[/code] est codée comme suit, de gauche à droite : un "
+"octet pour le numéro majeur, un octet pour le numéro mineur, un octet pour "
+"le numéro de correct. Par exemple, la \"3.1.12\" sera la valeur "
+"[code]0x03010C[/code]. [b]Note :[/b] C'est toujours en int en interne, et "
+"l'afficher donnera sa représentation décimale ([code]196876[/code] dans ce "
+"cas), qui ne sera pas particulièrement utile. Utiliser une représentation "
+"hexadécimale permet facilement de comparer les versions dans le code :\n"
+"[codeblock]\n"
+"if Engine.get_version_info().hex >= 0x030200:\n"
+" # Pour les choses spécifiques à la version 3.2 et suivantes\n"
+"else:\n"
+" # Pour les choses spécifiques aux versions avant la 3.2\n"
+"[/codeblock]"
#: doc/classes/Engine.xml
msgid ""
"Returns [code]true[/code] if a singleton with given [code]name[/code] exists "
"in global scope."
msgstr ""
+"Retourne [code]true[/code] si un singleton avec le nom [code]name[/code] "
+"existe dans l'espace global."
#: doc/classes/Engine.xml
msgid ""
@@ -24906,7 +31315,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -25009,9 +31418,8 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
-#, fuzzy
msgid "Environment and post-processing"
-msgstr "$DOCS_URL/tutorials/3d/environment_and_post_processing.html"
+msgstr "Les environnements et les effets post-rendu"
#: doc/classes/Environment.xml
msgid "Light transport in game engines"
@@ -25027,6 +31435,8 @@ msgid ""
"Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
"[code]false[/code] otherwise."
msgstr ""
+"Retourne [code]true[/code] si le niveau de lueur à l'index [code]idx[/code] "
+"est définit, ou [code]false[/code] sinon."
#: doc/classes/Environment.xml
msgid ""
@@ -25041,6 +31451,8 @@ msgid ""
"The global brightness value of the rendered scene. Effective only if "
"[code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
+"La luminosité globale des scènes rendues. Ne fonctionne que si "
+"[code]adjustment_enabled[/code] est [code]true[/code]."
#: doc/classes/Environment.xml
msgid ""
@@ -25048,12 +31460,18 @@ msgid ""
"the rendered scene. Effective only if [code]adjustment_enabled[/code] is "
"[code]true[/code]."
msgstr ""
+"Applique une [Texture] pour modifier l'apparence des couleurs dans les "
+"scènes rendues. Ne fonctionne que si [code]adjustment_enabled[/code] est "
+"[code]true[/code]."
#: doc/classes/Environment.xml
msgid ""
"The global contrast value of the rendered scene (default value is 1). "
"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
+"La valeur globale du contraste dans les scènes rendues (la valeur par défaut "
+"est 1). Ne fonctionne que si [code]adjustment_enabled[/code] est [code]true[/"
+"code]."
#: doc/classes/Environment.xml
msgid ""
@@ -25068,6 +31486,9 @@ msgid ""
"The global color saturation value of the rendered scene (default value is "
"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
+"La valeur globale de la saturation des couleurs dans les scènes rendues (la "
+"valeur par défaut est 1). Ne fonctionne que si [code]adjustment_enabled[/"
+"code] est [code]true[/code]."
#: doc/classes/Environment.xml
msgid "The ambient light's [Color]."
@@ -25077,6 +31498,8 @@ msgstr "La [Color] de la lumière ambiante."
msgid ""
"The ambient light's energy. The higher the value, the stronger the light."
msgstr ""
+"L'énergie de la lumière ambiante. Plus la valeur est grande, plus la lumière "
+"est intense."
#: doc/classes/Environment.xml
msgid ""
@@ -25120,7 +31543,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid "The ID of the camera feed to show in the background."
-msgstr ""
+msgstr "L'identifiant du flux de la caméra à afficher en arrière-plan."
#: doc/classes/Environment.xml
msgid ""
@@ -25136,24 +31559,23 @@ msgstr ""
#: doc/classes/Environment.xml
msgid "The power of the light emitted by the background."
-msgstr ""
+msgstr "L'intensité de la lumière émise par l'arrière-plan."
#: doc/classes/Environment.xml
msgid "The background mode. See [enum BGMode] for possible values."
-msgstr ""
+msgstr "Le mode d'arrière-plan. Voir [enum BGMode] pour les valeurs possibles."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "The [Sky] resource defined as background."
-msgstr "Le style de l’arrière-plan."
+msgstr "La ressource du [Sky] définit pour l’arrière-plan."
#: doc/classes/Environment.xml
msgid "The [Sky] resource's custom field of view."
-msgstr ""
+msgstr "Le champ de vision personnalisé de cette ressource [Sky]."
#: doc/classes/Environment.xml
msgid "The [Sky] resource's rotation expressed as a [Basis]."
-msgstr ""
+msgstr "La rotation du [Sky] exprimée par un [Basis]."
#: doc/classes/Environment.xml
#, fuzzy
@@ -25166,9 +31588,8 @@ msgid "The [Sky] resource's rotation expressed as Euler angles in degrees."
msgstr "La rotation de la texture en degrés."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "The amount of far blur for the depth-of-field effect."
-msgstr "La quantité de voix dans l’effet."
+msgstr "La quantité de flou lointain pour l'effet de profondeur."
#: doc/classes/Environment.xml
msgid ""
@@ -25194,9 +31615,8 @@ msgstr ""
"La longueur de la transition entre la zone sans flou et le flou lointain."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "The amount of near blur for the depth-of-field effect."
-msgstr "La quantité de voix dans l’effet."
+msgstr "La quantité de flou proche pour l'effet de profondeur."
#: doc/classes/Environment.xml
msgid ""
@@ -25205,9 +31625,8 @@ msgstr ""
"La distance de la caméra à laquelle l'effet de flou proche affecte le rendu."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "If [code]true[/code], enables the depth-of-field near blur effect."
-msgstr "Si [code]true[/code], active le drapeau spécifié."
+msgstr "Si [code]true[/code], active l'effet de flou de champ proche."
#: doc/classes/Environment.xml
msgid ""
@@ -25218,6 +31637,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid "The length of the transition between the near blur and no-blur area."
msgstr ""
+"La longueur de la transition entre le flou proche et la zone sans flou."
#: doc/classes/Environment.xml
msgid "The fog's [Color]."
@@ -25226,6 +31646,7 @@ msgstr "La [Color] du brouillard."
#: doc/classes/Environment.xml
msgid "The fog's depth starting distance from the camera."
msgstr ""
+"La distance de début du brouillard de profondeur par rapport à la caméra."
#: doc/classes/Environment.xml
msgid ""
@@ -25290,6 +31711,8 @@ msgstr ""
#: doc/classes/Environment.xml
msgid "The depth fog's [Color] when looking towards the sun."
msgstr ""
+"La [Color] de brouillard de profondeur quand on regarde en direction du "
+"soleil."
#: doc/classes/Environment.xml
msgid ""
@@ -25322,7 +31745,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -25361,32 +31799,36 @@ msgid ""
"If [code]true[/code], the 1st level of glow is enabled. This is the most "
"\"local\" level (least blurry)."
msgstr ""
+"Si [code]true[/code], le premier niveau de lueur est active. C'est le niveau "
+"le plus \"local\" (le moins flou)."
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 2th level of glow is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], le 2e niveau de lueur est actif."
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 3th level of glow is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], le 3e niveau de lueur est actif."
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 4th level of glow is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], le 4e niveau de lueur est actif."
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 5th level of glow is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], le 5e niveau de lueur est actif."
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 6th level of glow is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], le 6e niveau de lueur est actif."
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the 7th level of glow is enabled. This is the most "
"\"global\" level (blurriest)."
msgstr ""
+"Si [code]true[/code], le 7e niveau de lueur est actif. C'est le niveau le "
+"plus \"global\" (le plus flou)."
#: doc/classes/Environment.xml
msgid ""
@@ -25430,6 +31872,8 @@ msgid ""
"If [code]true[/code], screen-space reflections will take the material "
"roughness into account."
msgstr ""
+"Si [code]true[/code], la réflexion à l'écran prendre la rugosité du matériau "
+"en compte."
#: doc/classes/Environment.xml
msgid ""
@@ -25517,7 +31961,7 @@ msgstr "L’exposition par défaut utilisée pour tonifier."
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -25529,10 +31973,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -25540,14 +31987,17 @@ msgid ""
"Clears the background using the clear color defined in [member "
"ProjectSettings.rendering/environment/default_clear_color]."
msgstr ""
+"Efface l'arrière-plan en utilisant la couleur d'effacement définie par "
+"[member ProjectSettings.rendering/environment/default_clear_color]."
#: doc/classes/Environment.xml
msgid "Clears the background using a custom clear color."
msgstr ""
+"Efface l'arrière-plan en utilisant la couleur d'effacement personnalisée."
#: doc/classes/Environment.xml
msgid "Displays a user-defined sky in the background."
-msgstr ""
+msgstr "Affiche un ciel personnalisé en arrière-plan."
#: doc/classes/Environment.xml
msgid ""
@@ -25563,11 +32013,11 @@ msgstr "Affiche un [CanvasLayer] en arrière-plan."
#: doc/classes/Environment.xml
msgid "Displays a camera feed in the background."
-msgstr ""
+msgstr "Afficher le flux de la caméra en arrière-plan."
#: doc/classes/Environment.xml
msgid "Represents the size of the [enum BGMode] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum BGMode]."
#: doc/classes/Environment.xml
msgid ""
@@ -25596,34 +32046,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-#, fuzzy
-msgid "Filmic tonemapper operator."
-msgstr "Opérateur de mappage de tons filmique."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
+msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -25641,38 +32100,46 @@ msgstr "Qualité haute du flou de l'effet de profondeur (le plus lent)."
#: doc/classes/Environment.xml
msgid "No blur for the screen-space ambient occlusion effect (fastest)."
msgstr ""
+"Aucun flou pour l'effet d'occlusion ambiante dans l'espace de l'écran (le "
+"plus rapide)."
#: doc/classes/Environment.xml
msgid "1×1 blur for the screen-space ambient occlusion effect."
msgstr ""
+"Un flou 1x1 pour l'effet d'occlusion ambiante dans l'espace de l'écran."
#: doc/classes/Environment.xml
msgid "2×2 blur for the screen-space ambient occlusion effect."
msgstr ""
+"Un flou 2x2 pour l'effet d'occlusion ambiante dans l'espace de l'écran."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)."
-msgstr "Le rayon d'occlusion ambiante de l'espace de l'écran primaire."
+msgstr ""
+"Un flou 3x3 pour l'effet d'occlusion ambiante dans l'espace de l'écran (le "
+"plus lent)."
#: doc/classes/Environment.xml
-#, fuzzy
msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
-msgstr "Qualité la plus basse de l’occlusion ambiante d’espace d’écran."
+msgstr ""
+"La qualité la plus basse de l’occlusion ambiante d’espace d’écran (le plus "
+"rapide)."
#: doc/classes/Environment.xml
-#, fuzzy
-msgid "Low quality for the screen-space ambient occlusion effect."
-msgstr "Qualité la plus basse de l’occlusion ambiante d’espace d’écran."
+msgid "Medium quality for the screen-space ambient occlusion effect."
+msgstr ""
+"La qualité moyenne pour l'effet d’occlusion ambiante dans l’espace de "
+"l’écran."
#: doc/classes/Environment.xml
-#, fuzzy
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
-msgstr "Qualité la plus basse de l’occlusion ambiante d’espace d’écran."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
+msgstr ""
+"La qualité la plus haute de l’occlusion ambiante d’espace d’écran (la plus "
+"lente)."
#: doc/classes/Expression.xml
msgid "A class that stores an expression you can execute."
-msgstr ""
+msgstr "Une classe qui enregistre une expression que vous pouvez exécuter."
#: doc/classes/Expression.xml
msgid ""
@@ -25699,6 +32166,28 @@ msgid ""
" $LineEdit.text = str(result)\n"
"[/codeblock]"
msgstr ""
+"Une expression qui peut être faite d'opérations arithmétiques, d'appels de "
+"fonctions mathématiques intégrées, d'appels de méthode sur l'instance "
+"donnée, ou de constructeur de type intégrés.\n"
+"Un exemple d'expression utilisant les fonctions mathématiques intégrées "
+"serait [code]sqrt(pow(3,2) + pow(4,2))[/code].\n"
+"Dans l'exemple suivant nous utilisons un nœud [LineEdit] pour écrire notre "
+"expression et afficher le résultat.\n"
+"[codeblock]\n"
+"onready var expression = Expression.new()\n"
+"\n"
+"func _ready():\n"
+" $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n"
+"\n"
+"func _on_text_entered(command):\n"
+" var error = expression.parse(command, [])\n"
+" if error != OK:\n"
+" print(expression.get_error_text())\n"
+" return\n"
+" var result = expression.execute([], null, true)\n"
+" if not expression.has_execute_failed():\n"
+" $LineEdit.text = str(result)\n"
+"[/codeblock]"
#: doc/classes/Expression.xml
msgid ""
@@ -25711,11 +32200,11 @@ msgstr ""
#: doc/classes/Expression.xml
msgid "Returns the error text if [method parse] has failed."
-msgstr ""
+msgstr "Retourne la description de l'erreur si [method parse] a échoué."
#: doc/classes/Expression.xml
msgid "Returns [code]true[/code] if [method execute] has failed."
-msgstr ""
+msgstr "Retourne [code]true[/code] si [method execute] a échoué."
#: doc/classes/Expression.xml
msgid ""
@@ -25727,7 +32216,7 @@ msgstr ""
#: doc/classes/ExternalTexture.xml
msgid "Enable OpenGL ES external texture extension."
-msgstr ""
+msgstr "Active l'extension pour les textures externes OpenGL ES."
#: doc/classes/ExternalTexture.xml
msgid ""
@@ -25738,9 +32227,8 @@ msgid ""
msgstr ""
#: doc/classes/ExternalTexture.xml
-#, fuzzy
msgid "Returns the external texture name."
-msgstr "Retourne la texture de la tuile."
+msgstr "Retourne le nom de la texture externe."
#: doc/classes/ExternalTexture.xml
msgid "External texture size."
@@ -25748,7 +32236,7 @@ msgstr "La taille de la texture externe."
#: doc/classes/File.xml
msgid "Type to handle file reading and writing operations."
-msgstr ""
+msgstr "Le type pour gérer les opérations de lecture et d'écriture."
#: doc/classes/File.xml
msgid ""
@@ -25784,10 +32272,46 @@ msgid ""
"process will be killed. You can work around this by calling [method flush] "
"at regular intervals."
msgstr ""
+"Le type Fichier. Il est utilisé pour enregistrer de manière permanente des "
+"données dans le système de fichiers de l'appareil de l'utilisateur, et "
+"pouvoir lire ce fichier. Ça peut être utilisé pour enregistrer les "
+"sauvegardes du jeu ou des fichiers de configuration ou de préférence, par "
+"exemple.\n"
+"Voici un exemple sur comment écrire et lire dans une fichier :\n"
+"[codeblock]\n"
+"func save(content):\n"
+" var file = File.new()\n"
+" file.open(\"user://save_game.dat\", File.WRITE) # Ouvert en écriture "
+"seulement\n"
+" file.store_string(content)\n"
+" file.close()\n"
+"\n"
+"func load():\n"
+" var file = File.new()\n"
+" file.open(\"user://save_game.dat\", File.READ) # Ouvert en lecture "
+"seulement\n"
+" var content = file.get_as_text()\n"
+" file.close()\n"
+" return content\n"
+"[/codeblock]\n"
+"Dans l'exemple au-dessus, le fichier sera enregistré dans le dossier des "
+"données utilisateur comme précisé dans la documentation [url=$DOCS_URL/"
+"tutorials/io/data_paths.html]Chemins de données[/url].\n"
+"[b]Note:[/b] Pour accéder au ressources du projet une fois le projet "
+"exporté, il est recommandé d'utiliser [ResourceLoader] plutôt que l'API "
+"[File], puisque certains fichiers sont convertis dans un format spécifique "
+"au moteur de jeu et le fichier original risque de ne plus être présent dans "
+"le paquet PCK exporté.\n"
+"[b]Note :[/b] Les fichiers sont automatiquement fermés seulement si le "
+"processus quitte \"normalement\" (comme un cliquant sur le bouton fermer du "
+"gestionnaire de fenêtre ou avec [b]Alt + F4[/b]). Si vous arrêtez "
+"l'exécution du projet avec [b]F8[/b] pendant que le projet est lancé, les "
+"fichiers ne seront pas fermés parce que le processus sera détruit. Vous "
+"pouvez gérer ce cas en appelant [method flush] régulièrement."
#: doc/classes/File.xml
msgid "File system"
-msgstr ""
+msgstr "Le système de fichiers"
#: doc/classes/File.xml
msgid ""
@@ -25795,6 +32319,9 @@ msgid ""
"operations. Use [method flush] to persist the data to disk without closing "
"the file."
msgstr ""
+"Ferme le fichier actuellement ouvert et empêche les opérations de lecture/"
+"écriture ultérieures. Utilisez [method flush] pour enregistrer les données "
+"sur le disque sans fermer le fichier."
#: doc/classes/File.xml
msgid ""
@@ -25834,35 +32361,50 @@ msgid ""
"Returns the next 16 bits from the file as an integer. See [method store_16] "
"for details on what values can be stored and retrieved this way."
msgstr ""
+"Retourne les 16 bits suivant du fichier interprété en un entier. Voir "
+"[method store_16] pour les détails sur les valeurs qui peuvent être "
+"enregistrées et récupérées de cette manière."
#: doc/classes/File.xml
msgid ""
"Returns the next 32 bits from the file as an integer. See [method store_32] "
"for details on what values can be stored and retrieved this way."
msgstr ""
+"Retourne les 32 bits suivant du fichier interprété en un entier. Voir "
+"[method store_32] pour les détails sur les valeurs qui peuvent être "
+"enregistrées et récupérées de cette manière."
#: doc/classes/File.xml
msgid ""
"Returns the next 64 bits from the file as an integer. See [method store_64] "
"for details on what values can be stored and retrieved this way."
msgstr ""
+"Retourne les 64 bits suivant du fichier interprété en un entier. Voir "
+"[method store_64] pour les détails sur les valeurs qui peuvent être "
+"enregistrées et récupérées de cette manière."
#: doc/classes/File.xml
msgid ""
"Returns the next 8 bits from the file as an integer. See [method store_8] "
"for details on what values can be stored and retrieved this way."
msgstr ""
+"Retourne les 8 bits suivant du fichier interprété en un entier. Voir [method "
+"store_8] pour les détails sur les valeurs qui peuvent être enregistrées et "
+"récupérées de cette manière."
#: doc/classes/File.xml
msgid ""
"Returns the whole file as a [String].\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
+"Retourne le fichier complet en [String].\n"
+"Le texte est interprété comme étant encodé en UTF-8."
#: doc/classes/File.xml
-#, fuzzy
msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
-msgstr "Retourne [code]true[/code] (vrai) si la chaîne de caractères est vide."
+msgstr ""
+"Retourne les [code]len[/code] prochains octets du fichier sous forme de "
+"[PoolByteArray]."
#: doc/classes/File.xml
msgid ""
@@ -25886,36 +32428,67 @@ msgid ""
"[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
"such instead of the end of a text value."
msgstr ""
+"Retourne la prochaine valeur du fichier au format CSV (\"Comma-Separated "
+"Values\"). Vous pouvez utiliser un autre délimiteur [code]delim[/code] à la "
+"place de la virgule [code]\",\"[/code] (\"comma\") par défaut. Ce délimiteur "
+"doit ne faire qu'un seul caractère de long, et ne peut pas être des "
+"guillemets (\").\n"
+"Le texte est interprété comme étant encodé en UTF-8. Les textes doivent être "
+"entourés de guillemets si elles contiennent une caractère délimiteur. Les "
+"guillemets dans un texte doivent être doublées pour être échappées "
+"correctement.\n"
+"Par exemple, les lignes CSV suivantes sont valides et sont correctement "
+"interprétées comme deux textes pour chaque ligne :\n"
+"[codeblock]\n"
+"Alice,\"Salut, Bob !\"\n"
+"Bob,Alice! Quelle Surprise !\n"
+"Alice,\"Je pensais que tu me répondrais \"\"Salut, Monde !\"\".\"\n"
+"[/codeblock]\n"
+"Notez que les guillemets ne sont pas nécessaires pour la deuxième ligne "
+"puisque le délimiteur (\",\") n'est pas présent dans les deux textes. Mais "
+"il est aussi bien [i]possible[/i] d'ajouter des guillemets autour chaque "
+"texte, ça n'était qu'un exemple pour montrer les possibilités. Le deuxième "
+"texte de la troisième ligne doit être entourée de guillemets [code]\"\"[/"
+"code] pour échapper les guillemets présentes dans le texte."
#: doc/classes/File.xml
msgid "Returns the next 64 bits from the file as a floating-point number."
msgstr ""
+"Retourne les 64 bits suivants du fichier en les interprétant en un flottant."
#: doc/classes/File.xml
msgid ""
"Returns the last error that happened when trying to perform operations. "
"Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
msgstr ""
+"Retourne la dernière erreur qui est arrivé lors de l'exécution d'une "
+"opération. Les erreurs sont au format [code]ERR_FILE_*[/code] dans "
+"l'énumération [enum Error]."
#: doc/classes/File.xml
msgid "Returns the next 32 bits from the file as a floating-point number."
msgstr ""
+"Retourne les 32 bits suivants du fichier en les interprétant en un flottant."
#: doc/classes/File.xml
msgid "Returns the size of the file in bytes."
-msgstr ""
+msgstr "Retourne la taille du fichier en octets."
#: doc/classes/File.xml
msgid ""
"Returns the next line of the file as a [String].\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
+"Retourne la ligne suivant du fichier en [String].\n"
+"Le texte est interprété comme étant codé en UTF-8."
#: doc/classes/File.xml
msgid ""
"Returns an MD5 String representing the file at the given path or an empty "
"[String] on failure."
msgstr ""
+"Retourne le MD5 du fichier au chemin spécifié ou une [String] vide en cas "
+"d'échec."
#: doc/classes/File.xml
msgid ""
@@ -25930,14 +32503,17 @@ msgid ""
"Returns a [String] saved in Pascal format from the file.\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
+"Retourne une [String] enregistrée au format Pascal depuis le fichier.\n"
+"Le texte est interprété comme étant codé en UTF-8."
#: doc/classes/File.xml
msgid "Returns the path as a [String] for the current open file."
msgstr ""
+"Retourne le chemin en tant que [String] du fichier actuellement ouvert."
#: doc/classes/File.xml
msgid "Returns the absolute path as a [String] for the current open file."
-msgstr ""
+msgstr "Retourne le chemin absolu en [String] pour l'actuel fichier ouvert."
#: doc/classes/File.xml
msgid "Returns the file cursor's position."
@@ -25952,6 +32528,8 @@ msgid ""
"Returns a SHA-256 [String] representing the file at the given path or an "
"empty [String] on failure."
msgstr ""
+"Retourne le SHA-256 du fichier au chemin spécifié ou une [String] vide en "
+"cas d'échec."
#: doc/classes/File.xml
msgid ""
@@ -25964,11 +32542,12 @@ msgstr ""
#: doc/classes/File.xml
msgid "Returns [code]true[/code] if the file is currently opened."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le fichier est actuellement ouvert."
#: doc/classes/File.xml
msgid "Opens the file for writing or reading, depending on the flags."
msgstr ""
+"Ouvre un fichier pour écriture ou lecture, suivant le drapeau spécifié."
#: doc/classes/File.xml
msgid ""
@@ -26032,6 +32611,33 @@ msgid ""
" var converted2 = unsigned16_to_signed(read2) # 121\n"
"[/codeblock]"
msgstr ""
+"Enregistre un entier au format 16 bits dans le fichier.\n"
+"[b]Note :[/b] La [code]value[/code] doit entre dans l'intervalle [code][0, "
+"2^16 - 1][/code]. Toute autre valeur dépassera et sera alors réduite à cet "
+"intervalle.\n"
+"Pour enregistrer un entier signé, utilisez [method store_64] ou enregistrez "
+"une valeur signée contenue dans l'intervalle [code][-2^15, 2^15 - 1][/code] "
+"(c'est-à-dire en gardant un bit pour le signe) et calculez le signe "
+"manuellement à la lecture. Par exemple :\n"
+"[codeblock]\n"
+"const MAX_15B = 1 << 15 # 2^15\n"
+"const MAX_16B = 1 << 16 # 2^16\n"
+"\n"
+"func unsigned16_to_signed(unsigned):\n"
+" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
+"\n"
+"func _ready():\n"
+" var f = File.new()\n"
+" f.open(\"user://file.dat\", File.WRITE_READ)\n"
+" f.store_16(-42) # Hors de l'intervalle, la valeur enregistrée sera 65494 "
+"(= MAX_16B - 42).\n"
+" f.store_16(121) # Dans l'intervalle, 121 sera enregistrée.\n"
+" f.seek(0) # Retourner au début pour lire la valeur enregistrée\n"
+" var read1 = f.get_16() # 65494\n"
+" var read2 = f.get_16() # 121\n"
+" var converted1 = unsigned16_to_signed(read1) # -42\n"
+" var converted2 = unsigned16_to_signed(read2) # 121\n"
+"[/codeblock]"
#: doc/classes/File.xml
msgid ""
@@ -26048,6 +32654,9 @@ msgid ""
"[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, "
"2^63 - 1][/code] (i.e. be a valid [int] value)."
msgstr ""
+"Enregistre an entier de 64 bits dans le fichier.\n"
+"[b]Note :[/b] La valeur [code]value[/code] doit être dans l'intervalle [code]"
+"[-2^63, 2^63 - 1][/code] (être un [int] valide)."
#: doc/classes/File.xml
msgid ""
@@ -26060,7 +32669,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "Stores the given array of bytes in the file."
-msgstr ""
+msgstr "Enregistre le tableau spécifié en octets dans le fichier."
#: doc/classes/File.xml
msgid ""
@@ -26073,17 +32682,19 @@ msgstr ""
#: doc/classes/File.xml
msgid "Stores a floating-point number as 64 bits in the file."
-msgstr ""
+msgstr "Enregistre un flottant 64 bits dans le fichier."
#: doc/classes/File.xml
msgid "Stores a floating-point number as 32 bits in the file."
-msgstr ""
+msgstr "Enregistre un flottant 32 bits dans le fichier."
#: doc/classes/File.xml
msgid ""
"Appends [code]line[/code] to the file followed by a line return character "
"([code]\\n[/code]), encoding the text as UTF-8."
msgstr ""
+"Ajoute la ligne [code]line[/code] au fichier suivit d'un retour à la ligne "
+"([code]\\n[/code]), en encodant le texte en UTF-8."
#: doc/classes/File.xml
msgid ""
@@ -26091,6 +32702,9 @@ msgid ""
"store the length of the string).\n"
"Text will be encoded as UTF-8."
msgstr ""
+"Enregistre la [String] donnée dans une nouvelle ligne au format Pascal "
+"(enregistre aussi la longueur de la chaine de caractères).\n"
+"Le texte sera codé en UTF-8."
#: doc/classes/File.xml
msgid "Stores a floating-point number in the file."
@@ -26138,41 +32752,37 @@ msgid ""
msgstr ""
#: doc/classes/File.xml
-#, fuzzy
msgid ""
"Opens the file for read operations. The cursor is positioned at the "
"beginning of the file."
msgstr ""
-"Ouvre le fichier pour les opérations de lecture et d'écriture. Ne tronque "
-"pas le fichier."
+"Ouvre le fichier en lecture seule. Le curseur du fichier est placé au début "
+"du fichier."
#: doc/classes/File.xml
-#, fuzzy
msgid ""
"Opens the file for write operations. The file is created if it does not "
"exist, and truncated if it does."
msgstr ""
-"Ouvre le fichier pour les opérations d’écriture. Créez-le si le fichier "
-"n’existe pas et tronquer s’il existe."
+"Ouvre le fichier en écriture. Crée le fichier s'il n’existe pas, et le "
+"tronque s’il existe déjà."
#: doc/classes/File.xml
-#, fuzzy
msgid ""
"Opens the file for read and write operations. Does not truncate the file. "
"The cursor is positioned at the beginning of the file."
msgstr ""
"Ouvre le fichier pour les opérations de lecture et d'écriture. Ne tronque "
-"pas le fichier."
+"pas le fichier. Le curseur est placé au début du fichier."
#: doc/classes/File.xml
-#, fuzzy
msgid ""
"Opens the file for read and write operations. The file is created if it does "
"not exist, and truncated if it does. The cursor is positioned at the "
"beginning of the file."
msgstr ""
-"Ouvre le fichier pour les opérations d’écriture. Créez-le si le fichier "
-"n’existe pas et tronquer s’il existe."
+"Ouvre le fichier en lecture et écriture. Le fichier est créé s'il n'existe "
+"pas, et est vidé sinon. Le curseur est positionné au début du fichier."
#: doc/classes/File.xml
msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method."
@@ -26203,6 +32813,8 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "Dialog for selecting files or directories in the filesystem."
msgstr ""
+"Le dialogue pour sélectionner des fichiers et dossier dans le système de "
+"fichiers."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26227,11 +32839,11 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "Clear all the added filters in the dialog."
-msgstr ""
+msgstr "Efface tous les filtres ajoutés au dialogue."
#: doc/classes/FileDialog.xml
msgid "Clear currently selected items in the dialog."
-msgstr ""
+msgstr "Efface l'élément actuellement sélectionné dans le dialogue."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26265,15 +32877,15 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "The current working directory of the file dialog."
-msgstr ""
+msgstr "L'actuel dossier dans le dialogue de choix de fichier."
#: doc/classes/FileDialog.xml
msgid "The currently selected file of the file dialog."
-msgstr ""
+msgstr "L'actuel fichier sélectionné dans le dialogue de choix de fichier."
#: doc/classes/FileDialog.xml
msgid "The currently selected file path of the file dialog."
-msgstr ""
+msgstr "L'actuel chemin de fichier sélectionné dans le dialogue de fichier."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26289,6 +32901,8 @@ msgid ""
"The dialog's open or save mode, which affects the selection behavior. See "
"enum [code]Mode[/code] constants."
msgstr ""
+"Le mode d'ouverture ou de sauvegarde du dialogue, qui peut définir le "
+"comportement de la sélection. Voir les constantes dans [code]Mode[/code]."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26299,11 +32913,11 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "If [code]true[/code], the dialog will show hidden files."
-msgstr ""
+msgstr "Si [code]true[/code], le dialogue affichera les fichiers masqués."
#: doc/classes/FileDialog.xml
msgid "Emitted when the user selects a directory."
-msgstr ""
+msgstr "Émis quand l'utilisateur sélectionne un dossier."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26313,11 +32927,11 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "Emitted when the user selects multiple files."
-msgstr ""
+msgstr "Émis quand l'utilisateur sélectionne plusieurs fichiers."
#: doc/classes/FileDialog.xml
msgid "The dialog allows selecting one, and only one file."
-msgstr ""
+msgstr "Le dialogue n'autorise la sélection que d'un seul fichier."
#: doc/classes/FileDialog.xml
msgid "The dialog allows selecting multiple files."
@@ -26328,14 +32942,15 @@ msgid ""
"The dialog only allows selecting a directory, disallowing the selection of "
"any file."
msgstr ""
+"Le dialogue ne permet de sélectionner que des dossiers, et aucun fichier."
#: doc/classes/FileDialog.xml
msgid "The dialog allows selecting one file or directory."
-msgstr ""
+msgstr "Le dialogue permet de sélectionner un fichier ou dossier."
#: doc/classes/FileDialog.xml
msgid "The dialog will warn when a file exists."
-msgstr ""
+msgstr "Le dialogue avertira si un fichier existe déjà."
#: doc/classes/FileDialog.xml
msgid ""
@@ -26352,6 +32967,7 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "The dialog allows accessing files on the whole file system."
msgstr ""
+"Le dialogue permet d'accéder à tous les fichiers du système de fichiers."
#: doc/classes/FileDialog.xml
msgid "The color modulation applied to the file icon."
@@ -26365,7 +32981,7 @@ msgstr ""
#: doc/classes/FileDialog.xml
msgid "The color modulation applied to the folder icon."
-msgstr ""
+msgstr "La couleur de modulation appliquée à l'icône de dossier."
#: doc/classes/FileDialog.xml
msgid "Custom icon for files."
@@ -26377,7 +32993,7 @@ msgstr "Icône personnalisée pour les dossiers."
#: doc/classes/FileDialog.xml
msgid "Custom icon for the parent folder arrow."
-msgstr ""
+msgstr "L'icône personnalisée pour la flèche du dossier parent."
#: doc/classes/FileDialog.xml
msgid "Custom icon for the reload button."
@@ -26385,7 +33001,7 @@ msgstr "Icône personnalisée pour le bouton de rechargement."
#: doc/classes/FileDialog.xml
msgid "Custom icon for the toggle hidden button."
-msgstr ""
+msgstr "L'icône personnalisé pour le bouton d'affichage."
#: doc/classes/float.xml
msgid "Float built-in type."
@@ -26410,30 +33026,27 @@ msgid ""
msgstr ""
#: doc/classes/float.xml
-#, fuzzy
msgid "Wikipedia: Double-precision floating-point format"
-msgstr ""
-"https://fr.wikipedia.org/wiki/"
-"IEEE_754#Format_double_pr%C3%A9cision_%2864_bits%29"
+msgstr "Wikipédia : Le format des nombres flottants à double précision"
#: doc/classes/float.xml
-#, fuzzy
msgid "Wikipedia: Single-precision floating-point format"
-msgstr ""
-"https://fr.wikipedia.org/wiki/"
-"IEEE_754#Format_simple_pr%C3%A9cision_%2832_bits%29"
+msgstr "Wikipédia : Le format des nombres flottants à simple précision"
#: doc/classes/float.xml
msgid ""
"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
msgstr ""
+"Transforme un [bool] en flottant, donc [code]float(true)[/code] sera égal à "
+"1.0 et [code]float(false)[/code] à 0.0."
#: doc/classes/float.xml
msgid ""
"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
"equal to 1.0."
msgstr ""
+"Transforme un [int] en flottant, [code]float(1)[/code] sera égal à 1.0."
#: doc/classes/float.xml
msgid ""
@@ -26463,11 +33076,11 @@ msgstr ""
#: doc/classes/FlowContainer.xml
#, fuzzy
msgid "Returns the current line count."
-msgstr "Retourne la position de défilement actuelle."
+msgstr "Retourne le numéro de la ligne actuelle."
#: doc/classes/Font.xml
msgid "Internationalized font and text drawing support."
-msgstr ""
+msgstr "Affichage internationalisé des polices et textes."
#: doc/classes/Font.xml
msgid ""
@@ -26512,12 +33125,51 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Retourne l'identifiant OpenGL de l'image de cette texture."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Retourne la position du contact sur le collisionneur."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Retourne le décalage de la texture de la tuile."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Renvoie le sinus du paramètre."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+"Retourne un rectangle englobant les tuiles utilisées (non vides) de la carte."
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -26537,10 +33189,12 @@ msgid ""
"Returns the size that the string would have with word wrapping enabled with "
"a fixed [code]width[/code]."
msgstr ""
+"Retourne la taille que ce texte aurait si les retours à la ligne sont actifs "
+"avec une largeur fixe de [code]width[/code]."
#: doc/classes/Font.xml
msgid "Returns [code]true[/code] if the font has an outline."
-msgstr ""
+msgstr "Retourne [code]true[/code] si la police a une bordure."
#: doc/classes/Font.xml
msgid ""
@@ -26548,9 +33202,26 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Contour point is on the curve."
+msgstr "Supprime tous les points de la courbe."
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
-msgstr ""
+msgstr "Référence une fonction située dans un objet."
#: doc/classes/FuncRef.xml
msgid ""
@@ -26586,6 +33257,9 @@ msgid ""
"actually inheriting from [Object], not a built-in type such as [int], "
"[Vector2] or [Dictionary]."
msgstr ""
+"L'objet contenant la fonction référencée. Cet objet doit hériter de la "
+"classe [Object], et non d'un type intégré comme [int], [Vector2] ou "
+"[Dictionary]."
#: doc/classes/FuncRef.xml
msgid "The name of the referenced function."
@@ -26595,6 +33269,8 @@ msgstr "Le nom de la fonction référencée."
msgid ""
"An external library containing functions or script classes to use in Godot."
msgstr ""
+"Une bibliothèque externe contenant des fonctions et des classes de script à "
+"utiliser dans Godot."
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
@@ -26609,6 +33285,8 @@ msgid ""
"Returns paths to all dependency libraries for the current platform and "
"architecture."
msgstr ""
+"Retourne les chemines de toutes les bibliothèques nécessaires à la "
+"plateforme et l'architecture actuelles."
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
@@ -26621,6 +33299,8 @@ msgid ""
"This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] "
"files."
msgstr ""
+"Cette ressource est un [ConfigFile] au format style INI, comme dans les "
+"fichiers [code].gdnlib[/code]."
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
@@ -26662,7 +33342,7 @@ msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid "A script implemented in the GDScript programming language."
-msgstr ""
+msgstr "Un script implémenté dans le langage de programmation GDScript."
#: modules/gdscript/doc_classes/GDScript.xml
msgid ""
@@ -26675,7 +33355,7 @@ msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid "Returns byte code for the script source code."
-msgstr ""
+msgstr "Retourne code en octets du code source du script."
#: modules/gdscript/doc_classes/GDScript.xml
msgid ""
@@ -26743,7 +33423,7 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], rotation across the X axis is limited."
-msgstr ""
+msgstr "Si [code]true[/code], la rotation autour de l'axe X est limité."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -26755,6 +33435,8 @@ msgstr ""
msgid ""
"The maximum amount of force that can occur, when rotating around the X axis."
msgstr ""
+"La quantité maximale de force qui peut être appliquée, lors de la rotation "
+"autour de l'axe X."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -26798,6 +33480,8 @@ msgstr ""
msgid ""
"The maximum amount of force that can occur, when rotating around the Y axis."
msgstr ""
+"La quantité maximale de force qui peut être appliquée, lors de la rotation "
+"autour de l'axe Y."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -26841,6 +33525,8 @@ msgstr ""
msgid ""
"The maximum amount of force that can occur, when rotating around the Z axis."
msgstr ""
+"La quantité maximale de force qui peut être appliquée, lors de la rotation "
+"autour de l'axe Z."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -26866,43 +33552,43 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], la rotation du moteur selon l'axe X est activée."
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the X axis."
-msgstr ""
+msgstr "L'accélération maximale du moteur selon l'axe X."
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the X axis."
-msgstr ""
+msgstr "La vitesse cible du moteur selon l'axe X."
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], la rotation du moteur selon l'axe Y est activée."
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the Y axis."
-msgstr ""
+msgstr "L'accélération maximale du moteur selon l'axe Y."
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the Y axis."
-msgstr ""
+msgstr "La vitesse cible du moteur selon l'axe Y."
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], la rotation du moteur selon l'axe Z est activée."
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the Z axis."
-msgstr ""
+msgstr "L'accélération maximale du moteur selon l'axe Z."
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the Z axis."
-msgstr ""
+msgstr "La vitesse cible du moteur selon l'axe Z."
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the X motion."
-msgstr ""
+msgstr "La quantité d'amortissement pour les déplacements le long de l'axe X."
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the X axis is limited."
@@ -26917,6 +33603,8 @@ msgid ""
"The amount of restitution on the X axis movement. The lower, the more "
"momentum gets lost."
msgstr ""
+"La quantité restituée pour les mouvements selon l'axe X. Plus basse est la "
+"valeur, plus d'inertie sera perdue."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -26930,11 +33618,11 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the Y motion."
-msgstr ""
+msgstr "La quantité d'amortissement pour les déplacements le long de l'axe Y."
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the Y axis is limited."
-msgstr ""
+msgstr "Si [code]true[/code], le mouvement linéaire selon l'axe Y est limité."
#: doc/classes/Generic6DOFJoint.xml
msgid "The minimum difference between the pivot points' Y axis."
@@ -26945,8 +33633,8 @@ msgid ""
"The amount of restitution on the Y axis movement. The lower, the more "
"momentum gets lost."
msgstr ""
-"Montant de la restitution sur le mouvement de l’axe Y. Plus c'est bas, plus "
-"l’élan se perd."
+"La quantité restituée pour les mouvements selon l'axe Y. Plus basse est la "
+"valeur, plus d'inertie sera perdue."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -26962,7 +33650,7 @@ msgstr "La différence maximale entre l'axe Y des points de pivot."
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the Z motion."
-msgstr "La quantité d’amortissement qui se produit au mouvement Z."
+msgstr "La quantité d'amortissement pour les déplacements le long de l'axe Z."
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the Z axis is limited."
@@ -27007,7 +33695,7 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the X axis."
-msgstr ""
+msgstr "La vitesse que le moteur linéaire essayera d'atteindre selon l'axe X."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -27023,7 +33711,7 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the Y axis."
-msgstr ""
+msgstr "La vitesse que le moteur linéaire essayera d'atteindre selon l'axe Y."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -27039,7 +33727,7 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the Z axis."
-msgstr ""
+msgstr "La vitesse que le moteur linéaire essayera d'atteindre selon l'axe Z."
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid "The minimum difference between the pivot points' axes."
@@ -27068,7 +33756,7 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The velocity the linear motor will try to reach."
-msgstr ""
+msgstr "Le vitesse linéaire que le moteur essayera d'atteindre."
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -27125,27 +33813,28 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If enabled, linear motion is possible within the given limits."
-msgstr ""
+msgstr "Si actif, le mouvement linéaire est possible dans les limites données."
#: doc/classes/Generic6DOFJoint.xml
msgid "If enabled, rotational motion is possible within the given limits."
msgstr ""
+"Si actif, le mouvement de rotation est possible dans les limites données."
#: doc/classes/Generic6DOFJoint.xml
msgid "If enabled, there is a rotational motor across these axes."
-msgstr ""
+msgstr "Si actif, il y a un moteur de rotation à travers ces axes."
#: doc/classes/Generic6DOFJoint.xml
msgid "If enabled, there is a linear motor across these axes."
-msgstr ""
+msgstr "Si actif, il y a un moteur linéaire à travers ces axes."
#: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml
msgid "Represents the size of the [enum Flag] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Flag]."
#: doc/classes/Geometry.xml
msgid "Helper node to calculate generic geometry operations."
-msgstr ""
+msgstr "Un nœud d'aide pour faire des opérations géométriques génériques."
#: doc/classes/Geometry.xml
msgid ""
@@ -27153,6 +33842,9 @@ msgid ""
"shapes, compute intersections between shapes, and process various other "
"geometric operations."
msgstr ""
+"Geometry fournit un ensemble de fonctions d'aide pour créer des formes "
+"géométrique, calculer les intersections entre les formes, et propose "
+"différentes autres opérations géométriques."
#: doc/classes/Geometry.xml
msgid ""
@@ -27272,6 +33964,11 @@ msgid ""
"on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on "
"([code]p2[/code], [code]q2[/code])."
msgstr ""
+"À partir de deux segments 2D (de [code]p1[/code] à [code]q1[/code]) et (de "
+"[code]p2[/code] à [code]q2[/code]), retourne les deux points qui sont les "
+"plus proches de l'autre segment sur ces deux segments. Retourne un "
+"[PoolVector2Array] qui contient deux points, un sur chaque segment (de "
+"[code]p1[/code] à [code]q1[/code], et de [code]p2[/code] à [code]q2[/code])."
#: doc/classes/Geometry.xml
msgid "Used internally by the engine."
@@ -27302,6 +33999,9 @@ msgid ""
"it's located exactly [i]on[/i] the circle's boundary, otherwise returns "
"[code]false[/code]."
msgstr ""
+"Retourne [code]true[/code] si [code]point[/code] est à l'intérieur du cercle "
+"ou s'il se trouve exactement [i]sur[/i] la bordure du cercle, et retourne "
+"[code]false[/code] sinon."
#: doc/classes/Geometry.xml
msgid ""
@@ -27309,29 +34009,48 @@ msgid ""
"code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise "
"returns [code]false[/code]."
msgstr ""
+"Retourne [code]true[/code] si [code]point[/code] est à l'intérieur du "
+"[code]polygon[/code] ou s'il se trouve exactement [i]sur[/i] la bodure du "
+"polygone, retourne [code]false[/code] sinon."
#: doc/classes/Geometry.xml
msgid ""
"Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in "
"clockwise order, otherwise returns [code]false[/code]."
msgstr ""
+"Retourne [code]true[/code] si les sommets du [code]polygon[/code] sont dans "
+"le sens horaire, et retourne [code]false[/code] pour le sens anti-horaire."
#: doc/classes/Geometry.xml
msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
+"Vérifie si les deux lignes (de [code]from_a[/code] et en direction de "
+"[code]dir_a[/code]) et (de [code]from_b[/code] et en direction de "
+"[code]dir_b[/code]) s'intersectent. Si oui, retourne le point d'intersection "
+"dans un [Vector2]. Si aucune intersection n'existe, retourne [code]null[/"
+"code].\n"
+"[b]Note :[/b] Ces lignes sont spécifiées en utilisant des vecteurs de "
+"direction, pas des points de fin, puisqu'une ligne n'a pas par définition de "
+"fin."
#: doc/classes/Geometry.xml
+#, fuzzy
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
+"À partir d'un tableau de [Vector2] représentant des tuiles, construit un "
+"atlas. Le dictionnaire retourné a deux clés : [code]points[/code] est un "
+"tableau de [Vector2] qui précise les positions de chaque tuile, et "
+"[code]size[/code] contient la taille globale de l'atlas entier sous forme de "
+"[Vector2]."
#: doc/classes/Geometry.xml
msgid ""
@@ -27342,6 +34061,12 @@ msgid ""
"polygons (holes) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
+"Fusionne (combine) les polygones [code]polygon_a[/code] et [code]polygon_b[/"
+"code] et retourne un tableau de polygones fusionnés. Ça utilise "
+"[OPERATION_UNION] entre les polygones.\n"
+"L'opération peut fournir un polygone extérieur (la limite) et plusieurs "
+"polygones à intérieur (représentant les trous) qui pourraient être "
+"distingués en appelant [méthode is_polygon_clockwise]."
#: doc/classes/Geometry.xml
msgid ""
@@ -27368,6 +34093,29 @@ msgid ""
"150), Vector2(50, 150)]\n"
"[/codeblock]"
msgstr ""
+"Gonfle ou dégonfle [code]polygon[/code] par la quantité [code]delta[/code] "
+"unités (pixels) dans toutes les directions. Si [code]delta[/code] est "
+"positif, le polygone décale chaque sommet vers l'extérieur. Si [code]delta[/"
+"code] est négatif, décale chaque sommet vers l'intérieur. Retourne une liste "
+"des polygones parce que gonflage/dégonflage peut produire plusieurs "
+"polygones distinctes. Retourne un tableau vide si [code]delta[/code] est "
+"négatif et la valeur absolue de celui-ci dépasse approximativement les "
+"dimensions du rectangle minimal englobant du polygone.\n"
+"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], "
+"voir [enum PolyJoinType].\n"
+"L'opération peut fournir un polygone extérieur (la limite extérieure) et "
+"plusieurs polygones à intérieur (représentant les trous) qui pourraient être "
+"distingués en appelant [méthode is_polygon_clockwise].\n"
+"[b]Note :[/b] Pour transformer les sommets en polygone, utilisez la méthode "
+"[méthode Transform2D.xform]:\n"
+"[codeblock]\n"
+"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
+"100), Vector2(0, 100)])\n"
+"var offset = Vector2(50, 50)\n"
+"polygon = Transform2D(0, offset).xform(polygon)\n"
+"print(polygon) # Affiche [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
+"150), Vector2(50, 150)]\n"
+"[/codeblock]"
#: doc/classes/Geometry.xml
msgid ""
@@ -27384,12 +34132,26 @@ msgid ""
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
+"par la quantité [code]delta[/code] unités (pixels) dans toutes les "
+"directions. Si [code]delta[/code] est positif, le polygone décale chaque "
+"sommet vers l'extérieur. Retourne une liste des polygones parce que gonflage/"
+"dégonflage peut produire plusieurs polygones distinctes. Si [code]delta[/"
+"code] est négatif, retourne un tableau vide.\n"
+"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], "
+"voir [enum PolyJoinType].\n"
+"Chaque point d'extrémité du polygone sera arrondi suivant [code]end_type[/"
+"code], voir [enum PolyEndType].\n"
+"L'opération peut fournir un polygone extérieur (la limite extérieur) et "
+"plusieurs polygones à intérieur (représentant les trous) qui pourraient être "
+"distingués en appelant [method is_polygon_clockwise]."
#: doc/classes/Geometry.xml
msgid ""
"Returns if [code]point[/code] is inside the triangle specified by [code]a[/"
"code], [code]b[/code] and [code]c[/code]."
msgstr ""
+"Retourne si [code]point[/code] est à l'intérieur du triangle défini par les "
+"points [code]a[/code], [code]b[/code] et [code]c[/code]."
#: doc/classes/Geometry.xml
msgid ""
@@ -27427,14 +34189,23 @@ msgid ""
"If an intersection takes place, the returned array contains the point of "
"intersection and the cylinder's normal at the point of intersection."
msgstr ""
+"Vérifie si le segment (de [code]from[/code] à [code]to[/code]) intersecte le "
+"cylindre avec la hauteur [code]height[/code] qui est centré à l'origine et a "
+"rayon de [code]radius[/code]. Si non, retourne un [PoolVector3Array] vide. "
+"S'il y une intersection, le tableau retourné contient le point et la normale "
+"de l'intersection."
#: doc/classes/Geometry.xml
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
+"Vérifie si les deux segments (de [code]from_a[/code] à [code]to_a[/code]) et "
+"(de [code]from_b[/code] à [code]to_b[/code]) intersectent. Si oui, retournez "
+"le point d'intersection dans un [Vector2]. Si aucune intersection n'a lieu, "
+"retourne [code]null[/code]."
#: doc/classes/Geometry.xml
msgid ""
@@ -27463,6 +34234,13 @@ msgid ""
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
msgstr ""
+"Triangule l'aire spécifiée par un ensemble discret de [code]points[/code] de "
+"sorte qu'aucun point ne soit à l'intérieur du cercle d'un des triangles "
+"résultant. Retourne un [PoolIntArray] où chaque triangle se compose de trois "
+"indices de point consécutifs de [code]points[/code] (c'est-à-dire que le "
+"tableau retourné aura [code]n * 3[/code] éléments, avec [code]n[/code] étant "
+"le nombre de triangles trouvés). Si la triangulation n'a pas réussi, un "
+"[PoolIntArray] vide sera retourné."
#: doc/classes/Geometry.xml
msgid ""
@@ -27470,9 +34248,17 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
-msgstr ""
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
+msgstr ""
+"Triangule le polygone spécifié par les points dans [code]polygon[/code]. "
+"Retourne un [PoolIntArray] où chaque triangle se compose de trois indices de "
+"point consécutifs de [code]polygon[/code] (c'est-à-dire le tableau retourné "
+"aura [code]n * 3[/code] éléments, avec [code]n[/code] étant le nombre de "
+"triangles trouvés). Les triangles de sortie seront toujours dans le sens "
+"anti-horaire, et le contour sera inversé si c'est dans le sens horaire. Si "
+"la triangulation n'a pas réussi, un [PoolIntArray] vide sera retourné."
#: doc/classes/Geometry.xml
msgid ""
@@ -27529,15 +34315,15 @@ msgstr ""
#: doc/classes/Geometry.xml
msgid "Endpoints are squared off with no extension."
-msgstr ""
+msgstr "Les bouts sont carrés sans être allongés."
#: doc/classes/Geometry.xml
msgid "Endpoints are squared off and extended by [code]delta[/code] units."
-msgstr ""
+msgstr "Les bouts seront carrés et allongés de [code]delta[/code] unités."
#: doc/classes/Geometry.xml
msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
-msgstr ""
+msgstr "Les bouts seront arrondis et allongés de [code]delta[/code] unités."
#: doc/classes/GeometryInstance.xml
msgid "Base node for geometry-based visual instances."
@@ -27553,18 +34339,23 @@ msgstr ""
msgid ""
"Returns the [enum GeometryInstance.Flags] that have been set for this object."
msgstr ""
+"Retourne le [enum GeometryInstance.Flags] qui a été définit pour cet objet."
#: doc/classes/GeometryInstance.xml
msgid ""
"Overrides the bounding box of this node with a custom one. To remove it, set "
"an [AABB] with all fields set to zero."
msgstr ""
+"Surcharge le rectangle englobant de ce nœud avec un personnalisé. Pour le "
+"supprimer, définissez un [AABB] avec tous les champs mis à zéro."
#: doc/classes/GeometryInstance.xml
msgid ""
"Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance."
"Flags] for options."
msgstr ""
+"Défini le [enum GeometryInstance.Flags] spécifiés. Voir [enum "
+"GeometryInstance.Flags] pour les options."
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -27654,6 +34445,8 @@ msgstr ""
#: doc/classes/GeometryInstance.xml
msgid "The generated lightmap texture will be twice as large, on each axis."
msgstr ""
+"La texture de lumière générée sera deux fois plus grande, selon les deux "
+"axes."
#: doc/classes/GeometryInstance.xml
msgid "The generated lightmap texture will be 4 times as large, on each axis."
@@ -27702,6 +34495,8 @@ msgid ""
"Unused in this class, exposed for consistency with [enum VisualServer."
"InstanceFlags]."
msgstr ""
+"Inutilisé dans cette classe, mais exposé pour être cohérent avec [enum "
+"VisualServer.InstanceFlags]."
#: doc/classes/GIProbe.xml
msgid "Real-time global illumination (GI) probe."
@@ -27738,10 +34533,43 @@ msgid ""
"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
"emit light in a [GIProbe]."
msgstr ""
+"[GIProbe] sont utilisées pour fournir une lumière indirecte en temps réel et "
+"en haute qualité aux scènes. Ils pré-calculent les lumières émises par "
+"objets et les effets statiques pour simuler le comportement complexe de la "
+"lumière en temps réel. Les [GIProbe] doivent être calculées avant "
+"utilisation, mais une fois calculées, les objets dynamiques recevront la "
+"lumière. De plus, les lumières peuvent être entièrement dynamiques ou "
+"calculées.\n"
+"Placer des [GIProbe] dans une scène peut réduire grandement les "
+"performances, la qualité de la sonde peut être réduite en échange de "
+"meilleures performances depuis les [ProjectSettings] en utilisant [membre "
+"ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality]\n"
+"[b]La génération procédurale :[/b] Une [GIProbe] peut être calculée dans un "
+"projet exporté, ce qui lui permet d'être adaptée pour niveaux générés de "
+"manière procédurale ou construits par l'utilisateur tant que la géométrie "
+"est générée à l'avance.\n"
+"[b]Performance :[/b] La [GIProbe] est relativement exigeant pour le GPU et "
+"n'est pas adaptée au matériel d'entrée de gamme tel que les cartes "
+"graphiques intégrées (utilisez plutôt [BakedLightmap]). Pour supporter le "
+"matériel d'entrée de gamme, envisagez d'ajouter une option pour désactiver "
+"les [GIProbe] dans les menus d'options de votre projet. Une [GIProbe] peut "
+"être désactivé en cachant son nœud.\n"
+"[b]Note :[/b] Les maillages doivent avoir des murs suffisamment épais pour "
+"éviter les fuites de lumière au travers (évitez les murs qui n'ont qu'un "
+"seul côté). Pour les niveaux intérieurs, enfermez votre géométrie de niveau "
+"dans une boîte suffisamment grande bouchez les trous pour fermer le "
+"maillage. Pour éviter les fuites de lumière, vous pouvez également placer "
+"stratégiquement des nœuds [MeshInstance] temporaires avec [membre "
+"GeometryInstance.use_in_baked_light] activés. Ces nœuds temporaires peuvent "
+"alors être cachés une fois le calcul des [GIProbe] terminé.\n"
+"[b]Note :[/b] En raison d'une limitation de rendu, les [ShaderMaterial] avec "
+"émission ne peuvent pas émettre de lumière lorsqu'ils sont utilisés avec une "
+"[GIProbe]. Seuls les [SpatialMaterial] peuvent émettre de la lumière qui "
+"sera pris en compte par un [GIProbe]."
#: doc/classes/GIProbe.xml
msgid "GI probes"
-msgstr ""
+msgstr "Les sondes GI"
#: doc/classes/GIProbe.xml
msgid ""
@@ -27756,7 +34584,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -27778,10 +34611,13 @@ msgid ""
"[i]Deprecated.[/i] This property has been deprecated due to known bugs and "
"no longer has any effect when enabled."
msgstr ""
+"[i]Obsolète.[/i] Cette propriété a été rendue obsolète en raison de bugs "
+"connus et n'a plus d'effet lorsqu'elle est activée."
#: doc/classes/GIProbe.xml
msgid "The [GIProbeData] resource that holds the data for this [GIProbe]."
msgstr ""
+"La ressource [GIProbeData] qui contient les données de cette [GIProbe]."
#: doc/classes/GIProbe.xml
msgid ""
@@ -27803,10 +34639,11 @@ msgid ""
msgstr ""
#: doc/classes/GIProbe.xml
-#, fuzzy
msgid ""
"If [code]true[/code], ignores the sky contribution when calculating lighting."
-msgstr "Si [code]true[/code], permet le défilement horizontal."
+msgstr ""
+"Si [code]true[/code], ignore la contribution du ciel dans le calcul de la "
+"lumière."
#: doc/classes/GIProbe.xml
msgid ""
@@ -27846,24 +34683,92 @@ msgid "Use 256 subdivisions."
msgstr "Utilise 256 subdivisions."
#: doc/classes/GIProbe.xml
-#, fuzzy
msgid ""
"Use 512 subdivisions. This is the highest quality setting, but the slowest. "
"On lower-end hardware, this could cause the GPU to stall."
msgstr ""
-"Utilise 64 subdivisions. C’est le réglage de qualité la plus basse, mais le "
-"plus rapide. Utilisez-le si vous le pouvez, mais surtout utilisez-le sur du "
-"matériel bas de gamme."
+"Utilise 64 subdivisions. C’est le réglage de qualité la plus haute, mais le "
+"plus lent. Le GPU peut même ramer sur les appareils peu puissants."
#: doc/classes/GIProbe.xml
msgid "Represents the size of the [enum Subdiv] enum."
+msgstr "Représente la taille de l'énumération [enum Subdiv]."
+
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFAccessor] dans un script "
+"causeront une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFAnimation] dans un script "
+"causeront une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFBufferView] dans un script "
+"causeront une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFCamera] dans un script "
+"causeront une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFDocument] dans un script "
+"causeront une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFLight] dans un script "
+"causeront une erreur dans un projet exporté."
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
"to have no effect."
msgstr ""
+"La [Color] de la lumière. La couleur par défauts est blanc. Une couleur "
+"noire fait que la lumière n'a aucun effet."
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
@@ -27874,6 +34779,13 @@ msgid ""
"brightness. When creating a Godot [SpotLight], the ratio between the inner "
"and outer cone angles is used to calculate the attenuation of the light."
msgstr ""
+"L'angle intérieur du cône dans un projecteur. Doit être inférieur ou égal à "
+"l'angle de cône externe.\n"
+"Dans cet angle, la lumière est à pleine luminosité. Entre les angles "
+"intérieur et extérieur de cône, il y a une transition de la luminosité "
+"totale à aucune. Lors de la création d'un [SpotLight], le rapport entre les "
+"angles de cône intérieur et extérieur est utilisé pour calculer "
+"l'atténuation de la lumière."
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
@@ -27882,6 +34794,10 @@ msgid ""
"directional lights. When creating a Godot light, this value is converted to "
"a unitless multiplier."
msgstr ""
+"L'intensité de la lumière. Ceci est exprimé en candelas (lumens par "
+"stéradian) pour les lumières en point et les spots, et en lux (lumens par "
+"m²) pour les lumières directionnels. En créant une lumière, cette valeur est "
+"convertie en un multiplicateur sans unité."
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
@@ -27900,6 +34816,10 @@ msgid ""
"with no range defined behave like physical lights (which have infinite "
"range). When creating a Godot light, the range is clamped to 4096."
msgstr ""
+"La portée de la lumière, au-delà de laquelle la lumière n'a plus aucun "
+"effet. Les feux GLTF sans limite de portée définie se comportent comme des "
+"lumières physiques (qui ont une portée infinie). Lors de la création d'une "
+"lumière Godot, la portée est fixée à 4096 unités."
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
@@ -27907,6 +34827,76 @@ msgid ""
"and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], "
"and [DirectionalLight] respectively."
msgstr ""
+"Le type de lumière. Les valeurs acceptées par Godot sont « point », « spot » "
+"et « directionnelle », qui correspondent respectivement au type Godot "
+"[OmniLight], [SpotLight] et [DirectionalLight]."
+
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFMesh] dans un script "
+"causeront une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFNode] dans un script "
+"causeront une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que dans les éditeurs. Le "
+"chargement et l'économie de glTF en cours est [i]not[/i] disponible dans les "
+"projets exportés. Les références à [GLTFSkeleton] dans un script causeront "
+"une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que dans les éditeurs. Le "
+"chargement et l'économie de glTF en cours est [i]not[/i] disponible dans les "
+"projets exportés. Les références à [GLTFSpecGloss] dans un script causeront "
+"une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFState] dans un script "
+"causeront une erreur dans un projet exporté."
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les version de l'éditeur. "
+"Le chargement et l'enregistrement au format glTF n'est [i]pas[/i] disponible "
+"dans les projets exportés. Les références à [GLTFTexture] dans un script "
+"causeront une erreur dans un projet exporté."
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
@@ -27922,11 +34912,11 @@ msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Attaches the current thread to the Mono runtime."
-msgstr ""
+msgstr "Attache le fil d'exécution actuel à Mono."
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Detaches the current thread from the Mono runtime."
-msgstr ""
+msgstr "Détache le fil d'exécution actuel à Mono."
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
@@ -27954,13 +34944,12 @@ msgstr ""
"de caractères donnée, ou [code]false[/code] le cas échéant."
#: modules/mono/doc_classes/GodotSharp.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/"
"code] otherwise."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment "
-"zéro."
+"Retourne [code]true[/code] si la runtime Mono est initialisée, ou "
+"[code]false[/code] sinon."
#: modules/mono/doc_classes/GodotSharp.xml
#, fuzzy
@@ -27984,6 +34973,8 @@ msgid ""
"A color interpolator resource which can be used to generate colors between "
"user-defined color points."
msgstr ""
+"Une ressource d'interpolation de couleur qui peut être utilisé pour générer "
+"des couleurs entre des points de couleur définis par l'utilisateur."
#: doc/classes/Gradient.xml
msgid ""
@@ -27993,50 +34984,76 @@ msgid ""
"will initially have 2 colors (black and white), one (black) at ramp lower "
"offset 0 and the other (white) at the ramp higher offset 1."
msgstr ""
+"À partir d'un ensemble de couleurs, cette ressource les interpolera dans "
+"l'ordre. Cela signifie que si vous avez la couleur 1, la couleur 2 et la "
+"couleur 3, la rampe interpolera de la couleur 1 à la couleur 2 et de la "
+"couleur 2 à la couleur 3. La rampe aura d'abord 2 couleurs (noir et blanc), "
+"la première couleur (le noir) sera utilisé pour les positions inférieurs à 0 "
+"et l'autre (le blanc) pour les positions supérieurs à 1."
#: doc/classes/Gradient.xml
msgid ""
"Adds the specified color to the end of the ramp, with the specified offset."
msgstr ""
+"Ajoute la couleur spécifiée à la fin du dégradé, à la position spécifiée."
#: doc/classes/Gradient.xml
msgid "Returns the color of the ramp color at index [code]point[/code]."
-msgstr ""
+msgstr "Retourne la couleur du dégradé à la position [code]point[/code]."
#: doc/classes/Gradient.xml
msgid "Returns the offset of the ramp color at index [code]point[/code]."
msgstr ""
+"Définit la position de la couleur du dégradé à la position [code]point[/"
+"code]."
#: doc/classes/Gradient.xml
msgid "Returns the number of colors in the ramp."
-msgstr ""
+msgstr "Retourne le nombre de couleurs du dégradé."
#: doc/classes/Gradient.xml
msgid "Returns the interpolated color specified by [code]offset[/code]."
-msgstr ""
+msgstr "Retourne la couleur interpolée spécifiée à [code]offset[/code]."
#: doc/classes/Gradient.xml
-#, fuzzy
msgid "Removes the color at the index [code]point[/code]."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr "Retire la couleur à l'index [code]point[/code]."
#: doc/classes/Gradient.xml
msgid "Sets the color of the ramp color at index [code]point[/code]."
-msgstr ""
+msgstr "Définit la couleur du dégradé à la position [code]point[/code]."
#: doc/classes/Gradient.xml
msgid "Sets the offset for the ramp color at index [code]point[/code]."
msgstr ""
+"Définit la position de la couleur du dégradé à la position [code]point[/"
+"code]."
#: doc/classes/Gradient.xml
-#, fuzzy
msgid "Gradient's colors returned as a [PoolColorArray]."
-msgstr "Les couleurs du dégradé renvoyées sous forme de [PackedColorArray]."
+msgstr "Toutes les couleurs du dégradé retournées dans un [PoolColorArray]."
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+"Définit comment les couleurs entre les points du dégradé sont interpolées. "
+"Voir [enum InterpolationMode] pour les modes disponibles."
#: doc/classes/Gradient.xml
-#, fuzzy
msgid "Gradient's offsets returned as a [PoolRealArray]."
-msgstr "Les couleurs du dégradé renvoyées sous forme de [PackedColorArray]."
+msgstr "Toutes les couleurs du dégradé retournées dans un [PoolRealArray]."
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+"Interpolation constante, la couleur change brusquement à chaque point et "
+"reste uniforme entre. Cela pourrait causer un crénelage visible lorsqu'elle "
+"est utilisée pour une texture de dégradé dans certains cas."
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
@@ -28048,21 +35065,29 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
+"GradientTexture utilise un [Gradient] pour remplir la texture. Le gradient "
+"sera rempli de gauche à droite en utilisant les couleurs obtenues du "
+"dégradé. Cela signifie que la texture ne représente pas nécessairement une "
+"copie exacte du dégradé, mais plutôt une interpolation des échantillons "
+"obtenus du dégradé à des étapes fixes (voir [member width)]. Voir aussi "
+"[GradientTexture2D] et [CurveTexture]."
#: doc/classes/GradientTexture.xml
msgid "The [Gradient] that will be used to fill the texture."
-msgstr ""
+msgstr "Le [Gradient] qui sera utilisé pour remplir la texture."
#: doc/classes/GradientTexture.xml
msgid "The number of color samples that will be obtained from the [Gradient]."
msgstr ""
+"Le nombre d'échantillons de couleur qui seront obtenus à partir du "
+"[Gradient]."
#: doc/classes/GradientTexture2D.xml
-#, fuzzy
msgid "Gradient-filled 2D texture."
-msgstr "Texture remplie de gradients."
+msgstr "Texture de gradient 2D."
#: doc/classes/GradientTexture2D.xml
msgid ""
@@ -28071,8 +35096,16 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
+"La texture utilise un [Gradient] pour remplir les données la texture 2D. Le "
+"dégradé est rempli selon les types spécifiés [member fill] et [member "
+"repeat] en utilisant les couleurs obtenues du dégradé. La texture ne "
+"représente pas nécessairement une copie exacte du dégradé, mais plutôt une "
+"interpolation des échantillons obtenus du dégradé à des étapes fixes (voir "
+"[member width] et [member height]). Voir aussi [GradientTexture] et "
+"[CurveTexture]."
#: doc/classes/GradientTexture2D.xml
msgid ""
@@ -28080,26 +35113,34 @@ msgid ""
"by interpolating colors starting from [member fill_from] to [member fill_to] "
"offsets."
msgstr ""
+"Le type de remplissage du dégradé, c'est l'une des valeurs de [enum Fill]. "
+"La texture est remplie par des couleurs interpolées à partir des positions "
+"de [member fill_from] à [member fill_to]."
#: doc/classes/GradientTexture2D.xml
msgid ""
"The initial offset used to fill the texture specified in UV coordinates."
msgstr ""
+"Le décalage initial utilisé pour remplir la texture spécifiée dans les "
+"coordonnées UV."
#: doc/classes/GradientTexture2D.xml
msgid "The final offset used to fill the texture specified in UV coordinates."
msgstr ""
+"Le décalage final utilisé pour remplir la texture spécifiée dans les "
+"coordonnées UV."
#: doc/classes/GradientTexture2D.xml
-#, fuzzy
msgid "The [Gradient] used to fill the texture."
-msgstr "Texture remplie de gradients."
+msgstr "Le [Gradient] utilisé pour remplir la texture."
#: doc/classes/GradientTexture2D.xml
msgid ""
"The number of vertical color samples that will be obtained from the "
"[Gradient], which also represents the texture's height."
msgstr ""
+"Le nombre d'échantillons de couleur verticaux qui seront obtenus de ce "
+"[Gradient], ce qui représente aussi la hauteur de la texture."
#: doc/classes/GradientTexture2D.xml
msgid ""
@@ -28107,6 +35148,10 @@ msgid ""
"filled starting from [member fill_from] to [member fill_to] offsets by "
"default, but the gradient fill can be repeated to cover the entire texture."
msgstr ""
+"Le type de répétition du dégradé, c'est l'une des valeurs de [enum Repeat]. "
+"La texture est remplie à partir des positions de [member fill_from] à "
+"[member fill_to] par défaut, mais le remplissage peut être répété pour "
+"couvrir toute la texture."
#: doc/classes/GradientTexture2D.xml
msgid ""
@@ -28116,44 +35161,60 @@ msgid ""
"code], the generated texture will use low dynamic range; overbright colors "
"will be clamped ([constant Image.FORMAT_RGBA8] format)."
msgstr ""
+"Si [code]true[/code], la texture générée aura une gamme dynamique élevée (le "
+"format sera [constant Image.FORMAT_RGBAF]). Cela permet aux effets de lueur "
+"de fonctionner si [member Environment.glow_enabled] est [code]true[/code]. "
+"Si [code]false[/code], la texture générée utilisera une plage dynamique "
+"basse ; les couleurs trop lumineuses seront limitées (le format sera "
+"[constant Image.FORMAT_RGBA8]."
#: doc/classes/GradientTexture2D.xml
msgid ""
"The number of horizontal color samples that will be obtained from the "
"[Gradient], which also represents the texture's width."
msgstr ""
+"Le nombre d'échantillons de couleur horizontaux qui seront obtenus de ce "
+"[Gradient], ce qui représente aussi la largeur de la texture."
#: doc/classes/GradientTexture2D.xml
msgid "The colors are linearly interpolated in a straight line."
-msgstr ""
+msgstr "Les couleurs sont linéairement interpolées selon une ligne droite."
#: doc/classes/GradientTexture2D.xml
msgid "The colors are linearly interpolated in a circular pattern."
-msgstr ""
+msgstr "Les couleurs sont linéairement interpolées selon un motif circulaire."
#: doc/classes/GradientTexture2D.xml
msgid ""
"The gradient fill is restricted to the range defined by [member fill_from] "
"to [member fill_to] offsets."
msgstr ""
+"Le remplissage du dégradé est limité à la plage définie par les positions de "
+"[member fill_from] à [member fill_to]."
#: doc/classes/GradientTexture2D.xml
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, repeating the same pattern in both directions."
msgstr ""
+"La texture est remplie en partant de la position [member fill_from] jusqu'à "
+"[member fill_to], répétant le même motif dans les deux directions."
#: doc/classes/GradientTexture2D.xml
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, mirroring the pattern in both directions."
msgstr ""
+"La texture est remplie à partir des positions de [member fill_from] à "
+"[member fill_to], en répétant en miroir le motif dans les deux directions."
#: doc/classes/GraphEdit.xml
msgid ""
"GraphEdit is an area capable of showing various GraphNodes. It manages "
"connection events between them."
msgstr ""
+"GraphEdit est une zone capable de montrer divers GraphNode. Il gère les "
+"événements de connexion entre eux."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28164,24 +35225,37 @@ msgid ""
"It is greatly advised to enable low-processor usage mode (see [member OS."
"low_processor_usage_mode]) when using GraphEdits."
msgstr ""
+"GraphEdit gère la représentation des GraphNode qu'il contient, ainsi que les "
+"connexions et les déconnections entre eux. Les signaux sont envoyés pour "
+"chacun de ces deux événements. La déconnection entre les emplacements des "
+"GraphNode est désactivé par défaut.\n"
+"Il est fortement conseillé d'activer le mode d'utilisation à faible "
+"processeur (voir [member OS.low_processor_usage_mode)] lors de l'utilisation "
+"des GraphEdit."
#: doc/classes/GraphEdit.xml
msgid ""
"Makes possible the connection between two different slot types. The type is "
"defined with the [method GraphNode.set_slot] method."
msgstr ""
+"Rend possible la connexion entre deux types différents d'emplacements. Le "
+"type est défini avec la méthode [method GraphNode.set_slot]."
#: doc/classes/GraphEdit.xml
msgid ""
"Makes possible to disconnect nodes when dragging from the slot at the left "
"if it has the specified type."
msgstr ""
+"Permet de déconnecter les nœuds en glissant l'emplacement à gauche s'il a le "
+"type spécifié."
#: doc/classes/GraphEdit.xml
msgid ""
"Makes possible to disconnect nodes when dragging from the slot at the right "
"if it has the specified type."
msgstr ""
+"Permet de déconnecter les nœuds en glissant de l'emplacement à droite s'il a "
+"le type spécifié."
#: doc/classes/GraphEdit.xml
msgid "Removes all connections between nodes."
@@ -28194,6 +35268,9 @@ msgid ""
"[code]to[/code] GraphNode. If the connection already exists, no connection "
"is created."
msgstr ""
+"Crée une connexion entre le port [code]from_port[/code] du GraphNode "
+"[code]from[/code] et le port [code]to_port[/code] du GraphNode [code]to[/"
+"code]. Si la connexion existe déjà, aucune nouvelle connexion n'est crée."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28202,6 +35279,10 @@ msgid ""
"[code]to[/code] GraphNode. If the connection does not exist, no connection "
"is removed."
msgstr ""
+"Supprimer la connexion entre l'emplacement [code]from_port[/code] du "
+"GraphNode [code]from[/code] et l'emplacement [code]to_port[/code] du "
+"GraphNode [code]to[/code]. Si la connexion n'existe pas, aucune connexion ne "
+"sera supprimée."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28209,6 +35290,9 @@ msgid ""
"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
"to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgstr ""
+"Retourne un Array contenant la liste des connexions. Une connexion se "
+"compose d'une structure de la forme [code]{ from_port: 0, from: \"GraphNode "
+"name 0\", to_port: 1, to: \"GraphNode name 1\" }[/code]."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28219,6 +35303,13 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne le [HBoxContainer] qui contient les contrôles de zoom et de "
+"magnétisation de la grille en haut à gauche du graphe. Vous pouvez utiliser "
+"cette méthode pour repositionner la barre d'outils ou pour y ajouter vos "
+"propres contrôles personnalisés.\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, l'enlever et le "
+"libérer peut causer un plantage. Si vous voulez le cacher lui ou un de ses "
+"enfants, utilisez plutôt la propriété [membre CanvasItem.visible]."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28226,28 +35317,38 @@ msgid ""
"[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of "
"the [code]to[/code] GraphNode."
msgstr ""
+"Retourne [code]true[/code] si l'emplacement [code]from_port[/code] du "
+"GraphNode [code]from[/code] est connecté à l'emplacement [code]to_port[/"
+"code] du GraphNode [code]to[/code]."
#: doc/classes/GraphEdit.xml
msgid "Returns whether it's possible to connect slots of the specified types."
msgstr ""
+"Retourne s'il est possible de connecter les emplacements des types spécifiés."
#: doc/classes/GraphEdit.xml
msgid ""
"Makes it not possible to connect between two different slot types. The type "
"is defined with the [method GraphNode.set_slot] method."
msgstr ""
+"Permet d'empêcher de connecter deux types d'emplacements différents. Le type "
+"est défini avec la méthode [method GraphNode.set_slot]."
#: doc/classes/GraphEdit.xml
msgid ""
"Removes the possibility to disconnect nodes when dragging from the slot at "
"the left if it has the specified type."
msgstr ""
+"Supprime la possibilité de déconnecter les nœuds en glissant l'emplacement "
+"de gauche si elle a le type spécifié."
#: doc/classes/GraphEdit.xml
msgid ""
"Removes the possibility to disconnect nodes when dragging from the slot at "
"the right if it has the specified type."
msgstr ""
+"Supprime la possibilité de déconnecter les nœuds en glissant l'emplacement "
+"de droite si elle a le type spécifié."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28255,32 +35356,39 @@ msgid ""
"[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the "
"color provided in the [code]activity[/code] theme property."
msgstr ""
+"Définit la coloration de la connexion entre [code]from[/code] de "
+"[code]from_port[/code] et [code]to[/code]) de [code]to_port[/code] avec la "
+"couleur spécifiée dans la propriété [code]activity[/code] du thème."
#: doc/classes/GraphEdit.xml
msgid "Sets the specified [code]node[/code] as the one selected."
msgstr ""
+"Définit le nœud [code]node[/code] spécifié comme étant celui sélectionné."
#: doc/classes/GraphEdit.xml
-#, fuzzy
msgid "If [code]true[/code], the minimap is visible."
-msgstr "Si [code]true[/code], les titres des colonnes sont visibles."
+msgstr "Si [code]true[/code], la mini-carte est visible."
#: doc/classes/GraphEdit.xml
-#, fuzzy
msgid "The opacity of the minimap rectangle."
-msgstr "La racine de la scène éditée."
+msgstr "L'opacité du rectangle de la mini-carte."
#: doc/classes/GraphEdit.xml
msgid ""
"The size of the minimap rectangle. The map itself is based on the size of "
"the grid area and is scaled to fit this rectangle."
msgstr ""
+"La taille du rectangle de la mini-carte. La carte elle-même est basée sur la "
+"taille de la zone de grille et est mise à l'échelle pour s'adapter à ce "
+"rectangle."
#: doc/classes/GraphEdit.xml
msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
msgstr ""
+"Si [code]true[/code], permet de déconnecter les connexions existantes dans "
+"le GraphEdit en faisant glisser l'extrémité droite."
#: doc/classes/GraphEdit.xml
msgid "The scroll offset."
@@ -28305,32 +35413,32 @@ msgid "The current zoom value."
msgstr "La valeur de zoom actuelle."
#: doc/classes/GraphEdit.xml
-#, fuzzy
msgid "The upper zoom limit."
-msgstr "La valeur de zoom actuelle."
+msgstr "La valeur maximale du zoom."
#: doc/classes/GraphEdit.xml
-#, fuzzy
msgid "The lower zoom limit."
-msgstr "Le signal à émettre."
+msgstr "La valeur minimale du zoom."
#: doc/classes/GraphEdit.xml
msgid "The step of each zoom level."
-msgstr ""
+msgstr "La différence entre chaque niveau de zoom."
#: doc/classes/GraphEdit.xml
msgid "Emitted at the beginning of a GraphNode movement."
-msgstr ""
+msgstr "Émis au début d'un mouvement d'un GraphNode."
#: doc/classes/GraphEdit.xml
msgid "Emitted at the end of a GraphNode movement."
-msgstr ""
+msgstr "Émis à la fin d'un mouvement d'un GraphNode."
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when user dragging connection from input port into empty space of "
"the graph."
msgstr ""
+"Émis quand l'utilisateur fait glisser la connexion du port d'entrée vers "
+"l'espace vide du graphe."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28338,20 +35446,27 @@ msgid ""
"code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] "
"slot of the [code]to[/code] GraphNode is attempted to be created."
msgstr ""
+"Émis au GraphEdit lors d'une tentative de créer une connexion entre le port "
+"[code]from_port[/code] du GraphNode [code]from[/code] et le port "
+"[code]to_port[/code] du GraphNode [code]to[/code]."
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when user dragging connection from output port into empty space of "
"the graph."
msgstr ""
+"Émis lorsque l'utilisateur fait glisser la connexion du port de sortie vers "
+"l'espace vide du graphe."
#: doc/classes/GraphEdit.xml
-#, fuzzy
msgid "Emitted when the user presses [code]Ctrl + C[/code]."
-msgstr "Émis lorsque le curseur change."
+msgstr "Émis quand l'utilisateur presse [code]Ctrl + C[/code]."
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -28360,20 +35475,22 @@ msgid ""
"slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of "
"[code]to[/code] GraphNode is attempted to be removed."
msgstr ""
+"Émis au GraphEdit lors d'une tentative de supprimer la connexion entre "
+"l'emplacement [code]from_slot[/code] du GraphNode [code]from[/code] et "
+"l'emplacement [code]to_slot[/code] de GraphNode [code]to[/code]."
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
-msgstr ""
+msgstr "Émis quand un GraphNode serait dupliqué d'un GraphEdit."
#: doc/classes/GraphEdit.xml
msgid "Emitted when a GraphNode is selected."
msgstr "Émis lorsqu’un GraphNode est sélectionné."
#: doc/classes/GraphEdit.xml
-#, fuzzy
msgid "Emitted when the user presses [code]Ctrl + V[/code]."
-msgstr "Émis lorsque le curseur change."
+msgstr "Émis quand l'utilisateur presse [code]Ctrl + V[/code]."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28398,11 +35515,11 @@ msgstr "La couleur des lignes secondaires de la grille."
#: doc/classes/GraphEdit.xml
msgid "The fill color of the selection rectangle."
-msgstr ""
+msgstr "La couleur de remplissage du rectangle de sélection."
#: doc/classes/GraphEdit.xml
msgid "The outline color of the selection rectangle."
-msgstr ""
+msgstr "La couleur de la bordure du rectangle de sélection."
#: doc/classes/GraphEdit.xml
msgid ""
@@ -28415,19 +35532,19 @@ msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The icon for the zoom out button."
-msgstr ""
+msgstr "L'icône pour le bouton du zoom arrière."
#: doc/classes/GraphEdit.xml
msgid "The icon for the zoom in button."
-msgstr ""
+msgstr "L'icône pour le bouton du zoom avant."
#: doc/classes/GraphEdit.xml
msgid "The icon for the zoom reset button."
-msgstr ""
+msgstr "L'icône pour le bouton du rétablissement du zoom."
#: doc/classes/GraphEdit.xml
msgid "The icon for the snap toggle button."
-msgstr ""
+msgstr "L'icône du bouton d'activation de la magnétisation."
#: doc/classes/GraphEdit.xml
msgid "The background drawn under the grid."
@@ -28459,50 +35576,68 @@ msgid ""
"are on the right side of GraphNode. Only enabled slots are counted as "
"connections."
msgstr ""
+"Un GraphNode est un conteneur. Chaque GraphNode peut avoir plusieurs "
+"emplacement d'entrée et de sortie, parfois appelé ports, permettant des "
+"connexions entre les GraphNode. Pour ajouter une emplacement à un GraphNode, "
+"ajoutez-lui n'importe quel nœud enfant dérivé de [Control].\n"
+"Après l'ajout d'au moins un enfant au GraphNode, de nouvelles sections "
+"seront automatiquement créées dans l'inspecteur appelé 'Emplacement'. "
+"Lorsque cet 'Emplacement' est agrandi, vous verrez la liste avec l'index "
+"pour chaque emplacement. Vous pouvez cliquer sur chacun d'eux les agrandir "
+"davantage.\n"
+"Dans l'inspecteur, vous pouvez activer (montrer) ou désactiver (cacher) ces "
+"emplacements. Par défaut, toutes les emplacements sont désactivées afin que "
+"vous ne voyez pas d'emplacements sur votre GraphNode au début. Vous pouvez "
+"attribuer un type à chaque emplacement. Seules les emplacements du même type "
+"pourront se connecter. Vous pouvez également attribuer des couleurs aux "
+"emplacements. Une liste des entrées et sorties est défini pour chaque "
+"élément d'interface inclus dans le GraphNode. Les connexions d'entrée sont "
+"sur la gauche et les connexions de sortie sur la droite du GraphNode. Seuls "
+"les emplacements activés sont comptés comme des connexions."
#: doc/classes/GraphNode.xml
msgid "Disables all input and output slots of the GraphNode."
-msgstr ""
+msgstr "Désactive toutes les entrées et sorties du GraphNode."
#: doc/classes/GraphNode.xml
msgid "Disables input and output slot whose index is [code]idx[/code]."
-msgstr ""
+msgstr "Désactive tous les entrées et sorties à l'index [code]idx[/code]."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid "Returns the [Color] of the input connection [code]idx[/code]."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr "Retourne la [Color] de la connexion d'entrée à [code]idx[/code]."
#: doc/classes/GraphNode.xml
msgid ""
"Returns the number of enabled input slots (connections) to the GraphNode."
msgstr ""
+"Retourne le nombre d'emplacements entrants (connexions) activés du GraphNode."
#: doc/classes/GraphNode.xml
msgid "Returns the position of the input connection [code]idx[/code]."
-msgstr ""
+msgstr "Retourne la position de la connexion d'entrée à [code]idx[/code]."
#: doc/classes/GraphNode.xml
msgid "Returns the type of the input connection [code]idx[/code]."
-msgstr ""
+msgstr "Retourne le type de connexion pour entrée [code]idx[/code]."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid "Returns the [Color] of the output connection [code]idx[/code]."
-msgstr "Retourne le nom du nœud à [code]idx[/code]."
+msgstr "Retourne la [Color] de la connexion de sortie à [code]idx[/code]."
#: doc/classes/GraphNode.xml
msgid ""
"Returns the number of enabled output slots (connections) of the GraphNode."
msgstr ""
+"Retourne le nombre d'emplacements sortants (connexions) activés du GraphNode."
#: doc/classes/GraphNode.xml
msgid "Returns the position of the output connection [code]idx[/code]."
-msgstr ""
+msgstr "Retourne la position de la connexion de sortie à [code]idx[/code]."
#: doc/classes/GraphNode.xml
msgid "Returns the type of the output connection [code]idx[/code]."
-msgstr ""
+msgstr "Retourne le type de connexion pour la sortie [code]idx[/code]."
#: doc/classes/GraphNode.xml
#, fuzzy
@@ -28515,30 +35650,28 @@ msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
msgstr "Retourne le type du nœud à [code]idx[/code]."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid "Returns the left (input) type of the slot [code]idx[/code]."
-msgstr "Retourne le type du nœud à [code]idx[/code]."
+msgstr "Retourne le type de gauche (entrée) de l'emplacement [code]idx[/code]."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid "Returns the right (output) type of the slot [code]idx[/code]."
-msgstr "Retourne le type du nœud à [code]idx[/code]."
+msgstr "Retourne le type de droite (sortie) de l'emplacement [code]idx[/code]."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
"is enabled."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Retourne [code]true[/code] si le côté gauche (entrée) de l'emplacement "
+"[code]idx[/code] est actif."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
"code] is enabled."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Retourne [code]true[/code] si le côté droit (sortie) de l'emplacement "
+"[code]idx[/code] est actif."
#: doc/classes/GraphNode.xml
msgid ""
@@ -28556,23 +35689,37 @@ msgid ""
"Individual properties can be set using one of the [code]set_slot_*[/code] "
"methods. You must enable at least one side of the slot to do so."
msgstr ""
+"Définit les propriétés de l'emplacement avec identifiant [code]idx[/code].\n"
+"Si [code]enable_left[code]/[code]right[/code], un port apparaîtra et "
+"l'emplacement pourra être connectée de ce côté.\n"
+"[code]type_left[code]/[code]right[/code] est un type arbitraire du port. "
+"Seuls les ports avec le même type peuvent être connectés.\n"
+"[code]color_left[code]/[code]right[/code] est la teinte de l'icône du port "
+"de ce côté.\n"
+"[code]custom_left[code]/[code]right[/code] est une texture personnalisée "
+"pour le port de ce côté.\n"
+"[b]Note :[/b] Cette méthode ne définit que les propriétés de l'emplacement. "
+"Pour créer l'emplacement, ajoutez un enfant dérivé de [Control] au "
+"GraphNode.\n"
+"Les propriétés individuelles peuvent être définies en utilisant l'une des "
+"méthodes [code]set_slot_*[/code]. Vous devez activer au moins un côté de "
+"l'emplacement pour le faire."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid ""
"Sets the [Color] of the left (input) side of the slot [code]idx[/code] to "
"[code]color_left[/code]."
msgstr ""
-"Définit la taille de l'[AABB] utilisé par le décalcomanie. L’AABB passe de "
-"[code]-extents[/code] à [code]extents[/code]."
+"Définit la [Color] du côté gauche (entrée) de l'emplacement [code]idx[/code] "
+"à [code]color_left[/code]."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid ""
"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
"[code]color_right[/code]."
msgstr ""
-"Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]."
+"Définit la [Color] du côté droit (sortie) de l'emplacement [code]idx[/code] "
+"à [code]color_right[/code]."
#: doc/classes/GraphNode.xml
msgid ""
@@ -28580,6 +35727,9 @@ msgid ""
"[code]enable_left[/code] is [code]true[/code], a port will appear on the "
"left side and the slot will be able to be connected from this side."
msgstr ""
+"Bascule le côté gauche (entrée) de l'emplacement à l'index [code]idx[/code]. "
+"Si [code]enable_left[/code] est [code]true[/code], un port apparaîtra sur le "
+"côté gauche et l'emplacement pourra être connecté de ce côté."
#: doc/classes/GraphNode.xml
msgid ""
@@ -28587,26 +35737,29 @@ msgid ""
"[code]enable_right[/code] is [code]true[/code], a port will appear on the "
"right side and the slot will be able to be connected from this side."
msgstr ""
+"Bascule le côté droit (sortie) de l'emplacement à l'index [code]idx[/code]. "
+"Si [code]enable_right[/code] est [code]true[/code], un port apparaîtra sur "
+"le côté droit et l'emplacement pourra être connecté de ce côté."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid ""
"Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/"
"code]."
msgstr ""
-"Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]."
+"Définit le type gauche (entrée) de l'emplacement [code]idx[/code] avec "
+"[code]type_left[/code]."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid ""
"Sets the right (output) type of the slot [code]idx[/code] to "
"[code]type_right[/code]."
msgstr ""
-"Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]."
+"Définit le type droit (sortie) de l'emplacement [code]idx[/code] avec "
+"[code]type_right[/code]."
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is a comment node."
-msgstr ""
+msgstr "Si [code]true[/code], le GraphNode est un nœud de commentaire."
#: doc/classes/GraphNode.xml
msgid ""
@@ -28626,6 +35779,9 @@ msgid ""
"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
"signal, the GraphNode needs to be resized manually."
msgstr ""
+"Si [code]true[/code], l'utilisateur peut redimensionner le GraphNode.\n"
+"[b]Note :[/b] Faire glisser la poignée n'émettra que le signal [signal "
+"resize_request], le GraphNode doit être redimensionné manuellement."
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is selected."
@@ -28637,10 +35793,13 @@ msgid ""
"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
"the GraphNode needs to be removed manually."
msgstr ""
+"Si [code]true[/code], le bouton de fermeture sera visible.\n"
+"[b]Note :[/b] Appuyer ce bouton n'émettra que le signal [signal "
+"close_request], le GraphNode doit être retiré manuellement."
#: doc/classes/GraphNode.xml
msgid "The text displayed in the GraphNode's title bar."
-msgstr ""
+msgstr "Le texte affiché dans la barre de titre du GraphNode."
#: doc/classes/GraphNode.xml
msgid ""
@@ -28671,9 +35830,8 @@ msgstr ""
"glisser la poignée de redimensionnement (voir [member resizable])."
#: doc/classes/GraphNode.xml
-#, fuzzy
msgid "Emitted when any GraphNode's slot is updated."
-msgstr "Émis lorsqu’un GraphNode est sélectionné."
+msgstr "Émis lorsqu’un emplacement du GraphNode est mis à jour."
#: doc/classes/GraphNode.xml
msgid "No overlay is shown."
@@ -28689,11 +35847,11 @@ msgstr ""
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the close button icon."
-msgstr ""
+msgstr "La couleur de modulation appliquée à l'icône du bouton fermer."
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the resizer icon."
-msgstr ""
+msgstr "La couleur de modulation appliquée à l'icône de redimensionnement."
#: doc/classes/GraphNode.xml
msgid "Color of the title text."
@@ -28701,11 +35859,11 @@ msgstr "Couleur du texte du titre."
#: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml
msgid "The vertical offset of the close button."
-msgstr ""
+msgstr "Le décalage vertical du bouton fermer."
#: doc/classes/GraphNode.xml
msgid "Horizontal offset for the ports."
-msgstr "Décalage horizontal pour les ports."
+msgstr "Le décalage horizontal pour les ports."
#: doc/classes/GraphNode.xml
msgid "The vertical distance between ports."
@@ -28713,7 +35871,7 @@ msgstr "La distance verticale entre les ports."
#: doc/classes/GraphNode.xml
msgid "Vertical offset of the title text."
-msgstr "Décalage vertical du texte du titre."
+msgstr "Le décalage vertical du texte de titre."
#: doc/classes/GraphNode.xml
msgid "Font used for the title text."
@@ -28723,6 +35881,7 @@ msgstr "Police utilisée pour le texte du titre."
msgid ""
"The icon for the close button, visible when [member show_close] is enabled."
msgstr ""
+"L'icône pour le bouton fermer, visible quand [member show_close] est activé."
#: doc/classes/GraphNode.xml
msgid "The icon used for representing ports."
@@ -28737,16 +35896,20 @@ msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_BREAKPOINT]."
msgstr ""
+"L'arrière-plan utilisé quand [member overlay] est à [constant "
+"OVERLAY_BREAKPOINT]."
#: doc/classes/GraphNode.xml
msgid "The [StyleBox] used when [member comment] is enabled."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand [member comment] est activé."
#: doc/classes/GraphNode.xml
msgid ""
"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
"focused."
msgstr ""
+"La [StyleBox] utilisée quand [member comment] est activé et que le "
+"[GraphNode] a le focus."
#: doc/classes/GraphNode.xml
msgid "The default background for [GraphNode]."
@@ -28757,10 +35920,12 @@ msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_POSITION]."
msgstr ""
+"L'arrière-plan utilisé quand [member overlay] est à [constant "
+"OVERLAY_POSITION]."
#: doc/classes/GraphNode.xml
msgid "The background used when the [GraphNode] is selected."
-msgstr ""
+msgstr "L'arrière-plan utilisé quand le [GraphNode] est sélectionné."
#: doc/classes/GridContainer.xml
msgid ""
@@ -28781,22 +35946,33 @@ msgid ""
"[b]Note:[/b] GridContainer only works with child nodes inheriting from "
"Control. It won't rearrange child nodes inheriting from Node2D."
msgstr ""
+"GridContainer arrangera ses enfants du type Control dans une structure en "
+"grille, les colonnes de la grille sont spécifiées en utilisant la propriété "
+"[member columns] et le nombre de lignes sera égal au nombre d'enfants dans "
+"le conteneur divisé par le nombre de colonnes. Par exemple, si le conteneur "
+"a 5 enfants et 2 colonnes, il y aura 3 rangées dans le conteneur.\n"
+"Notez que la mise en page des grilles conservera les colonnes et les rangées "
+"pour chaque taille du conteneur, et que les colonnes vides seront étendues "
+"automatiquement.\n"
+"[b]Note :[/b] GridContainer ne fonctionne que avec des nœuds d'enfants "
+"héritant de Control. Par exemple, elle ne réarrangera pas les nœuds enfants "
+"héritant de Node2D."
#: doc/classes/GridContainer.xml
msgid ""
"The number of columns in the [GridContainer]. If modified, [GridContainer] "
"reorders its Control-derived children to accommodate the new layout."
msgstr ""
+"Le nombre de colonnes dans le [GridContainer]. Si modifié, [GridContainer] "
+"réarrangera à ses enfants de type Control suivant la nouvelle mise en page."
#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
#: doc/classes/VFlowContainer.xml
-#, fuzzy
msgid "The horizontal separation of children nodes."
msgstr "La séparation horizontale des nœuds enfants."
#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
#: doc/classes/VFlowContainer.xml
-#, fuzzy
msgid "The vertical separation of children nodes."
msgstr "La séparation verticale des nœuds enfants."
@@ -28821,10 +35997,26 @@ msgid ""
"light not affect the first layer, the whole GridMap won't be lit by the "
"light in question."
msgstr ""
+"GridMap vous permet de placer de manière interactive des maillages sur une "
+"grille. Il fonctionne à la fois à partir de l'éditeur et des scripts, et "
+"vous pouvez vous en servir pour créer des éditeurs de niveau dans un jeu.\n"
+"GridMaps utilise une [MeshLibrary] qui contient une liste de tuiles. Chaque "
+"tuile est un maillage avec des matériaux, en plus de formes de collision et "
+"de navigation en option.\n"
+"Un GridMap contient une collection de cellules. Chaque cellule de grille se "
+"réfère à une tuile dans le [MeshLibrary]. Toutes les cellules de la carte "
+"ont les mêmes dimensions.\n"
+"En interne, un GridMap est divisé par des d'octants séparés pour améliorer "
+"le rendu et le traitement physique. Chaque octant a les mêmes dimensions et "
+"peut contenir plusieurs cellules.\n"
+"[b]Note :[/b] GridMap ne s'étend pas [VisualInstance] et donc de ne pas être "
+"cachés ou masqués à partir de [member VisualInstance.layers]. Si vous "
+"ajoutez une lumière qui n'affecte pas le premier calque, aucune partie de "
+"l'ensemble du GridMap ne sera éclairé par cette lumière."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
-msgstr ""
+msgstr "Utiliser les gridmaps"
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Clear all cells."
@@ -28848,6 +36040,8 @@ msgid ""
"The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is "
"returned if the cell is empty."
msgstr ""
+"L'orientation de la cellule aux coordonnées X, Y et Z. -1 est retourné si la "
+"cellule est vide."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Returns an individual bit on the [member collision_layer]."
@@ -28862,12 +36056,17 @@ msgid ""
"Returns an array of [Transform] and [Mesh] references corresponding to the "
"non-empty cells in the grid. The transforms are specified in world space."
msgstr ""
+"Retourne une liste de [Transform] et de ressources [Mesh] correspondants aux "
+"cellules non vides sur la grille. Les transformations sont définies dans "
+"l'espace global."
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of [Vector3] with the non-empty cell coordinates in the "
"grid map."
msgstr ""
+"Retourne un tableau de [Vector3] avec les coordonnées des cellules non vides "
+"dans la grille."
#: modules/gridmap/doc_classes/GridMap.xml
#, fuzzy
@@ -28892,6 +36091,11 @@ msgid ""
"Optionally, the item's orientation can be passed. For valid orientation "
"values, see [method Basis.get_orthogonal_index]."
msgstr ""
+"Définit l'indice de maillage de la cellule pour ces coordonnées X, Y et Z de "
+"la grille.\n"
+"Un index négatif comme [constant INVALID_CELL_ITEM] effacera la cellule.\n"
+"En option, l'orientation de l'objet peut être spécifiée. Pour les valeurs "
+"d'orientation valides, voir [method Basis.get_orthogonal_index]."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Sets an individual bit on the [member collision_layer]."
@@ -28908,22 +36112,36 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+"Si [code]true[/code], met à jour les animations en réponse aux notifications "
+"liées au processus."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
+"Si [code]true[/code], les éléments de la grille sont centrés sur l'axe X."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the Y axis."
msgstr ""
+"Si [code]true[/code], les éléments de la grille sont centrés sur l'axe Y."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the Z axis."
msgstr ""
+"Si [code]true[/code], les éléments de la grille sont centrés sur l'axe Z."
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The size of each octant measured in number of cells. This applies to all "
"three axis."
msgstr ""
+"La taille de chaque octant mesurée en nombre de cellules. Ceci s'applique "
+"aux trois axes."
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
@@ -28960,6 +36178,10 @@ msgid "The assigned [MeshLibrary]."
msgstr "La [MeshLibrary] assignée."
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -29036,13 +36258,41 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
+"La classe HashingContext fournis une interface pour calculer les hachages "
+"cryptographiques en plusieurs itérations. C'est utile par exemple pour "
+"calculer le hachage d'un fichier très volumineux (pour ne pas avoir à le "
+"garder complètement en mémoire), d'un flux de réseau, et de flux de données "
+"en général (pour ne pas avoir à maintenir des mémoires tampons).\n"
+"L'énumération [enum HashType] liste tous les algorithmes de hachage "
+"supportés.\n"
+"[codeblock]\n"
+"const CHUNK_SIZE = 1024\n"
+"\n"
+"func hash_file(path):\n"
+" var ctx = HashingContext.new()\n"
+" var file = File.new()\n"
+" # Créer un nouveau contexte SHA-256.\n"
+" ctx.start(HashingContext.HASH_SHA256)\n"
+" # Vérifier que le fichier existe.\n"
+" if not file.file_exists(path):\n"
+" return\n"
+" # Ouvrir le fichier pour le hachage.\n"
+" file.open(path, File.READ)\n"
+" # Mettre à jour le contexte après la lecture de chaque partie "
+"(\"chunk\").\n"
+" while not file.eof_reached():\n"
+" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
+" # Récupérer le hachage calculé.\n"
+" var res = ctx.finish()\n"
+" # Afficher le résultat sous forme hexadécimal et en tableau.\n"
+" printt(res.hex_encode(), Array(res))\n"
+"[/codeblock]"
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
-msgstr ""
+msgstr "Finalise l'actuel contexte, et retourne le hachage calculé."
#: doc/classes/HashingContext.xml
msgid ""
@@ -29053,6 +36303,7 @@ msgstr ""
#: doc/classes/HashingContext.xml
msgid "Updates the computation with the given [code]chunk[/code] of data."
msgstr ""
+"Met à jour le calcul avec la partie de données [code]chunk[/code] renseignée."
#: doc/classes/HashingContext.xml
msgid "Hashing algorithm: MD5."
@@ -29076,7 +36327,7 @@ msgstr "Conteneur de boîte horizontale. Voir [BoxContainer]."
#: doc/classes/HBoxContainer.xml
msgid "The horizontal space between the [HBoxContainer]'s elements."
-msgstr ""
+msgstr "L'espace horizontal entre les éléments du [HBoxContainer]."
#: doc/classes/HeightMapShape.xml
#, fuzzy
@@ -29096,25 +36347,27 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
+"Le nombre de sommets pour la profondeur de la carte de hauteur. Changer "
+"cette valeur redimensionnera [member map_data]."
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
+"Le nombre de sommets pour la largeur de la carte de hauteur. Changer cette "
+"valeur redimensionnera [member map_data]."
#: doc/classes/HFlowContainer.xml
-#, fuzzy
msgid "Horizontal flow container."
-msgstr "Conteneur de boîte horizontale."
+msgstr "Conteneur de flux horizontal."
#: doc/classes/HFlowContainer.xml
-#, fuzzy
msgid "Horizontal version of [FlowContainer]."
-msgstr "Conteneur fractionné horizontal."
+msgstr "La version horizontale du [FlowContainer]."
#: doc/classes/HingeJoint.xml
#, fuzzy
@@ -29128,14 +36381,15 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
-msgstr ""
+msgstr "Retourne la valeur de l'option donnée."
#: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml
#: doc/classes/PinJoint.xml
msgid "Returns the value of the specified parameter."
-msgstr ""
+msgstr "Retourne la valeur du paramètre donné."
#: doc/classes/HingeJoint.xml
msgid "If [code]true[/code], enables the specified flag."
@@ -29143,7 +36397,7 @@ msgstr "Si [code]true[/code], active le drapeau spécifié."
#: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml
msgid "Sets the value of the specified parameter."
-msgstr ""
+msgstr "Définit une valeur pour le paramètre spécifié."
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -29162,16 +36416,20 @@ msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
+"La rotation minimale. Uniquement actif quand[member angular_limit/enable] "
+"est [code]true[/code]."
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid "The lower this value, the more the rotation gets slowed down."
-msgstr ""
+msgstr "Plus cette valeur sera basse, plus la rotation sera ralentie."
#: doc/classes/HingeJoint.xml
msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
+"La rotation maximale. Uniquement actif quand [member angular_limit/enable] "
+"est [code]true[/code]."
#: doc/classes/HingeJoint.xml
msgid "When activated, a motor turns the hinge."
@@ -29193,7 +36451,7 @@ msgstr ""
#: doc/classes/HMACContext.xml
msgid "Used to create an HMAC for a message using a key."
-msgstr ""
+msgstr "Utilisé pour créer un HMAC pour un message utilisant une clé."
#: doc/classes/HMACContext.xml
msgid ""
@@ -29244,18 +36502,68 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
+"La classe HMACContext est utile pour les usages HMAC avancés, comme l'envoi "
+"continu de message puisqu'il supporte la création de message en plusieurs "
+"fois plutôt qu'en une seule fois.\n"
+"[codeblock]\n"
+"extends Node\n"
+"var ctx = HMACContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"supersecret\".to_utf8()\n"
+" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
+" assert(err == OK)\n"
+" var msg1 = \"c'est un \".to_utf8()\n"
+" var msg2 = \"extra méga super secret\".to_utf8()\n"
+" err = ctx.update(msg1)\n"
+" assert(err == OK)\n"
+" err = ctx.update(msg2)\n"
+" assert(err == OK)\n"
+" var hmac = ctx.finish()\n"
+" print(hmac.hex_encode())\n"
+"[/codeblock]\n"
+"Et en C#, le code ressemble à :\n"
+"[codeblock]\n"
+"using Godot;\n"
+"using System;\n"
+"using System.Diagnostics;\n"
+"\n"
+"public class CryptoNode : Node\n"
+"{\n"
+" private HMACContext ctx = new HMACContext();\n"
+" public override void _Ready()\n"
+" {\n"
+" PoolByteArray key = String(\"supersecret\").to_utf8();\n"
+" Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
+" GD.Assert(err == OK);\n"
+" PoolByteArray msg1 = String(\"c'est un \").to_utf8();\n"
+" PoolByteArray msg2 = String(\"extra méga super secret\").to_utf8();\n"
+" err = ctx.Update(msg1);\n"
+" GD.Assert(err == OK);\n"
+" err = ctx.Update(msg2);\n"
+" GD.Assert(err == OK);\n"
+" PoolByteArray hmac = ctx.Finish();\n"
+" GD.Print(hmac.HexEncode());\n"
+" }\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note :[/b] N'est pas disponible dans les exports HTML5."
#: doc/classes/HMACContext.xml
msgid ""
"Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is "
"returned."
msgstr ""
+"Retourne le HMAC résultant. Si le HMAC a échoué, un [PoolByteArray] vide est "
+"retourné."
#: doc/classes/HMACContext.xml
msgid ""
"Initializes the HMACContext. This method cannot be called again on the same "
"HMACContext until [method finish] has been called."
msgstr ""
+"Initialise le HMACContext. Cette méthode ne peut pas être appelée sur le "
+"même HMACContext tant que [method finish] n'a pas été appelé."
#: doc/classes/HMACContext.xml
msgid ""
@@ -29263,6 +36571,10 @@ msgid ""
"[method finish] is called to append [code]data[/code] to the message, but "
"cannot be called until [method start] has been called."
msgstr ""
+"Met à jour le message pour être un HMAC. Ceci peut être appelé plusieurs "
+"fois avant que [method finish] soit appelé pour ajouter les données "
+"[code]data[/code] au message, mais ne peut être appelé avant que [method "
+"start] ne soit appelé."
#: doc/classes/HScrollBar.xml
msgid "Horizontal scroll bar."
@@ -29272,23 +36584,25 @@ msgstr "Barre de défilement horizontale."
msgid ""
"Horizontal version of [ScrollBar], which goes from left (min) to right (max)."
msgstr ""
+"La version horizontale de la [ScrollBar], qui va de la gauche (minimum) vers "
+"la droite (maximum)."
#: doc/classes/HScrollBar.xml
msgid ""
"Icon used as a button to scroll the [ScrollBar] left. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
+"L'icône utilisée comme bouton pour défiler la [ScrollBar] de gauche. "
+"Supporte une valeur de déplacement personnalisé en utilisant la propriété "
+"[member ScrollBar.custom_step]."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the decrement button."
-msgstr ""
+msgstr "Affiché quand la souris survole le bouton de réduction."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
-#, fuzzy
msgid "Displayed when the decrement button is being pressed."
-msgstr ""
-"Émis lorsque le dialogue est accepté, c'est-à-dire lorsque le bouton OK est "
-"enfoncé."
+msgstr "Affiché quand le bouton de reduction est appuyé."
#: doc/classes/HScrollBar.xml
#, fuzzy
@@ -29302,15 +36616,11 @@ msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the increment button."
-msgstr ""
-"S'affiche lorsque le curseur de la souris survole le bouton d'incrémentation."
+msgstr "Affiché quand la souris survole le bouton d'augmentation."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
-#, fuzzy
msgid "Displayed when the increment button is being pressed."
-msgstr ""
-"Émis lorsque le dialogue est accepté, c'est-à-dire lorsque le bouton OK est "
-"enfoncé."
+msgstr "Affiché quand le bouton d'augmentation est appuyé."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid ""
@@ -29325,7 +36635,7 @@ msgstr "Utilisé lorsque la souris survole le grappin."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used when the grabber is being dragged."
-msgstr ""
+msgstr "Utilisé quand le glisseur est en train d'être glissé."
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used as background of this [ScrollBar]."
@@ -29354,6 +36664,7 @@ msgstr ""
#: doc/classes/HSeparator.xml
msgid "The style for the separator line. Works best with [StyleBoxLine]."
msgstr ""
+"Le style pour la ligne de séparation. Fonctionne mieux avec [StyleBoxLine]."
#: doc/classes/HSlider.xml
msgid "Horizontal slider."
@@ -29369,15 +36680,15 @@ msgstr ""
#: doc/classes/HSlider.xml doc/classes/VSlider.xml
msgid "The texture for the grabber (the draggable element)."
-msgstr ""
+msgstr "La texture du glisseur (l'élément déplaçable)."
#: doc/classes/HSlider.xml doc/classes/VSlider.xml
msgid "The texture for the grabber when it's disabled."
-msgstr ""
+msgstr "La texture du glisseur quand il est désactivé."
#: doc/classes/HSlider.xml doc/classes/VSlider.xml
msgid "The texture for the grabber when it's focused."
-msgstr ""
+msgstr "La texture du glisseur quand il a le focus."
#: doc/classes/HSlider.xml doc/classes/VSlider.xml
msgid ""
@@ -29387,13 +36698,15 @@ msgstr ""
#: doc/classes/HSlider.xml
msgid "The background of the area to the left of the grabber."
-msgstr ""
+msgstr "L'arrière-plan de la zone à gauche du glisseur."
#: doc/classes/HSlider.xml
msgid ""
"The background for the whole slider. Determines the height of the "
"[code]grabber_area[/code]."
msgstr ""
+"L'arrière-plan pour tout le curseur. Détermine la hauteur de "
+"[code]grabber_area[/code]."
#: doc/classes/HSplitContainer.xml
msgid "Horizontal split container."
@@ -29403,7 +36716,7 @@ msgstr "Conteneur fractionné horizontal."
msgid ""
"Horizontal split container. See [SplitContainer]. This goes from left to "
"right."
-msgstr ""
+msgstr "Conteneur horizontal. Voir [SplitContainer]. Va de gauche à droite."
#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
msgid ""
@@ -29411,19 +36724,21 @@ msgid ""
"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
"visible."
msgstr ""
+"Une valeur booléenne. Si 1 ([code]true[/code]), le glisseur sera "
+"automatiquement masqué quand il n'est pas sous le curseur. Si 0 "
+"([code]false[/code]), il sera toujours visible."
#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
msgid "The space between sides of the container."
-msgstr ""
+msgstr "L'espace entre les côtés des conteneurs."
#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
msgid "The icon used for the grabber drawn in the middle area."
-msgstr ""
+msgstr "L'icône utilisée pour le glisseur affiché au milieu."
#: doc/classes/HTTPClient.xml
-#, fuzzy
msgid "Low-level hyper-text transfer protocol client."
-msgstr "Client de protocole de transfert hypertexte."
+msgstr "Client de protocole de transfert hypertexte de bas niveau."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29459,10 +36774,48 @@ msgid ""
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
+"Client de protocole de transfert hypertexte (parfois appelé \"User Agent\"). "
+"Utilisé pour faire des requêtes HTTP pour télécharger du contenu web, des "
+"fichiers et d'autres données ou communiquer avec divers services, ou pour "
+"d'autres cas d'utilisation. [b]Voir le nœud [HTTPRequest] pour une "
+"alternative de haut-niveau[/b].\n"
+"[b]Note :[/b] Ce client doit seulement se connecter à un hôte une fois (voir "
+"[method connect_to_host)] pour envoyer plusieurs requêtes. En raison de "
+"cela, les méthodes qui prennent des URL prennent généralement juste la "
+"partie après l'hôte au lieu de l'URL complète, puisque le client est déjà "
+"connecté à l'hôte. Voir [method request] pour un exemple complet pour "
+"pouvoir démarrer.\n"
+"Un [HTTPClient] devrait être réutilisé entre plusieurs requêtes ou pour se "
+"connecter à différents hôtes au lieu de créer un client par requête. "
+"Supporte les serveurs SSL et la vérification des certificats des serveurs "
+"SSL. Les codes de statut HTTP de la gamme 2xx indiquent un succès, 3xx une "
+"redirection (c.-à-d. \"essayez à nouveau, mais ici\"), 4xx que quelque chose "
+"ne va pas avec la requête, et 5xx qu'un problème est survenu du côté du "
+"serveur.\n"
+"Pour plus d'informations sur HTTP, voir [url=https://developer.mozilla.org/"
+"en-US/docs/Web/HTTP] (ou lire le RFC 2616 pour le lire directement depuis la "
+"soruce : [url=https://tools.ietf.org/html/rfc2616])\n"
+"[b]Note :[/b] Lorsque vous effectuez des requêtes HTTP d'un projet exporté "
+"vers HTML5, gardez à l'esprit que le serveur distant peut ne pas autoriser "
+"des requêtes d'origine étrangère en raison de [url=https://developer.mozilla."
+"org/en-US/docs/Web/HTTP/CORS]CORS[/url]. Si vous hébergez le serveur en "
+"question, vous devez modifier son implémentation pour permettre des requêtes "
+"d'origine étrangère en ajoutant l'en-tête HTTP [code]Access-Control-Allow-"
+"Origin: *[/code].\n"
+"[b]Note :[/b] Le support SSL/TLS est actuellement limité à TLS 1.0, TLS 1.1 "
+"et TLS 1.2. Tenter de se connecter à un serveur TLS 1.3 retournera une "
+"erreur.\n"
+"[b]Avertissement :[/b] La révocation du certificat SSL/TLS et le pinning de "
+"certificat ne sont pas supportés. Les certificats révoqués sont acceptés "
+"aussi longtemps qu'ils sont valides. Si c'est un problème, vous pouvez "
+"utiliser des certificats gérés automatiquement avec une courte période de "
+"validité."
#: doc/classes/HTTPClient.xml
msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
msgstr ""
+"Ferme l'actuelle connexion, permettant de la réutiliser pour cet "
+"[HTTPClient]."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29475,6 +36828,14 @@ msgid ""
"[code]verify_host[/code] will check the SSL identity of the host if set to "
"[code]true[/code]."
msgstr ""
+"Se connecte à un hôte. C'est nécessaire avant toute requête.\n"
+"L'hôte ne doit pas avoir \"http://\" d'ajouté au début, mais ignorera "
+"l'identifiant du protocole si fourni.\n"
+"Si aucun [code]port[/code] n'est spécifié (ou [code]-1[/code] est utilisé), "
+"il est automatiquement défini à 80 pour HTTP et 443 pour HTTPS (dans le cas "
+"où [code]use_ssl[/code] est activé).\n"
+"[code]verify_host[/code] vérifie l'identité SSL de l'hôte si elle est "
+"définie à [code]true[/code]."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29483,11 +36844,15 @@ msgid ""
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
+"Retourne la longueur du corps de la requête.\n"
+"[b]Note :[/b] Certains serveurs web peuvent ne pas envoyer de longueur du "
+"corps. Dans ce cas, la valeur retournée sera [code]-1[/code]. Si vous "
+"utilisez l'encodage de transfert par morceau, la longueur du corps sera "
+"également [code]-1[/code]."
#: doc/classes/HTTPClient.xml
-#, fuzzy
msgid "Returns the response's HTTP status code."
-msgstr "Renvoie le code d’état HTTP de la réponse."
+msgstr "Retourne le code d’état de la réponse HTTP."
#: doc/classes/HTTPClient.xml
msgid "Returns the response headers."
@@ -29507,12 +36872,26 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
+"Retourne toutes les entêtes de la réponse dans un Dictionary avec la "
+"structure [code]{ \"key\": \"value1; value2\" }[/code] où les clés et "
+"valeurs sont dans la même casse que le serveur les a envoyées. Une valeur "
+"est une simple chaine de caractères, qui peut avoir une ou plusieurs valeurs "
+"séparées par \"; \".\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"{\n"
+" \"content-length\": 12,\n"
+" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
+"}\n"
+"[/codeblock]"
#: doc/classes/HTTPClient.xml
msgid ""
"Returns a [enum Status] constant. Need to call [method poll] in order to get "
"status updates."
msgstr ""
+"Retourne la constance de [enum Status]. Vous devez appeler [method poll] "
+"pour mettre à jour ce status."
#: doc/classes/HTTPClient.xml
msgid "If [code]true[/code], this [HTTPClient] has a response available."
@@ -29521,12 +36900,16 @@ msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible."
#: doc/classes/HTTPClient.xml
msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
msgstr ""
+"Si [code]true[/code], cet [HTTPClient] reçoit une réponse en différentes "
+"parties."
#: doc/classes/HTTPClient.xml
msgid ""
"This needs to be called in order to have any request processed. Check "
"results with [method get_status]."
msgstr ""
+"Cela doit être appelé pour que les requêtes puissent être traitée. Vérifiez "
+"les résultats avec [method get_status]."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29547,6 +36930,23 @@ msgid ""
"# Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/codeblock]"
msgstr ""
+"Génère le contenu d'une requête GET/POST de style \"application/x-www-form-"
+"urlencoded\" à partir d'un dictionnaire, par exemple :\n"
+"[codeblock]\n"
+"var fields = {\"username\": \"utilisateur\", \"password\": \"mot-de-"
+"passe\"}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"# Returns \"username=utilisateur&password=mot-de-passe\"\n"
+"[/codeblock]\n"
+"De plus, si une clé a la valeur [code]null[/code], seule la clé sera "
+"ajoutée, sans le signe égal ni la valeur. Si la valeur est un tableau, une "
+"même clé sera ajoutée pour chaque élément du tableau.\n"
+"[codeblock]\n"
+"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
+"44]}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"# Retourne \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
+"[/codeblock]"
#: doc/classes/HTTPClient.xml
msgid "Reads one chunk from the response."
@@ -29578,6 +36978,32 @@ msgid ""
"data as a query string in the URL. See [method String.http_escape] for an "
"example."
msgstr ""
+"Envoie une requête à l'hôte connecté.\n"
+"Le paramètre de l'URL est en général seulement la partie après l'hôte, donc "
+"pour [code]http://somehost.com/index.php[/code], c'est [code]/index.php[/"
+"code]. Lors de l'envoi de requête à un serveur de proxy HTTP, ça doit être "
+"une URL absolue. Pour les requêtes [constant HTTPClient.METHOD_OPTIONS], "
+"[code]*[/code] est aussi autorisé. Pour les requêtes [constant HTTPClient."
+"METHOD_CONNECT], ça doit être le composant d'autorité ([code]host:port[/"
+"code]).\n"
+"Les entêtes sont les entêtes de requêtes HTTP. Pour les méthodes HTTP "
+"disponibles, voir [enum Method].\n"
+"Pour créer une requête POST avec des données à soumettre au serveur, voici "
+"un exemple :\n"
+"[codeblock]\n"
+"var fields = {\"username\" : \"utilisateur\", \"password\" : \"mot de "
+"passe\"}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"var headers = [\"Content-Type: application/x-www-form-urlencoded\", "
+"\"Content-Length: \" + str(query_string.length())]\n"
+"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
+"headers, query_string)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Le paramètre [code]request_data[/code] est ignoré si "
+"[code]method[/code] est [constant HTTPClient.METHOD_GET]. Parce que les "
+"méthodes GET ne contiennent pas de données de requête. À la place, vous "
+"pouvez passer les données de la requête sous forme de requête dans l'URL. "
+"Voir [method String.http_escape] pour un exemple."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29592,6 +37018,18 @@ msgid ""
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
+"Envoyez une requête brute à l'hôte connecté.\n"
+"Le paramètre URL est généralement juste la partie après le nom de l'hôte, "
+"donc pour [code]http://somehost.com/index.php[/code], c'est [code]/index."
+"php[/code]. Lors de l'envoi de requêtes vers un serveur de proxy HTTP, ça "
+"doit être une URL absolue. Pour [constant HTTPClient.METHOD_OPTIONS] "
+"requêtes, [code]*[/code] est également autorisé. Pour [constant HTTPClient."
+"METHOD_CONNECT] demande, ça doit être le composant d'autorité ([code]host:"
+"port[/code]).\n"
+"Les en-têtes sont des en-têtes de requête HTTP. Pour les méthodes HTTP "
+"disponibles, voir [enum Method].\n"
+"Envoie les données de corps brutes, comme un tableau d'octet et ne l'encode "
+"pas."
#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
msgid ""
@@ -29599,6 +37037,9 @@ msgid ""
"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
"is -1."
msgstr ""
+"Définit le serveur de proxy pour les requêtes HTTP.\n"
+"Le serveur de proxy n'est pas défini si [code]host[/code] est vide ou si "
+"[code]port[/code] est -1."
#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
msgid ""
@@ -29606,28 +37047,38 @@ msgid ""
"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
"is -1."
msgstr ""
+"Définit le serveur de proxy pour les requêtes HTTPS.\n"
+"Le serveur de proxy n'est pas défini si [code]host[/code] est vide ou si "
+"[code]port[/code] est -1."
#: doc/classes/HTTPClient.xml
msgid ""
"If [code]true[/code], execution will block until all data is read from the "
"response."
msgstr ""
+"Si [code]true[/code], l'exécution sera bloquée jusqu'à ce que toutes les "
+"données de la réponse soit lues."
#: doc/classes/HTTPClient.xml
msgid "The connection to use for this client."
-msgstr ""
+msgstr "La connexion à utiliser pour ce client."
#: doc/classes/HTTPClient.xml
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[method read_response_body_chunk]."
msgstr ""
+"La taille de la mémoire tampon utilisée et le nombre maximal d'octets à lire "
+"à chaque itération. Voir [method read_response_body_chunk]."
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP GET method. The GET method requests a representation of the specified "
"resource. Requests using GET should only retrieve data."
msgstr ""
+"La méthode HTTP GET. La méthode GET demande une représentation de la "
+"ressource spécifiée. Les requêtes avec GET ne devrait faire que retourner "
+"des données."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29635,6 +37086,10 @@ msgid ""
"GET request, but without the response body. This is useful to request "
"metadata like HTTP headers or to check if a resource exists."
msgstr ""
+"La méthode HTTP \"HEAD\". La méthode \"HEAD\" demande une réponse identique "
+"à celle d'une requête \"GET\", mais sans le corps de la réponse. Ceci est "
+"utile pour demander des métadonnées comme des en-têtes HTTP ou pour vérifier "
+"si une ressource existe."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29642,6 +37097,10 @@ msgid ""
"specified resource, often causing a change in state or side effects on the "
"server. This is often used for forms and submitting data or uploading files."
msgstr ""
+"La méthode HTTP \"POST\". La méthode \"POST\" est utilisée pour soumettre "
+"une entité à la ressource spécifiée, causant souvent un changement d'état "
+"sur le serveur. Ceci est souvent utilisé pour les formulaires, pour "
+"soumettre des données ou télécharger des fichiers."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29650,18 +37109,28 @@ msgid ""
"\"create or update\" and PUT as \"update\", although many services tend to "
"not make a clear distinction or change their meaning)."
msgstr ""
+"La méthode HTTP \"PUT\". La méthode \"PUT\" demander à remplacer toutes les "
+"représentations actuelles de la ressource cible par les données fournies. "
+"(Vous pouvez considérer \"POST\" comme une méthode pour \"créer ou mettre à "
+"jour\" et \"PUT\" comme \"mise à jour\", même que de nombreux services ne "
+"font pas de distinction voire en change leur sens)."
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP DELETE method. The DELETE method requests to delete the specified "
"resource."
msgstr ""
+"La méthode HTTP \"DELETE\". Elle permet de demander la suppression de la "
+"ressource spécifiée."
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
"communication options for the target resource. Rarely used."
msgstr ""
+"La méthode HTTP \"OPTIONS\". La méthode \"OPTIONS\" demande une description "
+"des options de communication pour la ressource cible. Elle est rarement "
+"utilisée."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29669,18 +37138,25 @@ msgid ""
"the path to the target resource. Returns the entire HTTP request received in "
"the response body. Rarely used."
msgstr ""
+"La méthode HTTP \"TRACE\". La méthode \"TRACE\" effectue un test de boucle "
+"de message suivant le chemin vers la ressource cible. Retourne toute la "
+"requête \"HTTP\" reçue dans le corps de réponse. Elle est rarement utilisée."
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
"identified by the target resource. Rarely used."
msgstr ""
+"La méthode HTTP \"CONNECT\". La méthode \"CONNECT\" établit un tunnel vers "
+"serveur identifié par la ressource cible. Elle est rarement utilisée."
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP PATCH method. The PATCH method is used to apply partial modifications "
"to a resource."
msgstr ""
+"La méthode HTTP \"PATCH\". La méthode \"PATCH\" est utilisée pour appliquer "
+"des modifications partielles à une ressource."
#: doc/classes/HTTPClient.xml
msgid "Represents the size of the [enum Method] enum."
@@ -29693,10 +37169,13 @@ msgstr "Statut : Déconnecté du serveur."
#: doc/classes/HTTPClient.xml
msgid "Status: Currently resolving the hostname for the given URL into an IP."
msgstr ""
+"Status : Actuellement en train de résoudre l'hôte de l'URL donnée en adresse "
+"IP."
#: doc/classes/HTTPClient.xml
msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
msgstr ""
+"Statut: Échec du DNS : N'a pu résoudre le nom d'hôte pour l'URL spécifiée."
#: doc/classes/HTTPClient.xml
msgid "Status: Currently connecting to server."
@@ -29732,6 +37211,9 @@ msgid ""
"everything so far is OK and that the client should continue with the request "
"(or ignore this status if already finished)."
msgstr ""
+"Le code d'état HTTP [code]100 Continue[/code]. La réponse intermédiaire qui "
+"indique que tout est bon jusqu'à présent et que le client devrait continuer "
+"avec cette demande (ou ignorer ce statut s'il a déjà terminé)."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29739,6 +37221,9 @@ msgid ""
"[code]Upgrade[/code] request header by the client. Indicates the protocol "
"the server is switching to."
msgstr ""
+"Le code d'état HTTP [code]101 Switching Protocol[/code]. Envoyé en réponse à "
+"une en-tête de requête [code]Upgrade[/code] du client. Précise le nouveau "
+"protocole que le serveur utilise dès à présent."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29746,6 +37231,9 @@ msgid ""
"server has received and is processing the request, but no response is "
"available yet."
msgstr ""
+"Le code de status HTTP [code]102 Processing[/code] (WebDAV). Indique que le "
+"serveur a reçu la requête et la traite, mais aucune réponse n'est disponible "
+"pour l'instant."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29757,6 +37245,13 @@ msgid ""
"TRACE: The message body contains the request message as received by the "
"server."
msgstr ""
+"Le code d'état HTTP [code]200 OK[/code]. La requête a réussi. C'est la "
+"réponse par défaut pour les requêtes réussies. La signification varie selon "
+"la requête. Pour \"GET\" : La ressource a été récupérée et est transmise "
+"dans le corps du message. Pour \"HEAD\" : Les en-têtes de l'entité sont dans "
+"le corps du message. Pour \"POST\" : La ressource décrivant le résultat de "
+"l'action est transmise dans le corps du message. Pour \"TRACE\" : Le corps "
+"du message contient le message de requête reçu par le serveur."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29764,6 +37259,9 @@ msgid ""
"new resource has been created as a result of it. This is typically the "
"response sent after a PUT request."
msgstr ""
+"Le code d'état HTTP [code]201 Created[/code]. La requête a réussi et une "
+"nouvelle ressource a été créée en conséquence. C'est généralement la réponse "
+"envoyée après une requête \"PUT\"."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29773,6 +37271,11 @@ msgid ""
"processing the request. It is intended for cases where another process or "
"server handles the request, or for batch processing."
msgstr ""
+"Le code d'état HTTP [code]202 Accepted[/code]. La requête a été reçue mais "
+"n'a pas encore été traitée. Aucune réponse n'est envoyé même asynchrone "
+"indiquant le résultat du traitement de cette requête. Il est destiné aux cas "
+"où un autre processus ou un serveur traite la requête, ou pour le traitement "
+"par lots."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29782,6 +37285,11 @@ msgid ""
"party copy. Except this condition, 200 OK response should be preferred "
"instead of this response."
msgstr ""
+"Le code d'état HTTP [code]203 Non-Authoritative Information[/code]. Ce code "
+"de réponse signifie que l'ensemble de méta-donnée retournée n'est pas la "
+"copie exacte de celles sur le serveur d'origine, mais composée à partir "
+"d'une copie locale ou autre. Sauf dans ce cas, la réponse 200 \"OK\" est "
+"préférable à la place de cette réponse."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29789,6 +37297,10 @@ msgid ""
"for this request, but the headers may be useful. The user-agent may update "
"its cached headers for this resource with the new ones."
msgstr ""
+"Le code d'état HTTP [code]204 No Content[/code]. Il n'y a pas de contenu à "
+"retourner en réponse à cette requête, mais les en-têtes peuvent contenir des "
+"informations. Le user-agent peut mettre à jour les en-têtes de cette "
+"ressource qu'il a en cache avec ces nouvelles données."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29797,6 +37309,10 @@ msgid ""
"caused the request to be sent to its original state as received from the "
"origin server."
msgstr ""
+"Le code d'état HTTP [code]205 Reset Content[/code]. Le serveur a rempli la "
+"requête et souhaite que le client réinitialise son « vue de document » qui a "
+"envoyé la requête à son état original tel qu'il a été reçu du serveur "
+"d'origine."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29804,6 +37320,9 @@ msgid ""
"used because of a range header sent by the client to separate download into "
"multiple streams."
msgstr ""
+"Le code d'état HTTP [code]206 Partial Content[/code]. Ce code de réponse est "
+"utilisé suivant l'intervalle spécifié dans l'en-tête envoyé par le client "
+"pour que le téléchargement soit disponible dans plusieurs flux."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29811,6 +37330,9 @@ msgid ""
"response conveys information about multiple resources in situations where "
"multiple status codes might be appropriate."
msgstr ""
+"Le code d'état HTTP [code]207 Multi-Status[/code] (WebDAV). Une réponse "
+"multi-états qui transmet des informations sur plusieurs ressources dans des "
+"situations où plusieurs codes de statut seraient appropriés."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29818,6 +37340,10 @@ msgid ""
"DAV: propstat response element to avoid enumerating the internal members of "
"multiple bindings to the same collection repeatedly."
msgstr ""
+"Le code d'état HTTP [code]208 Already Reported[/code] (WebDAV). Utilisé à "
+"l'intérieur d'un DAV : l'élément de réponse \"propstat\" pour éviter "
+"d'énumérer plusieurs fois les membres internes de liaisons d'une même "
+"collection."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29825,6 +37351,10 @@ msgid ""
"a GET request for the resource, and the response is a representation of the "
"result of one or more instance-manipulations applied to the current instance."
msgstr ""
+"Le code d'état HTTP [code]226 IM Used[/code] (WebDAV). Le serveur a traité "
+"une requête GET pour cette ressource, et la réponse est une représentation "
+"du résultat d'une ou plusieurs manipulations d'instance appliquées à "
+"l'instance actuelle."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29832,6 +37362,10 @@ msgid ""
"one possible responses and there is no standardized way to choose one of the "
"responses. User-agent or user should choose one of them."
msgstr ""
+"Le code d'état HTTP [code]300 Multiple Choice[/code]. La requête a plusieurs "
+"réponses possibles et il n'y a pas de moyen spécifique de choisir la bonne "
+"réponse. C'est alors le user-agent ou l'utilisateur qui devrait la choisir "
+"parmi celle retournées."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29839,6 +37373,9 @@ msgid ""
"response code means the URI of requested resource has been changed. The new "
"URI is usually included in the response."
msgstr ""
+"Le code d'état HTTP [code]301 Moved Permanently[/code]. Redirection. Ce code "
+"de réponse signifie que l'URI des ressources demandées a été modifiée. La "
+"nouvelle URI est généralement retournée dans cette réponse."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29867,12 +37404,16 @@ msgstr ""
msgid ""
"HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
msgstr ""
+"Code de status HTTP [code]305 Use Proxy[/code]. [i]Obsolète. Ne pas utiliser."
+"[/i]"
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
"i]"
msgstr ""
+"Code de status HTTP [code]306 Switch Proxy[/code]. [i]Obsolète. Ne pas "
+"utiliser.[/i]"
#: doc/classes/HTTPClient.xml
msgid ""
@@ -29964,6 +37505,10 @@ msgid ""
"This code is used in situations where the user might be able to resolve the "
"conflict and resubmit the request."
msgstr ""
+"Le code de status HTTP [code]409 Conflict[/code]. La requête n'a pu être "
+"complétée à cause d'un conflit avec l'état actuel de la ressource cible. Ce "
+"code est utilisé dans les situations où l'utilisateur peut être capable de "
+"résoudre le conflit et de soumettre à nouveau la requête."
#: doc/classes/HTTPClient.xml
msgid ""
@@ -30174,9 +37719,10 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "A node with the ability to send HTTP(S) requests."
-msgstr ""
+msgstr "Un nœud qui permet d'envoyer des requêtes HTTP(S)."
#: doc/classes/HTTPRequest.xml
+#, fuzzy
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] "
"internally.\n"
@@ -30203,7 +37749,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -30250,6 +37796,82 @@ msgid ""
" texture_rect.texture = texture\n"
"[/codeblock]"
msgstr ""
+"Un nœud qui permet d'envoyer des requêtes HTTP. Utilise [HTTPClient] en "
+"interne.\n"
+"Peut permettre d'envoyer des requêtes HTTP, ex. pour envoyer ou télécharger "
+"des fichiers ou du contenu web via HTTP.\n"
+"[b]Avertissement :[/b] Voir les notes et avertissements du [HTTPClient] pour "
+"les limites, notamment concernant la sécurité SSL.\n"
+"[b]Exemple pour contacter une API REST et afficher les champs retournés :[/"
+"b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Créer un nœud de requête HTTP et le connecter au signal de "
+"complétion.\n"
+" var http_request = HTTPRequest.new()\n"
+" add_child(http_request)\n"
+" http_request.connect(\"request_completed\", self, "
+"\"_http_request_completed\")\n"
+"\n"
+" # Lancer une requête GET. L'URL en-dessous retourne un JSON au moment de "
+"l'écriture de ce tutoriel.\n"
+" var error = http_request.request(\"https://httpbin.org/get\")\n"
+" if error != OK:\n"
+" push_error(\"Une erreur est survenue dans la requête HTTP.\")\n"
+"\n"
+" # Lancer une requête POST. L'URL en-dessous retourne un JSON au moment "
+"de l'écriture de ce tutoriel.\n"
+" # Note : Don't make simultaneous requests using a single HTTPRequest "
+"node.\n"
+" # Le code en-dessous est uniquement donné comme exemple.\n"
+" var body = {\"nom\": \"Godette\"}\n"
+" error = http_request.request(\"https://httpbin.org/post\", [], true, "
+"HTTPClient.METHOD_POST, body)\n"
+" if error != OK:\n"
+" push_error(\"Une erreur est survenue dans la requête HTTP.\")\n"
+"\n"
+"\n"
+"# Appelé quand la requête HTTP est complète.\n"
+"func _http_request_completed(result, response_code, headers, body):\n"
+" var response = parse_json(body.get_string_from_utf8())\n"
+"\n"
+" # Affichera le user-agent utilisé par le nœud HTTPRequest (reconnu par "
+"httpbin.org).\n"
+" print(response.headers[\"User-Agent\"])\n"
+"[/codeblock]\n"
+"[b]Un exemple de chargement et d'affichage d'une image récupérée avec une "
+"HTTPRequest:[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Créer un nœud de requête HTTP et le connecter au signal de "
+"complétion.\n"
+" var http_request = HTTPRequest.new()\n"
+" add_child(http_request)\n"
+" http_request.connect(\"request_completed\", self, "
+"\"_http_request_completed\")\n"
+"\n"
+" # Lancer une requête HTTP. L'URL en-dessous retourne une image PNG au "
+"moment de l'écriture de ce tutoriel.\n"
+" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
+" if error != OK:\n"
+" push_error(\"Une erreur est survenue dans la requête HTTP.\")\n"
+"\n"
+"\n"
+"# Appelé quand la requête HTTP est complète.\n"
+"func _http_request_completed(result, response_code, headers, body):\n"
+" var image = Image.new()\n"
+" var error = image.load_png_from_buffer(body)\n"
+" if error != OK:\n"
+" push_error(\"L'image n'a pu être chargée.\")\n"
+"\n"
+" var texture = ImageTexture.new()\n"
+" texture.create_from_image(image)\n"
+"\n"
+" # Afficher l'image dans un nœud TextureRect.\n"
+" var texture_rect = TextureRect.new()\n"
+" add_child(texture_rect)\n"
+" texture_rect.texture = texture\n"
+"[/codeblock]"
#: doc/classes/HTTPRequest.xml
msgid "Cancels the current request."
@@ -30307,9 +37929,12 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-#, fuzzy
-msgid "Maximum allowed size for response bodies."
-msgstr "Valeur maximale pour le mode énumeration."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -30320,14 +37945,37 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+#, fuzzy
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr "Nombre maximal de redirections autorisées."
#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
msgid "If [code]true[/code], multithreading is used to improve performance."
msgstr ""
"Si [code]true[/code], le multithreading est utilisé pour améliorer les "
@@ -30355,9 +38003,8 @@ msgstr ""
"La demande a échoué en raison d'une erreur de connexion (lecture / écriture)."
#: doc/classes/HTTPRequest.xml
-#, fuzzy
msgid "Request failed on SSL handshake."
-msgstr "Demande échouée sur la poignée de main SSL."
+msgstr "La demande a échoué lors de la poignée de main SSL."
#: doc/classes/HTTPRequest.xml
msgid "Request does not have a response (yet)."
@@ -30366,6 +38013,7 @@ msgstr "La demande n'a pas (encore) de réponse."
#: doc/classes/HTTPRequest.xml
msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
msgstr ""
+"La requête a dépassé la taille maximale, voir [member body_size_limit]."
#: doc/classes/HTTPRequest.xml
msgid "Request failed (currently unused)."
@@ -30373,18 +38021,19 @@ msgstr "Échec de la demande (actuellement inutilisé)."
#: doc/classes/HTTPRequest.xml
msgid "HTTPRequest couldn't open the download file."
-msgstr "[HTTPRequest] n'a pu ouvrir le fichier téléchargé."
+msgstr "La HTTPRequest n'a pu ouvrir le fichier téléchargé."
#: doc/classes/HTTPRequest.xml
msgid "HTTPRequest couldn't write to the download file."
-msgstr ""
+msgstr "La HTTPRequest n'a pu écrire dans un fichier de téléchargement."
#: doc/classes/HTTPRequest.xml
msgid "Request reached its maximum redirect limit, see [member max_redirects]."
msgstr ""
+"La requête a atteint le nombre de redirections autorisée, voir [member "
+"max_redirects]."
#: doc/classes/Image.xml
-#, fuzzy
msgid "Image datatype."
msgstr "Type de données d’image."
@@ -30403,39 +38052,47 @@ msgstr ""
#: doc/classes/Image.xml doc/classes/ImageTexture.xml
msgid "Importing images"
-msgstr ""
+msgstr "Importer des images"
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -30507,18 +38164,15 @@ msgstr ""
msgid ""
"Stretches the image and enlarges it by a factor of 2. No interpolation is "
"done."
-msgstr ""
+msgstr "Étire l'image en 2 fois plus grande. Aucune interpolation n'est faite."
#: doc/classes/Image.xml
-#, fuzzy
msgid "Fills the image with [code]color[/code]."
-msgstr "Supprime l’animation avec la touche [code]name[/code]."
+msgstr "Remplis toute l'image avec la couleur [code]color[/code]."
#: doc/classes/Image.xml
-#, fuzzy
msgid "Fills [code]rect[/code] with [code]color[/code]."
-msgstr ""
-"Renvoie [code]true[/code] si la colonne [code]column[/code] est modifiable."
+msgstr "Remplis le [code]rect[/code] avec la [code]color[/code]."
#: doc/classes/Image.xml
#, fuzzy
@@ -30547,13 +38201,12 @@ msgid ""
msgstr ""
#: doc/classes/Image.xml
-#, fuzzy
msgid "Returns a copy of the image's raw data."
-msgstr "Retourne les données brutes de l’image."
+msgstr "Retourne une copie des données brutes de l’image."
#: doc/classes/Image.xml
msgid "Returns the image's format. See [enum Format] constants."
-msgstr ""
+msgstr "Retourne le format de l'image. Voir [enum Format] pour les constantes."
#: doc/classes/Image.xml
msgid "Returns the image's height."
@@ -30586,10 +38239,12 @@ msgid ""
"Returns a new image that is a copy of the image's area specified with "
"[code]rect[/code]."
msgstr ""
+"Retourne une nouvelle image qui est le copie de la zone définie par "
+"[code]rect[/code] de l'image."
#: doc/classes/Image.xml
msgid "Returns the image's size (width and height)."
-msgstr ""
+msgstr "Retourne la taille de l'image (la largeur et la hauteur)."
#: doc/classes/Image.xml
msgid ""
@@ -30603,15 +38258,15 @@ msgstr "Retourne la largeur de l'image."
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image has generated mipmaps."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'image à des mipmaps de générés."
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image is compressed."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'image est compressée."
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image has no data."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'image n'a aucun donnée."
#: doc/classes/Image.xml
msgid ""
@@ -30651,7 +38306,7 @@ msgstr "Charge une image à partir du contenu binaire d’un fichier TGA."
#: doc/classes/Image.xml
msgid "Loads an image from the binary contents of a WebP file."
-msgstr ""
+msgstr "Charge une image depuis le contenu binaire d'un fichier WebP."
#: doc/classes/Image.xml
msgid ""
@@ -30691,6 +38346,8 @@ msgstr ""
msgid ""
"Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
msgstr ""
+"Convertit une image RGBE (« Red Green Blue Exponent ») standard en image "
+"sRGB."
#: doc/classes/Image.xml
msgid ""
@@ -30707,6 +38364,7 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Saves the image as a PNG file to [code]path[/code]."
msgstr ""
+"Enregistre l'image dans un fichier PNG à l'emplacement [code]path[/code]."
#: doc/classes/Image.xml
msgid ""
@@ -30738,40 +38396,45 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Shrinks the image by a factor of 2."
-msgstr ""
+msgstr "Réduit la taille de l'image par 2."
#: doc/classes/Image.xml
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
msgstr ""
+"Convertit des données brutes depuis l'espace de couleur sRGB en linéaire."
#: doc/classes/Image.xml
msgid "Unlocks the data and prevents changes."
-msgstr ""
+msgstr "Déverrouille les données et évite les modifications."
#: doc/classes/Image.xml
-#, fuzzy
msgid ""
"Holds all the image's color data in a given format. See [enum Format] "
"constants."
-msgstr "Convertit le format de l’image. Voir les constantes [enum Format]."
+msgstr ""
+"Garde tous les données de couleur de l'image dans un format donné. Voir les "
+"constantes [enum Format]."
#: doc/classes/Image.xml
msgid "The maximal width allowed for [Image] resources."
-msgstr ""
+msgstr "La largeur maximale autorisée pour les [Image]."
#: doc/classes/Image.xml
msgid "The maximal height allowed for [Image] resources."
-msgstr ""
+msgstr "La hauteur maximale autorisée pour les [Image]."
#: doc/classes/Image.xml
msgid "Texture format with a single 8-bit depth representing luminance."
msgstr ""
+"Un format de texture 8-bit représentant la luminance (niveaux de gris)."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format with two values, luminance and alpha each stored with "
"8 bits."
msgstr ""
+"Le format de texture OpenGL où il y a deux composants, la luminance et "
+"l'opacité, chacun de 8 bits."
#: doc/classes/Image.xml
msgid ""
@@ -30786,6 +38449,8 @@ msgid ""
"OpenGL texture format [code]RG[/code] with two components and a bitdepth of "
"8 for each."
msgstr ""
+"Le format de texture OpenGL [code]RG[/code] où il y a deux composants, "
+"chacun de 8 bits."
#: doc/classes/Image.xml
msgid ""
@@ -30808,60 +38473,80 @@ msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 4."
msgstr ""
+"Le format de texture OpenGL [code]RGBA[/code] où il y a quatre composants, "
+"chacun de 4 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each "
"component of RGB and one bit for alpha."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGB5_A1[/code] où il y a 5 bits pour "
+"chaque composant RGB, et un seul pour alpha."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
"bit floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGBA32F[/code] où il n'y a qu'un seul "
+"composant, un flottant de 32 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 32-bit floating-point values."
msgstr ""
+"Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, "
+"chacun un flottant de 32 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois "
+"composants, chacun un flottant de 32 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGBA32F[/code] où il y a quatre "
+"composants, chacun un flottant de 32 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-"
"bit \"half-precision\" floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_R32F[/code] où il n'y a qu'un seul "
+"composant, un flottant de demi-précision de 16 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 16-bit \"half-precision\" floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, "
+"chacun un flottant de demi-précision de 16 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois "
+"composants, chacun un flottant de demi-précision de 16 bits."
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
+"Le format de texture OpenGL [code]GL_RGA32F[/code] où il y a quatre "
+"composants, chacun un flottant de demi-précision de 16 bits."
#: doc/classes/Image.xml
msgid ""
@@ -30878,6 +38563,12 @@ msgid ""
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
+"Le format de texture [url=https://en.wikipedia.org/wiki/"
+"S3_Texture_Compression]S3TC[/url] qui utiliser une compression de bloc 1, et "
+"est une variation plus petite que S3TC, avec seulement 1 bit pour l'alpha et "
+"les composants de couleurs étant pré-multitpliés avec l'alpha.\n"
+"[b]Note :[/b] À la création d'une [ImageTexture], elle est convertie vers "
+"l'espace de couleur linéaire sRGB."
#: doc/classes/Image.xml
msgid ""
@@ -30931,6 +38622,9 @@ msgid ""
"BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
"RGB components."
msgstr ""
+"Le format de texture qui utilise la compression [url=https://www.khronos.org/"
+"opengl/wiki/BPTC_Texture_Compression]BPTC[/url] avec des flottants signés "
+"pour les composants RGB."
#: doc/classes/Image.xml
msgid ""
@@ -30938,6 +38632,9 @@ msgid ""
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
"RGB components."
msgstr ""
+"Le format de texture qui utilise la compression [url=https://www.khronos.org/"
+"opengl/wiki/BPTC_Texture_Compression]BPTC[/url] avec des flottants non-"
+"signés pour les composants RGB."
#: doc/classes/Image.xml
msgid ""
@@ -30953,20 +38650,24 @@ msgid ""
"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an "
"alpha component."
msgstr ""
-"Même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], mais "
-"avec une composante alpha."
+"C'est la même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/"
+"url], mais avec une composante alpha."
#: doc/classes/Image.xml
msgid ""
"Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-"
"bit color depth and no alpha."
msgstr ""
+"Similaire à [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], mais avec "
+"4 bits par canal et pas d'alpha."
#: doc/classes/Image.xml
msgid ""
"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an "
"alpha component."
msgstr ""
+"C'est la même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/"
+"url], mais avec une composante alpha."
#: doc/classes/Image.xml
msgid ""
@@ -31027,6 +38728,12 @@ msgid ""
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Format de compression Ericsson 2[/"
+"url] (variante [code]RGBA8[/code]), qui compresse les données RGBA8888 avec "
+"le support complet de l'opacité.\n"
+"[b]Note :[/b] Lors de la création d'une [ImageTexture], l'espace de couleur "
+"sRGB est convertit en linéaire."
#: doc/classes/Image.xml
msgid ""
@@ -31041,13 +38748,15 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Represents the size of the [enum Format] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Format]."
#: doc/classes/Image.xml
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
msgstr ""
+"Fait une interpolation du voisin le plus proche. Si l'image est "
+"redimensionnée, elle sera pixelisée."
#: doc/classes/Image.xml
msgid ""
@@ -31055,6 +38764,9 @@ msgid ""
"This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
"lower quality."
msgstr ""
+"Fait une interpolation bilinéaire. Si l'image est redimensionnée, elle peut "
+"être floue. Ce mode est plus rapide que [constant INTERPOLATE_CUBIC], mais "
+"le résultat est moins bon."
#: doc/classes/Image.xml
msgid ""
@@ -31062,6 +38774,9 @@ msgid ""
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
+"Fait une interpolation cubique. Si l'image est redimensionnée, elle peut "
+"être floue. Ce mode donne en général de meilleurs résultats que [constant "
+"INTERPOLATE_BILINEAR], mais est plus lente."
#: doc/classes/Image.xml
msgid ""
@@ -31086,11 +38801,11 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Image does not have alpha."
-msgstr "L’image n’a pas d’alpha."
+msgstr "L’image n’a pas d'opacité."
#: doc/classes/Image.xml
msgid "Image stores alpha in a single bit."
-msgstr ""
+msgstr "L'image stocke l'opacité sur un seul bit."
#: doc/classes/Image.xml
msgid "Image uses alpha."
@@ -31098,47 +38813,51 @@ msgstr "L'image utilise l'opacité."
#: doc/classes/Image.xml
msgid "Use S3TC compression."
-msgstr "Utilisez la compression ST3TC."
+msgstr "Utilise la compression ST3TC."
#: doc/classes/Image.xml
msgid "Use PVRTC2 compression."
-msgstr "Utilisez la compression PVRTC2."
+msgstr "Utilise la compression PVRTC2."
#: doc/classes/Image.xml
msgid "Use PVRTC4 compression."
-msgstr "Utilisez la compression PVRTC4."
+msgstr "Utilise la compression PVRTC4."
#: doc/classes/Image.xml
msgid "Use ETC compression."
-msgstr "Utilisez la compression ETC."
+msgstr "Utilise la compression ETC."
#: doc/classes/Image.xml
msgid "Use ETC2 compression."
-msgstr "Utilisez la compression ETC2."
+msgstr "Utilise la compression ETC2."
#: doc/classes/Image.xml
msgid ""
"Source texture (before compression) is a regular texture. Default for all "
"textures."
msgstr ""
+"La texture d'origine (avant la compression) est une texture classique. C'est "
+"le choix par défaut de toutes les textures."
#: doc/classes/Image.xml
msgid "Source texture (before compression) is in sRGB space."
-msgstr ""
+msgstr "La texture d'origine (avant la compression) est dans l'espace sRGB."
#: doc/classes/Image.xml
msgid ""
"Source texture (before compression) is a normal texture (e.g. it can be "
"compressed into two channels)."
msgstr ""
+"La texture d'origine (avant la compression) est une texture pour les "
+"normales (elle peut être compressée en n'utilisant que deux canaux)."
#: doc/classes/Image.xml
msgid "Source texture (before compression) is a [TextureLayered]."
-msgstr ""
+msgstr "La texture d'origine (avant la compression) est une [TextureLayered]."
#: doc/classes/ImageTexture.xml
msgid "A [Texture] based on an [Image]."
-msgstr ""
+msgstr "Une [Texture] basée sur une [Image]."
#: doc/classes/ImageTexture.xml
msgid ""
@@ -31181,6 +38900,44 @@ msgid ""
"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
"hardware limitations."
msgstr ""
+"Une [Texture] basée sur une [Image]. Pour qu'une image soit affichée, une "
+"[ImageTexture] doit être créée avec la méthode [method create_from_image] :\n"
+"[codeblock]\n"
+"var texture = ImageTexture.new()\n"
+"var image = Image.new()\n"
+"image.load(\"res://icon.png\")\n"
+"texture.create_from_image(image)\n"
+"$Sprite.texture = texture\n"
+"[/codeblock]\n"
+"De cette façon, les textures peuvent être créées au lancement du jeu en "
+"chargent les images depuis l'éditeur ou de manière externe.\n"
+"[b]Avertissement :[/b] Préférez charger les texture importées avec [method "
+"@GDScript.load] plutôt que depuis le système de fichier avec [method Image."
+"load], parce que ça peut ne pas fonctionner dans les projets exportés :\n"
+"[codeblock]\n"
+"var texture = load(\"res://icon.png\")\n"
+"$Sprite.texture = texture\n"
+"[/codeblock]\n"
+"C'est parce que les images doivent d'abord être importées comme des "
+"[StreamTexture] pour être chargées avec [method @GDScript.load]. Si vous "
+"préférez charger un fichier image comme n'importe quelle [Resource], "
+"importez-là comme ressource [Image] plutôt, et alors chargez-là normalement "
+"avec la méthode [method @GDScript.load].\n"
+"Il est à noter que les données de l'image peuvent toujours être récupérées à "
+"partir d'une texture importée avec la méthode [method Texture.get_data], qui "
+"retourne une copie des données de l'image :\n"
+"[codeblock]\n"
+"var texture = load(\"res://icon.png\")\n"
+"var image : Image = texture.get_data()\n"
+"[/codeblock]\n"
+"Une [ImageTexture] n'est pas prévue pour être gérée directement depuis "
+"l'interface de l'éditeur, et est principalement utilisé pour l'affichage "
+"d'images à l'écran de manière dynamique par le code. Si vous devez générer "
+"des images de manière procédurale depuis l'éditeur, préférez l'enregistrer "
+"puis l'importer sous forme de texture personnalisée en implémentant un "
+"nouveau [EditorImportPlugin].\n"
+"[b]Note :[/b] La taille maximale des textures est de 16384×16384 pixels à "
+"cause des limitations des cartes graphiques."
#: doc/classes/ImageTexture.xml
msgid ""
@@ -31189,6 +38946,10 @@ msgid ""
"[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] "
"is any combination of [enum Texture.Flags]."
msgstr ""
+"Crée une nouvelle [ImageTexture] avec la largeur [code]width[/code] et la "
+"hauteur [code]height[/code].\n"
+"Le [code]format[/code] est une valeur parmi [enum Image.Format], "
+"[code]flags[/code] est une combinaison de [enum Texture.Flags]."
#: doc/classes/ImageTexture.xml
msgid ""
@@ -31223,31 +38984,32 @@ msgid ""
msgstr ""
#: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml
-#, fuzzy
msgid "Resizes the texture to the specified dimensions."
-msgstr "Renvoie le texte associé à l’index spécifié."
+msgstr "Redimensionne la texture aux dimensions spécifiées."
#: doc/classes/ImageTexture.xml
msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
-msgstr ""
+msgstr "La qualité du stockage pour [constant STORAGE_COMPRESS_LOSSY]."
#: doc/classes/ImageTexture.xml
msgid "The storage type (raw, lossy, or compressed)."
-msgstr ""
+msgstr "Le type de stockage (brut, avec perte, ou compressé)."
#: doc/classes/ImageTexture.xml
msgid "[Image] data is stored raw and unaltered."
-msgstr ""
+msgstr "Les données de [Image] sont stockées brutes et sans modifications."
#: doc/classes/ImageTexture.xml
msgid ""
"[Image] data is compressed with a lossy algorithm. You can set the storage "
"quality with [member lossy_quality]."
msgstr ""
+"Les données de [Image] sont compressées avec perte. Vous pouvez définir la "
+"qualité de compression avec [member lossy_quality]."
#: doc/classes/ImageTexture.xml
msgid "[Image] data is compressed with a lossless algorithm."
-msgstr ""
+msgstr "Les données de [Image] sont compressées avec un algorithme sans perte."
#: doc/classes/ImmediateGeometry.xml
msgid "Draws simple geometry from code."
@@ -31274,11 +39036,15 @@ msgstr ""
msgid ""
"Simple helper to draw an UV sphere with given latitude, longitude and radius."
msgstr ""
+"Une aide simple pour afficher des sphères UV avec le nombre de latitudes, de "
+"longitudes et le rayon spécifiés."
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Adds a vertex in local coordinate space with the currently set color/uv/etc."
msgstr ""
+"Ajoute une sommet dans les coordonnées locale avec la couleur/uv/etc. déjà "
+"définit."
#: doc/classes/ImmediateGeometry.xml
msgid ""
@@ -31294,7 +39060,7 @@ msgstr "Efface tout ce qui a été dessiné en utilisant le début / la fin."
#: doc/classes/ImmediateGeometry.xml
msgid "Ends a drawing context and displays the results."
-msgstr ""
+msgstr "Termine le contexte de dessin et affiche le résultat."
#: doc/classes/ImmediateGeometry.xml
msgid "The current drawing color."
@@ -31345,7 +39111,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid "If the specified action is already pressed, this will release it."
-msgstr ""
+msgstr "Si l'action spécifiée est déjà pressé, elle sera relâchée."
#: doc/classes/Input.xml
msgid ""
@@ -31357,7 +39123,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -31382,9 +39148,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -31394,9 +39160,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -31412,10 +39178,13 @@ msgid ""
"Returns an [Array] containing the device IDs of all currently connected "
"joypads."
msgstr ""
+"Retourne un [Array] contenant les identifiants de tous les joypads "
+"actuellement connectés."
#: doc/classes/Input.xml
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr ""
+"Retourne la forme du curseur actuellement assignée (voir [enum CursorShape])."
#: doc/classes/Input.xml
msgid ""
@@ -31445,23 +39214,27 @@ msgstr "Retourne l'état actuel de ce canal, voir [enum ChannelState]."
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
-msgstr ""
+msgstr "Retourne l'index du nom d'axe renseigné."
#: doc/classes/Input.xml
msgid ""
"Receives a [enum JoystickList] axis and returns its equivalent name as a "
"string."
msgstr ""
+"Reçoit un axe [enum JoystickList] et retourne son nom équivalent comme "
+"chaine de caractères."
#: doc/classes/Input.xml
msgid "Returns the index of the provided button name."
-msgstr ""
+msgstr "Retourne l'index du nom de bouton renseigné."
#: doc/classes/Input.xml
msgid ""
"Receives a gamepad button from [enum JoystickList] and returns its "
"equivalent name as a string."
msgstr ""
+"Reçoit un bouton d'un manette depuis [enum JoystickList] et retourne son nom "
+"équivalent."
#: doc/classes/Input.xml
msgid ""
@@ -31471,11 +39244,11 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Returns the name of the joypad at the specified device index."
-msgstr ""
+msgstr "Retourne le nom du contrôleur pour l'index de l'appareil spécifié."
#: doc/classes/Input.xml
msgid "Returns the duration of the current vibration effect in seconds."
-msgstr ""
+msgstr "Retourne la durée de l'effet de vibration actuel en secondes."
#: doc/classes/Input.xml
msgid ""
@@ -31507,10 +39280,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -31530,9 +39299,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31544,9 +39313,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -31555,9 +39324,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31565,13 +39334,12 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoystickList])."
msgstr ""
-"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la "
-"chaîne de caractères donnée."
+"Retourne [code]true[/code] si vous êtes en train d'appuyer le bouton de la "
+"manette (voir [enum JoystickList])."
#: doc/classes/Input.xml
msgid ""
@@ -31707,24 +39475,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -31744,8 +39494,10 @@ msgstr "Arrête la vibration du joypad."
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -31758,16 +39510,39 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Emitted when a joypad device has been connected or disconnected."
+#, fuzzy
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
msgstr ""
+"Définit le mode de la souris. Voir les constantes pour plus d'informations."
#: doc/classes/Input.xml
-msgid "Makes the mouse cursor visible if it is hidden."
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
+msgid "Emitted when a joypad device has been connected or disconnected."
+msgstr "Émis quand un contrôleur a été connecté ou déconnecté."
+
+#: doc/classes/Input.xml
+msgid "Makes the mouse cursor visible if it is hidden."
+msgstr "Rend le curseur visible de la souris s'il caché."
+
+#: doc/classes/Input.xml
msgid "Makes the mouse cursor hidden if it is visible."
-msgstr ""
+msgstr "Masque le curseur de la souris s'il visible."
#: doc/classes/Input.xml
msgid ""
@@ -31780,52 +39555,70 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Makes the mouse cursor visible but confines it to the game window."
msgstr ""
+"Rend le curseur de la souris visible mais le confine dans la fenêtre de jeu."
#: doc/classes/Input.xml
msgid "Arrow cursor. Standard, default pointing cursor."
-msgstr ""
+msgstr "Le curseur flèche. Le pointeur standard."
#: doc/classes/Input.xml
msgid ""
"I-beam cursor. Usually used to show where the text cursor will appear when "
"the mouse is clicked."
msgstr ""
+"Le curseur poutre en I. Sert en général à afficher où le curseur de texte "
+"sera placé quand la souris sera cliquée."
#: doc/classes/Input.xml
msgid ""
"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
"other interactable item."
msgstr ""
+"Le curseur avec la main. Utilisé en général quand le curseur survole un lien "
+"ou un élément interactif."
#: doc/classes/Input.xml
msgid ""
"Cross cursor. Typically appears over regions in which a drawing operation "
"can be performed or for selections."
msgstr ""
+"Le curseur en croix. Utilisé typiquement pour les régions où l'on peut "
+"dessiner, ou pour les sélections."
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
+"Le curseur d'occupation. Indique que l'application est occupée à exécuter "
+"une opération. La forme de ce curseur suggère que l'application n'est pas "
+"utilisable durant cette opération en cours (ex.: que le fil d'exécution "
+"principal est bloqué)."
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
+"Le curseur d'activité. Indique que l'application est occupée à exécuter une "
+"opération. La forme de ce curseur suggère que l'application est toujours "
+"utilisable durant cette opération en cours."
#: doc/classes/Input.xml
msgid "Drag cursor. Usually displayed when dragging something."
msgstr ""
+"Le curseur de déposer-glisser. Affiché en général dès que l'opération de "
+"glissage a commencé."
#: doc/classes/Input.xml
msgid ""
"Can drop cursor. Usually displayed when dragging something to indicate that "
"it can be dropped at the current position."
msgstr ""
+"Le curseur pour déposer. Permet d'afficher une destination pour le déposer-"
+"glisser si l'emplacement survolé permet de déposer l'élément glissé."
#: doc/classes/Input.xml
msgid ""
@@ -31833,18 +39626,26 @@ msgid ""
"example, when dragging something) or that the control at a position is "
"disabled."
msgstr ""
+"Le curseur d'interdiction. Indique que l'action est interdite (ex.: en "
+"déplaçant un élément) ou que l'élément est désactivé."
#: doc/classes/Input.xml
msgid ""
"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
"user they can resize the window or the panel vertically."
msgstr ""
+"Le curseur de redimensionnement vertical. Une flèche à double tête. Elle "
+"précise qu'une fenêtre ou qu'un panneau peut être redimensionné "
+"verticalement."
#: doc/classes/Input.xml
msgid ""
"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
"the user they can resize the window or the panel horizontally."
msgstr ""
+"Le curseur de redimensionnement horizontal. Une flèche à double tête. Elle "
+"précise qu'une fenêtre ou qu'un panneau peut être redimensionné "
+"horizontalement."
#: doc/classes/Input.xml
msgid ""
@@ -31852,6 +39653,9 @@ msgid ""
"from the bottom left to the top right. It tells the user they can resize the "
"window or the panel both horizontally and vertically."
msgstr ""
+"Le curseur de redimensionnement de fenêtre. Une flèche à double tête du bas "
+"gauche vers le haut droit. Elle précise qu'une fenêtre ou qu'un panneau peut "
+"être redimensionné horizontalement et verticalement."
#: doc/classes/Input.xml
msgid ""
@@ -31860,26 +39664,37 @@ msgid ""
"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
"both horizontally and vertically."
msgstr ""
+"Le curseur de redimensionnement de fenêtre. Une flèche à double tête du haut "
+"gauche vers le bas droit, l'inverse de [constant CURSOR_BDIAGSIZE]. Elle "
+"précise qu'une fenêtre ou qu'un panneau peut être redimensionné "
+"horizontalement et verticalement."
#: doc/classes/Input.xml
msgid "Move cursor. Indicates that something can be moved."
msgstr ""
+"Le curseur de déplacement. Indique que quelque chose peut être déplacé."
#: doc/classes/Input.xml
msgid ""
"Vertical split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_VSIZE]."
msgstr ""
+"Le curseur de séparation verticale. Permet de déplacer la séparation "
+"horizontale entre deux vues. Sous Windows, c'est pareil que [constant "
+"CURSOR_VSIZE]."
#: doc/classes/Input.xml
msgid ""
"Horizontal split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_HSIZE]."
msgstr ""
+"Le curseur de séparation horizontale. Permet de déplacer la séparation "
+"verticale entre deux vues. Sous Windows, c'est pareil que [constant "
+"CURSOR_HSIZE]."
#: doc/classes/Input.xml
msgid "Help cursor. Usually a question mark."
-msgstr "Curseur d'aide. Généralement un point d'interrogation."
+msgstr "Le curseur d'aide. Généralement un point d'interrogation."
#: doc/classes/InputEvent.xml
msgid "Generic input event."
@@ -31888,10 +39703,12 @@ msgstr "Évènement d’entrée générique."
#: doc/classes/InputEvent.xml
msgid "Base class of all sort of input event. See [method Node._input]."
msgstr ""
+"La classe de commune de tous les événements d'entrée. Voir [method Node."
+"_input]."
#: doc/classes/InputEvent.xml
msgid "InputEvent"
-msgstr ""
+msgstr "InputEvent"
#: doc/classes/InputEvent.xml
msgid ""
@@ -31910,18 +39727,18 @@ msgstr "Retourne une représentation [String] de l'évènement."
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31930,9 +39747,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31944,9 +39761,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31960,6 +39777,8 @@ msgid ""
"Returns [code]true[/code] if this input event is an echo event (only for "
"events of type [InputEventKey])."
msgstr ""
+"Retourne [code]true[/code] si cet événement d'entrée est un écho (uniquement "
+"pour les événements de type [InputEventKey])."
#: doc/classes/InputEvent.xml
msgid ""
@@ -31977,9 +39796,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -32017,7 +39836,7 @@ msgstr "Type d’évènement d’entrée pour les actions."
#: doc/classes/InputEventAction.xml
msgid "The action's name. Actions are accessed via this [String]."
-msgstr ""
+msgstr "Le nom de l'action. Les actions sont accessibles par cette [String]."
#: doc/classes/InputEventAction.xml
msgid ""
@@ -32056,7 +39875,7 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid "Button identifier. One of the [enum JoystickList] button constants."
-msgstr ""
+msgstr "L'identifiant du bouton. Une des constantes de [enum JoystickList]."
#: doc/classes/InputEventJoypadButton.xml
msgid ""
@@ -32066,8 +39885,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -32095,13 +39914,15 @@ msgstr ""
#: doc/classes/InputEventKey.xml
msgid "Input event type for keyboard events."
-msgstr ""
+msgstr "Le type d'événement d'entrée des claviers."
#: doc/classes/InputEventKey.xml
msgid ""
"Stores key presses on the keyboard. Supports key presses, key releases and "
"[member echo] events."
msgstr ""
+"Enregistre la touche du clavier appuyée. Supporte les événements de touches "
+"appuyées, relâchées et [membre echo]."
#: doc/classes/InputEventKey.xml
msgid ""
@@ -32164,9 +39985,8 @@ msgid ""
msgstr ""
#: doc/classes/InputEventMIDI.xml
-#, fuzzy
msgid "Input event for MIDI inputs."
-msgstr "Type d’évènement d’entrée pour les actions."
+msgstr "L'évènement d’entrée des entrées MIDI."
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -32208,6 +40028,9 @@ msgid ""
"the controller number, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
+"Si le message est [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], ça indique le "
+"numéro du contrôleur, sinon c'est zéro. Les contrôleurs inclus les appareils "
+"comme les pédales et les leviers."
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -32215,6 +40038,9 @@ msgid ""
"the controller value, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
+"Si le message est [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], ça indique la "
+"valeur du contrôleur, sinon c'est zéro. Les contrôleurs inclus les appareils "
+"comme les pédales et les leviers."
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -32246,12 +40072,18 @@ msgid ""
"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
"the piano key frequency chart on Wikipedia for more information."
msgstr ""
+"Le numéro de la hauteur de la note de ce signal MIDI. Cette valeur est entre "
+"0 et 127. Sur un piano, le Do du milieu est 60, et le La 440Hz est 69, voir "
+"la colonne des \"notes MIDI\" sur la graphique des fréquences du piano sur "
+"Wikipédia pour plus d'informations."
#: doc/classes/InputEventMIDI.xml
msgid ""
"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
"devices, this value is always zero."
msgstr ""
+"La pression du signal MIDI. Cette valeur va de 0 à 127. Pour plusieurs "
+"périphériques, cette valeur est toujours 0."
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -32326,6 +40158,8 @@ msgid ""
"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
"code], the mouse button's state is released."
msgstr ""
+"Si [code]true[/code], le bouton de la souris est appuyé. Si [code]false[/"
+"code], le bouton de la souris est relâché."
#: doc/classes/InputEventMouseMotion.xml
msgid "Input event type for mouse motion events."
@@ -32335,19 +40169,31 @@ msgstr "Type d’évènement d’entrée pour les évènements de mouvement de s
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
-#, fuzzy
msgid "Mouse and input coordinates"
-msgstr "Demi-décalage sur la coordonnée X."
+msgstr "Les coordonnées de la souris"
+
+#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Retourne le nombre de disposition de clavier.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
@@ -32380,18 +40226,24 @@ msgstr ""
msgid ""
"Input event type for screen drag events. Only available on mobile devices."
msgstr ""
+"Le type d'événement d'entrée pour les glissements sur l'écran. Uniquement "
+"disponible sur les appareils mobiles."
#: doc/classes/InputEventScreenDrag.xml
msgid "Contains screen drag information. See [method Node._input]."
msgstr ""
+"Contient les informations de déposé-glissé à l'écran. Voir [method Node."
+"_input]."
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag event index in the case of a multi-drag event."
msgstr ""
+"L'index de l'événement de glissage dans le cas d'un événement de plusieurs "
+"glissages."
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag position."
-msgstr "La position de glissement."
+msgstr "La position du glissement."
#: doc/classes/InputEventScreenDrag.xml
msgid ""
@@ -32401,13 +40253,15 @@ msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag speed."
-msgstr "La vitesse de glissement."
+msgstr "La vitesse du glissement."
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"Input event type for screen touch events.\n"
"(only available on mobile devices)"
msgstr ""
+"Le type d'événement d'entrée pour les événements de tape sur l'écran.\n"
+"(uniquement disponible sur les appareils mobiles)"
#: doc/classes/InputEventScreenTouch.xml
msgid ""
@@ -32419,6 +40273,8 @@ msgstr ""
msgid ""
"The touch index in the case of a multi-touch event. One index = one finger."
msgstr ""
+"L'index du touché dans le cas d'un événement de multi-touch. Un index = un "
+"doigt (un point de contact)."
#: doc/classes/InputEventScreenTouch.xml
msgid "The touch position."
@@ -32439,35 +40295,33 @@ msgid ""
"Contains keys events information with modifiers support like [code]Shift[/"
"code] or [code]Alt[/code]. See [method Node._input]."
msgstr ""
+"Contient les informations des événements des touches avec les touches "
+"modificatrices comme [code]Shift[/code] (Majuscule) ou [code]Alt[/code] "
+"(Alternative). Voir [method Node._input]."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Alt[/code] modifier."
-msgstr "État du modificateur [kbd]Alt[/kbd]."
+msgstr "L'état du modificateur [code]Alt[/code]."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Command[/code] modifier."
-msgstr "État du modificateur [kbd]Cmd[/kbd]."
+msgstr "L'état du modificateur [code]Command[/code]."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Ctrl[/code] modifier."
-msgstr "État du modificateur [kbd]Ctrl[/kbd]."
+msgstr "L'état du modificateur [code]Ctrl[/code] (Contrôle)."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Meta[/code] modifier."
-msgstr "État du modificateur [kbd]Meta[/kbd]."
+msgstr "L'état du modificateur [code]Meta[/code]."
#: doc/classes/InputEventWithModifiers.xml
-#, fuzzy
msgid "State of the [code]Shift[/code] modifier."
-msgstr "État du modificateur [kbd]Shift[/kbd]."
+msgstr "L'état du modificateur [code]Shift[/code] (Majuscule)."
#: doc/classes/InputMap.xml
msgid "Singleton that manages [InputEventAction]."
-msgstr "Singleton qui gère [InputEventAction]."
+msgstr "L'instance unique qui gère les [InputEventAction]."
#: doc/classes/InputMap.xml
msgid ""
@@ -32481,6 +40335,7 @@ msgstr ""
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
msgstr ""
+"Ajoute un [InputEvent] à une action. Cet [InputEvent] déclenchera l'action."
#: doc/classes/InputMap.xml
msgid "Removes an [InputEvent] from an action."
@@ -32491,19 +40346,19 @@ msgid "Removes all events from an action."
msgstr "Retire tous les événements d'une action."
#: doc/classes/InputMap.xml
-#, fuzzy
msgid "Returns a deadzone value for the action."
-msgstr "Renvoie la valeur absolue du paramètre."
+msgstr "Retourne la valeur de la zone morte de l'action."
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
msgstr ""
+"Retourne [code]true[/code] si l'action est associée au [InputEvent] spécifié."
#: doc/classes/InputMap.xml
msgid "Sets a deadzone value for the action."
-msgstr ""
+msgstr "Définit une valeur pour la zone morte de l'action."
#: doc/classes/InputMap.xml
msgid ""
@@ -32523,18 +40378,23 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
-msgstr ""
+msgstr "Retourne la liste de toutes les actions dans le [InputMap]."
#: doc/classes/InputMap.xml
msgid ""
@@ -32547,10 +40407,12 @@ msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
+"Efface toutes les [InputEventAction] dans le [InputMap] et les rechargent "
+"depuis les [ProjectSettings]."
#: doc/classes/InstancePlaceholder.xml
msgid "Placeholder for the root [Node] of a [PackedScene]."
-msgstr ""
+msgstr "Le nœud fictif pour le [Node] racine de la [PackedScene]."
#: doc/classes/InstancePlaceholder.xml
msgid ""
@@ -32641,6 +40503,8 @@ msgid ""
"Cast a [bool] value to an integer value, [code]int(true)[/code] will be "
"equals to 1 and [code]int(false)[/code] will be equals to 0."
msgstr ""
+"Transformer un [bool] en une valeur entière, [code]int(true)[/code] donnera "
+"1 et [code]int(false)[/code] donnera 0."
#: doc/classes/int.xml
msgid ""
@@ -32662,7 +40526,7 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid "[i]Deprecated.[/i] Camera which moves toward another node."
-msgstr ""
+msgstr "[i]Obsolète.[/i] La caméra qui se place devant un autre nœud."
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -32672,17 +40536,29 @@ msgid ""
"If it is not [member enabled] or does not have a valid target set, "
"InterpolatedCamera acts like a normal Camera."
msgstr ""
+"[i]Obsolète (sera retiré dans Godot 4.0).[/i] InterpolatedCamera est une "
+"[Camera] qui se déplace doucement vers la position et rotation de sa cible.\n"
+"Si [member enabled] n'est pas activé ou si elle n'a pas de cible valide de "
+"définit, InterpolatedCamera se comportement comme une Camera normale."
#: doc/classes/InterpolatedCamera.xml
msgid "Sets the node to move toward and orient with."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
-#, fuzzy
msgid ""
"If [code]true[/code], and a target is set, the camera will move "
"automatically."
-msgstr "Si [code]true[/code], la lecture commence au chargement de la scène."
+msgstr ""
+"Si [code]true[/code], et que la cible est définie, la caméra se déplacera "
+"automatiquement."
+
+#: doc/classes/InterpolatedCamera.xml
+#, fuzzy
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+"La méthode de mise à jour de la camera. Voir [enum Camera2DProcessMode]."
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -32694,9 +40570,24 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr "La cible du [NodePath]."
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
+"Le protocole internet (IP) supporte des fonctionnalités comme la résolution "
+"DNS."
#: doc/classes/IP.xml
msgid ""
@@ -32720,6 +40611,8 @@ msgstr ""
#: doc/classes/IP.xml
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
msgstr ""
+"Retourne les actuelles adresses IPv4 et IPv6 de l'utilisateur dans un "
+"tableau."
#: doc/classes/IP.xml
msgid ""
@@ -32777,7 +40670,7 @@ msgstr ""
#: doc/classes/IP.xml
msgid "DNS hostname resolver status: No status."
-msgstr ""
+msgstr "Statut du résolveur de noms d'hôtes DNS : Aucun statut."
#: doc/classes/IP.xml
msgid "DNS hostname resolver status: Waiting."
@@ -32801,6 +40694,8 @@ msgstr ""
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
msgstr ""
+"La constante pour un identifiant invalide. Retourné si [constant "
+"RESOLVER_MAX_QUERIES] est dépassé."
#: doc/classes/IP.xml
msgid "Address type: None."
@@ -32808,11 +40703,11 @@ msgstr "Type d’adresse : Aucun."
#: doc/classes/IP.xml
msgid "Address type: Internet protocol version 4 (IPv4)."
-msgstr ""
+msgstr "Type d'adresse : Protocole internet version 4 (IPv4)."
#: doc/classes/IP.xml
msgid "Address type: Internet protocol version 6 (IPv6)."
-msgstr ""
+msgstr "Type d'adresse : Protocole internet version 6 (IPv6)."
#: doc/classes/IP.xml
msgid "Address type: Any."
@@ -32837,7 +40732,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32861,6 +40767,8 @@ msgid ""
"Ensure current selection is visible, adjusting the scroll position as "
"necessary."
msgstr ""
+"S'assure que l'actuelle sélection est visible, en ajustant l'ascenseur si "
+"nécessaire."
#: doc/classes/ItemList.xml
msgid ""
@@ -32872,27 +40780,33 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns the number of items currently in the list."
-msgstr ""
+msgstr "Retourne le nombre d'éléments actuellement dans la liste."
#: doc/classes/ItemList.xml
msgid ""
"Returns the custom background color of the item specified by [code]idx[/"
"code] index."
msgstr ""
+"Retourne la couleur d'arrière-plan personnalisée pour l'élément spécifié à "
+"l'index [code]idx[/code]."
#: doc/classes/ItemList.xml
msgid ""
"Returns the custom foreground color of the item specified by [code]idx[/"
"code] index."
msgstr ""
+"Retourne la couleur d'avant-plan personnalisée pour l'élément spécifié à "
+"l'index [code]idx[/code]."
#: doc/classes/ItemList.xml
msgid "Returns the icon associated with the specified index."
-msgstr ""
+msgstr "Retourne l'icône associée avec l'index donné."
#: doc/classes/ItemList.xml
msgid "Returns a [Color] modulating item's icon at the specified index."
msgstr ""
+"Retourne la [Color] de modulation pour l'icône de l'élément à la position "
+"donnée."
#: doc/classes/ItemList.xml
msgid ""
@@ -32905,17 +40819,16 @@ msgid "Returns the metadata value of the specified index."
msgstr "Renvoie la valeur de métadonnées de l’index spécifié."
#: doc/classes/ItemList.xml
-#, fuzzy
msgid "Returns the text associated with the specified index."
-msgstr "Renvoie le texte associé à l’index spécifié."
+msgstr "Retourne le texte associé à l’index spécifié."
#: doc/classes/ItemList.xml
msgid "Returns the tooltip hint associated with the specified index."
-msgstr ""
+msgstr "Retourne l'infobulle d'aide associée à l'index donné."
#: doc/classes/ItemList.xml
msgid "Returns an array with the indexes of the selected items."
-msgstr ""
+msgstr "Retourne un tableau des positions pour les éléments sélectionnés."
#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml
msgid ""
@@ -32934,6 +40847,8 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the item at the specified index is disabled."
msgstr ""
+"Retourne [code]true[/code] si l'élément à la position spécifiée est "
+"désactivé."
#: doc/classes/ItemList.xml
msgid ""
@@ -32945,17 +40860,23 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the item at the specified index is selectable."
msgstr ""
+"Retourne [code]true[/code] si l'élément à la position donnée est "
+"sélectionnable."
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the tooltip is enabled for specified item index."
msgstr ""
+"Retourne [code]true[/code] si une infobulle est active pour la position "
+"donnée."
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the item at the specified index is currently "
"selected."
msgstr ""
+"Retourne [code]true[/code] si l'élément à la position donnée est "
+"actuellement sélectionné."
#: doc/classes/ItemList.xml
msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]."
@@ -32965,24 +40886,31 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "Removes the item specified by [code]idx[/code] index from the list."
msgstr ""
+"Retire l'élément spécifié par la position [code]idx[/code] de la liste."
#: doc/classes/ItemList.xml
msgid ""
"Select the item at the specified index.\n"
"[b]Note:[/b] This method does not trigger the item selection signal."
msgstr ""
+"Sélectionner un élément à la position spécifiée.\n"
+"[b]Note :[/b] Cette méthode n'émet pas de signal de sélection de l'élément."
#: doc/classes/ItemList.xml
msgid ""
"Sets the background color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
msgstr ""
+"Définit la couleur d'arrière-plan de l'élément à la position [code]idx[/"
+"code] par la [Color] donnée."
#: doc/classes/ItemList.xml
msgid ""
"Sets the foreground color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
msgstr ""
+"Définit la couleur d'avant-plan de l'élément à la position [code]idx[/"
+"code] par la [Color] donnée."
#: doc/classes/ItemList.xml
msgid ""
@@ -32992,15 +40920,16 @@ msgid ""
msgstr ""
#: doc/classes/ItemList.xml
-#, fuzzy
msgid ""
"Sets (or replaces) the icon's [Texture] associated with the specified index."
-msgstr "Définit le texte de l’élément associé à l’index spécifié."
+msgstr ""
+"Définit (on remplace) la [Texture] de l'icône associée à la position donnée."
#: doc/classes/ItemList.xml
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
msgstr ""
+"Définit la [Color] de modulation de l'élément associé à la position donnée."
#: doc/classes/ItemList.xml
msgid ""
@@ -33035,17 +40964,16 @@ msgstr "Définit l’indice d’info-bulle de l’élément associé à l’inde
#: doc/classes/ItemList.xml
msgid "Sets whether the tooltip hint is enabled for specified item index."
-msgstr ""
-"Définit si l’indice de l’info-bulle est activé pour l’index d’élément "
-"spécifié."
+msgstr "Définit si l’infobulle est active pour la position donnée."
#: doc/classes/ItemList.xml
msgid "Sorts items in the list by their text."
-msgstr ""
+msgstr "Tri les éléments de la liste par leur texte."
#: doc/classes/ItemList.xml
msgid "Ensures the item associated with the specified index is not selected."
msgstr ""
+"Assure que l'élément associé à la position donnée n'est pas sélectionné."
#: doc/classes/ItemList.xml
msgid "Ensures there are no items selected."
@@ -33055,16 +40983,20 @@ msgstr "S'assure qu'aucun élément n'est sélectionné."
msgid ""
"If [code]true[/code], the currently selected item can be selected again."
msgstr ""
+"Si [code]true[/code], l'élément actuellement sélectionné peut être "
+"sélectionné à nouveau."
#: doc/classes/ItemList.xml
msgid "If [code]true[/code], right mouse button click can select items."
-msgstr ""
+msgstr "Si [code]true[/code], un clic-droit peut sélectionner les éléments."
#: doc/classes/ItemList.xml
msgid ""
"If [code]true[/code], the control will automatically resize the height to "
"fit its content."
msgstr ""
+"Si [code]true[/code], le taille du contrôle sera automatiquement ajusté pour "
+"s'adapter à la hauteur de son contenu."
#: doc/classes/ItemList.xml
msgid ""
@@ -33079,6 +41011,9 @@ msgid ""
"If either X or Y component is not greater than zero, icon size won't be "
"affected."
msgstr ""
+"La taille que prendrons toutes les icônes.\n"
+"Si un des composants X ou Y n'est pas supérieur à zéro, la taille ne sera "
+"pas changée."
#: doc/classes/ItemList.xml
msgid ""
@@ -33122,6 +41057,8 @@ msgid ""
"Allows single or multiple item selection. See the [enum SelectMode] "
"constants."
msgstr ""
+"Autorise une sélection d'un ou plusieurs éléments. Voir les constantes [enum "
+"SelectMode]."
#: doc/classes/ItemList.xml
msgid ""
@@ -33165,11 +41102,11 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "Icon is drawn above the text."
-msgstr "L'icône est affiché au-dessus du texte."
+msgstr "L'icône est affichée au-dessus du texte."
#: doc/classes/ItemList.xml
msgid "Icon is drawn to the left of the text."
-msgstr ""
+msgstr "L'icône est affichée à gauche du texte."
#: doc/classes/ItemList.xml
msgid "Only allow selecting a single item."
@@ -33178,6 +41115,7 @@ msgstr "Ne permet de sélectionner qu'un seul élément."
#: doc/classes/ItemList.xml
msgid "Allows selecting multiple items by holding Ctrl or Shift."
msgstr ""
+"Autorise la sélection de plusieurs élément en maintenant Ctrl ou Maj appuyé."
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Default text [Color] of the item."
@@ -33185,13 +41123,15 @@ msgstr "La [Color] par défaut du texte de l'élément."
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Text [Color] used when the item is selected."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand l'élément est sélectionné."
#: doc/classes/ItemList.xml
msgid ""
"[Color] of the guideline. The guideline is a line drawn between each row of "
"items."
msgstr ""
+"La [Color] de la ligne de guide. Cette ligne est affichée entre chaque ligne "
+"d'élément."
#: doc/classes/ItemList.xml
msgid "The horizontal spacing between items."
@@ -33203,7 +41143,7 @@ msgstr "L'espacement entre l'icône de l'élément et le texte."
#: doc/classes/ItemList.xml
msgid "The vertical spacing between each line of text."
-msgstr ""
+msgstr "L'espacement vertical entre chaque ligne de texte."
#: doc/classes/ItemList.xml
msgid "The vertical spacing between items."
@@ -33221,27 +41161,34 @@ msgstr ""
#: doc/classes/ItemList.xml
msgid "[StyleBox] used when the [ItemList] is being focused."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [ItemList] n'a pas le focus."
#: doc/classes/ItemList.xml
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
msgstr ""
+"La [StyleBox] utilisée pour le curseur, quand le [ItemList] est en focus."
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
msgstr ""
+"La [StyleBox] utilisée pour le curseur, quand le [ItemList] n'est pas en "
+"focus."
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
msgstr ""
+"La [StyleBox] utilisée pour les éléments sélectionnés, quand le [ItemList] "
+"n'est pas en focus."
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
msgstr ""
+"La [StyleBox] utilisée pour les éléments sélectionnés, quand le [ItemList] "
+"est en focus."
#: doc/classes/JavaScript.xml
msgid ""
@@ -33334,7 +41281,7 @@ msgstr ""
#: doc/classes/JavaScriptObject.xml
msgid "A wrapper class for native JavaScript objects."
-msgstr ""
+msgstr "Un classe d'encapsulation pour les objets JavaScript natifs."
#: doc/classes/JavaScriptObject.xml
msgid ""
@@ -33374,12 +41321,50 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Only available in the HTML5 platform."
msgstr ""
+"JavaScriptObject est utilisé pour interagir avec les objets JavaScript "
+"récupérés ou créés avec [method JavaScript.get_interface], [method "
+"JavaScript.create_object], ou [method JavaScript.create_callback].\n"
+"Exemple :\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # "
+"Cette référence doit être gardée\n"
+"var console = JavaScript.get_interface(\"console\")\n"
+"\n"
+"func _init():\n"
+" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # un nouveau "
+"ArrayBuffer(10)\n"
+" print(buf) # affiche [JavaScriptObject:OBJECT_ID]\n"
+" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # un "
+"nouveau Uint8Array(buf)\n"
+" uint8arr[1] = 255\n"
+" prints(uint8arr[1], uint8arr.byteLength) # affiche 255 10\n"
+" console.log(uint8arr) # affiche dans la console du navigateur "
+"\"Uint8Array(10) [ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
+"\n"
+" # Équivalent au code JavaScript: Array.from(uint8arr)."
+"forEach(myCallback)\n"
+" JavaScript.get_interface(\"Array\").from(uint8arr)."
+"forEach(_my_js_callback)\n"
+"\n"
+"func myCallback(args):\n"
+" # Sera appelé avec les paramètres passée à la fonction \"forEach\"\n"
+" # [0, 0, [JavaScriptObject:1173]]\n"
+" # [255, 1, [JavaScriptObject:1173]]\n"
+" # ...\n"
+" # [0, 9, [JavaScriptObject:1180]]\n"
+" print(args)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Uniquement disponible pour la plateforme HTML5."
#: doc/classes/JNISingleton.xml
msgid ""
"Singleton that connects the engine with Android plugins to interface with "
"native Android code."
msgstr ""
+"L'instance unique qui connecte le moteur de jeu avec les greffons Android "
+"pour s'interfacer sur du code natif Android."
#: doc/classes/JNISingleton.xml
msgid ""
@@ -33393,7 +41378,7 @@ msgstr ""
#: doc/classes/JNISingleton.xml
msgid "Creating Android plugins"
-msgstr ""
+msgstr "Créer des greffons Android"
#: doc/classes/Joint.xml
msgid "Base class for all 3D joints."
@@ -33419,11 +41404,11 @@ msgstr ""
#: doc/classes/Joint.xml
msgid "The node attached to the first side (A) of the joint."
-msgstr ""
+msgstr "Le nœud attaché à la première extrémité (A) du joint."
#: doc/classes/Joint.xml
msgid "The node attached to the second side (B) of the joint."
-msgstr ""
+msgstr "Le nœud attaché à la seconde extrémité (B) du joint."
#: doc/classes/Joint.xml
msgid ""
@@ -33453,15 +41438,19 @@ msgstr ""
msgid ""
"If [code]true[/code], [member node_a] and [member node_b] can not collide."
msgstr ""
+"Si [code]true[/code], les nœuds [member node_a] et [member node_b] ne peut "
+"pas entrer en collision."
#: doc/classes/Joint2D.xml
msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr ""
+"Le premier corps attaché à l'articulation. Doit hériter de [PhysicsBody2D]."
#: doc/classes/Joint2D.xml
msgid ""
"The second body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr ""
+"Le second corps attaché à l'articulation. Doit hériter de [PhysicsBody2D]."
#: doc/classes/JSON.xml
msgid "Helper class for parsing JSON data."
@@ -33472,12 +41461,16 @@ msgid ""
"Helper class for parsing JSON data. For usage example and other important "
"hints, see [JSONParseResult]."
msgstr ""
+"Classe d'aide pour interpréter les données JSON. Voir [JSONParseResult] pour "
+"les exemples d'utilisateur ou les notes importantes."
#: doc/classes/JSON.xml
msgid ""
"Parses a JSON-encoded string and returns a [JSONParseResult] containing the "
"result."
msgstr ""
+"Interprète une chaine de caractères encodé en JSON et retourne un "
+"[JSONParseResult] contenant le résultat."
#: doc/classes/JSON.xml
msgid ""
@@ -33531,6 +41524,57 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
+"Convertit une variable [Variant] en texte JSON et retourne le résultat. "
+"Utile pour sérialiser les données pour les enregistrer ou les envoyer à "
+"travers le réseau.\n"
+"[b]Note :[/b] Les spécifications du JSON ne définissent pas de différence "
+"entre les entiers et les flottants, et ne définissent que le type commun "
+"[i]nombre[/i]. Donc, convertir un Variant en JSON transformera tous les "
+"nombres en [float].\n"
+"La paramètre [code]indent[/code] contrôle si et comment le JSON doit être "
+"indenté, la chaine de caractères utilisé pour ce paramètre sera utilisé pour "
+"l'indentation de la sortie, et même les espaces [code]\" \"[/code] "
+"fonctionneront. [code]\\t[/code] et [code]\\n[/code] peuvent aussi être "
+"utilisé pour la tabulation, ou pour le retour à la ligne, respectivement.\n"
+"[b]Exemples de sortie :[/b]\n"
+"[codeblock]\n"
+"## JSON.print(my_dictionary) # À la suite, sans aucun retour à la ligne\n"
+"{\"name\":\"mon_dictionnaire\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
+"\"élément_0\",\"value\":\"valeur_0\"},{\"name\":\"élément_1\",\"value\":"
+"\"valeur_1\"}]}\n"
+"\n"
+"## JSON.print(my_dictionary, \"\\t\") # Retour à la ligne avec tabulation\n"
+"{\n"
+" \"name\": \"mon_dictionnaire\",\n"
+" \"version\": \"1.0.0\",\n"
+" \"entities\": [\n"
+" {\n"
+" \"name\": \"élément_0\",\n"
+" \"value\": \"valeur_0\"\n"
+" },\n"
+" {\n"
+" \"name\": \"élément_1\",\n"
+" \"value\": \"valeur_1\"\n"
+" }\n"
+" ]\n"
+"}\n"
+"\n"
+"## JSON.print(my_dictionary, \"...\") # Retour à la ligne avec \"...\"\n"
+"{\n"
+"...\"name\": \"mon_dictionnaire\",\n"
+"...\"version\": \"1.0.0\",\n"
+"...\"entities\": [\n"
+"......{\n"
+".........\"name\": \"élément_0\",\n"
+".........\"value\": \"valeur_0\"\n"
+"......},\n"
+"......{\n"
+".........\"name\": \"élément_1\",\n"
+".........\"value\": \"valeur_1\"\n"
+"......}\n"
+"...]\n"
+"}\n"
+"[/codeblock]"
#: doc/classes/JSONParseResult.xml
msgid "Data class wrapper for decoded JSON."
@@ -33549,18 +41593,24 @@ msgid ""
"The error type if the JSON source was not successfully parsed. See the [enum "
"Error] constants."
msgstr ""
+"Un type d'erreur si la source JSON n'a pas été interprétée correctement. "
+"Voir les constantes [enum Error]."
#: doc/classes/JSONParseResult.xml
msgid ""
"The line number where the error occurred if the JSON source was not "
"successfully parsed."
msgstr ""
+"Le numéro de ligne où l'erreur s'est produite dans le cas où le JSON n'a pas "
+"été interprété correctement."
#: doc/classes/JSONParseResult.xml
msgid ""
"The error message if the JSON source was not successfully parsed. See the "
"[enum Error] constants."
msgstr ""
+"Le message d'erreur si la source de JSON n'a pas été correctement "
+"interprétée. Voir les constantes [enum Error]."
#: doc/classes/JSONParseResult.xml
msgid ""
@@ -33584,6 +41634,26 @@ msgid ""
" push_error(\"Unexpected results.\")\n"
"[/codeblock]"
msgstr ""
+"Un [Variant] contenant un JSON interprété. Utilisez [method @GDScript."
+"typeof] ou le mot-clé [code]is[/code] pour vérifier si le type retourné "
+"correspond à vos attentes. Par exemple, si le code JSON commence par des "
+"accolades ([code]{}[/code]), un [Dictionary] sera retourné. S'il commence "
+"par des crochets ([code][][/code]), un [Array] sera retourné.\n"
+"[b]Remarque :[/b] La spécification JSON ne définis pas de type différent "
+"pour les entiers et flottants, mais seulement un type [i]number[/i]; par "
+"conséquent, toutes les valeurs numériques seront converties en type [float] "
+"lors de l'analyse du texte JSON.\n"
+"[b]Remarque :[/b] Les objets JSON ne préservent par l'ordre des champs comme "
+"les dictionnaires de Godot. Il ne faut donc pas présumer que l'ordre des "
+"champs est respecté si un dictionnaire est construit à partir d'un JSON. À "
+"l'inverse, les tableaux JSON conservent l'ordre de leurs éléments :\n"
+"[codeblock]\n"
+"var p = JSON.parse('[\"salut\", \"le\", \"monde\", \" !\"]')\n"
+"if typeof(p.result) == TYPE_ARRAY:\n"
+" print(p.result[0]) # Affiche \"salut\"\n"
+"else:\n"
+" push_error(\"Résultat inattendu.\")\n"
+"[/codeblock]"
#: doc/classes/JSONRPC.xml
msgid "A helper to handle dictionaries which look like JSONRPC documents."
@@ -33628,6 +41698,11 @@ msgid ""
"- [code]result[/code]: The return value of the function which was called.\n"
"- [code]id[/code]: The ID of the request this response is targeted to."
msgstr ""
+"Quand un serveur a reçu et traité une requête, il est attendu qu'il envoie "
+"une réponse. Si vous ne voulez pas de réponse alors vous devez envoyer une "
+"Notification à la place.\n"
+"- [code]result[/code] : Le résultat de la fonction appelée.\n"
+"- [code]id[/code] : L'identifiant de la requête que cette réponse cible."
#: doc/classes/JSONRPC.xml
msgid ""
@@ -33677,19 +41752,35 @@ msgid ""
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
+"Les corps Kinematic sont des types spéciaux de corps qui sont prévus pour "
+"être contrôlés par l'utilisateur. Ils ne sont pas affectés par la physique "
+"du tout ; contrairement aux autres types de corps, comme les caractères ou "
+"les corps rigides, ils sont plutôt similaires aux corps statiques. Ils ont "
+"principalement deux principaux usages :\n"
+"[b]Les mouvements simulés :[/b] Quand ces corps sont déplacés manuellement, "
+"que ça soit par le code ou avec un [AnimationPlayer] (avec [member "
+"AnimationPlayer.playback_process_mode] à \"physics\"), la physique calculera "
+"automatiquement une estimation de leur vitesse linéaire et angulaire. Ils "
+"sont très utiles pour les plateformes qui bougent ou les objets contrôlés "
+"par des AnimationPlayer (comme une porte, un pont qui se lève, etc.).\n"
+"[b]Les caractères cinétiques :[/b] La classe KinematicBody a aussi une API "
+"pour déplacer les objets (avec les méthodes [method move_and_collide] et "
+"[method move_and_slide]) tout en testant les collisions. Ils sont donc très "
+"utiles pour implémenter des caractères qui peuvent entrer en collision avec "
+"le monde, mais ne nécessitent pas de comportement physique avancé."
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Kinematic character (2D)"
-msgstr ""
+msgstr "Caractère cinématique (2D)"
#: doc/classes/KinematicBody.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the specified [code]axis[/code] is locked. See "
"also [member move_lock_x], [member move_lock_y] and [member move_lock_z]."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment "
-"zéro."
+"Retourne [code]true[/code] si l'axe [code]axis[/code] spécifié est "
+"verrouillé. Voir aussi [member move_lock_x], [member move_lock_y] et [member "
+"move_lock_z]."
#: doc/classes/KinematicBody.xml
msgid ""
@@ -33716,13 +41807,12 @@ msgid ""
msgstr ""
#: doc/classes/KinematicBody.xml
-#, fuzzy
msgid ""
"Returns a [KinematicCollision], which contains information about the latest "
"collision that occurred during the last call to [method move_and_slide]."
msgstr ""
-"Renvoie le nombre de fois où le corps est entré en collision et a changé de "
-"direction au cours du dernier appel vers [method move_and_slide]."
+"Retourne un [KinematicCollision], qui contient les information sur la "
+"dernière collision qui arrive au dernier appel de [method move_and_slide]."
#: doc/classes/KinematicBody.xml
msgid ""
@@ -33744,14 +41834,14 @@ msgstr ""
"direction au cours du dernier appel vers [method move_and_slide]."
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the body collided with the ceiling on the last "
"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
"Otherwise, returns [code]false[/code]."
msgstr ""
-"Retourne [code]true[/code] si le corps est au plafond. Ne se met à jour que "
-"lors de l'appel de la [method move_and_slide]."
+"Retourne [code]true[/code] si le corps était entré en collision avec le "
+"plafond lors du dernier appel à [method move_and_slide] or [method "
+"move_and_slide_with_snap]. Retourne [code]false[/code] sinon."
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -33882,18 +41972,24 @@ msgid ""
"Lock the body's X axis movement. Deprecated alias for [member "
"axis_lock_motion_x]."
msgstr ""
+"Verrouille l'axe X de mouvement du corps. C'est un raccourcis obsolète vers "
+"[member axis_lock_motion_x]."
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Y axis movement. Deprecated alias for [member "
"axis_lock_motion_y]."
msgstr ""
+"Verrouille l'axe Y de mouvement du corps. C'est un raccourcis obsolète vers "
+"[member axis_lock_motion_Y]."
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Z axis movement. Deprecated alias for [member "
"axis_lock_motion_z]."
msgstr ""
+"Verrouille l'axe Z de mouvement du corps. C'est un raccourcis obsolète vers "
+"[member axis_lock_motion_z]."
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -33916,7 +42012,7 @@ msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Do nothing when leaving a platform."
-msgstr ""
+msgstr "Ne fait rien quand quitte la plateforme."
#: doc/classes/KinematicBody2D.xml
msgid "Kinematic body 2D node."
@@ -33939,11 +42035,26 @@ msgid ""
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
+"Les corps Kinematic sont des types spéciaux de corps qui sont prévus pour "
+"être contrôlés par l'utilisateur. Ils ne sont pas affectés par la physique "
+"du tout ; contrairement aux autres types de corps, comme les caractères ou "
+"les corps rigides, ils sont plutôt similaires aux corps statiques. Ils ont "
+"principalement deux principaux usages :\n"
+"[b]Les mouvements simulés :[/b] Quand ces corps sont déplacés manuellement, "
+"que ça soit par le code ou avec un [AnimationPlayer] (avec [member "
+"AnimationPlayer.playback_process_mode] à \"physics\"), la physique calculera "
+"automatiquement une estimation de leur vitesse linéaire et angulaire. Ils "
+"sont très utiles pour les plateformes qui bougent ou les objets contrôlés "
+"par des AnimationPlayer (comme une porte, un pont qui se lève, etc.).\n"
+"[b]Les caractères cinétiques :[/b] La classe KinematicBody2D a aussi une API "
+"pour déplacer les objets (avec les méthodes [method move_and_collide] et "
+"[method move_and_slide]) tout en testant les collisions. Ils sont donc très "
+"utiles pour implémenter des caractères qui peuvent entrer en collision avec "
+"le monde, mais ne nécessitent pas de comportement physique avancé."
#: doc/classes/KinematicBody2D.xml
-#, fuzzy
msgid "Using KinematicBody2D"
-msgstr "Nœud 2D du corps cinématique."
+msgstr "Utiliser KinematicBody2D"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -33954,14 +42065,13 @@ msgid ""
msgstr ""
#: doc/classes/KinematicBody2D.xml
-#, fuzzy
msgid ""
"Returns a [KinematicCollision2D], which contains information about the "
"latest collision that occurred during the last call to [method "
"move_and_slide]."
msgstr ""
-"Renvoie le nombre de fois où le corps est entré en collision et a changé de "
-"direction au cours du dernier appel vers [method move_and_slide]."
+"Retourne un [KinematicCollision2D], qui contient les information sur la "
+"dernière collision qui arrive au dernier appel de [method move_and_slide]."
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -34047,9 +42157,8 @@ msgid ""
msgstr ""
#: doc/classes/KinematicCollision.xml
-#, fuzzy
msgid "Collision data for [KinematicBody] collisions."
-msgstr "Constante pour les corps cinématiques."
+msgstr "Les données lors des collisions des [KinematicBody]."
#: doc/classes/KinematicCollision.xml
msgid ""
@@ -34076,15 +42185,16 @@ msgstr "Le corps en collision."
msgid ""
"The colliding body's unique instance ID. See [method Object.get_instance_id]."
msgstr ""
+"L'identifiant unique d'instance du corps entrant en collision. Voir [method "
+"Object.get_instance_id]."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's metadata. See [Object]."
msgstr ""
#: doc/classes/KinematicCollision.xml
-#, fuzzy
msgid "The colliding body's [RID] used by the [PhysicsServer]."
-msgstr "La forme du corps en collision."
+msgstr "Le [RID] du corps entrant en collision utilisé par le [PhysicsServer]."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's shape."
@@ -34092,7 +42202,7 @@ msgstr "La forme du corps en collision."
#: doc/classes/KinematicCollision.xml
msgid "The colliding shape's index. See [CollisionObject]."
-msgstr ""
+msgstr "L'index de la forme entrant en collision. Voir [CollisionObject]."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding object's velocity."
@@ -34105,6 +42215,8 @@ msgstr "La forme de collision de l’objet en mouvement."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's shape's normal at the point of collision."
msgstr ""
+"La normale de la forme du corps qui entre en collision à l'endroit de la "
+"collision."
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The point of collision, in global coordinates."
@@ -34116,7 +42228,7 @@ msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The distance the moving object traveled before collision."
-msgstr ""
+msgstr "La distance que l'objet qui se déplace a bougé avant la collision."
#: doc/classes/KinematicCollision2D.xml
msgid "Collision data for [KinematicBody2D] collisions."
@@ -34138,10 +42250,13 @@ msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector2.UP[/code] by default. This value is always positive."
msgstr ""
+"L'angle de collision suivant [code]up_direction[/code], qui est "
+"[code]Vector2.UP[/code] par défaut. Cette valeur est toujours positive."
#: doc/classes/KinematicCollision2D.xml
msgid "The colliding body's [RID] used by the [Physics2DServer]."
msgstr ""
+"Le [RID] du corps qui entre en collision utilisé par [Physics2DServer]."
#: doc/classes/KinematicCollision2D.xml
msgid "The colliding shape's index. See [CollisionObject2D]."
@@ -34171,7 +42286,7 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Returns the amount of lines of text the Label has."
-msgstr ""
+msgstr "Retourne le nombre de lignes de texte qu'a le Label."
#: doc/classes/Label.xml
msgid "Returns the font size in pixels."
@@ -34216,7 +42331,7 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Limits the lines of text the node shows on screen."
-msgstr ""
+msgstr "Limite le nombre de lignes de texte que le nœud affiche à l'écran."
#: doc/classes/Label.xml
msgid ""
@@ -34225,13 +42340,13 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr "Le texte à afficher à l'écran."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
-msgstr ""
+msgstr "Si [code]true[/code], tous les textes seront en MAJUSCULE."
#: doc/classes/Label.xml
msgid ""
@@ -34242,38 +42357,40 @@ msgstr ""
#: doc/classes/Label.xml
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
+"Limite le nombre de caractères affichés. Mettez la valeur à -1 pour "
+"désactiver."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr "Aligne les lignes à gauche (défaut)."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr "Centre les lignes."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr "Aligne les lignes à droite."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
-msgstr ""
+msgstr "Ajoute des espaces à la ligne pour remplir en largeur."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
-msgstr "Alignez l’ensemble du texte en haut."
+msgstr "Aligne l’ensemble du texte en haut."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
-msgstr "Alignez l'ensemble du texte au centre."
+msgstr "Aligne l'ensemble du texte au centre."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
-msgstr "Alignez l’ensemble du texte vers le bas."
+msgstr "Aligne l’ensemble du texte vers le bas."
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
-msgstr ""
+msgstr "Aligne tout le texte en étirant les lignes."
#: doc/classes/Label.xml
msgid "Default text [Color] of the [Label]."
@@ -34286,10 +42403,12 @@ msgstr "La [Color] de l'ombre du texte."
#: doc/classes/Label.xml
msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
msgstr ""
+"La teinte de la bordure de la [Font]. Voir [member DynamicFont."
+"outline_color]."
#: doc/classes/Label.xml
msgid "Vertical space between lines in multiline [Label]."
-msgstr "Espace vertical entre les lignes en multiligne [Label]."
+msgstr "L'espace vertical entre les lignes en multiligne [Label]."
#: doc/classes/Label.xml
msgid ""
@@ -34313,11 +42432,278 @@ msgstr "[Font] utilisée pour le texte du [Label]."
msgid "Background [StyleBox] for the [Label]."
msgstr "Le [StyleBox] d'arrière-plan pour le [Label]."
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Displays plain text in a 3D world."
+msgstr "Nœud de sprite en 2D dans un monde en 3D."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"Si [code]true[/code], active l'option donné. Voir [enum Flags] pour ces "
+"options."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+"Le mode d'orientation de la TileMap. Voir [enum Mode] pour les valeurs "
+"possibles."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr "Le seuil à partir duquel le ciseau alpha ignorera les valeurs."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Si [code]true[/code], cache la ligne à l'index spécifié."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+"La direction de remplissage. Voir [enum FillMode] pour les valeurs possibles."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+"Si [code]true[/code], la ligne sera verticale. Si [code]false[/code], elle "
+"sera horizontale."
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+"Si [code]true[/code], l'objet est affiché à la même taille indépendamment de "
+"sa distance à la caméra."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "[Font] utilisée pour le texte du [Label]."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+"Control l'alignement horizontal du texte. Supporte à gauche, au centre, ou à "
+"droite. Réglez-le à l'une des constantes de [enum Align]."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr "L'espace vertical entre les lignes en multiligne [Label]."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Text [Color] of the [Label3D]."
+msgstr "La [Color] par défaut du texte du [Label]."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+"Si [code]true[/code], les tests de profondeur sont désactivés et l'objet "
+"sera dessiné suivant son ordre de rendu et non suivant sa distance."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The text drawing offset (in pixels)."
+msgstr "Le décalage du dessin de la texture."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The tint of [Font]'s outline."
+msgstr "La hauteur du cylindre."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"Définit la priorité de rendu pour la bordure du texte. Des objets plus "
+"prioritaires seront affichés par-dessus des objets moins inférieurs.\n"
+"[b]Note: [/b] Cela ne s'applique que si [member alpha_cut] est défini à "
+"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
+"n'affectera pas la façon dont les objets transparents sont triés par rapport "
+"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
+"alors que les objets transparents sont triés de l'arrière à l'avant (et "
+"suivant leur priorité)."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"Définit la priorité de rendu pour le texte. Des objets plus prioritaires "
+"seront affichés par-dessus des objets moins inférieurs.\n"
+"[b]Note: [/b] Cela ne s'applique que si [member alpha_cut] est défini à "
+"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
+"n'affectera pas la façon dont les objets transparents sont triés par rapport "
+"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
+"alors que les objets transparents sont triés de l'arrière à l'avant (et "
+"suivant leur priorité)."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+"Control l'alignement vertical du texte. Supports en haut, au centre, et en "
+"bas. Réglez-le à l'une des constantes de [enum VAlign]."
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+"La largeur de texte (en pixels), utilisée pour les retours à la ligne et "
+"l'alignement de remplissage."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If set, lights in the environment affect the label."
+msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+"Si défini, le texte sera aussi visible de derrière. Sinon, le texture n'est "
+"invisible que de face."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+"Désactive le test de profondeur, de sorte que cet objet sera dessiné devant "
+"tous les autres. Cependant, les objets dessinés après lui dans l'ordre "
+"d'affichage peuvent être devant."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+"L'étiquette est mise à l'échelle suivant la distance pour qu'elle apparaisse "
+"toujours à la même taille à l'écran."
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr "Représente la taille de l'énumération [enum DrawFlags]."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+"Ce mode réalise un mélange l'opacité standard. Il peut afficher des zones "
+"translucides, mais des problèmes de tri selon la transparence peuvent être "
+"visibles lorsque plusieurs matériaux transparents se chevauchent."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+"Ce mode ne permet que les pixels transparents ou alors entièrement opaques. "
+"Ce mode est également connu sous le nom de [i]alpha testing[/i] ou "
+"[i]transparence 1 bit[/i].\n"
+"[b]Note :[/b] Ce mode peut avoir des problèmes avec des polices avec "
+"anticrénelage et des contours, essayez d'ajuster [member "
+"alpha_scisor_threshold] ou en utilisant la police avec SDF.\n"
+"[b]Note :[/b] Lors de l'utilisation de texte avec des caractères superposés "
+"(par exemple des cursives), ce mode pourrait avoir des problèmes de tri de "
+"la transparence entre le texte principal et le contour."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+"Ce mode dessine des pixels entièrement opaques lors de la pré-passe de "
+"profondeur. Ceci est plus lent que [constant ALPHA_CUT_DISABLED] ou "
+"[constant ALPHA_CUT_DISCARD], mais ça permet d'afficher des zones "
+"translucides et des bords lisses tout en utilisant le tri approprié.\n"
+"[b]Note :[/b] Lors de l'utilisation de texte avec des caractères superposés "
+"(par exemple des cursives), ce mode pourrait avoir des problèmes de tri de "
+"la transparence entre le texte principal et le contour."
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
"offsets."
msgstr ""
+"[i]Obsolète[/i]. Une [Texture] capable de stocker plusieurs textures plus "
+"petites avec des positions."
#: doc/classes/LargeTexture.xml
msgid ""
@@ -34326,12 +42712,18 @@ msgid ""
"You can dynamically add pieces ([Texture]s) to this [LargeTexture] using "
"different offsets."
msgstr ""
+"[i]Obsolète (elle sera retiré dans Godot 4.0).[/i] Une [Texture] capable de "
+"stocker de nombreuses textures plus petites avec des décalages.\n"
+"Vous pouvez ajouter dynamiquement des [Texture] à ce [LargeTexture] en "
+"utilisant différents décalages."
#: doc/classes/LargeTexture.xml
msgid ""
"Adds [code]texture[/code] to this [LargeTexture], starting on offset "
"[code]ofs[/code]."
msgstr ""
+"Ajoute [code]texture[/code] à cette [LargeTexture], démarrant à la position "
+"[code]ofs[/code]."
#: doc/classes/LargeTexture.xml
msgid "Clears the [LargeTexture]."
@@ -34339,11 +42731,11 @@ msgstr "Efface la [LargeTexture]."
#: doc/classes/LargeTexture.xml
msgid "Returns the number of pieces currently in this [LargeTexture]."
-msgstr ""
+msgstr "Retourne le nombre de pièces actuellement dans cette [LargeTexture]."
#: doc/classes/LargeTexture.xml
msgid "Returns the offset of the piece with the index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne le décalage de la pièce à l'index [code]idx[/code]."
#: doc/classes/LargeTexture.xml
#, fuzzy
@@ -34355,6 +42747,8 @@ msgid ""
"Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
"code]."
msgstr ""
+"Définit le décalage de la pièce à l'index [code]idx[/code] avec [code]ofs[/"
+"code]."
#: doc/classes/LargeTexture.xml
#, fuzzy
@@ -34379,26 +42773,31 @@ msgid ""
"from it. Light contains the common variables and parameters used for "
"lighting."
msgstr ""
+"Light est la classe de base [i]abstraite[/i] pour les lumières. Puisque ça "
+"ne peut être instancié, ça ne devrait pas être utilisé directement. D'autres "
+"types de nœuds de lumière héritent de cette classe, qui contient les "
+"variables communes aux sous-classes, et les paramètres utilisés pour "
+"l'éclairage."
#: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows"
-msgstr ""
+msgstr "Les lumières et ombres 3D"
#: doc/classes/Light.xml
-#, fuzzy
msgid "Returns the value of the specified [enum Light.Param] parameter."
-msgstr "Renvoie la valeur de métadonnées de l’index spécifié."
+msgstr "Retourne la valeur du paramètre [enum Light.Param] spécifié."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Sets the value of the specified [enum Light.Param] parameter."
-msgstr "Renvoie la valeur de métadonnées de l’index spécifié."
+msgstr "Définit la valeur du paramètre [enum Light.Param] spécifié."
#: doc/classes/Light.xml
msgid ""
"If [code]true[/code], the light only appears in the editor and will not be "
"visible at runtime."
msgstr ""
+"Si [code]true[/code], la lumière n'apparaît que dans l'éditeur et ne sera "
+"pas visible au lancement du jeu."
#: doc/classes/Light.xml
msgid "The light's bake mode. See [enum BakeMode]."
@@ -34409,10 +42808,13 @@ msgid ""
"The light's color. An [i]overbright[/i] color can be used to achieve a "
"result equivalent to increasing the light's [member light_energy]."
msgstr ""
+"La couleur de la lumière. Une couleur [i]sur-brillante[/i] peut être "
+"utilisée pour un résultant équivalent à augmenter l'énergie [member "
+"light_energy] de la lumière."
#: doc/classes/Light.xml
msgid "The light will affect objects in the selected layers."
-msgstr ""
+msgstr "La lumière affectera les objets dans les calques sélectionnés."
#: doc/classes/Light.xml
msgid ""
@@ -34420,18 +42822,26 @@ msgid ""
"[OmniLight] and [SpotLight], changing this value will only change the light "
"color's intensity, not the light's radius."
msgstr ""
+"Le multiplicateur de force de la lumière (ça n'a aucune unité physique). "
+"Pour [OmniLight] et [SpotLight], changer cette valeur ne changera que "
+"l'intensité de la constante de couleur de la lumière, et non le rayon de la "
+"lumière."
#: doc/classes/Light.xml
msgid ""
"Secondary multiplier used with indirect light (light bounces). This works on "
"both [BakedLightmap] and [GIProbe]."
msgstr ""
+"Le multiplicateur secondaire utilisé pour la lumière indirecte (les rebonds "
+"de lumière). Cela fonctionne avec [BakedLightmap] et aussi [GIProbe]."
#: doc/classes/Light.xml
msgid ""
"If [code]true[/code], the light's effect is reversed, darkening areas and "
"casting bright shadows."
msgstr ""
+"Si [code]true[/code], l'effet de la lumière est inversé, assombrissant les "
+"zones et lançant des ombres lumineuses."
#: doc/classes/Light.xml
msgid ""
@@ -34448,6 +42858,11 @@ msgid ""
"emission, this can be used to avoid unrealistic reflections when placing "
"lights above an emissive surface."
msgstr ""
+"L'intensité du reflet spéculaire dans les objets touchés par la lumière. "
+"Avec [code]0[/code], la lumière devient une lumière purement diffuse. Si ça "
+"n'est pas une émission pré-calculée, cela peut être utilisé pour éviter des "
+"reflets irréalistes lorsqu'on place des lumières au-dessus d'une surface "
+"émise."
#: doc/classes/Light.xml
msgid ""
@@ -34455,19 +42870,32 @@ msgid ""
"shadowing (\"shadow acne\"), while too large a value causes shadows to "
"separate from casters (\"peter-panning\"). Adjust as needed."
msgstr ""
+"Utilisé pour ajuster l'apparence de l'ombre. Une valeur trop petite résulte "
+"au auto-ombrage (« shadow acne »), et quqand trop grande, ça provoque des "
+"ombres séparées de l'objet qui crée l'ombre (« peter-panning »). Réglez "
+"selon les besoins."
#: doc/classes/Light.xml
msgid "The color of shadows cast by this light."
-msgstr ""
+msgstr "La couleur de l'ombre projeté par cette lumière."
#: doc/classes/Light.xml
-#, fuzzy
-msgid "Attempts to reduce [member shadow_bias] gap."
-msgstr "Constante pour l'accès à [member shadow_normal_bias]."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
+msgstr ""
+"Tente de réduire l'écart [member shadow_bias] en rendant les ombres de "
+"contact en fonction de l'espace-écran. Cela a un impact sur les "
+"performances, surtout avec des valeurs élevées.\n"
+"[b]Note :[/b] Les ombres de contact peuvent sembler brisées, donc laisser "
+"cette propriété à [code]0.0[/code] est plutôt recommandé."
#: doc/classes/Light.xml
msgid "If [code]true[/code], the light will cast shadows."
-msgstr ""
+msgstr "Si [code]true[/code], la lumière produira des ombres."
#: doc/classes/Light.xml
msgid ""
@@ -34476,117 +42904,117 @@ msgid ""
"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
"shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
msgstr ""
+"Si [code]true[/code], inverse la face arrière du maillage. Cela peut être "
+"utile lorsque vous avez un maillage plat qui a une lumière derrière elle. Si "
+"vous avez besoin de lancer une ombre sur les deux côtés du maillage, "
+"définissez le maillage pour utiliser les deux faces avec [constant "
+"GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]"
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_energy]."
-msgstr "Constante pour accéder à [member light_energy]."
+msgstr "La constante pour accéder à [member light_energy]."
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_indirect_energy]."
-msgstr "Constante pour accéder à [member light_indirect_energy]."
+msgstr "La constante pour accéder à [member light_indirect_energy]."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Constant for accessing [member light_size]."
-msgstr "Constante d'accès [member light_size]."
+msgstr "La constante pour accéder à [member light_size]."
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_specular]."
-msgstr ""
+msgstr "La constante pour accéder à [member light_specular]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member OmniLight.omni_range] or [member SpotLight."
"spot_range]."
-msgstr "Constante pour accéder à [member light_indirect_energy]."
+msgstr ""
+"La constante pour accéder à [member OmniLight.omni_range] ou [member "
+"SpotLight.spot_range]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member OmniLight.omni_attenuation] or [member "
"SpotLight.spot_attenuation]."
-msgstr "Constante pour accéder à [member light_indirect_energy]."
+msgstr ""
+"La constante pour accéder à [member OmniLight.omni_attenuation] ou [member "
+"SpotLight.spot_attenuation]."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Constant for accessing [member SpotLight.spot_angle]."
-msgstr "Constante pour accéder à [member light_energy]."
+msgstr "La constante pour accéder à [member SpotLight.spot_angle]."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]."
-msgstr "Constante pour accéder à [member light_energy]."
+msgstr "La constante pour accéder à [member SpotLight.spot_angle_attenuation]."
#: doc/classes/Light.xml
-#, fuzzy
msgid "Constant for accessing [member shadow_contact]."
-msgstr "Constante pour l'accès à [member shadow_normal_bias]."
+msgstr "La constante pour accéder à [member shadow_contact]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_max_distance]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_max_distance]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_1]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_split_1]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_2]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_split_2]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_3]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_split_3]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_normal_bias]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_normal_bias]."
#: doc/classes/Light.xml
msgid "Constant for accessing [member shadow_bias]."
-msgstr ""
+msgstr "La constante pour accéder à [member shadow_bias]."
#: doc/classes/Light.xml
-#, fuzzy
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_bias_split_scale]."
msgstr ""
-"Constante pour accéder à [member DirectionalLight3D."
-"directional_shadow_fade_start]."
+"La constante pour accéder à [member DirectionalLight."
+"directional_shadow_bias_split_scale]."
#: doc/classes/Light.xml
msgid ""
"Light is ignored when baking.\n"
"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking."
msgstr ""
+"La lumière est ignorée lors du pré-calcul.\n"
+"[b]Note :[/b] L'enregistrement d'une lumière ne [i]n'affecte pas[/i] le pré-"
+"calcul."
#: doc/classes/Light.xml
msgid "Only indirect lighting will be baked (default)."
-msgstr ""
+msgstr "Seul l'éclairage indirect sera pré-calculé (choix par défaut)."
#: doc/classes/Light.xml
msgid ""
@@ -34594,6 +43022,9 @@ msgid ""
"[b]Note:[/b] You should hide the light if you don't want it to appear twice "
"(dynamic and baked)."
msgstr ""
+"La lumière directe et indirecte sera pré-calculée.\n"
+"[b]Note :[/b] Vous devriez cacher la lumière si vous ne voulez pas qu'elle "
+"apparaisse deux fois (une fois dynamique et une autre pour le pré-calcul)."
#: doc/classes/Light2D.xml
msgid "Casts light in a 2D environment."
@@ -34606,6 +43037,11 @@ msgid ""
"parameters (range and shadows-related).\n"
"[b]Note:[/b] Light2D can also be used as a mask."
msgstr ""
+"Montre la lumière dans un environnement 2D. La lumière est définie par une "
+"texture (généralement grise), une couleur, une valeur énergétique, un mode "
+"(voir les constantes), et divers autres paramètres (relatifs à la portée et "
+"aux ombres).\n"
+"[b]Note :[/b] Light2D peut aussi être utilisée comme masque."
#: doc/classes/Light2D.xml
msgid "The Light2D's [Color]."
@@ -34630,38 +43066,47 @@ msgstr ""
#: doc/classes/Light2D.xml
msgid "The Light2D's mode. See [enum Mode] constants for values."
msgstr ""
+"Le mode de la Light2D. Voir les constantes [enum Mode] pour les valeurs."
#: doc/classes/Light2D.xml
msgid "The offset of the Light2D's [code]texture[/code]."
-msgstr ""
+msgstr "Le décalage de la [code]texture[/code] de la Light2D."
#: doc/classes/Light2D.xml
msgid "The height of the Light2D. Used with 2D normal mapping."
-msgstr ""
+msgstr "La hauteur du Light2D. Utilisé avec une mapping de normale 2D."
#: doc/classes/Light2D.xml
msgid ""
"The layer mask. Only objects with a matching mask will be affected by the "
"Light2D."
msgstr ""
+"Le masque de calque. Seuls les objets avec un masque correspondant seront "
+"sous l'influence de ce Light2D."
#: doc/classes/Light2D.xml
msgid "Maximum layer value of objects that are affected by the Light2D."
msgstr ""
+"La niveau de calque maximum pour qu'un objet soit éclairé par la Light2D."
#: doc/classes/Light2D.xml
msgid "Minimum layer value of objects that are affected by the Light2D."
msgstr ""
+"La niveau de calque minimum pour qu'un objet soit éclairé par la Light2D."
#: doc/classes/Light2D.xml
msgid ""
"Maximum [code]z[/code] value of objects that are affected by the Light2D."
msgstr ""
+"La valeur [code]z[/code] maximale pour que les objets soient affectés pour "
+"les Light2D."
#: doc/classes/Light2D.xml
msgid ""
"Minimum [code]z[/code] value of objects that are affected by the Light2D."
msgstr ""
+"La valeur [code]z[/code] minimale pour que les objets soient affectés pour "
+"les Light2D."
#: doc/classes/Light2D.xml
#, fuzzy
@@ -34670,15 +43115,17 @@ msgstr "Taille du tampon d'ombre."
#: doc/classes/Light2D.xml
msgid "[Color] of shadows cast by the Light2D."
-msgstr ""
+msgstr "La [Color] de l'ombre affichée par la Light2D."
#: doc/classes/Light2D.xml
msgid "If [code]true[/code], the Light2D will cast shadows."
-msgstr ""
+msgstr "Si [code]true[/code], la Light2D affichera les ombres."
#: doc/classes/Light2D.xml
msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
msgstr ""
+"Le type de filtre pour les ombres. Voir [enum ShadowFilter] pour les valeurs "
+"possibles."
#: doc/classes/Light2D.xml
msgid "Smoothing value for shadows."
@@ -34686,17 +43133,20 @@ msgstr "Valeur de lissage pour les ombres."
#: doc/classes/Light2D.xml
msgid "Smooth shadow gradient length."
-msgstr ""
+msgstr "Longeur de lissage du dégradé d'ombre."
#: doc/classes/Light2D.xml
msgid ""
"The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
"with a matching light mask will cast shadows."
msgstr ""
+"Le masque d'ombre. Utilisé avec [LightOccluder2D] pour lancer des ombres. "
+"Seuls les occulteurs avec un masque de lumière correspondant lanceront des "
+"ombres."
#: doc/classes/Light2D.xml
msgid "[Texture] used for the Light2D's appearance."
-msgstr ""
+msgstr "La [Texture] utilisée pour l'apparence de la Light2D."
#: doc/classes/Light2D.xml
msgid "The [code]texture[/code]'s scale factor."
@@ -34707,18 +43157,24 @@ msgid ""
"Adds the value of pixels corresponding to the Light2D to the values of "
"pixels under it. This is the common behavior of a light."
msgstr ""
+"Ajoute la valeur des pixels correspondant à la Light2D aux valeurs des "
+"pixels sous elle. C'est le comportement classique des lumières."
#: doc/classes/Light2D.xml
msgid ""
"Subtracts the value of pixels corresponding to the Light2D to the values of "
"pixels under it, resulting in inversed light effect."
msgstr ""
+"Soustrait la valeur des pixels correspondant à la Light2D aux valeurs des "
+"pixels sous elle, ce qui entraîne un effet de lumière inversé."
#: doc/classes/Light2D.xml
msgid ""
"Mix the value of pixels corresponding to the Light2D to the values of pixels "
"under it by linear interpolation."
msgstr ""
+"Mélange la valeur des pixels correspondant à la Light2D aux valeurs des "
+"pixels sous elle, via une interpolation linéaire."
#: doc/classes/Light2D.xml
msgid ""
@@ -34726,40 +43182,54 @@ msgid ""
"parts of the screen underneath depending on the value of each pixel of the "
"light (mask) texture."
msgstr ""
+"La texture de lumière de la Light2D est utilisée comme masque, cache ou "
+"révèle des parties de l'écran sous la valeur de chaque pixel de la texture "
+"de la lumière (masque)."
#: doc/classes/Light2D.xml
msgid "No filter applies to the shadow map. See [member shadow_filter]."
msgstr ""
+"Aucun filtre ne s'applique à la carte d'ombre. Voir [member Shadow_filter]."
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (3 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
+"Le pourcentage de filtrage proche (3 échantillons) s'applique à la carte de "
+"l'ombre. Voir [member Shadow_filter]."
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (5 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
+"Le pourcentage de filtrage proche (5 échantillons) s'applique à la carte de "
+"l'ombre. Voir [member Shadow_filter]."
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (7 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
+"Le pourcentage de filtrage proche (7 échantillons) s'applique à la carte de "
+"l'ombre. Voir [member Shadow_filter]."
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (9 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
+"Le pourcentage de filtrage proche (9 échantillons) s'applique à la carte de "
+"l'ombre. Voir [member Shadow_filter]."
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (13 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
+"Le pourcentage de filtrage proche (13 échantillons) s'applique à la carte de "
+"l'ombre. Voir [member Shadow_filter]."
#: doc/classes/LightOccluder2D.xml
msgid "Occludes light cast by a Light2D, casting shadows."
@@ -34777,10 +43247,12 @@ msgid ""
"The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only "
"from Light2D(s) that have the same light mask(s)."
msgstr ""
+"Le masque de lumière du LightOccluder2D. Le LightOccluder2D ne lancera que "
+"des ombres que sur les Light2D qui ont le même masque de lumière."
#: doc/classes/LightOccluder2D.xml
msgid "The [OccluderPolygon2D] used to compute the shadow."
-msgstr ""
+msgstr "Le [OccluderPolygon2D] utilisé pour calculer l'ombre."
#: doc/classes/Line2D.xml
msgid "A 2D line."
@@ -34788,13 +43260,22 @@ msgstr "Une ligne 2D."
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
"[member ProjectSettings.rendering/limits/buffers/"
"canvas_polygon_index_buffer_size_kb]."
msgstr ""
+"Une ligne à travers plusieurs points dans l'espace 2D. Supporte une largeur "
+"et une couleur différentes sur la longueur, la texture et plusieurs types "
+"d'embout et de jointure.\n"
+"[b]Note :[/b] Par défaut, Godot ne peut dessiner que 4 096 points de "
+"polygone à la fois. Pour augmenter cette limite, ouvrez les paramètres du "
+"projet et augmentez [member ProjectSettings.rendering/limits/buffers/"
+"canvas_polygon_buffer_size_kb] et [member ProjectSettings.rendering/limits/"
+"buffers/canvas_polygon_index_buffer_size_kb]"
#: doc/classes/Line2D.xml
msgid ""
@@ -34807,10 +43288,18 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
+"Ajoute un point au [code]position[/code]. Ajoute le point à la fin de la "
+"ligne.\n"
+"Si [code]at_position[/code] est donné, le point est inséré avant l'indice "
+"[code]at_position[/code], en déplaçant ce point (et chaque point après) "
+"après le point inséré. Si [code]at_position[/code] n'est pas donné, ou est "
+"une valeur invalide ([code]at_position < 0[/code] ou [code]at_position >= "
+"[method get_point_count][/code]), le point sera ajouté à la fin de la liste "
+"des points."
#: doc/classes/Line2D.xml
msgid "Removes all points from the line."
-msgstr ""
+msgstr "Retire tous les points de la ligne."
#: doc/classes/Line2D.xml
msgid "Returns the Line2D's amount of points."
@@ -34829,13 +43318,23 @@ msgid ""
"Overwrites the position in point [code]i[/code] with the supplied "
"[code]position[/code]."
msgstr ""
+"Remplace la position du point [code]i[/code] par la [code]position[/code] "
+"spécifiée."
#: doc/classes/Line2D.xml
-#, fuzzy
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
-msgstr "Si [code]true[/code], la frontière de la ligne sera anti-aliasée."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
#: doc/classes/Line2D.xml
msgid ""
@@ -34854,6 +43353,8 @@ msgid ""
"Controls the style of the line's last point. Use [enum LineCapMode] "
"constants."
msgstr ""
+"Contrôle le style du dernier point de la ligne. Utilisez une des constantes "
+"de [enum LineCapMode]."
#: doc/classes/Line2D.xml
msgid ""
@@ -34863,7 +43364,7 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid "The style for the points between the start and the end."
-msgstr ""
+msgstr "Le style des points entre le début et la fin."
#: doc/classes/Line2D.xml
msgid ""
@@ -34873,8 +43374,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34925,11 +43430,11 @@ msgstr "Ne pas dessiner les bords de la ligne."
#: doc/classes/Line2D.xml
msgid "Draws the line cap as a box."
-msgstr ""
+msgstr "Dessine le bout de la ligne avec une boîte."
#: doc/classes/Line2D.xml
msgid "Draws the line cap as a circle."
-msgstr ""
+msgstr "Dessine le bout de la ligne avec un arrondi."
#: doc/classes/Line2D.xml
msgid ""
@@ -34981,22 +43486,56 @@ msgid ""
"- Command + Right arrow: Like the End key, move the cursor to the end of the "
"line"
msgstr ""
+"LineEdit fournit une éditeur de texte sur une ligne, utilisé pour les champs "
+"de texte.\n"
+"Il propose de nombreux raccourcis qui sont toujours disponibles ([code]Ctrl[/"
+"code] ici correspond à [code]Commande[/code] sous macOS) :\n"
+"- Ctrl + C : Copier\n"
+"- Ctrl + X : Couper\n"
+"- Ctrl + V ou Ctrl + Y : Coller\n"
+"- Ctrl + Z : Annuler\n"
+"- Ctrl + Màj + Z : Refaire\n"
+"- Ctrl + U : Supprimer le texte du curseur jusqu'au début de la ligne\n"
+"- Ctrl + K : Supprimer le texte du curseur jusqu'à la fin de la ligne\n"
+"- Ctrl + A : Sélectionner tout le texte\n"
+"- Flèche haut/bas : Déplace le curseur au début/fin de la ligne\n"
+"Sous macOS, d'autres raccourcis sont disponibles :\n"
+"- Ctrl + F : Comme avec la flèche droite, déplace le curseur d'un caractère "
+"vers la droite\n"
+"- Ctrl + B : Comme avec la flèche gauche, déplace le curseur d'un caractère "
+"vers la gauche\n"
+"- Ctrl + P : Comme avec la flèche du haut, déplace le curseur à la ligne "
+"précédente\n"
+"- Ctrl + N : Comme avec la flèche du bas, déplace le curseur à la ligne "
+"suivante\n"
+"- Ctrl + D : Comme la touche Supprimer, supprime le caractère à droite du "
+"curseur\n"
+"- Ctrl + H : Comme la touche Backspace, supprime le caractère à gauche du "
+"curseur\n"
+"- Commande + Flèche gauche : Comme la touche Home, déplacer le curseur au "
+"début de la ligne\n"
+"- Commande + Flèche droite : Comme la touche Fin, déplacer le curseur au "
+"début de la ligne"
#: doc/classes/LineEdit.xml
msgid ""
"Adds [code]text[/code] after the cursor. If the resulting value is longer "
"than [member max_length], nothing happens."
msgstr ""
+"Ajoute [code]text[/code] après le curseur. Si le résultat est plus long que "
+"[member max_length], rien ne se passe."
#: doc/classes/LineEdit.xml
msgid "Erases the [LineEdit]'s [member text]."
-msgstr ""
+msgstr "Efface le [member text] du [LineEdit]."
#: doc/classes/LineEdit.xml
msgid ""
"Deletes one character at the cursor's current position (equivalent to "
"pressing the [code]Delete[/code] key)."
msgstr ""
+"Supprime un caractère à la position actuelle du curseur (revient à appuyer "
+"sur la touche suppression [code]Delete[/code])."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35005,7 +43544,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr "Efface la sélection actuelle."
@@ -35024,9 +43563,23 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr "Retourne la colonne de début de sélection."
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr "Retourne la colonne de fin de sélection."
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Retourne [code]true[/code] si le minuteur est arrêté."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
+"Exécute l'action donnée comme définit par l'énumération [enum MenuItems]."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35040,6 +43593,15 @@ msgid ""
"select(2, 5) # Will select \"lco\".\n"
"[/codeblock]"
msgstr ""
+"Sélectionne les caractères à l'intérieur du [LineEdit] entre [code]from[/"
+"code] et [code]to[/code]. Par défaut, [code]from[/code] est au début et "
+"[code]to[/code] à la fin.\n"
+"[codeblock]\n"
+"text = \"Bienvenue\"\n"
+"select() # Will select \"Bienvenue\".\n"
+"select(5) # Will select \"venue\".\n"
+"select(2, 7) # Will select \"enven\".\n"
+"[/codeblock]"
#: doc/classes/LineEdit.xml
msgid "Selects the whole [String]."
@@ -35047,31 +43609,46 @@ msgstr "Sélectionne l’ensemble [String]."
#: doc/classes/LineEdit.xml
msgid "Text alignment as defined in the [enum Align] enum."
-msgstr ""
+msgstr "L'alignement du texte tel que défini dans l'énumération [enum Align]."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "If [code]true[/code], the caret (visual cursor) blinks."
-msgstr ""
+msgstr "Si [code]true[/code], le curseur de texte clignote."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Duration (in seconds) of a caret's blinking cycle."
-msgstr ""
+msgstr "La durée (en secondes) de l'animation de clignotement du curseur."
#: doc/classes/LineEdit.xml
msgid ""
"The cursor's position inside the [LineEdit]. When set, the text may scroll "
"to accommodate it."
msgstr ""
+"La position du curseur dans le [LineEdit]. Lorsqu'il est défini, le texte "
+"peut défiler pour l'afficher."
#: doc/classes/LineEdit.xml
msgid ""
"If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/"
"code] is not empty, which can be used to clear the text quickly."
msgstr ""
+"Si [code]true[/code], le [LineEdit] affichera un bouton effacer si le "
+"[code]text[/code] n'est pas vide, ce qui permet d'effacer rapidement le "
+"texte."
#: doc/classes/LineEdit.xml
msgid "If [code]true[/code], the context menu will appear when right-clicked."
+msgstr "Si [code]true[/code], le menu contextuel apparaitra au clic-droit."
+
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
msgstr ""
+"Si [code]true[/code], la cellule actuellement sélectionnée peut être "
+"sélectionnée à nouveau."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35107,12 +43684,39 @@ msgid ""
"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/codeblock]"
msgstr ""
+"La quantité maximale de caractères qui peuvent être entré dans ce "
+"[LineEdit]. Si [code]0[/code], il n'y a aucune limite.\n"
+"Quand une limite est définie, le texte est tronqué aux [member max_length] "
+"premiers caractères. Ça arrive pour le [member text] existant lorsque la "
+"longueur maximale est définie, ou quand un nouveau texte est inséré dans le "
+"[LineEdit], en étant par exemple collé. Si le texte est tronqué, le signal "
+"[signal text_change_rejected] est émis avec le reste du texte tronqué passé "
+"en paramètre.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"text = \"Salut le monde\"\n"
+"max_length = 5\n"
+"# `text` est tronqué à \"Salut\".\n"
+"max_length = 11\n"
+"text += \" l'univers\"\n"
+"# `text` becomes \"Salut l'uni\".\n"
+"# `text_change_rejected` est émis avec \"vers\" passé en paramètre.\n"
+"[/codeblock]"
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
"code]."
msgstr ""
+"L'opacité du [member placeholder_text]. Entre [code]0[/code] et [code]1[/"
+"code]."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35144,10 +43748,12 @@ msgid ""
"If [code]false[/code], it's impossible to select the text using mouse nor "
"keyboard."
msgstr ""
+"Si [code]false[/code], il n'est pas possible de sélectionner le texte avec "
+"la souris ou le clavier."
#: doc/classes/LineEdit.xml
msgid "If [code]false[/code], using shortcuts will be disabled."
-msgstr ""
+msgstr "Si [code]false[/code], les raccourcis sont désactivés."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35161,6 +43767,8 @@ msgid ""
"If [code]true[/code], the native virtual keyboard is shown when focused on "
"platforms that support it."
msgstr ""
+"Si [code]true[/code], le clavier virtuel natif est affiché lorsque cet "
+"élément prend le focus sur les plateformes qui le supportent."
#: doc/classes/LineEdit.xml
msgid ""
@@ -35176,26 +43784,27 @@ msgstr "Émis lorsque le texte change."
#: doc/classes/LineEdit.xml
msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
msgstr ""
+"Émis quand l'utilisateur presse [constant KEY_ENTER] dans le [LineEdit]."
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the left-hand side of the [LineEdit]."
-msgstr ""
+msgstr "Aligne le texte à gauche dans le [LineEdit]."
#: doc/classes/LineEdit.xml
msgid "Centers the text in the middle of the [LineEdit]."
-msgstr ""
+msgstr "Centre le texte au milieu de la [LineEdit]."
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the right-hand side of the [LineEdit]."
-msgstr ""
+msgstr "Aligne le texte à droite dans le [LineEdit]."
#: doc/classes/LineEdit.xml
msgid "Stretches whitespaces to fit the [LineEdit]'s width."
-msgstr ""
+msgstr "Élargis les espaces pour s'adapter à la largeur du [LineEdit]."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Cuts (copies and clears) the selected text."
-msgstr ""
+msgstr "Coupe (copie puis efface) le texte sélectionné."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Copies the selected text."
@@ -35227,19 +43836,19 @@ msgstr "Inverser la dernière action d'annulation."
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Represents the size of the [enum MenuItems] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum MenuItems]."
#: doc/classes/LineEdit.xml
msgid "Color used as default tint for the clear button."
-msgstr ""
+msgstr "La couleur utilisée pour la teinte par défaut pour le bouton effacer."
#: doc/classes/LineEdit.xml
msgid "Color used for the clear button when it's pressed."
-msgstr ""
+msgstr "La couleur utilisée pour le bouton effacer quand il est appuyé."
#: doc/classes/LineEdit.xml
msgid "Color of the [LineEdit]'s visual cursor (caret)."
-msgstr ""
+msgstr "La couleur du curseur de texte du [LineEdit]."
#: doc/classes/LineEdit.xml
msgid "Default font color."
@@ -35248,6 +43857,8 @@ msgstr "Couleur de police par défaut."
#: doc/classes/LineEdit.xml
msgid "Font color for selected text (inside the selection rectangle)."
msgstr ""
+"La couleur de la police du texte sélectionné (à l'intérieur du rectangle de "
+"sélection)."
#: doc/classes/LineEdit.xml
msgid "Font color when editing is disabled."
@@ -35270,11 +43881,11 @@ msgstr "Police utilisée pour le texte."
#: doc/classes/LineEdit.xml
msgid "Texture for the clear button. See [member clear_button_enabled]."
-msgstr ""
+msgstr "La texture pour le bouton effacer. Voir [member clear_button_enabled]."
#: doc/classes/LineEdit.xml
msgid "Background used when [LineEdit] has GUI focus."
-msgstr ""
+msgstr "L'arrière-plan quand le [LineEdit] à le focus."
#: doc/classes/LineEdit.xml
msgid "Default background for the [LineEdit]."
@@ -35300,7 +43911,7 @@ msgstr ""
#: doc/classes/LineShape2D.xml
msgid "The line's distance from the origin."
-msgstr ""
+msgstr "La distance de la ligne à l'origine."
#: doc/classes/LineShape2D.xml
msgid "The line's normal."
@@ -35308,7 +43919,7 @@ msgstr "La normale de la ligne."
#: doc/classes/LinkButton.xml
msgid "Simple button used to represent a link to some resource."
-msgstr ""
+msgstr "Un simple bouton pour représente un lien vers une ressource."
#: doc/classes/LinkButton.xml
msgid ""
@@ -35363,6 +43974,7 @@ msgstr "La [Color] de texte utilisée quand le [LinkButton] est pressé."
#: doc/classes/LinkButton.xml
msgid "The vertical space between the baseline of text and the underline."
msgstr ""
+"L'espacement vertical entre la ligne de base du texte et le surlignage."
#: doc/classes/LinkButton.xml
msgid "[Font] of the [LinkButton]'s text."
@@ -35377,7 +43989,7 @@ msgstr ""
#: doc/classes/Listener.xml doc/classes/Listener2D.xml
msgid "Overrides the location sounds are heard from."
-msgstr ""
+msgstr "Remplace la position d'où les sons sont entendus."
#: doc/classes/Listener.xml
msgid ""
@@ -35389,6 +44001,7 @@ msgstr ""
#: doc/classes/Listener.xml
msgid "Disables the listener to use the current camera's listener instead."
msgstr ""
+"Désactive l'écouteur pour utiliser à la place celui de la caméra actuelle."
#: doc/classes/Listener.xml
msgid "Returns the listener's global orthonormalized [Transform]."
@@ -35404,7 +44017,7 @@ msgstr ""
#: doc/classes/Listener.xml
msgid "Enables the listener. This will override the current camera's listener."
-msgstr ""
+msgstr "Active cet écouteur. Cela va remplacer celui de la caméra actuelle."
#: doc/classes/Listener2D.xml
msgid ""
@@ -35422,11 +44035,12 @@ msgid ""
"Disables the [Listener2D]. If it's not set as current, this method will have "
"no effect."
msgstr ""
+"Désactive le [Listener2D]. S'il n'était pas déjà l'actuel, cette méthode "
+"n'aura aucun effet."
#: doc/classes/Listener2D.xml
-#, fuzzy
msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
-msgstr "Retourne [code]true[/code] si une animation joue présentement."
+msgstr "Retourne [code]true[/code] si le [Listener2D] est actuellement actif."
#: doc/classes/Listener2D.xml
msgid ""
@@ -35439,7 +44053,7 @@ msgstr ""
#: doc/classes/MainLoop.xml
msgid "Abstract base class for the game's main loop."
-msgstr ""
+msgstr "La classe abstraite de base pour la boucle principale du jeu."
#: doc/classes/MainLoop.xml
msgid ""
@@ -35486,6 +44100,50 @@ msgid ""
" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
"[/codeblock]"
msgstr ""
+"[MainLoop] une classe abstraite de base pour la boucle de jeu d'un projet "
+"Godot. C'est hérité par [SceneTree], qui est l'implémentation de boucle de "
+"jeu par défaut dans les projets Godot, mais il est possible d'écrire sa "
+"propre boucle en utilisant une sous-classe de [MainLoop] plutôt que celle "
+"par défaut.\n"
+"Au lancement de l'application, une implémentation d'une [MainLoop] doit être "
+"fournieà au système d'exploitation ; sinon, l'application quittera. Elle est "
+"fournie automatiquement (un [SceneTree] est créé) sauf si un [Script] "
+"principal est fourni depuis les lignes de commande (avec [code]godot -s "
+"my_loop.gd[/code], qui doit alors contenir l'implémentation d'une "
+"[MainLoop].\n"
+"Voici un exemple de script implémentant une simple [MainLoop]:\n"
+"[codeblock]\n"
+"extends MainLoop\n"
+"\n"
+"var time_elapsed = 0\n"
+"var keys_typed = []\n"
+"var quit = false\n"
+"\n"
+"func _initialize():\n"
+" print(\"Initialisé :\")\n"
+" print(\" Time de début : %s\" % str(time_elapsed))\n"
+"\n"
+"func _idle(delta):\n"
+" time_elapsed += delta\n"
+" # Retourner \"true\" pour quitter la boucle.\n"
+" return quit\n"
+"\n"
+"func _input_event(event):\n"
+" # Enregistrer les touches.\n"
+" if event is InputEventKey and event.pressed and !event.echo:\n"
+" keys_typed.append(OS.get_scancode_string(event.scancode))\n"
+" # Quitter quand Échap appuyé.\n"
+" if event.scancode == KEY_ESCAPE:\n"
+" quit = true\n"
+" # Quitter au premier clic de la souris.\n"
+" if event is InputEventMouseButton:\n"
+" quit = true\n"
+"\n"
+"func _finalize():\n"
+" print(\"Terminé :\")\n"
+" print(\" Temps final : %s\" % str(time_elapsed))\n"
+" print(\" Touches pressés : %s\" % var2str(keys_typed))\n"
+"[/codeblock]"
#: doc/classes/MainLoop.xml
msgid ""
@@ -35503,6 +44161,8 @@ msgid ""
"Called when the user performs an action in the system global menu (e.g. the "
"Mac OS menu bar)."
msgstr ""
+"Appelé quand un utilisateur fait une action depuis le menu global du système "
+"(par ex. la barre de menu de macOS)."
#: doc/classes/MainLoop.xml
msgid ""
@@ -35560,22 +44220,28 @@ msgid ""
"Should not be called manually, override [method _input_event] instead. Will "
"be removed in Godot 4.0."
msgstr ""
+"Ne devrait pas être appelé manuellement, surchargez plutôt [method "
+"_input_event]. Sera supprimé dans Godot 4.0."
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _input_text] instead. Will "
"be removed in Godot 4.0."
msgstr ""
+"Ne devrait pas être appelé manuellement, surchargez plutôt [method "
+"_input_text]. Sera supprimé dans Godot 4.0."
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _iteration] instead. Will be "
"removed in Godot 4.0."
msgstr ""
+"Ne doit pas être appelé manuellement, utilisez [method _iteration] plutôt. "
+"Sera supprimé dans Godot 4.0."
#: doc/classes/MainLoop.xml
msgid "Emitted when a user responds to a permission request."
-msgstr ""
+msgstr "Émis quand l'utilisateur répond à une demande de permission."
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -35733,6 +44399,8 @@ msgstr "Transformation de données (marshalling) et assistants d'encodage."
#: doc/classes/Marshalls.xml
msgid "Provides data transformation and encoding utility functions."
msgstr ""
+"Fournis des fonctions utilitaires pour la transformation et le codage des "
+"données."
#: doc/classes/Marshalls.xml
#, fuzzy
@@ -35762,16 +44430,16 @@ msgid ""
msgstr ""
#: doc/classes/Marshalls.xml
-#, fuzzy
msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedByteArray] "
-"donné."
+"Retourne la chaine de caractères encodée en Base64 du [PoolByteArray] donné."
#: doc/classes/Marshalls.xml
msgid ""
"Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]."
msgstr ""
+"Retourne une chaine de caractères codée en Base64 de la chaine UTF-8 "
+"[code]utf8_str[/code] donnée."
#: doc/classes/Marshalls.xml
msgid ""
@@ -35783,6 +44451,8 @@ msgstr ""
#: doc/classes/Material.xml
msgid "Abstract base [Resource] for coloring and shading geometry."
msgstr ""
+"La [Resource] abstraite de base pour la coloration et le rendu des "
+"géométries."
#: doc/classes/Material.xml
msgid ""
@@ -35812,15 +44482,15 @@ msgstr ""
#: doc/classes/Material.xml
msgid "Maximum value for the [member render_priority] parameter."
-msgstr ""
+msgstr "La valeur maximale pour le paramètre [member render_priority]."
#: doc/classes/Material.xml
msgid "Minimum value for the [member render_priority] parameter."
-msgstr ""
+msgstr "La valeur minimale pour le paramètre [member render_priority]."
#: doc/classes/MenuButton.xml
msgid "Special button that brings up a [PopupMenu] when clicked."
-msgstr ""
+msgstr "Un bouton spécial qui fait apparaitre un [PopupMenu] quand cliqué."
#: doc/classes/MenuButton.xml
msgid ""
@@ -35865,7 +44535,7 @@ msgstr "La [Color] par défaut du texte du [MenuButton]."
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is disabled."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [MenuButton] est désactivé."
#: doc/classes/MenuButton.xml
msgid ""
@@ -35873,18 +44543,21 @@ msgid ""
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
+"Le texte [Color] utilisé quand le [MenuButton] a le focus. Il suffit de "
+"remplacer la couleur de texte normale du bouton. Les états désactivés, "
+"survolés et pressés sont prioritaires sur cette couleur."
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is being hovered."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [MenuButton] est survolé."
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is being pressed."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [MenuButton] est appuyé."
#: doc/classes/MenuButton.xml
msgid "The horizontal space between [MenuButton]'s icon and text."
-msgstr ""
+msgstr "L'espace horizontal entre l'icône et le texte du [MenuButton]."
#: doc/classes/MenuButton.xml
msgid "[Font] of the [MenuButton]'s text."
@@ -35892,7 +44565,7 @@ msgstr "La [Font] du texte du [MenuButton]."
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is disabled."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand le [MenuButton] est désactivé."
#: doc/classes/MenuButton.xml
msgid ""
@@ -35900,10 +44573,13 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
+"La [StyleBox] utilisée quand le [MenuButton] a le focus. Elle est affichée "
+"par dessus l'actuelle [StyleBox], donc utiliser [StyleBoxEmpty] va tout "
+"simplement désactiver l'effet visuel du focus."
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is being hovered."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand le [MenuButton] est survolé."
#: doc/classes/MenuButton.xml
msgid "Default [StyleBox] for the [MenuButton]."
@@ -35911,11 +44587,12 @@ msgstr "Le [StyleBox] par défaut pour [MenuButton]."
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is being pressed."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand le [MenuButton] est appuyé."
#: doc/classes/Mesh.xml
msgid "A [Resource] that contains vertex array-based geometry."
msgstr ""
+"Une [Resource] qui contient une géométrie à base d'un tableau de sommets."
#: doc/classes/Mesh.xml
msgid ""
@@ -35925,6 +44602,12 @@ msgid ""
"surfaces is preferred to a single surface, because objects created in 3D "
"editing software commonly contain multiple materials."
msgstr ""
+"Mesh est un type de [Resource] qui contient la géométrie à base de tableaux "
+"de sommets, divisé en [i]surfaces[/i]. Chaque surface contient un tableau "
+"complètement séparé et un matériau utilisé pour le dessiner. Au niveau du "
+"design, un maillage avec plusieurs surfaces est préféré à une seule surface, "
+"car les objets créés dans le logiciel d'édition 3D contiennent généralement "
+"plusieurs matériaux."
#: doc/classes/Mesh.xml
msgid ""
@@ -35935,6 +44618,13 @@ msgid ""
"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
"simplified to reduce the amount of vertices. Disabled by default."
msgstr ""
+"Calcule la [ConvexPolygonShape] du maillage.\n"
+"Si [code]clean[/code] est [code]true[/code] (par défaut), les sommets "
+"intérieurs et en double sont automatiquement supprimés. Vous pouvez le "
+"définir à [code]false[/code] pour rendre le processus plus rapide si "
+"nécessaire.\n"
+"Si [code]simplify[/code] est [code]true[/code], la géométrie peut être plus "
+"simplifiée pour réduire la quantité de sommets. Désactivé par défaut."
#: doc/classes/Mesh.xml
msgid ""
@@ -35943,11 +44633,14 @@ msgid ""
"[b]Note:[/b] This method typically returns the vertices in reverse order (e."
"g. clockwise to counterclockwise)."
msgstr ""
+"Calcule un maillage de contour avec un décalage défini (marge) du maillage "
+"d'origine.\n"
+"[b]Note :[/b] Cette méthode renvoie généralement les sommets en ordre "
+"inverse (par ex., du sens horaire au sens anti-horaire)."
#: doc/classes/Mesh.xml
-#, fuzzy
msgid "Calculate a [ConcavePolygonShape] from the mesh."
-msgstr "Calculer une [ConcavePolygonShape3D] à partir du maillage."
+msgstr "Calcule une [ConcavePolygonShape3D] à partir du maillage."
#: doc/classes/Mesh.xml
msgid "Generate a [TriangleMesh] from the mesh."
@@ -35960,6 +44653,10 @@ msgid ""
"get_transformed_aabb].\n"
"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
msgstr ""
+"Retourne le plus petit [AABB] englobant ce maillage dans l'espace local. Non "
+"affecté par [code]custom_aabb[/code]. Voir aussi [method VisualInstance."
+"get_transformed_aabb]\n"
+"[b]Note :[/b] Ceci n'est implémenté que pour [ArrayMesh] et [PrimitiveMesh]."
#: doc/classes/Mesh.xml
msgid ""
@@ -35969,7 +44666,7 @@ msgstr ""
#: doc/classes/Mesh.xml
msgid "Returns the amount of surfaces that the [Mesh] holds."
-msgstr ""
+msgstr "Retourne le nombre de surfaces du [Mesh]."
#: doc/classes/Mesh.xml
msgid ""
@@ -36001,11 +44698,11 @@ msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as points (one vertex equals one point)."
-msgstr ""
+msgstr "Rend le tableau avec des points (un sommet affiche un point)."
#: doc/classes/Mesh.xml
msgid "Render array as lines (every two vertices a line is created)."
-msgstr ""
+msgstr "Rend le tableau en ligne (une ligne est créée tous les deux sommets)."
#: doc/classes/Mesh.xml
msgid "Render array as line strip."
@@ -36018,15 +44715,15 @@ msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as triangles (every three vertices a triangle is created)."
msgstr ""
+"Rend le tableau en triangle (un triangle est créée tous les trois sommets)."
#: doc/classes/Mesh.xml
msgid "Render array as triangle strips."
msgstr ""
#: doc/classes/Mesh.xml
-#, fuzzy
msgid "Render array as triangle fans."
-msgstr "Retourne les faces (un tableau de triangles)."
+msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Blend shapes are normalized."
@@ -36041,39 +44738,36 @@ msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
"should always be present."
msgstr ""
+"Un maillage de points contient des sommets. Tous les maillages nécessitent "
+"un tableau des sommets donc ce tableau doit être présent."
#: doc/classes/Mesh.xml
-#, fuzzy
msgid "Mesh array contains normals."
msgstr "Un maillage de points contient des normales."
#: doc/classes/Mesh.xml
-#, fuzzy
msgid "Mesh array contains tangents."
msgstr "Un maillage de points contient des tangentes."
#: doc/classes/Mesh.xml
-#, fuzzy
msgid "Mesh array contains colors."
-msgstr "Un maillage de points contient les couleurs."
+msgstr "Un maillage de points contient des couleurs."
#: doc/classes/Mesh.xml
-#, fuzzy
msgid "Mesh array contains UVs."
-msgstr "Un maillage de points contient les UV."
+msgstr "Un maillage de points contient des UV."
#: doc/classes/Mesh.xml
msgid "Mesh array contains second UV."
-msgstr "Un maillage de points contient les UV secondaires."
+msgstr "Un maillage de points contient des UV secondaires."
#: doc/classes/Mesh.xml
-#, fuzzy
msgid "Mesh array contains bones."
-msgstr "Un maillage de points contient les os."
+msgstr "Un maillage de points contient des os."
#: doc/classes/Mesh.xml
msgid "Mesh array contains bone weights."
-msgstr "Un maillage de points contient les poids des os."
+msgstr "Un maillage de points contient des poids d'os."
#: doc/classes/Mesh.xml
msgid "Mesh array uses indices."
@@ -36084,11 +44778,13 @@ msgid ""
"Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum "
"values. Do not use."
msgstr ""
+"Utilisé en interne pour calculer les autres valeurs [code]ARRAY_COMPRESS_*[/"
+"code]. Ne pas utiliser."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-#, fuzzy
msgid "Flag used to mark a compressed (half float) vertex array."
-msgstr "Drapeau utilisé pour marquer un tableau de sommets."
+msgstr ""
+"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de sommets."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) normal array."
@@ -36097,38 +44793,43 @@ msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
+"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de "
+"tangentes."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) color array."
msgstr ""
+"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de "
+"couleurs."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) UV coordinates array."
msgstr ""
+"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de UV."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid ""
"Flag used to mark a compressed (half float) UV coordinates array for the "
"second UV coordinates."
msgstr ""
+"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de UV2."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-#, fuzzy
msgid "Flag used to mark a compressed bone array."
-msgstr "Drapeau utilisé pour marquer un tableau de couleurs."
+msgstr "Drapeau utilisé pour marquer un tableau compressé d'os."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-#, fuzzy
msgid "Flag used to mark a compressed (half float) weight array."
-msgstr "Drapeau utilisé pour marquer un tableau de poids."
+msgstr ""
+"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de poids."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed index array."
-msgstr ""
+msgstr "L'option pour marquer un tableau d'indices compressé."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array contains 2D vertices."
-msgstr ""
+msgstr "Un marqueur pour spécifier que ce tableau contient des sommets 2D."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
@@ -36151,48 +44852,53 @@ msgid ""
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
msgstr ""
+"Utilisé pour marquer rapidement l'usage de [constant ARRAY_COMPRESS_VERTEX], "
+"[constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], "
+"[constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
+"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], et [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]."
#: doc/classes/Mesh.xml
msgid "Array of vertices."
-msgstr "Tableau de sommets."
+msgstr "Le tableau des sommets."
#: doc/classes/Mesh.xml
msgid "Array of normals."
-msgstr "Tableau de normales."
+msgstr "Le tableau des normales."
#: doc/classes/Mesh.xml
msgid "Array of tangents as an array of floats, 4 floats per tangent."
msgstr ""
-"Tableau de tangentes sous la forme d'un tableau de nombres flottants, 4 de "
-"ces nombres par tangente."
+"Le tableau des tangentes sous la forme de nombres flottants, soit 4 "
+"flottants par tangente."
#: doc/classes/Mesh.xml
msgid "Array of colors."
-msgstr "Tableau de couleurs."
+msgstr "Le tableau des couleurs."
#: doc/classes/Mesh.xml
msgid "Array of UV coordinates."
-msgstr "Tableau de coordonnées UV."
+msgstr "Le tableau des coordonnées UV."
#: doc/classes/Mesh.xml
msgid "Array of second set of UV coordinates."
-msgstr ""
+msgstr "Le tableau de coordonnées UV secondaires."
#: doc/classes/Mesh.xml
msgid "Array of bone data."
-msgstr "Tableau de données sur les os."
+msgstr "Le tableau des données sur les os."
#: doc/classes/Mesh.xml
msgid "Array of weights."
-msgstr "Tableau de poids."
+msgstr "Le tableau des poids."
#: doc/classes/Mesh.xml
msgid "Array of indices."
-msgstr "Tableau d'indices."
+msgstr "Le tableau des indices."
#: doc/classes/MeshDataTool.xml
msgid "Helper tool to access and edit [Mesh] data."
-msgstr ""
+msgstr "Un outil d'aide pour accéder et modifier les données des [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36228,16 +44934,47 @@ msgid ""
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
+"MeshDataTool fournit une accès aux différents sommets d'un [Mesh]. Ça permet "
+"de lire et de modifier les données des sommets des maillages. Ça permet "
+"aussi de créer un tableau de sommets et d’arêtes.\n"
+"Pour utiliser le MeshDataTool, chargez un maillage avec [method "
+"create_from_surface]. Quand vous avez terminé de modifier les données, vous "
+"pouvez les incorporer dans le même maillage ou un autre avec [method "
+"commit_to_surface].\n"
+"Ci-dessous un exemple sur comment MeshDataTool peut être utilisé.\n"
+"[codeblock]\n"
+"var mesh = ArrayMesh.new()\n"
+"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()."
+"get_mesh_arrays())\n"
+"var mdt = MeshDataTool.new()\n"
+"mdt.create_from_surface(mesh, 0)\n"
+"for i in range(mdt.get_vertex_count()):\n"
+" var vertex = mdt.get_vertex(i)\n"
+" # Dans cet exemple, on décalage chaque face du maillage par une unité, "
+"ce qui éloigne les faces puisque les normales sont différentes.\n"
+" vertex += mdt.get_vertex_normal(i)\n"
+" # On enregistre les modifications.\n"
+" mdt.set_vertex(i, vertex)\n"
+"mesh.surface_remove(0)\n"
+"mdt.commit_to_surface(mesh)\n"
+"var mi = MeshInstance.new()\n"
+"mi.mesh = mesh\n"
+"add_child(mi)\n"
+"[/codeblock]\n"
+"Voir aussi [ArrayMesh], [ImmediateGeometry] et [SurfaceTool] pour la "
+"génération procédurale de géométries.\n"
+"[b]Note :[/b] Godot utilise le sens horaire [url=https://learnopengl.com/"
+"Advanced-OpenGL/Face-culling]pour le culling [/url] pour les faces avant "
+"dans les modes de création de triangles."
#: doc/classes/MeshDataTool.xml
msgid "Clears all data currently in MeshDataTool."
msgstr "Efface toutes les données actuellement dans le MeshDataTool."
#: doc/classes/MeshDataTool.xml
-#, fuzzy
msgid "Adds a new surface to specified [Mesh] with edited data."
msgstr ""
-"Ajoute une nouvelle surface au [Mesh] spécifié avec des données modifiées."
+"Ajoute une nouvelle surface au [Mesh] spécifié avec les données modifiées."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36246,17 +44983,16 @@ msgid ""
msgstr ""
#: doc/classes/MeshDataTool.xml
-#, fuzzy
msgid "Returns the number of edges in this [Mesh]."
-msgstr "Renvoie le nombre d'arêtes dans ce [Mesh]."
+msgstr "Retourne le nombre d'arêtes dans ce [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid "Returns array of faces that touch given edge."
-msgstr ""
+msgstr "Retourne le tableau des faces qui touchent l'arête donnée."
#: doc/classes/MeshDataTool.xml
msgid "Returns meta information assigned to given edge."
-msgstr ""
+msgstr "Retourne les méta-données assignées à l'arête donnée."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36267,7 +45003,7 @@ msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of faces in this [Mesh]."
-msgstr ""
+msgstr "Retourne le nombre de faces dans ce [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36277,11 +45013,11 @@ msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the metadata associated with the given face."
-msgstr ""
+msgstr "Retourne les méta-données associées à la face donnée."
#: doc/classes/MeshDataTool.xml
msgid "Calculates and returns the face normal of the given face."
-msgstr ""
+msgstr "Calcule et retourne la normale de la face donnée."
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -36302,7 +45038,7 @@ msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the material assigned to the [Mesh]."
-msgstr ""
+msgstr "Retourne la matériau assigné au [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid "Returns the vertex at given index."
@@ -36310,95 +45046,95 @@ msgstr "Retourne le sommet à l’index donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the bones of the given vertex."
-msgstr ""
+msgstr "Retourne les os du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the color of the given vertex."
-msgstr ""
+msgstr "Retourne la couleur du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the total number of vertices in [Mesh]."
-msgstr ""
+msgstr "Retourne le nombre total de sommet dans le [Mesh]."
#: doc/classes/MeshDataTool.xml
msgid "Returns an array of edges that share the given vertex."
-msgstr ""
+msgstr "Retourne une liste des bords incluant le sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns an array of faces that share the given vertex."
-msgstr ""
+msgstr "Retourne le tableau des faces qui partagent le sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the metadata associated with the given vertex."
-msgstr ""
+msgstr "Retourne les méta-données associées au sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the normal of the given vertex."
-msgstr ""
+msgstr "Retourne la normale du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the tangent of the given vertex."
-msgstr ""
+msgstr "Retourne la tangente du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV of the given vertex."
-msgstr ""
+msgstr "Retourne l'UV du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV2 of the given vertex."
-msgstr ""
+msgstr "Retourne l'UV2 du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Returns bone weights of the given vertex."
-msgstr ""
+msgstr "Retourne le poids des os du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata of the given edge."
-msgstr ""
+msgstr "Définit les méta-données pour le sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata of the given face."
-msgstr ""
+msgstr "Définit les méta-données pour la face donnée."
#: doc/classes/MeshDataTool.xml
msgid "Sets the material to be used by newly-constructed [Mesh]."
-msgstr ""
+msgstr "Définit le matériau à utiliser pour le nouveau [Mesh] construit."
#: doc/classes/MeshDataTool.xml
msgid "Sets the position of the given vertex."
-msgstr ""
+msgstr "Définit la position du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the bones of the given vertex."
-msgstr ""
+msgstr "Définit les os du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the color of the given vertex."
-msgstr ""
+msgstr "Définit la couleur du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata associated with the given vertex."
-msgstr ""
+msgstr "Définit les méta-données associées du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the normal of the given vertex."
-msgstr ""
+msgstr "Définit la normale du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the tangent of the given vertex."
-msgstr ""
+msgstr "Définit la tangente du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the UV of the given vertex."
-msgstr ""
+msgstr "Définit l'UV du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the UV2 of the given vertex."
-msgstr ""
+msgstr "Définit l'UV2 du sommet donné."
#: doc/classes/MeshDataTool.xml
msgid "Sets the bone weights of the given vertex."
-msgstr ""
+msgstr "Définit les poids des os du sommet donné."
#: doc/classes/MeshInstance.xml
msgid "Node that instances meshes into a scenario."
@@ -36456,16 +45192,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-#, fuzzy
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
-msgstr "Retourne le matériel affecté à la [ImmediateGeometry3D]."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+#, fuzzy
+msgid "Returns the number of surface override materials."
msgstr "Retourne le nombre de surfaces du matériau."
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -36473,13 +45250,12 @@ msgid "The [Mesh] resource for the instance."
msgstr "La ressource du [Mesh] pour cette instance."
#: doc/classes/MeshInstance.xml
-#, fuzzy
msgid "[NodePath] to the [Skeleton] associated with the instance."
-msgstr "Retourne le chemin d’accès au nœud associé à l’os spécifié."
+msgstr "Le [NodePath] vers le [Skeleton] associé à cette instance."
#: doc/classes/MeshInstance.xml
msgid "Sets the skin to be used by this instance."
-msgstr ""
+msgstr "Définit la peau à utiliser pour cette instance."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -36493,18 +45269,19 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid "Node used for displaying a [Mesh] in 2D."
-msgstr ""
+msgstr "Un nœud utilisé pour afficher des [Mesh] en 2D."
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
-msgstr ""
+msgstr "Le [Mesh] qui sera affiché par le [MeshInstance2D]."
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid ""
@@ -36523,7 +45300,7 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid "Emitted when the [member texture] is changed."
-msgstr ""
+msgstr "Émis quand la [member texture] a changé."
#: doc/classes/MeshLibrary.xml
msgid "Library of meshes."
@@ -36548,11 +45325,11 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the first item with the given name."
-msgstr ""
+msgstr "Retourne le premier élément avec le nom donné."
#: doc/classes/MeshLibrary.xml
msgid "Returns the list of item IDs in use."
-msgstr ""
+msgstr "Retourne la liste des identifiants d'élément à utiliser."
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's mesh."
@@ -36574,6 +45351,7 @@ msgstr "Retourne le maillage de navigation de l'élément."
#: doc/classes/MeshLibrary.xml
msgid "Returns the transform applied to the item's navigation mesh."
msgstr ""
+"Retourne la transformation appliquée au maillage de navigation de l'élément."
#: doc/classes/MeshLibrary.xml
msgid ""
@@ -36592,7 +45370,7 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Gets an unused ID for a new item."
-msgstr ""
+msgstr "Récupère un identifiant inutilisé pour un nouvel élément."
#: doc/classes/MeshLibrary.xml
msgid "Removes the item."
@@ -36621,6 +45399,7 @@ msgstr "Définit le maillage de navigation de l'élément."
#: doc/classes/MeshLibrary.xml
msgid "Sets the transform to apply to the item's navigation mesh."
msgstr ""
+"Définit la transformation appliquée au maillage de navigation de l'élément."
#: doc/classes/MeshLibrary.xml
msgid "Sets a texture to use as the item's preview icon in the editor."
@@ -36636,7 +45415,7 @@ msgstr ""
#: doc/classes/MeshTexture.xml
msgid "Simple texture that uses a mesh to draw itself."
-msgstr ""
+msgstr "Une simple texture qui utilise un maillage pour s'afficher elle-même."
#: doc/classes/MeshTexture.xml
msgid ""
@@ -36646,15 +45425,54 @@ msgstr ""
#: doc/classes/MeshTexture.xml
msgid "Sets the base texture that the Mesh will use to draw."
-msgstr ""
+msgstr "Définit la texture de base que le maillage utilisera pour l'affichage."
#: doc/classes/MeshTexture.xml
msgid "Sets the size of the image, needed for reference."
-msgstr ""
+msgstr "Définit la taille de l'image, nécessaire pour garder une référence."
#: doc/classes/MeshTexture.xml
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+"Définit le maillage à utiliser pour l'affichage. Doit être un maillage avec "
+"des sommets en 2D."
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+"Définit le délai en secondes avant que le [MethodTweener] commence son "
+"interpolation. Par défaut, il n'y a pas de délai."
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
@@ -36687,29 +45505,36 @@ msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The width of the display in centimeters."
-msgstr ""
+msgstr "La largeur de l'écran en centimètres."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"The height at which the camera is placed in relation to the ground (i.e. "
"[ARVROrigin] node)."
msgstr ""
+"La hauteur à laquelle la caméra est placée par rapport au sol (c'est-à-dire "
+"au nœud [ARVROrigin])."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"The interocular distance, also known as the interpupillary distance. The "
"distance between the pupils of the left and right eye."
msgstr ""
+"La distance interoculaire, aussi appelée la distance interpupillaire. La "
+"distance entre la pupille de l'œil gauche et celle du l'œil droit."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"The k1 lens factor is one of the two constants that define the strength of "
"the lens used and directly influences the lens distortion effect."
msgstr ""
+"Le facteur de lentille k1 est l'une des deux constantes qui définisse "
+"l'intensité de la lentille utilisée et influence directement l'effet de "
+"déformation des lentilles."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The k2 lens factor, see k1."
-msgstr ""
+msgstr "Le facteur k2 de lentille, voir k1."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
@@ -36750,6 +45575,8 @@ msgstr "Retourne la couleur de l'instance spécifiée."
#: doc/classes/MultiMesh.xml
msgid "Returns the custom data that has been set for a specific instance."
msgstr ""
+"Retourne les données personnalisées qui ont été définies pour cette instance "
+"spécifique."
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform] of a specific instance."
@@ -36761,6 +45588,15 @@ msgstr "Retourne la [Transform2D] de l'instance spécifiée."
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -36774,6 +45610,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -36816,8 +45664,20 @@ msgid "Mesh to be drawn."
msgstr "Maillage à dessiner."
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
+"Le format de la transformation utilisée pour le transformation du maillage, "
+"soit en 2D ou en 3D."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -36835,7 +45695,7 @@ msgstr "Utilise ça lors des transformations 3D."
#: doc/classes/MultiMesh.xml
msgid "Use when you are not using per-instance [Color]s."
-msgstr ""
+msgstr "À utiliser quand vous n'utilisez pas une [Color] par instance."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -36852,6 +45712,8 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use when you are not using per-instance custom data."
msgstr ""
+"À utiliser quand vous ne définissez pas des données personnalisées pour "
+"chaque instance."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -36867,6 +45729,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr "Le nœud que instancie un [MultiMesh]."
@@ -36895,10 +45769,13 @@ msgid ""
"resource in 2D.\n"
"Usage is the same as [MultiMeshInstance]."
msgstr ""
+"Le [MultiMeshInstance2D] est un nœud spécialisé pour instancier une "
+"ressource [MultiMesh] en 2D.\n"
+"L'utilisation est le même que [MultiMeshInstance]."
#: doc/classes/MultiMeshInstance2D.xml
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
-msgstr ""
+msgstr "Le [MultiMesh] qui sera affiché par ce [MultiMeshInstance2D]."
#: doc/classes/MultiplayerAPI.xml
msgid "High-level multiplayer API."
@@ -36934,6 +45811,8 @@ msgstr ""
msgid ""
"Returns the unique peer ID of this MultiplayerAPI's [member network_peer]."
msgstr ""
+"Retourne un identifiant de pair unique pour ce [member network_peer] du "
+"MultiplayerAPI."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -36944,6 +45823,7 @@ msgstr ""
#: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if there is a [member network_peer] set."
msgstr ""
+"Retourne [code]true[/code] s'il y a un [member network_peer] de définit."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -36970,7 +45850,6 @@ msgid ""
msgstr ""
#: doc/classes/MultiplayerAPI.xml
-#, fuzzy
msgid ""
"If [code]true[/code] (or if the [member network_peer] has [member PacketPeer."
"allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will "
@@ -36979,10 +45858,10 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"Déchiffre un tableau d'octets pour le ramener à une valeur. Lorsque "
-"[code]allow_objects[/code] est défini à [code]true[/code] (vrai), le "
-"déchiffrage des objets est autorisé.\n"
-"[b]ATTENTION :[/b] L'objet désérialisé peut contenir du code qui sera "
+"Si [code]true[/code] (ou si [member network_peer] a [member PacketPeer."
+"allow_object_decoding] défini à [code]true[/code]), la MultiplayerAPI "
+"autorisera le codage et le décodage de l'objet pendant les RPC/RSET.\n"
+"[b]Avertissement :[/b] L'objet désérialisé peut contenir du code qui sera "
"exécuté. N'utilisez pas cette option si l'objet désérialisé provient de "
"sources non fiables afin d'éviter d'éventuelles menaces de sécurité "
"(exécution de code distant)."
@@ -37003,6 +45882,8 @@ msgid ""
"If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new "
"incoming connections."
msgstr ""
+"Si [code]true[/code], le [member network_peer] du MultiplayerAPI refuse les "
+"nouvelles connexions entrantes."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -37137,7 +46018,6 @@ msgid ""
msgstr ""
#: doc/classes/Mutex.xml
-#, fuzzy
msgid ""
"Tries locking this [Mutex], but does not block. Returns [constant OK] on "
"success, [constant ERR_BUSY] otherwise.\n"
@@ -37145,7 +46025,9 @@ msgid ""
"ownership of the mutex."
msgstr ""
"Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant "
-"OK] en cas de succès, [constant ERR_BUSY] dans le cas contraire."
+"OK] en cas de succès, [constant ERR_BUSY] sinon.\n"
+"[b]Note :[/b] Cette fonction retourne [constant OK] si le fil d'exécution "
+"est déjà associé à ce mutex."
#: doc/classes/Mutex.xml
msgid ""
@@ -37160,24 +46042,32 @@ msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_class_documentation[/code]."
msgstr ""
+"Retourne le texte de la documentation qui a été précédemment définit avec "
+"[code]godot_nativescript_set_class_documentation[/code]."
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_method_documentation[/code]."
msgstr ""
+"Retourne le texte de la documentation qui a été précédemment définit avec "
+"[code]godot_nativescript_set_method_documentation[/code]."
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_property_documentation[/code]."
msgstr ""
+"Retourne le texte de la documentation qui a été précédemment définit avec "
+"[code]godot_nativescript_set_property_documentation[/code]."
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_signal_documentation[/code]."
msgstr ""
+"Retourne le texte de la documentation qui a été précédemment définit avec "
+"[code]godot_nativescript_set_signal_documentation[/code]."
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
@@ -37194,6 +46084,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -37234,7 +46127,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Retourne le [RID] de la énième forme d'une zone."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -37243,7 +46144,7 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid "The cell height to use for fields."
-msgstr ""
+msgstr "La hauteur de la cellule utilisée pour les champs."
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
msgid "The XZ plane cell size to use for fields."
@@ -37256,16 +46157,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -37274,7 +46190,7 @@ msgstr ""
#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationPolygon.xml
msgid "2D Navigation Demo"
-msgstr ""
+msgstr "Démo de navigation 2D"
#: doc/classes/Navigation2D.xml
msgid ""
@@ -37285,6 +46201,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -37294,21 +46213,36 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
#, fuzzy
msgid "Server interface for low-level 2D navigation access."
msgstr "Interface de serveur pour l'accès audio de bas niveau."
#: doc/classes/Navigation2DServer.xml
+#, fuzzy
msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37320,24 +46254,59 @@ msgid ""
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
msgstr ""
+"Le NavigationServer2D est le serveur responsable pour toutes les navigation "
+"en 2D. Il gère différents objets, nommés carte, régions et agents.\n"
+"Les cartes (\"maps\") sont faites de régions, qui sont faites de maillages "
+"de navigation. Ensemble, ces cartes définissent les aires navigables dans le "
+"monde 2D. Pour que deux régions soient connectées entre elles, elles doivent "
+"avoir une bordure en commun. Une bordure (\"edge\") est considérée connectée "
+"à une autre si elles ont deux sommets rapprochés de moins de la distance "
+"[member Navigation.edge_connection_margin].\n"
+"Pour utiliser le système d'évitement, vous devez utiliser des agents. Vous "
+"pouvez définir la vitesse cible d'un agent, puis le serveur émettra une "
+"méthode de rappel avec la vitesse modifiée.\n"
+"[b]Note :[/b] Le système d'évitement des collisions ignorent les régions. "
+"Utiliser la vitesse modifiée telle quelle peut déplacer un agent hors de la "
+"surface de navigable. C'est une limite du système d'évitement des collision, "
+"et certaines situations plus complexes peuvent nécessiter l'utilisation du "
+"moteur physique.\n"
+"Le serveur garde en mémoire tous les appels et les exécutent durant la phase "
+"de synchronisation. Cela veut dire que vous pouvez demander n'importe quel "
+"changement sur l'ensemble des cartes, via n'importe quel fil d'exécution, "
+"sans soucis."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Creates the agent."
msgstr "Crée un agent."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Renvoie [code]true[/code] si le chemin donné est filtré."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Puts the agent in the map."
-msgstr "Renvoie la tangente du paramètre."
+msgstr "Place l'agent sur la carte."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -37364,14 +46333,12 @@ msgid "Sets the position of the agent in world space."
msgstr "Définit la position du nœud spécifié."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the radius of the agent."
-msgstr "Le rayon extérieur du tore."
+msgstr "Définit le rayon de l'agent."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the new target velocity."
-msgstr "Obtient l'objet édité."
+msgstr "Définit la nouvelle vitesse de la cible."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -37392,20 +46359,69 @@ msgid "Destroys the given RID."
msgstr "Supprimer le RID renseigné."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr "Crée une nouvelle carte."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
#, fuzzy
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+"Retourne l'actuelle ligne du fichier interprété (actuellement non "
+"implémenté)."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
-msgstr "Retourne la taille du tableau."
+msgstr "Retourne la taille des cellules de la carte."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the point closest to the provided [code]to_point[/code] on the "
"navigation mesh surface."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr ""
+"Retourne le point le plus proche du point [code]to_point[/code] donné à la "
+"surface du maillage de la navigation."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -37420,9 +46436,17 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-#, fuzzy
-msgid "Returns the navigation path to reach the destination from the origin."
-msgstr "Renvoie le traqueur de position à l'identification donnée."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
@@ -37433,6 +46457,13 @@ msgstr "Retourne [code]true[/code] si l'[AABB] est vide."
msgid "Sets the map active."
msgstr "Définit la carte comme active."
+#: doc/classes/Navigation2DServer.xml
+#, fuzzy
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr "Définit le polygone de navigation de la tuile."
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Set the map cell size used to weld the navigation mesh polygons."
@@ -37448,10 +46479,98 @@ msgid "Creates a new region."
msgstr "Crée une nouvelle région."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Retourne le maillage de navigation de l'élément."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+"Retourne [code]true[/code] si la coordonnée [code]point[/code] global "
+"appartient actuellement à la [code]region[/code] de la navigation. Dans ce "
+"contexte, l'une des faces du polygone de maillages de navigation de la "
+"région a une position possible à la distance la plus proche de ce point par "
+"rapport à tous les autres maillages de navigation provenant d'autres régions "
+"de navigation également enregistrées sur la carte de navigation de la région "
+"donnée.\n"
+"Si plusieurs maillages de navigation ont des positions à égale distance, la "
+"région de navigation dont les polygones sont traités en premier sont "
+"retournés. Les polygones sont traités dans l'ordre d'ajout des régions dans "
+"le serveur de navigation.\n"
+"[b]Note :[/b] Si les maillages de navigation provenant de différentes "
+"régions de navigation se chevauchent (qui doivent être évités en général), "
+"le résultat peut être inattendu."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+"Définit la [code]position[/code] du point avec l'identifiant [code]id[/code] "
+"spécifié."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Retourne la hauteur du contenu."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+"Définit les calques de navigation de la région. Cela permet de sélectionner "
+"les régions à partir d'une requête de chemin (en utilisant [method "
+"Navigation2DServer.map_get_path])"
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -37462,19 +46581,48 @@ msgstr "Définit le polygone de navigation de la tuile."
msgid "Sets the global transformation for the region."
msgstr "Retourne la matrice de transformation globale de cet élément."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+"Définit la [code]position[/code] du point avec l'identifiant [code]id[/code] "
+"spécifié."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
-msgstr ""
+msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions."
#: doc/classes/NavigationAgent.xml
msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
-msgstr ""
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
+msgstr ""
+"Agent 3D utilisé dans la navigation pour atteindre un emplacement tout en "
+"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
+"évités en utilisant la méthode RVO (Reciprocal Velocity Obstacles). L'agent "
+"a besoin de données de navigation pour fonctionner correctement. Par défaut "
+"ce nœud s'enregistrera à la carte de navigation par défaut du [World]. Si ce "
+"nœud est un enfant d'un nœud [Navigation] il s'inscrira à la carte de "
+"navigation du nœud de navigation ou la fonction [method set_navigation] peut "
+"être utilisée pour définir le nœud de navigation directement. "
+"[NavigationAgent] est sûr lors du traitement physique.\n"
+"[b]Note :[/b] Après que [method set_target_location] est utilisé, il est "
+"nécessaire d'utiliser la fonction [method get_next_location] une fois par "
+"trame physique pour mettre à jour la logique de chemin interne du "
+"NavigationAgent. La position vectorielle retournée de cette fonction devrait "
+"être utilisée comme position de mouvement suivante pour le Node parent de "
+"l'agent principal."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -37482,6 +46630,9 @@ msgid ""
"position. The user must set the target location with [method "
"set_target_location] in order for this to be accurate."
msgstr ""
+"Retourne la distance jusqu'à l'emplacement cible, en utilisant la position "
+"globale de l'agent observé. L'utilisateur doit définir l'emplacement de la "
+"cible avec [method set_target_location] afin d'être précis."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -37489,31 +46640,83 @@ msgid ""
"if the navigation path is altered in any way. Because of this, it would be "
"best to check this each frame."
msgstr ""
+"Retourne l'emplacement final accessible dans les coordonnées globales. Cela "
+"peut changer si le chemin de navigation est modifié de quelque manière que "
+"ce soit. Pour cette raison, il serait préférable de vérifier chaque trame."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "Returns the path from start to finish in global coordinates."
-msgstr "Le point de collision, dans les coordonnées globales."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
+msgstr ""
+"Retourne le chemin actuel de l'agent du début jusqu'à la fin, dans les "
+"coordonnées globales. Le chemin ne met à jour que lorsque l'emplacement de "
+"la cible est modifié ou que l'agent demande un re-calcul du chemin. Le "
+"réseau de chemin n'est pas destiné à être utilisé dans le mouvement de "
+"chemin direct car l'agent a sa propre logique de chemin interne qui serait "
+"corrompu en changeant le réseau de chemin manuellement. Utilisez la [method "
+"get_next_location] voulue une fois chaque trame de physique pour recevoir le "
+"point de chemin suivant pour le mouvement des agents car cette fonction met "
+"également à jour la logique du chemin interne."
#: doc/classes/NavigationAgent.xml
-#, fuzzy
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PoolVector3Array]."
-msgstr "Retourne le cache de points sous forme de [PackedVector3Array]."
+msgstr "Retourne le cache de points sous forme de [PoolVector3Array]."
#: doc/classes/NavigationAgent.xml
msgid ""
"Returns the [Navigation] node that the agent is using for its navigation "
"system."
msgstr ""
+"Retourne le nœud [Navigation] que l'agent utilise pour son système de "
+"navigation."
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+"Retourne le [RID] de la carte de navigation pour ce nœud NavigationAgent. "
+"Cette fonction retourne toujours la carte définie sur le nœud "
+"NavigationAgent et non la carte de l'agent abstrait sur le serveur "
+"Navigation. Si la carte de l'agent est changée directement avec l'API de "
+"NavigationServer, le nœud NavigationAgent ne sera pas au courant du "
+"changement de carte. Utilisez [method set_navigation_map] pour changer la "
+"carte de navigation pour le NavigationAgent et mettre à jour l'agent sur le "
+"NavigationServer."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+"Retourne l'emplacement suivant dans les coordonnées globales qui peuvent "
+"être déplacées, en s'assurant qu'il n'y a pas d'objets statiques dans le "
+"chemin. Si l'agent n'a pas de chemin de navigation, il retourne la position "
+"du parent de l'agent. L'utilisation de cette fonction une fois chaque trame "
+"physique est nécessaire pour mettre à jour la logique de chemin interne de "
+"la NavigationAgent."
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Retourne le [RID] de la énième forme d'une zone."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
@@ -37530,11 +46733,12 @@ msgid ""
msgstr "Renvoie [code]true[/code] si le chemin donné est filtré."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the target location is reachable. The target "
"location is set using [method set_target_location]."
-msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon."
+msgstr ""
+"Retourne [code]true[/code] si la position cible peut être atteinte. La "
+"position cible est définie via [method set_target_location]."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -37549,12 +46753,25 @@ msgid ""
"Sets the [Navigation] node used by the agent. Useful when you don't want to "
"make the agent a child of a [Navigation] node."
msgstr ""
+"Définit le nœud [Navigation] utilisé par l'agent. Utile lorsque vous ne "
+"voulez pas faire de l'agent un enfant d'un nœud [Navigation]."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+"Définit le [RID] de la carte de navigation que ce nœud NavigationAgent "
+"devrait utiliser et met à jour le [code]agent[/code] sur le serveur de "
+"navigation."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
+"Définit l'emplacement final souhaité de l'utilisateur. Cela permettra "
+"d'effacer le chemin de navigation actuel."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -37562,16 +46779,52 @@ msgid ""
"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
"is complete, it will emit the [signal velocity_computed] signal."
msgstr ""
+"Envoie la vitesse spécifiée à l'algorithme d'évitement de collision. Celui-"
+"ci ajustera la vitesse pour éviter les collisions. Une fois le réglage de la "
+"vitesse terminée, il émettra le signal [signal velocity_computed]."
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
-msgstr ""
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+"La hauteur du NavigationAgent est soustraite de la valeur de l'axe Y de "
+"toute position de chemin vectoriel pour ce NavigationAgent. Le décalage de "
+"hauteur du NavigationAgent ne change pas ou n'influence pas le résultat de "
+"la requête du maillage de navigation ou du cheminement. Des cartes de "
+"navigation supplémentaires qui utilisent des régions avec des maillages de "
+"navigation que le développeur a pré-calculé avec un rayon d'agent approprié "
+"ou des valeurs de hauteur sont nécessaires pour supporter des agents de "
+"taille différente."
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+"Si [code]true[/code] l'agent est enregistré pour un rappel d'évitement RVO "
+"sur le [NavigationServer]. Lorsque [method set_velocity] est utilisé et que "
+"le traitement est terminé, un Vector3 [code]safe_velocity[/code] est reçu "
+"avec une connexion du signal [signal velocity_computed]. Le traitement de "
+"l'évitement avec de nombreux agents enregistrés a un coût de performance "
+"important et ne devrait être activé que pour les agents qui en ont "
+"actuellement besoin."
#: doc/classes/NavigationAgent.xml
msgid ""
"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
"horizontal plane."
msgstr ""
+"Ignore les collisions sur l'axe Y. Doit être [code]true[/code] pour se "
+"déplacer sur un plan horizontal."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
@@ -37583,6 +46836,17 @@ msgstr "La valeur de luminance maximale pour l'exposition automatique."
msgid "The maximum speed that an agent can move."
msgstr "Rotation maximale à travers la charnière."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+"Un masque de bit déterminant toutes les calque de carte de navigation "
+"auxquels ce [NavigationAgent] appartient. Lors de requête de chemin, l'agent "
+"va ignorer les maillages de navigation qui n'ont pas au moins un calque "
+"correspondant."
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "The distance to search for other agents."
@@ -37590,22 +46854,65 @@ msgstr "L’instance n’a pas de type."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+"Le seuil de distance avant qu'un point de chemin soit considéré comme "
+"atteint. Cela permettra à un agent de ne pas avoir à atteindre un point de "
+"chemin exactement sur le chemin, mais uniquement un zone autour. Si cette "
+"valeur est élevée, la NavigationAgent sautera des points sur le chemin qui "
+"peut conduire à quitter le maillage de navigation. Si cette valeur est trop "
+"faible, le NavigationAgent sera coincé dans une boucle de chemin parce qu'il "
+"va constamment mal estimer la distance jusqu'au point suivant à chaque mise "
+"à jour de la trame physique."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
+"La distance maximale de l'agent est permise loin du chemin idéal jusqu'à "
+"l'emplacement final. Cela peut arriver en essayant d'éviter les collisions. "
+"Lorsque la distance maximale est dépassée, cela recalcule le chemin idéal."
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "Le rayon du cylindre."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
+"Le rayon d'évitement de l'agent. Il s'agit du « corps » de l'agent "
+"d'évitement et non le rayon de la manœuvre d'évitement (qui est contrôlé par "
+"[member neighbor_dist)].\n"
+"N'affecte pas le cheminement normal. Pour changer les ressources "
+"[NavigationMesh] de rayon de pré-calcul de cheminement d'un acteur avec la "
+"propriété [member NavigationMesh.agent_radius] différente et utiliser "
+"différentes cartes de navigation pour chaque acteur."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
+"Le seuil de distance avant qu'un point de chemin soit considéré comme "
+"atteint. Cela permettra à un agent de ne pas avoir à atteindre un point de "
+"chemin exactement sur le chemin, mais uniquement un zone autour. Si cette "
+"valeur est trop faible, le NavigationAgent sera coincé dans une boucle de "
+"chemin parce qu'il va constamment mal estimer la distance jusqu'au point "
+"suivant à chaque mise à jour de la trame physique."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -37615,6 +46922,11 @@ msgid ""
"other agents, but the less freedom in choosing its velocities. Must be "
"positive."
msgstr ""
+"La quantité minimale de temps pour laquelle les vitesses de cet agent, "
+"calculées avec l'algorithme d'évitement de collision, sont sûres pour les "
+"autres agents. Plus le nombre est élevé, plus tôt l'agent répondra à "
+"d'autres agents, mais moins il aura la liberté de choisir sa vitesse. Ça "
+"doit être positif."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
@@ -37626,58 +46938,127 @@ msgid ""
"Notifies when the navigation path changes. This can be triggered by the "
"navigation system or by the user changing the path."
msgstr ""
+"Notifie quand le chemin de navigation change. Cela peut être déclenché par "
+"le système de navigation ou par l'utilisateur qui change le chemin."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the player-defined target, set with [method "
"set_target_location], is reached."
msgstr ""
+"Notifie quand la cible définie par le joueur, définie avec [method "
+"set_target_location], est atteinte."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
"[method set_velocity]."
msgstr ""
+"Notifie quand la vitesse d'évitement de collision est calculée après un "
+"appel à [method set_velocity]."
#: doc/classes/NavigationAgent2D.xml
msgid "2D agent used in navigation for collision avoidance."
-msgstr ""
+msgstr "Un agent 2D utilisé en navigation pour éviter les collisions."
#: doc/classes/NavigationAgent2D.xml
msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
-msgstr ""
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
+msgstr ""
+"L'agent 2D utilisé dans la navigation pour atteindre un emplacement tout en "
+"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
+"évités en utilisant l'évitement de collision RVO (Reciprocal Velocity "
+"Obstacles). L'agent a besoin de données de navigation pour fonctionner "
+"correctement. Par défaut ce nœud s'enregistrera à la carte de navigation par "
+"défaut du [World2D]. Si ce nœud est un enfant d'un nœud [Navigation2D] il "
+"s'inscrira à la carte de navigation du nœud de navigation ou la fonction "
+"[method set_navigation] peut être utilisé pour définir le nœud de navigation "
+"directement. [NavigationAgent2D] est sûr lors des trames physiques.\n"
+"[b]Note :[/b] Après que [method set_target_location] est utilisé, il est "
+"nécessaire d'utiliser la fonction [method get_next_location] une fois chaque "
+"trame physique pour mettre à jour la logique interne de chemin du "
+"NavigationAgent. La position vectorielle retournée de cette fonction devrait "
+"être utilisée comme position de mouvement suivante pour le Node parent de "
+"l'agent principal."
#: doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PoolVector2Array]."
-msgstr "Retourne le cache de points sous forme de [PackedVector3Array]."
+msgstr "Retourne le cache de points sous forme de [PoolVector2Array]."
#: doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the [Navigation2D] node that the agent is using for its navigation "
"system."
msgstr ""
+"Retourne le nœud [Navigation2D] que l'agent utilise pour son système de "
+"navigation."
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Retourne le [RID] de la énième forme d'une zone."
#: doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the [Navigation2D] node used by the agent. Useful when you don't want "
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+"Définit le nœud [Navigation2D] utilisé par l'agent. Utile lorsque vous ne "
+"voulez pas faire de l'agent un enfant d'un nœud [Navigation2D]."
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+"Si [code]true[/code] l'agent est enregistré pour un rappel d'évitement RVO "
+"sur le [Navigation2DServer]. Lorsque [method set_velocity] est utilisé et "
+"que le traitement est terminé, un Vector2 [code]safe_velocity[/code] est "
+"reçu avec une connexion au signal [signal velocity_computed]. Le traitement "
+"de l'évitement avec de nombreux agents enregistrés a un coût de performance "
+"important et ne devrait être activé que pour les agents qui en ont "
+"actuellement besoin."
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+"Un masque de bit déterminant toutes les calque de carte de navigation "
+"auxquels ce [NavigationAgent2D] appartient. Lors de requête de chemin, "
+"l'agent va ignorer les maillages de navigation qui n'ont pas au moins un "
+"calque correspondant."
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+"Le rayon d'évitement de l'agent. Il s'agit du « corps » de l'agent "
+"d'évitement et non le rayon de la manœuvre d'évitement (qui est contrôlé par "
+"[member neighbor_dist)].\n"
+"N'affecte pas le cheminement normal."
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
@@ -37700,6 +47081,7 @@ msgstr ""
msgid ""
"Clears the array of polygons, but it doesn't clear the array of vertices."
msgstr ""
+"Efface le tableau de polygones, mais n'efface pas le tableau de sommets."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -37710,8 +47092,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -37719,6 +47101,8 @@ msgid ""
"Returns a [PoolIntArray] containing the indices of the vertices of a created "
"polygon."
msgstr ""
+"Retourne un [PoolIntArray] contenant les indices des sommets du polygone "
+"créé."
#: doc/classes/NavigationMesh.xml
#, fuzzy
@@ -37730,14 +47114,21 @@ msgid ""
"Returns a [PoolVector3Array] containing all the vertices being used to "
"create the polygons."
msgstr ""
+"Retourne un [PoolVector3Array] contenant les indices des sommets du polygone "
+"créé."
#: doc/classes/NavigationMesh.xml
+#, fuzzy
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
+"Si [code]value[/code] est [code]true[/code]], définit le [code]bit[/code] "
+"spécifié dans le masque [nom collision_mask].\n"
+"Si [code]value[/code] est [code]false[/code], rétablit le [code]bit[/code] "
+"spécifié dans le masque [nom collision_mask]."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -37750,14 +47141,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37770,7 +47161,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37798,13 +47189,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37815,21 +47210,35 @@ msgstr "Si [code]true[/code], les titres des colonnes sont visibles."
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
msgstr ""
#: doc/classes/NavigationMesh.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
+msgstr ""
+"Si [code]true[/code], les particules sera émise une seule fois puis "
+"arrêtées. Équivalent à [member Particles.one_shot]."
+
+#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
+"Les calques de physique pour scanner les collisions statiques.\n"
+"Seulement utilisé quand [member geometry_parsed_geometry_type] est [constant "
+"PARSED_GEOMETRY_STATIC_COLLIDERS] ou [constant] PARSED_GEOMETRY_BOTH]."
#: doc/classes/NavigationMesh.xml
msgid ""
"Determines which type of nodes will be parsed as geometry. See [enum "
"ParsedGeometryType] for possible values."
msgstr ""
+"Détermine quel type de nœuds seront interprétés comme géométrie. Voir [enum "
+"ParsedGeometryType] pour les valeurs possibles."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -37840,16 +47249,22 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
+"Le nom du groupe pour scanner la géométrie.\n"
+"Seulement utilisé lorsque [member geometry_source_geometry_mode] est "
+"[constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] ou [constant] "
+"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum number of vertices allowed for polygons generated during the "
"contour to polygon conversion process."
msgstr ""
+"Le nombre maximal de sommets permis pour les polygones générés pendant le "
+"contour du processus de conversion en polygones."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -37858,6 +47273,10 @@ msgid ""
"[b]Note:[/b] This value will be squared to calculate the number of cells. "
"For example, a value of 20 will set the number of cells to 400."
msgstr ""
+"Toutes les régions ayant une taille inférieure à celle-ci seront fusionnées "
+"avec des régions plus grandes si possible.\n"
+"[b]Note :[/b] Cette valeur sera carrée pour calculer le nombre de cellules. "
+"Par exemple, une valeur de 20 définira le nombre de cellules à 400."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -37866,12 +47285,18 @@ msgid ""
"cells allowed to form isolated island areas. For example, a value of 8 will "
"set the number of cells to 64."
msgstr ""
+"La taille minimale d'une région pour qu'elle soit créée.\n"
+"[b]Note :[/b] Cette valeur sera fixée pour calculer le nombre minimum de "
+"cellules autorisées à former des zones insulaires isolées. Par exemple, une "
+"valeur de 8 définira le nombre de cellules à 64."
#: doc/classes/NavigationMesh.xml
msgid ""
"Partitioning algorithm for creating the navigation mesh polys. See [enum "
"SamplePartitionType] for possible values."
msgstr ""
+"Algorithme de partitionnement pour la création des polygones de maillage de "
+"navigation. Voir [enum SamplePartitionType] pour les valeurs possibles."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -37883,104 +47308,288 @@ msgstr ""
msgid ""
"Monotone partitioning. Use this if you want fast navigation mesh generation."
msgstr ""
+"Partage monotone. Utilisez ceci si vous voulez une génération de maillages "
+"de navigation rapide."
#: doc/classes/NavigationMesh.xml
msgid ""
"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
"and small sized tiles."
msgstr ""
+"Le partitionnement du calque. Un bon choix à utiliser pour la maillage de "
+"navigation en carreaux de taille moyenne et petite."
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "Represents the size of the [enum SamplePartitionType] enum."
-msgstr "Représente la taille de l'énumération [enum Variant.Type]."
+msgstr "Représente la taille de l'énumération [enum SamplePartitionType]."
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], "
"and [GridMap] nodes."
msgstr ""
+"Interprète les instances de maillage comme des géométries. Cela inclus les "
+"nœuds [MeshInstance], [CSGShape], et [GridMap]."
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
+"Interprète l'élément de collision [StaticBody] comme géométrie. Cet élément "
+"doit être dans l'un des calques spécifiés par [member "
+"geometry_collision_mask]."
#: doc/classes/NavigationMesh.xml
msgid ""
"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgstr ""
+"À la fois [constant PARSED_GEOMETRY_MESH_INSTANCES] et [constant "
+"PARSED_GEOMETRY_STATIC_COLLIDERS]."
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "Represents the size of the [enum ParsedGeometryType] enum."
-msgstr "Représente la taille de l’enum [enum ArrayType]."
+msgstr "Représente la taille de l’enum [enum ParsedGeometryType]."
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans the child nodes of [NavigationMeshInstance] recursively for geometry."
msgstr ""
+"Scanne les nœuds d'enfants de [NavigationMeshInstance] récursivement pour la "
+"géométrie."
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
+"Scanne les nœuds dans un groupe et leurs nœuds enfants récursivement pour la "
+"géométrie. Le groupe est spécifié par [member geometry_source_group_name]."
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
+"Utilise des nœuds dans un groupe de géométrie. Le groupe est spécifié par "
+"[member geometry_source_group_name]."
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid "Represents the size of the [enum SourceGeometryMode] enum."
-msgstr "Représente la taille de l'énumération [enum Method]."
+msgstr "Représente la taille de l'énumération [enum SourceGeometryMode]."
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
+"Classe d'aide pour la création et la suppression des maillages de navigation."
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+"Cette classe est responsable de la création et du la suppression des "
+"maillages de navigation 3D utilisés comme [NavigationMesh] ressources à "
+"l'intérieur des [NavigationMeshInstance]. Le [NavigationMeshGenerator] est "
+"très limité voire n'a aucune utilisation pour 2D car le processus de "
+"navigation de pré-calcule de maillages s'attend à des types de nœuds 3D et "
+"la géométrie source en 3D.\n"
+"L'ensemble du pré-calcule de maillages de navigation est préférable dans un "
+"autre fil d'exécution puisque les étapes de voxelisation, de collision et "
+"d'optimisation de maillages impliquées sont des opérations, sont très "
+"couteuses en temps processeur.\n"
+"Le pré-calcule de maillage de navigation se produit en plusieurs étapes et "
+"le résultat dépend de la géométrie source 3D et des propriétés de la "
+"ressource [NavigationMesh]. Dans la première étape, à partir d'un nœud "
+"racine et selon les propriétés [NavigationMesh], tous les nœuds de géométrie "
+"de source 3D valides sont collectés à partir du [SceneTree]. Deuxièmement, "
+"tous les nœuds collectés sont interprétés pour obtenir les données de "
+"géométrie 3D pertinentes et un maillage 3D combiné est construit. En raison "
+"des différents types d'objets à interpréter, des [MeshInstance] normaux aux "
+"[CSGShape] ou divers [CollisionObject], certaines opérations de collecte de "
+"données de géométrie peuvent déclencher des synchronisations du "
+"[VisualServer] et du [PhysicsServer]. La synchronisation du serveur peut "
+"avoir un effet négatif sur le temps de pré-calcule car elle implique souvent "
+"le verrouillage de [Mutex] dans le fil d'exécution. De nombreux objets à "
+"interpréter et de nombreuses synchronisations des serveurs peuvent augmenter "
+"considérablement le temps de pré-calcule. D'un autre côté, seulement "
+"quelques objets, mais très grands et complexes, prendront du temps de "
+"préparation des serveurs ce qui peuvent bloquer le rendu suivant. De règle "
+"générale, la quantité totale d'objets à interpréter, leur taille et leur "
+"complexité individuelles devraient être équilibrées pour éviter les "
+"problèmes de fluidité ou des temps de pré-calcule très longs. Le maillage "
+"combiné est ensuite transmis à l'Object Recast Navigation pour tester la "
+"géométrie source pour le terrain à parcourir adapté aux propriétés des "
+"agents [NavigationMesh] en créant un monde de voxel autour de la zone de "
+"maillage.\n"
+"Le maillage de navigation finalisé est ensuite retourné et enregistré à "
+"l'intérieur du [NavigationMesh] pour être utilisé comme ressource à "
+"l'intérieur des nœuds [NavigationMeshInstance].\n"
+"[b]Note :[/b] L'utilisation de maillages ne définissen pas seulement les "
+"surfaces à parcourir mais peut aussi empêcher le pré-calcul de fonctionner. "
+"La navigation n'a pas de concept de ce qu'est une géométrie \"à "
+"l'intérieur\" quand on traite de la géométrie de source de maillage et c'est "
+"intentionnel. Selon les paramètres de pré-calcule actuels, dès que le "
+"maillage obstructif est assez grande pour s'adapter à une zone de maillage "
+"de navigation à l'intérieur, le pré-calcule générera des zones de maillage "
+"de navigation qui sont à l'intérieur du maillage de géométrie de source "
+"obstructif."
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+"Pré-calcule les données de navigation du [code]nav_mesh[/code] donné en "
+"interprétant les nœuds enfants dans le [code]root_node[/code] spécifié ou un "
+"groupe spécifique de nœuds pour la géométrie de source potentielle. Le "
+"comportement d'interprétation peut être contrôlé avec les propriétés [member "
+"NavigationMesh.geometry_parsed_geometry_type] et [member NavigationMesh."
+"geometry_source_geometry_mode] de la ressource [NavigationMesh]."
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
-msgstr "Efface le maillage de navigation."
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Supprime l’animation avec la touche [code]name[/code]."
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "An instance of a [NavigationMesh]."
-msgstr "L’instance est un multi-maillage."
+msgstr "Une instance de [NavigationMesh]."
#: doc/classes/NavigationMeshInstance.xml
+#, fuzzy
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+"Une instance de [NavigationMesh]. Il signale au nœud [Navigation] ce qui "
+"peut être navigué et ce qui ne peut pas, basé sur la ressource "
+"[NavigationMesh].\n"
+"Par défaut ce nœud s'enregistrera à la carte de navigation du [World] par "
+"défaut. Si ce nœud est un enfant d'un nœud [Navigation], il s'inscrira à la "
+"carte de navigation du nœud de navigation.\n"
+"Deux régions peuvent être reliées l'une à l'autre si elles partagent un même "
+"bord. Vous pouvez définir la distance minimale entre deux sommets "
+"nécessaires pour connecter deux bords en utilisant [method NavigationServer."
+"map_set_edge_connection_margin]\n"
+"[b]Note :[/b] Le chevauchement de deux régions n'est pas suffisant pour "
+"relier deux régions. Ils doivent partager un même bord.\n"
+"Le coût d'entrée dans cette région d'une autre région peut être contrôlé "
+"avec la valeur [member enter_cost].\n"
+"[b]Note : [/b] Cette valeur n'est pas ajoutée au coût du chemin lorsque la "
+"position de départ est déjà dans cette région.\n"
+"Le coût des distances de voyage dans cette région peut être contrôlé avec le "
+"multiplicateur [member travel_cost]."
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
+msgstr "Détermine si le [NavigationMeshInstance] est actif ou non."
+
+#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "The [NavigationMesh] resource to use."
-msgstr "Le singleton [NavigationMeshGenerator]."
+msgstr "La ressource [NavigationMesh] à utiliser."
+
+#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
@@ -37988,20 +47597,21 @@ msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "Avertit quand une animation commence à jouer."
#: doc/classes/NavigationMeshInstance.xml
-#, fuzzy
msgid "Notifies when the [NavigationMesh] has changed."
-msgstr "Avertit quand une animation commence à jouer."
+msgstr "Avertit quand le [NavigationMesh] a changé."
#: doc/classes/NavigationObstacle.xml
msgid "3D obstacle used in navigation for collision avoidance."
-msgstr ""
+msgstr "Un obstacle 3D utilisé en navigation pour éviter les collisions."
#: doc/classes/NavigationObstacle.xml
msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -38011,6 +47621,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Retourne le [RID] de cet obstacle dans le [NavigationServer]."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -38030,14 +47644,16 @@ msgstr ""
#: doc/classes/NavigationObstacle2D.xml
msgid "2D obstacle used in navigation for collision avoidance."
-msgstr ""
+msgstr "Un obstacle 2D utilisé en navigation pour éviter les collisions."
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -38047,6 +47663,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Retourne le [RID] de cet obstacle dans le [Navigation2DServer]."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -38113,6 +47733,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -38123,7 +47751,6 @@ msgid ""
msgstr ""
#: doc/classes/NavigationPolygon.xml
-#, fuzzy
msgid "Returns the count of all polygons."
msgstr "Retourne le nombre de tous les polygones."
@@ -38149,21 +47776,96 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "A region of the 2D navigation map."
+msgstr "Prépare le maillage de navigation."
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+"Une instance de [NavigationMesh]. Il signale au nœud [Navigation] ce qui "
+"peut être navigué et ce qui ne peut pas, basé sur la ressource "
+"[NavigationMesh].\n"
+"Par défaut ce nœud s'enregistrera à la carte de navigation du [World] par "
+"défaut. Si ce nœud est un enfant d'un nœud [Navigation], il s'inscrira à la "
+"carte de navigation du nœud de navigation.\n"
+"Deux régions peuvent être reliées l'une à l'autre si elles partagent un même "
+"bord. Vous pouvez définir la distance minimale entre deux sommets "
+"nécessaires pour connecter deux bords en utilisant [method NavigationServer."
+"map_set_edge_connection_margin]\n"
+"[b]Note :[/b] Le chevauchement de deux régions n'est pas suffisant pour "
+"relier deux régions. Ils doivent partager un même bord.\n"
+"Le coût d'entrée dans cette région d'une autre région peut être contrôlé "
+"avec la valeur [member enter_cost].\n"
+"[b]Note : [/b] Cette valeur n'est pas ajoutée au coût du chemin lorsque la "
+"position de départ est déjà dans cette région.\n"
+"Le coût des distances de voyage dans cette région peut être contrôlé avec le "
+"multiplicateur [member travel_cost]."
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr "Détermine si le [NavigationMeshInstance] est actif ou non."
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "La ressource [NavigationMesh] à utiliser."
+
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Server interface for low-level 3D navigation access."
msgstr "Interface de serveur pour l'accès audio de bas niveau."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38175,6 +47877,26 @@ msgid ""
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
msgstr ""
+"Le NavigationServer est le serveur responsable pour toutes les navigation en "
+"3D. Il gère différents objets, nommés carte, régions et agents.\n"
+"Les cartes (\"maps\") sont faites de régions, qui sont faites de maillages "
+"de navigation. Ensemble, ces cartes définissent les aires navigables dans le "
+"monde 3D. Pour que deux régions soient connectées entre elles, elles doivent "
+"avoir une bordure en commun. Une bordure (\"edge\") est considérée connectée "
+"à une autre si elles ont deux sommets rapprochés de moins de la distance "
+"[member Navigation.edge_connection_margin].\n"
+"Pour utiliser le système d'évitement, vous devez utiliser des agents. Vous "
+"pouvez définir la vitesse cible d'un agent, puis le serveur émettra une "
+"méthode de rappel avec la vitesse modifiée.\n"
+"[b]Note :[/b] Le système d'évitement des collisions ignorent les régions. "
+"Utiliser la vitesse modifiée telle quelle peut déplacer un agent hors de la "
+"surface de navigable. C'est une limite du système d'évitement des collision, "
+"et certaines situations plus complexes peuvent nécessiter l'utilisation du "
+"moteur physique.\n"
+"Le serveur garde en mémoire tous les appels et les exécutent durant la phase "
+"de synchronisation. Cela veut dire que vous pouvez demander n'importe quel "
+"changement sur l'ensemble des cartes, via n'importe quel fil d'exécution, "
+"sans soucis."
#: doc/classes/NavigationServer.xml
#, fuzzy
@@ -38191,6 +47913,8 @@ msgstr "Renvoie l'inverse de la racine carrée du paramètre."
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr ""
+"Retourne le point le plus proche de la surface de la navigation et du "
+"segment."
#: doc/classes/NavigationServer.xml
msgid ""
@@ -38199,9 +47923,8 @@ msgid ""
msgstr ""
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the map's up direction."
-msgstr "Retourne les dimensions de bitmap."
+msgstr "Retourne la direction haut de la carte."
#: doc/classes/NavigationServer.xml
#, fuzzy
@@ -38209,9 +47932,8 @@ msgid "Set the map cell height used to weld the navigation mesh polygons."
msgstr "Définit le polygone de navigation de la tuile."
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Sets the map up direction."
-msgstr "Arrête l'audio."
+msgstr "Définit la direction haut de la carte."
#: doc/classes/NavigationServer.xml
msgid ""
@@ -38222,14 +47944,67 @@ msgid ""
msgstr ""
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Bakes the navigation mesh."
-msgstr "Définit le maillage de l'élément."
+msgstr "Prépare le maillage de navigation."
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr "Contrôle l'activation de ce serveur."
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr "Retourne l'état actuel de la connexion. Voir [enum ConnexionStatus]."
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid "Set the max packet size that this peer can handle."
+msgstr "Définit la texture de lumière à utiliser pour cette instance."
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -38250,6 +48025,18 @@ msgid ""
"the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server."
msgstr ""
+"Une implémentation de PacketPeer qui devrait être passée au [member "
+"SceneTree.network_peer] après avoir été initialisé en tant que client ou "
+"serveur. Les événements peuvent ensuite être gérés en se connectant aux "
+"signaux de [SceneTree].\n"
+"L'intêret de ENet est de fournir un calque de communication à travers le "
+"réseau relativement léger, simple et robuste par dessus UDP (User Datagram "
+"Protocol).\n"
+"[b]Note :[/b] ENet utilise seulement UDP, et non TCP. Lors du branchement du "
+"port serveur pour rendre votre serveur accessible sur internet, vous n'avez "
+"besoin que d'envoyer le port serveur en UDP. Vous pouvez utiliser la classe "
+"[UPNP] pour essayer d'envoyer automatiquement le port serveur dès le "
+"démarrage du serveur."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38258,6 +48045,10 @@ msgid ""
"disconnecting them. If this is a client it simply closes the connection to "
"the server."
msgstr ""
+"Ferme la connexion. Ignoré si aucune connexion n'est actuellement établie. "
+"Si c'est un serveur, il essaie de notifier tous les clients avant de les "
+"déconnecter de force. Si c'est un client, il ferme simplement la connexion "
+"au serveur."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38280,6 +48071,25 @@ msgid ""
"code] is specified, the client will also listen to the given port; this is "
"useful for some NAT traversal techniques."
msgstr ""
+"Créer un client qui se connecte au serveur à [code]address[/code] donnée via "
+"le [code]port[/code]. L'adresse donnée doit être soit un nom de domaine "
+"entièrement qualifié (ex.: [code]\"www.example.com\"[/code]) ou une adresse "
+"IP en format IPv4 ou IPv6 (par exemple [code]\"192.168.1.1\"[/code)]. Le "
+"[code]port[/code] est le port que le serveur écoute. Les paramètres "
+"[code]in_bandwidth[/code] et [code]out_bandwidth[/code] peuvent être "
+"utilisés pour limiter la bande passante entrante et sortante, en octets par "
+"seconde. Le défaut de 0 signifie que la bande passante ne sera pas limitée. "
+"Notez que ENet ignorera stratégiquement des paquets d'une connexion entre "
+"pairs pour s'assurer que la bande passante par les pairs n'est pas dépassée. "
+"Les paramètres de bande passante déterminent également la taille de la "
+"fenêtre d'une connexion qui limite la quantité de paquets fiables qui "
+"peuvent être envoyés à tout moment donné. Retourne [constant OK] si un "
+"client a été créé, [constant ERR_ALREADY_IN_USE] si ce "
+"NetworkedMultiplayerENet a déjà une connexion ouverte (dans quel cas vous "
+"devez appeler [method close_connection] d'abord) ou [constant "
+"ERR_CANT_CREATE] si le client ne peut pas être créé. Si [code]client_port[/"
+"code] est spécifié, le client écoutera également le port donné ; ceci est "
+"utile pour certaines techniques NAT transversale."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38298,34 +48108,55 @@ msgid ""
"case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the server could not be created."
msgstr ""
+"Créer un serveur qui écoute les connexions via [code]port[/code]. Le port "
+"doit être un port disponible et inutilisé entre 0 et 65535. Notez que les "
+"ports inférieurs à 1024 sont réservés et peuvent nécessiter des "
+"autorisations élevées en fonction de la plateforme. Pour modifier "
+"l'interface que le serveur écoute, utilisez [method set_bind_ip]. L'IP par "
+"défaut est le joker [code]\"*\"[/code], qui écoute toutes les interfaces "
+"disponibles. [code]max_clients[/code] est le nombre maximum de clients "
+"autorisés en même temps, tout nombre jusqu'à 4095 peut être utilisé, même si "
+"le nombre possible de clients simultanés peut être beaucoup plus faible et "
+"dépend de l'application. Pour plus de détails sur les paramètres de bande "
+"passante, voir [method create_client]. Retourne [constant OK] si un serveur "
+"a été créé, [constant ERR_ALREADY_IN_USE] si ce NetworkedMultiplayerENet a "
+"déjà une connexion ouverte (dans quel cas vous devez appeler [method "
+"close_connection] d'abord) ou [constant ERR_CANT_CREATE] si le serveur ne "
+"peut pas être créé."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
"connection will be closed immediately without flushing queued messages."
msgstr ""
+"Déconnecte le pair donné. Si \"maintenant\" est [code]true[/code], la "
+"connexion sera fermée immédiatement sans envoyer les messages en attente."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Returns the channel of the last packet fetched via [method PacketPeer."
"get_packet]."
msgstr ""
+"Retourne le canal du dernier paquet récupéré avec [method PacketPeer."
+"get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]."
msgstr ""
+"Retourne le canal du prochain paquet qui sera récupéré via [method "
+"PacketPeer.get_packet]"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns the IP address of the given peer."
-msgstr ""
+msgstr "Retourne l'adresse IP du pair donné."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns the remote port of the given peer."
-msgstr ""
+msgstr "Retourne le port distant du pair spécifié."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38334,6 +48165,10 @@ msgid ""
"needs to be in IPv4 or IPv6 address format, for example: "
"[code]\"192.168.1.1\"[/code]."
msgstr ""
+"L'adresse IP utilisée lors de la création d'un serveur. Ceci est défini le "
+"joker [code]\"*\"[/code] par défaut, qui se connecte à toutes les interfaces "
+"disponibles. L'adresse donnée doit être au format IPv4 ou IPv6, par "
+"exemple : [code]\"192.168.1.1\"[/code]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38341,6 +48176,9 @@ msgid ""
"code]. For servers, you must also setup the [CryptoKey] via [method "
"set_dtls_key]."
msgstr ""
+"Configure le [X509Certificate] à utiliser lorsque [member use_dtls] est "
+"[code]true[/code]. Pour les serveurs, vous devez également configurer le "
+"[CryptoKey] via [method set_dtls_key]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38348,6 +48186,9 @@ msgid ""
"code]. Remember to also call [method set_dtls_certificate] to setup your "
"[X509Certificate]."
msgstr ""
+"Configure la [CryptoKey] à utiliser lorsque [member use_dtls] est "
+"[code]true[/code]. N'oubliez pas d'appeler [method set_dtls_certificate] "
+"pour configurer votre [X509Certificate]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38362,6 +48203,17 @@ msgid ""
"other hand, defines a fixed timeout for which any packet must be "
"acknowledged or the peer will be dropped."
msgstr ""
+"Définit les paramètres de limite de temps pour un pair. Les paramètres de "
+"limite de temps contrôlent comment et quand un pair estimera que le traffic "
+"n'est pas assez fiable. Les valeurs de limite de temps sont exprimées en "
+"millisecondes.\n"
+"La [code]timeout_limit[/code] est un facteur qui, multiplié par une valeur "
+"basée sur le temps d'envoi moyen, déterminera la limite de temps pour un "
+"paquet fiable. Lorsque cette limite est atteinte, la limite de temps sera "
+"doublée, et le pair sera déconnecté si cette limite atteint "
+"[code]timeout_min[/code]. Le paramètre [code]timeout_max[/code], d'autre "
+"part, définit une limite de temps fixe pour lequel tout paquet doit estimé "
+"comme fiable, ou alors le pair sera supprimé."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38370,6 +48222,11 @@ msgid ""
"NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the "
"only way to use ordering with the RPC system."
msgstr ""
+"Force le tri des paquets lors de l'utilisation de [constant "
+"NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE] (ce qui se comporte de la "
+"même manière [constant NetworkedMultiplayerPeer."
+"TRANSFER_MODE_UNRELIABLE_ORDERED]). C'est le seul moyen d'utiliser le tri "
+"avec un système RPC."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38380,6 +48237,12 @@ msgid ""
"status of a packet in one channel won't stall the delivery of other packets "
"in another channel."
msgstr ""
+"Le nombre de canaux à utiliser par ENet. Les canaux sont utilisés pour "
+"séparer différents types de données. En mode fiable ou ordonné, par exemple, "
+"l'ordre d'envoi des paquets est assuré sur une base par canal. Ceci est fait "
+"pour lutter contre la latence et réduit les restrictions d'ordre sur les "
+"paquets. L'état d'envoi d'un paquet d'un canal a été décalé dans l'envoi "
+"d'autres paquets dans un autre canal."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38396,6 +48259,21 @@ msgid ""
"COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and "
"server is not recommended and not officially supported."
msgstr ""
+"La méthode de compression utilisée pour les paquets réseau. Ceux-ci ont "
+"différents compromis de vitesse de compression par rapport à la bande "
+"passante, vous pouvez avoir besoin quelle méthode fonctionne le mieux pour "
+"votre cas d'utilisation si vous utilisez la compression pour tout.\n"
+"[b]Note :[/b] La conception réseau de la plupart des jeux nécessite l'envoi "
+"de nombreux petits paquets fréquemment (moins de 4 KB chacun). Dans le "
+"doute, il est recommandé de garder l'algorithme de compression par défaut "
+"car il fonctionne le mieux avec ces petits paquets.\n"
+"[b]Note :[/b] [member compression_mode] doit être défini à la même valeur "
+"sur le serveur et sur tous ses clients. Les clients ne se connecteront pas "
+"si le [member compression_mode] d'un client diffère de celui du serveur. "
+"Avant Godot 3.4, la valeur par défaut de [member compression_mode] était "
+"[constant COMPRESS_NONE]. Néanmoins, il n'est pas recommandé, ni "
+"officiellement supporté, d'utiliser différentes versions du moteur entre les "
+"clients et le serveur."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38404,12 +48282,19 @@ msgid ""
"When set to an empty string, the [code]address[/code] parameter passed to "
"[method create_client] is used instead."
msgstr ""
+"Le nom d'hôte utilisé pour la vérification DTLS, à comparer à la valeur « CN "
+"» du certificat fourni par le serveur.\n"
+"Si la chaîne est vide, le paramètre [code]address[/code] passé à [method "
+"create_client] est utilisé à la place."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
+"Active ou désactive la vérification du certificat quand [member use_dtls] "
+"est [code]true[/code]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38418,6 +48303,11 @@ msgid ""
"is [code]false[/code], clients won't be automatically notified of other "
"peers and won't be able to send them packets through the server."
msgstr ""
+"Activer ou désactiver la fonction serveur qui notifie les clients de la "
+"connexion/déconnection des autres pairs enregistrés, et relaye les messages "
+"entre eux. Lorsque cette option est [code]false[/code], les clients ont "
+"obtenu la notification automatique d'autres pairs et ont obtenu la "
+"possibilité de les envoyer par le serveur."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38429,6 +48319,14 @@ msgid ""
"that channel for sending data. See [member channel_count] for more "
"information about ENet channels."
msgstr ""
+"Définit le canal par défaut à utiliser pour transférer les données. Par "
+"défaut, cette valeur est [code]-1[/code] ce qui signifie que ENet "
+"n'utilisera que 2 canaux : un pour les paquets fiables, et un pour les "
+"paquets non fiables. Le canal [code]0[/code] est réservé et ne peut pas être "
+"utilisé. Définit cette propriété à n'importe quelle valeur entre [code]0[/"
+"code] et [member channel_count] (exclus) forcera ENet à utiliser ce canal "
+"pour envoyer les données. Voir [member channel_count] pour plus "
+"d'informations sur les canaux ENet."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38442,6 +48340,16 @@ msgid ""
"dtls_verify] option, and configure the certificate accordingly via [method "
"set_dtls_certificate]."
msgstr ""
+"Quand activé, le client ou le serveur créé par ce pair utilisera "
+"[PacketPeerDTLS] au lieu des sockets UDP bruts pour communiquer avec le pair "
+"distant. Cela permettra de chiffrer la communication avec DTLS avec une "
+"utilisation plus importante des ressources mais aussi peut-être de la taille "
+"des paquets.\n"
+"[b]Note :[/b] Lors de la création d'un serveur DTLS, assurez-vous de "
+"configurer à la fois la clé et le certificat avec [method set_dtls_key] et "
+"[method set_dtls_certificate]. Pour les clients DTLS, regardez l'option "
+"[member dtls_verify] et configurez le certificat en conséquence avec [method "
+"set_dtls_certificate]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38449,12 +48357,17 @@ msgid ""
"requiring the fewest CPU resources. This option may also be used to make "
"network debugging using tools like Wireshark easier."
msgstr ""
+"Aucune compression. Cela utilise le plus de bande passante, mais moins de "
+"ressource du CPU. Cette option peut également être utilisée pour faciliter "
+"le débogage du réseau en utilisant des outils comme Wireshark."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"ENet's built-in range encoding. Works well on small packets, but is not the "
"most efficient algorithm on packets larger than 4 KB."
msgstr ""
+"L'encodage intégré d'ENet. Fonctionne bien sur les petits paquets, mais "
+"n'est pas l'algorithme le plus efficace pour les paquets de plus de 4 KB."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38462,6 +48375,9 @@ msgid ""
"resources compared to [constant COMPRESS_ZLIB], at the expense of using more "
"bandwidth."
msgstr ""
+"L'algorithme de compression [url=http://fastlz.org/]FastLZ[/url]. Cette "
+"option utilise moins de ressources CPU par rapport à [constant "
+"COMPRESS_ZLIB] mais utilise plus de bande passante."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -38471,6 +48387,11 @@ msgid ""
"packets smaller than 4 KB. Therefore, it's recommended to use other "
"compression algorithms in most cases."
msgstr ""
+"L'algorithme de compression [url=https://www.zlib.net/]Zlib[/url]. Cette "
+"option utilise moins de bande passante par rapport à [constant "
+"COMPRESS_FASTLZ] mais utilise plus le CPU. Notez que cet algorithme n'est "
+"pas très efficace pour les paquets de moins de 4 KB. Il est donc souvent "
+"recommandé d'utiliser d'autres algorithmes de compression."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
@@ -38479,6 +48400,8 @@ msgstr "Compression [url=https://facebook.github.io/zstd/]Zstandard[/url]."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "A high-level network interface to simplify multiplayer interactions."
msgstr ""
+"Une interface réseau haut-niveau pour simplifier les interactions "
+"multijoueurs."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -38488,26 +48411,32 @@ msgid ""
"detail and isn't meant to be used by non-Godot servers. It may change "
"without notice."
msgstr ""
+"Gère la connexion aux pairs du réseau. Attribue des identifiants uniques à "
+"chaque client connecté au serveur. Voir aussi [MultiplayerAPI].\n"
+"[b]Note :[/b] Le protocole de l'API multijoueur de haut niveau dépend de son "
+"implémentation et n'est pas destiné à être utilisé par des serveurs en "
+"dehors de Godot. Ce protocole peut changer dans une future version."
#: doc/classes/NetworkedMultiplayerPeer.xml
-#, fuzzy
msgid "High-level multiplayer"
-msgstr "API multijoueur de haut niveau."
+msgstr "API multijoueur de haut niveau"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "WebRTC Signaling Demo"
-msgstr ""
+msgstr "Démo des signaux WebRTC"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Returns the current state of the connection. See [enum ConnectionStatus]."
-msgstr ""
+msgstr "Retourne l'état actuel de la connexion. Voir [enum ConnexionStatus]."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent "
"packet."
msgstr ""
+"Retourne l'identifiant du [NetworkedMultiplayerPeer] qui a envoyé le plus "
+"récent paquet."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Returns the ID of this [NetworkedMultiplayerPeer]."
@@ -38515,7 +48444,7 @@ msgstr "Retourne l'identifiant de ce [NetworkedMultiplayerPeer]."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Waits up to 1 second to receive a new network event."
-msgstr ""
+msgstr "Attend jusqu'à 1 seconde de recevoir un nouvel événement réseau."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -38526,18 +48455,29 @@ msgid ""
"peer ID to send to all peers except that one. By default, the target peer is "
"[constant TARGET_PEER_BROADCAST]."
msgstr ""
+"Définit le pair auquel les paquets seront envoyés.\n"
+"L'identifiant [code]id[/code] peut être : [constant TARGET_PEER_BROADCAST] "
+"pour envoyer à tous les pairs connectés, [constant TARGET_PEER_SERVER] pour "
+"envoyer au pair agissant en tant que serveur, un identifiant de pairs valide "
+"pour envoyer à ce pair spécifique, ou un identifiant négatif pour envoyer à "
+"tous les pairs sauf celui-ci. Par défaut, le pair cible est [constant "
+"TARGET_PEER_BROADCAST]."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new "
"connections."
msgstr ""
+"Si [code]true[/code], ce [NetworkedMultiplayerPeer] refuse les nouvelles "
+"connexions."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"The manner in which to send packets to the [code]target_peer[/code]. See "
"[enum TransferMode]."
msgstr ""
+"La manière d'envoyer des paquets au [code]target_peer[/code]. Voir [enum "
+"TransferMode]."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted when a connection attempt fails."
@@ -38549,15 +48489,15 @@ msgstr "Émis quand une tentative de connexion réussie."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by the server when a client connects."
-msgstr ""
+msgstr "Émis par le serveur quand un client se connecte."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by the server when a client disconnects."
-msgstr ""
+msgstr "Émis par le serveur quand un client se déconnecte."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by clients when the server disconnects."
-msgstr ""
+msgstr "Émis par les clients quand le serveur se déconnecte."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -38566,6 +48506,11 @@ msgid ""
"TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
"consider whether the order matters."
msgstr ""
+"Les paquets ne sont pas reconnus, aucune tentative de ré-envoi n'est faite "
+"pour les paquets perdus. Les paquets peuvent arriver dans n'importe quelle "
+"commande. Peut être plus rapide que [constant "
+"TRANSFER_MODE_UNRELIABLE_ORDERED]. À utiliser pour des données non "
+"critiques, et toujours à considérer si l'ordre compte."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -38575,6 +48520,12 @@ msgid ""
"would be outdated if received late due to resend attempt(s) anyway, for "
"example movement and positional data."
msgstr ""
+"Les paquets ne sont pas reconnus, aucune tentative de ré-envoi n'est faite "
+"pour les paquets perdus. Les paquets sont reçus dans l'ordre où ils ont été "
+"envoyés. Peut être plus rapide que [constant TRANSFER_MODE_RELIABLE]. À "
+"utiliser pour les données non critiques ou qui seraient périmées si elles "
+"étaient reçues tardivement à cause du ré-envoi, par exemple pour les données "
+"de mouvement et de positionnement."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -38585,6 +48536,14 @@ msgid ""
"order, for example an ability being triggered or a chat message. Consider "
"carefully if the information really is critical, and use sparingly."
msgstr ""
+"Les paquets doivent être reçus et les tentatives de ré-envoi doivent être "
+"faites jusqu'à ce que les paquets soient reconnus. Les paquets doivent être "
+"reçus dans l'ordre où ils ont été envoyés. C'est le mode de transfert le "
+"plus fiable, mais potentiellement le plus lent en cause de la surcharge. À "
+"utiliser pour les données critiques qui doivent être transmises et arriver "
+"en ordre, par exemple un élément activé ou un message de discussion. À "
+"considérez soigneusement si l'information est vraiment critique, et à "
+"utiliser avec parcimonie."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "The ongoing connection disconnected."
@@ -38601,10 +48560,11 @@ msgstr "La tentative de connexion a réussi."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Packets are sent to the server and then redistributed to other peers."
msgstr ""
+"Les paquets sont envoyés au serveur puis redistribués aux autres pairs."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Packets are sent to the server alone."
-msgstr ""
+msgstr "Les paquets sont envoyés uniquement au serveur."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -38625,30 +48585,40 @@ msgid ""
"Returns the size of the margin identified by the given [enum Margin] "
"constant."
msgstr ""
+"Retourne la taille de la marge identifiée par la constante [enum Margin] "
+"donnée."
#: doc/classes/NinePatchRect.xml
msgid ""
"Sets the size of the margin identified by the given [enum Margin] constant "
"to [code]value[/code] in pixels."
msgstr ""
+"Définit la taille de la marge identifiée par la constante [enum Margin] "
+"donnée à [code]value[/code] en pixels."
#: doc/classes/NinePatchRect.xml
msgid ""
"The stretch mode to use for horizontal stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
+"Le mode d'étirement à utiliser pour l'étirement horizontal. Voir [enum "
+"NinePatchRect.AxisStretchMode] pour les valeurs possibles."
#: doc/classes/NinePatchRect.xml
msgid ""
"The stretch mode to use for vertical stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
+"Le mode d'étirement à utiliser pour l'étirement vertical. Voir [enum "
+"NinePatchRect.AxisStretchMode] pour les valeurs possibles."
#: doc/classes/NinePatchRect.xml
msgid ""
"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
"borders."
msgstr ""
+"Si [code]true[/code], dessine le centre du panneau. Sinon, ne dessine que "
+"les bordures des 9 parties."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -38656,6 +48626,10 @@ msgid ""
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
+"La hauteur de la ligne du bas des 9 parties. Une marge de 16 signifie que "
+"les angles du bas des 9 parties et les côtés auront une hauteur de 16 "
+"pixels. Vous pouvez définir les 4 valeurs de marge individuellement pour "
+"créer des panneaux avec des bordures non uniformes."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -38663,6 +48637,10 @@ msgid ""
"left corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
+"La largeur de la colonne gauche des 9 parties. Une marge de 16 signifie que "
+"les angles de gauche des 9 parties et les côtés auront une largeur de 16 "
+"pixels. Vous pouvez définir les 4 valeurs de marge individuellement pour "
+"créer des panneaux avec des bordures non uniformes."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -38670,6 +48648,10 @@ msgid ""
"right corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
+"La largeur de la colonne droite de 9 parties. Une marge de 16 signifie que "
+"les angles de droite des 9 parties et le côté auront une largeur de 16 "
+"pixels. Vous pouvez définir les 4 valeurs de marge individuellement pour "
+"créer des panneaux avec des bordures non uniformes."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -38677,6 +48659,10 @@ msgid ""
"corners and side will have a height of 16 pixels. You can set all 4 margin "
"values individually to create panels with non-uniform borders."
msgstr ""
+"La hauteur de la ligne du haut de 9 parties. Une marge de 16 signifie que "
+"les angles du haut des 9 parties et le côté auront une hauteur de 16 pixels. "
+"Vous pouvez définir les 4 valeurs de marge individuellement pour créer des "
+"panneaux avec des bordures non uniformes."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -38685,6 +48671,10 @@ msgid ""
"other properties are relative to this one. If the rect is empty, "
"NinePatchRect will use the whole texture."
msgstr ""
+"La région rectangulaire de la texture à utiliser. Si vous travaillez avec un "
+"atlas, utilisez cette propriété pour définir la zone à utiliser. Toutes les "
+"autres propriétés sont par rapport à celle-ci. Si le rectangle est vide, le "
+"NinePatchRect utilisera la texture dans son entièreté."
#: doc/classes/NinePatchRect.xml
msgid "The node's texture resource."
@@ -38699,6 +48689,8 @@ msgid ""
"Stretches the center texture across the NinePatchRect. This may cause the "
"texture to be distorted."
msgstr ""
+"Étire la texture du centre sur tout le NinePatchRect. Cela peut entraîner "
+"une distorsion de cette texture."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -38708,6 +48700,11 @@ msgid ""
"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
msgstr ""
+"Répète la texture centrale sur tout le NinePatchRect. Cela ne provoque "
+"aucune distorsion visible. La texture doit être transparente pour que cela "
+"fonctionne sans afficher d'artefacts entre les bords.\n"
+"[b]Note :[/b] Seulement pris en charge avec GLES3. Avec GLES2, cela se "
+"comportera comme [constant AXIS_STRETCH_MODE_STRETCH]."
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -38719,10 +48716,17 @@ msgid ""
"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
msgstr ""
+"Répète la texture centrale sur tout le NinePatchRect, mais étirera également "
+"la texture pour s'assurer que chaque tuile est visible entièrement. Cela "
+"peut causer une distorsion de la texture, mais moins que [constant "
+"AXIS_STRETCH_MODE_STRETCH]. La texture doit être transparente pour que cela "
+"fonctionne sans afficher d'artefacts entre les bords.\n"
+"[b]Note :[/b] Seulement pris en charge avec GLES3. Avec GLES2, cela se "
+"comportera comme [constant AXIS_STRETCH_MODE_STRETCH]."
#: doc/classes/Node.xml
msgid "Base class for all [i]scene[/i] objects."
-msgstr ""
+msgstr "Classe de base pour les objets [i]scene[/i]."
#: doc/classes/Node.xml
msgid ""
@@ -38784,14 +48788,77 @@ msgid ""
"(make sure node names are the same on all peers). Also, take a look at the "
"high-level networking tutorial and corresponding demos."
msgstr ""
+"Les nœuds sont les blocs de construction de Godot. Ils peuvent être assignés "
+"comme enfant d'un autre nœud, ce qui entraîne définit l'arborescence. Un "
+"nœud donné peut contenir n'importe quel nombre de nœuds enfants mais tous "
+"ces enfants doivent avoir des noms différents.\n"
+"Une arborescence de nœuds est appelé une [i]scène[/i]. Les scènes peuvent "
+"être sauvegardées sur le disque et ensuite instanciées dans d'autres scènes. "
+"Cela permet une très grande flexibilité dans l'architecture et le modèle de "
+"données des projets Godot.\n"
+"[b]Arbre de scène :[/b] Le [SceneTree] contient l'arborescence des nœuds. "
+"Lorsqu'un nœud est ajouté à l'arborescence de scène, il reçoit la "
+"notification [constant NOTIFICATION_ENTER_TREE] et sa méthode [method "
+"enter_tree] est appelée. Les nœuds d'enfants sont toujours ajoutés [i]après[/"
+"i] leur nœud parent, c'est-à-dire la méthode [method enter_tree] d'un nœud "
+"parent sera appelée avant celle de son enfant.\n"
+"Une fois que tous les nœuds ont été ajoutés dans l'arborescence de la scène, "
+"ils reçoivent la notification [constante NOTIFICATION_READY] et leurs "
+"méthodes respectives [method _ready] sont appelées. Pour les groupes de "
+"nœuds, la méthode [method _ready] est appelée avec un ordre inversé, en "
+"commençant par les enfants et en allant jusqu'aux nœuds parent.\n"
+"Cela signifie qu'en ajoutant un nœud à l'arborescence de la scène, l'ordre "
+"suivant sera utilisé pour les appels des méthodes: [method enter_tree] du "
+"parent, [method enter_tree] des enfants, [method _ready] des enfants et "
+"enfin [method _ready] du parent (recursivement pour l'arborescence complète "
+"de la scène).\n"
+"[b]Processus :[/b] Les nœuds peuvent surcharger l'état du processus, de "
+"sorte qu'ils reçoivent un appel à chaque trame demandant un traitement (de "
+"faire quelque chose). Le traitement normal (la méthode [method _process], "
+"activée avec [method set_process]) se produit aussi vite que possible et "
+"dépend du nombre de trames par seconde, de sorte que le temps de traitement "
+"[i]delta[/i] (en secondes) est passé en argument. Le traitement physique (la "
+"méthode [method physical_process], activée avec [method "
+"set_physics_process]) est appelée un nombre fixe de fois par seconde (60 "
+"fois par défaut) et est utile pour le code lié au moteur physique.\n"
+"Les nœuds peuvent également traiter les événements d'entrée. À l'heure "
+"actuelle, la fonction [method _input] sera appelée pour chaque entrée que le "
+"programme reçoit. Dans de nombreux cas, cela peut faire trop d'informations "
+"(sauf pour des projets simples), et la fonction [method unhandled_input] "
+"peut être préférée ; elle est appelée lorsque l'événement d'entrée n'a été "
+"traité par aucun élément (généralement, des nœuds d'interface [Control]), "
+"pour s'assurer que le nœud ne reçoit que les événements qui lui sont "
+"destinés.\n"
+"Pour garder la trace de l'arborescence de la scène (surtout lorsque vous "
+"instanciez des scènes dans d'autres scènes), un \"propriétaire\" peut être "
+"défini pour le nœud avec la propriété [member owner]. Cela garde une trace "
+"de quel élément a instancié quel autre élément. Cela est surtout utile "
+"lorsque vous écrivez des éditeurs et des outils.\n"
+"Enfin, quand un nœud est libéré avec [method Object.free] ou [method "
+"queue_free], il va également libérer tous ses enfants.\n"
+"[b]Les groupes : [/b] Les nœuds peuvent être ajoutés à autant de groupes que "
+"vous voulez, vous pouvez créer des groupes comme « ennemis » ou « "
+"récupérables » par exemple, selon votre jeu. Voir [method add_to_group], "
+"[method is_in_group] et [method remove_from_group]. Vous pouvez ensuite "
+"récupérer tous les nœuds d'un groupe, lister les groupes et même appeler des "
+"méthodes sur les groupes via des méthodes de [SceneTree].\n"
+"[b]Faire communiquer les nœud via le réseau :[/b] Après s'être connecté à un "
+"serveur (ou en faire un, voir [NetworkedMultiplayerENet]), il est possible "
+"d'utiliser le système RPC intégré (\"Remote Procedure Call\") pour "
+"communiquer sur le réseau. En appelant [method rpc] avec un nom de méthode, "
+"il sera appelé localement et pour tous les pairs connectés (un pair = un "
+"client et le serveur qui accepte les connexions). Pour identifier quel nœud "
+"reçoit l'appel RPC, Godot utilisera son [NodePath] (s'assurant que les noms "
+"de nœuds sont les mêmes sur tous les pairs). Consultez également le tutoriel "
+"pour les réseaux à haut niveau et les démos correspondantes."
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nœuds et scènes"
#: doc/classes/Node.xml
msgid "All Demos"
-msgstr ""
+msgstr "Toutes les démos"
#: doc/classes/Node.xml
msgid ""
@@ -38802,6 +48869,12 @@ msgid ""
"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in "
"[method Object._notification]."
msgstr ""
+"Appelé lorsque le nœud entre dans la [SceneTree] (par exemple en étant "
+"instancié, au changement de scène, ou après avoir appelé [method add_child] "
+"dans un script). Si le nœud a des enfants, sa méthode [méthod enter_tree] "
+"sera appelée d'abord, puis ensuite celle de ses enfants.\n"
+"Correspond à la notification [constant NOTIFICATION_ENTER_TREE] dans [method "
+"Object._notification]"
#: doc/classes/Node.xml
msgid ""
@@ -38814,6 +48887,15 @@ msgid ""
"the node has already left the active tree, connect to the [signal "
"tree_exited]."
msgstr ""
+"Appelé lorsque le nœud va quitter la [SceneTree] (par exemple sur la "
+"suppression, au changement de scène, ou après avoir appelé [method "
+"remove_child] dans un script). Si le nœud a des enfants, sa méthode [method "
+"exit_tree] sera appelée en dernier, quand tous ses enfants auront quitté "
+"l'arborescence.\n"
+"Correspond à la notification [constant NOTIFICATION_EXIT_TREE] dans [method "
+"Object._notification] et signal [signal tree_exiting]. Pour être notifié "
+"lorsque le nœud a déjà quitté l'arborescence active, connectez-vous à "
+"[signal tree_exited]."
#: doc/classes/Node.xml
msgid ""
@@ -38823,9 +48905,14 @@ msgid ""
"Call [method update_configuration_warning] when the warning needs to be "
"updated for this node."
msgstr ""
+"La chaîne retournée de cette méthode est affichée comme un avertissement "
+"dans la barre d'outil Scène si le script qui la modifie est un script "
+"[code]tool[/code].\n"
+"Retourner une chaîne vide ne produit aucun avertissement.\n"
+"Appelez [method update_configuration_warning] lorsque l'avertissement doit "
+"être mis à jour pour ce nœud."
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called when there is an input event. The input event propagates up through "
"the node tree until a node consumes it.\n"
@@ -38840,20 +48927,22 @@ msgid ""
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
-"Appelé pendant l’étape de traitement physique de la boucle principale. Le "
-"traitement physique signifie que la fréquence d’images est synchronisée avec "
-"la physique, c’est-à-dire que la variable [code]delta[/code] doit être "
-"constante.\n"
-"Il est seulement appelé si le traitement physique est activé, ce qui est "
-"fait automatiquement si cette méthode est remplacée, et peut être basculé "
-"avec [method set_physics_process].\n"
-"Correspond à la notification [constant NOTIFICATION_PHYSICS_PROCESS] dans la "
-"[method Object._notification].\n"
-"[b]Remarque :[/b] Cette méthode n’est appelée que si le nœud est présent "
-"dans l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)."
+"Appelé quand il y a un événement d'entrée. Cet événement se propage le long "
+"de l'arborescence jusqu'à ce qu'un nœud le consomme.\n"
+"Ça n'est appelé que si le processus de traitement des entrées est activé, ce "
+"qui est fait automatiquement quand cette méthode est surchargée, et peut "
+"être activé par [method set_process_input].\n"
+"Pour consommer l'événement d'entrée et arrêter sa propagation vers les "
+"autres nœuds, la méthode [method SceneTree.set_input_as_handled] peut être "
+"appelée.\n"
+"Pour les entrées de jeu, les méthodes [method _unhandled_input] et [method "
+"_unhandled_key_input] sont généralement plus adaptées que [method _input] "
+"puisqu'elles permettent aux éléments d'interface d'intercepter les "
+"événements en premier.\n"
+"[b]Note :[/b] Cette méthode n'est seulement appelé si le nœud est présent "
+"dans l'arborescence (c-à-d n'est pas un orphelin)."
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called during the physics processing step of the main loop. Physics "
"processing means that the frame rate is synced to the physics, i.e. the "
@@ -38870,17 +48959,16 @@ msgstr ""
"Appelé pendant l’étape de traitement physique de la boucle principale. Le "
"traitement physique signifie que la fréquence d’images est synchronisée avec "
"la physique, c’est-à-dire que la variable [code]delta[/code] doit être "
-"constante.\n"
+"constante. [code]delta[/code] est en secondes.\n"
"Il est seulement appelé si le traitement physique est activé, ce qui est "
"fait automatiquement si cette méthode est remplacée, et peut être basculé "
"avec [method set_physics_process].\n"
"Correspond à la notification [constant NOTIFICATION_PHYSICS_PROCESS] dans la "
"[method Object._notification].\n"
-"[b]Remarque :[/b] Cette méthode n’est appelée que si le nœud est présent "
-"dans l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)."
+"[b]Note :[/b] Cette méthode n’est appelée que si le nœud est présent dans "
+"l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)."
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called during the processing step of the main loop. Processing happens at "
"every frame and as fast as possible, so the [code]delta[/code] time since "
@@ -38895,14 +48983,14 @@ msgstr ""
"Appelé pendant l’étape de traitement physique de la boucle principale. Le "
"traitement physique signifie que la fréquence d’images est synchronisée avec "
"la physique, c’est-à-dire que la variable [code]delta[/code] doit être "
-"constante.\n"
+"constante. [code]delta[/code] est en secondes.\n"
"Il est seulement appelé si le traitement physique est activé, ce qui est "
"fait automatiquement si cette méthode est remplacée, et peut être basculé "
"avec [method set_physics_process].\n"
"Correspond à la notification [constant NOTIFICATION_PHYSICS_PROCESS] dans la "
"[method Object._notification].\n"
-"[b]Remarque :[/b] Cette méthode n’est appelée que si le nœud est présent "
-"dans l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)."
+"[b]note :[/b] Cette méthode n’est appelée que si le nœud est présent dans "
+"l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)."
#: doc/classes/Node.xml
msgid ""
@@ -38921,9 +49009,23 @@ msgid ""
"call with [method request_ready], which may be called anywhere before adding "
"the node again."
msgstr ""
+"Appelé lorsque le nœud est « prêt », c'est-à-dire lorsque le nœud et ses "
+"enfants sont entrés dans l'arborescence de la scène. Si le nœud a des "
+"enfants, leur méthode [method _ready] sera appelée en premier, et le nœud "
+"parent recevra la notification après.\n"
+"Correspond à la notification [constant NOTIFICATION_READY] dans [method "
+"Object._notification]. Voir aussi le mot-clé [code]onready[/code] pour les "
+"variables.\n"
+"Habituellement utilisé pour l'initialisation. Pour encore avant cela, "
+"[method Object._init] peut être utilisé. Voir aussi [méthod enter_tree].\n"
+"[b]Note :[/b] [method _ready] ne peut être appelée qu'une seule fois pour "
+"chaque nœud. Après avoir retiré un nœud de l'arborescence de scène et "
+"l'ajouter à nouveau, [code]_ready[/code] ne sera pas appelé une deuxième "
+"fois. Cela peut être changé en demandant un autre appel avec [method "
+"request_ready], qui peut être appelé n'importe où avant d'ajouter le nœud à "
+"nouveau."
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
"GUI [Control] item. The input event propagates up through the node tree "
@@ -38939,20 +49041,22 @@ msgid ""
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
-"Appelé pendant l’étape de traitement physique de la boucle principale. Le "
-"traitement physique signifie que la fréquence d’images est synchronisée avec "
-"la physique, c’est-à-dire que la variable [code]delta[/code] doit être "
-"constante.\n"
-"Il est seulement appelé si le traitement physique est activé, ce qui est "
-"fait automatiquement si cette méthode est remplacée, et peut être basculé "
-"avec [method set_physics_process].\n"
-"Correspond à la notification [constant NOTIFICATION_PHYSICS_PROCESS] dans la "
-"[method Object._notification].\n"
-"[b]Remarque :[/b] Cette méthode n’est appelée que si le nœud est présent "
-"dans l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)."
+"Appelé quand un [InputEventKey] n'a pas été traité par [method _input] ou "
+"n'importe quel élément [Control]. L'événement d'entrée se propage le long de "
+"l'arborescence jusqu'à ce qu'un nœud le consomme.\n"
+"Ça n'est appelé que si le processus de traitement des entrées est activé, ce "
+"qui est fait automatiquement quand cette méthode est surchargée, et peut "
+"être activé par [method set_process_unhandled_input].\n"
+"Pour consommer l'événement d'entrée et arrêter sa propagation vers les "
+"autres nœuds, la méthode [method SceneTree.set_input_as_handled] peut être "
+"appelée.\n"
+"Pour les entrées de jeu, cette méthode et [method _unhandled_key_input] sont "
+"généralement plus adaptées que [method _input] puisqu'elles permettent aux "
+"éléments d'interface d'intercepter les événements en premier.\n"
+"[b]Note :[/b] Cette méthode n'est seulement appelé si le nœud est présent "
+"dans l'arborescence (c-à-d n'est pas un orphelin)."
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called when an [InputEventKey] hasn't been consumed by [method _input] or "
"any GUI [Control] item. The input event propagates up through the node tree "
@@ -38968,17 +49072,20 @@ msgid ""
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
-"Appelé pendant l’étape de traitement physique de la boucle principale. Le "
-"traitement physique signifie que la fréquence d’images est synchronisée avec "
-"la physique, c’est-à-dire que la variable [code]delta[/code] doit être "
-"constante.\n"
-"Il est seulement appelé si le traitement physique est activé, ce qui est "
-"fait automatiquement si cette méthode est remplacée, et peut être basculé "
-"avec [method set_physics_process].\n"
-"Correspond à la notification [constant NOTIFICATION_PHYSICS_PROCESS] dans la "
-"[method Object._notification].\n"
-"[b]Remarque :[/b] Cette méthode n’est appelée que si le nœud est présent "
-"dans l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)."
+"Appelé quand un [InputEventKey] n'a pas été traité par [method _input] ou "
+"n'importe quel élément [Control]. L'événement d'entrée se propage le long de "
+"l'arborescence jusqu'à ce qu'un nœud le consomme.\n"
+"Ça n'est appelé que si le processus de traitement des entrées est activé, ce "
+"qui est fait automatiquement quand cette méthode est surchargée, et peut "
+"être activé par [method set_process_unhandled_key_input].\n"
+"Pour consommer l'événement d'entrée et arrêter sa propagation vers les "
+"autres nœuds, la méthode [method SceneTree.set_input_as_handled] peut être "
+"appelée.\n"
+"Pour les entrées de jeu, cette méthode et [method _unhandled_input] sont "
+"généralement plus adaptées que [method _input] puisqu'elles permettent aux "
+"éléments d'interface d'intercepter les événements en premier.\n"
+"[b]Note :[/b] Cette méthode n'est seulement appelé si le nœud est présent "
+"dans l'arborescence (c-à-d n'est pas un orphelin)."
#: doc/classes/Node.xml
msgid ""
@@ -38999,13 +49106,37 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
-msgstr ""
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
+msgstr ""
+"Ajoute un nœud enfant. Les nœuds peuvent avoir autant d'enfants que voulu, "
+"mais chaque enfant doit avoir un nom unique. Les nœuds d'enfants sont "
+"automatiquement supprimés lorsque le nœud parent est supprimé, de sorte "
+"qu'une scène entière peut être supprimée en supprimant juste son nœud le "
+"plus haut.\n"
+"Si [code]legible_unique_name[/code] est [code]true[/code], le nœud d'enfant "
+"aura un nom clairement lisible basé sur le nom du nœud étant analysé au lieu "
+"de son type.\n"
+"[b]Note :[/b] Si le nœud enfant a déjà un parent, la fonction échouera. "
+"Utilisez [method remove_child] d'abord pour retirer le nœud de son parent "
+"actuel. Par exemple :\n"
+"[codeblock]\n"
+"if child_node.get_parent():\n"
+" child_node.get_parent().remove_child(child_node)\n"
+"add_child(child_node)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Si vous voulez qu'un enfant soit persiste dans un "
+"[PackedScene], vous devez définir [member owner] après avoir appelé [method "
+"add_child]. Ceci est généralement pertinent pour [url=$DOCS_URL/tutorials/"
+"plugins/running_code_in_the_editor.html]scripts d'outil[/url] et "
+"[url=$DOCS_URL/tutorials/plugins/editor/index.html]greffons d'éditeur[/url]. "
+"Si [method add_child] est appelé sans définir [member owner], le nouveau "
+"[Node] ajouté ne sera pas visible dans l'arborescence de la scène, bien "
+"qu'il sera visible dans la vue 2D/3D."
#: doc/classes/Node.xml
msgid ""
@@ -39015,6 +49146,10 @@ msgid ""
"will have a human-readable name based on the name of the node being "
"instanced instead of its type."
msgstr ""
+"Ajoute [code]child_nœud[/code] en tant qu'enfant. L'enfant est placé sous le "
+"[code]nœud[/code] donné dans la liste des enfants.\n"
+"Si [code]legible_unique_name[/code] est [code]true[/code], le nœud d'enfant "
+"aura un nom lisible humainement basé sur le nom du nœud plutôt que son type."
#: doc/classes/Node.xml
msgid ""
@@ -39037,6 +49172,23 @@ msgid ""
"scene tree is not paused, and [code]false[/code] if the node is not in the "
"tree."
msgstr ""
+"Retourne [code]true[/code] si le nœud peut traiter pendant que "
+"l'arborescence de scène est interrompue (voir [member pause_mode)]. Retourne "
+"toujours [code]true[/code] si l'arborescence de scène n'est pas interrompue, "
+"et [code]false[/code] si le nœud n'est pas dans l'arborescence."
+
+#: doc/classes/Node.xml
+msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+"Crée un nouveau [SceneTreeTween] et le lie à ce nœud. Cela équivaut à :\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
#: doc/classes/Node.xml
msgid ""
@@ -39047,6 +49199,13 @@ msgid ""
"constructor arguments (i.e. needs to supply arguments to [method Object."
"_init] method). In that case, the node will be duplicated without a script."
msgstr ""
+"Duplique le nœud, retournant un nouveau nœud.\n"
+"Vous pouvez affiner le comportement en utilisant des drapeaux dans "
+"[code]flags[/code] (voir [enum DuplicateFlags)].\n"
+"[b]Note :[/b] Ça ne fonctionnera pas correctement si le nœud contient un "
+"script avec des arguments de constructeur (c'est-à-dire qu'on doit fournir "
+"des arguments à la méthode [method Object._init]). Dans ce cas, le nœud sera "
+"dupliqué sans script."
#: doc/classes/Node.xml
msgid ""
@@ -39065,6 +49224,23 @@ msgid ""
"consider using [method get_node] instead. To avoid using [method find_node] "
"too often, consider caching the node reference into a variable."
msgstr ""
+"Trouve un descendant de ce nœud dont le nom correspond à [code]mask[/code] "
+"suivant le même fonctionnement que pour [method String.match] (c'est-à-dire "
+"sensible à la casse, que [code]\"*\"[/code] correspond à un zéro au un seul "
+"caractère, et que [code]\"?\"[/code] correspond à n'importe quel unique "
+"caractère sauf [code]\".\"[/code]). Retourne [code]null[/code] si aucun "
+"[Node] correspondant n'est trouvée.\n"
+"[b]Note :[/b] La correspondance ne se fait pas sur le chemin complet mais "
+"juste les noms des nœuds.\n"
+"Si [code]owned[/code] est [code]true[/code], cette méthode ne trouve que des "
+"nœuds dont le propriétaire est ce nœud. Ceci est particulièrement important "
+"pour les scènes instanciée par un script, parce que ces scènes n'ont pas de "
+"propriétaire.\n"
+"[b]Note :[/b] Comme cette méthode liste tous les descendants d'un nœud, "
+"c'est le moyen le plus lent d'obtenir une référence à un autre nœud. Dans la "
+"mesure du possible, essayez plutôt d'utiliser [method get_node]. Pour éviter "
+"d'utiliser [method find_node] trop souvent, essayez de mettre en chache la "
+"référence de ce nœud dans une variable."
#: doc/classes/Node.xml
msgid ""
@@ -39079,6 +49255,23 @@ msgid ""
"[method get_node] instead. To avoid using [method find_parent] too often, "
"consider caching the node reference into a variable."
msgstr ""
+"Trouve un parent de ce nœud dont le nom correspond à [code]mask[/code] "
+"suivant le même fonctionnement que pour [method String.match] (c'est-à-dire "
+"sensible à la casse, que [code]\"*\"[/code] correspond à un zéro au un seul "
+"caractère, et que [code]\"?\"[/code] correspond à n'importe quel unique "
+"caractère sauf [code]\".\"[/code]). Retourne [code]null[/code] si aucun "
+"[Node] correspondant n'est trouvée.\n"
+"[b]Note :[/b] La correspondance ne se fait pas sur le chemin complet mais "
+"juste les noms des nœuds.\n"
+"Si [code]owned[/code] est [code]true[/code], cette méthode ne trouve que des "
+"nœuds dont le propriétaire est ce nœud. Ceci est particulièrement important "
+"pour les scènes instanciée par un script, parce que ces scènes n'ont pas de "
+"propriétaire.\n"
+"[b]Note :[/b] Comme cette méthode liste tous les parents d'un nœud, c'est le "
+"moyen le plus lent d'obtenir une référence à un autre nœud. Dans la mesure "
+"du possible, essayez plutôt d'utiliser [method get_node]. Pour éviter "
+"d'utiliser [method find_node] trop souvent, essayez de mettre en chache la "
+"référence de ce nœud dans une variable."
#: doc/classes/Node.xml
msgid ""
@@ -39086,14 +49279,17 @@ msgid ""
"method is often used for iterating all children of a node.\n"
"To access a child node via its name, use [method get_node]."
msgstr ""
+"Retourne un nœud enfant par son index (voir [method get_child_count)]. Cette "
+"méthode est souvent utilisée pour itérer tous les enfants d'un nœud.\n"
+"Pour accéder à un nœud enfant par son nom, utilisez [method get_node]."
#: doc/classes/Node.xml
msgid "Returns the number of child nodes."
-msgstr ""
+msgstr "Retourne le nombre de nœuds enfant."
#: doc/classes/Node.xml
msgid "Returns an array of references to node's children."
-msgstr ""
+msgstr "Retourne la liste des références des enfants du nœud."
#: doc/classes/Node.xml
msgid ""
@@ -39113,17 +49309,38 @@ msgid ""
" non_internal_groups.push_back(group)\n"
"[/codeblock]"
msgstr ""
+"Retourne un tableau énumérant les groupes dont ce nœud est membre.\n"
+"[b]Note :[/b] Pour des raisons de performance, l'ordre des groupes de nœuds "
+"n'est [i]pas[/i] garanti. cet ordre des groupes de nœuds ne devrait pas être "
+"utilisé car il peut varier entre les différents projets.\n"
+"[b]Note :[/b] Le moteur utilise des noms de groupe en l'interne (tous "
+"commençent par \"_\"). Pour éviter les conflits avec des groupes internes, "
+"n'ajoutez pas de groupes personnalisés dont le nom commence par \"_\". Pour "
+"exclure les groupes internes en boucle sur [method get_groups], utiliser le "
+"code suivant:\n"
+"[codeblock]\n"
+"# Enregistre tous les nœuds des groupes non internes au moteur (dans un "
+"tableau de String).\n"
+"var non_internal_groups = []\n"
+"for group in get_groups():\n"
+" if not group.begins_with(\"_\"):\n"
+" non_internal_groups.push_back(group)\n"
+"[/codeblock]"
#: doc/classes/Node.xml
msgid ""
"Returns the node's index, i.e. its position among the siblings of its parent."
msgstr ""
+"Retourne l'indice du nœud, c'est-à-dire sa position parmi les enfants de son "
+"parent."
#: doc/classes/Node.xml
msgid ""
"Returns the peer ID of the network master for this node. See [method "
"set_network_master]."
msgstr ""
+"Retourne l'identifiant du pair du maître du réseau pour ce nœud. Voir "
+"[method set_network_master]."
#: doc/classes/Node.xml
msgid ""
@@ -39154,6 +49371,32 @@ msgid ""
"get_node(\"/root/MyGame\")\n"
"[/codeblock]"
msgstr ""
+"Récupère un nœud. Le [NodePath] peut être un chemin relatif (depuis le nœud "
+"actuel) ou absolu (dans l'arborescence) vers un nœud. Si le chemin n'existe "
+"pas, [code]null[/code] est retourné et une erreur est affichée. Appeler une "
+"méthode sur la valeur retournée si le nœud n'existe lancera une erreur comme "
+"\"Tentative d'appel de <method> sur une instance null.\".\n"
+"[b]Note :[/b] Récupérer un nœud avec un chemin absolu ne fonctionne que si "
+"ce nœud est dans l'arborescence (voir [method is_inside_tree]).\n"
+"[b]Exemple :[/b] En assumant que le nœud actuel soit \"Personnage\" et que "
+"l'arborescence soit la suivante :\n"
+"[codeblock]\n"
+"/root\n"
+"/root/Personnage\n"
+"/root/Personnage/Épée\n"
+"/root/Personnage/Sac-à-dos/Dague\n"
+"/root/MonJeu\n"
+"/root/Bassin/Alligator\n"
+"/root/Bassin/Moustique\n"
+"/root/Bassin/Gobelin\n"
+"[/codeblock]\n"
+"Les chemins possibles sont :\n"
+"[codeblock]\n"
+"get_node(\"Épée\")\n"
+"get_node(\"Sac-à-dos/Dague\")\n"
+"get_node(\"../Bassin/Alligator\")\n"
+"get_node(\"/root/MonJeu\")\n"
+"[/codeblock]"
#: doc/classes/Node.xml
msgid ""
@@ -39176,32 +49419,59 @@ msgid ""
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/codeblock]"
msgstr ""
+"Récupère un nœud et une de ses ressources comme spécifié par le sous-nom de "
+"son [NodePath] (ex.: [code]Area2D/CollisionShape2D:shape[/code)]. Si "
+"plusieurs ressources imbriquées sont spécifiées dans le [NodePath], seul le "
+"dernier sera récupéré.\n"
+"La valeur de retour est un tableau de 3 éléments : le premier élément est le "
+"[Node] (ou [code]null[/code] s'il n'est pas trouvé), le deuxième élément est "
+"la [Resource] (ou [code]null[/code] si elle n'est pas trouvée), et le "
+"troisième élément est le reste du [NodePath], le cas échéant.\n"
+"Par exemple, en supposant que [code]Area2D/CollisionShape2D[/code] est un "
+"nœud valide et que sa propriété [code]shape[/code] a été assignée à une "
+"ressource [RectangleShape2D], on pourrait avoir ce type de sortie:\n"
+"[codeblock]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
+"[[CollisionShape2D:1161], Null, ]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
+"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
+"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
+"[/codeblock]"
#: doc/classes/Node.xml
msgid ""
"Similar to [method get_node], but does not log an error if [code]path[/code] "
"does not point to a valid [Node]."
msgstr ""
+"Semblable à [method get_node], mais n'affiche pas d'erreur si [code]path[/"
+"code] ne pointe pas vers une valeur valide [Node]."
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Returns the parent node of the current node, or [code]null[/code] if the "
"node lacks a parent."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Retourne le nœud parent du nœud actuel, ou [code]null[/code] si le nœud n'a "
+"pas de parent."
#: doc/classes/Node.xml
msgid ""
"Returns the absolute path of the current node. This only works if the "
"current node is inside the scene tree (see [method is_inside_tree])."
msgstr ""
+"Retourne le chemin absolu du nœud actuel. Cela ne fonctionne que si le nœud "
+"actuel est à l'intérieur de l'arborescence de la scène (voir [method "
+"is_inside_tree)]."
#: doc/classes/Node.xml
msgid ""
"Returns the relative [NodePath] from this node to the specified [code]node[/"
"code]. Both nodes must be in the same scene or the function will fail."
msgstr ""
+"Retourne le chemin [NodePath] relatif de ce nœud par rapport au nœud "
+"[code]nœud[/code] spécifié. Les deux nœuds doivent être dans la même scène "
+"sinon la fonction échouera."
#: doc/classes/Node.xml
msgid ""
@@ -39210,28 +49480,38 @@ msgid ""
"processing unless the frames per second is changed via [member Engine."
"iterations_per_second]."
msgstr ""
+"Retourne le temps écoulé (en secondes) depuis la dernière trame physique "
+"(voir [method _physics_process]). C'est toujours une valeur constante dans "
+"le traitement de la physique à moins que les trames par seconde ne soient "
+"changés via [member Engine.iterations_per_second]"
#: doc/classes/Node.xml
msgid ""
"Returns the node's order in the scene tree branch. For example, if called on "
"the first child node the position is [code]0[/code]."
msgstr ""
+"Retourne l'ordre du nœud dans la branche de la scène. Par exemple, si on "
+"l'appelle sur le premier nœud enfant, la position est [code]0[/code]."
#: doc/classes/Node.xml
msgid ""
"Returns the time elapsed (in seconds) since the last process callback. This "
"value may vary from frame to frame."
msgstr ""
+"Retourne le temps écoulé (en secondes) depuis le dernier rappel de process. "
+"Cette valeur peut varier d'une trame à l'autre."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
+"Retourne [code]true[/code] si c'est une instance fictive pour charger un "
+"scène. Voir [InstancePlaceholder]."
#: doc/classes/Node.xml
msgid "Returns the [SceneTree] that contains this node."
-msgstr ""
+msgstr "Retourne le [SceneTree] qui contient ce nœud."
#: doc/classes/Node.xml
msgid "Returns the node's [Viewport]."
@@ -39241,6 +49521,7 @@ msgstr "Retourne le [Viewport] du nœud."
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
msgstr ""
+"Retourne [code]true[/code] si le nœud à l'emplacement [NodePath] existe."
#: doc/classes/Node.xml
msgid ""
@@ -39249,18 +49530,27 @@ msgid ""
"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
"math types) are not considered resources."
msgstr ""
+"Retourne [code]true[/code] si le [NodePath] désigne un nœud valide et son "
+"sous-nom désigne une ressource valide, par exemple [code]Area2D/"
+"CollisionShape2D:shape[/code]. Les propriétés avec un type qui n'est pas une "
+"[Resource] (par exemple les nœuds ou les types mathématiques primitifs) ne "
+"sont pas considérées comme des ressources."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
msgstr ""
+"Retourne [code]true[/code] si le nœud donné est un enfant direct ou indirect "
+"du nœud actuel."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
"dock."
msgstr ""
+"Retourne [code]true[/code] si le nœud est réduit (la descendance est "
+"masquée) dans le dock de la scène."
#: doc/classes/Node.xml
msgid ""
@@ -39273,58 +49563,106 @@ msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
+"Retourne [code]true[/code] si ce nœud est dans le groupe spécifié. Voir les "
+"notes dans la description, et les méthodes de groupe dans [SceneTree]."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
msgstr ""
+"Retourne [code]true[/code] si le nœud est actuellement dans le [SceneTree]."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
+"Retourne [code]true[/code] si le système local est le maître de ce nœud."
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+"Retourne [code]true[/code] si le drapeau interpolé de la physique est défini "
+"pour ce nœud (voir [member physics_interpolation_mode)].\n"
+"[b]Note :[/b] L'interpolation ne sera active que si le drapeau est défini "
+"[b]et[/b] que l'interpolation physique est activée dans [SceneTree]. Ceci "
+"peut être testé en utilisant [method is_physics_interpolated_and_enabled]."
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+"Retourne [code]true[/code] si l'interpolation physique est activée (voir "
+"[member physics_interpolation_mode]) [b]et[/b] activée dans [SceneTree].\n"
+"Il s'agit d'une version pratique de [method is_physics_interpolated] qui "
+"vérifie également si l'interpolation physique est activée globalement.\n"
+"Voir [member SceneTree.physics_interpolation] et [member ProjectSettings."
+"physics/common/physics_interpolation]"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
+"Retourne [code]true[/code] si le traitement physique est activé (voir "
+"[method set_physics_process)]."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if internal physics processing is enabled (see "
"[method set_physics_process_internal])."
msgstr ""
+"Retourne [code]true[/code] si le traitement physique interne est activé "
+"(voir [method set_physics_process_internal)]."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if processing is enabled (see [method "
"set_process])."
msgstr ""
+"Retourne [code]true[/code] si le traitement est activé (voir [method "
+"set_process)]."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing input (see [method "
"set_process_input])."
msgstr ""
+"Retourne [code]true[/code] si le nœud gère l'entrée (voir [method "
+"set_process_input)]."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if internal processing is enabled (see [method "
"set_process_internal])."
msgstr ""
+"Retourne [code]true[/code] si le traitement interne est activé (voir [method "
+"set_process_internal)]."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing unhandled input (see "
"[method set_process_unhandled_input])."
msgstr ""
+"Retourne [code]true[/code] si le nœud est en train de gérer les entrées non "
+"traitées (voir [method set_process_unhandled_input])."
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing unhandled key input (see "
"[method set_process_unhandled_key_input])."
msgstr ""
+"Retourne [code]true[/code] si le nœud gère l'entrée de touche non traitée "
+"(voir [method set_process_unhandled_key_input)]."
#: doc/classes/Node.xml
msgid ""
@@ -39332,12 +49670,17 @@ msgid ""
"Since calls, signals, etc are performed by tree order, changing the order of "
"children nodes may be useful."
msgstr ""
+"Déplace un nœud enfant à une position différente (ordre) parmi les autres "
+"enfants. Comme les appels, les signaux, etc. sont effectués par l'ordre des "
+"arborescences, changer l'ordre des nœuds d'enfants peut être utile."
#: doc/classes/Node.xml
msgid ""
"Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. "
"Works only in debug builds."
msgstr ""
+"Imprime tous les nœuds égarés (sauf le [SceneTree)]. Utilisé pour le "
+"débogage. Fonctionne seulement dans les versions de débogage."
#: doc/classes/Node.xml
msgid ""
@@ -39354,6 +49697,18 @@ msgid ""
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgstr ""
+"Imprime l'arborescence dans la console. Utilisé principalement à des fins de "
+"débogage. Cette version affiche le chemin par rapport au nœud actuel, ce qui "
+"est utile pour le copier/coller dans la fonction [method get_node].\n"
+"[ b]Exemple de sortie:[/b]\n"
+"[codeblock]\n"
+"TheGame\n"
+"TheGame/Menu\n"
+"TheGame/Menu/Label\n"
+"TheGame/Menu/Camera2D\n"
+"TheGame/SplashScreen\n"
+"TheGame/SplashScreen/Camera2D\n"
+"[/codeblock]"
#: doc/classes/Node.xml
msgid ""
@@ -39370,6 +49725,19 @@ msgid ""
" ┖╴Camera2D\n"
"[/codeblock]"
msgstr ""
+"Comme [method print_tree], cela imprime l'arborescence dans la console. "
+"Cette version affiche une représentation plus graphique semblable à ce qui "
+"est affiché dans l'inspecteur de scène. C'est utile pour inspecter les "
+"grands arborescences.\n"
+"[ b]Exemple de sortie:[/b]\n"
+"[codeblock]\n"
+" ┖╴TheGame\n"
+" ┠╴Menu\n"
+" ┃ ┠╴Label\n"
+" ┃ ┖╴Camera2D\n"
+" ┖╴SplashScreen\n"
+" ┖╴Camera2D\n"
+"[/codeblock]"
#: doc/classes/Node.xml
msgid ""
@@ -39380,12 +49748,20 @@ msgid ""
"[code]parent_first[/code] is [code]false[/code], the children will be called "
"first."
msgstr ""
+"Appelle la méthode donnée (si présente) avec les arguments spécifiés dans "
+"[code]args[/code] sur ce nœud et récursivement sur tous ses enfants. Si "
+"l'argument [code]parent_first[/code] est [code]true[/code], la méthode sera "
+"appelée d'abord sur le nœud courant, puis sur tous ses enfants. Si "
+"[code]parent_first[/code] est [code]false[/code], les enfants seront appelés "
+"en premier."
#: doc/classes/Node.xml
msgid ""
"Notifies the current node and all its children recursively by calling "
"[method Object.notification] on all of them."
msgstr ""
+"Notifie le nœud actuel et tous ses enfants de façon récursive en les "
+"appelant [method Object.notification] sur tous."
#: doc/classes/Node.xml
msgid ""
@@ -39400,6 +49776,17 @@ msgid ""
"[method @GDScript.is_instance_valid] before attempting to call its methods "
"or access its properties."
msgstr ""
+"Place le nœud dans une file d'attente pour la suppression à la fin de la "
+"trame actuel. Lorsque supprimé, tous ses nœuds d'enfants seront supprimés "
+"aussi. Cette méthode s'assure qu'il est sûr de supprimer le nœud, "
+"contrairement [method Object.free]. Utilisez [method Object."
+"is_queued_for_deletion] pour vérifier si un nœud sera supprimé à la fin de "
+"la trame.\n"
+"[b]Important:[/b] Si vous avez une variable pointant vers un nœud, il ne "
+"sera [i]pas[/i] attribué à [code]null[/code] une fois le nœud libéré. Au "
+"lieu de cela, il va pointer vers [i]l'instance précédemment libérée[/i] et "
+"vous devez le valider avec [method @GDScript.is_instance_valid] avant de "
+"risquer d'appeler des méthodes dessus ou d'accéder à ses propriétés."
#: doc/classes/Node.xml
msgid ""
@@ -39410,6 +49797,12 @@ msgid ""
"of it. After using [code]raise[/code], a Control will be drawn on top of its "
"siblings."
msgstr ""
+"Déplace ce nœud vers le bas de la hiérarchie des enfants. Cela est souvent "
+"utile dans les nœuds d'interface ([Control]), parce que leur ordre de dessin "
+"dépend de leur ordre dans l'arborescence. Le Node en haut est dessiné "
+"d'abord, puis les nœuds en dessous dans la hiérarchie qui sont "
+"successivement dessinés. Après avoir utilisé [code]raise[/code], un contrôle "
+"sera affiché par dessus les autres enfants."
#: doc/classes/Node.xml
msgid ""
@@ -39417,6 +49810,9 @@ msgid ""
"it exists). All event subscriptions that pass by the removed node will be "
"unsubscribed."
msgstr ""
+"Retire un nœud et fixe tous ses enfants comme enfants du nœud parent (s'il "
+"existe). Tous les souscriptions d'événement qui passent par le nœud retiré "
+"seront aussi retirées."
#: doc/classes/Node.xml
msgid ""
@@ -39425,12 +49821,19 @@ msgid ""
"(or its descendants) to be [code]null[/code], if that [member owner] is no "
"longer a parent or ancestor."
msgstr ""
+"Retire un nœud d'enfant. Le nœud n'est PAS supprimé et doit être supprimé "
+"manuellement.\n"
+"[b]Note :[/b] Cette fonction peut définir le [member owner] du nœud enlevé "
+"(ou ses descendants) comme [code]null[/code], si ce [member owner] n'est "
+"plus un parent."
#: doc/classes/Node.xml
msgid ""
"Removes a node from a group. See notes in the description, and the group "
"methods in [SceneTree]."
msgstr ""
+"Retire un nœud d'un groupe. Voir les notes dans la description, et les "
+"méthodes de groupe dans [SceneTree]."
#: doc/classes/Node.xml
msgid ""
@@ -39442,6 +49845,13 @@ msgid ""
"need to keep it in a variable for later use or free it using [method Object."
"free]."
msgstr ""
+"Remplace un nœud dans une scène par celui donné. Les souscriptions qui "
+"passent par ce nœud seront perdus.\n"
+"[b]Note :[/b] Le nœud donné deviendra le nouveau parent de tous les nœuds "
+"d'enfants que le nœud remplacé avait.\n"
+"[b]Note :[/b] Le nœud remplacé n'est pas automatiquement libéré, donc vous "
+"devez le garder dans une variable pour une utilisation ultérieure ou le "
+"libérer en utilisant [method Object.free]"
#: doc/classes/Node.xml
msgid ""
@@ -39453,6 +49863,39 @@ msgid ""
"which case, [code]_ready[/code] will be called in the same order as it would "
"normally)."
msgstr ""
+"Demande que [code]_ready[/code] soit de nouveau appelé. Notez que la méthode "
+"va s'appeler immédiatement, mais qu'elle est prévue lorsque le nœud est "
+"ajouté à l'arborescence de scène à nouveau (voir [method _ready)]. "
+"[code]_ready[/code] est appelé seulement pour le nœud qui l'a demandé, ce "
+"qui signifie que vous devez le demander pour chaque enfant si vous voulez "
+"qu'ils appellent [code]_ready[/code] aussi (dans quel cas, [code]_ready[/"
+"code] sera appelé dans le même ordre que normalement)."
+
+#: doc/classes/Node.xml
+msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+"Lorsque l'interpolation de la physique est active, déplacer un nœud vers une "
+"transformation radicalement différente (comme le placement dans un niveau) "
+"peut entraîner un glissement visible car l'objet est rendu lors de son "
+"déplacement lors de la trame physique.\n"
+"Ce glitch peut être évité en appelant [code]reset_physics_interpolation[/"
+"code], qui annule temporairement l'interpolation jusqu'à ce que la trame "
+"physique soit complète.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] sera reçu par le nœud et "
+"tous les enfants de façon récursive.\n"
+"[b]Note :[/b] Cette fonction doit être appelée [b]après[/b] le déplacement "
+"du nœud, plutôt qu'avant."
#: doc/classes/Node.xml
msgid ""
@@ -39462,14 +49905,28 @@ msgid ""
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
"like [code]server_disconnected[/code] or by checking [code]SceneTree."
"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
msgstr ""
+"Envoie une requête d'appel de procédure à distance pour la [code]method[/"
+"code] donnée aux pairs sur le réseau (et localement), en option en envoyant "
+"tous les arguments supplémentaires comme arguments à la méthode appelée par "
+"le RPC. La requête d'appel ne sera reçue que par des nœuds ayant le même "
+"[NodePath], y compris le même nom de nœud. Le comportement dépend de la "
+"configuration RPC pour la méthode donnée, voir [method rpc_config]. Les "
+"méthodes ne sont pas exposées aux RPC par défaut. Voir aussi [method rset] "
+"et [method rset_config] pour les propriétés. Retourne [code]null[/code].\n"
+"[b]Note :[/b] Vous pouvez seulement utiliser RPC en toute sécurité sur les "
+"clients après avoir reçu le signal [code]connected_to_server[/code] du "
+"[SceneTree]. Vous devez également suivre l'état de connexion, soit par les "
+"signaux [SceneTree] comme [code]server_disconnected[/code] ou en vérifiant "
+"[code]SceneTree.network_peer.get_connection_status() == "
+"CONNECTION_CONNECTED[/code]."
#: doc/classes/Node.xml
msgid ""
@@ -39481,26 +49938,40 @@ msgid ""
"By default, methods are not exposed to networking (and RPCs). See also "
"[method rset] and [method rset_config] for properties."
msgstr ""
+"Change le mode RPC pour la [code]method[/code] donné pour le [code]mode[/"
+"code] spécifié. Voir [enum MultiplayerAPI.RPCMode]. Une alternative est "
+"d'annoter les méthodes et les propriétés avec les mots-clés correspondants "
+"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
+"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code)]. "
+"Par défaut, les méthodes ne sont pas exposées au réseaut (et aux RPC). Voir "
+"aussi [method rset] et [method rset_config] pour les propriétés."
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
+"Envoie un [method rpc] à un pair spécifique identifié par [code]peer_id[/"
+"code] (voir [method NetworkedMultiplayerPeer.set_target_peer]). Retourne "
+"[code]null[/code]."
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
+"Envoie un [method rpc] en utilisant un protocole non fiable. Retourne "
+"[code]null[/code]."
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
+"Envoie un [method rpc] à un pair spécifique identifié par [code]peer_id[/"
+"code] en utilisant un protocole non fiable (voir [method "
+"NetworkedMultiplayerPeer.set_target_peer]). Retourne [code]null[/code]."
#: doc/classes/Node.xml
msgid ""
@@ -39509,6 +49980,10 @@ msgid ""
"rset_config]. See also [method rpc] for RPCs for methods, most information "
"applies to this method as well."
msgstr ""
+"Change une propriété distante sur d'autres pairs (et localement). Le "
+"comportement dépend de la configuration du RPC pour la propriété donnée, "
+"voir [method rset_config]. Voir aussi [method rpc] pour les RPC sur les "
+"méthodes, la plupart des informations s'appliquent aussi à cette méthode."
#: doc/classes/Node.xml
msgid ""
@@ -39520,6 +49995,13 @@ msgid ""
"By default, properties are not exposed to networking (and RPCs). See also "
"[method rpc] and [method rpc_config] for methods."
msgstr ""
+"Change le mode RPC pour la [code]property[/code] donnée au [code]mode[/code] "
+"spécifié. Voir [enum MultiplayerAPI.RPCMode]. Une alternative est "
+"l'annotation des méthodes et des propriétés avec les mots-clés "
+"correspondants ([code]remote[/code], [code]master[/code], [code]puppet[/"
+"code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/"
+"code)]. Par défaut, les propriétés ne sont pas exposées au réseau (et au "
+"RPC). Voir aussi [method rpc] et [method rpc_config] pour les méthodes."
#: doc/classes/Node.xml
msgid ""
@@ -39671,12 +50153,31 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
msgstr ""
+"Le mode de pause. La façon dont le nœud se comportera quand le [SceneTree] "
+"est en pause."
+
+#: doc/classes/Node.xml
+msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
#: doc/classes/Node.xml
msgid ""
@@ -39689,61 +50190,86 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node is ready."
-msgstr ""
+msgstr "Émis quand le nœud est prêt ([i]ready[/i])."
#: doc/classes/Node.xml
msgid "Emitted when the node is renamed."
-msgstr ""
+msgstr "Émis quand le nœud est renommé."
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
-msgstr ""
+msgstr "Émis quand le nœud quitte l'arborescence et n'est plus actif."
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
-msgstr ""
+#, fuzzy
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
+msgstr "La notification reçue quand le nœud va quitter le [SceneTree]."
#: doc/classes/Node.xml
msgid "Notification received when the node is moved in the parent."
-msgstr ""
+msgstr "La notification reçue quand le nœud est déplacé dans le parent."
#: doc/classes/Node.xml
msgid "Notification received when the node is ready. See [method _ready]."
-msgstr ""
+msgstr "La notification reçue quand le nœud est prêt. Voir [method _ready]."
#: doc/classes/Node.xml
msgid "Notification received when the node is paused."
-msgstr ""
+msgstr "La notification reçue quand ce nœud est en pause."
#: doc/classes/Node.xml
msgid "Notification received when the node is unpaused."
-msgstr ""
+msgstr "La notification reçue quand le nœud n'est plus en pause."
#: doc/classes/Node.xml
msgid ""
@@ -39771,19 +50297,26 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is instanced."
-msgstr ""
+msgstr "La notification reçue quand ce nœud est instancié."
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node's [NodePath] changed."
-msgstr ""
+msgstr "La notification reçue quand le [NodePath] de ce nœud a changé."
#: doc/classes/Node.xml
msgid ""
@@ -39806,19 +50339,43 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
#: doc/classes/Node.xml
msgid "Stops processing when the [SceneTree] is paused."
-msgstr ""
+msgstr "Arrête la mise à jour quand le [SceneTree] est en pause."
#: doc/classes/Node.xml
msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr "Dupliquer les signaux du nœud."
@@ -39853,11 +50410,12 @@ msgstr ""
#: doc/classes/Node2D.xml doc/classes/Vector2.xml
msgid "All 2D Demos"
-msgstr ""
+msgstr "Toutes les démos 2D"
#: doc/classes/Node2D.xml
msgid "Multiplies the current scale by the [code]ratio[/code] vector."
msgstr ""
+"Multiplie la mise à l'échelle actuelle par le vecteur [code]ratio[/code]."
#: doc/classes/Node2D.xml
msgid ""
@@ -39868,11 +50426,13 @@ msgstr ""
#: doc/classes/Node2D.xml
msgid "Returns the [Transform2D] relative to this node's parent."
-msgstr ""
+msgstr "Retourne la [Transform2D] relative au parent de ce nœud."
#: doc/classes/Node2D.xml
msgid "Adds the [code]offset[/code] vector to the node's global position."
msgstr ""
+"Ajoute le vecteur de décalage [code]offset[/code] à la position globale du "
+"nœud."
#: doc/classes/Node2D.xml
msgid ""
@@ -39922,6 +50482,8 @@ msgstr ""
msgid ""
"Translates the node by the given [code]offset[/code] in local coordinates."
msgstr ""
+"Déplace le nœud par le décalage [code]offset[/code] dans les coordonnées "
+"locales."
#: doc/classes/Node2D.xml
msgid "Global position."
@@ -39949,19 +50511,25 @@ msgstr ""
#: doc/classes/Node2D.xml
msgid "Rotation in radians, relative to the node's parent."
-msgstr ""
+msgstr "La rotation en radians, relative au parent de ce nœud."
#: doc/classes/Node2D.xml
msgid "Rotation in degrees, relative to the node's parent."
-msgstr ""
+msgstr "La rotation en degrés, relative au parent de ce nœud."
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Local [Transform2D]."
-msgstr "[Transform2D] local."
+msgstr "[Transform2D] locale."
#: doc/classes/Node2D.xml
msgid ""
@@ -40017,12 +50585,46 @@ msgid ""
"when moving, renaming or deleting a node in the scene tree, but they are "
"never updated at runtime."
msgstr ""
+"Un chemin pré-interprété relatif ou absolu dans l'arborescence, à utiliser "
+"avec [method Node.get_node] ou d'autres fonctions similaires. Ça peut être "
+"une référence à un nœud, une ressource dans un nœud, ou une propriété dans "
+"un nœud ou un ressource. Par exemple, [code]\"Path2D/PathFollow2D/Sprite:"
+"texture:size\"[/code] réfère à la propriété [code]size[/code] de la "
+"ressource [code]texture[/code] du nœud nommé [code]\"Sprite\"[/code] qui est "
+"l'enfant des autres nœuds cités dans le chemin.\n"
+"Une simple chaine de caractères contentant le chemin suffit à des méthodes "
+"commes [method Node.get_node] qui la convertissent directement en NodePath, "
+"mais il est parfois nécessaire d'interpréter ce chemin en utilisant "
+"directement le [NodePath] ou format rapide [code]@\"path\"[/code]. Exporter "
+"une variable [NodePath] vous donnera un widget de sélection d'un nœud dans "
+"le panneau des propriétés dans l'éditeur, ce qui est souvent utile.\n"
+"Un [NodePath] est composé d'une liste de noms de nœud séparé par \"/"
+"\" (comme le chemin d'un fichier) et avec une liste facultative de \"sous-"
+"noms\" séparés par deux points qui peuvent être des ressources ou des "
+"propriétés.\n"
+"Quelques exemples de NodePath :\n"
+"[codeblock]\n"
+"# Aucun \"/\" au début veut dire que c'est relatif au nœud actuel.\n"
+"@\"A\" # L'enfant direct A\n"
+"@\"A/B\" # L'enfant B de A\n"
+"@\".\" # Le nœud actuel.\n"
+"@\"..\" # Le nœud parent.\n"
+"@\"../C\" # Le nœud C voisin.\n"
+"# Un \"/\" au début veut dire que c'est absolu dans le SceneTree.\n"
+"@\"/root\" # Équivalent à get_tree().get_root().\n"
+"@\"/root/Main\" # Si votre principale scène se nomme \"Main\".\n"
+"@\"/root/MyAutoload\" # Si vous avez un nœud ou une scène chargée "
+"automatiquement.\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Dans l'éditeur, les propriétés [NodePath] sont automatiquement "
+"mise à jour lors de déplacement, renommage ou suppression d'un nœud dans "
+"l'arborescence, mais ne sont jamais mis à jour quand le jeu est lancé."
#: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml
#: doc/classes/PanelContainer.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Role Playing Game Demo"
-msgstr ""
+msgstr "Démo 2D de jeu de role-play"
#: doc/classes/NodePath.xml
msgid ""
@@ -40051,6 +50653,32 @@ msgid ""
"\"/root/Level/Path2D\"\n"
"[/codeblock]"
msgstr ""
+"Créer un NodePath depuis une chaine de caractères, par ex. [code]\"Path2D/"
+"PathFollow2D/Sprite:texture:size\"[/code]. Un chemin est absolu s'il "
+"commence par une barre oblique (\"/\"). Les chemins absolus ne sont valides "
+"que dans l’arborescente globale, par dans les scènes individuelles. Pour les "
+"chemins relatifs, [code]\".\"[/code] et [code]\"..\"[/code] indique le nœud "
+"actuel et son parent respectivement.\n"
+"Les \"sous-noms\" facultatifs inclus après le chemin du nœud cible peuvent "
+"référer une ressource ou une propriété, et peuvent aussi être imbriquées.\n"
+"Quelques exemples de NodePath valides (en assumant que ces nœuds existent et "
+"contiennent les ressources et propriétés qui sont référencées) :\n"
+"[codeblock]\n"
+"# Réfère au nœud \"Sprite\".\n"
+"\"Path2D/PathFollow2D/Sprite\"\n"
+"# Réfère au nœud \"Sprite\" et sa ressource \"texture\".\n"
+"# \"get_node()\" retournera \"Sprite\", alors que "
+"\"get_node_and_resource()\"\n"
+"# retournera à la fois le nœud \"Sprite\" et sa ressource \"texture\".\n"
+"\"Path2D/PathFollow2D/Sprite:texture\"\n"
+"# Réfère au nœud \"Sprite\" de sa propriété \"position\".\n"
+"\"Path2D/PathFollow2D/Sprite:position\"\n"
+"# Réfère au nœud \"Sprite\" et au composant \"x\" de sa propriété "
+"\"position\".\n"
+"\"Path2D/PathFollow2D/Sprite:position:x\"\n"
+"# Chemin absolu (de le nœud racine \"root\").\n"
+"\"/root/Level/Path2D\"\n"
+"[/codeblock]"
#: doc/classes/NodePath.xml
msgid ""
@@ -40077,11 +50705,18 @@ msgid ""
"print(nodepath.get_concatenated_subnames()) # texture:load_path\n"
"[/codeblock]"
msgstr ""
+"Retourne tous les sous-noms reliés par deux points ([code]:[/code]) comme "
+"séparateur, c'est-à-dire que la partie droite des deux premiers points est "
+"un chemin vers un nœud.\n"
+"[codeblock]\n"
+"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
+"print(nodepath.get_concatenated_subnames()) # texture:load_path\n"
+"[/codeblock]"
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40089,6 +50724,14 @@ msgid ""
"print(node_path.get_name(2)) # Sprite\n"
"[/codeblock]"
msgstr ""
+"Retourne le nom du nœud à l'index [code]idx[/code] (la valeur est entre 0 et "
+"[method get_name_count] - 1).\n"
+"[codeblock]\n"
+"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
+"print(node_path.get_name(0)) # Path2D\n"
+"print(node_path.get_name(1)) # PathFollow2D\n"
+"print(node_path.get_name(2)) # Sprite\n"
+"[/codeblock]"
#: doc/classes/NodePath.xml
msgid ""
@@ -40107,6 +50750,13 @@ msgid ""
"print(node_path.get_subname(1)) # load_path\n"
"[/codeblock]"
msgstr ""
+"Retourne la ressource ou le nom de propriété indiqué à [code]idx[/code] (de "
+"0 jusqu'à [method get_subname_count]).\n"
+"[codeblock]\n"
+"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
+"print(node_path.get_subname(0)) # texture\n"
+"print(node_path.get_subname(1)) # load_path\n"
+"[/codeblock]"
#: doc/classes/NodePath.xml
msgid ""
@@ -40128,7 +50778,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid "Returns [code]true[/code] if the node path is empty."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le chemin du nœud est vide."
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid "[OpenSimplexNoise] filled texture."
@@ -40150,6 +50800,20 @@ msgid ""
"var image = texture.get_data()\n"
"[/codeblock]"
msgstr ""
+"Utilise un [OpenSimplexNoise] pour remplir la texture. Vous pouvez spécifier "
+"une taille de texture mais gardez en mémoire qu'une plus grande taille "
+"demandera un temps de génération plus long, et que les bruits continus ne "
+"fonctionnent qu'avec des textures carrées.\n"
+"NoiseTexture peut aussi générer des textures normalmap.\n"
+"Cette classe utilise des [Thread] en interne pour générer la texture, donc "
+"[method Texture.get_data] peut retourner [code]null[/code] si la génération "
+"de la texture n'a pas encore été finie. Dans ce cas, vous devez attendre que "
+"la texture soit générée avant d'accéder aux données :\n"
+"[codeblock]\n"
+"var texture = preload(\"res://noise.tres\")\n"
+"yield(texture, \"changed\")\n"
+"var image = texture.get_data()\n"
+"[/codeblock]"
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
@@ -40169,7 +50833,7 @@ msgstr "Hauteur de la texture générée."
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid "The [OpenSimplexNoise] instance used to generate the noise."
-msgstr ""
+msgstr "L'instance [OpenSimplexNoise] utilisée pour générer le bruit."
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
@@ -40192,9 +50856,8 @@ msgid "Width of the generated texture."
msgstr "Largeur de la texture générée."
#: doc/classes/Object.xml
-#, fuzzy
msgid "Base class for all non-built-in types."
-msgstr "Classe de base pour toutes les ressources."
+msgstr "La classe de base pour tous les types non intégrés."
#: doc/classes/Object.xml
msgid ""
@@ -40233,14 +50896,51 @@ msgid ""
"code]. This bug only applies to Object itself, not any of its descendents "
"like [Reference]."
msgstr ""
+"Chaque classe qui n'est pas intégrée hérite de cette classe.\n"
+"Vous pouvez construire des Objects depuis les langages de script, avec "
+"[code]Object.new()[/code] dans GDScript, [code]new Object[/code] dans C#, ou "
+"le nœud \"Construire un Objet\" dans VisualScript.\n"
+"Les objets ne gère pas la mémoire. Si une classe hérite de Object, vous "
+"devez manuellement supprimer les instances quand elles ne sont plus "
+"utilisées. Pour cela, appelez la méthode [method free] depuis votre script "
+"ou supprimez l'instance en C++.\n"
+"Certaines classes qui hérite de Object ajoute la gestion de la mémoire. "
+"C'est le cas de [Reference], qui contient un compteur de références et se "
+"supprime automatiquement quand il n'est pas référencé. [Node], un autre type "
+"fondamental, supprime tous ces enfants quand il est libéré de la mémoire.\n"
+"Les objet exportent des propriétés, qui sont principalement utilisées pour "
+"enregistrement et les modifications, mais pas tant que ça en programmation. "
+"Les propriétés sont exportées dans [method _get_property_list] et gérées "
+"dans [method _get] et [method _set]. Par contre, les langages de script et C+"
+"+ ont un système plus simple pour les exporter.\n"
+"L'existence de propriétés peut être directement vérifié dans GDScript avec "
+"[code]in[/code]:\n"
+"[codeblock]\n"
+"var n = Node2D.new()\n"
+"print(\"position\" in n) # Affiche \"True\".\n"
+"print(\"other_property\" in n) # Affiche \"False\".\n"
+"[/codeblock]\n"
+"L'opérateur [code]in[/code] sera évalué à [code]true[/code] aussi longtemps "
+"que la clé existe, même si sa valeur est [code]null[/code].\n"
+"Les objets reçoivent aussi des notifications. Les notifications sont "
+"simplement un moyen de notifier à l'objet différents événements, pour qu'ils "
+"soient tous traités ensemble. Voir [method _notification].\n"
+"[b]Note :[/b] Contrairement aux références aux [Reference], les références "
+"aux Object sont stockés dans une variable qui peut devenir invalide sans "
+"prévenir. Pour cela, il est recommandé d'utiliser [Reference] pour les "
+"classe de données plutôt que [Object].\n"
+"[b]Note :[/b] À cause d'un bug, il n'est pas possible de créer un objet avec "
+"[code]Object.new()[/code]. Plutôt, utilisez [code]ClassDB."
+"instance(\"Object\")[/code]. Ce bug ne s'applique qu'aux Object, et non à sa "
+"descendance comme les [Reference]."
#: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml
msgid "When and how to avoid using nodes for everything"
-msgstr ""
+msgstr "Quand et comment éviter d'utiliser des nœuds pour tout"
#: doc/classes/Object.xml
msgid "Advanced exports using _get_property_list()"
-msgstr ""
+msgstr "Exports avancés avec _get_property_list()"
#: doc/classes/Object.xml
msgid ""
@@ -40263,7 +50963,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -40298,6 +51004,10 @@ msgid ""
"added as an [Array] of dictionaries, each containing [code]name: String[/"
"code] and [code]type: int[/code] (see [enum Variant.Type]) entries."
msgstr ""
+"Ajouter [code]signal[/code] personnalisé défini par l'utilisateur. Les "
+"arguments sont facultatifs, mais peuvent être ajoutés sous forme de [Array] "
+"de dictionnaires, chacun contenant les entrées [code]name: String[/code] et "
+"[code]type: int[/code] (voir [enum Variant.Type])."
#: doc/classes/Object.xml
msgid ""
@@ -40312,6 +51022,16 @@ msgid ""
"where you should use the same convention as in the C# source (typically "
"PascalCase)."
msgstr ""
+"Appelle la [code]method[/code] sur l'objet et retourne le résultat. Cette "
+"méthode supporte un nombre variable d'arguments, ces paramètres étant passés "
+"dans une liste séparé par une virgule. Exemple :\n"
+"[codeblock]\n"
+"call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note :[/b] En C#, le nom de la méthode doit être spécifiée en snake_case "
+"si c'est une méthode définie par les nœuds Godot. Ça ne s'applique pas aux "
+"méthodes définies par l'utilisateur qui devraient toujours utiliser la même "
+"convention du langage C# (typiquement en PascalCase)."
#: doc/classes/Object.xml
msgid ""
@@ -40326,6 +51046,16 @@ msgid ""
"where you should use the same convention as in the C# source (typically "
"PascalCase)."
msgstr ""
+"Appelle la [code]method[/code] sur l'objet pendant un temps de repos. Cette "
+"méthode supporte un nombre variable d'arguments, ces paramètres étant passés "
+"dans une liste séparé par une virgule. Exemple :\n"
+"[codeblock]\n"
+"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note :[/b] En C#, le nom de la méthode doit être spécifiée en snake_case "
+"si c'est une méthode définie par les nœuds Godot. Ça ne s'applique pas aux "
+"méthodes définies par l'utilisateur qui devraient toujours utiliser la même "
+"convention du langage C# (typiquement en PascalCase)."
#: doc/classes/Object.xml
msgid ""
@@ -40336,6 +51066,13 @@ msgid ""
"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
"[/codeblock]"
msgstr ""
+"Appelle la [code]method[/code] sur l'objet et retourne le résultat. "
+"Contrairement à [method call], cette méthode ne supporte pas un nombre "
+"variable d'arguments mais s'attend à ce que tous les paramètres soient "
+"passés dans un seul [Array].\n"
+"[codeblock]\n"
+"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
+"[/codeblock]"
#: doc/classes/Object.xml
msgid ""
@@ -40351,7 +51088,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -40376,13 +51113,46 @@ msgid ""
"level, weapon_type, damage])\n"
"[/codeblock]"
msgstr ""
+"Connecte un [code]signal[/code] à une [code]method[/code] d'un objet "
+"[code]target[/code]. Vous pouvez passer des paramètres [code]binds[/code] "
+"supplémentaires à l'appel sous forme de [Array]. Ces paramètres seront "
+"passés à la méthode après les autres paramètres utilisé lors de l'appel à "
+"[method emit_signal]. Utilisez [code]flags[/code] pour définir l'options, "
+"telles que définies par les constantes [enum ConnectFlags].\n"
+"Un [code]signal[/code] peut seulement être connecté à une seule "
+"[code]method[/code]. Il affichera une erreur s'il est déjà connecté, sauf si "
+"le signal à été connecté avec [constant CONNECT_REFERENCE_COUNTED]. Pour "
+"éviter cela, d'abord, utilisez [method is_connected] pour vérifier les "
+"connexions existantes.\n"
+"Si la cible [code]target[/code] est détruite durant la durée de vie du jeu, "
+"la connexion sera perdue.\n"
+"Exemples :\n"
+"[codeblock]\n"
+"connect(\"pressed\", self, \"_on_Button_pressed\") # Le signal pour le "
+"BaseButton\n"
+"connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # Le signal "
+"pour le LineEdit\n"
+"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # Un "
+"signal défini par l'utilisateur\n"
+"[/codeblock]\n"
+"Un exemple de la relation entre [code]binds[/code] passé à [method connect] "
+"et les paramètres utilisé lors de l'appel à [method emit_signal] :\n"
+"[codeblock]\n"
+"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # Les "
+"paramètres weapon_type et damage sont passés en dernier\n"
+"emit_signal(\"hit\", \"Dark lord\", 5) # Les paramètres \"Dark lord\" et 5 "
+"sont passés en premier\n"
+"func _on_Player_hit(hit_by, level, weapon_type, damage):\n"
+" print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, "
+"level, weapon_type, damage])\n"
+"[/codeblock]"
#: doc/classes/Object.xml
msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -40459,17 +51229,19 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
-#, fuzzy
msgid "Returns the object's metadata as a [PoolStringArray]."
-msgstr "Retourne le cache d’inclinaisons en tant que [PackedFloat32Array]."
+msgstr "Retourne les métadonnées de l'objet en tant que [PoolStringArray]."
#: doc/classes/Object.xml
msgid "Returns the object's methods and their signatures as an [Array]."
-msgstr ""
+msgstr "Retourne les méthodes et leur signature de l'objet dans un [Array]."
#: doc/classes/Object.xml
msgid ""
@@ -40486,30 +51258,36 @@ msgid ""
"Returns the object's [Script] instance, or [code]null[/code] if none is "
"assigned."
msgstr ""
+"Retourne l'instance [Script] de l'objet, ou [code]null[/code] si aucune "
+"n'est assignée."
#: doc/classes/Object.xml
msgid "Returns an [Array] of connections for the given [code]signal[/code]."
msgstr ""
+"Retourne un [Array] des connexions pour le [code]signal[/code] spécifié."
#: doc/classes/Object.xml
msgid "Returns the list of signals as an [Array] of dictionaries."
-msgstr ""
+msgstr "Retourne la liste des signaux dans un [Array] de dictionnaires."
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if a metadata entry is found with the given "
"[code]name[/code]."
msgstr ""
+"Retourne [code]true[/code] si une entrée de méta-donnée existe avec le nom "
+"[code]name[/code] donné."
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the object contains the given [code]method[/"
"code]."
msgstr ""
+"Retourne [code]true[/code] si l'objet contient la [code]method[/code] donnée."
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if the given [code]signal[/code] exists."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe."
#: doc/classes/Object.xml
msgid ""
@@ -40520,7 +51298,7 @@ msgstr ""
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if signal emission blocking is enabled."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'émission de signal est bloquée."
#: doc/classes/Object.xml
msgid ""
@@ -40532,19 +51310,20 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
"code], [code]target[/code], and [code]method[/code]."
msgstr ""
-"Retourne [code]true[/code] si l'[AABB] coupe le segment de droite entre "
-"[code]from[/code] et [code]to[/code]."
+"Retourne [code]true[/code] si une connexion existe pour le [code]signal[/"
+"code], la cible [code]target[/code], et la [code]method[/code] spécifiés."
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
+"Retourne [code]true[/code] si la méthode [method Node.queue_free] a été "
+"appelée pour cet objet."
#: doc/classes/Object.xml
msgid ""
@@ -40571,6 +51350,8 @@ msgstr ""
msgid ""
"Removes a given entry from the object's metadata. See also [method set_meta]."
msgstr ""
+"Supprime l'entrée donnée des méta-données de l'objet. Voir aussi [method "
+"set_meta]."
#: doc/classes/Object.xml
msgid ""
@@ -40584,7 +51365,7 @@ msgstr ""
#: doc/classes/Object.xml
msgid "If set to [code]true[/code], signal emission is blocked."
-msgstr ""
+msgstr "Si définit à [code]true[/code], l'émission de signal est bloquée."
#: doc/classes/Object.xml
msgid ""
@@ -40653,29 +51434,37 @@ msgstr ""
#: doc/classes/Object.xml
msgid "Emitted whenever the object's script is changed."
-msgstr ""
+msgstr "Émis quand le script de l'objet est changé."
#: doc/classes/Object.xml
msgid "Called right when the object is initialized. Not available in script."
msgstr ""
+"Appelé juste après que l'objet a été initialisé. N'est pas disponible depuis "
+"les scripts."
#: doc/classes/Object.xml
msgid "Called before the object is about to be deleted."
-msgstr ""
+msgstr "Appelé juste avant qu'un objet soit supprimé."
#: doc/classes/Object.xml
msgid ""
"Connects a signal in deferred mode. This way, signal emissions are stored in "
"a queue, then set on idle time."
msgstr ""
+"Connecte un signal en mode déferré. Ainsi, les émissions du signal sont "
+"placées dans une file, et distribuées durant un moment de repos."
#: doc/classes/Object.xml
msgid "Persisting connections are saved when the object is serialized to file."
msgstr ""
+"Les connexions persistances sont enregistrées quand l'objet est sauvegardé "
+"dans un fichier."
#: doc/classes/Object.xml
msgid "One-shot connections disconnect themselves after emission."
msgstr ""
+"Les connections uniques (one-shot) se déconnecté automatique après "
+"l'émission."
#: doc/classes/Object.xml
msgid ""
@@ -40714,7 +51503,7 @@ msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid "Defines a 2D polygon for LightOccluder2D."
-msgstr ""
+msgstr "Définit un polygone 2D pour LightOccluder2D."
#: doc/classes/OccluderPolygon2D.xml
msgid ""
@@ -40731,7 +51520,7 @@ msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid "The culling mode to use."
-msgstr ""
+msgstr "Le mode de culling à utiliser."
#: doc/classes/OccluderPolygon2D.xml
msgid ""
@@ -40742,18 +51531,19 @@ msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid "Culling is disabled. See [member cull_mode]."
-msgstr ""
+msgstr "Le culling est désactivé. Voir [member cull_mode]."
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"Culling is performed in the clockwise direction. See [member cull_mode]."
-msgstr ""
+msgstr "Le culling se fait dans le sens horaire. Voir [member cull_mode]."
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"Culling is performed in the counterclockwise direction. See [member "
"cull_mode]."
msgstr ""
+"Le culling se fait dans le sens horaire inversé. Voir [member cull_mode]."
#: doc/classes/OccluderShape.xml
msgid ""
@@ -40787,12 +51577,12 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
#, fuzzy
msgid "Sets an individual hole point position."
-msgstr "Définit un bit individuel sur le [member collision_mask]."
+msgstr "Définit la position d'un trou simple."
#: doc/classes/OccluderShapePolygon.xml
#, fuzzy
msgid "Sets an individual polygon point position."
-msgstr "Définit un bit individuel sur le [member collision_mask]."
+msgstr "Définit la position d'un polygone simple."
#: doc/classes/OccluderShapePolygon.xml
#, fuzzy
@@ -40806,8 +51596,8 @@ msgstr "Dessine une géométrie simple à partir du code."
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -40825,14 +51615,12 @@ msgid ""
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
-#, fuzzy
msgid "Sets an individual sphere's position."
-msgstr "Définit un bit individuel sur le [member collision_mask]."
+msgstr "Définit la position d'une seule sphère."
#: doc/classes/OccluderShapeSphere.xml
-#, fuzzy
msgid "Sets an individual sphere's radius."
-msgstr "Définit le rayon des sphères individuelles."
+msgstr "Définit le rayon d'une seule sphère."
#: doc/classes/OccluderShapeSphere.xml
msgid ""
@@ -40843,7 +51631,7 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid "Omnidirectional light, such as a light bulb or a candle."
-msgstr ""
+msgstr "Une lumière omnidirectionnelle, comme une ampoule ou une bougie."
#: doc/classes/OmniLight.xml
msgid ""
@@ -40878,8 +51666,14 @@ msgid "See [enum ShadowDetail]."
msgstr "Voir [enum ShadowDetail]."
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
-msgstr "Voir [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
+msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
@@ -40890,20 +51684,21 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
msgid "Use more detail vertically when computing the shadow."
-msgstr ""
+msgstr "Utilise plus de détails verticalement lors du calcul des ombres."
#: doc/classes/OmniLight.xml
msgid "Use more detail horizontally when computing the shadow."
-msgstr ""
+msgstr "Utilise plus de détails horizontalement lors du calcul des ombres."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Noise generator based on Open Simplex."
-msgstr ""
+msgstr "Un générateur de bruit basé sur Open Simplex."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -40946,14 +51741,17 @@ msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 2D noise value [code][-1,1][/code] at the given position."
msgstr ""
+"Retourne la valeur du bruit 2D [code][-1,1][/code] à la position donnée."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 3D noise value [code][-1,1][/code] at the given position."
msgstr ""
+"Retourne la valeur du bruit 3D [code][-1,1][/code] à la position donnée."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 4D noise value [code][-1,1][/code] at the given position."
msgstr ""
+"Retourne la valeur du bruit 4D [code][-1,1][/code] à la position donnée."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -40967,7 +51765,7 @@ msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Difference in period between [member octaves]."
-msgstr ""
+msgstr "La différence de période entre les [member octaves]."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -40998,7 +51796,7 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid "Button control that provides selectable options when pressed."
-msgstr ""
+msgstr "Un bouton qui propose des options à sélectionner quand appuyé."
#: doc/classes/OptionButton.xml
msgid ""
@@ -41031,39 +51829,51 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid "Clears all the items in the [OptionButton]."
-msgstr ""
+msgstr "Retire tous les éléments du [OptionButton]."
#: doc/classes/OptionButton.xml
msgid "Returns the amount of items in the OptionButton, including separators."
-msgstr ""
+msgstr "Retourne le nombre d'élément dans ce OptionButton, séparateurs inclus."
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Returns the icon of the item at index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne l'icône de l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
msgid "Returns the ID of the item at index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne l'identifiant de l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
msgid "Returns the index of the item with the given [code]id[/code]."
msgstr ""
+"Retourne l'index de l'élément avec l'identifiant [code]id[/code] spécifié."
#: doc/classes/OptionButton.xml
msgid ""
"Retrieves the metadata of an item. Metadata may be any type and can be used "
"to store extra information about an item, such as an external string ID."
msgstr ""
+"Retourne les méta-données d'un élément. Les méta-données peuvent être de "
+"n'importe quel type et peuvent être utilisées pour enregistrer des "
+"informations additionnelles sur un élément, comme un identifiant externe."
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Returns the text of the item at index [code]idx[/code]."
-msgstr ""
+msgstr "Retourne le texte de l'élément à l'index [code]idx[/code]."
+
+#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Retourne le texte de l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
+#, fuzzy
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
+"Retourne la position de l’élément qui a actuellement le focus. Ou retourne "
+"[code]-1[/code] si aucun n'a le focus."
#: doc/classes/OptionButton.xml
msgid ""
@@ -41075,15 +51885,18 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled."
msgstr ""
+"Retourn [code]true[/code] si l'élément à l'index [code]idx[/code] est "
+"désactivé."
#: doc/classes/OptionButton.xml
msgid "Removes the item at index [code]idx[/code]."
-msgstr ""
+msgstr "Retire l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -41096,11 +51909,11 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid "Sets the icon of the item at index [code]idx[/code]."
-msgstr ""
+msgstr "Définit l'icône pour l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
msgid "Sets the ID of the item at index [code]idx[/code]."
-msgstr ""
+msgstr "Définit l'identifiant pour l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
msgid ""
@@ -41110,7 +51923,12 @@ msgstr ""
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Sets the text of the item at index [code]idx[/code]."
-msgstr ""
+msgstr "Définit le texte pour l'élément à l'index [code]idx[/code]."
+
+#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Définit le texte pour l'élément à l'index [code]idx[/code]."
#: doc/classes/OptionButton.xml
msgid ""
@@ -41133,11 +51951,11 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid "Default text [Color] of the [OptionButton]."
-msgstr ""
+msgstr "La [Color] par défaut du texte pour le [OptionButton]."
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is disabled."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [OptionButton] est désactivé."
#: doc/classes/OptionButton.xml
msgid ""
@@ -41148,32 +51966,33 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being hovered."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [OptionButton] est survolé."
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being pressed."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [OptionButton] est pressé."
#: doc/classes/OptionButton.xml
msgid ""
"The horizontal space between the arrow icon and the right edge of the button."
msgstr ""
+"L'espace horizontal entre l'icône de la flèche et le bord droit du bouton."
#: doc/classes/OptionButton.xml
msgid "The horizontal space between [OptionButton]'s icon and text."
-msgstr ""
+msgstr "L'espace horizontal entre l'icône et le texte du [OptionButton]."
#: doc/classes/OptionButton.xml
msgid "[Font] of the [OptionButton]'s text."
-msgstr ""
+msgstr "La [Font] du texte du [OptionButton]."
#: doc/classes/OptionButton.xml
msgid "The arrow icon to be drawn on the right end of the button."
-msgstr ""
+msgstr "L'icône de la flèche qui est affichée au bord droit du bouton."
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is disabled."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [OptionButton] est désactivé."
#: doc/classes/OptionButton.xml
msgid ""
@@ -41184,15 +52003,15 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being hovered."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [OptionButton] est survolé."
#: doc/classes/OptionButton.xml
msgid "Default [StyleBox] for the [OptionButton]."
-msgstr ""
+msgstr "Le [StyleBox] par défaut pour le [OptionButton]."
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being pressed."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [OptionButton] est appuyé."
#: doc/classes/OS.xml
msgid "Operating System functions."
@@ -41205,6 +52024,11 @@ msgid ""
"driver, date and time, timers, environment variables, execution of binaries, "
"command line, etc."
msgstr ""
+"Les fonction du système d'exploitation. OS fournit les fonctionnalités les "
+"plus courantes pour communiquer avec le système hôte, comme l'accès au "
+"presse-papiers, le pilote vidéo, la date et l'heure, les minuteurs, les "
+"variables d'environnement, l'exécution de programmes, les lignes de "
+"commandes, etc."
#: doc/classes/OS.xml
msgid ""
@@ -41213,15 +52037,18 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns [code]true[/code] if the host OS allows drawing."
-msgstr "Retourne [code]true[/code] si l'[AABB] contient un point."
+msgstr ""
+"Retourne [code]true[/code] si le système d'exploitation hôte permet le "
+"dessin."
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the current host platform is using multiple "
"threads."
msgstr ""
+"Retourne [code]true[/code] le la plateforme hôte actuelle utilise plusieurs "
+"fils d'exécutions."
#: doc/classes/OS.xml
#, fuzzy
@@ -41262,6 +52089,22 @@ msgid ""
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
+"Retarde l'exécution de l'actuel fil d'exécution de [code]msec[/code] "
+"millisecondes. [code]msec[/code] doit être supérieur ou égal à [code]0[/"
+"code]. Sinon, [method delay_msec] ne fera rien et affichera une erreur.\n"
+"[b]Note :[/b] [method delay_msec] va [i]bloquer[/i] l'exécution à retarder. "
+"Pour retarder l'exécution sans la bloquer, voir [method SceneTree."
+"create_timer]. Utiliser yield avec [method SceneTree.create_timer] retardera "
+"l'exécution du code placé en dessous de [code]yield[/code] mais sans "
+"affecter le reste du projet (ni l'éditeur, pour les [EditorPlugin] et les "
+"[EditorScript]s).\n"
+"[b]Note :[/b] Quand [method delay_msec] est appelé dans le fil d'exécution "
+"principal, le projet s'arrêtera et ne pourra plus mettre à jour son rendu ou "
+"accepter de nouvelles entrées tant que le retard ne sera pas terminé. Quand "
+"vous utilisez [method delay_msec] avec [EditorPlugin] ou [EditorScript], "
+"l'éditeur s'arrêtera mais le projet lancé qui continuera de fonctionner "
+"normalement (puisque le projet n'est pas dans le même processeur que "
+"l'éditeur)."
#: doc/classes/OS.xml
msgid ""
@@ -41282,6 +52125,22 @@ msgid ""
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
+"Retarde l'exécution de l'actuel fil d'exécution de [code]usec[/code] "
+"microsecondes. [code]usec[/code] doit être supérieur ou égal à [code]0[/"
+"code]. Sinon, [method delay_usec] ne fera rien et affichera une erreur.\n"
+"[b]Note :[/b] [method delay_usec] va [i]bloquer[/i] l'exécution à retarder. "
+"Pour retarder l'exécution sans la bloquer, voir [method SceneTree."
+"create_timer]. Utiliser yield avec [method SceneTree.create_timer] retardera "
+"l'exécution du code placé en dessous de [code]yield[/code] mais sans "
+"affecter le reste du projet (ni l'éditeur, pour les [EditorPlugin] et les "
+"[EditorScript]s).\n"
+"[b]Note :[/b] Quand [method delay_msec] est appelé dans le fil d'exécution "
+"principal, le projet s'arrêtera et ne pourra plus mettre à jour son rendu ou "
+"accepter de nouvelles entrées tant que le retard ne sera pas terminé. Quand "
+"vous utilisez [method delay_msec] avec [EditorPlugin] ou [EditorScript], "
+"l'éditeur s'arrêtera mais le projet lancé qui continuera de fonctionner "
+"normalement (puisque le projet n'est pas dans le même processeur que "
+"l'éditeur)."
#: doc/classes/OS.xml
msgid ""
@@ -41358,9 +52217,8 @@ msgid "Returns the scancode of the given string (e.g. \"Escape\")."
msgstr "Renvoie le reste de deux vecteurs."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the total number of available audio drivers."
-msgstr "Renvoie le nombre de lignes visibles."
+msgstr "Retourne le nombre total de périphériques audio."
#: doc/classes/OS.xml
#, fuzzy
@@ -41398,6 +52256,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -41467,8 +52329,20 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
+"Retourne la quantité totale de mémoire dynamique utilisée (ne fonctionne "
+"qu'en débogage)."
#: doc/classes/OS.xml
msgid ""
@@ -41480,7 +52354,7 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Returns the path to the current engine executable."
-msgstr ""
+msgstr "Retourne le chemin de l'actuel exécutable du moteur de jeu."
#: doc/classes/OS.xml
msgid ""
@@ -41567,6 +52441,10 @@ msgid ""
"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
"[code]\"X11\"[/code]."
msgstr ""
+"Retourne le nom du système d'exploitation hôte. Les valeurs possibles sont : "
+"[code]\"Android\"[/code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], "
+"[code]\"OSX\"[/code], [code]\"Server\"[/code], [code]\"Windows\"[/code], "
+"[code]\"UWP\"[/code], [code]\"X11\"[/code]."
#: doc/classes/OS.xml
msgid ""
@@ -41595,6 +52473,9 @@ msgid ""
"[enum PowerState] constants.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Retourne l'état actuel de l'appareil par rapport à sa batterie ou son "
+"énergie. Voir [enum PowerState] constants.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -41604,13 +52485,26 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the window size including decorations like window borders."
-msgstr "Retourne le nœud de fin de la transition donnée."
+msgstr ""
+"Retourne la taille de la fenêtre en incluant les décorations, comme les "
+"bordures."
#: doc/classes/OS.xml
msgid ""
@@ -41621,9 +52515,8 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns the number of displays attached to the host machine."
-msgstr "Retourne le nombre de formes assignées à une zone."
+msgstr "Retourne le nombre d'écrans connectés à la machine hôte."
#: doc/classes/OS.xml
msgid ""
@@ -41645,6 +52538,23 @@ msgid ""
"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
"Windows. Returns [code]72[/code] on unsupported platforms."
msgstr ""
+"Retourne la densité en points pour pouce (\"dpi\") de l'écran spécifié. Si "
+"[code]screen[/code] est [code]-1[/code] (la valeur par défaut), l'écran "
+"actuel sera utilisé.\n"
+"[b]Note :[/b] Sous macOS, la valeur retournée est inexacte si la mise à "
+"l'échelle n'est pas un nombre entier.\n"
+"[b]Note :[/b] Pour les appareils Android, les densités des écrans sont "
+"groupés en six catégories :\n"
+"[codeblock]\n"
+" ldpi - 120 dpi\n"
+" mdpi - 160 dpi\n"
+" hdpi - 240 dpi\n"
+" xhdpi - 320 dpi\n"
+" xxhdpi - 480 dpi\n"
+"xxxhdpi - 640 dpi\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Android, Linux, macOS et "
+"Windows. Retourne [code]72[/code] sur les plateformes non supportées."
#: doc/classes/OS.xml
msgid ""
@@ -41661,6 +52571,26 @@ msgid ""
"code] is [code]-1[/code] (the default value), the current screen will be "
"used."
msgstr ""
+"Retourne la position de l'écran spécifié par son index. Si [code]screen[/"
+"code] est [code]-1[/code] (la valeur par défaut), l'écran actuel sera "
+"utilisé."
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
#: doc/classes/OS.xml
msgid ""
@@ -41678,16 +52608,21 @@ msgid ""
"code] is [code]-1[/code] (the default value), the current screen will be "
"used."
msgstr ""
+"Retourne la dimension en pixel de l'écran spécifié. Si [code]screen[/code] "
+"est [code]-1[/code] (la valeur par défaut), l'écran actuel sera utilisé."
#: doc/classes/OS.xml
msgid ""
"Returns the amount of time in milliseconds it took for the boot logo to "
"appear."
msgstr ""
+"Retourne le temps en millisecondes avant que le logo au lancement apparaisse."
#: doc/classes/OS.xml
msgid "Returns the maximum amount of static memory used (only works in debug)."
msgstr ""
+"Retourne la quantité maximal de la mémoire statique utilisée (ne fonctionne "
+"qu'en débogage)."
#: doc/classes/OS.xml
msgid ""
@@ -41709,24 +52644,28 @@ msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns the epoch time of the operating system in milliseconds."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr "Retourne le temps epoch du système d'exploitation en millisecondes."
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns the epoch time of the operating system in seconds."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr "Retourne le temps epoch du système d'exploitation en secondes."
#: doc/classes/OS.xml
msgid ""
"Returns the total number of available tablet drivers.\n"
"[b]Note:[/b] This method is implemented on Windows."
msgstr ""
+"Retourne le nombre total de pilotes de tablette disponible.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Windows."
#: doc/classes/OS.xml
msgid ""
"Returns the tablet driver name for the given index.\n"
"[b]Note:[/b] This method is implemented on Windows."
msgstr ""
+"Retourne le nom du pilote de tablette à la position spécifiée.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Windows."
#: doc/classes/OS.xml
msgid ""
@@ -41735,18 +52674,27 @@ msgid ""
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
+"Retourne l'identifiant du fil d'exécution actuel. Cela peut être utile dans "
+"les journaux pour faciliter le débogage des applications à plusieurs fils "
+"d'exécution.\n"
+"[b]Note :[/b] Ces identifiants ne sont pas déterministes et peuvent être "
+"réutilisés durant plusieurs lancement de l'application."
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_ticks_msec] instead.\n"
"Returns the amount of time passed in milliseconds since the engine started."
msgstr ""
+"Obsolète, utilisez plutôt [method Time.get_ticks_msec].\n"
+"Retourne la temps écoulé en millisecondes depuis le lancement du moteur."
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_ticks_usec] instead.\n"
"Returns the amount of time passed in microseconds since the engine started."
msgstr ""
+"Obsolète, utilisez plutôt [method Time.get_ticks_usec].\n"
+"Retourne la temps écoulé en microsecondes depuis le lancement du moteur."
#: doc/classes/OS.xml
msgid ""
@@ -41922,13 +52870,21 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
"and [b]Cancel[/b] on the right."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment "
-"zéro."
+"Retourne [code]true[/code] si le bouton [b]OK[/b] doit apparaitre à gauche "
+"et le bouton [b]Annuler[/b] à droite."
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
#: doc/classes/OS.xml
#, fuzzy
@@ -41942,6 +52898,8 @@ msgid ""
"Returns [code]true[/code] if the engine was executed with [code]-v[/code] "
"(verbose stdout)."
msgstr ""
+"Retourne [code]true[/code] si le moteur a été lancé avec [code]-v[/code] "
+"(sortie verbeuse)."
#: doc/classes/OS.xml
msgid ""
@@ -41951,11 +52909,12 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the window should always be on top of other "
"windows."
-msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon."
+msgstr ""
+"Retourne [code]true[/code] si la fenêtre devrait toujours être au-dessus des "
+"autres fenêtres."
#: doc/classes/OS.xml
msgid ""
@@ -41975,6 +52934,8 @@ msgid ""
"Returns the number of keyboard layouts.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Retourne le nombre de disposition de clavier.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -42016,6 +52977,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -42031,6 +53007,8 @@ msgid ""
"Pauses native video playback.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
+"Met en pause la lecture de la vidéo native.\n"
+"[b]Note :[/b] Cette méthode est seulement implémentée dans iOS."
#: doc/classes/OS.xml
msgid ""
@@ -42044,12 +53022,16 @@ msgid ""
"Stops native video playback.\n"
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
+"Arrête la lecture du lecteur vidéo natif.\n"
+"[b]Note :[/b] Cette méthode n'est implémentée que pour iOS."
#: doc/classes/OS.xml
msgid ""
"Resumes native video playback.\n"
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
+"Reprend la lecture du lecteur vidéo natif.\n"
+"[b]Note :[/b] Cette méthode n'est implémentée que pour iOS."
#: doc/classes/OS.xml
msgid ""
@@ -42065,15 +53047,16 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Shows the list of loaded textures sorted by size in memory."
-msgstr ""
+msgstr "Liste des textures chargés en mémoire, triées par taille."
#: doc/classes/OS.xml
msgid "Shows the number of resources loaded by the game of the given types."
msgstr ""
+"Affiche le nombre de ressources des types spécifiés chargées par le jeu."
#: doc/classes/OS.xml
msgid "Shows all resources currently used by the game."
-msgstr ""
+msgstr "Affiche toutes les ressources actuellement utilisées par le jeu."
#: doc/classes/OS.xml
msgid ""
@@ -42143,17 +53126,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Sets the name of the current thread."
-msgstr ""
+msgstr "Définit le nom du fil d'exécution actuel."
#: doc/classes/OS.xml
msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
msgstr ""
+"Active les sauvegardes si [code]enabled[/code] est à [code]true[/code]."
#: doc/classes/OS.xml
msgid ""
"Sets whether the window should always be on top.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Définit quand la fenêtre doit toujours être au dessus des autres.\n"
+"[b]Note :[/b] Cette méthode n'est implémentée que sous Linux, macOS et "
+"Windows."
#: doc/classes/OS.xml
msgid ""
@@ -42175,6 +53162,24 @@ msgid ""
"region is not drawn, while on Linux and macOS it is.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Définit une région polygonale de la fenêtre qui accepte les événements de la "
+"souris. Ces événements en dehors de cette régions passeront au travers.\n"
+"Passer un tableau vide désactivera cet effet (tous les événements de la "
+"souris seront acceptés par la fenêtre, ce qui est le comportement par "
+"défaut).\n"
+"[codeblock]\n"
+"# Définir une région, avec un nœud Path2D.\n"
+"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n"
+"\n"
+"# Définir une région, avec un nœud Polygon2D.\n"
+"OS.set_window_mouse_passthrough($Polygon2D.polygon)\n"
+"\n"
+"# Rétablir la région par défaut (toute la fenêtre).\n"
+"OS.set_window_mouse_passthrough([])\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Sous Windows, la partie de la fenêtre en dehors de la région "
+"définie n'est pas dessinée, alors qu'elle l'est sous Linux et macOS.\n"
+"[b]Note :[/b] Cette méthode est implémenté sous Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -42183,8 +53188,15 @@ msgid ""
"as that will negatively affect performance on some window managers.\n"
"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
msgstr ""
+"Définit le titre de la fenêtre avec le texte donné.\n"
+"[b]Note :[/b] Cela doit être utilisé avec parcimonie. Ne l'utilisez pas à "
+"chaque trame, puisque les performances peuvent en être affectées avec "
+"certains gestionnaires de fenêtres.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous HTML5, Linux, macOS et "
+"Windows."
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
@@ -42194,14 +53206,31 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
"and Windows."
msgstr ""
+"Demande au système d'exploitation d'ouvrir une ressource avec le programme "
+"le plus approprié. Par exemple :\n"
+"- [code]OS.shell_open(\"C:\\\\Users\\utilisateur\\Téléchargement\")[/code] "
+"sous Windows ouvrira le gestionnaire de fichiers dans le dossier de "
+"Téléchargements de l'utilisateur.\n"
+"- [code]OS.shell_open(\"https://godotengine.org\")[/code] ouvrira la page "
+"d'accueil de Godot dans le navigateur web par défaut.\n"
+"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] ouvrira le "
+"client mail par défaut avec le champs destinataire définit à "
+"[code]example@example.com[/code]. Voir [url=https://blog.escapecreative.com/"
+"customizing-mailto-links/]Personnaliser les liens [code]mailto:[/code][/url] "
+"pour la liste des champs qui peuvent être ajoutés.\n"
+"Utilisez [method ProjectSettings.globalize_path] pour convertir un chemin "
+"[code]res://[/code] ou [code]user://[/code] en chemin système pour utiliser "
+"avec cette méthode.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Android, iOS, HTML5, Linux, "
+"macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -42218,10 +53247,12 @@ msgstr ""
#: doc/classes/OS.xml
msgid "The clipboard from the host OS. Might be unavailable on some platforms."
msgstr ""
+"Le presse-papiers du système hôte. Peut ne pas être disponible sur certaines "
+"plateformes."
#: doc/classes/OS.xml
msgid "The current screen index (starting from 0)."
-msgstr ""
+msgstr "L'index de l'écran actuel (commence à 0)."
#: doc/classes/OS.xml
msgid ""
@@ -42278,18 +53309,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "The current screen orientation."
-msgstr "La scène actuelle."
+msgstr "L'orientation de l'écran actuel."
#: doc/classes/OS.xml
msgid "The current tablet driver in use."
-msgstr ""
+msgstr "L'actuel pilote de tablette utilisé."
#: doc/classes/OS.xml
-#, fuzzy
msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr "Si [code]true[/code], la synchronisation vertical (Vsync) est active."
#: doc/classes/OS.xml
msgid ""
@@ -42310,19 +53339,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "If [code]true[/code], the window is fullscreen."
-msgstr "Si [code]true[/code], l'interpolation fait une boucle."
+msgstr "Si [code]true[/code], la fenêtre est en plein-écran."
#: doc/classes/OS.xml
-#, fuzzy
msgid "If [code]true[/code], the window is maximized."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr "Si [code]true[/code], la fenêtre est maximisée."
#: doc/classes/OS.xml
-#, fuzzy
msgid "If [code]true[/code], the window is minimized."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr "Si [code]true[/code], la fenêtre est réduite."
#: doc/classes/OS.xml
msgid ""
@@ -42345,13 +53371,13 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "If [code]true[/code], the window is resizable by the user."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr ""
+"Si [code]true[/code], la fenêtre peut être redimensionnée par l'utilisateur."
#: doc/classes/OS.xml
msgid "The size of the window (without counting window manager decorations)."
-msgstr ""
+msgstr "La taille de la fenêtre (sans compter ses décorations en haut)."
#: doc/classes/OS.xml
msgid ""
@@ -42455,6 +53481,8 @@ msgid ""
"Display handle:\n"
"- Linux: [code]X11::Display*[/code] for the display"
msgstr ""
+"Gestion de l'affichage :\n"
+"- Linux : [code]X11::Display*[/code] pour l'écran"
#: doc/classes/OS.xml
msgid ""
@@ -42465,6 +53493,13 @@ msgid ""
"- Android: [code]jObject[/code] the main android activity (not yet "
"implemented)"
msgstr ""
+"Lien de la fenêtre:\n"
+"- Windows : [code]HWND[/code] de la fenêtre principale\n"
+"- Linux : [code]X11::Window*[/code] de la fenêtre principale\n"
+"- MacOS : [code]NSWindow*[/code] de la fenêtre principale (pas encore "
+"implémenté)\n"
+"- Android : [code]jObject[/code] de l'activité Android principale (pas "
+"encore implémenté)"
#: doc/classes/OS.xml
msgid ""
@@ -42472,6 +53507,10 @@ msgid ""
"- Windows: [code]HDC[/code] of the main window drawing context\n"
"- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)"
msgstr ""
+"Vue de la fenêtre :\n"
+"- Windows : [code]HDC[/code] du context de dessin de la fenêtre principale\n"
+"- MacOS : [code]NSView*[/code] de la vue de la fenêtre principale (pas "
+"encore implémenté)"
#: doc/classes/OS.xml
msgid ""
@@ -42480,6 +53519,10 @@ msgid ""
"- Linux: [code]X11::GLXContext[/code]\n"
"- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)"
msgstr ""
+"Contexte OpenGL :\n"
+"- Windows : [code]HGLRC[/code]\n"
+"- Linux : [code]X11::GLXContext[/code]\n"
+"- MacOS : [code]NSOpenGLContext*[/code] (pas encore implémenté)"
#: doc/classes/OS.xml
msgid "Landscape screen orientation."
@@ -42490,26 +53533,26 @@ msgid "Portrait screen orientation."
msgstr "Orientation de l'écran en mode portrait."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Reverse landscape screen orientation."
-msgstr "Inverser la dernière action d'annulation."
+msgstr "Inverser l'orientation de l'écran en mode paysage."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Reverse portrait screen orientation."
-msgstr "Inverser la dernière action d'annulation."
+msgstr "Inverser l'orientation de l'écran en mode portrait."
#: doc/classes/OS.xml
msgid "Uses landscape or reverse landscape based on the hardware sensor."
msgstr ""
+"Utilise le mode paysage ou paysage inversé suivant le capteur matériel."
#: doc/classes/OS.xml
msgid "Uses portrait or reverse portrait based on the hardware sensor."
msgstr ""
+"Utilise le mode portrait ou portrait inversé suivant le capteur matériel."
#: doc/classes/OS.xml
msgid "Uses most suitable orientation based on the hardware sensor."
-msgstr ""
+msgstr "Utilise l'orientation la plus adaptée en fonction du capteur matériel."
#: doc/classes/OS.xml
msgid "Desktop directory path."
@@ -42517,7 +53560,7 @@ msgstr "Chemin d’accès du répertoire de bureau."
#: doc/classes/OS.xml
msgid "DCIM (Digital Camera Images) directory path."
-msgstr ""
+msgstr "Le chemin du dossier DCIM (images de la caméra numérique)."
#: doc/classes/OS.xml
msgid "Documents directory path."
@@ -42544,9 +53587,8 @@ msgid "Ringtones directory path."
msgstr "Chemin d'accès au répertoire des sonneries."
#: doc/classes/OS.xml
-#, fuzzy
msgid "Unknown powerstate."
-msgstr "Nœud inconnu."
+msgstr "État de l'alimentation inconnu."
#: doc/classes/OS.xml
msgid "Unplugged, running on battery."
@@ -42558,7 +53600,7 @@ msgstr "Branché, aucune batterie installée."
#: doc/classes/OS.xml
msgid "Plugged in, battery charging."
-msgstr "Branché, la batterie charge."
+msgstr "Branché, la batterie se recharge."
#: doc/classes/OS.xml
msgid "Plugged in, battery fully charged."
@@ -42617,15 +53659,63 @@ msgid ""
" push_error(\"An error occurred while saving the scene to disk.\")\n"
"[/codeblock]"
msgstr ""
+"Une interface simplifiée pour un fichier de scène. Fournit l'accès aux "
+"opérations et vérifications que peuvent être faites sur la ressource de "
+"scène elle-même.\n"
+"Peut être utilisé pour enregistrer un nœud dans un fichier. à "
+"l'enregistrement, le nœud tout comme tous les nœuds dont il est propriétaire "
+"sont enregistrés dans le fichier (voir la propriété [code]owner[/code] de "
+"[Node]).\n"
+"[b]Note :[/b] Le nœud n'a pas besoin d'être son propre propriétaire.\n"
+"[b]Exemple de chargement d'une scène enregistrée :[/b]\n"
+"[codeblock]\n"
+"# Utiliser `load()` plutôt que `preload()` si le chemin n'est pas connu à la "
+"compilation.\n"
+"var scene = preload(\"res://scene.tscn\").instance()\n"
+"# Ajouter un nœud comme enfant du nœud auquel le script est attaché.\n"
+"add_child(scene)\n"
+"[/codeblock]\n"
+"[b]Exemple d'enregistrement d'un nœud avec différents propriétaires :[/b] 3 "
+"objets sont crées : [code]Node2D[/code] ([code]node[/code]), "
+"[code]RigidBody2D[/code] ([code]rigid[/code]) et [code]CollisionObject2D[/"
+"code] ([code]collision[/code]). [code]collision[/code] est un enfant de "
+"[code]rigid[/code] qui est un enfant de [code]node[/code]. Seul [code]rigid[/"
+"code] est la propriété de [code]node[/code] et [code]pack[/code] "
+"n'enregistrera alors que ces deux nœuds, mais pas [code]collision[/code].\n"
+"[codeblock]\n"
+"# Créer les objets.\n"
+"var node = Node2D.new()\n"
+"var rigid = RigidBody2D.new()\n"
+"var collision = CollisionShape2D.new()\n"
+"\n"
+"# Créer la hiérarchie des objets.\n"
+"rigid.add_child(collision)\n"
+"node.add_child(rigid)\n"
+"\n"
+"# Changer le propriétaire de `rigid`, mais pas de `collision`.\n"
+"rigid.owner = node\n"
+"\n"
+"var scene = PackedScene.new()\n"
+"# Seulement `node` and `rigid` sont dans le paquet.\n"
+"var result = scene.pack(node)\n"
+"if result == OK:\n"
+" var error = ResourceSaver.save(\"res://chemin/nom.scn\", scene) # Ou "
+"\"user://...\"\n"
+" if error != OK:\n"
+" push_error(\"Une erreur est survenue à l'enregistrement de cette "
+"scène sur le disque.\")\n"
+"[/codeblock]"
#: doc/classes/PackedScene.xml
msgid "Returns [code]true[/code] if the scene file has nodes."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le fichier de scène à des nœuds."
#: doc/classes/PackedScene.xml
msgid ""
"Returns the [code]SceneState[/code] representing the scene file contents."
msgstr ""
+"Retourne le [code]SceneState[/code] représentant le contenu du fichier de la "
+"scène."
#: doc/classes/PackedScene.xml
msgid ""
@@ -42674,6 +53764,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr "Abstraction et classe de base pour les protocoles à base de paquets."
@@ -42700,9 +53798,10 @@ msgid ""
"Returns the error state of the last packet received (via [method get_packet] "
"and [method get_var])."
msgstr ""
+"Retourne un état d'erreur du dernier paquet reçu (via [method get_packet] et "
+"[method get_var])."
#: doc/classes/PacketPeer.xml
-#, fuzzy
msgid ""
"Gets a Variant. If [code]allow_objects[/code] (or [member "
"allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n"
@@ -42710,10 +53809,10 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"Déchiffre un tableau d'octets pour le ramener à une valeur. Lorsque "
-"[code]allow_objects[/code] est défini à [code]true[/code] (vrai), le "
-"déchiffrage des objets est autorisé.\n"
-"[b]ATTENTION :[/b] L'objet désérialisé peut contenir du code qui sera "
+"Obtient un Variant.. Lorsque [code]allow_objects[/code] (ou [member "
+"allow_object_decoding]) est défini à [code]true[/code], le déchiffrage des "
+"objets est autorisé.\n"
+"[b]Avertissement :[/b] L'objet désérialisé peut contenir du code qui sera "
"exécuté. N'utilisez pas cette option si l'objet désérialisé provient de "
"sources non fiables afin d'éviter d'éventuelles menaces de sécurité "
"(exécution de code distant)."
@@ -42723,18 +53822,16 @@ msgid "Sends a raw packet."
msgstr "Envoie un paquet brut."
#: doc/classes/PacketPeer.xml
-#, fuzzy
msgid ""
"Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member "
"allow_object_decoding]) is [code]true[/code], encoding objects is allowed "
"(and can potentially include code)."
msgstr ""
-"Encode la valeur d'une variable en un tableau d'octets(byte[]). Lorsque "
-"[code]full_objects[/code] a la valeur [code]true[/code], l'encodage d'objets "
-"est autorisé (et peut potentiellement inclure du code)."
+"Envoie un [Variant] dans un paquet. Si [code]full_objects[/code] (ou [member "
+"allow_object_decoding]) est [code]true[/code], le codage des objets est "
+"autorisé (et peuvent potentiellement contenir du code à exécuter)."
#: doc/classes/PacketPeer.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
"parameters instead.\n"
@@ -42744,11 +53841,12 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"Déchiffre un tableau d'octets pour le ramener à une valeur. Lorsque "
-"[code]allow_objects[/code] est défini à [code]true[/code] (vrai), le "
-"déchiffrage des objets est autorisé.\n"
-"[b]ATTENTION :[/b] L'objet désérialisé peut contenir du code qui sera "
-"exécuté. N'utilisez pas cette option si l'objet désérialisé provient de "
+"[i]Obsolète.[/i] Utilisez plutôt les paramètres [code]get_var[/code] et "
+"[code]put_var[/code].\n"
+"Si [code]true[/code], le PacketPeer autorisera le codage et décodage de "
+"l'objet avec [method get_var] et [method put_var].\n"
+"[b]Avertissement :[/b] Les objets désérialisés peuvent contenir du code qui "
+"sera exécuté. N'utilisez pas cette option si l'objet désérialisé provient de "
"sources non fiables afin d'éviter d'éventuelles menaces de sécurité "
"(exécution de code distant)."
@@ -42790,11 +53888,12 @@ msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "Disconnects this peer, terminating the DTLS session."
-msgstr ""
+msgstr "Déconnecte ce pair, finissant la session DTLS."
#: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml
msgid "Returns the status of the connection. See [enum Status] for values."
msgstr ""
+"Retourne le status de la connexion. Voir [enum Status] pour les valeurs."
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -42804,7 +53903,7 @@ msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
-msgstr ""
+msgstr "Un status représentant un [PacketPeerDTLS] qui est déconnecté."
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -42816,10 +53915,13 @@ msgstr ""
msgid ""
"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
msgstr ""
+"Un status représentant un [PacketPeerDTLS] qui est connecté à un pair "
+"distant."
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] in a generic error state."
msgstr ""
+"Un status représentant un [PacketPeerDTLS] dans un état d'erreur générique."
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -42829,7 +53931,7 @@ msgstr ""
#: doc/classes/PacketPeerStream.xml
msgid "Wrapper to use a PacketPeer over a StreamPeer."
-msgstr ""
+msgstr "Une encapsulation pour utiliser un PacketPeer dans une StreamPeer."
#: doc/classes/PacketPeerStream.xml
msgid ""
@@ -42892,7 +53994,7 @@ msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid "Returns whether this [PacketPeerUDP] is listening."
-msgstr ""
+msgstr "Retourne quand ce [PacketPeerUDP] écoute."
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -42961,10 +54063,25 @@ msgid ""
" return\n"
"[/codeblock]"
msgstr ""
+"Attend qu'un paquet arrive sur le port écoutant. Voir [method listen].\n"
+"[b]Note :[/b] [method wait] ne peut pas être interrompu une fois appelé. Il "
+"est possible de passer outre en autorisant l'envoi d'un paquet spécifique "
+"pour s'arrêter :\n"
+"[codeblock]\n"
+"# Serveur\n"
+"socket.set_dest_address(\"127.0.0.1\", 789)\n"
+"socket.put_packet(\"Arrête toi !\".to_ascii())\n"
+"\n"
+"# Client\n"
+"while socket.wait() == OK:\n"
+" var data = socket.get_packet().get_string_from_ascii()\n"
+" if data == \"Arrête toi !\":\n"
+" return\n"
+"[/codeblock]"
#: doc/classes/Panel.xml
msgid "Provides an opaque background for [Control] children."
-msgstr ""
+msgstr "Fournis un arrière-plan opaque pour le [Control] enfant."
#: doc/classes/Panel.xml
msgid ""
@@ -42974,11 +54091,11 @@ msgstr ""
#: doc/classes/Panel.xml
msgid "2D Finite State Machine Demo"
-msgstr ""
+msgstr "Démo 2D de machine à états finis"
#: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml
msgid "3D Inverse Kinematics Demo"
-msgstr ""
+msgstr "Démo de cinématique inverse en 3D"
#: doc/classes/Panel.xml
msgid "The style of this [Panel]."
@@ -43000,7 +54117,7 @@ msgstr "Le style de l'arrière-plan de [PanelContainer]."
#: doc/classes/PanoramaSky.xml
msgid "A type of [Sky] used to draw a background texture."
-msgstr ""
+msgstr "Un type de [Sky] utilisé pour afficher la texture d'arrière-plan."
#: doc/classes/PanoramaSky.xml
msgid ""
@@ -43016,9 +54133,8 @@ msgid ""
msgstr ""
#: doc/classes/PanoramaSky.xml
-#, fuzzy
msgid "[Texture] to be applied to the PanoramaSky."
-msgstr "Renvoie l’espace affecté à la zone."
+msgstr "La [Texture] à appliquer au PanoramaSky."
#: doc/classes/ParallaxBackground.xml
msgid "A node used to create a parallax scrolling background."
@@ -43036,6 +54152,7 @@ msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid "The base position offset for all [ParallaxLayer] children."
msgstr ""
+"Le décalage de la position de base pour tous les enfants du [ParallaxLayer]."
#: doc/classes/ParallaxBackground.xml
msgid "The base motion scale for all [ParallaxLayer] children."
@@ -43102,9 +54219,8 @@ msgid ""
msgstr ""
#: doc/classes/Particles.xml
-#, fuzzy
msgid "GPU-based 3D particle emitter."
-msgstr "Émetteur de particules 3D."
+msgstr "Émetteur de particules 3D calculées par le CPU."
#: doc/classes/Particles.xml
msgid ""
@@ -43132,7 +54248,7 @@ msgstr ""
#: doc/classes/Particles.xml
msgid "Controlling thousands of fish with Particles"
-msgstr ""
+msgstr "Contrôler des milliers de poissons en utilisant les Particles"
#: doc/classes/Particles.xml
msgid ""
@@ -43142,31 +54258,31 @@ msgstr ""
#: doc/classes/Particles.xml
msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]."
-msgstr ""
+msgstr "Retourne le [Mesh] qui est affiché à l'index [code]pass[/code]."
#: doc/classes/Particles.xml
msgid "Restarts the particle emission, clearing existing particles."
-msgstr ""
+msgstr "Relance l'émission de particules, effaçant les particules existantes."
#: doc/classes/Particles.xml
msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]."
-msgstr ""
+msgstr "Définit le [Mesh] qui à afficher pour l'index [code]pass[/code]."
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the first draw pass."
-msgstr ""
+msgstr "Le [Mesh] qui est affiché lors de la première passe."
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the second draw pass."
-msgstr ""
+msgstr "Le [Mesh] qui est affiché lors de la deuxième passe."
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the third draw pass."
-msgstr ""
+msgstr "Le [Mesh] qui est affiché lors de la troisième passe."
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the fourth draw pass."
-msgstr ""
+msgstr "Le [Mesh] qui est affiché lors de la quatrième passe."
#: doc/classes/Particles.xml
msgid "The number of draw passes when rendering particles."
@@ -43182,6 +54298,7 @@ msgstr ""
msgid ""
"If [code]true[/code], only [code]amount[/code] particles will be emitted."
msgstr ""
+"Si [code]true[/code], seuls [code]amount[/code] particules seront émises."
#: doc/classes/Particles.xml
msgid ""
@@ -43223,9 +54340,8 @@ msgid "Maximum number of draw passes supported."
msgstr "Nombre maximal de passes de tirage prises en charge."
#: doc/classes/Particles2D.xml
-#, fuzzy
msgid "GPU-based 2D particle emitter."
-msgstr "Émetteur de particules 2D."
+msgstr "Émetteur de particules 2D calculées par le CPU."
#: doc/classes/Particles2D.xml
msgid ""
@@ -43260,6 +54376,8 @@ msgstr ""
#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
+"Retourne un rectangle contenant la position de toutes les particules "
+"existantes."
#: doc/classes/Particles2D.xml
msgid "Restarts all the existing particles."
@@ -43277,6 +54395,7 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Particle properties for [Particles] and [Particles2D] nodes."
msgstr ""
+"Les propriétés des particules pour les nœuds [Particles] et [Particles2D]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43296,35 +54415,35 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Returns [code]true[/code] if the specified flag is enabled."
-msgstr ""
+msgstr "Retourne [code]true[/code] si l'option spécifié est active."
#: doc/classes/ParticlesMaterial.xml
msgid "Returns the randomness ratio associated with the specified parameter."
-msgstr ""
+msgstr "Retourne le facteur d'aléatoire associé avec le paramètre spécifié."
#: doc/classes/ParticlesMaterial.xml
-#, fuzzy
msgid "Returns the [Texture] used by the specified parameter."
-msgstr "Renvoie le texte associé à l’index spécifié."
+msgstr "Retourne la [Texture] utilisée par le paramètre donné."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"If [code]true[/code], enables the specified flag. See [enum Flags] for "
"options."
msgstr ""
+"Si [code]true[/code], active l'option donné. Voir [enum Flags] pour ces "
+"options."
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the specified [enum Parameter]."
-msgstr ""
+msgstr "Définit le [enum Parameter] donné."
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the randomness ratio for the specified [enum Parameter]."
-msgstr ""
+msgstr "Définit le facteur d'aléatoire pour le [enum Parameter] spécifié."
#: doc/classes/ParticlesMaterial.xml
-#, fuzzy
msgid "Sets the [Texture] for the specified [enum Parameter]."
-msgstr "Définit la position du nœud spécifié."
+msgstr "Définit la [Texture] pour le [enum Parameter] spécifié."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43337,6 +54456,7 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's rotation will be animated along this [CurveTexture]."
msgstr ""
+"La rotation de chaque particule sera animé suivant cette [CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43350,14 +54470,20 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's angular velocity will vary along this [CurveTexture]."
msgstr ""
+"La vitesse de rotation de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's animation offset will vary along this [CurveTexture]."
msgstr ""
+"La position de l'animation de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's animation speed will vary along this [CurveTexture]."
msgstr ""
+"La vitesse d'animation de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43376,6 +54502,8 @@ msgid ""
"The box's extents if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
+"La taille de la boite si [code]emission_shape[/code] est à [constant "
+"EMISSION_SHAPE_BOX]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43411,48 +54539,55 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
-msgstr ""
+msgstr "L'axe de l'anneau pour l'émetteur [constant EMISSION_SHAPE_RING]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
-msgstr ""
+msgstr "La hauteur de l'anneau pour l'émetteur [constant EMISSION_SHAPE_RING]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The inner radius of the ring when using the emitter [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
+"Le rayon intérieur de l'anneau pour l'émetteur [constant "
+"EMISSION_SHAPE_RING]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
-msgstr ""
+msgstr "Le rayon de l'anneau pour l'émetteur [constant EMISSION_SHAPE_RING]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted inside this region. Use [enum EmissionShape] "
"constants for values."
msgstr ""
+"Les particules seront émises à l'intérieur de cette région. Voir les "
+"constantes dans [enum EmissionShape] pour les valeurs possibles."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The sphere's radius if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
+"Le rayon de la sphère si [code]emission_shape[/code] est [constant "
+"EMISSION_SHAPE_SPHERE]."
#: doc/classes/ParticlesMaterial.xml
msgid "Amount of [member spread] along the Y axis."
-msgstr ""
+msgstr "La quantité de diffusion [member spread] le long de l'axe Y."
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's hue will vary along this [CurveTexture]."
-msgstr ""
+msgstr "La teinte de chaque particule variera suivant cette [CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's linear acceleration will vary along this [CurveTexture]."
msgstr ""
+"La vitesse linéaire de chaque particule variera suivant cette [CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43465,20 +54600,27 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
msgstr ""
+"La vélocité orbitale de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's radial acceleration will vary along this [CurveTexture]."
msgstr ""
+"L'accélération radiale de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's scale will vary along this [CurveTexture]."
msgstr ""
+"La mise à l'échelle de chaque particule variera suivant cette [CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
msgstr ""
+"L'accélération tangentielle de chaque particule variera suivant cette "
+"[CurveTexture]."
#: doc/classes/ParticlesMaterial.xml
msgid "Trail particles' color will vary along this [GradientTexture]."
@@ -43538,18 +54680,24 @@ msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set damping properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_texture] pour définir les propriétés d'amortissement."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set angle properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_texture] pour définir les propriétés de l'angle."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set scale properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_texture] pour définir les propriétés de mise à l'échelle."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43571,15 +54719,16 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_align_y]."
-msgstr ""
+msgstr "À utiliser avec [method set_flag] pour définir [member flag_align_y]."
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_rotate_y]."
-msgstr ""
+msgstr "À utiliser avec [method set_flag] pour définir [member flag_rotate_y]."
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_disable_z]."
msgstr ""
+"À utiliser avec [method set_flag] pour définir [member flag_disable_z]."
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -43598,7 +54747,7 @@ msgstr ""
#: doc/classes/Path.xml
msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
-msgstr ""
+msgstr "Contient une chemin [Curve3D] à suivre par les nœuds [PathFollow]."
#: doc/classes/Path.xml
msgid ""
@@ -43615,11 +54764,11 @@ msgstr "Une [Curve3D] décrivant le chemin."
#: doc/classes/Path.xml
msgid "Emitted when the [member curve] changes."
-msgstr ""
+msgstr "Émis quand cette [member curve] change."
#: doc/classes/Path2D.xml
msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
-msgstr ""
+msgstr "Contient un chemin [Curve2D] que suivront les nœuds [PathFollow2D]."
#: doc/classes/Path2D.xml
msgid ""
@@ -43635,9 +54784,8 @@ msgid "A [Curve2D] describing the path."
msgstr "Une [Curve2D] décrivant le chemin."
#: doc/classes/PathFollow.xml
-#, fuzzy
msgid "Point sampler for a [Path]."
-msgstr "Échantillonneur de points pour un [Path2D]."
+msgstr "Échantillonneur de points pour un [Path]."
#: doc/classes/PathFollow.xml
msgid ""
@@ -43665,7 +54813,7 @@ msgstr ""
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid "The node's offset along the curve."
-msgstr ""
+msgstr "Le décalage du nœud le long de la courbe."
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid ""
@@ -43695,27 +54843,23 @@ msgstr ""
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid "The node's offset perpendicular to the curve."
-msgstr ""
+msgstr "Le décalage du nœud perpendiculairement à la courbe."
#: doc/classes/PathFollow.xml
-#, fuzzy
msgid "Forbids the PathFollow to rotate."
-msgstr "Interdit au PathFollow3D de tourner."
+msgstr "Interdit au PathFollow de pivoter pour suivre le chemin."
#: doc/classes/PathFollow.xml
-#, fuzzy
msgid "Allows the PathFollow to rotate in the Y axis only."
-msgstr "Interdit au PathFollow3D de tourner."
+msgstr "Autorise le PathFollow à ne pivoter que selon l'axe Y."
#: doc/classes/PathFollow.xml
-#, fuzzy
msgid "Allows the PathFollow to rotate in both the X, and Y axes."
-msgstr "Interdit au PathFollow3D de tourner."
+msgstr "Autorise le PathFollow à pivoter selon les axes X et Y."
#: doc/classes/PathFollow.xml
-#, fuzzy
msgid "Allows the PathFollow to rotate in any axis."
-msgstr "Interdit au PathFollow3D de tourner."
+msgstr "Autorise le PathFollow à pivoter suivant n'importe quel axe."
#: doc/classes/PathFollow.xml
msgid ""
@@ -43760,7 +54904,7 @@ msgstr ""
#: doc/classes/PathFollow2D.xml
msgid "The distance along the path in pixels."
-msgstr ""
+msgstr "La distance le long du chemin en pixels."
#: doc/classes/PathFollow2D.xml
msgid ""
@@ -43778,7 +54922,7 @@ msgstr ""
#: doc/classes/PCKPacker.xml
msgid "Creates packages that can be loaded into a running project."
-msgstr ""
+msgstr "Crée des paquets qui peuvent être chargés dans un projet lancé."
#: doc/classes/PCKPacker.xml
msgid ""
@@ -43813,6 +54957,9 @@ msgid ""
"code] file extension isn't added automatically, so it should be part of "
"[code]pck_name[/code] (even though it's not required)."
msgstr ""
+"Crée un nouveau fichier PCK nommé [code]pck_name[/code]. L'extension de "
+"fichier [code].pck[/code] n'est pas ajoutée automatiquement, dont elle doit "
+"être présente dans [code]pck_name[/code] (mais ça n'est pas indispensable)."
#: doc/classes/Performance.xml
msgid "Exposes performance-related data."
@@ -43847,29 +54994,38 @@ msgstr "Nombre d’images par seconde."
#: doc/classes/Performance.xml
msgid "Time it took to complete one frame, in seconds."
-msgstr ""
+msgstr "Le temps nécessaire pour compléter une trame, en secondes."
#: doc/classes/Performance.xml
msgid "Time it took to complete one physics frame, in seconds."
-msgstr ""
+msgstr "Le temps nécessaire pour compléter une trame physique, en secondes."
#: doc/classes/Performance.xml
msgid ""
"Static memory currently used, in bytes. Not available in release builds."
msgstr ""
+"La mémoire statique actuellement utilisée, en octets. N'est pas utilisable "
+"dans les versions finales."
#: doc/classes/Performance.xml
msgid ""
"Dynamic memory currently used, in bytes. Not available in release builds."
msgstr ""
+"La mémoire dynamique actuellement utilisée, en octets. N'est pas utilisable "
+"dans les versions finales."
#: doc/classes/Performance.xml
+#, fuzzy
msgid "Available static memory. Not available in release builds."
msgstr ""
+"La mémoire statique disponible. N'est pas utilisable dans les versions "
+"finales."
#: doc/classes/Performance.xml
msgid "Available dynamic memory. Not available in release builds."
msgstr ""
+"La mémoire dynamique disponible. N'est pas utilisable dans les versions "
+"finales."
#: doc/classes/Performance.xml
msgid ""
@@ -43879,7 +55035,7 @@ msgstr ""
#: doc/classes/Performance.xml
msgid "Number of objects currently instanced (including nodes)."
-msgstr ""
+msgstr "Le nombre d'objets actuellement instanciés (nœuds inclus)."
#: doc/classes/Performance.xml
msgid "Number of resources currently used."
@@ -43899,23 +55055,23 @@ msgstr ""
#: doc/classes/Performance.xml
msgid "3D objects drawn per frame."
-msgstr "Objets 3D dessinés par image."
+msgstr "Les objets 3D dessinés par trame."
#: doc/classes/Performance.xml
msgid "Vertices drawn per frame. 3D only."
-msgstr ""
+msgstr "Les sommets dessinés durant la trame. Seulement pour la 3D."
#: doc/classes/Performance.xml
msgid "Material changes per frame. 3D only."
-msgstr ""
+msgstr "Les matériaux changés durant la trame. Seulement pour la 3D."
#: doc/classes/Performance.xml
msgid "Shader changes per frame. 3D only."
-msgstr ""
+msgstr "Les shaders changés durant la trame. Seulement pour la 3D."
#: doc/classes/Performance.xml
msgid "Render surface changes per frame. 3D only."
-msgstr ""
+msgstr "Les surfaces affichées changées durant la trame. Seulement pour la 3D."
#: doc/classes/Performance.xml
msgid "Draw calls per frame. 3D only."
@@ -43926,9 +55082,8 @@ msgid "Items or joined items drawn per frame."
msgstr "Les éléments et les éléments joins affichés par trame."
#: doc/classes/Performance.xml
-#, fuzzy
msgid "Draw calls per frame."
-msgstr "Objets 3D dessinés par image."
+msgstr "Les appels de dessin par trame."
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid ""
@@ -43949,30 +55104,31 @@ msgstr "La quantité de mémoire utilisée pour les sommets."
msgid ""
"Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0."
msgstr ""
+"Ne implémenté pour les rendus sous GLES2 et GLES3, retourne toujours 0."
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody2D] nodes in the game."
-msgstr ""
+msgstr "Le nombre de nœuds [RigidBody2D] actifs dans le jeu."
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 2D physics engine."
-msgstr ""
+msgstr "Le nombre de paires de collision dans le moteur physique 2D."
#: doc/classes/Performance.xml
msgid "Number of islands in the 2D physics engine."
-msgstr ""
+msgstr "Le nombre d'îles dans le moteur physique 2D."
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
-msgstr "Le nombre de nœuds [RigidBody] et [VehicleBody] dans le jeu."
+msgstr "Le nombre de nœuds [RigidBody] et [VehicleBody] actifs dans le jeu."
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 3D physics engine."
-msgstr ""
+msgstr "Le nombre de paires de collisions dans le moteur physique 3D."
#: doc/classes/Performance.xml
msgid "Number of islands in the 3D physics engine."
-msgstr ""
+msgstr "Le nombre d'îles dans le moteur physique 3D."
#: doc/classes/Performance.xml
msgid "Output latency of the [AudioServer]."
@@ -43980,11 +55136,11 @@ msgstr "Latence de sortie de l'[AudioServer]."
#: doc/classes/Performance.xml
msgid "Represents the size of the [enum Monitor] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum Monitor]."
#: doc/classes/PHashTranslation.xml
msgid "Optimized translation."
-msgstr "Translation optimisée."
+msgstr "Traduction optimisée."
#: doc/classes/PHashTranslation.xml
msgid ""
@@ -43999,6 +55155,8 @@ msgid ""
"Generates and sets an optimized translation from the given [Translation] "
"resource."
msgstr ""
+"Génère et définit des traductions optimisées depuis la ressource "
+"[Translation] donnée."
#: doc/classes/Physics2DDirectBodyState.xml
msgid "Direct access object to a physics body in the [Physics2DServer]."
@@ -44021,7 +55179,7 @@ msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant directional force without affecting rotation."
-msgstr ""
+msgstr "Ajoute une force directionnelle constante sans affecter la rotation."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml
@@ -44036,7 +55194,7 @@ msgstr "Ajoute une force de rotation constante."
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Applies a directional impulse without affecting rotation."
-msgstr ""
+msgstr "Applique une impulsion directionnelle changer affecter la rotation."
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -44049,7 +55207,7 @@ msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Applies a rotational impulse to the body."
-msgstr ""
+msgstr "Applique une impulsion de rotation au corps."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
@@ -44070,7 +55228,7 @@ msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the contact position in the collider."
-msgstr ""
+msgstr "Retourne la position du contact sur le collisionneur."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
@@ -44088,6 +55246,7 @@ msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the linear velocity vector at the collider's contact point."
msgstr ""
+"Retourne le vecteur de vélocité linéaire au point de contact à la collision."
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -44099,22 +55258,22 @@ msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local normal at the contact point."
-msgstr ""
+msgstr "Retourne la normale locale au point de contact."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local position of the contact point."
-msgstr ""
+msgstr "Retourne la position locale au point de contact."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local shape index of the collision."
-msgstr ""
+msgstr "Retourne l'index de la forme locale de la collision."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the current state of the space, useful for queries."
-msgstr ""
+msgstr "Retourne l'état actuel de l'espace, utile pour les requêtes."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
@@ -44129,34 +55288,32 @@ msgid "Calls the built-in force integration code."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
-#, fuzzy
msgid "The body's rotational velocity in [i]radians[/i] per second."
-msgstr "La vitesse de rotation du corps."
+msgstr "La vitesse de rotation du corps en [i]radians[/i] par seconde."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The inverse of the inertia of the body."
-msgstr ""
+msgstr "L'inverse de l'inertie du corps."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The inverse of the mass of the body."
-msgstr ""
+msgstr "L'inverse de la masse du corps."
#: doc/classes/Physics2DDirectBodyState.xml
-#, fuzzy
msgid "The body's linear velocity in pixels per second."
-msgstr "La vitesse de la souris en pixels par seconde."
+msgstr "La vitesse linéaire d'un corps en pixels par seconde."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "If [code]true[/code], this body is currently sleeping (not active)."
-msgstr ""
+msgstr "Si [code]true[/code], le corps est actuellement au repos (inactif)."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The timestep (delta) used for the simulation."
-msgstr ""
+msgstr "L'étape de temps (delta) utilisé pour la simulation."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
@@ -44168,7 +55325,7 @@ msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The total gravity vector being currently applied to this body."
-msgstr ""
+msgstr "Le vecteur total de gravité actuellement appliqué à ce corps."
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
@@ -44184,7 +55341,7 @@ msgstr "La matrice de transformation du corps."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid "Direct access object to a space in the [Physics2DServer]."
-msgstr ""
+msgstr "L'objet pour accéder directement à l'espace du [Physics2DServer]."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -44326,10 +55483,9 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Server interface for low-level 2D physics access."
-msgstr ""
+msgstr "L'interface du serveur pour l'accès à la physique 2D en bas niveau."
#: doc/classes/Physics2DServer.xml
-#, fuzzy
msgid ""
"Physics2DServer is the server responsible for all 2D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
@@ -44454,11 +55610,11 @@ msgstr "Désactive une forme donnée dans une zone."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for an area shape."
-msgstr ""
+msgstr "Définit la matrice de transformation pour la forme de l'aire."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the area."
-msgstr ""
+msgstr "Assigne un espace pour l'aire."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -44468,11 +55624,11 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for an area."
-msgstr ""
+msgstr "Définit la matrice de transformation pour l'aire."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Adds a body to the list of bodies exempt from collisions."
-msgstr ""
+msgstr "Ajoute un corps à la liste de ceux ignorés lors des collisions."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -44496,7 +55652,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Removes all shapes from a body."
-msgstr ""
+msgstr "Retire toutes les formes du corps."
#: doc/classes/Physics2DServer.xml
msgid "Creates a physics body."
@@ -44504,11 +55660,12 @@ msgstr "Crée un corps physique."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the physics layer or layers a body belongs to."
-msgstr ""
+msgstr "Retourne le(s) calque(s) physique(s) auquel(s) ce corps appartient."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the physics layer or layers a body can collide with."
msgstr ""
+"Retourne le(s) calque(s) physique(s) où le corps peut entrer en collision."
#: doc/classes/Physics2DServer.xml
msgid "Returns the continuous collision detection mode."
@@ -44519,12 +55676,16 @@ msgid ""
"Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/"
"code] if the body is destroyed or removed from the physics space."
msgstr ""
+"Retourne le [Physics2DDirectBodyState] du corps. Retourne [code]null[/code] "
+"si le corps est détruit ou retiré de l'espace physique."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Returns the maximum contacts that can be reported. See [method "
"body_set_max_contacts_reported]."
msgstr ""
+"Retourne le nombre maximal de contacts qui peuvent être détectés. Voir "
+"[method body_set_max_contacts_reported]."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the body mode."
@@ -44538,11 +55699,11 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of a body."
-msgstr ""
+msgstr "Retourne le [RID] de la n-ième forme de ce corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to a body."
-msgstr ""
+msgstr "Retourne le nombre de formes associées au corps."
#: doc/classes/Physics2DServer.xml
msgid "Returns the metadata of a shape of a body."
@@ -44550,11 +55711,11 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the transform matrix of a body shape."
-msgstr ""
+msgstr "Retourne la matrice de transformation pour la forme du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the space assigned to a body."
-msgstr ""
+msgstr "Retourne le [RID] de la forme assignée à ce corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns a body state."
@@ -44568,7 +55729,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Removes a body from the list of bodies exempt from collisions."
-msgstr ""
+msgstr "Retirer un corps de la liste de ceux ignorés lors des collisions."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -44585,11 +55746,12 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the physics layer or layers a body belongs to."
-msgstr ""
+msgstr "Définit le(s) calque(s) physique(s) auquel(s) ce corps appartient."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the physics layer or layers a body can collide with."
msgstr ""
+"Définit le(s) calque(s) physique(s) où le corps peut entrer en collision."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -44615,34 +55777,44 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Sets the body mode using one of the [enum BodyMode] constants."
msgstr ""
+"Définit le mode du corps, avec l'une des constantes de [enum BodyMode]."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
+"Définit quand un corps utilise sa propre fonction pour calculer sa physique "
+"(voir [method body_set_force_integration_callback])."
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a body parameter. See [enum BodyParameter] for a list of available "
"parameters."
msgstr ""
+"Définit un paramètre du corps. Voir [enum BodyParameter] pour la liste des "
+"paramètres disponibles."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Substitutes a given body shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
+"Remplace la forme du corps par une autre. L'ancienne forme est choisie par "
+"son index, et la nouvelle par son [RID]."
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables one way collision on body if [code]enable[/code] is [code]true[/"
"code]."
msgstr ""
+"Active les collisions dans un seul sens pour ce corps si [code]enable[/code] "
+"est [code]true[/code]."
#: doc/classes/Physics2DServer.xml
msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
msgstr ""
+"Désactive la forme du corps si [code]disable[/code] est [code]true[/code]."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -44652,11 +55824,11 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for a body shape."
-msgstr ""
+msgstr "Définit la matrice de transformation pour la forme du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the body (see [method space_create])."
-msgstr ""
+msgstr "Assigne un espace au corps (voir [method space_create])."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -44714,17 +55886,19 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns the value of a joint parameter."
-msgstr ""
+msgstr "Retourne la valeur du paramètre du joint."
#: doc/classes/Physics2DServer.xml
msgid "Returns a joint's type (see [enum JointType])."
-msgstr ""
+msgstr "Retourne le type de joint (voir [enum JoinType])."
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a joint parameter. See [enum JointParam] for a list of available "
"parameters."
msgstr ""
+"Définit un paramètre du joint. Voir [enum JointParam] pour la liste des "
+"paramètres disponibles."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -44734,7 +55908,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Activates or deactivates the 2D physics engine."
-msgstr ""
+msgstr "Active ou désactive le moteur physique 2D."
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -44751,7 +55925,7 @@ msgstr "Retourne les données de forme."
#: doc/classes/Physics2DServer.xml
msgid "Returns a shape's type (see [enum ShapeType])."
-msgstr ""
+msgstr "Retourne le type de forme (voir [enum ShapeType])."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -44774,11 +55948,11 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the value of a space parameter."
-msgstr ""
+msgstr "Retourne la valeur d'un paramètre de l'espace."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns whether the space is active."
-msgstr ""
+msgstr "Retourne quand cet espace est actif."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -44791,6 +55965,8 @@ msgid ""
"Sets the value for a space parameter. See [enum SpaceParameter] for a list "
"of available parameters."
msgstr ""
+"Définit la valeur pour le paramètre d'espace. Voir [enum SpaceParameter] "
+"pour la liste des paramètres possibles."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -44896,11 +56072,11 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity strength in an area."
-msgstr ""
+msgstr "La constante pour définir/obtenir la force de gravité de l'aire."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity vector/center in an area."
-msgstr ""
+msgstr "La constante pour définir/obtenir le centre de gravité de l'aire."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -44924,14 +56100,19 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the linear dampening factor of an area."
msgstr ""
+"La constant pour définir/récupérer le facteur d'amortissement linéaire de "
+"cette aire."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the angular dampening factor of an area."
msgstr ""
+"La constant pour définir/récupérer le facteur d'amortissement angulaire de "
+"cette aire."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the priority (order of processing) of an area."
msgstr ""
+"La constant pour définir/obtenir la priorité (l'ordre de gestion) de l'aire."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -44985,47 +56166,59 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's bounce factor."
-msgstr ""
+msgstr "La constante pour définir/obtenir le facteur de rebond."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's friction."
-msgstr ""
+msgstr "Constante pour définir/récupérer la friction du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's mass."
-msgstr ""
+msgstr "La constante pour définir/obtenir la masse du corps."
#: doc/classes/Physics2DServer.xml
msgid "Constant to set/get a body's inertia."
-msgstr ""
+msgstr "La constante pour définir/obtenir l'inertie du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's gravity multiplier."
msgstr ""
+"La constante pour définir/obtenir le facteur de multiplication de la gravité "
+"du corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's linear dampening factor."
msgstr ""
+"La constante pour définir/obtenir la facteur d'amortissement linéaire du "
+"corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's angular dampening factor."
msgstr ""
+"La constante pour définir/obtenir la facteur d'amortissement de rotation du "
+"corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Represents the size of the [enum BodyParameter] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum BodyParameter]."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current transform matrix of the body."
msgstr ""
+"La constante pour définir/obtenir la matrice de transformation actuelle du "
+"corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current linear velocity of the body."
msgstr ""
+"La constante pour définir/récupérer la vélocité linéaire actuelle de ce "
+"corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current angular velocity of the body."
msgstr ""
+"La constante pour définir/récupérer la vélocité angulaire actuelle de ce "
+"corps."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
@@ -45033,7 +56226,7 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get whether the body can sleep."
-msgstr ""
+msgstr "La constante pour définir/obtenir si le corps peut être au repos."
#: doc/classes/Physics2DServer.xml
#, fuzzy
@@ -45100,11 +56293,11 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of objects that are not sleeping."
-msgstr ""
+msgstr "La constante pour récupérer le nombre d'objets qui ne dorment pas."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of possible collisions."
-msgstr ""
+msgstr "La constante pour obtenir le nombre possible de collisions."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -45113,13 +56306,15 @@ msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "Parameters to be sent to a 2D shape physics query."
-msgstr ""
+msgstr "Les paramètres à passer à un requête physique d'une forme 2D."
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"This class contains the shape and other parameters for 2D intersection/"
"collision queries."
msgstr ""
+"Cette classe contient des formes et autres paramètres pour les requêtes "
+"d'intersections/collisions en 2D."
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
@@ -45128,12 +56323,12 @@ msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [Area2D]s into account."
-msgstr ""
+msgstr "Si [code]true[/code], la requête prendra la [Area2D] en compte."
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"If [code]true[/code], the query will take [PhysicsBody2D]s into account."
-msgstr ""
+msgstr "Si [code]true[/code], la requête prendra la [PhysicsBody2D] en compte."
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
@@ -45148,7 +56343,7 @@ msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid ""
"The list of objects or object [RID]s that will be excluded from collisions."
-msgstr ""
+msgstr "La liste des objets ou [RID] d'objets qui sont exclus des collisions."
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
@@ -45156,14 +56351,13 @@ msgid "The collision margin for the shape."
msgstr "La marge de collision de la forme."
#: doc/classes/Physics2DShapeQueryParameters.xml
-#, fuzzy
msgid "The motion of the shape being queried for."
-msgstr "Le mouvement de la forme qui a été demandé"
+msgstr "Le mouvement de la forme qui a été demandée."
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "The queried shape's [RID]. See also [method set_shape]."
-msgstr ""
+msgstr "Le [RID] de la forme demandée. Voir aussi [method set_shape]."
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
@@ -45172,7 +56366,7 @@ msgstr "La matrice de transformation de la forme recherchée."
#: doc/classes/PhysicsBody.xml
msgid "Base class for all objects affected by physics in 3D space."
-msgstr ""
+msgstr "La classe de base pour tous les objets affecté par la physique en 3D."
#: doc/classes/PhysicsBody.xml
msgid ""
@@ -45200,7 +56394,7 @@ msgstr ""
#: doc/classes/PhysicsBody2D.xml
msgid "Base class for all objects affected by physics in 2D space."
-msgstr ""
+msgstr "La classe de base pour tous les objets affecté par la physique en 2D."
#: doc/classes/PhysicsBody2D.xml
msgid ""
@@ -45234,7 +56428,7 @@ msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Adds a constant rotational force without affecting position."
-msgstr ""
+msgstr "Ajoute une force de rotation constante sans affecter la position."
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
@@ -45272,6 +56466,8 @@ msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Impulse created by the contact. Only implemented for Bullet physics."
msgstr ""
+"L'impulsion créée lors du contact. Seulement implémenté dans le moteur "
+"physique Bullet."
#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml
msgid ""
@@ -45280,13 +56476,12 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
-#, fuzzy
msgid "The body's linear velocity in units per second."
-msgstr "La vitesse linéaire du corps."
+msgstr "La vitesse linéaire du corps en unités par secondes."
#: doc/classes/PhysicsDirectSpaceState.xml
msgid "Direct access object to a space in the [PhysicsServer]."
-msgstr ""
+msgstr "L'objet pour accéder directement à l'espace du [PhysicsServer]."
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
@@ -45394,6 +56589,7 @@ msgstr "Un matériau pour les propriétés physiques."
msgid ""
"Provides a means of modifying the collision properties of a [PhysicsBody]."
msgstr ""
+"Fournis un moyen de modifier les propriétés de collision d'un [PhysicsBody]."
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -45406,6 +56602,8 @@ msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
+"Le facteur de rebondissement du corps. L'intervalle est de [code]0[/code] "
+"(aucun rebondissement) à [code]1[/code] (rebondissement maximal)."
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -45429,7 +56627,6 @@ msgid "Server interface for low-level physics access."
msgstr "L'interface du serveur pour l'accès physique de bas niveau."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid ""
"PhysicsServer is the server responsible for all 3D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
@@ -45460,9 +56657,8 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "Sets object pickable with rays."
-msgstr "Définit l'objet sélectionnable avec des rayons."
+msgstr "Définit l'objet comme sélectionnable par les rayons."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45478,7 +56674,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gives the body a push to rotate it."
-msgstr ""
+msgstr "Pousse le corps pour le faire pivoter."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45492,6 +56688,8 @@ msgid ""
"Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] "
"if the body is destroyed or removed from the physics space."
msgstr ""
+"Retourne le [PhysicsDirectBodyState] du corps. Retourne [code]null[/code] si "
+"le corps est détruit ou retiré de l'espace physique."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45506,7 +56704,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the body can be detected by rays."
-msgstr ""
+msgstr "Si [code]true[/code], le corps peut être détecté par les rayons."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45525,6 +56723,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
msgstr ""
+"Définit le mode du corps, avec l'une des constantes de [enum BodyMode]."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45535,10 +56734,12 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
msgstr ""
+"Définit ce le corps peut être sélectionné avec un rayon si [code]enabled[/"
+"code] est définit."
#: doc/classes/PhysicsServer.xml
msgid "Sets a body state (see [enum BodyState] constants)."
-msgstr ""
+msgstr "Définit l'état du corps (voir les constantes [enum BodyState])."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45587,7 +56788,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -45632,9 +56836,8 @@ msgid "Gets the priority value of the Joint."
msgstr "Renvoie la valeur opposée du paramètre."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "Returns the type of the Joint."
-msgstr "Retourne la hauteur du contenu."
+msgstr "Retourne le type de Joint."
#: doc/classes/PhysicsServer.xml
#, fuzzy
@@ -45669,7 +56872,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Activates or deactivates the 3D physics engine."
-msgstr ""
+msgstr "Active ou désactive le moteur physique 3D."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45691,7 +56894,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of shape (see [enum ShapeType] constants)."
-msgstr ""
+msgstr "Retourne le type de forme (voir les constantes dans [enum ShapeType])."
#: doc/classes/PhysicsServer.xml
msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
@@ -45710,29 +56913,24 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Joint] is a [PinJoint]."
-msgstr "Le [Joint3D] est un [PinJoint3D]."
+msgstr "Le [Joint] est un [PinJoint]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Joint] is a [HingeJoint]."
-msgstr "Le [Joint3D] est un [HingeJoint3D]."
+msgstr "Le [Joint] est un [HingeJoint]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Joint] is a [SliderJoint]."
-msgstr "Le [Joint3D] est un [SliderJoint3D]."
+msgstr "Le [Joint] est un [SliderJoint]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Joint] is a [ConeTwistJoint]."
-msgstr "Le [Joint3D] est un [ConeTwistJoint3D]."
+msgstr "Le [Joint] est un [ConeTwistJoint]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Joint] is a [Generic6DOFJoint]."
-msgstr "Le [Joint3D] est un [Generic6DOFJoint3D]."
+msgstr "Le [Joint] est un [Generic6DOFJoint]."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45742,7 +56940,6 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid ""
"The strength with which the pinned objects try to stay in velocity relation "
"to each other.\n"
@@ -45753,13 +56950,12 @@ msgstr ""
"Plus elle est élevée, plus elle est forte."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"puts on its ends."
msgstr ""
"Si au-dessus de 0, cette valeur est la valeur maximale pour une impulsion "
-"que ce Joint3D met sur ses extrémités."
+"que ce Joint met sur ses extrémités."
#: doc/classes/PhysicsServer.xml
msgid "The maximum rotation across the Hinge."
@@ -45813,11 +57009,11 @@ msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of restitution inside the slider limits."
-msgstr ""
+msgstr "La quantité de restitution dans les limites du glisseur."
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping inside the slider limits."
-msgstr ""
+msgstr "La quantité d'amortissement dans les limites du glisseur."
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "A factor applied to the movement across axes orthogonal to the slider."
@@ -45860,11 +57056,11 @@ msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of restitution of the rotation in the limits."
-msgstr ""
+msgstr "La quantité de restitution de la rotation dans les limites."
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping of the rotation in the limits."
-msgstr ""
+msgstr "La quantité d'amortissement de la rotation dans les limites."
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -45935,7 +57131,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If set, rotational motion is possible."
-msgstr ""
+msgstr "Si définit, la rotation est possible."
#: doc/classes/PhysicsServer.xml
#, fuzzy
@@ -45949,59 +57145,52 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [PlaneShape]."
-msgstr "Le [Shape3D] est un [RayShape3D]."
+msgstr "Le [Shape] est un [PlaneShape]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [RayShape]."
-msgstr "Le [Shape3D] est un [RayShape3D]."
+msgstr "Le [Shape] est un [RayShape]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [SphereShape]."
-msgstr "La [Shape3D] est une [SphereShape3D]."
+msgstr "La [Shape] est une [SphereShape]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [BoxShape]."
-msgstr "La [Shape3D] est une [BoxShape3D]."
+msgstr "La [Shape] est une [BoxShape]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [CapsuleShape]."
-msgstr "La [Shape3D] est une [CapsuleShape3D]."
+msgstr "La [Shape] est une [CapsuleShape]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [CylinderShape]."
-msgstr "La [Shape3D] est un [CylinderShape3D]."
+msgstr "La [Shape] est un [CylinderShape]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [ConvexPolygonShape]."
-msgstr "La [Shape3D] est un [ConvexPolygonShape3D]."
+msgstr "La [Shape] est un [ConvexPolygonShape]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [ConcavePolygonShape]."
-msgstr "La [Shape3D] est un [ConvexPolygonShape3D]."
+msgstr "La [Shape] est un [ConcavePolygonShape]."
#: doc/classes/PhysicsServer.xml
-#, fuzzy
msgid "The [Shape] is a [HeightMapShape]."
-msgstr "La [Shape3D] est un [HeightMapShape3D]."
+msgstr "La [Shape] est un [HeightMapShape]."
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "Parameters to be sent to a 3D shape physics query."
-msgstr ""
+msgstr "Les paramètres à passer à un requête physique d'une forme 3D."
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid ""
"This class contains the shape and other parameters for 3D intersection/"
"collision queries."
msgstr ""
+"Cette classe contient des formes et autres paramètres pour les requêtes "
+"d'intersections/collisions en 3D."
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "Sets the [Shape] that will be used for collision/intersection queries."
@@ -46046,8 +57235,8 @@ msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"produces."
msgstr ""
-"Si au-dessus de 0, cette valeur est la valeur maximale pour une impulsion "
-"que ce Joint3D met sur ses extrémités."
+"Retourne quand la mot clé [code]keyword[/code] spécifié a une couleur de "
+"défini ou non."
#: doc/classes/PinJoint2D.xml
#, fuzzy
@@ -46094,7 +57283,7 @@ msgstr ""
#: doc/classes/Plane.xml
msgid "Creates a plane from the normal and the plane's distance to the origin."
-msgstr ""
+msgstr "Crée un plan à partir d'une normale et de sa distance à l'origine."
#: doc/classes/Plane.xml
msgid "Returns the center of the plane."
@@ -46119,6 +57308,8 @@ msgid ""
"Returns [code]true[/code] if [code]point[/code] is inside the plane. "
"Comparison uses a custom minimum [code]epsilon[/code] threshold."
msgstr ""
+"Retourn [code]true[/code] si [code]point[/code] est à l'intérieur du plan. "
+"La comparaison se fait sous le seuil [code]epsilon[/code]."
#: doc/classes/Plane.xml
msgid ""
@@ -46152,10 +57343,12 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if [code]point[/code] is located above the plane."
msgstr ""
+"Retourne [code]true[/code] si le [code]point[/code] est localisé au-dessus "
+"du plan."
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
-msgstr ""
+msgstr "Retourne une copie du plan, normalisé."
#: doc/classes/Plane.xml
msgid ""
@@ -46182,15 +57375,15 @@ msgstr ""
#: doc/classes/Plane.xml
msgid "The X component of the plane's [member normal] vector."
-msgstr ""
+msgstr "Le composant X du vecteur de la [member normal] du plan."
#: doc/classes/Plane.xml
msgid "The Y component of the plane's [member normal] vector."
-msgstr ""
+msgstr "Le composant Y du vecteur de la [member normal] du plan."
#: doc/classes/Plane.xml
msgid "The Z component of the plane's [member normal] vector."
-msgstr ""
+msgstr "Le composant Z du vecteur de la [member normal] du plan."
#: doc/classes/Plane.xml
msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
@@ -46223,6 +57416,8 @@ msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Offset from the origin of the generated plane. Useful for particles."
msgstr ""
+"Le décalage par rapport à l'origine du plan généré. Utile pour les "
+"particules."
#: doc/classes/PlaneMesh.xml
msgid "Size of the generated plane."
@@ -46230,15 +57425,15 @@ msgstr "Taille du plan généré."
#: doc/classes/PlaneMesh.xml
msgid "Number of subdivision along the Z axis."
-msgstr ""
+msgstr "Le nombre de sous-divisions suivant l'axe Z."
#: doc/classes/PlaneMesh.xml
msgid "Number of subdivision along the X axis."
-msgstr ""
+msgstr "Le nombre de sous-divisions suivant l'axe X."
#: doc/classes/PlaneShape.xml
msgid "Infinite plane shape for 3D collisions."
-msgstr ""
+msgstr "Forme de plan infini pour les collision 3D."
#: doc/classes/PlaneShape.xml
msgid ""
@@ -46249,10 +57444,8 @@ msgid ""
msgstr ""
#: doc/classes/PlaneShape.xml
-#, fuzzy
msgid "The [Plane] used by the [PlaneShape] for collision."
-msgstr ""
-"Les calques de physique que cette forme de CSG analyse pour les collisions."
+msgstr "Le [Plane] utilisé par le [PlaneShape] pour les collisions."
#: doc/classes/PointMesh.xml
msgid "Mesh with a single Point primitive."
@@ -46294,6 +57487,8 @@ msgstr ""
msgid ""
"Adds a bone with the specified [code]path[/code] and [code]weights[/code]."
msgstr ""
+"Ajoute un os avec le chemin [code]path[/code] et le poids [code]weights[/"
+"code] spécifiés."
#: doc/classes/Polygon2D.xml
msgid "Removes all bones from this [Polygon2D]."
@@ -46301,7 +57496,7 @@ msgstr "Retire tous les os pour ce [Polygon2D]."
#: doc/classes/Polygon2D.xml
msgid "Removes the specified bone from this [Polygon2D]."
-msgstr ""
+msgstr "Retire les os spécifiés de ce [Polygon2D]."
#: doc/classes/Polygon2D.xml
msgid "Returns the number of bones in this [Polygon2D]."
@@ -46318,14 +57513,22 @@ msgstr "Retourne la hauteur de l'os spécifié."
#: doc/classes/Polygon2D.xml
msgid "Sets the path to the node associated with the specified bone."
-msgstr ""
+msgstr "Définit le chemin du nœud associé avec l'os spécifié."
#: doc/classes/Polygon2D.xml
msgid "Sets the weight values for the specified bone."
msgstr "Définit le poids pour l'os spécifié."
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -46363,6 +57566,8 @@ msgstr ""
msgid ""
"The polygon's fill texture. Use [code]uv[/code] to set texture coordinates."
msgstr ""
+"La texture pour remplir le polygone. Utilisez [code]uv[/code] pour définir "
+"les coordonnées de la texture."
#: doc/classes/Polygon2D.xml
msgid ""
@@ -46400,27 +57605,65 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-#, fuzzy
-msgid "A pooled [Array] of bytes."
-msgstr "Un [Array] compacté d'octets."
+msgid "A pooled array of bytes."
+msgstr "Un tableau compacté d'octets."
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des octets. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolByteArray] ou d'un "
+"[PoolByteArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123) # Accède à une copie du PoolByteArray\n"
+"print(array) # [[]] (Un PoolByteArray vide dans un Array)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolByteArray] en entier doit être [i]réassigné[/i] avec "
+"[code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolByteArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (Un PoolByteArray avec 1 élément dans un Array)\n"
+"[/codeblock]"
#: doc/classes/PoolByteArray.xml
msgid ""
"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
+"Construit un nouvel [PoolByteArray]. En option, vous pouvez passer un "
+"[Array] générique qui sera converti."
#: doc/classes/PoolByteArray.xml
-#, fuzzy
msgid "Appends a [PoolByteArray] at the end of this array."
-msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau."
+msgstr "Ajoute un [PoolByteArray] à la fin de ce tableau."
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -46453,6 +57696,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -46470,6 +57723,17 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+"Retourne [code]true[/code] si le tableau contient la valeur donnée.\n"
+"[b]Note :[/b] C'est équivalent à l'opérateur [code]in[/code]."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -46489,14 +57753,14 @@ msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml
msgid "Appends an element at the end of the array."
-msgstr ""
+msgstr "Ajoute un élément à la fin du tableau."
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Removes an element from the array by index."
-msgstr ""
+msgstr "Retire l' élément du tableau à l'index donné."
#: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml
@@ -46510,7 +57774,15 @@ msgstr ""
#: doc/classes/PoolByteArray.xml
msgid "Changes the byte at the given index."
-msgstr ""
+msgstr "Change l'octet à la position donnée."
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Retire l' élément du tableau à l'index donné."
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -46518,33 +57790,77 @@ msgid ""
"new [PoolByteArray]. Any negative index is considered to be from the end of "
"the array."
msgstr ""
+"Retourne une partie du [PoolByteArray] entre les indices (inclus) dans un "
+"nouveau [PoolByteArray]. Chaque index négatif partira de la fin du tableau."
#: doc/classes/PoolColorArray.xml
#, fuzzy
-msgid "A pooled [Array] of [Color]."
-msgstr "Un [Array] compacté d'octets."
+msgid "A pooled array of [Color]s."
+msgstr "Un tableau compacté de [Color]."
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des [Color]. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolColorArray] ou d'un "
+"[PoolColorArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4)) # Accède à une copie du "
+"PoolColorArray\n"
+"print(array) # [[]] (Un PoolColorArray vide dans un Array)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolColorArray] en entier doit être [i]réassigné[/i] avec "
+"[code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolColorArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (Un PoolColorArray avec 1 élément "
+"dans un Array)\n"
+"[/codeblock]"
#: doc/classes/PoolColorArray.xml
msgid ""
"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
+"Construit un nouvel [PoolColorArray]. En option, vous pouvez passer un "
+"[Array] générique qui sera converti."
#: doc/classes/PoolColorArray.xml
-#, fuzzy
msgid "Appends a [PoolColorArray] at the end of this array."
-msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau."
+msgstr "Ajoute un [PoolColorArray] à la fin de ce tableau."
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
msgid "Appends a value to the array."
-msgstr ""
+msgstr "Ajoute une valeur à la fin du tableau."
#: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
@@ -46556,41 +57872,87 @@ msgstr ""
#: doc/classes/PoolColorArray.xml
msgid "Changes the [Color] at the given index."
-msgstr ""
+msgstr "Change la [Color] à la position donnée."
#: doc/classes/PoolIntArray.xml
-#, fuzzy
-msgid "A pooled [Array] of integers ([int])."
-msgstr "Un [Array] compacté d'octets."
+msgid "A pooled array of integers ([int])."
+msgstr "Un tableau compacté d'entiers ([int])."
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
"around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values."
msgstr ""
+"Un tableau spécialement prévu pour contenir des entier ([int]). Optimisé "
+"pour la mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolIntArray] ou d'un "
+"[PoolIntArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234) # Accède à une copie du PoolIntArray\n"
+"print(array) # [[]] (Un PoolIntArray vide dans un Array)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolIntArray] en entier doit être [i]réassigné[/i] avec "
+"[code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolIntArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (Un PoolIntArray avec 1 élément dans un Array)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Ce type est limité aux entiers signés de 32 bit, ce qui peut "
+"dire que l'intervalle des valeurs possibles est [code][-2^31, 2^31 - 1][/"
+"code], soit [code][-2147483648, 2147483647][/code]. Tout dépassement "
+"bouclera. En comparaison, un tableau générique [int] utilise des entiers de "
+"64 bit qui peuvent donc contenir des valeurs bien plus grandes."
#: doc/classes/PoolIntArray.xml
msgid ""
"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
+"Construit un nouvel [PoolIntArray]. En option, vous pouvez passer un [Array] "
+"générique qui sera converti."
#: doc/classes/PoolIntArray.xml
-#, fuzzy
msgid "Appends a [PoolIntArray] at the end of this array."
-msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau."
+msgstr "Ajoute un [PoolIntArray] à la fin de ce tableau."
#: doc/classes/PoolIntArray.xml
msgid ""
"Inserts a new int at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
+"Insert un nouvel entier à la position donnée dans le tableau. Cette position "
+"doit être valide, ou à la toute fin du tableau (soit [code]idx == size()[/"
+"code])."
#: doc/classes/PoolIntArray.xml
msgid "Changes the int at the given index."
@@ -46598,14 +57960,31 @@ msgstr "Modifie le [int] à l’index donné."
#: doc/classes/PoolRealArray.xml
#, fuzzy
-msgid "A pooled [Array] of reals ([float])."
-msgstr "Un [Array] compacté d'octets."
+msgid "A pooled array of real numbers ([float])."
+msgstr "Un tableau compacté de flottants ([float])."
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -46614,87 +57993,200 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
+"Un tableau spécialement prévu pour contenir des flottants. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolRealArray] ou d'un "
+"[PoolRealArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34) # Accède à une copie du PoolRealArray\n"
+"print(array) # [[]] (Un PoolRealArray vide dans un Array)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolRealArray] en entier doit être [i]réassigné[/i] avec "
+"[code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolRealArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (Un PoolRealArray avec 1 élément dans un Array)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Contrairement aux [float] qui sont en 64 bits, les nombres "
+"enregistrés dans les [PoolRealArray] ne sont que en 32 bits. Ça veut donc "
+"dire que les flottants dans les [PoolRealArray] ont une précision plus "
+"faible que les [float]. Si vous avez besoin d'enregistrer des flottants en "
+"64 bits dans un tableau, utilisez un [Array] standard avec des éléments "
+"[float] qui seront bien en 64 bits. En comparaison, un [Array] avec des "
+"[float] consomme approximativement 6 fois plus de mémoire qu'un "
+"[PoolRealArray]."
#: doc/classes/PoolRealArray.xml
msgid ""
"Constructs a new [PoolRealArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
+"Construit un nouvel [PoolRealArray]. En option, vous pouvez passer un "
+"[Array] générique qui sera converti."
#: doc/classes/PoolRealArray.xml
-#, fuzzy
msgid "Appends a [PoolRealArray] at the end of this array."
-msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau."
+msgstr "Ajoute un [PoolRealArray] à la fin de ce tableau."
#: doc/classes/PoolRealArray.xml
msgid "Changes the float at the given index."
-msgstr ""
+msgstr "Change la flottant à la position donnée."
#: doc/classes/PoolStringArray.xml
#, fuzzy
-msgid "A pooled [Array] of [String]."
-msgstr "Un [Array] compacté d'octets."
+msgid "A pooled array of [String]s."
+msgstr "Un tableau compacté de [String]."
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des [String]. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolRealArray] ou d'un "
+"[PoolRealArray] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\") # Accède à une copie du PoolStringArray\n"
+"print(array) # [[]] (Un PoolStringArray vide dans un Array)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolStringArray] en entier doit être [i]réassigné[/i] "
+"avec [code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0] # Crée une copie du PoolStringArray, puis assigne "
+"cette copie\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[\"hello\"]] (Un PoolStringArray avec 1 élément dans un "
+"Array)\n"
+"[/codeblock]"
#: doc/classes/PoolStringArray.xml
msgid ""
"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
+"Construit un nouvel [PoolStringArray]. En option, il est possible de passer "
+"un [Array] générique qui sera converti."
#: doc/classes/PoolStringArray.xml
-#, fuzzy
msgid "Appends a [PoolStringArray] at the end of this array."
-msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau."
+msgstr "Ajoute un [PoolStringArray] à la fin de ce tableau."
#: doc/classes/PoolStringArray.xml
-#, fuzzy
msgid ""
"Returns a [String] with each element of the array joined with the given "
"[code]delimiter[/code]."
-msgstr "Retourne le [WebSocketPeer] associé au [code]peer_id[/code] donné."
+msgstr ""
+"Retourne une [String] avec tous les éléments de ce tableau connectés par le "
+"[code]delimiter[/code] spécifié."
#: doc/classes/PoolStringArray.xml
msgid "Appends a string element at end of the array."
-msgstr ""
+msgstr "Ajoute une chaine de caractère à la fin du tableau."
#: doc/classes/PoolStringArray.xml
msgid "Changes the [String] at the given index."
-msgstr ""
+msgstr "Change la [String] à la position donnée."
#: doc/classes/PoolVector2Array.xml
#, fuzzy
-msgid "A pooled [Array] of [Vector2]."
-msgstr "Un [Array] compacté d'octets."
+msgid "A pooled array of [Vector2]s."
+msgstr "Un tableau compacté de [Vector2]."
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des [Vector2]. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolVector2Array] ou d'un "
+"[PoolVector2Array] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34)) # Accède à une copie du "
+"PoolVector2Array\n"
+"print(array) # [[]] (Un PoolVector2Array vide dans un Array)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolVector2Array] en entier doit être [i]réassigné[/i] "
+"avec [code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0] # Crée une copie du PoolVector2Array, puis assigne "
+"cette copie\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (Un PoolVector2Array avec 1 élément dans un "
+"Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Navigation Astar Demo"
-msgstr ""
+msgstr "Démo de navigation Astar en 2D"
#: doc/classes/PoolVector2Array.xml
msgid ""
"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
+"Construit un nouvel [PoolVector2Array]. En option, vous pouvez passer un "
+"[Array] générique qui sera converti."
#: doc/classes/PoolVector2Array.xml
-#, fuzzy
msgid "Appends a [PoolVector2Array] at the end of this array."
-msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau."
+msgstr "Ajoute un [PoolVector2Array] à la fin de ce tableau."
#: doc/classes/PoolVector2Array.xml
msgid "Inserts a [Vector2] at the end."
@@ -46702,30 +58194,72 @@ msgstr "Insère un [Vector2] à la fin."
#: doc/classes/PoolVector2Array.xml
msgid "Changes the [Vector2] at the given index."
-msgstr "Modifie le [Vector2] à l’index donné."
+msgstr "Change la [Vector2] à la position donnée."
#: doc/classes/PoolVector3Array.xml
-#, fuzzy
-msgid "A pooled [Array] of [Vector3]."
-msgstr "Un [Array] compacté d'octets."
+msgid "A pooled array of [Vector3]."
+msgstr "Un tableau compacté de [Vector3]."
#: doc/classes/PoolVector3Array.xml
+#, fuzzy
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
+"Un tableau spécialement prévu pour contenir des [Vector3]. Optimisé pour la "
+"mémoire, il ne se fragmente pas.\n"
+"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut "
+"dire que lors des [i]modifications[/i] d'un [PoolVector3Array] ou d'un "
+"[PoolVector3Array] dans un [Array] ou [Dictionary], ces modifications seront "
+"perdues :\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56)) # Accède à une copie du "
+"PoolColorArray\n"
+"print(array) # [[]] (Un PoolVector3Array vide dans un Array vide)\n"
+"[/codeblock]\n"
+"Au lieu de ça, le [PoolVector3Array] en entier doit être [i]réassigné[/i] "
+"avec [code]=[/code] pour que sa modification soit prise en compte :\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0] # Crée une copie du PoolVector3Array, puis assigne "
+"cette copie\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (Un PoolVector3Array avec 1 élément dans un "
+"Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector3Array.xml
msgid ""
"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
+"Construit un nouvel [PoolVector3Array]. En option, vous pouvez passer un "
+"[Array] générique qui sera converti."
#: doc/classes/PoolVector3Array.xml
-#, fuzzy
msgid "Appends a [PoolVector3Array] at the end of this array."
-msgstr "Ajoute un [PackedVector3Array] à la fin de ce tableau."
+msgstr "Ajoute un [PoolVector3Array] à la fin de ce tableau."
#: doc/classes/PoolVector3Array.xml
msgid "Inserts a [Vector3] at the end."
@@ -46733,7 +58267,7 @@ msgstr "Insère un [Vector3] à la fin."
#: doc/classes/PoolVector3Array.xml
msgid "Changes the [Vector3] at the given index."
-msgstr "Modifie le [Vector3] à l'indice donné."
+msgstr "Change la [Vector3] à la position donnée."
#: doc/classes/Popup.xml
msgid "Base container control for popups and dialogs."
@@ -46819,14 +58353,15 @@ msgstr ""
"La notification est envoyée dès que la fenêtre contextuelle est masquée."
#: doc/classes/PopupDialog.xml
-#, fuzzy
msgid "Base class for popup dialogs."
-msgstr "Classe de base pour les séparateurs."
+msgstr "Classe parente des fenêtres de dialogue."
#: doc/classes/PopupDialog.xml
msgid ""
"PopupDialog is a base class for popup dialogs, along with [WindowDialog]."
msgstr ""
+"PopupDialog est la classe de base pour les dialogues contextuels, avec aussi "
+"[WindowDialog]."
#: doc/classes/PopupDialog.xml
#, fuzzy
@@ -46835,12 +58370,23 @@ msgstr "[StyleBox] par défaut pour le [Button]."
#: doc/classes/PopupMenu.xml
msgid "PopupMenu displays a list of options."
-msgstr ""
+msgstr "Un PopupMenu affiche une liste d'options."
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46905,12 +58451,13 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Same as [method add_icon_check_item], but uses a radio check button."
-msgstr ""
+msgstr "Pareil que [method add_icon_check_item], mais utilise un bouton radio."
#: doc/classes/PopupMenu.xml
msgid ""
"Same as [method add_icon_check_shortcut], but uses a radio check button."
msgstr ""
+"Pareil que [method add_icon_check_shorcut], mais utilise un bouton radio."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -46994,13 +58541,15 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Removes all items from the [PopupMenu]."
-msgstr ""
+msgstr "Retire tous les éléments du [PopupMenu]."
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the index of the currently focused item. Returns [code]-1[/code] if "
"no item is focused."
msgstr ""
+"Retourne la position de l’élément qui a actuellement le focus. Ou retourne "
+"[code]-1[/code] si aucun n'a le focus."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -47018,6 +58567,8 @@ msgid ""
"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
"manually assigned, while index can not."
msgstr ""
+"Retourne l'identifiant de l'élément à la position [code]idx[/code]. Un "
+"[code]id[/code] peut être changé manuellement, contrairement à la position."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -47045,19 +58596,18 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Retourne l'infobulle associée avec l'index [code]idx[/code] spécifié."
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the popup will be hidden when the window loses "
"focus or not."
msgstr ""
-"Retourne [code]true[/code] (vrai) si la chaîne de caractères commence par la "
-"chaîne de caractères donnée."
+"Retourne [code]true[/code] si la fenêtre contextuelle est masquée quand la "
+"fenêtre perd le focus."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -47072,6 +58622,8 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
msgstr ""
+"Retourne [code]true[/code] si l'élément à la position [code]idx[/code] est "
+"coché."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -47146,6 +58698,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Sets the checkstate status of the item at index [code]idx[/code]."
msgstr ""
+"Définit le status de la coche pour l'élément à la position [code]idx[/code]."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -47154,10 +58707,8 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
-msgstr ""
-"Active l'état de contrôle de l'élément de l'index spécifié [code]idx[/code]."
+msgstr "Remplacer la [Texture] de l'icône à l'index [code]idx[/code] donnée."
#: doc/classes/PopupMenu.xml
msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]."
@@ -47196,6 +58747,8 @@ msgid ""
"Sets the [String] tooltip of the item at the specified index [code]idx[/"
"code]."
msgstr ""
+"Définit la [String] de l'infobulle de l'élément à l'index [code]idx[/code] "
+"spécifié."
#: doc/classes/PopupMenu.xml
#, fuzzy
@@ -47211,7 +58764,6 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
msgstr ""
"Si [code]true[/code], permet de naviguer dans le [PopupMenu] avec des "
@@ -47222,6 +58774,8 @@ msgid ""
"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
"is selected."
msgstr ""
+"Si [code]true[/code], masque le [PopupMenu] quand une coche ou un bouton "
+"radio est sélectionné."
#: doc/classes/PopupMenu.xml
msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
@@ -47262,7 +58816,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "The default text [Color] for menu items' names."
-msgstr ""
+msgstr "La [Color] par défaut du texte pour les noms des éléments du menu."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -47272,13 +58826,12 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "[Color] used for disabled menu items' text."
-msgstr "[Color] utilisée pour le texte des éléments de menu désactivés."
+msgstr "La [Color] utilisée pour le texte des éléments désactivés du menu."
#: doc/classes/PopupMenu.xml
msgid "[Color] used for the hovered text."
-msgstr ""
+msgstr "La [Color] utilisée pour le texte survolé."
#: doc/classes/PopupMenu.xml
msgid "[Color] used for labeled separators' text. See [method add_separator]."
@@ -47296,7 +58849,11 @@ msgstr "L’espace vertical entre chaque élément de menu."
#: doc/classes/PopupMenu.xml
msgid "[Font] used for the menu items."
-msgstr ""
+msgstr "La [Font] utilisée pour les éléments du menu."
+
+#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr "La [Font] utilisée pour le séparateur avec texte."
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
@@ -47312,7 +58869,7 @@ msgstr "La [Texture] de l'icône pour les boutons radios décochés."
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the submenu arrow."
-msgstr ""
+msgstr "La [Texture] pour l'icône de la flèche du sous-menu."
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the unchecked checkbox items."
@@ -47327,12 +58884,16 @@ msgid ""
"[StyleBox] for the left side of labeled separator. See [method "
"add_separator]."
msgstr ""
+"La [StyleBox] pour le côté gauche du séparateur avec label. Voir [method "
+"add_separator]."
#: doc/classes/PopupMenu.xml
msgid ""
"[StyleBox] for the right side of labeled separator. See [method "
"add_separator]."
msgstr ""
+"La [StyleBox] pour le côté droit du séparateur avec label. Voir [method "
+"add_separator]."
#: doc/classes/PopupMenu.xml
msgid "Default [StyleBox] of the [PopupMenu] items."
@@ -47350,6 +58911,8 @@ msgstr ""
#: doc/classes/PopupPanel.xml
msgid "Class for displaying popups with a panel background."
msgstr ""
+"La classe pour afficher des fenêtres contextuelles avec un panneau en "
+"arrière-plan."
#: doc/classes/PopupPanel.xml
msgid ""
@@ -47360,11 +58923,13 @@ msgstr ""
#: doc/classes/PopupPanel.xml
msgid "The background panel style of this [PopupPanel]."
-msgstr ""
+msgstr "Le style du panneau d'arrière-plan de ce [PopupPanel]."
#: doc/classes/Portal.xml
msgid "Portal nodes are used to enable visibility between [Room]s."
msgstr ""
+"Les nœuds de portail sont principalement utilisé pour activer la visibilité "
+"entre les pièces [Room]."
#: doc/classes/Portal.xml
msgid ""
@@ -47493,7 +59058,6 @@ msgid ""
msgstr ""
#: doc/classes/PrimitiveMesh.xml
-#, fuzzy
msgid "The current [Material] of the primitive mesh."
msgstr "Le [Material] actuel du maillage primitif."
@@ -47555,6 +59119,8 @@ msgid ""
"How quickly the [member ground_horizon_color] fades into the [member "
"ground_bottom_color]."
msgstr ""
+"La rapidité avec laquelle la couleur [member ground_horizon_color] change en "
+"[member ground_bottom_color]."
#: doc/classes/ProceduralSky.xml
msgid "Amount of energy contribution from the ground."
@@ -47569,6 +59135,8 @@ msgid ""
"How quickly the [member sky_horizon_color] fades into the [member "
"sky_top_color]."
msgstr ""
+"La rapidité avec laquelle la couleur [member sky_horizon_color] change en "
+"[member sky_top_color]."
#: doc/classes/ProceduralSky.xml
msgid "Amount of energy contribution from the sky."
@@ -47619,6 +59187,8 @@ msgid ""
"Size of [Texture] that the ProceduralSky will generate. The size is set "
"using [enum TextureSize]."
msgstr ""
+"La taille de la [Texture] que le ProceduralSky va générer. Cette taille doit "
+"correspondre à un des [enum TextureSize]."
#: doc/classes/ProceduralSky.xml
msgid "Sky texture will be 256x128."
@@ -47657,6 +59227,8 @@ msgstr ""
#: doc/classes/ProgressBar.xml
msgid "If [code]true[/code], the fill percentage is displayed on the bar."
msgstr ""
+"Si [code]true[/code], le pourcentage de progression (de remplissage) est "
+"affiché dans la barre."
#: doc/classes/ProgressBar.xml
msgid "The color of the text."
@@ -47671,6 +59243,8 @@ msgid ""
"Font used to draw the fill percentage if [member percent_visible] is "
"[code]true[/code]."
msgstr ""
+"La police utilisée pour afficher le pourcentage de remplissage si [member "
+"percent_visible] est [code]true[/code]."
#: doc/classes/ProgressBar.xml
msgid "The style of the background."
@@ -47678,7 +59252,7 @@ msgstr "Le style de l’arrière-plan."
#: doc/classes/ProgressBar.xml
msgid "The style of the progress (i.e. the part that fills the bar)."
-msgstr ""
+msgstr "Le style de progression (c'est-à-dire la partie qui remplis la barre)."
#: doc/classes/ProjectSettings.xml
msgid "Contains global variables accessible from everywhere."
@@ -47729,10 +59303,32 @@ msgid ""
"ProjectSettings.add_property_info(property_info)\n"
"[/codeblock]"
msgstr ""
+"Ajoute une propriété personnalisée dans une des propriétés du projet. Le "
+"dictionnaire doit contenir :\n"
+"- [code]name[/code]: [String] (le nom de la propriété)\n"
+"- [code]type[/code]: [int] (voir [enum Variant.Type])\n"
+"- en option l'indice [code]hint[/code]: [int] (voir [enum PropertyHint]) et "
+"[code]hint_string[/code]: [String]\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"ProjectSettings.set(\"category/property_name\", 0) # Le premier choix "
+"(\"un\" dans ce cas)\n"
+"\n"
+"var property_info = {\n"
+" \"name\": \"category/property_name\",\n"
+" \"type\": TYPE_INT,\n"
+" \"hint\": PROPERTY_HINT_ENUM,\n"
+" \"hint_string\": \"un,deux,trois\"\n"
+"}\n"
+"\n"
+"ProjectSettings.add_property_info(property_info)\n"
+"[/codeblock]"
#: doc/classes/ProjectSettings.xml
msgid "Clears the whole configuration (not recommended, may break things)."
msgstr ""
+"Efface complètement la configuration (non recommandé, peut casser des "
+"choses)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47748,6 +59344,11 @@ msgid ""
"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
"[/codeblock]"
msgstr ""
+"Retourne la valeur d'une préférence.\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
+"[/codeblock]"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47777,6 +59378,32 @@ msgid ""
" path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n"
"[/codeblock]"
msgstr ""
+"Retourne un chemin absolu et natif du système d'exploitation correspondant "
+"au chemin [code]path[/code] localisé (commençant par [code]res://[/code] ou "
+"[code]user://[/code]). Le chemin retourné variera suivant le système "
+"d'exploitation et les préférences utilisateur. Voir [url=$DOCS_URL/tutorials/"
+"io/data_paths.html]Les chemins vers les fichiers dans les projets Godot[/"
+"url] pour voir comment sont convertis ces chemins. Voir aussi [method "
+"localize_path].\n"
+"[b]Note :[/b] [method globalize_path] avec [code]res://[/code] ne "
+"fonctionnera pas dans projet exporté. À la place, ajoutez tout au début le "
+"dossier de base de l'exécutable au chemin retourné par le projet exporté :\n"
+"[codeblock]\n"
+"var path = \"\"\n"
+"if OS.has_feature(\"editor\"):\n"
+" # Exécuté depuis l'éditeur.\n"
+" # Le chemin `path` contiendra le chemin absolu vers le fichier `hello."
+"txt` à la racine du projet.\n"
+" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
+"else:\n"
+" # Exécuté depuis le projet exporté.\n"
+" # Le chemin `path` contiendra le chemin absolu vers le fichier `hello."
+"txt` avec l'exécutable.\n"
+" # Ça n'est *pas* la identique à `ProjectSettings.globalize_path()` avec "
+"un chemin `res://`,\n"
+" # mais c'est assez proche dans le principe.\n"
+" path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n"
+"[/codeblock]"
#: doc/classes/ProjectSettings.xml
msgid "Returns [code]true[/code] if a configuration value is present."
@@ -48166,7 +59793,6 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
"distance matching[/url] in Zstandard."
@@ -48193,6 +59819,8 @@ msgstr ""
msgid ""
"If [code]true[/code], enables warnings when a constant is used as a function."
msgstr ""
+"If [code]true[/code], active les avertissements quand une constante est "
+"utilisée comme un fonction."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48212,12 +59840,23 @@ msgid ""
"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
"not generate warnings."
msgstr ""
+"Si [code]true[/code], les scripts dans le dossier [code]res://addons[/code] "
+"ne généreront pas d'avertissements."
+
+#: doc/classes/ProjectSettings.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr "Si [code]true[/code], le filtrage est activé."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
+"Si [code]true[/code], active les avertissements quand une fonction est "
+"déclarée avec le même nom qu'une constante."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48249,6 +59888,8 @@ msgid ""
"If [code]true[/code], enables warnings when dividing an integer by another "
"integer (the decimal part will be discarded)."
msgstr ""
+"Si [code]true[/code], active les avertissements pour les divisions d'entiers "
+"par un autre entier (la partie décimale serait alors ignorée)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48262,6 +59903,8 @@ msgid ""
"If [code]true[/code], enables warnings when using a property as if it was a "
"function."
msgstr ""
+"Si [code]true[/code], active les avertissements lorsqu'une propriété est "
+"utilisée comme si elle était une fonction."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48296,12 +59939,16 @@ msgstr ""
msgid ""
"If [code]true[/code], all warnings will be reported as if they were errors."
msgstr ""
+"Si [code]true[/code], tous les avertissements seront rapportés comme des "
+"erreurs."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when using a variable that wasn't "
"previously assigned."
msgstr ""
+"Si [code]true[/code], active les avertissements quand une variable est "
+"utilisée mais n'a pas été précédemment assignée."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48309,34 +59956,48 @@ msgid ""
"assignment operator like [code]+=[/code] if the variable wasn't previously "
"assigned."
msgstr ""
+"Si [code]true[/code], active les avertissements lors de l'assignation d'une "
+"variable en utilisant un opérateur d'assignation comme [code]+=[/code] mais "
+"que la variable n'a pas été précédemment assignée."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when unreachable code is detected "
"(such as after a [code]return[/code] statement that will always be executed)."
msgstr ""
+"Si [code]true[/code], active les avertissements pour les détection de code "
+"inaccessible (comme après un [code]return[/code] qui sera toujours exécuté)."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when using an expression whose type "
"may not be compatible with the function parameter expected."
msgstr ""
+"Si [code]true[/code], active les avertissements pour les expressions où le "
+"type peut ne pas être compatible avec celui attendu comme paramètre de la "
+"fonction."
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when performing an unsafe cast."
msgstr ""
+"Si [code]true[/code], active les avertissements pour les transformations de "
+"type non sûres."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when calling a method whose presence "
"is not guaranteed at compile-time in the class."
msgstr ""
+"Si [code]true[/code], active les avertissements lors d'appels à une méthode "
+"qui n'est pas garantie d'exister dans la classe à la compilation."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when accessing a property whose "
"presence is not guaranteed at compile-time in the class."
msgstr ""
+"Si [code]true[/code], active les avertissements lors d'accès à une propriété "
+"qui n'est pas garantie d'exister dans la classe à la compilation."
#: doc/classes/ProjectSettings.xml
#, fuzzy
@@ -48354,10 +60015,14 @@ msgstr "Si [code]true[/code], le filtrage est activé."
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when a signal is unused."
msgstr ""
+"Si [code]true[/code], active les avertissements quand un signal n'est pas "
+"utilisé."
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when a local variable is unused."
msgstr ""
+"Si [code]true[/code], active les avertissements quand une variable locale "
+"n'est pas utilisée."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48371,9 +60036,20 @@ msgid ""
"If [code]true[/code], enables warnings when assigning the result of a "
"function that returns [code]void[/code] to a variable."
msgstr ""
+"Si [code]true[/code], active les avertissements lors de l'assignation du "
+"résultat d'une fonction qui retourne [code]void[/code] à une variable."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48395,12 +60071,24 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr "Pile d’appels maximale autorisée pour le débogage de GDScript."
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
+"La quantité maximale de fonctions appelées par trame lors du profilage."
#: doc/classes/ProjectSettings.xml
msgid "Print frames per second to standard output every second."
msgstr ""
+"Afficher le nombre de trames par second dans la console chaque seconde."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48452,6 +60140,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Custom image for the mouse cursor (limited to 256×256)."
msgstr ""
+"L'image personnalisée pour le curseur de la souris (limitée à 256x256 "
+"pixels)."
#: doc/classes/ProjectSettings.xml
msgid "Hotspot for the custom mouse cursor image."
@@ -48460,6 +60150,8 @@ msgstr "Hotspot pour l’image de curseur de souris personnalisée."
#: doc/classes/ProjectSettings.xml
msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
msgstr ""
+"Le décalage de la position des infobulles, relatif au point d'activation du "
+"curseur de la souris."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48542,7 +60234,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48569,6 +60261,8 @@ msgid ""
"Specifies the tablet driver to use. If left empty, the default driver will "
"be used."
msgstr ""
+"Spécifie le pilote de tablette à utilise. Si vide, le pilote par défaut sera "
+"utilisé."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48608,6 +60302,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -48641,6 +60347,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -48660,16 +60379,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], makes sure the theme used works with HiDPI."
msgstr ""
+"Si [code]true[/code], vérifie que le thème utilisé fonctionne en HiDPI "
+"(écran haute définition)."
#: doc/classes/ProjectSettings.xml
msgid ""
"Timer setting for incremental search in [Tree], [ItemList], etc. controls "
"(in milliseconds)."
msgstr ""
+"Les préférences du minuteur pour les recherches incrémentale dans les "
+"contrôles [Tree], [ItemList], etc. (en millisecondes)."
#: doc/classes/ProjectSettings.xml
msgid "Timer for detecting idle in [TextEdit] (in seconds)."
msgstr ""
+"Le minuteur pour la détection de l'inactivité dans le [TextEdit] (en "
+"secondes)."
#: doc/classes/ProjectSettings.xml
msgid "Default delay for tooltips (in seconds)."
@@ -48699,6 +60424,10 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour déplacer l'interface vers le bas.\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48718,6 +60447,12 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour définit le focus au [Control] suivant "
+"de la scène. Le comportement du focus peut être configuré avec [member "
+"Control.focus_next].\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48727,6 +60462,12 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour définit le focus au [Control] "
+"précédent de la scène. Le comportement du focus peut être configuré avec "
+"[member Control.focus_previous].\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48745,6 +60486,10 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour déplacer l'interface vers la gauche.\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48755,6 +60500,12 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour descendre d'une page dans un [Control] "
+"(dans un [ItemList] ou un [Tree] par exemple), correspondant au comportement "
+"de [constant KEY_PAGEDOWN] dans une interface de bureau classique.\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48765,6 +60516,12 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour monter d'une page dans un [Control] "
+"(dans un [ItemList] ou un [Tree] par exemple), correspondant au comportement "
+"de [constant KEY_PAGEUP] dans une interface de bureau classique.\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48773,6 +60530,10 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour déplacer l'interface vers la droite.\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48782,6 +60543,11 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour sélectionner un élément dans un "
+"[Control] (dans un [ItemList] ou un [Tree] par exemple).\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48790,6 +60556,10 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
+"La [InputEventAction] par défaut pour déplacer l'interface vers le haut.\n"
+"[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être "
+"supprimées car elles sont nécessaires à la logique interne de nombreux "
+"[Control]. Mais les événements assignés aux actions peuvent modifiés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -48820,420 +60590,804 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
-msgstr "Le nom facultatif pour le claque 1 de physique 2D."
+msgstr "Le nom facultatif pour le calque 1 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 10."
-msgstr "Le nom facultatif pour le claque 10 de physique 2D."
+msgstr "Le nom facultatif pour le calque 10 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 11."
-msgstr "Le nom facultatif pour le claque 11 de physique 2D."
+msgstr "Le nom facultatif pour le calque 11 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 12."
-msgstr "Le nom facultatif pour le claque 12 de physique 2D."
+msgstr "Le nom facultatif pour le calque 12 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 13."
-msgstr "Le nom facultatif pour le claque 13 de physique 2D."
+msgstr "Le nom facultatif pour le calque 13 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 14."
-msgstr "Le nom facultatif pour le claque 14 de physique 2D."
+msgstr "Le nom facultatif pour le calque 14 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 15."
-msgstr "Le nom facultatif pour le claque 15 de physique 2D."
+msgstr "Le nom facultatif pour le calque 15 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 16."
-msgstr "Le nom facultatif pour le claque 16 de physique 2D."
+msgstr "Le nom facultatif pour le calque 16 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 17."
-msgstr "Le nom facultatif pour le claque 17 de physique 2D."
+msgstr "Le nom facultatif pour le calque 17 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 18."
-msgstr "Le nom facultatif pour le claque 18 de physique 2D."
+msgstr "Le nom facultatif pour le calque 18 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 19."
-msgstr "Le nom facultatif pour le claque 19 de physique 2D."
+msgstr "Le nom facultatif pour le calque 19 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 2."
-msgstr "Le nom facultatif pour le claque 2 de physique 2D."
+msgstr "Le nom facultatif pour le calque 2 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 20."
-msgstr "Le nom facultatif pour le claque 20 de physique 2D."
+msgstr "Le nom facultatif pour le calque 20 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 21."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 21."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 22."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 22."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 23."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 23."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 24."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 24."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 25."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 25."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 26."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 26."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 27."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 27."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 28."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 28."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 29."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 29."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 3."
-msgstr "Le nom facultatif pour le claque 3 de physique 2D."
+msgstr "Le nom facultatif pour le calque 3 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 30."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 30."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 31."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 31."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 32."
-msgstr ""
+msgstr "Le nom optionnel pour le calque physique 2D numéro 32."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 4."
-msgstr "Le nom facultatif pour le claque 4 de physique 2D."
+msgstr "Le nom facultatif pour le calque 4 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 5."
-msgstr "Le nom facultatif pour le claque 5 de physique 2D."
+msgstr "Le nom facultatif pour le calque 5 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 6."
-msgstr "Le nom facultatif pour le claque 6 de physique 2D."
+msgstr "Le nom facultatif pour le calque 6 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 7."
-msgstr "Le nom facultatif pour le claque 7 de physique 2D."
+msgstr "Le nom facultatif pour le calque 7 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 8."
-msgstr "Le nom facultatif pour le claque 8 de physique 2D."
+msgstr "Le nom facultatif pour le calque 8 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 9."
-msgstr "Le nom facultatif pour le claque 9 de physique 2D."
+msgstr "Le nom facultatif pour le calque 9 de physique 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 1."
-msgstr "Le nom facultatif pour le claque 1 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 1 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 10."
-msgstr "Le nom facultatif pour le claque 10 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 10 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 11."
-msgstr "Le nom facultatif pour le claque 11 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 11 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 12."
-msgstr "Le nom facultatif pour le claque 12 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 12 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 13."
-msgstr "Le nom facultatif pour le claque 13 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 13 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 14."
-msgstr "Le nom facultatif pour le claque 14 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 14 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 15."
-msgstr "Le nom facultatif pour le claque 15 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 15 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 16."
-msgstr "Le nom facultatif pour le claque 16 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 16 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 17."
-msgstr "Le nom facultatif pour le claque 17 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 17 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 18."
-msgstr "Le nom facultatif pour le claque 18 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 18 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 19."
-msgstr "Le nom facultatif pour le claque 19 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 19 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 2."
-msgstr "Le nom facultatif pour le claque 2 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 2 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 20."
-msgstr "Le nom facultatif pour le claque 20 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 20 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 3."
-msgstr "Le nom facultatif pour le claque 3 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 3 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 4."
-msgstr "Le nom facultatif pour le claque 4 rendu 2D."
+msgstr "Le nom facultatif pour le calque 4 rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 5."
-msgstr "Le nom facultatif pour le claque 5 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 5 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 6."
-msgstr "Le nom facultatif pour le claque 6 rendu 2D."
+msgstr "Le nom facultatif pour le calque 6 rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 7."
-msgstr "Le nom facultatif pour le claque 7 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 7 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 8."
-msgstr "Le nom facultatif pour le claque 8 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 8 de rendu 2D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 9."
-msgstr "Le nom facultatif pour le claque 9 de rendu 2D."
+msgstr "Le nom facultatif pour le calque 9 de rendu 2D."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
-msgstr "Le nom facultatif pour le claque 1 de physique 3D."
+msgstr "Le nom facultatif pour le calque 1 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 10."
-msgstr "Le nom facultatif pour le claque 10 de physique 3D."
+msgstr "Le nom facultatif pour le calque 10 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 11."
-msgstr "Le nom facultatif pour le claque 11 de physique 3D."
+msgstr "Le nom facultatif pour le calque 11 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 12."
-msgstr "Le nom facultatif pour le claque 12 de physique 3D."
+msgstr "Le nom facultatif pour le calque 12 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 13."
-msgstr "Le nom facultatif pour le claque 13 de physique 3D."
+msgstr "Le nom facultatif pour le calque 13 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 14."
-msgstr "Le nom facultatif pour le claque 14 de physique 3D."
+msgstr "Le nom facultatif pour le calque 14 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 15."
-msgstr "Le nom facultatif pour le claque 15 de physique 3D."
+msgstr "Le nom facultatif pour le calque 15 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 16."
-msgstr "Le nom facultatif pour le claque 16 de physique 3D."
+msgstr "Le nom facultatif pour le calque 16 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 17."
-msgstr "Le nom facultatif pour le claque 17 de physique 3D."
+msgstr "Le nom facultatif pour le calque 17 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 18."
-msgstr "Le nom facultatif pour le claque 18 de physique 3D."
+msgstr "Le nom facultatif pour le calque 18 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 19."
-msgstr "Le nom facultatif pour le claque 19 de physique 3D."
+msgstr "Le nom facultatif pour le calque 19 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 2."
-msgstr "Le nom facultatif pour le claque 2 de physique 3D."
+msgstr "Le nom facultatif pour le calque 2 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 20."
-msgstr "Le nom facultatif pour le claque 20 de physique 3D."
+msgstr "Le nom facultatif pour le calque 20 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 21."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 21 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 22."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 22 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 23."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 23 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 24."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 24 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 25."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 25 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 26."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 26 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 27."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 27 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 28."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 28 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 29."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 29 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 3."
-msgstr "Le nom facultatif pour le claque 3 de physique 3D."
+msgstr "Le nom facultatif pour le calque 3 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 30."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 30 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 31."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 31 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 32."
-msgstr ""
+msgstr "Le nom facultatif pour le calque 32 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 4."
-msgstr "Le nom facultatif pour le claque 4 de physique 3D."
+msgstr "Le nom facultatif pour le calque 4 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 5."
-msgstr "Le nom facultatif pour le claque 5 de physique 3D."
+msgstr "Le nom facultatif pour le calque 5 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 6."
-msgstr "Le nom facultatif pour le claque 6 de physique 3D."
+msgstr "Le nom facultatif pour le calque 6 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 7."
-msgstr "Le nom facultatif pour le claque 7 de physique 3D."
+msgstr "Le nom facultatif pour le calque 7 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 8."
-msgstr "Le nom facultatif pour le claque 8 de physique 3D."
+msgstr "Le nom facultatif pour le calque 8 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 9."
-msgstr "Le nom facultatif pour le claque 9 de physique 3D."
+msgstr "Le nom facultatif pour le calque 9 de physique 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 1."
-msgstr "Le nom facultatif pour le claque 1 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 1 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 10."
-msgstr "Le nom facultatif pour le claque 10 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 10 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 11."
-msgstr "Le nom facultatif pour le claque 11 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 11 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 12."
-msgstr "Le nom facultatif pour le claque 12 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 12 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 13."
-msgstr "Le nom facultatif pour le claque 13 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 13 de rendu 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
-msgstr "Le nom facultatif pour le claque 14 de rendu 3D"
+msgid "Optional name for the 3D render layer 14."
+msgstr "Le nom facultatif pour le calque 14 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 15."
-msgstr "Le nom facultatif pour le claque 15 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 15 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 16."
-msgstr "Le nom facultatif pour le claque 16 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 16 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 17."
-msgstr "Le nom facultatif pour le claque 17 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 17 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 18."
-msgstr "Le nom facultatif pour le claque 18 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 18 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 19."
-msgstr "Le nom facultatif pour le claque 19 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 19 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 2."
-msgstr "Le nom facultatif pour le claque 2 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 2 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 20."
-msgstr "Le nom facultatif pour le claque 20 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 20 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 3."
-msgstr "Le nom facultatif pour le claque 3 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 3 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 4."
-msgstr "Le nom facultatif pour le claque 4 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 4 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 5."
-msgstr "Le nom facultatif pour le claque 5 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 5 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 6."
-msgstr "Le nom facultatif pour le claque 6 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 6 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 7."
-msgstr "Le nom facultatif pour le claque 7 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 7 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 8."
-msgstr "Le nom facultatif pour le claque 8 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 8 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 9."
-msgstr "Le nom facultatif pour le claque 9 de rendu 3D."
+msgstr "Le nom facultatif pour le calque 9 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49246,11 +61400,12 @@ msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
+"Si n'est pas vide, ce langage sera utilisé lors du lancement du projet "
+"depuis l'éditeur."
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid "If [code]true[/code], logs all output to files."
-msgstr "Si [code]true[/code], enregistre toutes les sorties aux fichiers."
+msgstr "Si [code]true[/code], enregistre toutes les sorties dans des fichiers."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49263,10 +61418,14 @@ msgid ""
"Path to logs within the project. Using an [code]user://[/code] path is "
"recommended."
msgstr ""
+"Le chemin des journaux dans le projet. L'utilisation de [code]user://[/code] "
+"est recommandé."
#: doc/classes/ProjectSettings.xml
msgid "Specifies the maximum amount of log files allowed (used for rotation)."
msgstr ""
+"Spécifie le nombre maximal de fichiers de journal autorisés (utilisé pour la "
+"rotation des journaux)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49296,6 +61455,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -49341,34 +61543,44 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
msgstr ""
+"La taille maximale (en kio) pour la mémoire tampon d'entrée du "
+"[WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketClient]."
msgstr ""
+"Le nombre maximal de paquets entrants en parallèle pour le [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
msgstr ""
+"La taille maximale (en kio) pour la mémoire tampon de sortie du "
+"[WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketClient]."
msgstr ""
+"Le nombre maximal de paquets sortants en parallèle pour le [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
msgstr ""
+"La taille maximale (en kio) pour la mémoire tampon d'entrée du [WebSocket]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketServer]."
msgstr ""
+"Le nombre maximal de paquets entrant en parallèle pour le [WebSocketServeur]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
msgstr ""
+"La taille maximale (en kio) pour la mémoire tampon de sortie du [WebSocket]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketServer]."
msgstr ""
+"Le nombre maximal de paquets sortants en parallèle pour le [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49378,7 +61590,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Page size used by remote filesystem (in bytes)."
-msgstr ""
+msgstr "La taille des pages pour les systèmes de fichier distants (en octets)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49403,14 +61615,15 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"Size of the hash table used for the broad-phase 2D hash grid algorithm.\n"
"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
"enabled."
msgstr ""
"Taille de la table de hachage utilisée pour l'algorithme de grille de "
-"hachage 2D à large phase."
+"hachage 2D à large phase.\n"
+"[b]Note :[/b] Non utilisé si [member ProjectSettings.physics/2d/use_bvh] est "
+"actif."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49495,6 +61708,9 @@ msgid ""
"\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no "
"alternative 2D physics server implemented."
msgstr ""
+"Définit le moteur physique 2D à utiliser.\n"
+"\"PAR DÉFAUT\" et \"GodotPhysics\" sont pareils, puisqu'il n'existe "
+"actuellement pas d'autres serveurs de physique 2D implémentés."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49615,8 +61831,20 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
+"Active [member Viewport.physics_object_picking] sur la fenêtre d'affichage "
+"racine."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49651,6 +61879,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -49661,8 +61900,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49862,24 +62103,32 @@ msgid ""
"Amount of light samples taken when using [constant BakedLightmap."
"BAKE_QUALITY_HIGH]."
msgstr ""
+"Le nombre d'échantillons de lumière pris pour [constant BakedLightmap."
+"BAKE_QUALITY_HIGH]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of light samples taken when using [constant BakedLightmap."
"BAKE_QUALITY_LOW]."
msgstr ""
+"Le nombre d'échantillons de lumière pris pour [constant BakedLightmap."
+"BAKE_QUALITY_LOW]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of light samples taken when using [constant BakedLightmap."
"BAKE_QUALITY_MEDIUM]."
msgstr ""
+"Le nombre d'échantillons de lumière pris pour [constant BakedLightmap."
+"BAKE_QUALITY_MEDIUM]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of light samples taken when using [constant BakedLightmap."
"BAKE_QUALITY_ULTRA]."
msgstr ""
+"Le nombre d'échantillons de lumière pris pour [constant BakedLightmap."
+"BAKE_QUALITY_ULTRA]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49950,20 +62199,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49971,19 +62228,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50015,6 +62281,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -50141,6 +62423,8 @@ msgid ""
"Show conversion logs.\n"
"[b]Note:[/b] This will automatically be disabled in exports."
msgstr ""
+"Afficher les détails de conversion.\n"
+"[b]Note :[/b] Cela sera automatiquement désactivé dans les exports."
#: doc/classes/ProjectSettings.xml
#, fuzzy
@@ -50181,14 +62465,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50317,8 +62606,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50421,16 +62710,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50461,8 +62758,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50542,6 +62839,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Quality setting for subsurface scattering (samples taken)."
msgstr ""
+"Le réglage de la qualité de transluminance (le nombre d'échantillons pris)."
#: doc/classes/ProjectSettings.xml
msgid "Max radius used for subsurface scattering samples."
@@ -50647,10 +62945,186 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr "Interpole une propriété d'un [Object] dans le temps."
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+"Définit le délai en secondes avant que le [PropertyTweener] commence son "
+"interpolation. Par défaut, il n'y a pas de délai."
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+#, fuzzy
+msgid "General-purpose 3D proximity detection node."
msgstr "Nœud de détection de proximité pour usage général."
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
+msgstr ""
+
#: doc/classes/QuadMesh.xml
msgid "Class representing a square mesh."
msgstr "Classe représentant un maillage carré."
@@ -50666,12 +63140,11 @@ msgstr ""
#: doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "2D in 3D Demo"
-msgstr ""
+msgstr "Démo pour la 2D en 3D"
#: doc/classes/QuadMesh.xml
-#, fuzzy
msgid "Offset of the generated Quad. Useful for particles."
-msgstr "Hauteur de la texture générée."
+msgstr "Le décalage du Quad généré. Utile pour les particules."
#: doc/classes/QuadMesh.xml
msgid "Size on the X and Y axes."
@@ -50694,9 +63167,8 @@ msgid ""
msgstr ""
#: doc/classes/Quat.xml
-#, fuzzy
msgid "Constructs a quaternion from the given [Basis]."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Basis] donné."
+msgstr "Construit un quaternion à partir de la [Basis] donnée."
#: doc/classes/Quat.xml
msgid ""
@@ -50752,15 +63224,14 @@ msgid "Returns the inverse of the quaternion."
msgstr "Retourne l'inverse du quaternion."
#: doc/classes/Quat.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"Retourne [code]true[/code] si cette couleur et [code]color[/code] sont "
-"approximativement égales, en exécutant [method @GDScript.is_equal_approx] "
-"sur chaque composant."
+"Retourne [code]true[/code] si ce quaternion et [code]quat[/code] sont "
+"approximativement égaux, en exécutant [method @GDScript.is_equal_approx] sur "
+"chaque composant."
#: doc/classes/Quat.xml
msgid "Returns whether the quaternion is normalized or not."
@@ -50814,24 +63285,32 @@ msgid ""
"W component of the quaternion (real part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
+"Le composant W du quaternion (partie réelle).\n"
+"Les composants des quaternions ne devraient pas être modifié directement."
#: doc/classes/Quat.xml
msgid ""
"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
+"Le composant X du quaternion (partie de l'axe imaginaire [code]i[/code]).\n"
+"Les composants des quaternions ne devraient pas être modifié directement."
#: doc/classes/Quat.xml
msgid ""
"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
+"Le composant Y du quaternion (partie de l'axe imaginaire [code]j[/code]).\n"
+"Les composants des quaternions ne devraient pas être modifié directement."
#: doc/classes/Quat.xml
msgid ""
"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
+"Le composant Z du quaternion (partie de l'axe imaginaire [code]k[/code]).\n"
+"Les composants des quaternions ne devraient pas être modifié directement."
#: doc/classes/Quat.xml
msgid ""
@@ -50842,7 +63321,7 @@ msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid "A class for generating pseudo-random numbers."
-msgstr ""
+msgstr "Une classe pour générer des nombres pseudo-aléatoires."
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -50864,23 +63343,44 @@ msgid ""
"The [code]0[/code] value documented here is a placeholder, and not the "
"actual default seed."
msgstr ""
+"RandomNumberGenerator est une classe pour générer des nombres pseudo-"
+"aléatoires. Elle utilise l'algorithme [url=http://www.pcg-random.org/]PCG32[/"
+"url].\n"
+"[b]Note :[/b] L'implémentation de l'algorithme peut varier d'une version de "
+"Godot à l'autre et donc produire des suites de nombres très différents entre "
+"les versions.\n"
+"Pour générer un flottant aléatoire (dans un intervalle donné) basé sur le "
+"temps actuel:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"func _ready():\n"
+" rng.randomize()\n"
+" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Les valeurs par défaut des propriétés [member seed] et [member "
+"state] sont pseudo-aléatoire, et elles changent à chaque appel à [method "
+"randomize]. La valeur [code]0[/code] documentée ici est une valeur fictive, "
+"et non la valeur par défaut."
#: doc/classes/RandomNumberGenerator.xml
-#, fuzzy
msgid "Random number generation"
-msgstr "Réglez la graine pour le générateur de nombres aléatoires."
+msgstr "Génération de nombres aléatoires"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive)."
msgstr ""
+"Génère un flottant pseudo-aléatoire entre [code]0.0[/code] et [code]1.0[/"
+"code] (inclus)."
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]from[/code] and [code]to[/"
"code] (inclusive)."
msgstr ""
+"Génère un flottant pseudo-aléatoire entre [code]from[/code] et [code]to[/"
+"code] (inclus)."
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -50895,16 +63395,20 @@ msgid ""
"Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
"[code]4294967295[/code] (inclusive)."
msgstr ""
+"Génère un entier non signé de 32 bits pseudo-aléatoire compris entre "
+"[code]0[/code] et [code]4294967295[/code] (inclus)."
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random 32-bit signed integer between [code]from[/code] "
"and [code]to[/code] (inclusive)."
msgstr ""
+"Génère un entier signé de 32 bits pseudo-aléatoire compris entre [code]from[/"
+"code] et [code]to[/code] (inclus)."
#: doc/classes/RandomNumberGenerator.xml
msgid "Setups a time-based seed to generator."
-msgstr ""
+msgstr "Utilise un graine basée sur l'heure pour le générateur."
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -50925,6 +63429,23 @@ msgid ""
"state], and not the initial seed value, which is going to be fixed in Godot "
"4.0."
msgstr ""
+"Initialise l'état d'un générateur de nombres aléatoires basé sur la graine "
+"donnée. Une graine donnée générera toujours la même suite de nombres "
+"aléatoires.\n"
+"[b]Note :[/b] Le générateur n'est pas soumis à l'effet avalanche, et peut "
+"générer des flux similaires de nombres à partir d'une même graine. Préférez "
+"utiliser une fonction de hachage pour améliorer la qualité de la graine si "
+"elle provient d'une source externe.\n"
+"[b]Note :[/b] Définir cette propriété produit un effet non voulu qui change "
+"l'état [member state] interne, donc assurez-vous d'initialiser la graine "
+"[i]avant[/i] de modifier l'état [member state]:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"rng.seed = hash(\"Godot\")\n"
+"rng.state = 100 # Restaure avec un état précédemment enregistré.\n"
+"[/codeblock]\n"
+"[b]Avertissement :[/b] cette propriété retourne le précédent [member state], "
+"et non pas la graine initiale, ce qui sera corrigé dans Godot 4.0."
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -50944,6 +63465,22 @@ msgid ""
"initialize the random number generator with arbitrary input, use [member "
"seed] instead."
msgstr ""
+"L'état actuel du générateur de nombres aléatoires. Enregistrez puis "
+"restaurez cette propriété pour maintenir l'état du générateur à l'état "
+"précédent :\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"print(rng.randf()) # Affiche un nombre aléatoire.\n"
+"var saved_state = rng.state # Enregistre l'état actuel.\n"
+"print(rng.randf()) # Avance l'état interne.\n"
+"rng.state = saved_state # Restaure l'état enregistré.\n"
+"print(rng.randf()) # Affiche le même nombre aléatoire que précédemment.\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Ne modifiez pas l'état sauvegardé avec une valeur arbitraire, "
+"le générateur à besoin d'avoir un état particulier pour générer des valeurs "
+"correctement aléatoires. Cet état ne devrait être défini qu'à partir de "
+"valeurs qui proviennent de cette propriété. Pour initialiser le générateur "
+"avec une valeur personnalisée, utilisez plutôt [member seed]."
#: doc/classes/Range.xml
#, fuzzy
@@ -50951,32 +63488,42 @@ msgid "Abstract base class for range-based controls."
msgstr "Classe de base abstraite pour les contrôles basés sur la portée."
#: doc/classes/Range.xml
+#, fuzzy
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
+"Range est une classe de base des nœuds [Control] qui change une [code]value[/"
+"code] flottante entre le [code]minimum[/code] et le [code]maximum[/code], "
+"par étape [code]step[/code] et par [code]page[/code], par exemple un "
+"[ScrollBar]."
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [member value] may be greater than [member max_value]."
msgstr ""
+"Si [code]true[/code], [member value] peut être supérieure à [member "
+"max_value]."
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [member value] may be less than [member min_value]."
msgstr ""
+"Si [code]true[/code], [member value] peut être inférieure à [member "
+"min_value]."
#: doc/classes/Range.xml
msgid ""
@@ -50989,12 +63536,16 @@ msgid ""
"Maximum value. Range is clamped if [code]value[/code] is greater than "
"[code]max_value[/code]."
msgstr ""
+"La valeur maximale. L'intervalle est limitée si [code]value[/code] est "
+"supérieure à [code]max_value[/code]."
#: doc/classes/Range.xml
msgid ""
"Minimum value. Range is clamped if [code]value[/code] is less than "
"[code]min_value[/code]."
msgstr ""
+"La valeur minimale. L'intervalle est limitée si [code]value[/code] est "
+"inférieure à [code]min_value[/code]."
#: doc/classes/Range.xml
msgid ""
@@ -51005,13 +63556,15 @@ msgstr ""
#: doc/classes/Range.xml
msgid "The value mapped between 0 and 1."
-msgstr ""
+msgstr "La valeur définit entre 0 et 1."
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [code]value[/code] will always be rounded to the "
"nearest integer."
msgstr ""
+"Si [code]true[/code], [code]value[/code] sera toujours arrondie au nombre "
+"entier le plus proche."
#: doc/classes/Range.xml
msgid ""
@@ -51030,14 +63583,23 @@ msgid ""
"Emitted when [member min_value], [member max_value], [member page], or "
"[member step] change."
msgstr ""
+"Émis quand [member min_value], [member max_value], [member page], ou [member "
+"step] change."
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
-msgstr "Émis lorsque [member value] change."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
+msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
-msgstr ""
+msgstr "Demande l'objet le plus proche entrant en intersection avec le rayon."
#: doc/classes/RayCast.xml
msgid ""
@@ -51071,7 +63633,7 @@ msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Removes all collision exceptions for this ray."
-msgstr ""
+msgstr "Retire tous les exceptions de collision pour ce rayon."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -51105,7 +63667,7 @@ msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the normal of the intersecting object's shape at the collision point."
-msgstr ""
+msgstr "Retourne la normale de la forme de l'objet au point de collision."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -51118,18 +63680,24 @@ msgid ""
"Returns whether any object is intersecting with the ray's vector "
"(considering the vector length)."
msgstr ""
+"Retourne quand un objet intersecte avec le vecteur du rayon (en prenant en "
+"compte la longueur du vecteur)."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified node."
msgstr ""
+"Retirer une exception de collision pour que le rayon prenne en compte les "
+"collision avec ce nœud."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [RID]."
msgstr ""
+"Retirer une exception de collision pour que le rayon prenne en compte les "
+"collision avec ce [RID]."
#: doc/classes/RayCast.xml
msgid ""
@@ -51217,16 +63785,21 @@ msgstr ""
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [Area2D]s will be reported."
msgstr ""
+"Si [code]true[/code], les collisions avec les [Area2D] seront rapportées."
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
msgstr ""
+"Si [code]true[/code], les collisions avec les [PhysicBody2D] seront "
+"rapportées."
#: doc/classes/RayCast2D.xml
msgid ""
"If [code]true[/code], the parent node will be excluded from collision "
"detection."
msgstr ""
+"Si [code]true[/code], le nœud parent sera exclu lors de la détection des "
+"collisions."
#: doc/classes/RayShape.xml
msgid "Ray shape for 3D collisions."
@@ -51247,6 +63820,8 @@ msgstr "La longueur du rayon."
#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
msgid "If [code]true[/code], allow the shape to return the correct normal."
msgstr ""
+"Utilisez [code]true[/code] pour autoriser la forme à retourner la normale "
+"correcte."
#: doc/classes/RayShape2D.xml
msgid "Ray shape for 2D collisions."
@@ -51265,23 +63840,24 @@ msgid "2D axis-aligned bounding box."
msgstr "Boîte de délimitation alignée sur l'axe."
#: doc/classes/Rect2.xml
-#, fuzzy
msgid ""
"[Rect2] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates.\n"
"The 3D counterpart to [Rect2] is [AABB]."
msgstr ""
-"Une AABB est constituée en une position, une taille, et plusieurs fonctions "
-"utilitaires. Principalement utilisée pour des tests de chevauchement rapides."
+"Le [Rect2] consiste en une position, une taille, et plusieurs fonctions "
+"utilitaires. C'est souvent utilisé pour les tests rapides de chevauchement.\n"
+"Il utilise des coordonnées à virgule.\n"
+"L'équivalent 3D du [Rect2] est le [AABB]."
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by position and size."
-msgstr ""
+msgstr "Construit un [Rect2] avec sa position et sa taille."
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by x, y, width, and height."
-msgstr ""
+msgstr "Construit un [Rect2] avec x, y, largeur, et hauteur."
#: doc/classes/Rect2.xml
msgid ""
@@ -51292,12 +63868,12 @@ msgstr ""
#: doc/classes/Rect2.xml
msgid "Returns the intersection of this [Rect2] and b."
-msgstr ""
+msgstr "Retourne l'intersection de ce [Rect2] et de b."
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if this [Rect2] completely encloses another one."
-msgstr ""
+msgstr "Retourne [code]true[/code] si ce [Rect2] entoure complètement l'autre."
#: doc/classes/Rect2.xml
msgid ""
@@ -51321,6 +63897,8 @@ msgid ""
"Returns the center of the [Rect2], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
+"Retourne le centre du [Rect2], qui est égal à [member position] + ([member "
+"size] / 2)."
#: doc/classes/Rect2.xml
msgid ""
@@ -51339,6 +63917,8 @@ msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards the "
"[enum Margin] direction."
msgstr ""
+"Retourne une copie du [Rect2] agrandie de la quantité donnée dans la "
+"direction [enum Margin]."
#: doc/classes/Rect2.xml
msgid ""
@@ -51376,6 +63956,8 @@ msgstr ""
#: doc/classes/Rect2.xml
msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]."
msgstr ""
+"Retourne un [Rect2] plus grand qui contient ce [Rect2] ainsi que [code]b[/"
+"code]."
#: doc/classes/RectangleShape2D.xml
msgid "Rectangle shape for 2D collisions."
@@ -51394,9 +63976,8 @@ msgid ""
msgstr ""
#: doc/classes/Reference.xml
-#, fuzzy
msgid "Base class for reference-counted objects."
-msgstr "Classe de base pour les objets comptés de référence."
+msgstr "Classe de base pour les objets avec références comptées."
#: doc/classes/Reference.xml
msgid ""
@@ -51452,7 +64033,7 @@ msgstr ""
#: doc/classes/ReferenceRect.xml
msgid "Sets the border [Color] of the [ReferenceRect]."
-msgstr ""
+msgstr "Définit la [Color] de la bordure de ce [ReferenceRect]."
#: doc/classes/ReferenceRect.xml
msgid ""
@@ -51539,6 +64120,8 @@ msgid ""
"Defines the reflection intensity. Intensity modulates the strength of the "
"reflection."
msgstr ""
+"Définit l'intensité de la réflexion. L'intensité modifie l'importance de "
+"l'effet de réflexion."
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -51566,8 +64149,8 @@ msgid ""
"lighting is then controlled by the [code]interior_ambient_*[/code] "
"properties."
msgstr ""
-"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
+"Retourne la profondeur de la texture. La profondeur est la 3ème dimension "
+"(généralement l'axe Z)."
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -51711,11 +64294,12 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid "Returns the original search pattern that was compiled."
-msgstr ""
+msgstr "Retourne le motif de recherche original qui a été compilé."
#: modules/regex/doc_classes/RegEx.xml
msgid "Returns whether this object has a valid search pattern assigned."
msgstr ""
+"Retourne si cet objet à un motif de recherche valide qui lui est assigné."
#: modules/regex/doc_classes/RegEx.xml
msgid ""
@@ -51745,7 +64329,7 @@ msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Contains the results of a [RegEx] search."
-msgstr ""
+msgstr "Contient le résultat d'une recherche avec une [RegEx]."
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
@@ -51831,27 +64415,31 @@ msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's position is updated."
-msgstr ""
+msgstr "Si [code]true[/code], la position du nœud distant a changé."
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's rotation is updated."
-msgstr ""
+msgstr "Si [code]true[/code], la rotation du nœud distant a changé."
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's scale is updated."
-msgstr ""
+msgstr "Si [code]true[/code], la mise à l'échelle du nœud distant a changé."
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid ""
"If [code]true[/code], global coordinates are used. If [code]false[/code], "
"local coordinates are used."
msgstr ""
+"Si [code]true[/code], les coordonnées globales sont utilisées. Si "
+"[code]false[/code], ce sont les locales."
#: doc/classes/RemoteTransform2D.xml
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
"derived Node in the scene."
msgstr ""
+"RemoteTransform2D utilise sa propre [Transform2D] pour un autre nœud "
+"héritant de [CanvasItem] dans la scène."
#: doc/classes/RemoteTransform2D.xml
msgid ""
@@ -51873,6 +64461,8 @@ msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
"position in the scene."
msgstr ""
+"Le [NodePath] du nœud distant, relatif à la position du RemoteTransform2D "
+"dans la scène."
#: doc/classes/Resource.xml
msgid "Base class for all resources."
@@ -51896,7 +64486,7 @@ msgstr ""
#: doc/classes/Resource.xml
msgid "Resources"
-msgstr ""
+msgstr "Ressources"
#: doc/classes/Resource.xml
msgid ""
@@ -51997,7 +64587,7 @@ msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid "Loads a specific resource type from a file."
-msgstr ""
+msgstr "Charge un type de ressource spécifique depuis un fichier."
#: doc/classes/ResourceFormatLoader.xml
msgid ""
@@ -52033,6 +64623,7 @@ msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid "Gets the list of extensions for files this loader is able to read."
msgstr ""
+"Retourne la liste des extensions des fichiers que ce chargeur peut lire."
#: doc/classes/ResourceFormatLoader.xml
msgid ""
@@ -52068,7 +64659,7 @@ msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid "Saves a specific resource type to a file."
-msgstr ""
+msgstr "Enregistre un type de ressource spécifique dans un fichier."
#: doc/classes/ResourceFormatSaver.xml
msgid ""
@@ -52094,6 +64685,8 @@ msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid "Returns whether the given resource object can be saved by this saver."
msgstr ""
+"Retourne quand une ressource donnée peut être enregistrée par ce "
+"enregistreur."
#: doc/classes/ResourceFormatSaver.xml
msgid ""
@@ -52118,7 +64711,7 @@ msgstr ""
#: doc/classes/ResourceImporter.xml
msgid "Import plugins"
-msgstr ""
+msgstr "Importer des plugins"
#: doc/classes/ResourceImporter.xml
#, fuzzy
@@ -52213,15 +64806,19 @@ msgstr ""
msgid ""
"Returns the dependencies for the resource at the given [code]path[/code]."
msgstr ""
+"Retourne les dépendances pour la ressource au chemin [code]path[/code] "
+"spécifié."
#: doc/classes/ResourceLoader.xml
msgid "Returns the list of recognized extensions for a resource type."
-msgstr ""
+msgstr "Retourne la liste des extensions reconnues pour ce type de ressource."
#: doc/classes/ResourceLoader.xml
msgid ""
"[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead."
msgstr ""
+"[i]Méthode obsolète.[/i] Utilisez plutôt [method has_cached] ou [method "
+"exists]."
#: doc/classes/ResourceLoader.xml
msgid ""
@@ -52272,6 +64869,8 @@ msgid ""
"Changes the behavior on missing sub-resources. The default behavior is to "
"abort loading."
msgstr ""
+"Change le comportement pour les sous-ressources manquantes. Le comportement "
+"par défaut est d'annuler le chargement."
#: doc/classes/ResourcePreloader.xml
msgid "Resource Preloader Node."
@@ -52301,24 +64900,28 @@ msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid "Returns the list of resources inside the preloader."
-msgstr ""
+msgstr "Retourne la liste des ressources actuellement dans le preloader."
#: doc/classes/ResourcePreloader.xml
msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[code]name[/code]."
msgstr ""
+"Retourne [code]true[/code] si le pré-chargeur contient une ressource "
+"associée avec [code]name[/code]."
#: doc/classes/ResourcePreloader.xml
msgid ""
"Removes the resource associated to [code]name[/code] from the preloader."
-msgstr ""
+msgstr "Retire la ressource associée à [code]name[/code] de ce pré-chargeur."
#: doc/classes/ResourcePreloader.xml
msgid ""
"Renames a resource inside the preloader from [code]name[/code] to "
"[code]newname[/code]."
msgstr ""
+"Renomme une ressource dans le pré-chargeur de [code]name[/code] en "
+"[code]newname[/code]."
#: doc/classes/ResourceSaver.xml
msgid "Singleton for saving Godot-specific resource types."
@@ -52338,6 +64941,8 @@ msgid ""
"Returns the list of extensions available for saving a resource of a given "
"type."
msgstr ""
+"Retourne la liste des extensions possibles pour enregistrer une ressource de "
+"ce type."
#: doc/classes/ResourceSaver.xml
msgid ""
@@ -52351,6 +64956,7 @@ msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Save the resource with a path relative to the scene which uses it."
msgstr ""
+"Enregistre la ressource avec un chemin relatif à la scène qui l'utilise."
#: doc/classes/ResourceSaver.xml
msgid "Bundles external resources."
@@ -52361,12 +64967,16 @@ msgid ""
"Changes the [member Resource.resource_path] of the saved resource to match "
"its new location."
msgstr ""
+"Change le chemin [member Resource.resource_path] de la ressource enregistrée "
+"pour correspondre à son nouvel emplacement."
#: doc/classes/ResourceSaver.xml
msgid ""
"Do not save editor-specific metadata (identified by their [code]__editor[/"
"code] prefix)."
msgstr ""
+"Ne sauvegarde pas les méta-données spécifiques à l'éditeur (commençant par "
+"[code]__editor[/code])."
#: doc/classes/ResourceSaver.xml
msgid "Save as big endian (see [member File.endian_swap])."
@@ -52377,6 +64987,8 @@ msgid ""
"Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only "
"available for binary resource types."
msgstr ""
+"Compresse la ressource quand elle est enregistrée avec [constant File."
+"COMPRESSION_ZSTD]. Seulement disponible pour les ressources de type binaire."
#: doc/classes/ResourceSaver.xml
msgid ""
@@ -52386,7 +64998,7 @@ msgstr ""
#: doc/classes/RichTextEffect.xml
msgid "A custom effect for use with [RichTextLabel]."
-msgstr ""
+msgstr "Un effet personnalisé à utilisé avec les [RichTextLabel]."
#: doc/classes/RichTextEffect.xml
msgid ""
@@ -52402,6 +65014,18 @@ msgid ""
"[RichTextEffect], it will continuously process the effect unless the project "
"is paused. This may impact battery life negatively."
msgstr ""
+"Un effet personnalisé à utiliser avec les [RichTextLabel].\n"
+"[b]Note :[/b] Pour qu'un [RichTextEffect] soit utilisable, un marqueur "
+"BBCode doit être définit sous forme de variable de membre nommée "
+"[code]bbcode[/code] dans le script.\n"
+"[codeblock]\n"
+"# Le RichTextEffect sera utilisable avec : `[exemple]Some text[/exemple]`\n"
+"var bbcode = \"exemple\"\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Dès qu'un [RichTextLabel] contient au moins un "
+"[RichTextEffect], il mettre à jour l'effet en permanence tant que le projet "
+"ne sera pas mis en pause. Ceci pour avoir un impact important sur "
+"l'autonomie de la batterie."
#: doc/classes/RichTextEffect.xml
msgid ""
@@ -52410,6 +65034,10 @@ msgid ""
"successfully. If the method returns [code]false[/code], it will skip "
"transformation to avoid displaying broken text."
msgstr ""
+"Surchargez cette méthode pour modifier les propriétés de [code]char_fx[/"
+"code]. Cette méthode doit retourner [code]true[/code] si le caractère peut "
+"être transformé avec succès. Si la méthode retourne [code]false[/code], "
+"l'effet sera ignoré pour éviter de mal afficher le texte."
#: doc/classes/RichTextLabel.xml
msgid "Label that displays rich text."
@@ -52439,10 +65067,33 @@ msgid ""
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
+"Les textes riches peuvent contenir des textes personnalisées, des polices, "
+"des images et une mise en page basique. Le label gère ce contenu dans une "
+"pile interne de marqueurs. Il peut aussi s'adapter à la taille donnée.\n"
+"[b]Note :[/b] Les assignations à [member bbcode_text] efface la pile des "
+"marqueurs et la reconstruit à partir du contenu de cette propriété. Chaque "
+"modification fait à [member bbcode_text] effacera les modifications "
+"précédents faites depuis une autre source manuelle comme [method "
+"append_bbcode] et les méthodes [code]push_*[/code] / [method pop].\n"
+"[b]Note :[/b] RichTextLabel ne supporte pas les marqueurs intriqués. par "
+"exemple, au lieu d'utiliser [code][b]bold[i]bold italic[/b]italic[/i][/"
+"code], utilisez [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n"
+"[b]Note :[/b] Les méthodes [code]push_*/pop[/code] ne modifie pas le "
+"BBCode.\n"
+"[b]Note :[/b] Contrairement à [Label], RichTextLabel n'a pas de "
+"[i]propriété[/i] pour aligner le texte horizontalement au center. Utilisez "
+"plutôt [member bbcode_enabled] et entourez le texte du marqueur [code]"
+"[center][/code] comme suit : [code][center]Exemple[/center][/code]. Il n'y a "
+"actuellement aucun moyen intégré pour aligner verticalement le texte non "
+"plus, mais il est possible de le faire avec les ancres/conteneurs et la "
+"propriété [member fit_content_height].\n"
+"[b]Note :[/b] Les caractères Unicode après [code]0xffff[/code] (comme les "
+"émojis) [i]ne sont pas[/i] supportés sous Windows. Il sera affiché des "
+"caractères inconnus à la place. Ça sera corrigé dans Godot 4.0."
#: doc/classes/RichTextLabel.xml
msgid "BBCode in RichTextLabel"
-msgstr ""
+msgstr "BBCode dans RichTextLabel"
#: doc/classes/RichTextLabel.xml
msgid "GUI Rich Text/BBcode Demo"
@@ -52455,26 +65106,35 @@ msgid ""
"If [code]width[/code] or [code]height[/code] is set to 0, the image size "
"will be adjusted in order to keep the original aspect ratio."
msgstr ""
+"Ajoute le marqueur ouvrant et fermant d'image à la pile des marqueurs, avec "
+"la possibilité de spécifier la largeur [code]width[/code] et la hauteur "
+"[code]height[/code] pour redimensionner l'image.\n"
+"Si [code]width[/code] ou [code]height[/code] est à 0, la taille de l'image "
+"sera ajustée pour garder sont aspect original."
#: doc/classes/RichTextLabel.xml
msgid "Adds raw non-BBCode-parsed text to the tag stack."
msgstr ""
+"Ajoute du texte BBCode brut (non interprété) dans le pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
msgstr ""
+"Efface la pile des marqueurs et définit [member bbcode_text] avec un texte "
+"vide."
#: doc/classes/RichTextLabel.xml
msgid "Returns the height of the content."
@@ -52487,10 +65147,17 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Retourne le numéro de la ligne actuelle."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
msgstr ""
+"Retourne le nombre total de caractères des marqueurs de texte. N'inclus pas "
+"les BBCode."
#: doc/classes/RichTextLabel.xml
msgid "Returns the number of visible lines."
@@ -52501,21 +65168,25 @@ msgid ""
"Installs a custom effect. [code]effect[/code] should be a valid "
"[RichTextEffect]."
msgstr ""
+"Installe une effet personnalisé. [code]effect[/code] doit être un "
+"[RichTextEffect] valide."
#: doc/classes/RichTextLabel.xml
msgid "Adds a newline tag to the tag stack."
-msgstr ""
+msgstr "Ajouter un marqueur de retour à la ligne dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary."
msgstr ""
+"Interprète le paramètre BBCode [code]expressions[/code] dans un dictionnaire."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52528,6 +65199,8 @@ msgid ""
"Adds an [code][align][/code] tag based on the given [code]align[/code] "
"value. See [enum Align] for possible values."
msgstr ""
+"Ajoute un marqueur [code][align][/code] basé sur l'alignement [code]align[/"
+"code] spécifiée. Voir [enum Align] pour les valeurs possibles."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52540,6 +65213,8 @@ msgstr ""
msgid ""
"Adds a [code][font][/code] tag with a bold italics font to the tag stack."
msgstr ""
+"Ajouter un marqueur [code][font][/code] avec une police italique gras dans "
+"la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52549,13 +65224,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][color][/code] tag to the tag stack."
-msgstr ""
+msgstr "Ajouter un marqueur [code][color][/code] dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
"its duration."
msgstr ""
+"Ajouter un marqueur [code][font][/code] dans la pile des marqueurs. Est "
+"utilisé à la place de la police par défaut tant que le marqueur est ouvert."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52576,6 +65253,9 @@ msgid ""
"[code][ol][/code] or [code][ul][/code], but supports more list types. Not "
"fully implemented!"
msgstr ""
+"Ajoute un marqueur [code][list[/code] dans la pile des marqueurs. Similaire "
+"à [code][ol][/code] ou [code][ul][/code], mais support plus de types de "
+"liste. Pas entièrement implémenté !"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52586,22 +65266,27 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
msgstr ""
+"Ajoute un marqueur [code][font][/code] avec une police monospace dans la "
+"pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
msgstr ""
+"Ajoute un marqueur [code][font][/code] avec une police normale dans la pile "
+"des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][s][/code] tag to the tag stack."
-msgstr ""
+msgstr "Ajoute un marqueur [code][s][/code] dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][table=columns][/code] tag to the tag stack."
msgstr ""
+"Ajoute un marqueur [code][table=columns][/code] dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][u][/code] tag to the tag stack."
-msgstr ""
+msgstr "Ajoute un marqueur [code][u][/code] dans la pile des marqueurs."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52670,10 +65355,14 @@ msgid ""
"If [code]true[/code], the label underlines meta tags such as [code][url]"
"{text}[/url][/code]."
msgstr ""
+"Si [code]true[/code], le label souligne les marqueurs de méta-donnée comme "
+"[code][url]{text}[/url][/code]."
#: doc/classes/RichTextLabel.xml
msgid "If [code]true[/code], the label uses the custom font color."
msgstr ""
+"Si [code]true[/code], le label utilise une couleur personnalisée pour la "
+"couleur de la police."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52694,10 +65383,12 @@ msgid ""
"If [code]true[/code], the window scrolls down to display new content "
"automatically."
msgstr ""
+"Si [code]true[/code], la fenêtre descend/remonte automatiquement pour "
+"afficher le nouveau contenu."
#: doc/classes/RichTextLabel.xml
msgid "If [code]true[/code], the label allows text selection."
-msgstr ""
+msgstr "Si [code]true[/code], le label autorise la sélection du texte."
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -52730,14 +65421,12 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Triggers when the mouse exits a meta tag."
-msgstr "Se déclenche lorsque la souris sort d'une méta-tag."
+msgstr "Se déclenche lorsque la souris sort d'une méta-marqueur."
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "Triggers when the mouse enters a meta tag."
-msgstr "Se déclenche lorsque la souris entre dans une balise meta."
+msgstr "Se déclenche lorsque la souris entre dans un méta-marqueur."
#: doc/classes/RichTextLabel.xml
msgid "Makes text left aligned."
@@ -52756,12 +65445,32 @@ msgid "Makes text fill width."
msgstr "Rempli le texte en largeur."
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns top of the inline image to the top of the text."
+msgstr "La hauteur de la boite mesuré depuis son centre."
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns center of the inline image to the center of the text."
+msgstr "Aligne les enfants avec le centre du conteneur."
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr "La hauteur de la boite mesuré depuis son centre."
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr "Aligne les enfants avec le centre du conteneur."
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
-msgstr ""
+msgstr "Chaque élément de la liste à un chiffre comme marqueur."
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a letter marker."
-msgstr ""
+msgstr "Chaque élément de la liste à une lettre comme marqueur."
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a filled circle marker."
@@ -52776,6 +65485,8 @@ msgid ""
"The color of selected text, used when [member selection_enabled] is "
"[code]true[/code]."
msgstr ""
+"La couleur du texte sélectionné, utilisé quand [member selection_enabled] "
+"est [code]true[/code]."
#: doc/classes/RichTextLabel.xml
msgid "The color of the font's shadow."
@@ -52797,19 +65508,17 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The horizontal offset of the font's shadow."
-msgstr ""
+msgstr "Le décalage horizontal pour l'ombre de la police."
#: doc/classes/RichTextLabel.xml
msgid "The vertical offset of the font's shadow."
-msgstr ""
+msgstr "Le décalage vertical pour l'ombre de la police."
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "The horizontal separation of elements in a table."
msgstr "La séparation horizontale des éléments dans un tableau."
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid "The vertical separation of elements in a table."
msgstr "La séparation verticale des éléments dans un tableau."
@@ -52819,7 +65528,7 @@ msgstr "La police utilisée pour le texte en gras."
#: doc/classes/RichTextLabel.xml
msgid "The font used for bold italics text."
-msgstr ""
+msgstr "La police utilisée pour les textes italiques gras."
#: doc/classes/RichTextLabel.xml
msgid "The font used for italics text."
@@ -52834,8 +65543,9 @@ msgid "The default text font."
msgstr "La police par défaut du texte."
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
-msgstr ""
+#, fuzzy
+msgid "The background used when the [RichTextLabel] is focused."
+msgstr "L'arrière-plan utilisé quand le [RichTextLabel] a le focus."
#: doc/classes/RichTextLabel.xml
msgid "The normal background for the [RichTextLabel]."
@@ -52861,7 +65571,7 @@ msgstr ""
#: doc/classes/RID.xml
msgid "Returns the ID of the referenced resource."
-msgstr ""
+msgstr "Retourne l'identifiant de la ressource référencée."
#: doc/classes/RigidBody.xml
msgid ""
@@ -52905,6 +65615,9 @@ msgid ""
"rotation.\n"
"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
msgstr ""
+"Ajouter un force directionnelle constante (une accélération) sans affecter "
+"la rotation.\n"
+"C'est équivalent à [code]add_force(force, Vector3(0,0,0))[/code]."
#: doc/classes/RigidBody.xml
msgid ""
@@ -52917,12 +65630,16 @@ msgstr ""
msgid ""
"Adds a constant rotational force (i.e. a motor) without affecting position."
msgstr ""
+"Ajoute une force rotationnelle (par ex. un moteur) constante sans affecter "
+"la position."
#: doc/classes/RigidBody.xml
msgid ""
"Applies a directional impulse without affecting rotation.\n"
"This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
msgstr ""
+"Appliquer un impulsion directionnelle sans affecter la rotation.\n"
+"C'est équivalent à [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
#: doc/classes/RigidBody.xml
msgid ""
@@ -52944,6 +65661,8 @@ msgid ""
"Returns [code]true[/code] if the specified linear or rotational axis is "
"locked."
msgstr ""
+"Retourne [code]true[/code] si l'axe linéaire ou de rotation spécifié est "
+"verrouillé."
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
msgid ""
@@ -52963,14 +65682,20 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid "Locks the specified linear or rotational axis."
-msgstr ""
+msgstr "Verrouille l'axe linéaire et de rotation spécifié."
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"La vitesse à laquelle les objets arrêtent de tourner dans cette zone. "
+"Représente la vitesse angulaire perdue par seconde.\n"
+"Voir [membre ProjectSettings.physics/2d/default_angular_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
@@ -53066,8 +65791,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -53086,7 +65811,7 @@ msgstr "La masse du corps."
#: doc/classes/RigidBody.xml
msgid "The body mode. See [enum Mode] for possible values."
-msgstr ""
+msgstr "Le mode du corps. Voir [enum Mode] pour les valeurs possibles."
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
@@ -53209,7 +65934,7 @@ msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "A body that is controlled by the 2D physics engine."
-msgstr ""
+msgstr "Le corps qui est contrôlé par le moteur physique 2D."
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -53240,7 +65965,7 @@ msgstr ""
#: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml
msgid "Instancing Demo"
-msgstr ""
+msgstr "Démo des instanciations"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -53281,7 +66006,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53364,7 +66090,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -53379,7 +66106,7 @@ msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "The body's mode. See [enum Mode] for possible values."
-msgstr ""
+msgstr "Le mode du corps. Voir [enum Mode] pour les valeurs possibles."
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -53456,18 +66183,24 @@ msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
msgstr ""
+"Le mode statique. Le corps se comporte comme un [StaticBody2D] et ne bouge "
+"pas."
#: doc/classes/RigidBody2D.xml
msgid ""
"Character mode. Similar to [constant MODE_RIGID], but the body can not "
"rotate."
msgstr ""
+"Le mode caractère. Similaire à [constant MODE_RIGID], mais le corps ne peut "
+"pas pivoter."
#: doc/classes/RigidBody2D.xml
msgid ""
"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
"by code."
msgstr ""
+"Le mode cinématique. Le corps se comporte comme un [KinematicBody2D], et "
+"doit être déplacé par le code."
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -53542,6 +66275,7 @@ msgstr ""
#: doc/classes/RoomGroup.xml
msgid "Groups [Room]s together to allow common functionality."
msgstr ""
+"Regroupe les [Room] ensemble pour autoriser des fonctionnalités communes."
#: doc/classes/RoomGroup.xml
msgid ""
@@ -53887,6 +66621,8 @@ msgstr ""
msgid ""
"Returns the list of bound parameters for the signal at [code]idx[/code]."
msgstr ""
+"Retourne la liste des paramètres spécifiés pour le signal à la position "
+"[code]idx[/code]."
#: doc/classes/SceneState.xml
msgid ""
@@ -53901,10 +66637,12 @@ msgid ""
"Returns the connection flags for the signal at [code]idx[/code]. See [enum "
"Object.ConnectFlags] constants."
msgstr ""
+"Retourne les drapeaux de connexion pour le signal à la position [code]idx[/"
+"code]. Voir [enum Object.ConnectFlags] pour les constantes."
#: doc/classes/SceneState.xml
msgid "Returns the method connected to the signal at [code]idx[/code]."
-msgstr ""
+msgstr "Retourne la méthode connecté au signal à [code]idx[/code]."
#: doc/classes/SceneState.xml
msgid "Returns the name of the signal at [code]idx[/code]."
@@ -53915,6 +66653,8 @@ msgid ""
"Returns the path to the node that owns the signal at [code]idx[/code], "
"relative to the root node."
msgstr ""
+"Retourne le chemin du nœud qui est propriétaire du signal à l'index "
+"[code]idx[/code], relatif au nœud racine."
#: doc/classes/SceneState.xml
msgid ""
@@ -53956,6 +66696,8 @@ msgid ""
"Returns the path to the represented scene file if the node at [code]idx[/"
"code] is an [InstancePlaceholder]."
msgstr ""
+"Retourne le chemin du fichier de la scène représentée si le nœud à la "
+"position [code]idx[/code] est un [InstancePlaceholder]."
#: doc/classes/SceneState.xml
msgid "Returns the name of the node at [code]idx[/code]."
@@ -53966,6 +66708,8 @@ msgid ""
"Returns the path to the owner of the node at [code]idx[/code], relative to "
"the root node."
msgstr ""
+"Retourne le chemin du propriétaire du nœud à la position [code]idx[/code], "
+"relatif au nœud racine."
#: doc/classes/SceneState.xml
msgid ""
@@ -53988,12 +66732,16 @@ msgid ""
"Returns the name of the property at [code]prop_idx[/code] for the node at "
"[code]idx[/code]."
msgstr ""
+"Retourne le nom de la propriété à [code]prop_idx[/code] pour le nœud à "
+"[code]idx[/code]."
#: doc/classes/SceneState.xml
msgid ""
"Returns the value of the property at [code]prop_idx[/code] for the node at "
"[code]idx[/code]."
msgstr ""
+"Retourne le valeur de la propriété à [code]prop_idx[/code] pour le nœud à "
+"[code]idx[/code]."
#: doc/classes/SceneState.xml
msgid "Returns the type of the node at [code]idx[/code]."
@@ -54004,11 +66752,15 @@ msgid ""
"Returns [code]true[/code] if the node at [code]idx[/code] is an "
"[InstancePlaceholder]."
msgstr ""
+"Retourne [code]true[/code] si le nœud à la position [code]idx[/code] est un "
+"[InstancePlaceholder]."
#: doc/classes/SceneState.xml
msgid ""
"If passed to [method PackedScene.instance], blocks edits to the scene state."
msgstr ""
+"Si passé à [method PackedScene.instance], empêche les modifications de la "
+"scène."
#: doc/classes/SceneState.xml
msgid ""
@@ -54121,20 +66873,30 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr "Crée et retourne un nouvel [SceneTreeTween]."
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
msgstr ""
+"Retourne le numéro de la trame actuelle, c'est-à-dire le nombre de trames "
+"depuis le lancement de l'application."
#: doc/classes/SceneTree.xml
msgid ""
"Returns the peer IDs of all connected peers of this [SceneTree]'s [member "
"network_peer]."
msgstr ""
+"Retourne les identifiants de tous les pairs connectés au [member "
+"network_peer] de ce [SceneTree]."
#: doc/classes/SceneTree.xml
msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]."
msgstr ""
+"Retourne l'identifiant unique de ce pair [member network_peer] de ce "
+"[SceneTree]."
#: doc/classes/SceneTree.xml
msgid "Returns the number of nodes in this [SceneTree]."
@@ -54142,6 +66904,12 @@ msgstr "Retourne le nombre de nœuds dans ce [SceneTree]."
#: doc/classes/SceneTree.xml
msgid "Returns a list of all nodes assigned to the given group."
+msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié."
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54150,26 +66918,28 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if the given group exists."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le groupe donné existe."
#: doc/classes/SceneTree.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the most recent [InputEvent] was marked as "
"handled with [method set_input_as_handled]."
msgstr ""
-"Retourne [code]true[/code] si le corps est au plafond. Ne se met à jour que "
-"lors de l'appel de la [method move_and_slide]."
+"Retourne [code]true[/code] si le plus récent [InputEvent] a été marqué comme "
+"traité avec [method set_input_as_handled]."
#: doc/classes/SceneTree.xml
msgid ""
"Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in "
"server mode (listening for connections)."
msgstr ""
+"Retourne [code]true[/code] si ce [member network_peer] du [SceneTree] est en "
+"mode serveur (attend les connexions)."
#: doc/classes/SceneTree.xml
msgid "Sends the given notification to all members of the [code]group[/code]."
msgstr ""
+"Émet la notification donnée à tous les membres de ce [code]group[/code]."
#: doc/classes/SceneTree.xml
msgid ""
@@ -54182,6 +66952,8 @@ msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to after the current frame."
msgstr ""
+"Marque l'objet donné pour être supprimé, l'appel [method Object.free] se "
+"fera après la trame actuelle."
#: doc/classes/SceneTree.xml
msgid ""
@@ -54205,16 +66977,11 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
+"Définit la propriété [code]property[/code] spécifiée à la valeur "
+"[code]value[/code] pour tous les membres du groupe donné."
#: doc/classes/SceneTree.xml
msgid ""
@@ -54224,21 +66991,23 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid "Marks the most recent [InputEvent] as handled."
-msgstr ""
+msgstr "Marque le plus récent [InputEvent] comme consommé."
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
+#, fuzzy
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
+"Si [code]true[/code], l'application accepte automatiquement de se fermer. "
+"Activé par défaut.\n"
+"Pour les plateformes mobiles, voir [method set_quit_on_go_back]."
#: doc/classes/SceneTree.xml
msgid "The current scene."
@@ -54249,12 +67018,16 @@ msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
"from the editor for debugging purposes."
msgstr ""
+"Si [code]true[/code], les formes des collisions seront visibles lors du "
+"lancement du jeu depuis l'éditeur pour aider au débogage."
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
"game from the editor for debugging purposes."
msgstr ""
+"Si [code]true[/code], les polygones de navigation seront visibles lors du "
+"lancement du jeu depuis l'éditeur pour aider au débogage."
#: doc/classes/SceneTree.xml
msgid "The root of the edited scene."
@@ -54262,7 +67035,7 @@ msgstr "La racine de la scène éditée."
#: doc/classes/SceneTree.xml
msgid "The default [MultiplayerAPI] instance for this [SceneTree]."
-msgstr ""
+msgstr "L'instance [MultiplayerAPI] par défaut pour ce [SceneTree]."
#: doc/classes/SceneTree.xml
msgid ""
@@ -54298,9 +67071,26 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
+"Si [code]true[/code], le pair [member network_peer] de ce [SceneTree] refuse "
+"les nouvelles connexions entrantes."
#: doc/classes/SceneTree.xml
#, fuzzy
@@ -54352,6 +67142,8 @@ msgid ""
"Emitted immediately before [method Node._process] is called on every node in "
"the [SceneTree]."
msgstr ""
+"Émis immédiatement avant que [method Node._process] soit appelé sur chaque "
+"nœud de [SceneTree]."
#: doc/classes/SceneTree.xml
msgid ""
@@ -54370,17 +67162,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid "Emitted whenever a node is added to the [SceneTree]."
-msgstr ""
+msgstr "Émit quand un nœud est ajouté au [SceneTree]."
#: doc/classes/SceneTree.xml
msgid ""
"Emitted when a node's configuration changed. Only emitted in [code]tool[/"
"code] mode."
msgstr ""
+"Émis quand la configuration du nœud a changé. Uniquement en mode [code]tool[/"
+"code]."
#: doc/classes/SceneTree.xml
msgid "Emitted whenever a node is removed from the [SceneTree]."
-msgstr ""
+msgstr "Émit quand un nœud est retiré du [SceneTree]."
#: doc/classes/SceneTree.xml
#, fuzzy
@@ -54392,18 +67186,24 @@ msgid ""
"Emitted immediately before [method Node._physics_process] is called on every "
"node in the [SceneTree]."
msgstr ""
+"Émis juste avant que [method Node._physics_process] soit appelé pour chaque "
+"nœud du [SceneTree]."
#: doc/classes/SceneTree.xml
msgid ""
"Emitted when the screen resolution (fullscreen) or window size (windowed) "
"changes."
msgstr ""
+"Émis quand la résolution de l'écran (en plein écran) ou la taille de la "
+"fenêtre change."
#: doc/classes/SceneTree.xml
msgid ""
"Emitted whenever this [SceneTree]'s [member network_peer] disconnected from "
"server. Only emitted on clients."
msgstr ""
+"Émis quand ce [member network_peer] du [SceneTree] se déconnecte du serveur. "
+"Seulement émis vers les clients."
#: doc/classes/SceneTree.xml
msgid ""
@@ -54413,33 +67213,36 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid "Call a group with no flags (default)."
-msgstr ""
+msgstr "Appelle un groupe sans drapeau (la valeur par défaut)."
#: doc/classes/SceneTree.xml
msgid "Call a group in reverse scene order."
-msgstr ""
+msgstr "Appelle un groupe dans l'ordre inversé de la scène."
#: doc/classes/SceneTree.xml
msgid "Call a group immediately (calls are normally made on idle)."
-msgstr ""
+msgstr "Appelle un groupe immédiatement (au lieu de le faire durant le repos)."
#: doc/classes/SceneTree.xml
msgid "Call a group only once even if the call is executed many times."
msgstr ""
+"Appelle un groupe une seule fois même si l'appel a était fait plusieurs fois."
#: doc/classes/SceneTree.xml
msgid "No stretching."
-msgstr ""
+msgstr "Aucun étirement."
#: doc/classes/SceneTree.xml
msgid "Render stretching in higher resolution (interpolated)."
-msgstr ""
+msgstr "Le rendu est étiré (interpolé) pour les résolutions plus grandes."
#: doc/classes/SceneTree.xml
msgid ""
"Keep the specified display resolution. No interpolation. Content may appear "
"pixelated."
msgstr ""
+"Garde la résolution d'affichage spécifié, sans interpolation. Le contenu "
+"peut apparaitre pixelisé."
#: doc/classes/SceneTree.xml
msgid ""
@@ -54476,6 +67279,7 @@ msgid "One-shot timer."
msgstr "Minuteur à un coup."
#: doc/classes/SceneTreeTimer.xml
+#, fuzzy
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
@@ -54487,19 +67291,614 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
-msgstr ""
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
+msgstr ""
+"Un minuteur à un coup géré par l'arborescence, qui émet le signal [signal "
+"timeout] quand il se termine. Voir aussi [method SceneTree.create_timer].\n"
+"Contrairement aux [Timer], il ne nécessaire pas d'instancier un nœud. Il "
+"n'est souvent utilisé pour créer des minuteurs uniques comme dans l'exemple "
+"suivant :\n"
+"[codeblock]\n"
+"func some_function():\n"
+" print(\"Lancement du minuteur.\")\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(\"Minuteur terminé.\")\n"
+"[/codeblock]\n"
+"Le minuteur sera automatiquement une fois terminé."
#: doc/classes/SceneTreeTimer.xml
-#, fuzzy
msgid "The time remaining (in seconds)."
-msgstr "Le temps restant."
+msgstr "Le temps restant (en secondes)."
#: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml
#, fuzzy
msgid "Emitted when the timer reaches 0."
msgstr "Émis lorsque la minuterie atteint 0."
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+#, fuzzy
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+"[SceneTreeTween] est un tween géré par l'arborescence. Contrairement à un "
+"[Tween], il ne nécessite pas la création d'un nœud.\n"
+"Les [SceneTreeTween] sont plus légers que les [AnimationPlayer], et sont "
+"donc plus adaptés pour les simples animations et les tâches générales qui ne "
+"nécessitent pas d'ajustements visuels depuis l'éditeur. Ils peuvent être "
+"utilisés de manière ponctuelles pour certaines logiques qui serait "
+"normalement faites par le code. Par exemple vous pouvez faire qu'un objet "
+"tire régulièrement avec une boucle qui crée un [CallbackTweener] avec le "
+"délai nécessaire.\n"
+"Un [SceneTreeTween] peut être créer soit avec [method SceneTree."
+"create_tween] ou [method Node.create_tween]. Les [SceneTreeTween] créés "
+"manuellement (avec [code]Tween.new()[/code]) sont invalides. Ils ne peuvent "
+"être utilisés pour interpoler les valeurs, sauf manuellement avec [method "
+"interpolate_value].\n"
+"Une animation de [SceneTreeTween] est composée d'une séquence de [Tweener], "
+"qui par défaut sont exécutés l'un après l'autre. Vous pouvez créer une "
+"séquence en ajoutant des [Tweener] au [SceneTreeTween]. Un exemple de "
+"séquence de [Tweener] peut être comme suit :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Cette séquence changera [code]$Sprite[/code] en rouge, puis le réduira "
+"jusqu'à le faire disparaitre et enfin [method Node.queue_free] sera appelée "
+"pour supprimer le nœud. Voir les méthodes [method tween_property], [method "
+"tween_interval], [method tween_callback] et [method tween_method] pour plus "
+"d'informations.\n"
+"Quand un [Tweener] est créé avec une des méthodes [code]tween_*[/code], une "
+"méthode peut être enchainée pour ajuster les propriétés de ce [Tweener]. Par "
+"exemple, si vous souhaitez définir un autre type de transition dans "
+"l'exemple précédent, vous pouvez faire :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"La plupart des méthodes [SceneTreeTween] peuvent être enchainées de cette "
+"façon. Dans cet exemple, le [SceneTreeTween] est lié et aura donc une "
+"transition par défaut :\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Un autre usage intéressant des [SceneTreeTween] est l'animation d'un "
+"ensemble arbitraire d'objets :\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"[/codeblock]\n"
+"Dans l'exemple au-dessus, tous les enfants d'un nœud sont déplacés à leur "
+"tour à la position (0, 0).\n"
+"Certains [Tweener] utilisent des transitions et ralentissements. Les "
+"transitions fonctionnent avec les constantes de [enum Tween.TransitionType], "
+"et définissent la courbe de temps de l'animation (voir [url=https://easings."
+"net/]easings.net[/url] pour quelques exemples). Les ralentissements "
+"fonctionnent avec les constantes de [enum Tween.EaseType], et contrôle comme "
+"la transition [code]trans_type[/code] varie durant le temps écoulé de "
+"l'animation (au début, à la fin, ou les deux). Si vous ne savez pas quel "
+"comportement choisir, vous pouvez essayer différentes valeurs de [enum Tween."
+"TransitionType] avec [constant Tween.EASE_IN_OUT], et utilisez celle qui "
+"vous semble la meilleure.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Antisèche des types de transitions et de ralentissement "
+"des Tween[/url]\n"
+"[b]Note :[/b] Tous les [SceneTreeTween] seront automatiquement démarrés par "
+"défaut. Pour éviter qu'un [SceneTreeTween] démarre automatiquement, vous "
+"pouvez appeler [method stop] immédiatement après sa création."
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+"Utiliser pour ajouter deux [Tweener] après que [method set_parallel] est "
+"appelé avec [code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Sera lancé en parallèle avec l'appel au-dessus.\n"
+"tween.chain().tween_property(...) # Sera lancé que quand les deux appels au-"
+"dessus seront terminés.\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr "Reprend un [SceneTreeTween] en pause ou arrêté."
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+"Si [code]parallel[/code] est [code]true[/code], le [Tweener] ajouté après "
+"cette méthode se lancera simultanément, et non séquentiellement."
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+"Crée et ajoute un [CallbackTweener]. Cette méthode peut être utilisée pour "
+"appeler une méthode arbitraire sur n'importe quel objet. Utilisez "
+"[code]binds[/code] pour passer des arguments additionnels lors de l'appel.\n"
+"Exemple : un objet qui tire toujours les secondes.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"tirer\").set_delay(1)\n"
+"[/codeblock]\n"
+"Exemple : changer une texture en rouge et puis en bleu, avec un délai de 2 "
+"secondes.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+#, fuzzy
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+"Crée et ajoute un [IntervalTweener]. Cette méthode peut être utilisée pour "
+"créer des délais lors des interpolations, ou comme une alternative pour les "
+"délais des autres [Tweener] ou quand il n'y a pas d'animation (dans ce cas "
+"le [SceneTreeTween] se comportement comme un minuteur). [code]time[/code] "
+"est le durée du délai, en secondes.\n"
+"Exemple : créer un délai de 2s dans l'exécution du code.\n"
+"[codeblock]\n"
+"# ... du code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... encore du code\n"
+"[/codeblock]\n"
+"Exemple : créer un objet qui se déplace d'avant en arrière et saute toutes "
+"les quelques secondes.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"sauter\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"sauter\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+"Crée et ajoute une [MethodTweener]. Cette méthode est similaire à une "
+"combinaison de [method tween_callback] et [method tween_property]. Elle "
+"appelle une méthode en permanence lors de l'interpolation avec la valeur à "
+"interpoler en argument. La valeur sera interpolée de [code]from[/code] à "
+"[code]to[/code] pendant [code]duration[/code] secondes. Utilisez "
+"[code]binds[/code] pour passer des arguments supplémentaire pour l'appel. "
+"Vous pouvez passer [method MethodTweener.set_ease] et [method MethodTweener."
+"set_trans] pour ajuster la courbe l'interpolation de la valeur ou [method "
+"MethodTweener.set_delay] pour la retarder.\n"
+"Exemple : faire regarder un objet 3D d'un point vers un autre.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # La méthode \"look_at()\" prend le vecteur haut en second "
+"argument, qui est dans le tableau du dernier argument.\n"
+"[/codeblock]\n"
+"Exemple : définir le texte d'un [Label], en utilisant une méthode "
+"intermédiaire et après un délai.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"J'en suis à \" + str(value)\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+#, fuzzy
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+"Crée et ajoute un [PropertyTweener]. Cette méthode interpole une "
+"[code]property[/code] d'un [code]object[/code] entre une valeur initiale et "
+"[code]final_val[/code] durant la durée [code]duration[/code], en secondes. "
+"La valeur initiale par défaut est la valeur au début de l'interpolation du "
+"[PropertyTweener]. Par exemple :\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"déplacera la sprite de sa position actuelle à la position (100, 200) puis "
+"ensuite à (200, 300). Si vous utilisez [method PropertyTweener.from] ou "
+"[method PropertyTweener.from_current], la position de départ sera celle "
+"spécifiée et non l'actuelle. Voir les autres méthodes de [PropertyTweener] "
+"pour connaitre les possibilités.\n"
+"[b]Note :[/b] Vous pouvez trouver les noms corrects des propriétés en "
+"survolant ces propriétés dans l'inspecteur de Godot. Vous pouvez aussi "
+"fournir un seul composant de cette propriété directement en utilisant "
+"[code]\"property:component\"[/code] (ex. [code]position:x[/code]), alors "
+"l'interpolation ne se fera que sur cet unique composant.\n"
+"Exemple : déplacer un objet deux fois depuis la même position vers "
+"différentes positions, avec différents types de transition.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr "Si le [SceneTree] est en pause, le [SceneTreeTween] le sera aussi."
+
+#: doc/classes/SceneTreeTween.xml
+#, fuzzy
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr "Arrête la mise à jour quand le [SceneTree] est en pause."
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr "Une classe stockée en tant que ressource."
@@ -54515,11 +67914,11 @@ msgstr ""
#: doc/classes/Script.xml
msgid "Returns [code]true[/code] if the script can be instanced."
-msgstr ""
+msgstr "Retourne [code]true[/code] si une instance du script peut être créée."
#: doc/classes/Script.xml
msgid "Returns the script directly inherited by this script."
-msgstr ""
+msgstr "Retourne le script directement hérité par ce script."
#: doc/classes/Script.xml
msgid "Returns the script's base type."
@@ -54527,49 +67926,57 @@ msgstr "Retourne le type de base du script."
#: doc/classes/Script.xml
msgid "Returns the default value of the specified property."
-msgstr ""
+msgstr "Retourne la valeur par défaut de la propriété spécifiée."
#: doc/classes/Script.xml
msgid "Returns a dictionary containing constant names and their values."
-msgstr ""
+msgstr "Retourne un dictionnaire contenant le nom et valeur des constantes."
#: doc/classes/Script.xml
msgid "Returns the list of methods in this [Script]."
-msgstr ""
+msgstr "Retourne la liste des méthodes dans ce [Script]."
#: doc/classes/Script.xml
msgid "Returns the list of properties in this [Script]."
-msgstr ""
+msgstr "Retourne la liste des propriétés dans ce [Script]."
#: doc/classes/Script.xml
msgid "Returns the list of user signals defined in this [Script]."
msgstr ""
+"Retourne la liste des signaux définit par l'utilisateur dans ce [Script]."
#: doc/classes/Script.xml
msgid ""
"Returns [code]true[/code] if the script, or a base class, defines a signal "
"with the given name."
msgstr ""
+"Retourne [code]true[/code] si le script, ou sa classe parente, définit un "
+"signal avec le nom donné."
#: doc/classes/Script.xml
msgid "Returns [code]true[/code] if the script contains non-empty source code."
msgstr ""
+"Retourne [code]true[/code] si le script contient un code source non vide."
#: doc/classes/Script.xml
msgid ""
"Returns [code]true[/code] if [code]base_object[/code] is an instance of this "
"script."
msgstr ""
+"Retourne [code]true[/code] si [code]base_object[/code] est une instance de "
+"ce script."
#: doc/classes/Script.xml
msgid ""
"Returns [code]true[/code] if the script is a tool script. A tool script can "
"run in the editor."
msgstr ""
+"Retourne [code]true[/code] si le script est un script d'outil. Un script "
+"d'outil peut être joué dans l'éditeur."
#: doc/classes/Script.xml
msgid "Reloads the script's class implementation. Returns an error code."
-msgstr ""
+msgstr "Recharge l'implémentation du script. Retourne un code d'erreur."
#: doc/classes/Script.xml
msgid ""
@@ -54601,7 +68008,7 @@ msgstr ""
#: doc/classes/ScriptCreateDialog.xml
msgid "Emitted when the user clicks the OK button."
-msgstr ""
+msgstr "Émis quand un utilisateur clique sur le bouton OK."
#: doc/classes/ScriptEditor.xml
msgid "Godot editor's script editor."
@@ -54615,17 +68022,19 @@ msgstr ""
#: doc/classes/ScriptEditor.xml
msgid "Returns a [Script] that is currently active in editor."
-msgstr ""
+msgstr "Retourne le [Script] actuellement actif dans l'éditeur."
#: doc/classes/ScriptEditor.xml
msgid ""
"Returns an array with all [Script] objects which are currently open in "
"editor."
msgstr ""
+"Retourne la liste de tous les objets [Script] qui sont actuellement ouverts "
+"dans l'éditeur."
#: doc/classes/ScriptEditor.xml
msgid "Goes to the specified line in the current script."
-msgstr ""
+msgstr "Va à la ligne spécifiée dans le script actuel."
#: doc/classes/ScriptEditor.xml
msgid ""
@@ -54671,7 +68080,7 @@ msgstr ""
#: doc/classes/ScrollBar.xml
msgid "Emitted when the scrollbar is being scrolled."
-msgstr ""
+msgstr "Émis quand la barre de défilement est défilée."
#: doc/classes/ScrollContainer.xml
msgid "A helper node for displaying scrollable elements such as lists."
@@ -54736,7 +68145,6 @@ msgid "The current horizontal scroll value."
msgstr "La valeur de défilement horizontal actuelle."
#: doc/classes/ScrollContainer.xml
-#, fuzzy
msgid "If [code]true[/code], enables horizontal scrolling."
msgstr "Si [code]true[/code], permet le défilement horizontal."
@@ -54790,22 +68198,28 @@ msgid ""
msgstr ""
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant "
-"OK] en cas de succès, [constant ERR_BUSY] dans le cas contraire."
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+"Comme [method wait], mais ne bloque pas, donc si la valeur est zéro, ça "
+"échoue immédiatement et retourne [constant ERR_BUSY]. Si non zéro, ça "
+"retourne [constant OK] pour signaler un succès."
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant "
-"OK] en cas de succès, [constant ERR_BUSY] dans le cas contraire."
#: doc/classes/Separator.xml
msgid "Base class for separators."
@@ -54877,21 +68291,23 @@ msgstr ""
#: doc/classes/Shader.xml
msgid "Mode used to draw all 3D objects."
-msgstr ""
+msgstr "Le mode utilise pour afficher tous les objets 3D."
#: doc/classes/Shader.xml
msgid "Mode used to draw all 2D objects."
-msgstr ""
+msgstr "Le mode utilise pour afficher tous les objets 2D."
#: doc/classes/Shader.xml
msgid ""
"Mode used to calculate particle information on a per-particle basis. Not "
"used for drawing."
msgstr ""
+"Le mode utilisé pour calculer les informations pour chaque particule "
+"individuellement. N'est pas utilisé pour l'affichage."
#: doc/classes/ShaderMaterial.xml
msgid "A material that uses a custom [Shader] program."
-msgstr ""
+msgstr "Un matériau que utilise un programme de [Shader] personnalisé."
#: doc/classes/ShaderMaterial.xml
msgid ""
@@ -54920,6 +68336,8 @@ msgid ""
"Returns the default value of the material property with given [code]name[/"
"code]."
msgstr ""
+"Retourne la valeur par défaut du paramètre nommé [code]name[/code] du "
+"matériau."
#: doc/classes/ShaderMaterial.xml
msgid ""
@@ -54930,11 +68348,11 @@ msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid "The [Shader] program used to render this material."
-msgstr ""
+msgstr "Le programme [Shader] utilisé pour le rendu de ce matériau."
#: doc/classes/Shape.xml
msgid "Base class for all 3D shape resources."
-msgstr ""
+msgstr "La classe de base pour toutes les ressources de formes 3D."
#: doc/classes/Shape.xml
msgid ""
@@ -54964,6 +68382,8 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid "Base class for all 2D shapes. All 2D shape types inherit from this."
msgstr ""
+"La classe de base pour toutes les formes 2D. Tous les types de forme 2D "
+"héritent de cette classe."
#: doc/classes/Shape2D.xml
msgid ""
@@ -54976,8 +68396,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -54998,8 +68425,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -55020,9 +68455,8 @@ msgid "The shape's custom solver bias."
msgstr "Le biais du solveur personnalisé de la forme."
#: doc/classes/ShortCut.xml
-#, fuzzy
msgid "A shortcut for binding input."
-msgstr "Un raccourci pour la liaison d'entrée."
+msgstr "Un raccourci lié à une entrée."
#: doc/classes/ShortCut.xml
msgid ""
@@ -55033,17 +68467,19 @@ msgstr ""
#: doc/classes/ShortCut.xml
msgid "Returns the shortcut's [InputEvent] as a [String]."
-msgstr ""
+msgstr "Retourne le [InputEvent] de ce raccourci comme [String]."
#: doc/classes/ShortCut.xml
msgid ""
"Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/"
"code]."
msgstr ""
+"Retourne [code]true[/code] si le [InputEvent] du raccourci correspond à "
+"[code]event[/code]."
#: doc/classes/ShortCut.xml
msgid "If [code]true[/code], this shortcut is valid."
-msgstr ""
+msgstr "Si [code]true[/code], ce raccourci est valide."
#: doc/classes/ShortCut.xml
msgid ""
@@ -55051,10 +68487,13 @@ msgid ""
"Generally the [InputEvent] is a keyboard key, though it can be any "
"[InputEvent]."
msgstr ""
+"Le [InputEvent] du racourci.\n"
+"C'est en général ce [InputEvent] est une touche du clavier, mais ça peut "
+"être n'importe quel [InputEvent]."
#: doc/classes/Skeleton.xml
msgid "Skeleton for characters and animated objects."
-msgstr ""
+msgstr "Le squelette pour les caractères et les objets animés."
#: doc/classes/Skeleton.xml
msgid ""
@@ -55073,22 +68512,24 @@ msgid ""
"Adds a bone, with name [code]name[/code]. [method get_bone_count] will "
"become the bone index."
msgstr ""
+"Ajoute un os, nommé [code]name[/code]. [method get_bone_count] deviendra "
+"l'index de cet os."
#: doc/classes/Skeleton.xml
msgid "[i]Deprecated soon.[/i]"
-msgstr "[i]Déprécié bientôt.[/i]"
+msgstr "[i]Bientôt obsolète.[/i]"
#: doc/classes/Skeleton.xml
msgid "Clear all the bones in this skeleton."
-msgstr ""
+msgstr "Efface tous les os de ce squelette."
#: doc/classes/Skeleton.xml
msgid "Returns the bone index that matches [code]name[/code] as its name."
-msgstr ""
+msgstr "Retourne l'index de l'os qui se nomme [code]name[/code]."
#: doc/classes/Skeleton.xml
msgid "Returns the amount of bones in the skeleton."
-msgstr ""
+msgstr "Retourne le nombre d'os dans ce squelette."
#: doc/classes/Skeleton.xml
msgid ""
@@ -55112,7 +68553,7 @@ msgstr ""
#: doc/classes/Skeleton.xml
msgid "Returns the name of the bone at index [code]index[/code]."
-msgstr ""
+msgstr "Retourne le nom de l'os à la position [code]index[/code]."
#: doc/classes/Skeleton.xml
msgid ""
@@ -55131,6 +68572,8 @@ msgstr ""
#: doc/classes/Skeleton.xml
msgid "Returns the rest transform for a bone [code]bone_idx[/code]."
msgstr ""
+"Retourne la transformation de repos pour l'os à l'index [code]bone_idx[/"
+"code]."
#: doc/classes/Skeleton.xml
msgid ""
@@ -55147,10 +68590,11 @@ msgstr "Définit le décalage à partir de [code]0.5[/code]."
#: doc/classes/Skeleton.xml
msgid "Sets the rest transform for bone [code]bone_idx[/code]."
msgstr ""
+"Définit la transformation de repos de l'os à l'index [code]bone_idx[/code]."
#: doc/classes/Skeleton2D.xml
msgid "Skeleton for 2D characters and animated objects."
-msgstr ""
+msgstr "Le squelette pour les caractères et les objets animés en 2D."
#: doc/classes/Skeleton2D.xml
msgid ""
@@ -55172,10 +68616,11 @@ msgid ""
"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
"Skeleton2D."
msgstr ""
+"Retourne le nombre de nœuds [Bone2D] dans la hiérarchie de ce Skeleton2D."
#: doc/classes/Skeleton2D.xml
msgid "Returns the [RID] of a Skeleton2D instance."
-msgstr ""
+msgstr "Retourne le [RID] de l'instance du Skeleton2D."
#: doc/classes/SkeletonIK.xml
msgid ""
@@ -55316,7 +68761,7 @@ msgstr ""
#: doc/classes/Sky.xml
msgid "The base class for [PanoramaSky] and [ProceduralSky]."
-msgstr ""
+msgstr "La classe de base pour les [PanoramaSky] et [ProceduralSky]."
#: doc/classes/Sky.xml
msgid ""
@@ -55333,23 +68778,23 @@ msgstr ""
#: doc/classes/Sky.xml
msgid "Radiance texture size is 32×32 pixels."
-msgstr ""
+msgstr "La texture de rayonnement fait 32x32 pixels."
#: doc/classes/Sky.xml
msgid "Radiance texture size is 64×64 pixels."
-msgstr ""
+msgstr "La texture de rayonnement fait 64x64 pixels."
#: doc/classes/Sky.xml
msgid "Radiance texture size is 128×128 pixels."
-msgstr ""
+msgstr "La texture de rayonnement fait 128x128 pixels."
#: doc/classes/Sky.xml
msgid "Radiance texture size is 256×256 pixels."
-msgstr ""
+msgstr "La texture de rayonnement fait 256x256 pixels."
#: doc/classes/Sky.xml
msgid "Radiance texture size is 512×512 pixels."
-msgstr ""
+msgstr "La texture de rayonnement fait 512x512 pixels."
#: doc/classes/Sky.xml
msgid ""
@@ -55367,12 +68812,11 @@ msgstr ""
#: doc/classes/Sky.xml
msgid "Represents the size of the [enum RadianceSize] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum RadianceSize]."
#: doc/classes/Slider.xml
-#, fuzzy
msgid "Base class for GUI sliders."
-msgstr "Classe de base pour les curseurs GUI."
+msgstr "Classe de base pour les curseurs d'interface."
#: doc/classes/Slider.xml
msgid ""
@@ -55390,6 +68834,8 @@ msgstr ""
#: doc/classes/Slider.xml
msgid "If [code]true[/code], the value can be changed using the mouse wheel."
msgstr ""
+"Si [code]true[/code], la valeur peut être changée avec la molette de la "
+"souris."
#: doc/classes/Slider.xml
msgid ""
@@ -55410,9 +68856,8 @@ msgid ""
msgstr ""
#: doc/classes/Slider.xml
-#, fuzzy
msgid "Emitted when dragging is started."
-msgstr "Émis lorsque le défilement est commencé."
+msgstr "Émis lorsque le glissement de la souris a commencé."
#: doc/classes/SliderJoint.xml
msgid "Slider between two PhysicsBodies in 3D."
@@ -55435,6 +68880,8 @@ msgid ""
"The amount of restitution of the rotation when the limit is surpassed.\n"
"Does not affect damping."
msgstr ""
+"La quantité de restitution de la rotation quand la limite est dépassée.\n"
+"N'affecte par l'amortissement."
#: doc/classes/SliderJoint.xml
msgid ""
@@ -55530,9 +68977,8 @@ msgstr ""
"l’état de la clé est libéré."
#: doc/classes/SoftBody.xml
-#, fuzzy
msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
-msgstr "Si [code]true[/code], l'interpolation fait une boucle."
+msgstr "Si [code]true[/code], le [SoftBody] répondra aux [RayCast]."
#: doc/classes/SoftBody.xml
msgid ""
@@ -55546,7 +68992,7 @@ msgstr "La masse du SoftBody."
#: doc/classes/Spatial.xml
msgid "Most basic 3D game object, parent of all 3D-related nodes."
-msgstr ""
+msgstr "L'objet 3D de jeu le plus basique, parent de tous les nœuds 3D."
#: doc/classes/Spatial.xml
msgid ""
@@ -55566,10 +69012,22 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Introduction to 3D"
-msgstr ""
+msgstr "Introduction à la 3D"
#: doc/classes/Spatial.xml doc/classes/Vector3.xml
msgid "All 3D Demos"
+msgstr "Toutes les démos 3D"
+
+#: doc/classes/Spatial.xml
+msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
@@ -55582,6 +69040,7 @@ msgstr ""
msgid ""
"Returns the current [World] resource this [Spatial] node is registered to."
msgstr ""
+"Retourne l'actuelle ressource [World] auquel ce nœud [Spatial] est associé."
#: doc/classes/Spatial.xml
msgid ""
@@ -55594,6 +69053,8 @@ msgid ""
"Scales the global (world) transformation by the given [Vector3] scale "
"factors."
msgstr ""
+"Met à l'échelle la transformation globale par le [Vector3] de facteur "
+"d'échelle."
#: doc/classes/Spatial.xml
msgid ""
@@ -55606,6 +69067,7 @@ msgid ""
"Disables rendering of this node. Changes [member visible] to [code]false[/"
"code]."
msgstr ""
+"Désactive le rendu de ce nœud. Change [member visible] à [code]false[/code]."
#: doc/classes/Spatial.xml
msgid ""
@@ -55675,14 +69137,20 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the X axis by angle in radians."
msgstr ""
+"Pivote la transformation locale autour de l'axe X à partir d'un angle en "
+"radians."
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the Y axis by angle in radians."
msgstr ""
+"Pivote la transformation locale autour de l'axe Y à partir d'un angle en "
+"radians."
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the Z axis by angle in radians."
msgstr ""
+"Pivote la transformation locale autour de l'axe Z à partir d'un angle en "
+"radians."
#: doc/classes/Spatial.xml
msgid ""
@@ -55733,18 +69201,23 @@ msgid ""
"Enables rendering of this node. Changes [member visible] to [code]true[/"
"code]."
msgstr ""
+"Active le rendu de ce nœud. Change [member visible] à [code]true[/code]."
#: doc/classes/Spatial.xml
msgid ""
"Transforms [code]local_point[/code] from this node's local space to world "
"space."
msgstr ""
+"Transforme le point [code]local_point[/code] depuis les coordonnées locale "
+"de ce nœud dans l'espace global."
#: doc/classes/Spatial.xml
msgid ""
"Transforms [code]global_point[/code] from world space to this node's local "
"space."
msgstr ""
+"Transforme le point [code]local_point[/code] depuis l'espace global dans les "
+"coordonnées local de ce nœud."
#: doc/classes/Spatial.xml
msgid ""
@@ -55758,7 +69231,7 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Changes the node's position by the given offset [Vector3] in local space."
-msgstr ""
+msgstr "Déplace le nœud d'un décalage [Vector3] dans les coordonnées locales."
#: doc/classes/Spatial.xml
msgid "Updates the [SpatialGizmo] of this node."
@@ -55771,9 +69244,27 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-#, fuzzy
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
-msgstr "Retourne la matrice de transformation globale de cet élément."
+msgstr "La [Transform] globale de ce nœud."
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
#: doc/classes/Spatial.xml
msgid ""
@@ -55795,16 +69286,22 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Local space [Transform] of this node, with respect to the parent node."
msgstr ""
+"La [Transform] de ce nœud dans l'espace local, en fonction du nœud parent."
#: doc/classes/Spatial.xml
msgid "Local translation of this node."
-msgstr ""
+msgstr "La translation locale de ce nœud."
#: doc/classes/Spatial.xml
msgid ""
@@ -55854,6 +69351,7 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Spatial nodes receives this notification when their visibility changes."
msgstr ""
+"Les nœuds spatiaux reçoivent cette notification quand leur visibilité change."
#: doc/classes/Spatial.xml
msgid ""
@@ -55881,6 +69379,8 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
msgstr ""
+"Retourne [code]true[/code] si la fonctionnalité [enum Feature] spécifiée est "
+"active."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -55891,7 +69391,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Returns the [Texture] associated with the specified [enum TextureParam]."
-msgstr ""
+msgstr "Retourne la [Texture] associée avec le [enum TextureParam] spécifié."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -55926,6 +69426,8 @@ msgid ""
"Texture to multiply by [member albedo_color]. Used for basic texturing of "
"objects."
msgstr ""
+"La texture à multiplier par la couleur [member albedo_color]. Utilisé pour "
+"l'habillage basique des objets."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -55982,6 +69484,8 @@ msgid ""
"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
"[member ao_texture]."
msgstr ""
+"Si [code]true[/code], utilise les coordonnées [code]UV2[/code] pour la "
+"projection de [member ao_texture]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56159,7 +69663,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's color. See [member emission_enabled]."
-msgstr ""
+msgstr "La couleur de la lumière émise. Voir [member emission_enabled]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56171,11 +69675,12 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's strength. See [member emission_enabled]."
-msgstr ""
+msgstr "L'intensité de la lumière émise. Voir [member emission_enabled]."
#: doc/classes/SpatialMaterial.xml
msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
msgstr ""
+"Utiliser [code]UV2[/code] pour lire depuis la [member emission_texture]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56186,6 +69691,8 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture that specifies how much surface emits light at a given point."
msgstr ""
+"La texture qui spécifie quelle quantité de lumière sera émise par la surface "
+"à un point donné."
#: doc/classes/SpatialMaterial.xml
#, fuzzy
@@ -56197,10 +69704,14 @@ msgstr ""
"linéaire."
#: doc/classes/SpatialMaterial.xml
-msgid "If [code]true[/code], the object receives no ambient light."
+msgid "Enables signed distance field rendering shader."
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the object receives no ambient light."
+msgstr "Si [code]trye[/code], l'objet ne reçoit aucune lumière ambiante."
+
+#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the object receives no shadow that would otherwise be "
"cast onto it."
@@ -56223,20 +69734,13 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "If [code]true[/code], the object is unaffected by lighting."
-msgstr "Si [code]true[/code], le GraphNode est sélectionné."
+msgstr "Si [code]true[/code], l'objet n'est pas affecté par les lumières."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56256,7 +69760,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -56329,10 +69847,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -56381,7 +69895,7 @@ msgstr "Si [code]true[/code], active le drapeau spécifié."
#: doc/classes/SpatialMaterial.xml
msgid "Grows object vertices in the direction of their normals."
-msgstr ""
+msgstr "Agrandit les sommets des objets dans la direction de leurs normales."
#: doc/classes/SpatialMaterial.xml
msgid "Currently unimplemented in Godot."
@@ -56452,6 +69966,8 @@ msgid ""
"Texture that controls the strength of the refraction per-pixel. Multiplied "
"by [member refraction_scale]."
msgstr ""
+"La texture qui contrôle l'intensité de la réfraction par pixel. Elle est "
+"multipliée par [member refraction_scale]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56499,6 +70015,8 @@ msgid ""
"Texture used to control the roughness per-pixel. Multiplied by [member "
"roughness]."
msgstr ""
+"La texture utilisée pour contrôler la rugosité par pixel. Multipliée par "
+"[membre roughness]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56508,7 +70026,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The strength of the subsurface scattering effect."
-msgstr ""
+msgstr "L'intensité de l'effet de transluminance."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56523,9 +70041,8 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "If [code]true[/code], the transmission effect is enabled."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr "Si [code]true[/code], l'effet de transmission est actif."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56609,10 +70126,14 @@ msgstr ""
msgid ""
"If [code]true[/code], the model's vertex colors are processed as sRGB mode."
msgstr ""
+"Si [code]true[/code], les couleurs de sommets du modèle seront gérées en "
+"mode sRGB."
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the vertex color is used as albedo color."
msgstr ""
+"Si [code]true[/code], la couleur du sommet est utilisé pour la couleur de "
+"l'albedo."
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel color."
@@ -56635,12 +70156,10 @@ msgid "Texture specifying per-pixel normal vector."
msgstr "La texture spécifiant le vecteur de normale par pixel."
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "Texture specifying per-pixel rim value."
msgstr "La texture spécifiant la valeur du bord par pixel."
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "Texture specifying per-pixel clearcoat value."
msgstr "La texture spécifiant la valeur du vernis par pixel."
@@ -56752,19 +70271,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The color of the object is added to the background."
-msgstr ""
+msgstr "La couleur de l'objet est ajoutée à l'arrière-plan."
#: doc/classes/SpatialMaterial.xml
msgid "The color of the object is subtracted from the background."
-msgstr ""
+msgstr "La couleur de l'objet est soustraite à l'arrière-plan."
#: doc/classes/SpatialMaterial.xml
msgid "The color of the object is multiplied by the background."
-msgstr ""
+msgstr "La couleur de l'objet est multipliée par l'arrière-plan."
#: doc/classes/SpatialMaterial.xml
msgid "Default depth draw mode. Depth is drawn only for opaque objects."
msgstr ""
+"Le mode par défaut pour la profondeur. La profondeur n'est dessinée que pour "
+"les objets opaques."
#: doc/classes/SpatialMaterial.xml
msgid "Depth draw is calculated for both opaque and transparent objects."
@@ -56783,15 +70304,16 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Default cull mode. The back of the object is culled when not visible."
msgstr ""
+"Le mode de cull par défaut. Le cull définit quand l'arrière d'un objet n'est "
+"pas visible."
#: doc/classes/SpatialMaterial.xml
msgid "The front of the object is culled when not visible."
msgstr ""
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "No culling is performed."
-msgstr "Aucun abattage n’est effectué."
+msgstr "Aucun culling n’est effectué."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56808,14 +70330,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
+"Définit [code]ALBEDO[/code] par la couleur définie pour chaque sommet du "
+"maillage."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56847,27 +70365,38 @@ msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV[/code]."
msgstr ""
+"Utiliser la projection triplanaire pour les textures qui normalement "
+"utilisent [code]UV[/code]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV2[/code]."
msgstr ""
+"Utiliser la projection triplanaire pour les textures qui normalement "
+"utilisent [code]UV2[/code]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
msgstr ""
+"Utiliser les coordonnées [code]UV2[/code] pour la projection de la [member "
+"ao_texture]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member "
"emission_texture]."
msgstr ""
+"Utiliser les coordonnées [code]UV2[/code] pour la projection de la [member "
+"emission_texture]."
#: doc/classes/SpatialMaterial.xml
+#, fuzzy
msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]."
msgstr ""
+"Utilise un ciseau pour l'alpha. Définit par [member "
+"params_use_alpha_scissor]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56878,6 +70407,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Forces the shader to convert albedo from sRGB space to linear space."
msgstr ""
+"Force le shader à convertir l'albedo de l'espace sRGB à celui linéaire."
#: doc/classes/SpatialMaterial.xml
msgid "Disables receiving shadows from other objects."
@@ -56890,6 +70420,8 @@ msgstr "Désactive la réception de la lumière ambiante."
#: doc/classes/SpatialMaterial.xml
msgid "Ensures that normals appear correct, even with non-uniform scaling."
msgstr ""
+"S'assure que les normales apparaissent correctement, même pour les "
+"proportions non uniformes."
#: doc/classes/SpatialMaterial.xml
msgid "Enables the shadow to opacity feature."
@@ -56915,6 +70447,8 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
msgstr ""
+"Utilise une transition abrupte pour les lumières, la rugosité permet "
+"d'ajuster cette transition."
#: doc/classes/SpatialMaterial.xml
msgid "Default specular blob."
@@ -56926,7 +70460,7 @@ msgstr "Ancien algorithme pour l'effet spéculaire, inclus pour compatibilité."
#: doc/classes/SpatialMaterial.xml
msgid "Toon blob which changes size based on roughness."
-msgstr ""
+msgstr "Le reflet en mode cartoon change de taille suivant la rugosité."
#: doc/classes/SpatialMaterial.xml
msgid "No specular blob."
@@ -56939,11 +70473,11 @@ msgstr "Le mode d'affichage est désactivé."
#: doc/classes/SpatialMaterial.xml
msgid "The object's Z axis will always face the camera."
-msgstr ""
+msgstr "L'axe Z de l'objet fera toujours face à la caméra."
#: doc/classes/SpatialMaterial.xml
msgid "The object's X axis will always face the camera."
-msgstr ""
+msgstr "L'axe X de l'objet fera toujours face à la caméra."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -56955,27 +70489,27 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the red channel of a texture."
-msgstr ""
+msgstr "Utilisé pour lire la texture depuis le canal du rouge."
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the green channel of a texture."
-msgstr ""
+msgstr "Utilisé pour lire la texture depuis le canal du vert."
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the blue channel of a texture."
-msgstr ""
+msgstr "Utilisé pour lire la texture depuis le canal du bleu."
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the alpha channel of a texture."
-msgstr ""
+msgstr "Utilisé pour lire la texture depuis le canal de l'alpha."
#: doc/classes/SpatialMaterial.xml
msgid "Adds the emission color to the color from the emission texture."
-msgstr ""
+msgstr "Ajouter la couleur d'émission à la texture d'émission."
#: doc/classes/SpatialMaterial.xml
msgid "Multiplies the emission color by the color from the emission texture."
-msgstr ""
+msgstr "Multiplie la couleur d'émission par la texture d'émission."
#: doc/classes/SpatialMaterial.xml
msgid "Do not use distance fade."
@@ -57039,15 +70573,15 @@ msgstr ""
#: doc/classes/SphereMesh.xml
msgid "Number of radial segments on the sphere."
-msgstr ""
+msgstr "Le nombre de latitudes de la sphère."
#: doc/classes/SphereMesh.xml
msgid "Radius of sphere."
-msgstr "Rayon de la sphère."
+msgstr "Le rayon de la sphère."
#: doc/classes/SphereMesh.xml
msgid "Number of segments along the height of the sphere."
-msgstr ""
+msgstr "Le nombre de longitudes de la sphère."
#: doc/classes/SphereShape.xml
msgid "Sphere shape for 3D collisions."
@@ -57062,6 +70596,7 @@ msgstr ""
#: doc/classes/SphereShape.xml
msgid "The sphere's radius. The shape's diameter is double the radius."
msgstr ""
+"Le rayon de la sphère. Le diamètre de la sphère est le double du rayon."
#: doc/classes/SpinBox.xml
msgid "Numerical input text field."
@@ -57083,12 +70618,34 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
+"SpinBox est un champs de texte pour les valeurs numériques. Il permet "
+"d'entrer des valeurs entières ou à virgule.\n"
+"[b]Exemple :[/b]\n"
+"[codeblock]\n"
+"var spin_box = SpinBox.new()\n"
+"add_child(spin_box)\n"
+"var line_edit = spin_box.get_line_edit()\n"
+"line_edit.context_menu_enabled = false\n"
+"spin_box.align = LineEdit.ALIGN_RIGHT\n"
+"[/codeblock]\n"
+"Le code ci-dessus créera un [SpinBox], désactivant son menu contextuel "
+"désactivé et alignant le text sur la droite.\n"
+"Voir la classe [Range] pour plus d'options pour les [SpinBox].\n"
+"[b]Note :[/b] [SpinBox] utilise en interne un nœud [LineEdit]. Pour changer "
+"le thème de l'arrière-plan d'un [SpinBox], ajoutez un élément de thème à "
+"personnaliser pour les [LineEdit].\n"
+"[b]Note :[/b] Si vous souhaitez implémenter le déposé-glissé sur le "
+"[LineEdit] utilisé, vous pouvez utiliser [method Control."
+"set_drag_forwarding] sur le nœud retourné par [method get_line_edit]."
#: doc/classes/SpinBox.xml
msgid "Applies the current value of this [SpinBox]."
-msgstr ""
+msgstr "Appliquer la valeur actuelle à cette [SpinBox]."
#: doc/classes/SpinBox.xml
msgid ""
@@ -57098,10 +70655,15 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne l'instance [LineEdit] utilisé pour ce [SpinBox]. Vous pouvez "
+"l'utiliser pour accéder au propriétés et méthodes de ce [LineEdit].\n"
+"[b]Avertissement :[/b] Cette instance est nécessaire en interne, la retirer "
+"ou la libérer peut provoquer un crash. Si vous voulez la masquer elle ou ses "
+"enfants, préférez leur propriété [member CanvasItem.visible]."
#: doc/classes/SpinBox.xml
msgid "Sets the text alignment of the [SpinBox]."
-msgstr ""
+msgstr "Définit l'alignement du texte de cette [SpinBox]."
#: doc/classes/SpinBox.xml
msgid ""
@@ -57130,6 +70692,8 @@ msgstr ""
#: doc/classes/SpinBox.xml
msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]."
msgstr ""
+"Définir une [Texture] personnalisée pour les flèches haut et bas de ce "
+"[SpinBox]."
#: doc/classes/SplitContainer.xml
msgid "Container for splitting and adjusting."
@@ -57173,7 +70737,7 @@ msgstr "Émis lorsque le dragueur est glissé par l'utilisateur."
#: doc/classes/SplitContainer.xml
msgid "The split dragger is visible when the cursor hovers it."
-msgstr ""
+msgstr "Le dragueur fractionné est visible quand le curseur le survole."
#: doc/classes/SplitContainer.xml
#, fuzzy
@@ -57186,7 +70750,7 @@ msgstr ""
#: doc/classes/SpotLight.xml
msgid "A spotlight, such as a reflector spotlight or a lantern."
-msgstr ""
+msgstr "Un projecteur, comme un projecteur de spectacle ou un lanterne."
#: doc/classes/SpotLight.xml
msgid ""
@@ -57208,13 +70772,12 @@ msgid "The spotlight's angle in degrees."
msgstr "L’angle du projecteur en degrés."
#: doc/classes/SpotLight.xml
-#, fuzzy
msgid "The spotlight's angular attenuation curve."
msgstr "La courbe d’atténuation angulaire du projecteur."
#: doc/classes/SpotLight.xml
msgid "The spotlight's light energy attenuation curve."
-msgstr ""
+msgstr "La courbe d’atténuation de l'énergie de la lumière du projecteur."
#: doc/classes/SpotLight.xml
msgid ""
@@ -57227,6 +70790,7 @@ msgstr ""
#: doc/classes/SpringArm.xml
msgid "A helper node, mostly used in 3rd person cameras."
msgstr ""
+"Un nœud d'aide, surtout utilisé pour les caméras à la troisième personne."
#: doc/classes/SpringArm.xml
msgid ""
@@ -57251,6 +70815,8 @@ msgstr ""
msgid ""
"Clears the list of [PhysicsBody] objects excluded from the collision check."
msgstr ""
+"Efface la liste des objets [PhysicsBody] exclus des vérifications de "
+"collision."
#: doc/classes/SpringArm.xml
#, fuzzy
@@ -57365,16 +70931,20 @@ msgid ""
"If [code]true[/code], texture is cut from a larger atlas texture. See "
"[member region_rect]."
msgstr ""
+"Si [code]true[/code], la texture est une partie d'une plus grande texture "
+"atlas. Voir [member region_rect]."
#: doc/classes/Sprite.xml
msgid "If [code]true[/code], the outermost pixels get blurred out."
-msgstr ""
+msgstr "Si [code]true[/code], les pixels les plus à l'extérieur sont floutés."
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid ""
"The region of the atlas texture to display. [member region_enabled] must be "
"[code]true[/code]."
msgstr ""
+"La région de la texture atlas à afficher. [member region_enabled] doit être "
+"[code]true[/code]."
#: doc/classes/Sprite.xml
msgid "[Texture] object to draw."
@@ -57386,11 +70956,11 @@ msgstr "Le nombre de lignes dans la feuille de sprites."
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid "Emitted when the [member frame] changes."
-msgstr ""
+msgstr "Émis quand une [member frame] changes."
#: doc/classes/Sprite.xml
msgid "Emitted when the [member texture] changes."
-msgstr ""
+msgstr "Émis quand une [member texture] change."
#: doc/classes/Sprite3D.xml
msgid "2D sprite node in a 3D world."
@@ -57408,6 +70978,8 @@ msgid ""
"If [code]true[/code], texture will be cut from a larger atlas texture. See "
"[member region_rect]."
msgstr ""
+"Si [code]true[/code], la texture sera récupéré d'une plus grande texture "
+"atlas. Voir [member region_rect]."
#: doc/classes/Sprite3D.xml
msgid ""
@@ -57430,11 +71002,11 @@ msgstr "Retourne le rectangle représentant ce sprite."
#: doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], the specified flag will be enabled."
-msgstr ""
+msgstr "Si [code]true[/code], le drapeau spécifié sera actif."
#: doc/classes/SpriteBase3D.xml
msgid "The direction in which the front of the texture faces."
-msgstr ""
+msgstr "La direction que pointe la face avant de cette texture."
#: doc/classes/SpriteBase3D.xml
msgid ""
@@ -57451,7 +71023,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -57465,13 +71037,35 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "The size of one pixel's width on the sprite to scale it in 3D."
+msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D."
+
+#: doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
msgstr ""
+"Définit la priorité de rendu pour le texte. Des objets plus prioritaires "
+"seront affichés par-dessus des objets moins inférieurs.\n"
+"[b]Note: [/b] Cela ne s'applique que si [member alpha_cut] est défini à "
+"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
+"n'affectera pas la façon dont les objets transparents sont triés par rapport "
+"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
+"alors que les objets transparents sont triés de l'arrière à l'avant (et "
+"suivant leur priorité)."
#: doc/classes/SpriteBase3D.xml
#, fuzzy
@@ -57503,13 +71097,13 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
-#, fuzzy
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
-msgstr "Bibliothèque de cadres Sprite pour AnimatedSprite2D."
+msgstr "La bibliothèque de sprites pour AnimatedSprite et AnimatedSprite3D."
#: doc/classes/SpriteFrames.xml
msgid ""
@@ -57523,19 +71117,19 @@ msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Adds a new animation to the library."
-msgstr ""
+msgstr "Ajoute une nouvelle animation à la bibliothèque."
#: doc/classes/SpriteFrames.xml
msgid "Adds a frame to the given animation."
-msgstr ""
+msgstr "Ajoute une trame à l'animation donnée."
#: doc/classes/SpriteFrames.xml
msgid "Removes all frames from the given animation."
-msgstr ""
+msgstr "Retire toutes les trames de l'animation donnée."
#: doc/classes/SpriteFrames.xml
msgid "Removes all animations. A \"default\" animation will be created."
-msgstr ""
+msgstr "Retire toutes les animations. Une animation \"défaut\" sera créée."
#: doc/classes/SpriteFrames.xml
#, fuzzy
@@ -57551,10 +71145,12 @@ msgid ""
"Returns an array containing the names associated to each animation. Values "
"are placed in alphabetical order."
msgstr ""
+"Retourne un tableau contenant les noms associés à chaque animation. Ces "
+"valeurs sont triées dans l'ordre alphabétique."
#: doc/classes/SpriteFrames.xml
msgid "The animation's speed in frames per second."
-msgstr ""
+msgstr "Le vitesse de l'animation en trames par seconde."
#: doc/classes/SpriteFrames.xml
msgid "Returns the animation's selected frame."
@@ -57562,11 +71158,11 @@ msgstr "Retourne l'image sélectionnée de l'animation."
#: doc/classes/SpriteFrames.xml
msgid "Returns the number of frames in the animation."
-msgstr ""
+msgstr "Retourne le nombre de trames de l'animation."
#: doc/classes/SpriteFrames.xml
msgid "If [code]true[/code], the named animation exists."
-msgstr ""
+msgstr "Si [code]true[/code], l'animation nommée existe."
#: doc/classes/SpriteFrames.xml
msgid "Removes the given animation."
@@ -57578,19 +71174,21 @@ msgstr "Supprime l'image sélectionnée de l'animation."
#: doc/classes/SpriteFrames.xml
msgid "Changes the animation's name to [code]newname[/code]."
-msgstr ""
+msgstr "Change le nom de l'animation par [code]newname[/code]."
#: doc/classes/SpriteFrames.xml
msgid "If [code]true[/code], the animation will loop."
-msgstr ""
+msgstr "Si [code]true[/code], l'animation bouclera."
#: doc/classes/SpriteFrames.xml
msgid "Sets the texture of the given frame."
-msgstr ""
+msgstr "Définit la texture de la trame spécifiée."
#: doc/classes/SpriteFrames.xml
msgid "Compatibility property, always equals to an empty array."
msgstr ""
+"Une propriété pour maintenir la compatibilité, mais toujours égal à un "
+"tableau vide."
#: doc/classes/StaticBody.xml
msgid "Static body for 3D physics."
@@ -57605,6 +71203,13 @@ msgid ""
"static body, so even if it doesn't move, it affects other bodies as if it "
"was moving (this is useful for simulating conveyor belts or conveyor wheels)."
msgstr ""
+"Un corps statique pour la physique 3D. Un corps statique est un simple corps "
+"qui n'est pas prévu pour être déplacé. Contrairement au [RigidBody], ils ne "
+"consomment aucune ressource du CPU tant qu'ils ne sont pas déplacés.\n"
+"De plus, une vitesse linéaire ou angulaire constante peut être définie pour "
+"ce corps statique, de sorte que même s'il ne bouge pas, il affecte d'autres "
+"corps comme s'il se déplaçait (c'est utile pour simuler les tapis ou des "
+"roues roulants)."
#: doc/classes/StaticBody.xml
msgid ""
@@ -57624,6 +71229,9 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
+"Le frottement du corps, de 0 (sans frottement) à 1 (frottement complet).\n"
+"Obsolète, utilisez plutôt [membre PhysicsMaterial.friction] via [membre "
+"physique_material_override]."
#: doc/classes/StaticBody2D.xml
msgid "Static body for 2D physics."
@@ -57638,6 +71246,12 @@ msgid ""
"static body, which will affect colliding bodies as if it were moving (for "
"example, a conveyor belt)."
msgstr ""
+"Un corps statique pour la physique 2D. Un StaticBody2D est un corps qui "
+"n'est pas prévu pour être déplacé. C'est idéal pour implémenter des objets "
+"dans un environnement, quand des murs ou des plateformes.\n"
+"De plus, une vitesse linéaire ou angulaire constante peut être définie pour "
+"ce corps statique, de sorte que même s'il ne bouge pas, il affecte d'autres "
+"corps comme s'il se déplaçait (par exemple pour simuler des tapis roulants)."
#: doc/classes/StaticBody2D.xml
msgid ""
@@ -57661,7 +71275,7 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Abstraction and base class for stream-based protocols."
-msgstr ""
+msgstr "Classe abstraite pour la base des protocoles de flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -57672,23 +71286,23 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 16-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 16 bits signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 32-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 32 bits signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 64-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 64 bits signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets a signed byte from the stream."
-msgstr ""
+msgstr "Récupérer un octet signé depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Returns the amount of bytes this [StreamPeer] has available."
-msgstr ""
+msgstr "Retourne le nombre d'octets que ce [StreamPeer] a de disponible."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -57701,11 +71315,11 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a double-precision float from the stream."
-msgstr ""
+msgstr "Récupérer un flottant à double-précision depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets a single-precision float from the stream."
-msgstr ""
+msgstr "Récupérer un flottant à simple précision depuis le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -57725,19 +71339,19 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 16-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 16 bits non signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 32-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 32 bits non signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 64-bit value from the stream."
-msgstr ""
+msgstr "Obtenir une valeur 64 bits non signée depuis le flux."
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned byte from the stream."
-msgstr ""
+msgstr "Récupérer un octet non signé depuis le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -57770,7 +71384,7 @@ msgstr "Ajoute une valeur de 64 bits dans le flux."
#: doc/classes/StreamPeer.xml
msgid "Puts a signed byte into the stream."
-msgstr ""
+msgstr "Ajoute un octet signé dans le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -57781,11 +71395,11 @@ msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts a double-precision float into the stream."
-msgstr ""
+msgstr "Ajouter un flottant double précision dans le flux."
#: doc/classes/StreamPeer.xml
msgid "Puts a single-precision float into the stream."
-msgstr ""
+msgstr "Ajouter un flottant single précision dans le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -57820,7 +71434,7 @@ msgstr "Ajoute une valeur de 64 bits non signée dans le flux."
#: doc/classes/StreamPeer.xml
msgid "Puts an unsigned byte into the stream."
-msgstr ""
+msgstr "Ajouter un octet non signé dans le flux."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -57862,7 +71476,7 @@ msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid "Clears the [member data_array] and resets the cursor."
-msgstr ""
+msgstr "Efface le [member data_array] et rétablit le curseur."
#: doc/classes/StreamPeerBuffer.xml
msgid ""
@@ -57870,18 +71484,17 @@ msgid ""
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
-#, fuzzy
msgid "Returns the current cursor position."
-msgstr "Retourne la position de défilement actuelle."
+msgstr "Retourne la position actuelle du curseur."
#: doc/classes/StreamPeerBuffer.xml
-#, fuzzy
msgid "Returns the size of [member data_array]."
-msgstr "Renvoie le sinus du paramètre."
+msgstr "Retourne la taille de [member data_array]."
#: doc/classes/StreamPeerBuffer.xml
msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
msgstr ""
+"Redimensionne [member data_array]. Cela [i]ne met pas[/i] à jour le curseur."
#: doc/classes/StreamPeerBuffer.xml
msgid ""
@@ -57933,19 +71546,19 @@ msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is disconnected."
-msgstr ""
+msgstr "Le status représentant un [StreamPeerSSL] qui est déconnecté."
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] during handshaking."
-msgstr ""
+msgstr "Le status représentant un [StreamPeerSSL] durant la poignée de main."
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is connected to a host."
-msgstr ""
+msgstr "Un status représentant un [StreamPeerSSL] qui est connecté à l'hôte."
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] in error state."
-msgstr ""
+msgstr "Un status représentant un état d'erreur du [StreamPeerSSL]."
#: doc/classes/StreamPeerSSL.xml
msgid ""
@@ -57972,24 +71585,23 @@ msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the IP of this peer."
-msgstr ""
+msgstr "Retourne l'adresse IP de ce pair."
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the port of this peer."
-msgstr ""
+msgstr "Retourne le port de ce pair."
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the status of the connection, see [enum Status]."
-msgstr ""
+msgstr "Retourne le status de la connexion, voir [enum Status]."
#: doc/classes/StreamPeerTCP.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this peer is currently connected or is "
"connecting to a host, [code]false[/code] otherwise."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment "
-"zéro."
+"Renvoie [code]true[/code] si le pair est actuellement connecté ou se "
+"connecte à un hôte, ou [code]false[/code] sinon."
#: doc/classes/StreamPeerTCP.xml
msgid ""
@@ -58007,18 +71619,20 @@ msgid ""
"The initial status of the [StreamPeerTCP]. This is also the status after "
"disconnecting."
msgstr ""
+"Le status initial du [StreamPeerTCP]. C'est aussi le status après la "
+"déconnexion."
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
-msgstr ""
+msgstr "Un status représentant un [StreamPeerTCP] qui se connecte un à hôte."
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] that is connected to a host."
-msgstr ""
+msgstr "Un status représentant un [StreamPeerTCP] qui est connecté un à hôte."
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] in error state."
-msgstr ""
+msgstr "Un status représentant un état d'erreur du [StreamPeerTCP]."
#: doc/classes/StreamTexture.xml
msgid "A [code].stex[/code] texture."
@@ -58026,19 +71640,19 @@ msgstr "Une texture [code].stex [/code]."
#: doc/classes/StreamTexture.xml
msgid "A texture that is loaded from a [code].stex[/code] file."
-msgstr ""
+msgstr "Une texture qui est chargée depuis un fichier [code].stex[/code]."
#: doc/classes/StreamTexture.xml
msgid "Loads the texture from the given path."
-msgstr ""
+msgstr "Charge la texture à l'emplacement spécifié."
#: doc/classes/StreamTexture.xml
msgid "The StreamTexture's file path to a [code].stex[/code] file."
-msgstr ""
+msgstr "Le chemin du fichier StreamTexture en [code].stex[/code]."
#: doc/classes/String.xml
msgid "Built-in string class."
-msgstr "Classe de chaîne de caractères intégrée."
+msgstr "Classe intégrée de chaîne de caractères."
#: doc/classes/String.xml
msgid ""
@@ -58050,20 +71664,15 @@ msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [bool]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [bool] (booléen) "
-"donné."
+msgstr "Construit une nouvelle chaîne de caractères à partir du [bool] donné."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [int]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [int] (entier) donné."
+msgstr "Construit une nouvelle chaîne de caractères à partir du [int] donné."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [float]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [float] (flottant) "
-"donné."
+msgstr "Construit une nouvelle chaîne de caractères à partir du [float] donné."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Vector2]."
@@ -58082,7 +71691,8 @@ msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Transform2D]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [Transform2D] donné."
+"Construit une nouvelle chaîne de caractères à partir de la [Transform2D] "
+"donnée."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Plane]."
@@ -58098,7 +71708,8 @@ msgstr "Construit une nouvelle chaîne de caractères à partir du [AABB] donné
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Basis]."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Basis] donné."
+msgstr ""
+"Construit une nouvelle chaîne de caractères à partir de la [Basis] donnée."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Transform]."
@@ -58109,14 +71720,12 @@ msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Color]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir de la [Color] (couleur) "
-"donnée."
+"Construit une nouvelle chaîne de caractères à partir de la [Color] donnée."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [NodePath]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [NodePath] (chemin "
-"du nœud) donné."
+"Construit une nouvelle chaîne de caractères à partir du [NodePath] donné."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [RID]."
@@ -58125,56 +71734,51 @@ msgstr "Construit une nouvelle chaîne de caractères à partir du [RID] donné.
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Dictionary]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [Dictionary]"
-"(dictionaire) donné."
+"Construit une nouvelle chaîne de caractères à partir du [Dictionary] donné."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Array]."
msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolByteArray]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedByteArray] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolByteArray] "
"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolIntArray]."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné."
+msgstr ""
+"Construit une nouvelle chaîne de caractères à partir du [PoolIntArray] donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolRealArray]."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné."
+msgstr ""
+"Construit une nouvelle chaîne de caractères à partir du [PoolRealArray] "
+"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolStringArray]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedStringArray] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolStringArray] "
"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolVector2Array]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedVector2Array] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolVector2Array] "
"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolVector3Array]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedVector3Array] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolVector3Array] "
"donné."
#: doc/classes/String.xml
-#, fuzzy
msgid "Constructs a new String from the given [PoolColorArray]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [PackedColorArray] "
+"Construit une nouvelle chaîne de caractères à partir du [PoolColorArray] "
"donné."
#: doc/classes/String.xml
@@ -58184,19 +71788,26 @@ msgstr ""
"chaîne de caractères donnée."
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
-"Retourne les bigrammes (paires de lettres consécutives) de cette chaîne de "
-"caractères."
+"Retourne un tableau contenant les « bigrams » (paires de lettres "
+"consécutives) de cette chaîne de caractères.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Affiche \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Returns a copy of the string with special characters escaped using the C "
"language standard."
msgstr ""
-"Renvoie une copie de la chaîne de caractères avec des caractères spéciaux "
-"échappés en utilisant le standard du langage C."
+"Renvoie une copie de la chaîne de caractères avec les caractères spéciaux "
+"échappés suivant le standard du langage C."
#: doc/classes/String.xml
msgid ""
@@ -58255,13 +71866,13 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Returns a copy of the string with indentation (leading tabs and spaces) "
"removed. See also [method indent] to add indentation."
msgstr ""
-"Retourne une copie de la chaîne de caractères avec indentation (tabulations "
-"et espaces antéposés)."
+"Retourne une copie de la chaîne de caractères avec l'indentation (les "
+"tabulations et les espaces) retirée. Voir aussi [method indent] pour ajouter "
+"une indentation."
#: doc/classes/String.xml
msgid ""
@@ -58332,20 +71943,46 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
-"Formate la chaîne de caractères en remplaçant toutes les occurences de "
-"[code]placeholder[/code] par [code]values[/code]."
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
msgstr ""
+"Si le chaine de caractères est un chemin valide, retourne le nom du dossier "
+"à la base."
#: doc/classes/String.xml
msgid ""
"If the string is a valid file path, returns the full file path without the "
"extension."
msgstr ""
+"Si la chaine de caractères est un chemin de fichier valide, ça retourne le "
+"chemin complet du fichier sans son extension."
#: doc/classes/String.xml
msgid ""
@@ -58363,6 +72000,19 @@ msgid ""
"print(\"\".get_extension()) # \"\" (empty string)\n"
"[/codeblock]"
msgstr ""
+"Retourne l'extension sans le point ([code].[/code]) final si le chaine de "
+"caractères est un nom ou un chemin de fichier valide. Si la chaine ne "
+"contient pas d'extension, une chaine vide est retournée.\n"
+"[codeblock]\n"
+"print(\"/chemin/vers/fichier.txt\".get_extension()) # \"txt\"\n"
+"print(\"fichier.txt\".get_extension()) # \"txt\"\n"
+"print(\"fichier.test.txt\".get_extension()) # \"txt\"\n"
+"print(\".txt\".get_extension()) # \"txt\"\n"
+"print(\"fichier.txt.\".get_extension()) # \"\" (chaine vide)\n"
+"print(\"fichier.txt..\".get_extension()) # \"\" (chaine vide)\n"
+"print(\"txt\".get_extension()) # \"\" (chaine vide)\n"
+"print(\"\".get_extension()) # \"\" (chaine vide)\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the filename."
@@ -58417,6 +72067,12 @@ msgid ""
"http_escape())\n"
"[/codeblock]"
msgstr ""
+"Échappe (code) une chaine de caractères dans un format compatible avec les "
+"URL. Est aussi référé au 'codage de URL' ('URL encode').\n"
+"[codeblock]\n"
+"print(\"https://example.org/?escaped=\" + \"Le Moteur Godot:'docs'\"."
+"http_escape())\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -58456,6 +72112,8 @@ msgid ""
"Returns a copy of the string with the substring [code]what[/code] inserted "
"at the given position."
msgstr ""
+"Retourne une copie de la chaîne de caractères avec la sous-chaîne "
+"[code]what[/code] inséré à la position spécifiée."
#: doc/classes/String.xml
msgid ""
@@ -58480,6 +72138,8 @@ msgid ""
"Returns [code]true[/code] if this string is a subsequence of the given "
"string, without considering case."
msgstr ""
+"Retourne [code]true[/code] si une chaîne de caractères est une sous-séquence "
+"de la chaîne donnée, en ignorant les différences de casse."
#: doc/classes/String.xml
msgid ""
@@ -58489,7 +72149,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -58512,11 +72180,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -58542,14 +72223,16 @@ msgid ""
"Returns a copy of the string with special characters escaped using the JSON "
"standard."
msgstr ""
+"Retourne une copie de cette chaine de caractères avec les caractères "
+"spéciaux échappés selon le standard JSON."
#: doc/classes/String.xml
msgid "Returns a number of characters from the left of the string."
-msgstr ""
+msgstr "Retourne le nombre de caractères à gauche de la chaine de caractères."
#: doc/classes/String.xml
msgid "Returns the string's amount of characters."
-msgstr ""
+msgstr "Retourne le nombre de caractères de cette chaine de caractères."
#: doc/classes/String.xml
msgid ""
@@ -58565,14 +72248,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -58581,7 +72266,7 @@ msgstr ""
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as a string."
-msgstr ""
+msgstr "Retourne le hachage MD5, sous forme de chaine de caractères."
#: doc/classes/String.xml
msgid ""
@@ -58630,23 +72315,29 @@ msgstr ""
#: doc/classes/String.xml
msgid "Returns the character code at position [code]at[/code]."
-msgstr ""
+msgstr "Retourne le code du caractère à la position [code]at[/code]."
#: doc/classes/String.xml
msgid ""
"Formats a number to have an exact number of [code]digits[/code] after the "
"decimal point."
msgstr ""
+"Formate un nombre pour avoir exactement le nombre [code]digits[/code] de "
+"chiffres après la virgule."
#: doc/classes/String.xml
msgid ""
"Formats a number to have an exact number of [code]digits[/code] before the "
"decimal point."
msgstr ""
+"Formate un nombre pour avoir exactement le nombre [code]digits[/code] de "
+"chiffres avant la virgule."
#: doc/classes/String.xml
msgid "Decode a percent-encoded string. See [method percent_encode]."
msgstr ""
+"Décode une chaine de caractères codée avec des pourcent. Voir [method "
+"percent_encode]."
#: doc/classes/String.xml
msgid ""
@@ -58666,34 +72357,48 @@ msgid ""
"Returns original string repeated a number of times. The number of "
"repetitions is given by the argument."
msgstr ""
+"Retourne la chaine d'origine répétée un certain nombre de fois. Ce nombre de "
+"répétitions est donné en argument."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Replaces occurrences of a case-sensitive substring with the given one inside "
"the string."
msgstr ""
+"Remplacer les occurrences d'une sous-chaine sensible à la casse avec l'autre "
+"donnée."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Replaces occurrences of a case-insensitive substring with the given one "
"inside the string."
msgstr ""
+"Remplacer les occurrences d'une sous-chaine insensible à la casse avec "
+"l'autre donnée."
#: doc/classes/String.xml
msgid ""
"Performs a case-sensitive search for a substring, but starts from the end of "
"the string instead of the beginning."
msgstr ""
+"Lance la recherche d'une sous-chaine sensible à la casse, en commençant "
+"depuis la fin de la chaine plutôt que le début."
#: doc/classes/String.xml
msgid ""
"Performs a case-insensitive search for a substring, but starts from the end "
"of the string instead of the beginning."
msgstr ""
+"Lance la recherche d'une sous-chaine insensible à la casse, en commençant "
+"depuis la fin de la chaine plutôt que le début."
#: doc/classes/String.xml
msgid "Returns the right side of the string from a given position."
msgstr ""
+"Retourne toute la partie droite de la chaine de caractère après la position "
+"donnée."
#: doc/classes/String.xml
msgid ""
@@ -58709,10 +72414,26 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
+"Découpe une chaine de caractères par la chaine [code]delimiter[/code] et "
+"retourne un tableau avec ces sous-chaines, en partant de la droite.\n"
+"Les découpages retournés dans le tableau sont dans le même ordre que la "
+"chaine de caractères originale, de gauche à droite.\n"
+"Si [code]maxsplit[/code] est spécifié, il définit le nombre maximum de "
+"découpages à faire à partir de la droite jusqu'à [code]maxsplit[/code]. La "
+"valeur par défaut 0 signifie que tous les découpages seront faits, donnant "
+"donc le même résultat que [method split].\n"
+"Exemple :\n"
+"[codeblock]\n"
+"var some_string = \"Un,Deux,Trois,Quatre\"\n"
+"var some_array = some_string.rsplit(\",\", true, 1)\n"
+"print(some_array.size()) # Affiche 2\n"
+"print(some_array[0]) # Affiche \"Un,Deux,Trois\"\n"
+"print(some_array[1]) # Affiche \"Quatre\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -58727,24 +72448,50 @@ msgstr ""
#: doc/classes/String.xml
msgid "Returns the SHA-1 hash of the string as an array of bytes."
msgstr ""
+"Retourne le hachage SHA-1 de la chaine de caractères sous forme de tableau "
+"d'octets."
#: doc/classes/String.xml
msgid "Returns the SHA-1 hash of the string as a string."
msgstr ""
+"Retourne le hachage SHA-1 de la chaine de caractères sous forme de chaine de "
+"caractères."
#: doc/classes/String.xml
msgid "Returns the SHA-256 hash of the string as an array of bytes."
msgstr ""
+"Retourne le hachage SHA-256 de la chaine de caractères sous forme de tableau "
+"d'octets."
#: doc/classes/String.xml
msgid "Returns the SHA-256 hash of the string as a string."
msgstr ""
+"Retourne le hachage SHA-256 de la chaine de caractères sous forme de chaine "
+"de caractères."
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
+"Retourne l'indice de similarité ([url=https://fr.wikipedia.org/wiki/"
+"Indice_de_S%C3%B8rensen-Dice]Sorensen-Dice[/url]) de cette chaine de "
+"caractères par rapport à une autre. Un résultat de 1.0 signifie qu'elles "
+"sont identiques, alors que 0.0 qu'elles sont complètement différentes.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Affiche \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Affiche \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Affiche \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Affiche \"0.4\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "Returns a simplified canonical path."
@@ -58770,6 +72517,25 @@ msgid ""
"If you need to split strings with more complex rules, use the [RegEx] class "
"instead."
msgstr ""
+"Découpe une chaine de caractères par [code]delimiter[/code] et retourne un "
+"tableau avec tous les éléments contenu entre ce délimiteur. Le "
+"[code]delimiter[/code] peut être de n'importe quelle longueur.\n"
+"Si la valeur maximale [code]maxsplit[/code] est spécifiée, seuls les "
+"éléments à partir de la gauche jusqu'à [code]maxsplit[/code] éléments seront "
+"retournés. La valeur par défaut [code]0[/code] retournera tous les "
+"éléments.\n"
+"Si vous n'avez besoin que d'un seul élément dans le tableau, la méthode "
+"[method get_slice] est bien plus performante.\n"
+"Exemple :\n"
+"[codeblock]\n"
+"var some_string = \"Un,Deux,Trois,Quatre\"\n"
+"var some_array = some_string.split(\",\", true, 1)\n"
+"print(some_array.size()) # Affiche 2\n"
+"print(some_array[0]) # Affiche \"Un\"\n"
+"print(some_array[1]) # Affiche \"Deux,Trois,Quatre\"\n"
+"[/codeblock]\n"
+"Si vous souhaitez découper une chaine à partir de règles plus complexes, "
+"utilisez plutôt la classe [RegEx]."
#: doc/classes/String.xml
msgid ""
@@ -58803,18 +72569,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Converts the String (which is a character array) to [PoolByteArray] (which "
"is an array of bytes). The conversion is faster compared to [method "
"to_utf8], as this method assumes that all the characters in the String are "
"ASCII characters."
msgstr ""
-"Convertit la chaîne de caractères (qui est un array (tableau) de caractères) "
-"en un [PackedByteArray] (qui est un array de bytes). La conversion est un "
-"plus lente que [method to_ascii], mais est compatible avec tous les "
-"caractères UTF-8. Par conséquent, il est préférable d'utiliser cette "
-"fonction à la place [method to_ascii]."
+"Convertit la chaîne de caractères (qui est un tableau de caractères) en un "
+"[PoolByteArray] (un tableau de octets). La conversion est un plus rapide que "
+"[method to_utf8], car elle assume que tous les caractères de la String sont "
+"des caractères ASCII."
#: doc/classes/String.xml
msgid ""
@@ -58850,18 +72614,16 @@ msgid "Returns the string converted to uppercase."
msgstr "Retourne la chaîne de caractères convertie en majuscules."
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Converts the String (which is an array of characters) to [PoolByteArray] "
"(which is an array of bytes). The conversion is a bit slower than [method "
"to_ascii], but supports all UTF-8 characters. Therefore, you should prefer "
"this function over [method to_ascii]."
msgstr ""
-"Convertit la chaîne de caractères (qui est un array (tableau) de caractères) "
-"en un [PackedByteArray] (qui est un array de bytes). La conversion est un "
-"plus lente que [method to_ascii], mais est compatible avec tous les "
-"caractères UTF-8. Par conséquent, il est préférable d'utiliser cette "
-"fonction à la place [method to_ascii]."
+"Convertit la chaîne de caractères (qui est un tableau de caractères) en un "
+"[PoolByteArray] (un tableau d'octets). La conversion est un plus lente que "
+"[method to_ascii], mais supporte tous les caractères UTF-8. Par conséquent, "
+"il est préférable d'utiliser cette fonction à la place [method to_ascii]."
#: doc/classes/String.xml
msgid ""
@@ -58874,12 +72636,16 @@ msgid ""
"Removes a given string from the start if it starts with it or leaves the "
"string unchanged."
msgstr ""
+"Retire la chaine de caractères spécifiée au début si elle commence avec, ou "
+"laisse le chaine telle quelle."
#: doc/classes/String.xml
msgid ""
"Removes a given string from the end if it ends with it or leaves the string "
"unchanged."
msgstr ""
+"Retire la chaine de caractères spécifiée à la fin si elle se termine avec, "
+"ou laisse le chaine telle quelle."
#: doc/classes/String.xml
msgid ""
@@ -58926,14 +72692,16 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
-msgstr ""
+msgstr "Retourne la taille de cette [StyleBox] sans les marges."
#: doc/classes/StyleBox.xml
msgid ""
@@ -58943,7 +72711,7 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid "Returns the default value of the specified [enum Margin]."
-msgstr ""
+msgstr "Retourne la valeur de défaut de la [enum Margin] spécifiée."
#: doc/classes/StyleBox.xml
msgid ""
@@ -58965,7 +72733,6 @@ msgid ""
msgstr ""
#: doc/classes/StyleBox.xml
-#, fuzzy
msgid ""
"Sets the default value of the specified [enum Margin] to given [code]offset[/"
"code] in pixels."
@@ -59017,16 +72784,18 @@ msgstr ""
#: doc/classes/StyleBoxEmpty.xml
msgid "Empty stylebox (does not display anything)."
-msgstr ""
+msgstr "Stylebox vide (n'affiche rien)."
#: doc/classes/StyleBoxEmpty.xml
msgid "Empty stylebox (really does not display anything)."
-msgstr ""
+msgstr "Stylebox vide (n'affiche vraiment rien)."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Customizable [StyleBox] with a given set of parameters (no texture required)."
msgstr ""
+"Une [StyleBox] personnalisable avec un ensemble de paramètres (où aucune "
+"texture n'est obligatoire)."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -59051,44 +72820,77 @@ msgid ""
"corner_radius_bottom_left: 20\n"
"[/codeblock]"
msgstr ""
+"Cette [StyleBox] peut être utilisée pour afficher différents rendus sans "
+"avoir besoin d'une texture. Les propriétés suivantes peuvent être "
+"personnalisées :\n"
+"- La couleur\n"
+"- La largueur de la bordure (pour chaque bordure séparément)\n"
+"- L'arrondi des coins (un rayon différent pour chaque coin)\n"
+"- L'ombre (la rayon et le décalage)\n"
+"Utiliser un grand rayon pour les coins est permis. Dès que les coins "
+"enchevêtrerons, la stylebox passera à une mesure relative. Par exemple :\n"
+"[codeblock]\n"
+"height = 30\n"
+"corner_radius_top_left = 50\n"
+"corner_radius_bottom_left = 100\n"
+"[/codeblock]\n"
+"La mesure relative donnera un ratio de 1:2 pour les deux coins gauches pour "
+"calculer l'actuelle largeur des coins. Ces deux coins ajoutés ne seront "
+"[b]jamais[/b] plus grands que la hauteur. Voici le résultat :\n"
+"[codeblock]\n"
+"corner_radius_top_left: 10\n"
+"corner_radius_bottom_left: 20\n"
+"[/codeblock]"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Returns the given [code]margin[/code]'s border width. See [enum Margin] for "
"possible values."
msgstr ""
+"Retourne la taille de la largueur de la bordure de la marge [code]margin[/"
+"code]. Voir [enum Margin] pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml
msgid "Returns the smallest border width out of all four borders."
-msgstr ""
+msgstr "Retourne la plus fine bordure parmi les quatre bordures."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Returns the given [code]corner[/code]'s radius. See [enum Corner] for "
"possible values."
msgstr ""
+"Retourne le rayon du coin [code]corner[/code] spécifié. Voir [enum Corner] "
+"pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid ""
"Returns the size of the given [code]margin[/code]'s expand margin. See [enum "
"Margin] for possible values."
msgstr ""
+"Retourne la taille de la marge d'expansion de la marge [code]margin[/code]. "
+"Voir [enum Margin] pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Sets the border width to [code]width[/code] pixels for the given "
"[code]margin[/code]. See [enum Margin] for possible values."
msgstr ""
+"Définit l'épaisseur de la bordure [code]width[/code] en pixels pour la marge "
+"[code]margin[/code] spécifié. Voir [enum Margin] pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the border width to [code]width[/code] pixels for all margins."
msgstr ""
+"Définit la largeur de la bordure en [code]width[/code] pixels pour toutes "
+"les marges."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Sets the corner radius to [code]radius[/code] pixels for the given "
"[code]corner[/code]. See [enum Corner] for possible values."
msgstr ""
+"Définit la rayon du coin [code]radius[/code] en pixels pour le coin "
+"[code]corner[/code] spécifié. Voir [enum Corner] pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml
#, fuzzy
@@ -59102,16 +72904,22 @@ msgid ""
"[code]radius_top_right[/code], [code]radius_bottom_right[/code], and "
"[code]radius_bottom_left[/code] pixels."
msgstr ""
+"Définit le rayon de chacun des coins [code]radius_top_left[/code], "
+"[code]radius_top_right[/code], [code]radius_bottom_right[/code], et "
+"[code]radius_bottom_left[/code] en pixels."
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid ""
"Sets the expand margin to [code]size[/code] pixels for the given "
"[code]margin[/code]. See [enum Margin] for possible values."
msgstr ""
+"Définit la marge d'expansion [code]size[/code] en pixels pour la marge "
+"[code]margin[/code] spécifiée. Voir [enum Margin] pour les valeurs possibles."
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid "Sets the expand margin to [code]size[/code] pixels for all margins."
msgstr ""
+"Définit la marge étendue à [code]size[/code] pixels pour toutes les marges."
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid ""
@@ -59119,12 +72927,15 @@ msgid ""
"[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] "
"pixels."
msgstr ""
+"Définit la marge d'expansion pour chacune des marges [code]size_left[/code], "
+"[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] "
+"en pixels."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -59141,31 +72952,33 @@ msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "The background color of the stylebox."
-msgstr ""
+msgstr "La couleur d'arrière-plan de la stylebox."
#: doc/classes/StyleBoxFlat.xml
msgid "If [code]true[/code], the border will fade into the background color."
msgstr ""
+"Si [code]true[/code], la bordure fusionnera avec la couleur de l'arrière-"
+"plan."
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the color of the border."
-msgstr ""
+msgstr "Définit la couleur de la bordure."
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the bottom border."
-msgstr ""
+msgstr "L'épaisseur de la bordure du bas."
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the left border."
-msgstr ""
+msgstr "L'épaisseur de la bordure de gauche."
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the right border."
-msgstr ""
+msgstr "L'épaisseur de la bordure de droite."
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the top border."
-msgstr ""
+msgstr "L'épaisseur de la bordure du haut."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -59185,60 +72998,117 @@ msgid ""
"The bottom-left corner's radius. If [code]0[/code], the corner is not "
"rounded."
msgstr ""
+"Le rayon du coin bas-gauche. Si [code]0[/code], le coin n'est pas arrondi."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The bottom-right corner's radius. If [code]0[/code], the corner is not "
"rounded."
msgstr ""
+"Le rayon du coin bas-droit. Si [code]0[/code], le coin n'est pas arrondi."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
msgstr ""
+"Le rayon du coin haut-gauche. Si [code]0[/code], le coin n'est pas arrondi."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
msgstr ""
+"Le rayon du coin haut-droit. Si [code]0[/code], le coin n'est pas arrondi."
#: doc/classes/StyleBoxFlat.xml
msgid "Toggles drawing of the inner part of the stylebox."
-msgstr ""
+msgstr "Active l'affichage de l'intérieur de la stylebox."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
-msgstr ""
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+"Étend la boite en dehors du rectangle du contrôle pour la bordure du bas. "
+"Utile avec [member border_width_bottom] pour afficher une bordure en dehors "
+"du rectangle du contrôle.\n"
+"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_bottom], "
+"[member expand_margin_bottom] n'étend [i]pas[/i] la taille de la zone qui "
+"peut être cliquée du [Control]. Ça peut avoir un impact négatif sur "
+"l’accessibilité si c'est mal réglé, puisque l'utilisateur peut vouloir "
+"cliquer sur cette zone de la boite qui ne reçoit pas les clics."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
-msgstr ""
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+"Étend la boite en dehors du rectangle du contrôle pour la bordure de gauche. "
+"Utile avec [member border_width_left] pour afficher une bordure en dehors du "
+"rectangle du contrôle.\n"
+"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_left], [member "
+"expand_margin_left] n'étend [i]pas[/i] la taille de la zone qui peut être "
+"cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si "
+"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone "
+"de la boite qui ne reçoit pas les clics."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
-msgstr ""
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+"Étend la boite en dehors du rectangle du contrôle pour la bordure de droite. "
+"Utile avec [member border_width_right] pour afficher une bordure en dehors "
+"du rectangle du contrôle.\n"
+"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_right], "
+"[member expand_margin_right] n'étend [i]pas[/i] la taille de la zone qui "
+"peut être cliquée du [Control]. Ça peut avoir un impact négatif sur "
+"l’accessibilité si c'est mal réglé, puisque l'utilisateur peut vouloir "
+"cliquer sur cette zone de la boite qui ne reçoit pas les clics."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
-msgstr ""
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
+msgstr ""
+"Étend la boite en dehors du rectangle du contrôle pour la bordure du haut. "
+"Utile avec [member border_width_top] pour afficher une bordure en dehors du "
+"rectangle du contrôle.\n"
+"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_top], [member "
+"expand_margin_top] n'étend [i]pas[/i] la taille de la zone qui peut être "
+"cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si "
+"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone "
+"de la boite qui ne reçoit pas les clics."
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The color of the shadow. This has no effect if [member shadow_size] is lower "
"than 1."
msgstr ""
+"La couleur de l'ombre. Ça n'a aucun effet si [member shadow_size] est "
+"inférieur à 1."
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -59250,9 +73120,24 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr "La taille de l'ombre en pixels."
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
-msgstr ""
+msgstr "Une [StyleBox] qui n'affiche qu'une seule ligne."
#: doc/classes/StyleBoxLine.xml
msgid ""
@@ -59287,6 +73172,8 @@ msgid ""
"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
"line will be horizontal."
msgstr ""
+"Si [code]true[/code], la ligne sera verticale. Si [code]false[/code], elle "
+"sera horizontale."
#: doc/classes/StyleBoxTexture.xml
msgid "Texture-based nine-patch [StyleBox]."
@@ -59305,12 +73192,16 @@ msgid ""
"Returns the size of the given [code]margin[/code]. See [enum Margin] for "
"possible values."
msgstr ""
+"Retourne la taille de la marge [code]margin[/code] spécifiée. Voir [enum "
+"Margin] pour les valeurs possibles."
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Sets the margin to [code]size[/code] pixels for the given [code]margin[/"
"code]. See [enum Margin] for possible values."
msgstr ""
+"Définit la marge à [code]size[/code] pixels pour la [code]margin[/code] "
+"spécifié. Voir [enum Margin] pour les valeurs possibles."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -59413,11 +73304,11 @@ msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid "The texture to use when drawing this style box."
-msgstr ""
+msgstr "La texture à utiliser pour l'affichage de cette boite de style."
#: doc/classes/StyleBoxTexture.xml
msgid "Emitted when the stylebox's texture is changed."
-msgstr ""
+msgstr "Émis quand la texture du stylebox a changé."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -59471,12 +73362,41 @@ msgid ""
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
+"Le [SurfaceTool] est utilisé pour construire un [Mesh] en spécifiant les "
+"attributs des sommets individuellement. Il peut être utilisé pour construire "
+"un [Mesh] depuis un script. Toutes les propriétés sauf les indices doivent "
+"être ajoutés avant l'appel à [method add_vertex]. Par exemple, pour ajouter "
+"une couleur et des coordonnées UV à un sommet :\n"
+"[codeblock]\n"
+"var st = SurfaceTool.new()\n"
+"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
+"st.add_color(Color(1, 0, 0))\n"
+"st.add_uv(Vector2(0, 0))\n"
+"st.add_vertex(Vector3(0, 0, 0))\n"
+"[/codeblock]\n"
+"Le [SurfaceTool] ci-dessus contient maintenant un sommet d'un triangle qui a "
+"des coordonées UV et une [Color] spécifique. Si un autre sommet était ajouté "
+"sans appeler [method add_uv] ou [method add_color], alors les derniers "
+"valeurs seront utilisées.\n"
+"Les attributs des sommets doivent être passé [b]avant[/b] l'appel à [method "
+"add_vertex]. Sinon une erreur se produira lors de la finalisation de la "
+"création d'un maillage.\n"
+"De plus, les attributs utilisés avant le premier sommet ajouté déterminent "
+"le format du maillage. Par exemple, si vous n'ajoutez que les UV au premier "
+"sommet, vous ne pouvez pas ajouter de couleur pour les sommets suivants.\n"
+"Voir aussi [ArrayMesh], [ImmediateGeometry] et [MeshDataTool] pour la "
+"création procédurale de géométrie.\n"
+"[b]Note :[/b] Godot utilise le sens horaire [url=https://learnopengl.com/"
+"Advanced-OpenGL/Face-culling]pour le culling [/url] pour les faces avant "
+"dans les modes de création de triangles."
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/"
"code] must contain 4 integers."
msgstr ""
+"Spécifie un tableau d'os à utiliser pour le sommet [i]suivant[/i]. "
+"[code]bones[/code] doit contenir 4 entiers."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59486,12 +73406,21 @@ msgid ""
"[b]Note:[/b] The material must have [member SpatialMaterial."
"vertex_color_use_as_albedo] enabled for the vertex color to be visible."
msgstr ""
+"Spécifie un [Color] à utiliser pour le sommet [i]suivant[/i]. Si chaque "
+"sommet a besoin d'avoir cette information définie et que vous ne l'avez pas "
+"fournie pour le premier sommet, cette information peut ne jamais être "
+"utilisée.\n"
+"[b]Note :[/b] Le matériau doit avoir [member SpatialMaterial."
+"vertex_color_use_as_albedo] d'activé pour que les couleurs de sommets soient "
+"visibles."
#: doc/classes/SurfaceTool.xml
msgid ""
"Adds an index to index array if you are using indexed vertices. Does not "
"need to be called before adding vertices."
msgstr ""
+"Ajoute une indice au tableau d'indices si vous utilisez des sommets indexés. "
+"Il n'est pas nécessaire de l'appeler avant d'ajouter des sommets."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59499,6 +73428,10 @@ msgid ""
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
+"Spécifie une normale à utiliser pour le sommet [i]suivant[/i]. Si chaque "
+"sommet a besoin d'avoir cette information définie et que vous ne l'avez pas "
+"fournie pour le premier sommet, cette information peut ne jamais être "
+"utilisée."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59513,6 +73446,10 @@ msgid ""
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
+"Spécifie une tangente à utiliser pour le sommet [i]suivant[/i]. Si chaque "
+"sommet a besoin d'avoir cette information définie et que vous ne l'avez pas "
+"fournie pour le premier sommet, cette information peut ne jamais être "
+"utilisée."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59526,6 +73463,10 @@ msgid ""
"every vertex needs to have this information set and you fail to submit it "
"for the first vertex, this information may not be used at all."
msgstr ""
+"Spécifie les coordonnées UV à utiliser pour le sommet [i]suivant[/i]. Si "
+"chaque sommet a besoin d'avoir cette information définie et que vous ne "
+"l'avez pas fournie pour le premier sommet, cette information peut ne jamais "
+"être utilisée."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59533,12 +73474,18 @@ msgid ""
"i] vertex. If every vertex needs to have this information set and you fail "
"to submit it for the first vertex, this information may not be used at all."
msgstr ""
+"Spécifie les coordonnées UV secondaires facultatives à utiliser pour le "
+"sommet [i]suivant[/i]. Si chaque sommet a besoin d'avoir cette information "
+"définie et que vous ne l'avez pas fournie pour le premier sommet, cette "
+"information peut ne jamais être utilisée."
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies the position of current vertex. Should be called after specifying "
"other vertex properties (e.g. Color, UV)."
msgstr ""
+"Spécifie la position de l'actuel sommet. Doit être appelé après avoir "
+"spécifié les autres propriétés du sommet (par ex. la couleur, l'UV)."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59547,6 +73494,10 @@ msgid ""
"set and you fail to submit it for the first vertex, this information may not "
"be used at all."
msgstr ""
+"Spécifie les poids à utiliser pour le sommet [i]suivant[/i]. [code]weights[/"
+"code] doit contenir 4 valeurs. Si chaque sommet a besoin d'avoir cette "
+"information définie et que vous ne l'avez pas fournie pour le premier "
+"sommet, cette information peut ne jamais être utilisée."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59567,7 +73518,7 @@ msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Clear all information passed into the surface tool so far."
-msgstr ""
+msgstr "Efface toutes les informations passées à l'outil de surface jusque là."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59589,7 +73540,7 @@ msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Creates a vertex array from an existing [Mesh]."
-msgstr ""
+msgstr "Crée un tableau de sommets depuis un [Mesh] existant."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59599,7 +73550,7 @@ msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Removes the index array by expanding the vertex array."
-msgstr ""
+msgstr "Supprime le tableau d'indices en augmentant celui des sommets."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -59627,7 +73578,7 @@ msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Sets [Material] to be used by the [Mesh] you are constructing."
-msgstr ""
+msgstr "Définit le [Material] à utiliser pour le [Mesh] qui vous construisez."
#: doc/classes/TabContainer.xml
msgid "Tabbed container."
@@ -59646,7 +73597,7 @@ msgstr ""
#: doc/classes/TabContainer.xml
msgid "Returns the child [Control] node located at the active tab index."
-msgstr ""
+msgstr "Retourne le nœud [Control] enfant dans l'onglet actif."
#: doc/classes/TabContainer.xml
msgid ""
@@ -59659,11 +73610,11 @@ msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Returns the previously active tab index."
-msgstr ""
+msgstr "Retourne l'index de l'onglet précédemment actif."
#: doc/classes/TabContainer.xml
msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]."
-msgstr ""
+msgstr "Retourne le nœud [Control] de l'onglet à l'index [code]tab_idx[/code]."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Returns the number of tabs."
@@ -59674,6 +73625,8 @@ msgid ""
"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is "
"disabled."
msgstr ""
+"Retourne [code]true[/code] si l'onglet à la position [code]tab_idx[/code] "
+"est désactivé."
#: doc/classes/TabContainer.xml
#, fuzzy
@@ -59683,12 +73636,12 @@ msgstr ""
"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
-#, fuzzy
msgid ""
"Returns the [Texture] for the tab at index [code]tab_idx[/code] or "
"[code]null[/code] if the tab has no [Texture]."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Retourne la [Texture] pour l'onglet à l'index [code]tab_idx[/code] ou "
+"[code]null[/code] si l'onglet n'a pas de [Texture]."
#: doc/classes/TabContainer.xml
msgid ""
@@ -59715,24 +73668,24 @@ msgid ""
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
-#, fuzzy
msgid ""
"If [code]disabled[/code] is [code]true[/code], disables the tab at index "
"[code]tab_idx[/code], making it non-interactable."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Si [code]disabled[/code] est [code]true[/code], désactive l'onglet à l'index "
+"[code]tab_idx[/code], le rendant non-interactif."
#: doc/classes/TabContainer.xml
-#, fuzzy
msgid ""
"If [code]hidden[/code] is [code]true[/code], hides the tab at index "
"[code]tab_idx[/code], making it disappear from the tab area."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Si [code]hidden[/code] est [code]true[/code], cache l'onglet à l'index "
+"[code]tab_idx[/code], se faisait disparaitre de l'aire des onglets."
#: doc/classes/TabContainer.xml
msgid "Sets an icon for the tab at index [code]tab_idx[/code]."
-msgstr ""
+msgstr "Définit une icône pour l'onglet à la position [code]tab_idx[/code]."
#: doc/classes/TabContainer.xml
msgid ""
@@ -59766,18 +73719,24 @@ msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
msgstr ""
+"Si [code]true[/code], les onglets peuvent être réarrangés avec par déposé-"
+"glissé."
#: doc/classes/TabContainer.xml
msgid ""
"The alignment of all tabs in the tab container. See the [enum TabAlign] "
"constants for details."
msgstr ""
+"L'alignement des toutes les onglets dans le conteneur. Voir les constantes "
+"[enum TabAlign] pour plus de détails."
#: doc/classes/TabContainer.xml
msgid ""
"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
"and titles are hidden."
msgstr ""
+"Si [code]true[/code], les onglets sont visibles. Si [code]false[/code], le "
+"contenu des onglets et les titres sont masqués."
#: doc/classes/TabContainer.xml
msgid ""
@@ -59791,6 +73750,8 @@ msgid ""
"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
"set_popup] for details."
msgstr ""
+"Émis quand le bouton [Popup] du [TabContainer] est cliqué. Voir [method "
+"set_popup] pour les détails."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Emitted when switching to another tab."
@@ -59866,13 +73827,15 @@ msgstr ""
#: doc/classes/TabContainer.xml
msgid "The icon for the menu button (see [method set_popup])."
-msgstr ""
+msgstr "L'icône pour le bouton de menu (voir [method set_popup])."
#: doc/classes/TabContainer.xml
msgid ""
"The icon for the menu button (see [method set_popup]) when it's being "
"hovered with the cursor."
msgstr ""
+"L'icône du bouton de menu (voir [method set_popup]) quand il est survolé par "
+"le curseur de la souris."
#: doc/classes/TabContainer.xml
msgid "The style for the background fill."
@@ -59921,6 +73884,7 @@ msgstr ""
#: doc/classes/Tabs.xml
msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
+"Retourne [code]true[/code] si la sélection avec le clic-droit est actif."
#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
@@ -59928,12 +73892,11 @@ msgstr ""
#: doc/classes/Tabs.xml
msgid "Returns tab [Rect2] with local position and size."
-msgstr ""
+msgstr "Retourne l'onglet [Rect2] avec la position et la taille locales."
#: doc/classes/Tabs.xml
-#, fuzzy
msgid "Returns the title of the tab at index [code]tab_idx[/code]."
-msgstr "Retourne le type du nœud à [code]idx[/code]."
+msgstr "Retourne le titre de l'onglet à la position [code]idx[/code]."
#: doc/classes/Tabs.xml
msgid "Returns the [Tabs]' rearrange group ID."
@@ -59945,20 +73908,26 @@ msgstr "Déplace un onglet de [code]from[/code] à [code]to[/code]."
#: doc/classes/Tabs.xml
msgid "Removes the tab at index [code]tab_idx[/code]."
-msgstr ""
+msgstr "Retire l'onglet à la position [code]tab_idx[/code]."
#: doc/classes/Tabs.xml
msgid ""
"If [code]true[/code], enables selecting a tab with the right mouse button."
msgstr ""
+"Si [code]true[/code], active la possibilité de sélectionner les onglets avec "
+"le clic droit."
#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
+"Définit une [code]icon[/code] pour l'onglet à la position [code]tab_idx[/"
+"code]."
#: doc/classes/Tabs.xml
msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
+"Définit un [code]title[/code] pour l'onglet à la position [code]tab_idx[/"
+"code]."
#: doc/classes/Tabs.xml
msgid ""
@@ -59982,6 +73951,7 @@ msgstr ""
#: doc/classes/Tabs.xml
msgid "The alignment of all tabs. See [enum TabAlign] for details."
msgstr ""
+"L'alignement de tous les onglets. Voir [enum TabAlign] plus les détails."
#: doc/classes/Tabs.xml
msgid ""
@@ -59994,18 +73964,20 @@ msgid ""
"Emitted when the active tab is rearranged via mouse drag. See [member "
"drag_to_rearrange_enabled]."
msgstr ""
+"Émis quand l'onglet actif est réarrangé en glissant la souris. Voir [member "
+"drag_to_rearrange_enabled]."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is right-clicked."
-msgstr ""
+msgstr "Émis quand un onglet a été cliqué-droit."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
-msgstr ""
+msgstr "Émis quand un onglet est cliqué, même si c'est l'onglet actuel."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is closed."
-msgstr ""
+msgstr "Émis quant un onglet est fermé."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is hovered by the mouse."
@@ -60021,7 +73993,7 @@ msgstr "Ne jamais afficher les boutons fermer."
#: doc/classes/Tabs.xml
msgid "Only show the close button on the currently active tab."
-msgstr ""
+msgstr "N'afficher le bouton fermer que pour l'onglet actif."
#: doc/classes/Tabs.xml
msgid "Show the close button on all tabs."
@@ -60126,7 +74098,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "Adds a [code]keyword[/code] and its [Color]."
-msgstr ""
+msgstr "Ajoute un mot clé [code]keyword[/code] avec sa [Color]."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60199,9 +74171,8 @@ msgid "Returns an array containing the line number of each breakpoint."
msgstr "Retourne la liste du numéro de ligne de chaque point d'arrêt."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "Returns the [Color] of the specified [code]keyword[/code]."
-msgstr "Retourne la position du point à l'index [code]point[/code]."
+msgstr "Retourne la [Color] du mot-clé [code]keyword[/code] donné."
#: doc/classes/TextEdit.xml
msgid "Returns the text of a specific line."
@@ -60215,7 +74186,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the amount of total lines in the text."
-msgstr ""
+msgstr "Retourne le nombre total de lignes dans le texte."
#: doc/classes/TextEdit.xml
#, fuzzy
@@ -60271,10 +74242,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr "Retourne la colonne de début de sélection."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr "Retourne la ligne de début de sélection."
@@ -60283,10 +74250,6 @@ msgid "Returns the text inside the selection."
msgstr "Retourne le texte de la sélection."
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr "Retourne la colonne de fin de sélection."
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr "Retourne la ligne de fin de sélection."
@@ -60296,16 +74259,27 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Retourne le nombre de pistes dans l'animation."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Retourne la position du contact sur le collisionneur."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Renvoie le nombre de lignes visibles."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns whether the specified [code]keyword[/code] has a color set to it or "
"not."
-msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non."
+msgstr ""
+"Retourne quand la mot clé [code]keyword[/code] spécifié a une couleur de "
+"défini ou non."
#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
msgid "Returns [code]true[/code] if a \"redo\" action is available."
@@ -60328,11 +74302,11 @@ msgid "Returns whether the line at the specified index is hidden or not."
msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is bookmarked."
msgstr ""
-"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active."
+"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est en "
+"marque-page."
#: doc/classes/TextEdit.xml
#, fuzzy
@@ -60356,6 +74330,15 @@ msgid "Returns if the given line is wrapped."
msgstr "Renvoie le texte de la colonne donnée."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+"Renvoie [code]true[/code] (vrai) si [code]a[/code] et [code]b[/code] sont "
+"approximativement égaux l'un à l'autre."
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr "Retourne [code]true[/code] si la sélection est active."
@@ -60396,6 +74379,18 @@ msgid ""
" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
"[/codeblock]"
msgstr ""
+"Lance une recherche à l'intérieur du texte. Les drapeaux de recherches "
+"peuvent être spécifiés avec l'énumération [enum SearchFlags].\n"
+"Retourne un [code]PoolIntArray[/code] vide si aucun résultat n'a été trouvé. "
+"Sinon, la ligne et la colonne du résultat peuvent être accédées via les "
+"indices définis dans l'énumération [enum SearchResult], par exemple :\n"
+"[codeblock]\n"
+"var result = search(key, flags, line, column)\n"
+"if result.size() > 0:\n"
+" # Résultat trouvé.\n"
+" var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n"
+" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
+"[/codeblock]"
#: doc/classes/TextEdit.xml
msgid ""
@@ -60408,17 +74403,25 @@ msgid ""
"Select all the text.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
+"Sélectionne tout le texte.\n"
+"Si [member selecting_enabled] est [code]false[/code], aucun sélection ne se "
+"fera."
#: doc/classes/TextEdit.xml
msgid "Sets the text for a specific line."
-msgstr ""
+msgstr "Définit le texte pour la ligne spécifiée."
#: doc/classes/TextEdit.xml
+#, fuzzy
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
+"Ajoute un marque-page pour la ligne [code]line[/code] si [code]bookmark[/"
+"code] est [code]true[/code]. Supprime le marque-page si [code]bookmark[/"
+"code] est [code]false[/code].\n"
+"Les marque-pages sont affichés dans [member breakpoint_gutter]."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60428,7 +74431,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], hides the line of the specified index."
-msgstr ""
+msgstr "Si [code]true[/code], cache la ligne à l'index spécifié."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60447,7 +74450,7 @@ msgstr "Effectuer une opération d'annulation."
#: doc/classes/TextEdit.xml
msgid "Unfolds the given line, if folded."
-msgstr ""
+msgstr "Développe la ligne spécifiée, si réduite."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60456,19 +74459,20 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "If [code]true[/code], the bookmark gutter is visible."
-msgstr "Si [code]true[/code], les titres des colonnes sont visibles."
+msgstr "Si [code]true[/code], le bandeau des marque-pages est visible."
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the breakpoint gutter is visible."
-msgstr ""
+msgstr "Si [code]true[/code], le bandeau des points d'arrêt est visible."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the caret displays as a rectangle.\n"
"If [code]false[/code], the caret displays as a bar."
msgstr ""
+"Si [code]true[/code], le curseur du texte sera affiché par rectangle.\n"
+"Si [code]false[/code], ça sera une barre."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60482,6 +74486,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "Si [code]true[/code], un clic droit affiche le menu contextuel."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Si [code]true[/code], la valeur peut être sélectionnée et modifiée."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -60510,32 +74519,41 @@ msgid ""
"If [code]true[/code], all occurrences of the selected text will be "
"highlighted."
msgstr ""
+"Si [code]true[/code], toutes les occurrences du texte sélectionné sont "
+"surlignées."
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the line containing the cursor is highlighted."
msgstr ""
+"Si [code]true[/code], la ligne contenant le curseur de texte est surlignée."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], a minimap is shown, providing an outline of your "
"source code."
msgstr ""
+"Si [code]true[/code], une mini-carte sera affichée, fournissant un aperçu de "
+"votre code source."
#: doc/classes/TextEdit.xml
msgid "The width, in pixels, of the minimap."
-msgstr ""
+msgstr "La largeur, en pixels, de la mini-carte."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], custom [code]font_color_selected[/code] will be used "
"for selected text."
msgstr ""
+"Si [code]true[/code], la couleur [code]font_color_selected[/code] "
+"personnalisée sera utilisée pour le texte sélectionné."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], read-only mode is enabled. Existing text cannot be "
"modified and new text cannot be added."
msgstr ""
+"Si [code]true[/code], le mode lecture seul est actif. Le texte déjà existant "
+"ne peut pas être modifié et aucun nouveau texte ne peut être ajouté."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60557,13 +74575,10 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"If [code]true[/code], shortcut keys for context menu items are enabled, even "
"if the context menu is disabled."
msgstr ""
-"Si [code]true[/code] (vrai), les nœuds enfants sont triés, sinon le tri est "
-"désactivé."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60602,6 +74617,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "Emitted when a breakpoint is placed via the breakpoint gutter."
msgstr ""
+"Émis quand un point d'arrêt est ajouté dans le bandeau des points d'arrêt."
#: doc/classes/TextEdit.xml
msgid "Emitted when the cursor changes."
@@ -60625,17 +74641,19 @@ msgstr "Recherche de la fin au début."
#: doc/classes/TextEdit.xml
msgid "Used to access the result column from [method search]."
-msgstr ""
+msgstr "Utile pour accéder à la colonne des résultats pour [method search]."
#: doc/classes/TextEdit.xml
msgid "Used to access the result line from [method search]."
-msgstr ""
+msgstr "Utile pour accéder à la line des résultats pour [method search]."
#: doc/classes/TextEdit.xml
msgid ""
"Pastes the clipboard text over the selected text (or at the cursor's "
"position)."
msgstr ""
+"Colle le texte dans le presse-papiers sur le texte sélectionné (ou à la "
+"position du curseur)."
#: doc/classes/TextEdit.xml
msgid "Erases the whole [TextEdit] text."
@@ -60654,12 +74672,16 @@ msgid ""
"Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] "
"has to be enabled."
msgstr ""
+"Définit la [Color] de l'arrière-plan de ce [TextEdit]. [member "
+"syntax_highlighting] doit être actif."
#: doc/classes/TextEdit.xml
msgid ""
"Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to "
"be enabled."
msgstr ""
+"Définit la [Color] du marque-page. Pour cela, [member syntax_highlighting] "
+"doit être actif."
#: doc/classes/TextEdit.xml
msgid ""
@@ -60676,16 +74698,20 @@ msgid ""
"Sets the [Color] of the selected text. [member override_selected_font_color] "
"has to be enabled."
msgstr ""
+"Définit la [Color] du texte sélectionné. [member "
+"override_selected_font_color] doit être actif."
#: doc/classes/TextEdit.xml
msgid ""
"Sets the [Color] of the line numbers. [member show_line_numbers] has to be "
"enabled."
msgstr ""
+"Définit la [Color] des numéros de ligne. [member show_line_numbers] doit "
+"être actif."
#: doc/classes/TextEdit.xml
msgid "Sets the [Color] of marked text."
-msgstr ""
+msgstr "Définit la [Color] du texte marqué."
#: doc/classes/TextEdit.xml
msgid "Sets the highlight [Color] of text selections."
@@ -60696,6 +74722,8 @@ msgid ""
"Sets the highlight [Color] of multiple occurrences. [member "
"highlight_all_occurrences] has to be enabled."
msgstr ""
+"Définir la [Color] de surlignage des multiples occurrences. [member "
+"highlight_all_occurrences] doit être actif."
#: doc/classes/TextEdit.xml
msgid "Sets the spacing between the lines."
@@ -60717,6 +74745,55 @@ msgstr "Définit la [StyleBox] pour ce [TextEdit]."
msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+"Définit le [StyleBox] de ce [TextEdit] quand [member readonly] est activé."
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr "Générer un [TriangleMesh] à partir du maillage."
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "[Font] utilisée pour le texte du [Label]."
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D."
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "The text to generate mesh from."
+msgstr "Le type à partir duquel obtenir la constante."
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
@@ -60758,6 +74835,8 @@ msgid ""
"Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
"be accessed and manipulated directly."
msgstr ""
+"Retourne une [Image] qui est une copie des données de cette [Texture]. Les "
+"[Image] peuvent être accédées et manipulées directement."
#: doc/classes/Texture.xml
msgid "Returns the texture height."
@@ -60787,12 +74866,16 @@ msgid ""
"Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant "
"FLAG_FILTER] are enabled."
msgstr ""
+"Le drapeau par défaut. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] et "
+"[constant FLAG_FILTER] sont activés."
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid ""
"Generates mipmaps, which are smaller versions of the same texture to use "
"when zoomed out, keeping the aspect ratio."
msgstr ""
+"Génère les mipmaps, qui sont des versions plus petites de la même texture "
+"utilisées lors de zoom arrière, gardant le même aspect."
#: doc/classes/Texture.xml
msgid ""
@@ -60841,6 +74924,11 @@ msgid ""
"backend. In GLES2, their data can be accessed via scripting, but there is no "
"way to render them in a hardware-accelerated manner."
msgstr ""
+"Une Texture3D est une [Texture] en 3 dimensions qui a une largeur, une "
+"hauteur, et une profondeur. Voir aussi [TextureArray].\n"
+"[b]Note :[/b] Les [TextureArray] ne peuvent être projetés que pour shaders "
+"avec GLES3. Pour GLES2, leur données peuvent être accédées dans les scripts, "
+"mais il n'y a aucun moyen de les afficher directement via la carte graphique."
#: doc/classes/Texture3D.xml
msgid ""
@@ -60849,10 +74937,14 @@ msgid ""
"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
"code] options."
msgstr ""
+"Créé une Texture3D avec la largeur [code]width[/code], la hauteur "
+"[code]height[/code], et la profondeur [code]depth[/code]. Voir [enum Image."
+"Format] pour les options de [code]format[/code]. Voir l'énumération [enum "
+"TextureLayered.Flags] pour les options de [code]flags[/code]."
#: doc/classes/TextureArray.xml
msgid "Array of textures stored in a single primitive."
-msgstr ""
+msgstr "Un tableau de textures enregistré dans une seule ressource."
#: doc/classes/TextureArray.xml
msgid ""
@@ -60892,6 +74984,44 @@ msgid ""
"backend. In GLES2, their data can be accessed via scripting, but there is no "
"way to render them in a hardware-accelerated manner."
msgstr ""
+"Les [TextureArray] stockent un tableau de plusieurs [Image] dans une seule "
+"[Texture] de base. Chaque calque de ce tableau de textures génère ses "
+"propres mipmaps. C'est une bonne alternative pour les atlas de textures. "
+"Voir aussi [Texture3D].\n"
+"Les [TextureArray] doivent être affichés avec des shaders. Après "
+"l'importation de vos fichiers en [TextureArray] et avoir défini les Zones "
+"Horizontales et Verticales appropriées, vous pouvez l'afficher en "
+"définissant un uniform dans le shader, par exemple (en 2D):\n"
+"[codeblock]\n"
+"shader_type canvas_item;\n"
+"\n"
+"uniform sampler2DArray tex;\n"
+"uniform int index;\n"
+"\n"
+"void fragment() {\n"
+" COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
+"}\n"
+"[/codeblock]\n"
+"Définissez l'entier de l'uniform \"index\" pour afficher une partie "
+"spécifique de la texture comme défini dans Zones Horizontales et Verticales "
+"dans l'importateur.\n"
+"[b]Note :[/b] Lors de la projection d'une texture albedo depuis un tableau "
+"de textures en 3D, l'indice de conversion sRGB vers l'espace linéaire "
+"([code]hint_albedo[/code]) devrait être utilisé pour éviter les couleurs "
+"d'être ternes :\n"
+"[codeblock]\n"
+"shader_type spatial;\n"
+"\n"
+"uniform sampler2DArray tex : hint_albedo;\n"
+"uniform int index;\n"
+"\n"
+"void fragment() {\n"
+" ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Les [TextureArray] ne peuvent être projetés que pour shaders "
+"avec GLES3. Pour GLES2, leur données peuvent être accédées dans les scripts, "
+"mais il n'y a aucun moyen de les afficher directement via la carte graphique."
#: doc/classes/TextureArray.xml
msgid ""
@@ -60900,11 +75030,17 @@ msgid ""
"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
"code] options."
msgstr ""
+"Créé une TextureArray avec la largeur [code]width[/code], la hauteur "
+"[code]height[/code], et la profondeur [code]depth[/code]. Voir [enum Image."
+"Format] pour les options de [code]format[/code]. Voir l'énumération [enum "
+"TextureLayered.Flags] pour les options de [code]flags[/code]."
#: doc/classes/TextureButton.xml
msgid ""
"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
msgstr ""
+"Un bouton affiché avec une Texture. Supporte les états appuyé, survolé, "
+"désactivé, et avec le focus."
#: doc/classes/TextureButton.xml
msgid ""
@@ -60916,6 +75052,14 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
+"Le [TextureButton] a les même fonctionnalités qu'un [Button], seulement "
+"qu'il utilise une images plutôt qu'une ressource [Theme]. Il est plus rapide "
+"à créer, mais ne supporte pas la localisation comme certains [Control] plus "
+"complexes.\n"
+"L'état \"normal\" doit contenir une texture ([member texture_normal]) ; les "
+"textures des autres états sont facultatives.\n"
+"Voir aussi [BaseButton] qui contient les propriétés et méthodes communes à "
+"tous les types de bouton."
#: doc/classes/TextureButton.xml
msgid ""
@@ -60950,9 +75094,9 @@ msgstr ""
"disabled]."
#: doc/classes/TextureButton.xml
-#, fuzzy
msgid "Texture to display when the node has mouse or keyboard focus."
-msgstr "Texture à afficher lorsque le nœud cible la souris ou le clavier."
+msgstr ""
+"Texture à afficher lorsque le nœud a le focus de la souris ou du clavier."
#: doc/classes/TextureButton.xml
msgid "Texture to display when the mouse hovers the node."
@@ -60973,7 +75117,7 @@ msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid "Scale to fit the node's bounding rectangle."
-msgstr ""
+msgstr "Change l'échelle pour adapter le rectangle total du nœud."
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid "Tile inside the node's bounding rectangle."
@@ -61015,7 +75159,7 @@ msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Base class for 3D texture types."
-msgstr ""
+msgstr "La classe de base pour toutes les textures 3D."
#: doc/classes/TextureLayered.xml
msgid ""
@@ -61027,11 +75171,12 @@ msgid ""
msgstr ""
#: doc/classes/TextureLayered.xml
-#, fuzzy
msgid ""
"Returns the depth of the texture. Depth is the 3rd dimension (typically Z-"
"axis)."
-msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont."
+msgstr ""
+"Retourne la profondeur de la texture. La profondeur est la 3ème dimension "
+"(généralement l'axe Z)."
#: doc/classes/TextureLayered.xml
msgid ""
@@ -61044,17 +75189,21 @@ msgid ""
"Returns the height of the texture. Height is typically represented by the Y-"
"axis."
msgstr ""
+"Retourne la hauteur de la texture. Elle correspond en général à l'axe Y."
#: doc/classes/TextureLayered.xml
msgid ""
"Returns an [Image] resource with the data from specified [code]layer[/code]."
msgstr ""
+"Retourne la ressource de [Image] avec les données du [code]layer[/code] "
+"spécifié."
#: doc/classes/TextureLayered.xml
msgid ""
"Returns the width of the texture. Width is typically represented by the X-"
"axis."
msgstr ""
+"Retourne la largeur de la texture. Elle correspond en général à l'axe X."
#: doc/classes/TextureLayered.xml
msgid ""
@@ -61073,10 +75222,11 @@ msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Returns a dictionary with all the data used by this texture."
msgstr ""
+"Retourne un dictionnaire avec toutes les données utilisées par cette texture."
#: doc/classes/TextureLayered.xml
msgid "Specifies which [enum Flags] apply to this texture."
-msgstr ""
+msgstr "Définir quels [enum Flags] s'appliquent à cette texture."
#: doc/classes/TextureLayered.xml
msgid ""
@@ -61087,6 +75237,7 @@ msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled."
msgstr ""
+"Les options par défaut des [Texture3D]. [constant FLAG_FILTER] est activé."
#: doc/classes/TextureLayered.xml
msgid "Texture will generate mipmaps on creation."
@@ -61095,6 +75246,8 @@ msgstr "La texture génèrera des mipmaps à la création."
#: doc/classes/TextureLayered.xml
msgid "Texture will repeat when UV used is outside the 0-1 range."
msgstr ""
+"La texture sera répétée quand l'UV sera en dehors de l'intervalle entre 0 et "
+"1."
#: doc/classes/TextureLayered.xml
msgid ""
@@ -61119,6 +75272,7 @@ msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The fill direction. See [enum FillMode] for possible values."
msgstr ""
+"La direction de remplissage. Voir [enum FillMode] pour les valeurs possibles."
#: doc/classes/TextureProgress.xml
msgid ""
@@ -61162,15 +75316,15 @@ msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The width of the 9-patch's left column."
-msgstr ""
+msgstr "La largeur de la colonne gauche du 9-patch."
#: doc/classes/TextureProgress.xml
msgid "The width of the 9-patch's right column."
-msgstr ""
+msgstr "La largeur de la colonne droite du 9-patch."
#: doc/classes/TextureProgress.xml
msgid "The height of the 9-patch's top row."
-msgstr ""
+msgstr "La hauteur de la colonne du haut du 9-patch."
#: doc/classes/TextureProgress.xml
msgid ""
@@ -61212,26 +75366,28 @@ msgstr ""
msgid ""
"Multiplies the color of the bar's [code]texture_progress[/code] texture."
msgstr ""
+"Multiplie la couleur de la texture [code]texture_progress[/code] de la barre."
#: doc/classes/TextureProgress.xml
msgid "Multiplies the color of the bar's [code]texture_under[/code] texture."
msgstr ""
+"Multiplie la couleur de la texture [code]texture_under[/code] de la barre."
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from left to right."
-msgstr ""
+msgstr "La [member texture_progress] remplis de gauche à droite."
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from right to left."
-msgstr ""
+msgstr "La [member texture_progress] remplis de droite à gauche."
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from top to bottom."
-msgstr ""
+msgstr "La [member texture_progress] remplis de haut en bas."
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from bottom to top."
-msgstr ""
+msgstr "La [member texture_progress] remplis de bas en haut."
#: doc/classes/TextureProgress.xml
msgid ""
@@ -61259,6 +75415,8 @@ msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the top and the bottom."
msgstr ""
+"La [member texture_progress] remplie depuis le centre, puis à la fois en "
+"direction du haut et du bas."
#: doc/classes/TextureProgress.xml
msgid ""
@@ -61285,7 +75443,7 @@ msgstr ""
#: doc/classes/TextureRect.xml
msgid "If [code]true[/code], the texture scales to fit its bounding rectangle."
-msgstr ""
+msgstr "Si [code]true[/code], la texture s'adapte à la taille de l'élément."
#: doc/classes/TextureRect.xml
msgid ""
@@ -61294,9 +75452,8 @@ msgid ""
msgstr ""
#: doc/classes/TextureRect.xml
-#, fuzzy
msgid "The node's [Texture] resource."
-msgstr "La ressource [Texture2D] du nœud."
+msgstr "La ressource [Texture] du nœud."
#: doc/classes/TextureRect.xml
msgid ""
@@ -61311,6 +75468,8 @@ msgid ""
"Scale the texture to fit the node's bounding rectangle, center it and "
"maintain its aspect ratio."
msgstr ""
+"Adapte la texture à la taille de l'élément en la centrant et en maintenant "
+"ses proportions."
#: doc/classes/Theme.xml
msgid "Theme for controls."
@@ -61327,9 +75486,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
-msgstr "Efface toutes les valeurs sur le thème."
+msgstr "Efface toutes les valeurs de ce thème."
#: doc/classes/Theme.xml
#, fuzzy
@@ -61380,12 +75546,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of a given theme."
-msgstr ""
+msgstr "Définit les valeurs du thème à partir d'une copie d'un thème donné."
#: doc/classes/Theme.xml
#, fuzzy
@@ -61528,14 +75700,27 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+"Retourne l'index de l'élément avec l'identifiant [code]id[/code] spécifié."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] si la [Color] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61554,14 +75739,14 @@ msgstr ""
"la chaîne égale à [code]0[/code])."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
-"existe, [code]false[/code] autrement."
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61585,6 +75770,15 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"Retourne [code]true[/code] si la piste donnée est importée. Sinon retourne "
+"[code]false[/code]."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -61595,6 +75789,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -61681,6 +75882,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -61690,35 +75905,31 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid "Theme's [Color] item type."
-msgstr "La [Color] du brouillard."
+msgstr "Le type [Color] du thème."
#: doc/classes/Theme.xml
-#, fuzzy
msgid "Theme's constant item type."
-msgstr "Le type de la constante."
+msgstr "Le type de la constante du thème."
#: doc/classes/Theme.xml
-#, fuzzy
msgid "Theme's [Font] item type."
-msgstr "Le type de la constante."
+msgstr "Le type [Font] du thème."
#: doc/classes/Theme.xml
-#, fuzzy
msgid "Theme's icon [Texture] item type."
-msgstr "La ressource [Texture2D] du nœud."
+msgstr "Le type [Texture] de l'icône du thème."
#: doc/classes/Theme.xml
msgid "Theme's [StyleBox] item type."
-msgstr ""
+msgstr "Le type [StyleBox] du thème."
#: doc/classes/Theme.xml
-#, fuzzy
msgid "Maximum value for the DataType enum."
-msgstr "Valeur maximale pour le mode énumeration."
+msgstr "La valeur maximale pour l’énumération DateType."
#: doc/classes/Thread.xml
msgid "A unit of execution in a process."
-msgstr ""
+msgstr "Une unité d'exécution dans un processus."
#: doc/classes/Thread.xml
msgid ""
@@ -61731,17 +75942,20 @@ msgstr ""
#: doc/classes/Thread.xml
msgid "Using multiple threads"
-msgstr ""
+msgstr "Utiliser plusieurs fils d'exécution"
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
-msgstr ""
+msgstr "Les API sûres pour plusieurs fils d'exécution"
#: doc/classes/Thread.xml
msgid ""
"Returns the current [Thread]'s ID, uniquely identifying it among all "
"threads. If the [Thread] is not running this returns an empty string."
msgstr ""
+"Retourne l'identifiant du [Thread] actuel, qui lui est unique parmi tous les "
+"autres fils d'exécution. Si le [Thread] n'est pas actif, une chaine vide est "
+"retournée."
#: doc/classes/Thread.xml
msgid ""
@@ -61811,11 +76025,11 @@ msgstr ""
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "Using Tilemaps"
-msgstr ""
+msgstr "Utiliser les tilemaps"
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Hexagonal Demo"
-msgstr ""
+msgstr "Démo Hexagonale en 2D"
#: doc/classes/TileMap.xml
msgid "Clears all cells."
@@ -61823,7 +76037,7 @@ msgstr "Efface toutes les cellules."
#: doc/classes/TileMap.xml
msgid "Clears cells that do not exist in the tileset."
-msgstr ""
+msgstr "Efface les cellules qui n'existent plus dans le tileset."
#: doc/classes/TileMap.xml
msgid ""
@@ -61846,10 +76060,12 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given collision layer bit is set."
msgstr ""
+"Retourne [code]true[/code] si le bit du calque de collision est définit."
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given collision mask bit is set."
msgstr ""
+"Retourne [code]true[/code] si le bit du masque de collision est définit."
#: doc/classes/TileMap.xml
msgid ""
@@ -61869,20 +76085,27 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
msgstr ""
+"Retourne un rectangle englobant les tuiles utilisées (non vides) de la carte."
#: doc/classes/TileMap.xml
msgid ""
"Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y "
"axes are swapped."
msgstr ""
+"Retourne [code]true[/code] si la cellule spécifiée est transposée, c'est-à-"
+"dire que les axes X et Y sont inversés."
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given cell is flipped in the X axis."
msgstr ""
+"Retourne [code]true[/code] si la cellule spécifiée est inversée selon l'axe "
+"X."
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis."
msgstr ""
+"Retourne [code]true[/code] si la cellule spécifiée est inversée selon l'axe "
+"Y."
#: doc/classes/TileMap.xml
msgid ""
@@ -61973,12 +76196,17 @@ msgstr ""
#: doc/classes/TileMap.xml
#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Si [code]true[/code], l'animation nommée existe."
+
+#: doc/classes/TileMap.xml
+#, fuzzy
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr "Si [code]true[/code], les UV de la cellule seront limités."
#: doc/classes/TileMap.xml
msgid "The custom [Transform2D] to be applied to the TileMap's cells."
-msgstr ""
+msgstr "La [Transform2D] personnalisée appliquée aux cellules de la TileMap."
#: doc/classes/TileMap.xml
msgid ""
@@ -61999,6 +76227,8 @@ msgstr "La taille de cellule du TileMap."
#: doc/classes/TileMap.xml
msgid "Position for tile origin. See [enum TileOrigin] for possible values."
msgstr ""
+"La position de l'origine de la tuile. Voir [enum TileOrigin] pour les "
+"valeurs possibles."
#: doc/classes/TileMap.xml
#, fuzzy
@@ -62023,12 +76253,16 @@ msgid ""
"Bounce value for static body collisions (see [code]collision_use_kinematic[/"
"code])."
msgstr ""
+"La valeur de rebondissement pour les collisions avec les corps statiques "
+"(voir [code]collision_use_kinematic[/code])."
#: doc/classes/TileMap.xml
msgid ""
"Friction value for static body collisions (see "
"[code]collision_use_kinematic[/code])."
msgstr ""
+"La valeur de friction pour les collisions avec les corps statiques (voir "
+"[code]collision_use_kinematic[/code])."
#: doc/classes/TileMap.xml
msgid ""
@@ -62078,6 +76312,12 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
+"Le mode d'orientation de la TileMap. Voir [enum Mode] pour les valeurs "
+"possibles."
+
+#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
#: doc/classes/TileMap.xml
msgid ""
@@ -62100,7 +76340,7 @@ msgstr "Le [TileSet] assigné."
#: doc/classes/TileMap.xml
msgid "Emitted when a tilemap setting has changed."
-msgstr ""
+msgstr "Émis quand les préférences du catalogue de tuiles a changé."
#: doc/classes/TileMap.xml
msgid "Returned when a cell doesn't exist."
@@ -62120,23 +76360,23 @@ msgstr "Mode d’orientation personnalisé."
#: doc/classes/TileMap.xml
msgid "Half offset on the X coordinate."
-msgstr "Demi-décalage sur la coordonnée X."
+msgstr "Le demi-décalage selon l'axe X."
#: doc/classes/TileMap.xml
msgid "Half offset on the Y coordinate."
-msgstr "Demi-décalage sur la coordonnée Y."
+msgstr "Le demi-décalage selon l'axe Y."
#: doc/classes/TileMap.xml
msgid "Half offset disabled."
-msgstr "Demi-décalage désactivé."
+msgstr "Le demi-décalage est désactivé."
#: doc/classes/TileMap.xml
msgid "Half offset on the X coordinate (negative)."
-msgstr ""
+msgstr "Le demi-décalage selon l'axe X (négatif)."
#: doc/classes/TileMap.xml
msgid "Half offset on the Y coordinate (negative)."
-msgstr ""
+msgstr "Le demi-décalage selon l'axe Y (négatif)."
#: doc/classes/TileMap.xml
msgid "Tile origin at its top-left corner."
@@ -62187,7 +76427,6 @@ msgid "Returns the [enum BitmaskMode] of the autotile."
msgstr "Retourne le [enum BitmaskMode] de l'autotile."
#: doc/classes/TileSet.xml
-#, fuzzy
msgid ""
"Returns the subtile that's being used as an icon in an atlas/autotile given "
"its coordinates.\n"
@@ -62195,11 +76434,12 @@ msgid ""
"autotile's bitmask information is incomplete. It will also be used to "
"represent it in the TileSet editor."
msgstr ""
-"Renvoie le sous-titre qui est utilisé comme icône dans un atlas / autotile "
-"en fonction de ses coordonnées.\n"
-"Le sous-titre défini comme icône sera utilisé comme solution de repli "
+"Retourne la sous-tuile qui est utilisée comme icône dans un atlas / autotile "
+"suivant ses coordonnées.\n"
+"La sous-tuile définie comme icône sera utilisée comme solution de repli "
"lorsque les informations du bitmask de l'atlas / autotile sont incomplètes. "
-"Il sera également utilisé pour le représenter dans l'éditeur TileSet."
+"Elle sera également utilisée pour sa représentation dans l'éditeur de "
+"TileSet."
#: doc/classes/TileSet.xml
msgid ""
@@ -62247,7 +76487,7 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the [enum BitmaskMode] of the autotile."
-msgstr ""
+msgstr "Définit le [enum BitmaskMode] de l'auto-tuile."
#: doc/classes/TileSet.xml
msgid ""
@@ -62298,21 +76538,25 @@ msgstr "Efface toutes les tuiles."
#: doc/classes/TileSet.xml
msgid "Creates a new tile with the given ID."
-msgstr ""
+msgstr "Crée une nouvelle tuile avec l'identifiant donné."
#: doc/classes/TileSet.xml
msgid "Returns the first tile matching the given name."
-msgstr ""
+msgstr "Retourne la première tuile qui correspond au nom donné."
#: doc/classes/TileSet.xml
msgid ""
"Returns the ID following the last currently used ID, useful when creating a "
"new tile."
msgstr ""
+"Retourne l'identifiant qui suit le dernier identifiant actuellement utilisé, "
+"utile pour la création de nouvelle tuile."
#: doc/classes/TileSet.xml
msgid "Returns an array of all currently used tile IDs."
msgstr ""
+"Retourne la liste des identifiants de toutes les tuiles actuellement "
+"utilisées."
#: doc/classes/TileSet.xml
msgid "Removes the given tile ID."
@@ -62340,11 +76584,11 @@ msgstr "Retourne le nom de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the navigation polygon of the tile."
-msgstr ""
+msgstr "Retourne le polygone de navigation de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the offset of the tile's navigation polygon."
-msgstr ""
+msgstr "Retourne le décalage du polygone de navigation de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the tile's normal map texture."
@@ -62352,7 +76596,7 @@ msgstr "Retourne la texture normale de la carte de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the offset of the tile's light occluder."
-msgstr ""
+msgstr "Retourne le décalage de l'occulteur de lumière de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the tile sub-region in the texture."
@@ -62364,11 +76608,11 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the number of shapes assigned to a tile."
-msgstr ""
+msgstr "Retourne le nombre de formes assignées à une tuile."
#: doc/classes/TileSet.xml
msgid "Returns the offset of a tile's shape."
-msgstr ""
+msgstr "Retourne le décalage de la forme de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the one-way collision value of a tile's shape."
@@ -62376,7 +76620,7 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the [Transform2D] of a tile's shape."
-msgstr ""
+msgstr "Retourne la [Transform2D] de la forme de la tuile."
#: doc/classes/TileSet.xml
msgid ""
@@ -62399,19 +76643,19 @@ msgstr "Retourne la texture de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the texture offset of the tile."
-msgstr ""
+msgstr "Retourne le décalage de la texture de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the tile's [enum TileMode]."
-msgstr ""
+msgstr "Retourne le [enum TileMode] de la tuile."
#: doc/classes/TileSet.xml
msgid "Returns the tile's Z index (drawing layer)."
-msgstr ""
+msgstr "Retourne l'index selon Z (le calque d'affichage) de la tuile."
#: doc/classes/TileSet.xml
msgid "Sets a light occluder for the tile."
-msgstr ""
+msgstr "Définit l'occulteur de lumière pour la tuile."
#: doc/classes/TileSet.xml
msgid "Sets the tile's material."
@@ -62436,7 +76680,7 @@ msgstr "Définit le polygone de navigation de la tuile."
#: doc/classes/TileSet.xml
msgid "Sets an offset for the tile's navigation polygon."
-msgstr ""
+msgstr "Définit le décalage du polygone de navigation de la tuile."
#: doc/classes/TileSet.xml
msgid ""
@@ -62449,7 +76693,7 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets an offset for the tile's light occluder."
-msgstr ""
+msgstr "Définit le décalage de l'occulteur de lumière de la tuile."
#: doc/classes/TileSet.xml
msgid ""
@@ -62458,11 +76702,11 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a shape for the tile, enabling collision."
-msgstr ""
+msgstr "Définit une forme pour la tuile, activant la collision."
#: doc/classes/TileSet.xml
msgid "Sets the offset of a tile's shape."
-msgstr ""
+msgstr "Définit le décalage de la forme de la tuile."
#: doc/classes/TileSet.xml
msgid "Enables one-way collision on a tile's shape."
@@ -62470,11 +76714,11 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a [Transform2D] on a tile's shape."
-msgstr ""
+msgstr "Définit la [Transform2D] de la forme de la tuile."
#: doc/classes/TileSet.xml
msgid "Sets an array of shapes for the tile, enabling collision."
-msgstr ""
+msgstr "Définit une liste de formes pour la tuile, activant les collisions."
#: doc/classes/TileSet.xml
msgid "Sets the tile's texture."
@@ -62486,7 +76730,7 @@ msgstr "Définit le décalage de texture de la tuile."
#: doc/classes/TileSet.xml
msgid "Sets the tile's [enum TileMode]."
-msgstr ""
+msgstr "Définit le [enum TileMode] de la tuile."
#: doc/classes/TileSet.xml
msgid "Sets the tile's drawing index."
@@ -62494,7 +76738,7 @@ msgstr ""
#: doc/classes/Time.xml
msgid "Time singleton for working with time."
-msgstr ""
+msgstr "Une instance unique pour travailler avec les heures."
#: doc/classes/Time.xml
msgid ""
@@ -62546,7 +76790,7 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
-msgstr ""
+msgstr "Convertit l'horodatage Unix au format de date ISO 8601 (AAAA-MM-JJ)."
#: doc/classes/Time.xml
msgid ""
@@ -62555,7 +76799,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -62564,6 +76810,9 @@ msgid ""
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
"code], [code]minute[/code], and [code]second[/code]."
msgstr ""
+"Retourne la date actuelle sous forme de dictionnaire avec les clés : "
+"[code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/"
+"code], [code]hour[/code], [code]minute[/code] et [code]second[/code]."
#: doc/classes/Time.xml
msgid ""
@@ -62599,6 +76848,13 @@ msgid ""
"If [code]use_space[/code] is true, use a space instead of the letter T in "
"the middle."
msgstr ""
+"Retourne la date et l'heure actuelle au format ISO 8601 (AAAA-MM-JJ'T'HH:MM:"
+"SS).\n"
+"Les valeurs retournées sont dans la zone horaire locale du système quand "
+"[code]utc[/code] est false, sinon elles sont dans la zone horaire UTC "
+"(méridien de Greenwich).\n"
+"Si [code]use_space[/code] est true, un espace est utilisé plutôt que le "
+"caractère 'T' au milieu."
#: doc/classes/Time.xml
msgid ""
@@ -62610,6 +76866,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -62631,13 +76894,12 @@ msgid ""
msgstr ""
#: doc/classes/Time.xml
-#, fuzzy
msgid ""
"Converts the given time to a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]."
msgstr ""
-"Retourne [code]true[/code] si l'[AABB] coupe le segment de droite entre "
-"[code]from[/code] et [code]to[/code]."
+"Convertit la temps donné en dictionnaire avec les clés : [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]."
#: doc/classes/Time.xml
msgid ""
@@ -62649,7 +76911,7 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
-msgstr ""
+msgstr "Convertit l'horodatage Unix au format d'heure ISO 8601 (HH:MM:SS)."
#: doc/classes/Time.xml
msgid ""
@@ -62681,14 +76943,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -62794,7 +77060,7 @@ msgstr ""
#: doc/classes/Timer.xml
msgid "Returns [code]true[/code] if the timer is stopped."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le minuteur est arrêté."
#: doc/classes/Timer.xml
msgid ""
@@ -62858,7 +77124,7 @@ msgstr ""
#: doc/classes/Timer.xml
msgid "Update the timer during the idle time at each frame."
-msgstr ""
+msgstr "Met à jour le minuteur durant un moment inoccupé de chaque trame."
#: doc/classes/ToolButton.xml
msgid "Flat button helper class."
@@ -62873,15 +77139,20 @@ msgid ""
"btn.flat = true\n"
"[/codeblock]"
msgstr ""
+"C'est une classe d'aide pour générer des boutons plats (voir [member Button."
+"flat]), créer un [ToolButton] est équivalent à :\n"
+"[codeblock]\n"
+"var btn = Button.new()\n"
+"btn.flat = true\n"
+"[/codeblock]"
#: doc/classes/ToolButton.xml
msgid "Default text [Color] of the [ToolButton]."
msgstr "Le [StyleBox] par défaut pour le [ToolButton]."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "Text [Color] used when the [ToolButton] is disabled."
-msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé."
+msgstr "La [Color] du texte utilisée quand le [ToolButton] est désactivé."
#: doc/classes/ToolButton.xml
msgid ""
@@ -62889,34 +77160,29 @@ msgid ""
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
+"La [Color] du texte quand le [ToolButton] a le focus. Ne remplace que la "
+"couleur normale du texte du bouton. Les états désactivés, survolés et "
+"appuyés sont prioritaire sur cette couleur."
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being hovered."
-msgstr ""
+msgstr "La [Color] du texte utilisée quand le [ToolButton] est survolé."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "Text [Color] used when the [ToolButton] is being pressed."
-msgstr ""
-"Le [StyleBox] qui s'affiche en arrière-plan lorsque l'on appuie sur le "
-"[CheckButton]."
+msgstr "La [Color] du texte utilisée quand le [ToolButton] est appuyé."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "The horizontal space between [ToolButton]'s icon and text."
-msgstr "L'espacement entre l'icône de l'élément et le texte."
+msgstr "L'espacement horizontal entre l'icône et le texte du [ToolButton]."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "[Font] of the [ToolButton]'s text."
-msgstr "[Font] du texte du [Button]."
+msgstr "La [Font] du texte du [ToolButton]."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "[StyleBox] used when the [ToolButton] is disabled."
-msgstr ""
-"Le [StyleBox] qui s'affiche en arrière-plan lorsque l'on appuie sur le "
-"[CheckButton]."
+msgstr "La [StyleBox] utilisée quand le [ToolButton] est désactivé."
#: doc/classes/ToolButton.xml
msgid ""
@@ -62927,19 +77193,15 @@ msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being hovered."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le [CheckButton] est survolé."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "Default [StyleBox] for the [ToolButton]."
-msgstr "[StyleBox] par défaut pour le [Button]."
+msgstr "La [StyleBox] par défaut pour le [ToolButton]."
#: doc/classes/ToolButton.xml
-#, fuzzy
msgid "[StyleBox] used when the [ToolButton] is being pressed."
-msgstr ""
-"Le [StyleBox] qui s'affiche en arrière-plan lorsque l'on appuie sur le "
-"[CheckButton]."
+msgstr "La [StyleBox] utilisée quand le [CheckButton] est appuyé."
#: doc/classes/TouchScreenButton.xml
msgid "Button for touch screen devices for gameplay use."
@@ -62962,11 +77224,13 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Returns [code]true[/code] if this button is currently pressed."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le bouton est actuelle pressé."
#: doc/classes/TouchScreenButton.xml
msgid "The button's action. Actions can be handled with [InputEventAction]."
msgstr ""
+"L'action du bouton. Les actions peuvent être interceptées avec "
+"[InputEventAction]."
#: doc/classes/TouchScreenButton.xml
#, fuzzy
@@ -62975,7 +77239,7 @@ msgstr "Le masque binaire du bouton."
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the normal state."
-msgstr ""
+msgstr "La texture du bouton pour l'état normal."
#: doc/classes/TouchScreenButton.xml
msgid ""
@@ -62987,7 +77251,7 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the pressed state."
-msgstr ""
+msgstr "La texture du bouton pour l'état appuyé."
#: doc/classes/TouchScreenButton.xml
msgid "The button's shape."
@@ -63001,20 +77265,22 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "If [code]true[/code], the button's shape is visible."
-msgstr ""
+msgstr "Si [code]true[/code], la forme du bouton est visible."
#: doc/classes/TouchScreenButton.xml
msgid ""
"The button's visibility mode. See [enum VisibilityMode] for possible values."
msgstr ""
+"Le mode de visibilité du bouton. Voir [enum VisibilityMode] pour les valeurs "
+"possibles."
#: doc/classes/TouchScreenButton.xml
msgid "Emitted when the button is pressed (down)."
-msgstr ""
+msgstr "Émis quand le bouton est pressé."
#: doc/classes/TouchScreenButton.xml
msgid "Emitted when the button is released (up)."
-msgstr ""
+msgstr "Émis quand le bouton est relâché."
#: doc/classes/TouchScreenButton.xml
msgid "Always visible."
@@ -63045,27 +77311,29 @@ msgid ""
msgstr ""
#: doc/classes/Transform.xml
-#, fuzzy
msgid "Constructs a Transform from a [Basis] and [Vector3]."
msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [Vector3] donné."
+"Construit une Transform à partir de la [Basis] et du [Vector3] (la position) "
+"donnés."
#: doc/classes/Transform.xml
-#, fuzzy
msgid "Constructs a Transform from a [Transform2D]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [Transform2D] donné."
+msgstr "Construit une Transform à partir de la [Transform2D] donnée."
#: doc/classes/Transform.xml
msgid ""
"Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, "
"0)[/code]."
msgstr ""
+"Construit une Transform à partir d'un [Quat]. L'origine sera "
+"[code]Vector3(0, 0, 0)[/code]."
#: doc/classes/Transform.xml
msgid ""
"Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)."
msgstr ""
+"Construit une transformation avec une [Basis]. L'origine sera Vector3(0, 0, "
+"0)."
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
@@ -63092,6 +77360,9 @@ msgid ""
"approximately equal, by calling [code]is_equal_approx[/code] on each "
"component."
msgstr ""
+"Retourne [code]true[/code] si cette transformation est [code]transform[/"
+"code] sont approximativement égales, c'est-à-dire en appelant "
+"[code]is_equal_approx[/code] pour chaque composant."
#: doc/classes/Transform.xml
msgid ""
@@ -63113,20 +77384,27 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
+"Retourne une copie de la transformation pivotée autour de l'axe [code]axis[/"
+"code] donné de [code]angle[/code] radians, en utilisant la multiplication de "
+"matrice. L'axe [code]axis[/code] doit être normalisé."
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
+"Retourne une copie de la transformation avec sa base et son origine mis à "
+"l'échelle par le facteur [code]scale[/code], en utilisant la multiplication "
+"matricielle."
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -63136,6 +77414,8 @@ msgid ""
"Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by "
"this transform."
msgstr ""
+"Applique cette transformation au [Vector3], [Plane], [AABB], ou "
+"[PoolVector3Array] spécifié."
#: doc/classes/Transform.xml
msgid ""
@@ -63146,6 +77426,12 @@ msgid ""
"affine transformations (e.g. with scaling) see [method affine_inverse] "
"method."
msgstr ""
+"La transformation inverse du [Vector3], [Plane], [AABB], ou "
+"[PoolVector3Array] spécifié, en assumant que la transformation est composée "
+"de rotation et translation (aucune mise à l'échelle). Équivalent à appeler "
+"[code]inverse().xform(v)[/code] sur cette transformation. Pour les "
+"transformations affines (c'est-à-dire avec mise à l'échelle), voir la "
+"méthode [method affine_inverse]."
#: doc/classes/Transform.xml
msgid ""
@@ -63162,8 +77448,8 @@ msgid ""
"The translation offset of the transform (column 3, the fourth column). "
"Equivalent to array index [code]3[/code]."
msgstr ""
-"Le décalage de translation du transform (colonne 3, quatrième colonne). "
-"Équivalent à l'index du tableau [code]3[/code]."
+"Le décalage de translation de la transformation (colonne 3, quatrième "
+"colonne). Équivalent à l'index du tableau [code]3[/code]."
#: doc/classes/Transform.xml
msgid ""
@@ -63173,17 +77459,15 @@ msgstr ""
#: doc/classes/Transform.xml
msgid "[Transform] with mirroring applied perpendicular to the YZ plane."
-msgstr ""
-"[Transform] avec mise en miroir appliquée perpendiculairement au plan YZ."
+msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan YZ."
#: doc/classes/Transform.xml
msgid "[Transform] with mirroring applied perpendicular to the XZ plane."
-msgstr "[Transform] avec un miroir appliqué perpendiculairement au plan XZ."
+msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan XZ."
#: doc/classes/Transform.xml
msgid "[Transform] with mirroring applied perpendicular to the XY plane."
-msgstr ""
-"[Transform] avec mise en miroir appliquée perpendiculairement au plan XY."
+msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan XY."
#: doc/classes/Transform2D.xml
msgid "2D transformation (2×3 matrix)."
@@ -63231,12 +77515,10 @@ msgstr ""
"Cette méthode ne tient pas compte de la translation (le vecteur d'origine)."
#: doc/classes/Transform2D.xml
-#, fuzzy
msgid "Returns the transform's origin (translation)."
-msgstr "Retourne l’origine du transform (traduction)."
+msgstr "Retourne l’origine de la transformation (position)."
#: doc/classes/Transform2D.xml
-#, fuzzy
msgid "Returns the transform's rotation (in radians)."
msgstr "Retourne la rotation du transform (en radians)."
@@ -63246,18 +77528,22 @@ msgstr "Retourne l’échelle."
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
-"Fait pivoter le transform par l’angle donné (dans les radians), utilisant la "
-"multiplication de la matrice."
+"Retourne une copie de la transformation pivoté par [code]angle[/code] (en "
+"radians), en utilisant la multiplication de matrice."
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
-"Met à l'échelle le transform par le facteur d'échelle donné, en utilisant la "
-"multiplication matricielle."
#: doc/classes/Transform2D.xml
msgid ""
@@ -63311,7 +77597,7 @@ msgstr ""
#: doc/classes/Translation.xml
msgid "Virtual method to override [method get_message]."
-msgstr ""
+msgstr "La méthode virtuelle [method get_message] à surcharger."
#: doc/classes/Translation.xml
msgid "Adds a message if nonexistent, followed by its translation."
@@ -63368,16 +77654,21 @@ msgid ""
"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
"the locale of the user system."
msgstr ""
+"Retourne le langage actuel du projet.\n"
+"Voir aussi [method OS.get_locale] et [method OS.get_locale_language] pour "
+"récupérer le langage du système de l'utilisateur."
#: doc/classes/TranslationServer.xml
msgid ""
"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
"would return [code]\"English (United States)\"[/code])."
msgstr ""
+"Retourne la langue de la locale et sa variation (ex. [code]\"fr_FR\"[/code] "
+"retournera [code]\"Français (France)\"[/code])."
#: doc/classes/TranslationServer.xml
msgid "Removes the given translation from the server."
-msgstr ""
+msgstr "Retire la translation donnée du serveur."
#: doc/classes/TranslationServer.xml
msgid ""
@@ -63390,13 +77681,14 @@ msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Returns the current locale's translation for the given message (key)."
-msgstr ""
+msgstr "Retourne la traduction du langage actuel pour le message (clé) donnée."
#: doc/classes/Tree.xml
msgid "Control to show a tree of items."
-msgstr ""
+msgstr "Un contrôle pour afficher l'arborescence d'éléments."
#: doc/classes/Tree.xml
+#, fuzzy
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
@@ -63418,12 +77710,45 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
-msgstr ""
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+"Ça affiche une arborescence d'éléments qui peuvent être sélectionnés, "
+"développés ou réduits. Cette arborescence peut avoir plusieurs colonnes avec "
+"des contrôles personnalisés comme des champs de texte, des boutons ou des "
+"menus. C'est utile pour afficher des structures avec des interactions.\n"
+"Les arborescence sont construites par le code, en utilisant des objets "
+"[TreeItem] pour créer la structure. Ces objets ont une seule racine mais "
+"plusieurs racines peuvent être utilisées si une racine factice (masquée) est "
+"ajoutée.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tree = Tree.new()\n"
+" var root = tree.create_item()\n"
+" tree.set_hide_root(true)\n"
+" var child1 = tree.create_item(root)\n"
+" var child2 = tree.create_item(root)\n"
+" var subchild1 = tree.create_item(child1)\n"
+" subchild1.set_text(0, \"Subchild1\")\n"
+"[/codeblock]\n"
+"Pour itérer à travers les objets [TreeItem] dans un [Tree], utilisez [method "
+"TreeItem.get_next] et [method TreeItem.get_children] après avoir obtenu la "
+"racine avec [method get_root]. Vous pouvez utiliser [method Object.free] sur "
+"un [TreeItem] pour le supprimer de son [Tree]."
#: doc/classes/Tree.xml
msgid "Clears the tree. This removes all items."
-msgstr ""
+msgstr "Efface l'arborescence. Cela retire tous les éléments."
#: doc/classes/Tree.xml
msgid ""
@@ -63461,6 +77786,8 @@ msgstr ""
msgid ""
"Returns the column index at [code]position[/code], or -1 if no item is there."
msgstr ""
+"Retourne l'index de la colonne à [code]position[/code], ou -1 s'il n'y en a "
+"aucune."
#: doc/classes/Tree.xml
msgid "Returns the column's title."
@@ -63493,7 +77820,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -63501,9 +77828,8 @@ msgid ""
msgstr ""
#: doc/classes/Tree.xml
-#, fuzzy
msgid "Returns the column for the currently edited item."
-msgstr "Renvoyez le port IP de l’hôte actuellement connecté."
+msgstr "Retourne la colonne de l'élément actuellement modifié."
#: doc/classes/Tree.xml
msgid ""
@@ -63534,6 +77860,8 @@ msgstr "Retourne l'index du dernier bouton pressé."
msgid ""
"Returns the tree's root item, or [code]null[/code] if the tree is empty."
msgstr ""
+"Retourne l'élément racine de l'arborescence, ou [code]null[/code] si "
+"l'arborescence est vide."
#: doc/classes/Tree.xml
msgid "Returns the current scrolling position."
@@ -63587,10 +77915,14 @@ msgstr "Définit le titre d’une colonne."
msgid ""
"If [code]true[/code], the currently selected cell may be selected again."
msgstr ""
+"Si [code]true[/code], la cellule actuellement sélectionnée peut être "
+"sélectionnée à nouveau."
#: doc/classes/Tree.xml
msgid "If [code]true[/code], a right mouse button click can select items."
msgstr ""
+"Si [code]true[/code], une clic droit de la souris peut sélectionner des "
+"éléments."
#: doc/classes/Tree.xml
msgid "If [code]true[/code], column titles are visible."
@@ -63611,22 +77943,26 @@ msgstr ""
#: doc/classes/Tree.xml
msgid "If [code]true[/code], the folding arrow is hidden."
-msgstr ""
+msgstr "Si [code]true[/code], la flèche de réduction est masquée."
#: doc/classes/Tree.xml
msgid "If [code]true[/code], the tree's root is hidden."
-msgstr ""
+msgstr "Si [code]true[/code], la racine de l'arborescence est masquée."
#: doc/classes/Tree.xml
msgid ""
"Allows single or multiple selection. See the [enum SelectMode] constants."
msgstr ""
+"Permet de sélectionner un seul ou plusieurs éléments. Voir les constantes "
+"[enum SelectMode]."
#: doc/classes/Tree.xml
msgid ""
"Emitted when a button on the tree was pressed (see [method TreeItem."
"add_button])."
msgstr ""
+"Émis quand le bouton de l'arborescence a été pressé (voir [method TreeItem."
+"add_button])."
#: doc/classes/Tree.xml
msgid "Emitted when a cell is selected."
@@ -63634,19 +77970,22 @@ msgstr "Émis lorsqu’une cellule est sélectionnée."
#: doc/classes/Tree.xml
msgid "Emitted when a column's title is pressed."
-msgstr ""
+msgstr "Émis quand le titre d'une colonne est appuyé."
#: doc/classes/Tree.xml
msgid ""
"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
"to be edited."
msgstr ""
+"Émis quand une cellule en mode [constant TreeItem.CELL_MODE_CUSTOM] a été "
+"cliquée pour modifiée."
#: doc/classes/Tree.xml
msgid ""
"Emitted when the right mouse button is pressed in the empty space of the "
"tree."
msgstr ""
+"Émis quand l'utilisateur fait un clic-droit dans l'espace vide de l'arbre."
#: doc/classes/Tree.xml
msgid ""
@@ -63656,11 +77995,12 @@ msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item's label is double-clicked."
-msgstr ""
+msgstr "Émis quand la label d'un élément est double-cliqué."
#: doc/classes/Tree.xml
msgid "Emitted when an item is collapsed by a click on the folding arrow."
msgstr ""
+"Émis quand un élément est réduit via un clic sur le flèche de réduction."
#: doc/classes/Tree.xml
msgid ""
@@ -63670,7 +78010,7 @@ msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item's icon is double-clicked."
-msgstr ""
+msgstr "Émis quand l'icône d'un élément est double-cliqué."
#: doc/classes/Tree.xml
msgid "Emitted when an item is edited."
@@ -63678,11 +78018,12 @@ msgstr "Émis lors de la modification d’un élément."
#: doc/classes/Tree.xml
msgid "Emitted when an item is edited using the right mouse button."
-msgstr ""
+msgstr "Émis quand un élément est modifié avec le bouton droit de la souris."
#: doc/classes/Tree.xml
msgid "Emitted when an item is selected with the right mouse button."
msgstr ""
+"Émis quand un élément est sélectionné avec le bouton droit de la souris."
#: doc/classes/Tree.xml
msgid "Emitted when an item is selected."
@@ -63693,10 +78034,12 @@ msgid ""
"Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
"[constant SELECT_MULTI]."
msgstr ""
+"Émis au lieu de [code]item_selected[/code] si [code]select_mode[/code] est "
+"[constant SELECT_MULTI]."
#: doc/classes/Tree.xml
msgid "Emitted when a left mouse button click does not select any item."
-msgstr ""
+msgstr "Émis quand un clic-gauche n'a sélectionné aucun élément."
#: doc/classes/Tree.xml
msgid ""
@@ -63757,6 +78100,8 @@ msgid ""
"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
+"La [Color] du texte pour le mode de cellule [constant TreeItem."
+"CELL_MODE_CUSTOM] quand survolé."
#: doc/classes/Tree.xml
msgid ""
@@ -63770,15 +78115,15 @@ msgstr "[Color] de la ligne directrice."
#: doc/classes/Tree.xml
msgid "[Color] of the relationship lines."
-msgstr ""
+msgstr "La [Color] des lignes de lien."
#: doc/classes/Tree.xml
msgid "Default text [Color] of the title button."
-msgstr ""
+msgstr "La [Color] par défaut du titre du bouton."
#: doc/classes/Tree.xml
msgid "The horizontal space between each button in a cell."
-msgstr ""
+msgstr "L'espacement horizontal entre chaque bouton dans la cellule."
#: doc/classes/Tree.xml
msgid ""
@@ -63826,100 +78171,120 @@ msgstr "[Font] du texte du bouton de titre."
#: doc/classes/Tree.xml
msgid "The arrow icon used when a foldable item is not collapsed."
-msgstr ""
+msgstr "L'icône de la flèche utilisée quand un élément n'est pas réduit."
#: doc/classes/Tree.xml
msgid "The arrow icon used when a foldable item is collapsed."
-msgstr ""
+msgstr "L'icône de la flèche utilisée quand les éléments sont réduits."
#: doc/classes/Tree.xml
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is checked."
msgstr ""
+"L'icône de la coche à afficher quand un cellule en mode [constant TreeItem."
+"CELL_MODE_CHECK] est cochée."
#: doc/classes/Tree.xml
msgid ""
"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
"cell."
msgstr ""
+"L'icône de la flèche à afficher pour les cellules en mode [constant TreeItem."
+"CELL_MODE_RANGE]."
#: doc/classes/Tree.xml
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is unchecked."
msgstr ""
+"L'icône de la coche à afficher quand la cellule en mode [constant TreeItem."
+"CELL_MODE_CHECK] n'est pas cochée."
#: doc/classes/Tree.xml
msgid ""
"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
"mode cell."
msgstr ""
+"L'icône de la flèche haut-bas à afficher quand la cellule en mode [constant "
+"TreeItem.CELL_MODE_CHECK]."
#: doc/classes/Tree.xml
msgid ""
"Default [StyleBox] for the [Tree], i.e. used when the control is not being "
"focused."
msgstr ""
+"La [StyleBox] par défaut du [Tree], par ex. utilisé quand le contrôle n'a "
+"pas le focus."
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the [Tree] is being focused."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand le [Tree] a actuellement le focus."
#: doc/classes/Tree.xml
msgid "[StyleBox] used when a button in the tree is pressed."
-msgstr ""
+msgstr "Le [StyleBox] utilisé quand un bouton dans l'arborescence est appuyé."
#: doc/classes/Tree.xml
msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
-msgstr ""
+msgstr "Le [StyleBox] utilisé pour le curseur, quand le [Tree] a le focus."
#: doc/classes/Tree.xml
msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
msgstr ""
+"La [StyleBox] utilisée pour le curseur, quand le [Tree] n'a pas le focus."
#: doc/classes/Tree.xml
msgid ""
"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
msgstr ""
+"La [StyleBox] par défaut pour la cellule en mode [constant TreeItem."
+"CELL_MODE_CUSTOM]."
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
+"Le [StyleBox] pour une cellule avec le mode [constant TreeItem."
+"CELL_MODE_CUSTOM] quand survolée."
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"pressed."
msgstr ""
+"Le [StyleBox] pour une cellule avec le mode [constant TreeItem."
+"CELL_MODE_CUSTOM] quand appuyée."
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is not being focused."
msgstr ""
+"La [StyleBox] pour les éléments sélectionnés, quand le [Tree] n'est pas en "
+"focus."
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is being focused."
msgstr ""
+"La [StyleBox] pour les éléments sélectionnés, quand le [Tree] a le focus."
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the title button is being hovered."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le titre du bouton est survolé."
#: doc/classes/Tree.xml
msgid "Default [StyleBox] for the title button."
-msgstr ""
+msgstr "La [StyleBox] par défaut pour le titre du bouton."
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the title button is being pressed."
-msgstr ""
+msgstr "La [StyleBox] utilisée quand le titre du bouton est appuyé."
#: doc/classes/TreeItem.xml
msgid "Control for a single item inside a [Tree]."
-msgstr ""
+msgstr "Le contrôle pour un seul élément à l'intérieur du [Tree]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -63933,7 +78298,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -63945,11 +78310,11 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "Resets the background color for the given column to default."
-msgstr ""
+msgstr "Rétablit la couleur d'arrière-plan par défaut de la colonne spécifiée."
#: doc/classes/TreeItem.xml
msgid "Resets the color for the given column to default."
-msgstr ""
+msgstr "Rétablit la couleur de la colonne spécifiée à la valeur par défaut."
#: doc/classes/TreeItem.xml
msgid "Deselects the given column."
@@ -63960,6 +78325,8 @@ msgid ""
"Removes the button at index [code]button_idx[/code] in column [code]column[/"
"code]."
msgstr ""
+"Retire le bouton à la position [code]button_idx[/code] dans la colonne "
+"[code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -63971,19 +78338,16 @@ msgstr ""
"est préssé. Voir [enum JoyButtonList]."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the button index if there is a button with id [code]id[/code] in "
"column [code]column[/code], otherwise returns -1."
msgstr ""
-"Rentourne [code]true[/code] (vrai) si le bouton d'index [code]button[/code] "
-"est préssé. Voir [enum JoyButtonList]."
+"Retourne l'index du bouton s'il y en a un l'identifiant [code]id[/code] dans "
+"la colonne [code]column[/code], ou -1 sinon."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Retourne le nombre de boutons dans la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -63999,6 +78363,8 @@ msgid ""
"Returns the tooltip string for the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
msgstr ""
+"Retourne le texte de l'infobulle pour le bouton à la position "
+"[code]button_idx[/code] dans la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -64013,14 +78379,16 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the custom background color of column [code]column[/code]."
msgstr ""
+"Retourne la couleur personnalisée de l'arrière-plan de la colonne "
+"[code]column[/code]."
#: doc/classes/TreeItem.xml
msgid "Returns the custom color of column [code]column[/code]."
-msgstr ""
+msgstr "Retourne la couleur personnalisée de la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
-msgstr ""
+msgstr "Retourne [code]true[/code] si [code]expand_right[/code] est défini."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -64033,12 +78401,11 @@ msgstr "Retourne la largeur maximale de l'icône de la colonne."
#: doc/classes/TreeItem.xml
msgid "Returns the [Color] modulating the column's icon."
-msgstr ""
+msgstr "Retourne la [Color] modulant l'icône de la colonne."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid "Returns the icon [Texture] region as [Rect2]."
-msgstr "Retourne la zone du [Rect2]."
+msgstr "Retourne la zone de la [Texture] de l'icône sous forme de [Rect2]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64047,52 +78414,71 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
+"Retourne le TreeItem précédent dans l'arbre ou un objet nul s'il n'y en a "
+"pas."
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
+"Retourne le TreeItem suivant visible dans l'arborescence ou null si aucun.\n"
+"Si [code]wrap[/code] est activé, la méthode repartira depuis le premier "
+"élément visible de l'arborescence si elle est appelé sur le dernier élément, "
+"sinon elle retournera [code]null[/code]."
#: doc/classes/TreeItem.xml
msgid "Returns the parent TreeItem or a null object if there is none."
msgstr "Renvoie le TreeItem parent ou un objet nul s’il n’y en a pas."
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
"Retourne le TreeItem précédent dans l'arbre ou un objet nul s'il n'y en a "
"pas."
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
+"Retourne le TreeItem précédent visible dans l'arborescence ou null si "
+"aucun.\n"
+"Si [code]wrap[/code] est activé, la méthode repartira depuis le dernier "
+"élément visible de l'arborescence si elle est appelé sur le premier élément, "
+"sinon elle retournera [code]null[/code]."
#: doc/classes/TreeItem.xml
msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
-msgstr ""
+msgstr "Retourne la valeur d'une colonne [constant CELL_MODE_RANGE]."
#: doc/classes/TreeItem.xml
msgid ""
"Returns a dictionary containing the range parameters for a given column. The "
"keys are \"min\", \"max\", \"step\", and \"expr\"."
msgstr ""
+"Retourne un dictionnaire contenant les paramètres de la plage pour la "
+"colonne donnée. Les clés sont \"min\", \"max\", \"step\", et \"expr\"."
#: doc/classes/TreeItem.xml
msgid "Gets the suffix string shown after the column value."
-msgstr ""
+msgstr "Retourne le suffixe affiché après la valeur de la colonne."
#: doc/classes/TreeItem.xml
msgid "Returns the given column's text."
@@ -64111,6 +78497,8 @@ msgid ""
"Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
"the given column is disabled."
msgstr ""
+"Retourne [code]true[/code] si le bouton à la position [code]button_idx[/"
+"code] pour la colonne donnée est désactivé."
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if the given column is checked."
@@ -64124,10 +78512,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
msgstr ""
+"Retourne [code]true[/code] si la colonne [code]column[/code] peut être "
+"sélectionnée."
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
msgstr ""
+"Retourne [code]true[/code] si la colonne [code]column[/code] est "
+"sélectionnée."
#: doc/classes/TreeItem.xml
msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
@@ -64161,6 +78553,8 @@ msgid ""
"If [code]true[/code], disables the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
msgstr ""
+"Si [code]true[/code], désactive le bouton à la position [code]button_idx[/"
+"code] dans la colonne [code]column[/code]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64170,7 +78564,7 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the column [code]column[/code] is checked."
-msgstr ""
+msgstr "Si [code]true[/code], la colonne [code]column[/code] est cochée."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64198,6 +78592,8 @@ msgstr "Si [code]true[/code], la colonne [code]column[/code] est modifiable."
msgid ""
"If [code]true[/code], column [code]column[/code] is expanded to the right."
msgstr ""
+"Si [code]true[/code], la colonne [code]column[/code] s’élargit vers la "
+"droite."
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon [Texture]."
@@ -64205,11 +78601,12 @@ msgstr "Définit la [Texture] d'icône pour la colonne donnée."
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon's maximum width."
-msgstr ""
+msgstr "Définit la largeur maximale de l'icône de la colonne donnée."
#: doc/classes/TreeItem.xml
msgid "Modulates the given column's icon with [code]modulate[/code]."
msgstr ""
+"Module l'icône de la colonne donnée avec la couleur [code]modulate[/code]."
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon's texture region."
@@ -64224,7 +78621,7 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
-msgstr ""
+msgstr "Définit la valeur d'une colonne [constant CELL_MODE_RANGE]."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64236,7 +78633,7 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the given column is selectable."
-msgstr ""
+msgstr "Si [code]true[/code], la colonne spécifiée est sélectionnable."
#: doc/classes/TreeItem.xml
msgid ""
@@ -64260,7 +78657,7 @@ msgstr "Définit le texte de l’info-bulle de la colonne donnée."
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the TreeItem is collapsed."
-msgstr ""
+msgstr "Si [code]true[/code], le TreeItem est développé."
#: doc/classes/TreeItem.xml
msgid "The custom minimum height."
@@ -64268,20 +78665,19 @@ msgstr "La hauteur minimale personnalisée."
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], folding is disabled for this TreeItem."
-msgstr ""
+msgstr "Si [code]true[/code], la réduction est désactivée pour ce TreeItem."
#: doc/classes/TreeItem.xml
msgid "Cell contains a string."
msgstr "La cellule contient une chaîne de caractères."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid "Cell contains a checkbox."
-msgstr "La cellule contient une icône."
+msgstr "La cellule contient une checkbox."
#: doc/classes/TreeItem.xml
msgid "Cell contains a range."
-msgstr ""
+msgstr "La cellule contient un intervalle."
#: doc/classes/TreeItem.xml
msgid "Cell contains an icon."
@@ -64289,15 +78685,15 @@ msgstr "La cellule contient une icône."
#: doc/classes/TreeItem.xml
msgid "Align text to the left. See [code]set_text_align()[/code]."
-msgstr ""
+msgstr "Aligne le texte à gauche. Voir [code]set_text_align()[/code]."
#: doc/classes/TreeItem.xml
msgid "Center text. See [code]set_text_align()[/code]."
-msgstr "Centre du texte. Voir [code]set_text_align()[/code]."
+msgstr "Centre le texte. Voir [code]set_text_align()[/code]."
#: doc/classes/TreeItem.xml
msgid "Align text to the right. See [code]set_text_align()[/code]."
-msgstr ""
+msgstr "Aligne le texte à droite. Voir [code]set_text_align()[/code]."
#: doc/classes/TriangleMesh.xml
msgid "Internal mesh type."
@@ -64305,11 +78701,11 @@ msgstr "Type de maillage interne."
#: doc/classes/TriangleMesh.xml
msgid "Mesh type used internally for collision calculations."
-msgstr ""
+msgstr "Le type de maillage utilisé en interne pour le calcul des collisions."
#: doc/classes/Tween.xml
msgid "Smoothly animates a node's properties over time."
-msgstr ""
+msgstr "Anime de manière fluide une propriété d'un nœud dans le temps."
#: doc/classes/Tween.xml
msgid ""
@@ -64347,7 +78743,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -64387,6 +78785,9 @@ msgid ""
"code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
"callback."
msgstr ""
+"Appelle la fonction [code]callback[/code] de [code]object[/code] après une "
+"durée [code]duration[/code]. Les arguments [code]arg1[/code] à [code]arg5[/"
+"code] sont ceux passés à la fonction."
#: doc/classes/Tween.xml
msgid ""
@@ -64441,14 +78842,17 @@ msgstr "Arrête l'animation et retire tous les tweens."
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
+#, fuzzy
msgid ""
"Resets all tweens to their initial values (the ones given, not those before "
"the tween)."
msgstr ""
+"Rétablit les tween à la leur valeur par défaut (pour celles données, pas "
+"celles avant les tween)."
#: doc/classes/Tween.xml
msgid ""
@@ -64458,19 +78862,20 @@ msgid ""
msgstr ""
#: doc/classes/Tween.xml
-#, fuzzy
msgid "Continues animating all stopped tweens."
-msgstr "Continuer à animer tous les tweens arrêtés."
+msgstr "Continuer d'animer tous les tweens arrêtés."
#: doc/classes/Tween.xml
msgid "Sets the interpolation to the given [code]time[/code] in seconds."
-msgstr ""
+msgstr "Définit l'interpolation au moment [code]time[/code] en secondes."
#: doc/classes/Tween.xml
msgid ""
"Activates/deactivates the tween. See also [method stop_all] and [method "
"resume_all]."
msgstr ""
+"Active ou désactive le tween. Voir aussi [method stop_all] et [method "
+"resume_all]."
#: doc/classes/Tween.xml
msgid "Starts the tween. You can define animations both before and after this."
@@ -64484,7 +78889,7 @@ msgstr ""
#: doc/classes/Tween.xml
msgid "Stops animating all tweens."
-msgstr ""
+msgstr "Arrête l'animation de tous les tweens."
#: doc/classes/Tween.xml
msgid ""
@@ -64512,11 +78917,12 @@ msgstr ""
#: doc/classes/Tween.xml
msgid "Returns the current time of the tween."
-msgstr ""
+msgstr "Retourne le temps actuel du tween."
#: doc/classes/Tween.xml
msgid "The tween's animation process thread. See [enum TweenProcessMode]."
msgstr ""
+"Le fil d'exécution de l'animation du tween. Voir [enum TweenProcessMode]."
#: doc/classes/Tween.xml
msgid ""
@@ -64527,35 +78933,33 @@ msgid ""
msgstr ""
#: doc/classes/Tween.xml
-#, fuzzy
msgid "If [code]true[/code], the tween loops."
-msgstr "Si [code]true[/code], l'interpolation fait une boucle."
+msgstr "Si [code]true[/code], le tween se répète."
#: doc/classes/Tween.xml
msgid "Emitted when all processes in a tween end."
-msgstr ""
+msgstr "Émis quand toutes les processus du tween sont finis."
#: doc/classes/Tween.xml
-#, fuzzy
msgid "Emitted when a tween ends."
-msgstr "Émis à la fin d'une interpolation."
+msgstr "Émis à la fin d'un tween."
#: doc/classes/Tween.xml
-#, fuzzy
msgid "Emitted when a tween starts."
-msgstr "Émis quand une interpolation démarre."
+msgstr "Émis quand un tween démarre."
#: doc/classes/Tween.xml
msgid "Emitted at each step of the animation."
-msgstr ""
+msgstr "Émis à chaque étape de l'animation."
#: doc/classes/Tween.xml
msgid "The tween updates with the [code]_physics_process[/code] callback."
msgstr ""
+"Le tween se met à jour lors de l'appel à [code]_physics_process[/code]."
#: doc/classes/Tween.xml
msgid "The tween updates with the [code]_process[/code] callback."
-msgstr ""
+msgstr "Le tween se met à jour lors de l'appel à [code]_process[/code]."
#: doc/classes/Tween.xml
msgid "The animation is interpolated linearly."
@@ -64569,40 +78973,48 @@ msgstr "L'animation est interpolée à l'aide d'une fonction sinusoïdale."
msgid ""
"The animation is interpolated with a quintic (to the power of 5) function."
msgstr ""
+"L'animation est interpolée avec une fonction quintique (à la puissance 5)."
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quartic (to the power of 4) function."
msgstr ""
+"L'animation est interpolée avec une fonction quartique (à la puissance 4)."
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quadratic (to the power of 2) function."
msgstr ""
+"L'animation est interpolée avec une fonction quadratique (à la puissance 2)."
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with an exponential (to the power of x) "
"function."
msgstr ""
+"L'animation est interpolée avec une fonction exponentielle (à la puissance "
+"x)."
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with elasticity, wiggling around the edges."
msgstr ""
+"L'animation est interpolée avec un effet élastique, se balançant aux niveaux "
+"des bornes."
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a cubic (to the power of 3) function."
msgstr ""
+"L'animation est interpolée avec une fonction cubique (à la puissance 3)."
#: doc/classes/Tween.xml
msgid "The animation is interpolated with a function using square roots."
-msgstr ""
+msgstr "L'animation est interpolée avec la fonction de racine carrée."
#: doc/classes/Tween.xml
msgid "The animation is interpolated by bouncing at the end."
-msgstr ""
+msgstr "L'animation est interpolée en rebondissant à la fin."
#: doc/classes/Tween.xml
msgid "The animation is interpolated backing out at ends."
@@ -64610,27 +79022,47 @@ msgstr "L’animation est interpolée en reculant aux extrémités."
#: doc/classes/Tween.xml
msgid "The interpolation starts slowly and speeds up towards the end."
-msgstr ""
+msgstr "L'interpolation démarre lentement puis s'accélère à la fin."
#: doc/classes/Tween.xml
msgid "The interpolation starts quickly and slows down towards the end."
-msgstr ""
+msgstr "L'interpolation démarre rapidement puis ralentit à la fin."
#: doc/classes/Tween.xml
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is slowest at both ends."
msgstr ""
+"Une combinaison de [constant EASE_IN] et de [constant EASE_OUT]. "
+"L'interpolation est plus lente au début et à la fin."
#: doc/classes/Tween.xml
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is fastest at both ends."
msgstr ""
+"Une combinaison de [constant EASE_IN] et de [constant EASE_OUT]. "
+"L'interpolation est plus rapide au début et à la fin."
+
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr "Émis quand le [Tweener] a terminé son interpolation."
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
-msgstr ""
+msgstr "Une classe d'aide pour implémenter un serveur UDP."
#: doc/classes/UDPServer.xml
msgid ""
@@ -64688,6 +79120,60 @@ msgid ""
" connected = true\n"
"[/codeblock]"
msgstr ""
+"Un simple serveur qui ouvre un port UDP et retourne les [PacketPeerUDP] "
+"connecté pour recevoir de nouveaux paquets. Voir aussi [method PacketPeerUDP."
+"connect_to_host].\n"
+"Après avoir lancé le serveur (avec [method listen]), vous devez appeler "
+"[method poll] régulièrement (ex. à l'intérieur de [method Node._process]) "
+"pour qu'il traite les nouveaux paquets, les envoyer aux [PacketPeerUDP] "
+"appropriés, ou recevoir de nouvelles connexions.\n"
+"Voici une petit exemple sur la façon de l'utiliser :\n"
+"[codeblock]\n"
+"# server.gd\n"
+"extends Node\n"
+"\n"
+"var server := UDPServer.new()\n"
+"var peers = []\n"
+"\n"
+"func _ready():\n"
+" server.listen(4242)\n"
+"\n"
+"func _process(delta):\n"
+" server.poll() # Important !\n"
+" if server.is_connection_available():\n"
+" var peer : PacketPeerUDP = server.take_connection()\n"
+" var pkt = peer.get_packet()\n"
+" print(\"Pair accepté : %s:%s\" % [peer.get_packet_ip(), peer."
+"get_packet_port()])\n"
+" print(\"Données reçues: %s\" % [pkt.get_string_from_utf8()])\n"
+" # Répondre pour qu'il sache qu'on a bien reçu le message.\n"
+" peer.put_packet(pkt)\n"
+" # Garder une référence pour qu'on puisse continuer de contacter le "
+"pair distant.\n"
+" peers.append(peer)\n"
+"\n"
+" for i in range(0, peers.size()):\n"
+" pass # Faire quelque chose avec les pairs connectés.\n"
+"\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# client.gd\n"
+"extends Node\n"
+"\n"
+"var udp := PacketPeerUDP.new()\n"
+"var connected = false\n"
+"\n"
+"func _ready():\n"
+" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
+"\n"
+"func _process(delta):\n"
+" if !connected:\n"
+" # Essai pour contacter le serveur\n"
+" udp.put_packet(\"La réponse est... 42 !\".to_utf8())\n"
+" if udp.get_available_packet_count() > 0:\n"
+" print(\"Connecté : %s\" % udp.get_packet().get_string_from_utf8())\n"
+" connected = true\n"
+"[/codeblock]"
#: doc/classes/UDPServer.xml
msgid ""
@@ -64701,6 +79187,7 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the socket is open and listening on a port."
msgstr ""
+"Retourne [code]true[/code] si le socket est ouvert et écoute à un port."
#: doc/classes/UDPServer.xml
msgid ""
@@ -64725,6 +79212,9 @@ msgid ""
"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
"be notified)."
msgstr ""
+"Arrête le serveur, fermant le socket UDP si ouvert. Fermera toutes les "
+"connexions [PacketPeerUDP] acceptées avec [method take_connection] (les "
+"pairs distantes ne seront pas notifiés)."
#: doc/classes/UDPServer.xml
msgid ""
@@ -64745,6 +79235,8 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Helper to manage undo/redo operations in the editor or custom tools."
msgstr ""
+"Un aide pour gérer les opérations d'annulation/refaire dans l'éditeur ou les "
+"outils personnalisés."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -64781,6 +79273,44 @@ msgid ""
"and [method add_undo_method] out; the same goes for properties. You can also "
"register more than one method/property."
msgstr ""
+"Une aide pour gérer les opération annuler/refaire dans l'éditeur ou les "
+"outils personnalisés. Cela fonctionne en enregistrant des modifications de "
+"méthode et de propriété à l'intérieur \"d'actions\".\n"
+"Le comportement classique est de créer une action, puis d'ajouter les appels "
+"do/undo pour les modifications des fonctions et propriétés, puis d'appliquer "
+"l'action (avec [method commit_action]).\n"
+"Voici un exemple sur comment ajouter une action dans le [UndoRedo] de "
+"l'éditeur de Godot, depuis un greffon :\n"
+"[codeblock]\n"
+"# Une classe qui hérite de EditorPlugin\n"
+"\n"
+"var undo_redo = get_undo_redo() # Une méthode de EditorPlugin.\n"
+"\n"
+"func do_something():\n"
+" pass # Placer du code ici qui va faire quelque chose.\n"
+"\n"
+"func undo_something():\n"
+" pass # Placer du code ici qui annule ce que \"do_something()\" a déjà "
+"fait.\n"
+"\n"
+"func _on_MyButton_pressed():\n"
+" var node = get_node(\"MyNode2D\")\n"
+" undo_redo.create_action(\"Déplacer le nœud\")\n"
+" undo_redo.add_do_method(self, \"do_something\")\n"
+" undo_redo.add_undo_method(self, \"undo_something\") # Appelé quand "
+"annulé (Ctrl+Z pressé)\n"
+" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
+" undo_redo.add_undo_property(node, \"position\", node.position) # Changé "
+"quand annulé (Ctrl+Z pressé)\n"
+" undo_redo.commit_action()\n"
+"[/codeblock]\n"
+"Les méthodes [method create_action], [method add_do_method], [method "
+"add_undo_method], [method add_do_property], [method add_undo_property], et "
+"[method commit_action] doivent être appelés une après l'autre, comme dans "
+"cet exemple. Ne pas le faire ainsi peut provoquer des plantages.\n"
+"Si vous n'avez pas besoin d'enregistrer une méthode, vous pouvez ignorer "
+"[method add_do_method] et [method add_undo_method] ; et faire de même avec "
+"les propriétés. Vous pouvez aussi enregistrer plus d'une méthode/propriété."
#: doc/classes/UndoRedo.xml
msgid "Register a method that will be called when the action is committed."
@@ -64788,7 +79318,7 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a property value change for \"do\"."
-msgstr ""
+msgstr "Enregistre un changement de valeur de propriété pour \"annuler\"."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -64799,11 +79329,11 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a method that will be called when the action is undone."
-msgstr ""
+msgstr "Enregistre une méthode qui sera appelée pour \"refaire\"."
#: doc/classes/UndoRedo.xml
msgid "Register a property value change for \"undo\"."
-msgstr ""
+msgstr "Enregistre un changement de valeur de propriété pour \"refaire\"."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -64837,7 +79367,7 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Gets the name of the current action."
-msgstr ""
+msgstr "Récupère le nom de l'action actuelle."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -64863,11 +79393,13 @@ msgstr "Annule la dernière action."
#: doc/classes/UndoRedo.xml
msgid "Called when [method undo] or [method redo] was called."
-msgstr ""
+msgstr "Appelé quand [method undo] ou [method redo] sont appelés."
#: doc/classes/UndoRedo.xml
msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
msgstr ""
+"Fait que les opérations \"annuler\"/\"refaire\" utilisent des actions "
+"séparées."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -64878,7 +79410,7 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Makes subsequent actions with the same name be merged into one."
-msgstr ""
+msgstr "Fusionne les actions suivantes avec le même nom dans une seule."
#: modules/upnp/doc_classes/UPNP.xml
msgid "UPNP network functions."
@@ -64939,10 +79471,64 @@ msgid ""
" thread.wait_to_finish()\n"
"[/codeblock]"
msgstr ""
+"Fournis un fonctionnalité UPNP pour découvrir des appareils [UPNPDevice] sur "
+"le réseau local et lancer des commandes sur eux, comme la gestion des ports "
+"(port forwarding) et requêter les adresses IP locales et distantes. À noter "
+"que les méthodes de cette classe sont synchrones et bloquent le fil "
+"d'exécution que les appelle.\n"
+"Pour le forward d'un port :\n"
+"[codeblock]\n"
+"const PORT = 7777\n"
+"var upnp = UPNP.new()\n"
+"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
+"upnp.add_port_mapping(port)\n"
+"[/codeblock]\n"
+"Pour fermer le port spécifié (ex. après avoir fini de l'utiliser) :\n"
+"[codeblock]\n"
+"upnp.delete_port_mapping(port)\n"
+"[/codeblock]\n"
+"[b]Note :[/b] la découverte UPnP bloque le fil d'exécution que l'appelle. "
+"Pour ne pas bloquer le fil d'exécution principal, utilisez les [Thread] "
+"comme ceci :\n"
+"[codeblock]\n"
+"# Émis quand la configuration d'un port UPnP est fini (peu importe si c'est "
+"un succès ou un échec).\n"
+"signal upnp_completed(error)\n"
+"\n"
+"# Remplacer ceci avec le port de votre serveur compris entre 1025 et 65535.\n"
+"const SERVER_PORT = 3928\n"
+"var thread = null\n"
+"\n"
+"func _upnp_setup(server_port):\n"
+" # Les requêtes UPNP prennent un peu de temps\n"
+" var upnp = UPNP.new()\n"
+" var err = upnp.discover()\n"
+"\n"
+" if err != OK:\n"
+" push_error(str(err))\n"
+" emit_signal(\"upnp_completed\", err)\n"
+" return\n"
+"\n"
+" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
+" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
+"get_setting(\"application/config/name\"), \"UDP\")\n"
+" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
+"get_setting(\"application/config/name\"), \"TCP\")\n"
+" emit_signal(\"upnp_completed\", OK)\n"
+"\n"
+"func _ready():\n"
+" thread = Thread.new()\n"
+" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
+"\n"
+"func _exit_tree():\n"
+" # Attendre ici que le fil d'exécution se termine avant que le jeu ne "
+"quitte.\n"
+" thread.wait_to_finish()\n"
+"[/codeblock]"
#: modules/upnp/doc_classes/UPNP.xml
msgid "Adds the given [UPNPDevice] to the list of discovered devices."
-msgstr ""
+msgstr "Ajouter le [UPNPDevice] spécifié à la liste des appareils découverts."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -64993,10 +79579,11 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
msgstr ""
+"Retourne l'appareil [UPNPDevice] à la position [code]index[/code] donnée."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the number of discovered [UPNPDevice]s."
-msgstr ""
+msgstr "Retourne le nombre de [UPNPDevice] découverts."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -65014,16 +79601,21 @@ msgstr ""
msgid ""
"Removes the device at [code]index[/code] from the list of discovered devices."
msgstr ""
+"Retire l'appareil à [code]index[/code] de la liste des appareils découverts."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Sets the device at [code]index[/code] from the list of discovered devices to "
"[code]device[/code]."
msgstr ""
+"Définit le périphérique à l'index [code]index[/code] dans la liste des "
+"périphériques découverts à [code]device[/code]."
#: modules/upnp/doc_classes/UPNP.xml
msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
msgstr ""
+"Si [code]true[/code], l'IPv6 est utilisée pour la découverte des "
+"[UPNPDevice]."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -65041,7 +79633,7 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "UPNP command or discovery was successful."
-msgstr ""
+msgstr "La commande ou la découverte UPNP a réussi."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -65077,18 +79669,20 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "The [UPNPDevice] does not allow wildcard values for the external port."
msgstr ""
+"Les [UPNPDevice] n'autorisent pas les astérismes pour les ports externes."
#: modules/upnp/doc_classes/UPNP.xml
msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
msgstr ""
+"Les [UPNPDevice] n'autorisent pas les astérismes pour les ports internes."
#: modules/upnp/doc_classes/UPNP.xml
msgid "The remote host value must be a wildcard."
-msgstr ""
+msgstr "La valeur de l'hôte distante doit être un astérisme."
#: modules/upnp/doc_classes/UPNP.xml
msgid "The external port value must be a wildcard."
-msgstr ""
+msgstr "La valeur du port externe doit être un astérisme."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -65109,7 +79703,7 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "External and internal port values must be the same."
-msgstr ""
+msgstr "Le port externe et interne doivent être les mêmes."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -65224,6 +79818,8 @@ msgid ""
"Address of the local machine in the network connecting it to this "
"[UPNPDevice]."
msgstr ""
+"L'adresse locale sur le réseau de la machine qui se connecte à ce "
+"[UPNPDevice]."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "IGD service type."
@@ -65251,7 +79847,7 @@ msgstr "La réponse retournée ne contenait pas d’URL."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Not a valid IGD."
-msgstr ""
+msgstr "Ce n'est pas un IGD valide."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Disconnected."
@@ -65271,7 +79867,7 @@ msgstr "Erreur d’allocation de mémoire."
#: doc/classes/Variant.xml
msgid "The most important data type in Godot."
-msgstr ""
+msgstr "Le plus important type de donnée dans Godot."
#: doc/classes/Variant.xml
msgid ""
@@ -65370,14 +79966,11 @@ msgstr "Conteneur vertical. Voir [BoxContainer]."
#: doc/classes/VBoxContainer.xml
msgid "The vertical space between the [VBoxContainer]'s elements."
-msgstr ""
+msgstr "L'espacement vertical entre les éléments du [VBoxContainer]."
#: doc/classes/Vector2.xml
-#, fuzzy
msgid "Vector used for 2D math."
-msgstr ""
-"Vecteur utilisé pour les mathématiques 2D utilisant des coordonnées "
-"d'entiers."
+msgstr "Vecteur utilisé en 2D."
#: doc/classes/Vector2.xml
msgid ""
@@ -65390,13 +79983,14 @@ msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "3Blue1Brown Essence of Linear Algebra"
-msgstr ""
+msgstr "3Blue1Brown Essence of Linear Algebra"
#: doc/classes/Vector2.xml
-#, fuzzy
msgid ""
"Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]."
-msgstr "Construit une nouvelle chaîne de caractères à partir du [Plane] donné."
+msgstr ""
+"Construit un nouvel Vector2 à partir des [code]x[/code] et [code]y[/code] "
+"donnés."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -65428,7 +80022,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -65437,11 +80031,14 @@ msgid ""
"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
"y]."
msgstr ""
+"Retourne le ratio de ce vecteur, soit [member x] divisé par [member y]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the vector \"bounced off\" from a plane defined by the given normal."
msgstr ""
+"Retourne le vecteur ayant \"rebondit\" sur un plan définit par la normale "
+"donnée."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -65455,6 +80052,9 @@ msgid ""
"Returns the vector with a maximum length by limiting its length to "
"[code]length[/code]."
msgstr ""
+"Obsolète, veuillez plutôt utiliser [method limit_length].\n"
+"Retourne le vecteur avec sa longueur limitée par la valeur maximale "
+"[code]length[/code]."
#: doc/classes/Vector2.xml
msgid ""
@@ -65492,7 +80092,7 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid "Returns the distance between this vector and [code]to[/code]."
-msgstr ""
+msgstr "Retourne la distance entre ce vecteur et [code]to[/code]."
#: doc/classes/Vector2.xml
msgid ""
@@ -65521,18 +80121,21 @@ msgid ""
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
+"Retourne [code]true[/code] si ce vecteur et [code]v[/code] sont "
+"approximativement identiques, en utilisant [method @GDScript."
+"is_equal_approx] sur chaque composant."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
-msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon."
+msgstr ""
+"Retourne [code]true[/code] si le vecteur est normalisé, et [code]false[/"
+"code] sinon."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid "Returns the length (magnitude) of this vector."
-msgstr "Renvoie le reste de deux vecteurs."
+msgstr "Retourne la longueur (magnitude) de ce vecteur."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -65546,6 +80149,8 @@ msgid ""
"Returns the vector with a maximum length by limiting its length to "
"[code]length[/code]."
msgstr ""
+"Retourne le vecteur avec sa longueur maximale limitée par la longueur "
+"[code]length[/code]."
#: doc/classes/Vector2.xml
msgid ""
@@ -65555,13 +80160,12 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
"code] amount. Will not go past the final value."
msgstr ""
-"Renvoie [code]true[/code] (vrai) si [code]a[/code] et [code]b[/code] sont "
-"approximativement égaux l'un à l'autre."
+"Retourne un nouveau vecteur déplacé en direction de [code]to[/code] par la "
+"quantité [code]delta[/code]. Ne dépassera pas la valeur finale."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -65593,19 +80197,21 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml
+#, fuzzy
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
+"Retourne le vecteur pivoté par [code]phi[/code] en radians. Voir aussi "
+"[method @GDScript.deg2rad]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns a new vector with all components rounded to the nearest integer, "
"with halfway cases rounded away from zero."
msgstr ""
-"Renvoie le vecteur avec tous les composants arrondis vers le bas (vers "
-"l’infini négatif)."
+"Retourne une nouveau vecteur avec tous ses composants arrondis à l'entier le "
+"plus proche, avec les demis arrondis à l'entier supérieur."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -65638,6 +80244,8 @@ msgid ""
"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
"to the original, with the same length."
msgstr ""
+"Retourne le vecteur perpendiculaire, pivoté de 90 degrés dans le sens anti-"
+"horaire comparé à l'original, mais avec la même longueur."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -65672,51 +80280,53 @@ msgid ""
"Infinity vector, a vector with all components set to [constant @GDScript."
"INF]."
msgstr ""
+"Le vecteur infini, un vecteur avec tous ses composants définit à [constant "
+"@GDScript.INF]."
#: doc/classes/Vector2.xml
msgid "Left unit vector. Represents the direction of left."
-msgstr ""
+msgstr "Le vecteur unitaire gauche. Représente la direction vers la gauche."
#: doc/classes/Vector2.xml
msgid "Right unit vector. Represents the direction of right."
-msgstr ""
+msgstr "Le vecteur unitaire droit. Représente la direction vers la droite."
#: doc/classes/Vector2.xml
msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
msgstr ""
+"Le vecteur unitaire vers le haut. Y représente le bas en 2D, donc ce vecteur "
+"pointe vers -Y."
#: doc/classes/Vector2.xml
msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
msgstr ""
+"Le vecteur unitaire vers le bas. Y représente le bas en 2D, donc ce vecteur "
+"pointe vers +Y."
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Vector used for 3D math."
-msgstr ""
-"Vecteur utilisé pour les mathématiques 3D à l’aide de coordonnées d'entiers."
+msgstr "Vecteur utilisé en 3D."
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
msgstr ""
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Returns a Vector3 with the given components."
-msgstr "Retourne un caractère avec la valeur ascii donnée."
+msgstr "Retourne un Vector3 avec les coordonnées spécifiées."
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Returns the unsigned minimum angle to the given vector, in radians."
-msgstr "Renvoie le reste de deux vecteurs."
+msgstr "Retourne l'angle non signé minimum avec le vecteur donné, en radians."
#: doc/classes/Vector3.xml
msgid "Returns the cross product of this vector and [code]b[/code]."
-msgstr "Calcule le produit vectoriel de ce vecteur et[code]b[/code]."
+msgstr "Calcule le produit vectoriel de ce vecteur et de [code]b[/code]."
#: doc/classes/Vector3.xml
msgid ""
@@ -65728,7 +80338,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns the distance between this vector and [code]b[/code]."
-msgstr ""
+msgstr "Retourne la distance entre ce vecteur et [code]b[/code]."
#: doc/classes/Vector3.xml
msgid ""
@@ -65750,6 +80360,8 @@ msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
"v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
msgstr ""
+"Retourne l'inverse du vecteur. Ça correspond à [code]Vector3( 1.0 / v.x, "
+"1.0 / v.y, 1.0 / v.z )[/code]."
#: doc/classes/Vector3.xml
msgid ""
@@ -65782,9 +80394,11 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
+"Pivote ce vecteur autour de l'axe donné par [code]angle[/code] (en radians). "
+"L'axe donné doit être normalisé."
#: doc/classes/Vector3.xml
msgid ""
@@ -65812,30 +80426,40 @@ msgid ""
"Enumerated value for the X axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
+"La valeur de l'énumération pour l'axe X. Retourné par [method max_axis] et "
+"[method min_axis]."
#: doc/classes/Vector3.xml
msgid ""
"Enumerated value for the Y axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
+"La valeur de l'énumération pour l'axe Y. Retourné par [method max_axis] et "
+"[method min_axis]."
#: doc/classes/Vector3.xml
msgid ""
"Enumerated value for the Z axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
+"La valeur de l'énumération pour l'axe Z. Retourné par [method max_axis] et "
+"[method min_axis]."
#: doc/classes/Vector3.xml
msgid ""
"Left unit vector. Represents the local direction of left, and the global "
"direction of west."
msgstr ""
+"Le vecteur unitaire gauche. Représente la direction locale à gauche, et la "
+"direction globale vers l'ouest."
#: doc/classes/Vector3.xml
msgid ""
"Right unit vector. Represents the local direction of right, and the global "
"direction of east."
msgstr ""
+"Le vecteur unitaire vers la droite. Représente la direction locale à droite, "
+"et la direction globale vers l'est."
#: doc/classes/Vector3.xml
msgid "Up unit vector."
@@ -65897,11 +80521,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65941,7 +80565,7 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Returns the rotational speed of the wheel in revolutions per minute."
-msgstr ""
+msgstr "Retourne la vitesse de rotation de la roue en tours par minute."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -65953,6 +80577,7 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
msgstr ""
+"Retourne [code]true[/code] si cette roue est en contact avec une surface."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -65981,8 +80606,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -66045,7 +80670,7 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "The radius of the wheel in meters."
-msgstr ""
+msgstr "La rayon de la roue en mètres."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -66064,14 +80689,12 @@ msgid ""
msgstr ""
#: doc/classes/VFlowContainer.xml
-#, fuzzy
msgid "Vertical flow container."
-msgstr "Conteneur vertical."
+msgstr "Conteneur de flux vertical."
#: doc/classes/VFlowContainer.xml
-#, fuzzy
msgid "Vertical version of [FlowContainer]."
-msgstr "La version verticale de [Separator]."
+msgstr "La version verticale du [FlowContainer]."
#: doc/classes/VideoPlayer.xml
msgid "Control for playing video streams."
@@ -66097,9 +80720,8 @@ msgid ""
msgstr ""
#: doc/classes/VideoPlayer.xml
-#, fuzzy
msgid "Returns the current frame as a [Texture]."
-msgstr "Retourne la [Texture2D] de l'image donnée."
+msgstr "Retourne la trame actuelle de la [Texture]."
#: doc/classes/VideoPlayer.xml
msgid ""
@@ -66131,10 +80753,11 @@ msgstr "Si [code]true[/code], la lecture commence au chargement de la scène."
#: doc/classes/VideoPlayer.xml
msgid "Amount of time in milliseconds to store in buffer while playing."
msgstr ""
+"La durée en millisecondes à stocker dans la mémoire lors de la lecture."
#: doc/classes/VideoPlayer.xml
msgid "Audio bus to use for sound playback."
-msgstr ""
+msgstr "Le bus audio pour la lecture de sons."
#: doc/classes/VideoPlayer.xml
msgid ""
@@ -66167,7 +80790,6 @@ msgid "Audio volume in dB."
msgstr "Volume audio en dB."
#: doc/classes/VideoPlayer.xml
-#, fuzzy
msgid "Emitted when playback is finished."
msgstr "Émis lorsque la lecture est terminée."
@@ -66183,12 +80805,14 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+#, fuzzy
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
+"La ressource [VideoStream] pour les formats vidéo implémentés via GDNative."
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -66197,6 +80821,7 @@ msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
msgstr ""
+"Retourne le fichier vidéo pris en charge pour ce [VideoStreamGDNative]."
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
@@ -66222,7 +80847,7 @@ msgstr ""
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]."
-msgstr ""
+msgstr "Retourne le fichier vidéo Ogg Theora géré par ce [VideoStreamTheora]."
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid ""
@@ -66230,6 +80855,9 @@ msgid ""
"handles. The [code]file[/code] name should have the [code].ogv[/code] "
"extension."
msgstr ""
+"Définit le fichier vidéo Ogg Theora que cette ressource [VideoStreamTheora] "
+"supporte. Le nom de fichier [code]file[/code] doit avoir l'extension [code]."
+"ogv[/code]."
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid "[VideoStream] resource for WebM videos."
@@ -66252,7 +80880,7 @@ msgstr ""
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid "Returns the WebM video file handled by this [VideoStreamWebm]."
-msgstr ""
+msgstr "Retourne le fichier vidéo WebM géré par ce [VideoStreamWebm]."
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid ""
@@ -66290,31 +80918,35 @@ msgstr ""
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
msgid "3D in 2D Demo"
-msgstr ""
+msgstr "Démo pour la 3D dans la 2D"
#: doc/classes/Viewport.xml
msgid "Screen Capture Demo"
-msgstr ""
+msgstr "Démo de capture d'écran"
#: doc/classes/Viewport.xml
msgid "Dynamic Split Screen Demo"
-msgstr ""
+msgstr "Démo de l'écran partagé dynamique"
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
msgid "3D Viewport Scaling Demo"
-msgstr ""
+msgstr "Démo de mise à l'échelle d'un fenêtre d'affichage 3D"
#: doc/classes/Viewport.xml
msgid ""
"Returns the first valid [World] for this viewport, searching the [member "
"world] property of itself and any Viewport ancestor."
msgstr ""
+"Retourne le premier [World] valide de cette fenêtre d'affichage, en "
+"cherchant dans sa propriété [member world] ainsi que celle de ses parents."
#: doc/classes/Viewport.xml
msgid ""
"Returns the first valid [World2D] for this viewport, searching the [member "
"world_2d] property of itself and any Viewport ancestor."
msgstr ""
+"Retourne le premier [World2D] valide de cette fenêtre d'affichage, en "
+"cherchant dans sa propriété [member world] ainsi que celle de ses parents."
#: doc/classes/Viewport.xml
msgid "Returns the active 3D camera."
@@ -66322,12 +80954,11 @@ msgstr "Retourne la caméra 3D active."
#: doc/classes/Viewport.xml
msgid "Returns the total transform of the viewport."
-msgstr ""
+msgstr "Retourne la transformation totale de la fenêtre d'affichage."
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Returns the topmost modal in the stack."
-msgstr "Retourne le mode de mise à jour d'une piste de valeur."
+msgstr "Retourne la vue exclusive la plus en avant dans la pile."
#: doc/classes/Viewport.xml
#, fuzzy
@@ -66363,13 +80994,13 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Returns the viewport's RID from the [VisualServer]."
-msgstr "Retourne le RID de la caméra depuis le [RenderingServer]."
+msgstr "Retourne le RID de la caméra depuis le [VisualServer]."
#: doc/classes/Viewport.xml
msgid "Returns the visible rectangle in global screen coordinates."
msgstr ""
+"Retourne le rectangle de visibilité à l'écran dans les coordonnées globales."
#: doc/classes/Viewport.xml
msgid ""
@@ -66383,17 +81014,24 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Retourne [code]true[/code] si la colonne donnée est cochée."
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Retourne [code]true[/code] si l'opération de déposer-glisser a réussi."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the size override is enabled. See [method "
"set_size_override]."
-msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon."
+msgstr ""
+"Retourne [code]true[/code] si la taille a été surchargée. Voir [method "
+"set_size_override]."
#: doc/classes/Viewport.xml
msgid ""
@@ -66406,6 +81044,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Stops the input from propagating further down the [SceneTree]."
msgstr ""
+"Arrête la propagation de l'entrée plus profondément dans le [SceneTree]."
#: doc/classes/Viewport.xml
msgid ""
@@ -66426,7 +81065,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Forces update of the 2D and 3D worlds."
-msgstr ""
+msgstr "Force la mise à jour des mondes 2D et 3D."
#: doc/classes/Viewport.xml
msgid ""
@@ -66441,11 +81080,11 @@ msgstr "Si [code]true[/code], la texture sera centrée."
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
-msgstr ""
+msgstr "Si [code]true[/code], la fenêtre d'affichage gèrera les flux audio 2D."
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 3D audio streams."
-msgstr ""
+msgstr "Si [code]true[/code], la fenêtre d'affichage gèrera les flux audio 3D."
#: doc/classes/Viewport.xml
msgid ""
@@ -66492,9 +81131,10 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "If [code]true[/code], the viewport will not receive input events."
-msgstr "Si [code]true[/code], la texture sera centrée."
+msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage ne recevra pas les événements "
+"d'entrée."
#: doc/classes/Viewport.xml
msgid ""
@@ -66535,13 +81175,12 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
-"Retourne [code]true[/code] si la chaîne de caractères est vide, ou "
-"[code]false[/code] le cas échéant."
+"Si [code]true[/code], la fenêtre d'affichage utilisera une copie du [World] "
+"défini dans la propriété [member world]."
#: doc/classes/Viewport.xml
msgid ""
@@ -66574,6 +81213,10 @@ msgid ""
"Since Viewports in Godot 3.x render upside-down, it's recommended to set "
"this to [code]true[/code] in most situations."
msgstr ""
+"Si [code]true[/code], le rendu final sera inversé verticalement. Comme les "
+"fenêtres d'affichage dans Godot 3.x font des rendus à l'envers, il est "
+"recommandé de mettre cette valeur à [code]true[/code] dans la plupart des "
+"cas."
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the first quadrant on the shadow atlas."
@@ -66595,9 +81238,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66626,10 +81270,16 @@ msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage doit faire le rendu de "
+"l'arrière-plan de manière transparente."
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
-msgstr "Le mode de rendu de la fenêtre d'affichage."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
+msgstr ""
#: doc/classes/Viewport.xml
msgid ""
@@ -66651,10 +81301,12 @@ msgstr "Une constante [Transform], qui peut être utilisée comme nœud d’entr
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
msgstr ""
+"Le [World3D] personnalisé qui peut être utilisé comme source pour "
+"l'environnement 2D."
#: doc/classes/Viewport.xml
msgid "Emitted when a Control node grabs keyboard focus."
-msgstr ""
+msgstr "Émis quand un nœud de Control obtient le focus du clavier."
#: doc/classes/Viewport.xml
msgid ""
@@ -66664,12 +81316,14 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Do not update the render target."
-msgstr ""
+msgstr "Ne pas mettre à jour la cible de rendu."
#: doc/classes/Viewport.xml
msgid ""
"Update the render target once, then switch to [constant UPDATE_DISABLED]."
msgstr ""
+"Met à jour la cible de rendu une seule fois, puis passe en mode [constant "
+"UPDATE_DISABLED]."
#: doc/classes/Viewport.xml
msgid ""
@@ -66677,9 +81331,8 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid "Always update the render target."
-msgstr "Mettez toujours à jour la cible de rendu."
+msgstr "Met toujours à jour la cible de rendu."
#: doc/classes/Viewport.xml
msgid "This quadrant will not be used."
@@ -66692,14 +81345,17 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
msgstr ""
+"Ce quadrant sera découpé en 4, et utilisé pour jusqu'à 4 parties d'ombre."
#: doc/classes/Viewport.xml
msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
msgstr ""
+"Ce quadrant sera découpé en 16, et utilisé pour jusqu'à 16 parties d'ombre."
#: doc/classes/Viewport.xml
msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
msgstr ""
+"Ce quadrant sera découpé en 64, et utilisé pour jusqu'à 64 parties d'ombre."
#: doc/classes/Viewport.xml
msgid ""
@@ -66718,6 +81374,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum."
msgstr ""
+"Représente la taille de l'énumération [enum ShadowAtlasQuadrantSubdiv]."
#: doc/classes/Viewport.xml
msgid "Amount of objects in frame."
@@ -66751,7 +81408,7 @@ msgstr "Quantité d’objets dans le cadre."
#: doc/classes/Viewport.xml
msgid "Represents the size of the [enum RenderInfo] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum RenderInfo]."
#: doc/classes/Viewport.xml
msgid "Objects are displayed normally."
@@ -66788,12 +81445,16 @@ msgid ""
"Use 8x Multisample Antialiasing. Likely unsupported on low-end and older "
"hardware."
msgstr ""
+"Utilisez l'anticrénelage multi-échantillons 8x. Sans doute pas supporté sur "
+"les anciens appareils ou ceux peu puissants."
#: doc/classes/Viewport.xml
msgid ""
"Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end "
"hardware."
msgstr ""
+"Utilisez l'anticrénelage multi-échantillons 8x. Sans doute pas supporté sur "
+"les appareils peu et moyennement puissants."
#: doc/classes/Viewport.xml
msgid ""
@@ -66825,7 +81486,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Always clear the render target before drawing."
-msgstr ""
+msgstr "Toujours effacer la cible de rendu avant d'y dessiner."
#: doc/classes/Viewport.xml
msgid "Never clear the render target."
@@ -66836,11 +81497,12 @@ msgid ""
"Clear the render target next frame, then switch to [constant "
"CLEAR_MODE_NEVER]."
msgstr ""
+"Nettoie la cible de rendu pour la trame suivante, puis passe en [constant "
+"CLEAR_MODE_NEVER]."
#: doc/classes/ViewportContainer.xml
-#, fuzzy
msgid "Control for holding [Viewport]s."
-msgstr "Contrôle pour maintenir les [SubViewport]s."
+msgstr "Le contrôle pour contenir les [Viewport]."
#: doc/classes/ViewportContainer.xml
msgid ""
@@ -66852,10 +81514,10 @@ msgid ""
msgstr ""
#: doc/classes/ViewportContainer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the viewport will be scaled to the control's size."
-msgstr "Si [code]true[/code], la frontière de la ligne sera anti-aliasée."
+msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage utilisera la taille du contrôle."
#: doc/classes/ViewportContainer.xml
msgid ""
@@ -66870,7 +81532,7 @@ msgstr ""
#: doc/classes/ViewportTexture.xml
msgid "Texture which displays the content of a [Viewport]."
-msgstr ""
+msgstr "La texture qui affiche le contenu du [Viewport]."
#: doc/classes/ViewportTexture.xml
msgid ""
@@ -66889,6 +81551,7 @@ msgstr ""
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "Enables certain nodes only when approximately visible."
msgstr ""
+"Active certains nœuds uniquement quand il est approximativement visible."
#: doc/classes/VisibilityEnabler.xml
msgid ""
@@ -66919,13 +81582,12 @@ msgid ""
msgstr ""
#: doc/classes/VisibilityEnabler.xml
-#, fuzzy
msgid "If [code]true[/code], [RigidBody] nodes will be paused."
-msgstr "Si [code]true[/code], les nœuds [RigidBody3D] seront mis en pause."
+msgstr "Si [code]true[/code], les nœuds [RigidBody] seront mis en pause."
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
-msgstr ""
+msgstr "Si [code]true[/code], les nœuds [AnimationPlayer] seront mis en pause."
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will pause [AnimationPlayer] nodes."
@@ -66956,17 +81618,15 @@ msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
-msgstr ""
+msgstr "Si [code]true[/code], les nœuds [RigidBody2D] seront mis en pause."
#: doc/classes/VisibilityEnabler2D.xml
-#, fuzzy
msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
-msgstr "Si [code]true[/code], les nœuds [GPUParticles2D] seront mis en pause."
+msgstr "Si [code]true[/code], les nœuds [AnimatedSprite] seront mis en pause."
#: doc/classes/VisibilityEnabler2D.xml
-#, fuzzy
msgid "If [code]true[/code], [Particles2D] nodes will be paused."
-msgstr "Si [code]true[/code], les nœuds [GPUParticles2D] seront mis en pause."
+msgstr "Si [code]true[/code], les nœuds [Particles2D] seront mis en pause."
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
@@ -66991,17 +81651,19 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr "Cet activateur arrêtera les nœuds [Particles2D]."
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+#, fuzzy
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr "Cet activateur arrêtera la fonction _process du parent."
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+#, fuzzy
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr "Cet activateur arrêtera la fonction _physics_process du parent."
#: doc/classes/VisibilityEnabler2D.xml
-#, fuzzy
msgid "This enabler will stop [AnimatedSprite] nodes animations."
-msgstr "Cet activateur arrêtera les animations de nœuds [AnimatedSprite2D]."
+msgstr "Cet activateur arrêtera les animations de nœuds [AnimatedSprite]."
#: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml
msgid "Detects approximately when the node is visible on screen."
@@ -67023,7 +81685,6 @@ msgid ""
msgstr ""
#: doc/classes/VisibilityNotifier.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the bounding box is on the screen.\n"
"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
@@ -67031,16 +81692,25 @@ msgid ""
"right after it is instantiated, even if it will be on screen in the draw "
"pass."
msgstr ""
-"Si [code]true[/code], la boîte bondissante est à l’écran.\n"
+"Si [code]true[/code], le rectangle de visibilité affiché à l’écran.\n"
"[b]Note :[/b] Il faut un cadre pour que la visibilité du nœud soit évaluée "
"une fois ajoutée à l’arbre de scène, de sorte que cette méthode reviendra "
-"[code]false[/code] juste après qu’il soit instantié, même s’il sera à "
+"[code]false[/code] juste après qu’il soit instancié, même s’il sera à "
"l’écran dans le passage de tirage."
#: doc/classes/VisibilityNotifier.xml
-#, fuzzy
msgid "The VisibilityNotifier's bounding box."
-msgstr "Rectangle englobant de VisibilityNotifier2D."
+msgstr "Le rectangle du VisibilityNotifier."
+
+#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
#: doc/classes/VisibilityNotifier.xml
#, fuzzy
@@ -67054,14 +81724,12 @@ msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
msgstr "Émis lorsque le VisibilityNotifier3D quitte la vue d'un [Camera3D]."
#: doc/classes/VisibilityNotifier.xml
-#, fuzzy
msgid "Emitted when the VisibilityNotifier enters the screen."
-msgstr "Émis lorsque le VisibilityNotifier2D entre dans l'écran."
+msgstr "Émis lorsque le VisibilityNotifier entre dans l'écran."
#: doc/classes/VisibilityNotifier.xml
-#, fuzzy
msgid "Emitted when the VisibilityNotifier exits the screen."
-msgstr "Émis lorsque le VisibilityNotifier2D quitte l’écran."
+msgstr "Émis lorsque le VisibilityNotifier quitte l’écran."
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
@@ -67092,7 +81760,7 @@ msgstr "Rectangle englobant de VisibilityNotifier2D."
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D enters the screen."
-msgstr "Émis lorsque le VisibilityNotifier2D entre dans l'écran."
+msgstr "Émis lorsque le VisibilityNotifier2D apparait à l'écran."
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D exits the screen."
@@ -67164,7 +81832,7 @@ msgstr ""
#: doc/classes/VisualInstance.xml
msgid "Enables a particular layer in [member layers]."
-msgstr ""
+msgstr "Active un calque spécifique dans [member layers]."
#: doc/classes/VisualInstance.xml
msgid ""
@@ -67189,15 +81857,15 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a custom signal with the specified name to the VisualScript."
-msgstr ""
+msgstr "Ajoute un signal personnalisé avec le nom spécifié au VisualScript."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a function with the specified name to the VisualScript."
-msgstr ""
+msgstr "Ajoute une fonction avec le nom spécifié au VisualScript."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a node to a function of the VisualScript."
-msgstr ""
+msgstr "Ajoute un nœud à une fonction du VisualScript."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
@@ -67209,22 +81877,24 @@ msgstr ""
msgid ""
"Add an argument to a custom signal added with [method add_custom_signal]."
msgstr ""
+"Ajoute un argument à un signal personnalité ajouté avec [method "
+"add_custom_signal]."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the count of a custom signal's arguments."
-msgstr ""
+msgstr "Récupère le nombre d'arguments du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the name of a custom signal's argument."
-msgstr ""
+msgstr "Récupère le nom de l'argument du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the type of a custom signal's argument."
-msgstr ""
+msgstr "Récupère le type de l'argument du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a specific custom signal's argument."
-msgstr ""
+msgstr "Supprime l'argument spécifié du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Rename a custom signal's argument."
@@ -67232,11 +81902,11 @@ msgstr "Renommer l'argument d'un signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the type of a custom signal's argument."
-msgstr ""
+msgstr "Change le type de l'argument du signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Swap two of the arguments of a custom signal."
-msgstr ""
+msgstr "Échange deux des arguments d'un signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
@@ -67244,11 +81914,16 @@ msgid ""
"[code]from_port[/code] would be fed into [code]to_node[/code]'s "
"[code]to_port[/code]."
msgstr ""
+"Connecte deux ports de données. La valeur du port [code]from_port[/code] de "
+"[code]from_node[/code] sera transféré au port [code]to_port[/code] de "
+"[code]to_node[/code]."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Disconnect two data ports previously connected with [method data_connect]."
msgstr ""
+"Déconnecte deux ports de données précédemment connectés avec [method "
+"data_connect]."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the id of a function's entry point node."
@@ -67256,11 +81931,11 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the position of the center of the screen for a given function."
-msgstr ""
+msgstr "Retourne la position du centre de l'écran pour la fonction donnée."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns a node given its id and its function."
-msgstr ""
+msgstr "Retourne le nœud définit par son identifiant et sa fonction."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns a node's position in pixels."
@@ -67268,7 +81943,7 @@ msgstr "Retourne la position du nœud en pixels."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the default (initial) value of a variable."
-msgstr ""
+msgstr "Retourne la valeur par défaut (initiale) de la variable."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a variable is exported."
@@ -67282,35 +81957,35 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a signal exists with the specified name."
-msgstr ""
+msgstr "Retourne s'il existe un signal avec le nom spécifié."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether the specified data ports are connected."
-msgstr ""
+msgstr "Retourne si les ports de données spécifiés sont connectés."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a function exists with the specified name."
-msgstr ""
+msgstr "Retourne s'il existe une fonction avec le nom spécifié."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a node exists with the given id."
-msgstr ""
+msgstr "Retourne s'il existe un nœud avec le nom spécifié."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether the specified sequence ports are connected."
-msgstr ""
+msgstr "Retourne si les ports de séquence spécifiés sont connectés."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a variable exists with the specified name."
-msgstr ""
+msgstr "Retourne s'il existe une variable avec le nom spécifié."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a custom signal with the given name."
-msgstr ""
+msgstr "Supprime un signal personnalisé avec le nom donné."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a specific function and its nodes from the script."
-msgstr ""
+msgstr "Retirer la fonction spécifiée et ses nœuds du script."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a specific node."
@@ -67318,11 +81993,11 @@ msgstr "Supprimez un nœud spécifique."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a variable with the given name."
-msgstr ""
+msgstr "Retirer une variable avec le nom donné."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the name of a custom signal."
-msgstr ""
+msgstr "Change le nom d'un signal personnalisé."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the name of a function."
@@ -67352,28 +82027,30 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Set the base type of the script."
-msgstr ""
+msgstr "Définit le type de base du script."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Position a node on the screen."
-msgstr ""
+msgstr "Positionne un nœud à l'écran."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the default (initial) value of a variable."
-msgstr ""
+msgstr "Modifie la valeur par défaut (initiale) d'un variable."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change whether a variable is exported."
-msgstr ""
+msgstr "Modifie quand une variable est exportée."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Set a variable's info, using the same format as [method get_variable_info]."
msgstr ""
+"Définit les informations d'une variable, avec le même format que [method "
+"get_variable_info]."
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Emitted when the ports of a node are changed."
-msgstr ""
+msgstr "Émis quand les ports d'un nœud ont changés."
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "A Visual Script node representing a constant from the base types."
@@ -67387,11 +82064,11 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "The type to get the constant from."
-msgstr ""
+msgstr "Le type à partir duquel obtenir la constante."
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "The name of the constant to return."
-msgstr ""
+msgstr "Le nom de la constante à retourner."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "A Visual Script node used to call built-in functions."
@@ -67410,39 +82087,39 @@ msgstr "La fonction à exécuter."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the sine of the input."
-msgstr ""
+msgstr "Retourne le sinus de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the cosine of the input."
-msgstr ""
+msgstr "Retourne le cosinus de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the tangent of the input."
-msgstr ""
+msgstr "Retourne la tangent de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic sine of the input."
-msgstr ""
+msgstr "Retourne le sinus hyperbolique de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic cosine of the input."
-msgstr ""
+msgstr "Retourne le cosinus hyperbolique de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic tangent of the input."
-msgstr ""
+msgstr "Retourne la tangent hyperbolique de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the arc sine of the input."
-msgstr ""
+msgstr "Retourne l'arc sinus de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the arc cosine of the input."
-msgstr ""
+msgstr "Retourne l'arc cosinus de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the arc tangent of the input."
-msgstr ""
+msgstr "Retourne l'arc tangente de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -67452,13 +82129,15 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the square root of the input."
-msgstr ""
+msgstr "Retourne la racine carrée de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the remainder of one input divided by the other, using floating-point "
"numbers."
msgstr ""
+"Retourne le reste de la division d'une entrée par l'autre, en utilisant des "
+"flottants."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -67476,11 +82155,11 @@ msgstr "Retourner la saisie arrondie au chiffre supérieur."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input rounded to the nearest integer."
-msgstr ""
+msgstr "Retourne l'entrée arrondie à l'entier le plus proche."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the absolute value of the input."
-msgstr ""
+msgstr "Retourne la valeur absolue de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -67490,7 +82169,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input raised to a given power."
-msgstr ""
+msgstr "Retourne l'entrée à la puissance donnée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -67528,10 +82207,13 @@ msgstr ""
"progressive."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+#, fuzzy
msgid ""
"Return the number of digit places after the decimal that the first non-zero "
"digit occurs."
msgstr ""
+"Retourne le nombre de décimales après la première décimale différente de "
+"zéro."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input snapped to a given step."
@@ -67546,12 +82228,15 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Moves the number toward a value, based on the third input."
msgstr ""
+"Rapproche un nombre vers une valeur, en fonction de la troisième entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the result of [code]value[/code] decreased by [code]step[/code] * "
"[code]amount[/code]."
msgstr ""
+"Retourne le résultat de la valeur [code]value[/code] moins [code]step[/code] "
+"* [code]amount[/code]."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -67573,10 +82258,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
-#, fuzzy
msgid "Return a random floating-point value between the two inputs."
-msgstr ""
-"Retourne une valeur aléatoire à virgule flottante entre les deux entrées."
+msgstr "Retourne un flottant aléatoire compris entre les deux entrées."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Set the seed for the random number generator."
@@ -67628,11 +82311,11 @@ msgstr "Retourne la puissance de 2 la plus proche de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Create a [WeakRef] from the input."
-msgstr ""
+msgstr "Crée une référence faible [WeakRef] de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Create a [FuncRef] from the input."
-msgstr ""
+msgstr "Crée une [FuncRef] à partir de l'entrée."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Convert between types."
@@ -67646,7 +82329,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Checks if a type is registered in the [ClassDB]."
-msgstr ""
+msgstr "Vérifie si une type est enregistré dans la [ClassDB]."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return a character with the given ascii value."
@@ -67737,7 +82420,6 @@ msgstr ""
"disponibles."
#: modules/visual_script/doc_classes/VisualScriptComment.xml
-#, fuzzy
msgid "A Visual Script node used to annotate the script."
msgstr "Un nœud Visual Script utilisé pour annoter le script."
@@ -67774,7 +82456,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCondition.xml
msgid "A Visual Script node which branches the flow."
-msgstr ""
+msgstr "Un nœud Visual Script qui change le flux."
#: modules/visual_script/doc_classes/VisualScriptCondition.xml
msgid ""
@@ -67793,7 +82475,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid "Gets a contant's value."
-msgstr ""
+msgstr "Obtenir la valeur de la constante."
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid ""
@@ -67814,7 +82496,7 @@ msgstr "La valeur de la constante."
#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
msgid "A Visual Script node which calls a base type constructor."
-msgstr ""
+msgstr "Un nœud Visual Script qui appelle le constructeur du type de base."
#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
msgid ""
@@ -67843,16 +82525,16 @@ msgid "Return the count of input value ports."
msgstr "Renvoie le nombre de ports de valeur d’entrée."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
-#, fuzzy
msgid ""
"Return the specified input port's hint. See the [enum @GlobalScope."
"PropertyHint] hints."
-msgstr "Renvoie le nom du port d'entrée spécifié."
+msgstr ""
+"Retourne l'indice du port d'entrée spécifié. Voir les indices dans [enum "
+"@GlobalScope.PropertyHint]."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
-#, fuzzy
msgid "Return the specified input port's hint string."
-msgstr "Renvoie le nom du port d'entrée spécifié."
+msgstr "Renvoie le texte d'indice du port d'entrée spécifié."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified input port's name."
@@ -67862,18 +82544,20 @@ msgstr "Renvoie le nom du port d'entrée spécifié."
msgid ""
"Return the specified input port's type. See the [enum Variant.Type] values."
msgstr ""
+"Retourne le type du port d'entrée spécifié. Voir les valeurs dans [enum "
+"Variant.Type]."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the amount of output [b]sequence[/b] ports."
-msgstr ""
+msgstr "Retourne le nombre de ports de sortie de la [b]sequence[/b]."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified [b]sequence[/b] output's name."
-msgstr ""
+msgstr "Retourne le nom de sortie de la [b]sequence[/b] spécifiée."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the amount of output value ports."
-msgstr ""
+msgstr "Retourne le nombre de ports de valeur sortants."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -67882,9 +82566,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
-#, fuzzy
msgid "Return the specified output port's hint string."
-msgstr "Renvoie le nom du port d'entrée spécifié."
+msgstr "Renvoie le texte d'indice du port de sortie spécifié."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified output port's name."
@@ -67908,10 +82591,12 @@ msgid ""
"Return the size of the custom node's working memory. See [method _step] for "
"more details."
msgstr ""
+"Retourne la taille de la mémoire de travail du nœud personnalisé. Voir "
+"[method _step] pour plus de détails."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return whether the custom node has an input [b]sequence[/b] port."
-msgstr ""
+msgstr "Retourne si le nœud personnalisé à un port d'entrée [b]sequence[/b]."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -67965,6 +82650,8 @@ msgid ""
"Hint used by [method _step] to tell that control should stop and exit the "
"function."
msgstr ""
+"Un indice utilisé par [method _step] pour préciser que ce contrôle doit "
+"s'arrêter puis quitter la fonction."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
@@ -67996,7 +82683,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid "Emitted when a custom Visual Script node is added or removed."
-msgstr ""
+msgstr "Émis quand un nœud Visual Script personnalisé est ajouté ou retiré."
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid "Emits a specified signal."
@@ -68036,9 +82723,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunction.xml
-#, fuzzy
msgid "A Visual Script node representing a function."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script représentant une fonction."
#: modules/visual_script/doc_classes/VisualScriptFunction.xml
msgid ""
@@ -68085,9 +82771,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
-#, fuzzy
msgid "The name of the function to be called."
-msgstr "La fonction à exécuter."
+msgstr "Le nom de la fonction à appeler."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
@@ -68107,6 +82792,8 @@ msgid ""
"The singleton to call the method on. Used when [member call_mode] is set to "
"[constant CALL_MODE_SINGLETON]."
msgstr ""
+"Le singleton à appeler par cette méthode. Utilisé quand [member call_mode] "
+"est à [constant CALL_MODE_SINGLETON]."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
@@ -68123,7 +82810,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on this [Object]."
-msgstr ""
+msgstr "La méthode sera appelée sur cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on the given [Node] in the scene tree."
@@ -68138,18 +82825,19 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
msgstr ""
+"Cette méthode sera appelée sur un type de base GDScript (ex. [Vector2])."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a singleton."
-msgstr ""
+msgstr "La méthode sera appelée sur une instance unique."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called locally."
-msgstr ""
+msgstr "Cette méthode sera appelée localement."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called remotely."
-msgstr ""
+msgstr "Cette méthode sera appelée à distance."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called remotely using an unreliable protocol."
@@ -68166,9 +82854,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
-#, fuzzy
msgid "A Visual Script node representing a function state."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud Visual Script représentant l'état d'une fonction."
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid ""
@@ -68183,9 +82870,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
-#, fuzzy
msgid "Returns whether the function state is valid."
-msgstr "Indique si le quaternion est normalisé ou non."
+msgstr "Retourne si l'état de la fonction est valide."
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "Resumes the function to run from the point it was yielded."
@@ -68197,9 +82883,8 @@ msgid "A Visual Script node returning a constant from [@GlobalScope]."
msgstr "Un nœud Visual Script utilisé pour annoter le script."
#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
-#, fuzzy
msgid "The constant to be used."
-msgstr "Le type de la constante."
+msgstr "La constante à utiliser."
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
#, fuzzy
@@ -68239,9 +82924,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "Name of the action."
-msgstr "Refaire la dernière action."
+msgstr "Le nom de l'action."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
#, fuzzy
@@ -68249,28 +82933,24 @@ msgid "State of the action to check. See [enum Mode] for options."
msgstr "La fonction à calculer. Voir [enum Function] pour les options."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "[code]True[/code] if action is pressed."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr "Si [code]true[/code], l'action est pressée."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "[code]True[/code] if action is released (i.e. not pressed)."
-msgstr "[code]true[/code] (vrai) si c'est l'interface principale."
+msgstr "[code]True[/code] si l'action est relâchée (non appuyée)."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "[code]True[/code] on the frame the action was pressed."
-msgstr "Si [code]true[/code], le GraphNode est sélectionné."
+msgstr "[code]True[/code] lors de la trame où l'action était appuyée."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
-#, fuzzy
msgid "[code]True[/code] on the frame the action was released."
-msgstr "Si [code]true[/code], le GraphNode est sélectionné."
+msgstr "[code]True[/code] lors de la trame où l'action était relâchée."
#: modules/visual_script/doc_classes/VisualScriptIterator.xml
msgid "Steps through items in a given input."
-msgstr ""
+msgstr "Fait défiler les éléments de l'entrée spécifiée."
#: modules/visual_script/doc_classes/VisualScriptIterator.xml
msgid ""
@@ -68317,24 +82997,20 @@ msgid "Removes an output port from the Visual Script node."
msgstr "Supprime un nœud de la sélection."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
-#, fuzzy
msgid "Sets the name of an input port."
-msgstr "Obtient le nom d'un entrée par son index."
+msgstr "Définit le nom d'un port d'entrée."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
-#, fuzzy
msgid "Sets the type of an input port."
-msgstr "Obtient le type d’une piste."
+msgstr "Définit le type d'un port d'entrée."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
-#, fuzzy
msgid "Sets the name of an output port."
-msgstr "Obtient le nom d'un entrée par son index."
+msgstr "Définit le nom d'un port de sortie."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
-#, fuzzy
msgid "Sets the type of an output port."
-msgstr "Obtient le type d’une piste."
+msgstr "Définit le type d'un port de sortie."
#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
msgid "Gets a local variable's value."
@@ -68414,6 +83090,8 @@ msgid ""
"Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/"
"code]."
msgstr ""
+"La constante mathématique [code]e[/code], la base du logarithme népérien : "
+"[code]2.718282[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Square root of two: [code]1.414214[/code]."
@@ -68429,11 +83107,11 @@ msgstr "Pas un nombre : [code]nan[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Represents the size of the [enum MathConstant] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum MathConstant]."
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "A node which is part of a [VisualScript]."
-msgstr ""
+msgstr "Un nœud qui appartient à un [VisualScript]."
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid ""
@@ -68459,11 +83137,11 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Change the default value of a given port."
-msgstr ""
+msgstr "Modifier la valeur par défaut du port spécifié."
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Emitted when the available input/output ports are changed."
-msgstr ""
+msgstr "Émis quand les ports entrants/sortants sont changés."
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
#, fuzzy
@@ -68501,6 +83179,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPreload.xml
msgid "Creates a new [Resource] or loads one from the filesystem."
msgstr ""
+"Crée une nouvelle [Resource] ou la charge depuis le système de fichiers."
#: modules/visual_script/doc_classes/VisualScriptPreload.xml
msgid ""
@@ -68575,9 +83254,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
-#, fuzzy
msgid "The property will be retrieved from this [Object]."
-msgstr "Émis lorsqu'une interface est supprimée."
+msgstr "La propriété sera récupérée depuis cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#, fuzzy
@@ -68595,6 +83273,8 @@ msgstr ""
msgid ""
"The property will be retrieved from a GDScript basic type (e.g. [Vector2])."
msgstr ""
+"Cette propriété sera récupérée depuis un type de base GDScript (ex. "
+"[Vector2])."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
#, fuzzy
@@ -68634,9 +83314,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
-#, fuzzy
msgid "The property will be set on this [Object]."
-msgstr "La propriété est coché dans l'inspecteur de l'éditeur."
+msgstr "La propriété sera définie dans cet [Object]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
#, fuzzy
@@ -68652,33 +83331,41 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be set on a GDScript basic type (e.g. [Vector2])."
msgstr ""
+"Cette propriété sera définie depuis un type de base GDScript (ex. [Vector2])."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be assigned regularly."
-msgstr ""
+msgstr "La propriété sera assignée régulièrement."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The value will be added to the property. Equivalent of doing [code]+=[/code]."
msgstr ""
+"Cette valeur sera ajouté à la propriété. Ça revient à faire [code]+=[/code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The value will be subtracted from the property. Equivalent of doing [code]-"
"=[/code]."
msgstr ""
+"Cette valeur sera retirée de la propriété. Ça revient à faire [code]-=[/"
+"code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be multiplied by the value. Equivalent of doing [code]*=[/"
"code]."
msgstr ""
+"Cette propriété sera multipliée par la valeur. Ça revient à faire [code]*=[/"
+"code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be divided by the value. Equivalent of doing [code]/=[/"
"code]."
msgstr ""
+"Cette propriété sera divisée par la valeur. Ça revient à faire [code]/=[/"
+"code]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
@@ -68718,7 +83405,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "Exits a function and returns an optional value."
-msgstr ""
+msgstr "Quitte une fonction et peut retourner une valeur optionnelle."
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid ""
@@ -68734,6 +83421,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "If [code]true[/code], the [code]return[/code] input port is available."
msgstr ""
+"Si [code]true[/code], le port d'entrée du [code]return[/code] est disponible."
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "The return value's data type."
@@ -68754,12 +83442,11 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "The node's path in the scene tree."
-msgstr ""
+msgstr "Le chemin du nœud dans l'arborescence de la scène."
#: modules/visual_script/doc_classes/VisualScriptSceneTree.xml
-#, fuzzy
msgid "A Visual Script node for accessing [SceneTree] methods."
-msgstr "Un nœud Visual Script utilisé pour annoter le script."
+msgstr "Un nœud de Visual Script pour accéder aux méthodes du [SceneTree]."
#: modules/visual_script/doc_classes/VisualScriptSelect.xml
msgid "Chooses between two input values."
@@ -68782,7 +83469,7 @@ msgstr "Le type des variables d'entrée."
#: modules/visual_script/doc_classes/VisualScriptSelf.xml
msgid "Outputs a reference to the current instance."
-msgstr ""
+msgstr "Produit une référence de l'actuelle instance."
#: modules/visual_script/doc_classes/VisualScriptSelf.xml
msgid ""
@@ -68814,9 +83501,8 @@ msgid "The number of steps in the sequence."
msgstr "Nombre d’étapes de la séquence."
#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
-#, fuzzy
msgid "Calls a method called [code]_subcall[/code] in this object."
-msgstr "Appelle [method bake] avec [code]create_visual_debug[/code] activé."
+msgstr "Appelle la méthode nommée [code]_subcall[/code] sur cet objet."
#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
msgid ""
@@ -68867,9 +83553,8 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
-#, fuzzy
msgid "The target type to be converted to."
-msgstr "Le type à déconstruire."
+msgstr "Le type cible dans lequel convertir la valeur."
#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
msgid "Gets a variable's value."
@@ -68940,7 +83625,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]."
-msgstr ""
+msgstr "La durée à attendre quand [member mode] est à [constant YIELD_WAIT]."
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "Yields during an idle frame."
@@ -68964,6 +83649,8 @@ msgid ""
"[VisualScriptYieldSignal] will pause the function execution until the "
"provided signal is emitted."
msgstr ""
+"[VisualScriptYieldSignal] mettra l'exécution de la fonction en pause jusqu'à "
+"ce que le signal spécifié soit émis."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
@@ -68972,13 +83659,12 @@ msgid ""
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
-#, fuzzy
msgid "The signal name to be waited for."
-msgstr "Le signal à émettre."
+msgstr "Le nom du signal à attendre."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from this [Object] will be used."
-msgstr ""
+msgstr "Un signal depuis cet [Object] sera utilisé."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from the given [Node] in the scene tree will be used."
@@ -69033,7 +83719,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a camera and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]camera_*[/code] "
@@ -69041,13 +83726,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée une caméra et l’ajoute au VisualServer. Il peut être consulté avec le "
+"RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions "
+"[code]camera_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69061,6 +83744,8 @@ msgid ""
"Sets the environment used by this camera. Equivalent to [member Camera."
"environment]."
msgstr ""
+"Définit l'environnement utilisé par cette caméra. Équivalent à [member "
+"Camera.environment]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69074,16 +83759,20 @@ msgid ""
"projection. Objects remain the same size on the screen no matter how far "
"away they are."
msgstr ""
+"Utilise une projection orthogonale pour la caméra. Les objets affichés "
+"apparaissent avec la même taille peu importe leur éloignement de la caméra."
#: doc/classes/VisualServer.xml
msgid ""
"Sets camera to use perspective projection. Objects on the screen becomes "
"smaller when they are far away."
msgstr ""
+"Utilise la perspective comme projection pour la caméra. Ainsi, les objets "
+"affichés apparaissent plus petits quand ils sont plus éloignés."
#: doc/classes/VisualServer.xml
msgid "Sets [Transform] of camera."
-msgstr "Défini [Transform] de la caméra."
+msgstr "Définit la [Transform] de la caméra."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69094,7 +83783,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
@@ -69102,17 +83790,15 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un canevas et retourne le [RID] qui lui est assigné. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]canvas_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid "Adds a circle command to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter un cercle aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -69124,11 +83810,11 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a line command to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter une line aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Adds a mesh command to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter un maillage aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69145,10 +83831,11 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a particle system to the [CanvasItem]'s draw commands."
msgstr ""
+"Ajouter un système de particules aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Adds a polygon to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter un polygone aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69158,11 +83845,11 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a primitive to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter une primitive aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter un rectangle aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69173,7 +83860,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a textured rect to the [CanvasItem]'s draw commands."
-msgstr ""
+msgstr "Ajouter un rectangle texturé aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69183,13 +83870,13 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a triangle array to the [CanvasItem]'s draw commands."
msgstr ""
+"Ajouter un tableau de triangles aux commandes de dessin du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Clears the [CanvasItem] and removes all commands in it."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a new [CanvasItem] and returns its [RID]. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]canvas_item_*[/"
@@ -69197,27 +83884,24 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un nouveau [CanvasItem] et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]canvas_item_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Sets clipping for the [CanvasItem]."
-msgstr "Définit l’index du [CanvasItem]."
+msgstr "Définit la coupure pour le [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Defines a custom drawing rectangle for the [CanvasItem]."
-msgstr "Définit l’index du [CanvasItem]."
+msgstr "Définit un rectangle personnalisé à dessiner sur le [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69227,7 +83911,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets [CanvasItem] to be drawn behind its parent."
-msgstr ""
+msgstr "Définit le [CanvasItem] comme étant dessiné derrière son parent."
#: doc/classes/VisualServer.xml
msgid "Sets the index for the [CanvasItem]."
@@ -69237,10 +83921,12 @@ msgstr "Définit l’index du [CanvasItem]."
msgid ""
"The light mask. See [LightOccluder2D] for more information on light masks."
msgstr ""
+"Le masque de lumière. Voir [LightOccluder2D] pour plus d'informations sur "
+"les masques de lumière."
#: doc/classes/VisualServer.xml
msgid "Sets a new material to the [CanvasItem]."
-msgstr ""
+msgstr "Définit un nouveau matériau pour le [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Sets the color that modulates the [CanvasItem] and its children."
@@ -69255,19 +83941,21 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color that modulates the [CanvasItem] without children."
msgstr ""
+"Définit la couleur qui module le [CanvasItem] sans affecter ses enfants."
#: doc/classes/VisualServer.xml
msgid "Sets if [CanvasItem]'s children should be sorted by y-position."
msgstr ""
+"Définir si les enfants du [CanvasItem] doivent être triés par leur position "
+"selon l'axe Y."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets the [CanvasItem]'s [Transform2D]."
-msgstr "Retourne le [Transform2D] du propriétaire de la forme."
+msgstr "Définit la [Transform2D] du [CanvasItem]."
#: doc/classes/VisualServer.xml
msgid "Sets if the [CanvasItem] uses its parent's material."
-msgstr ""
+msgstr "Définit si le [CanvasItem] utilise le même matériau que son parent."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -69285,14 +83973,17 @@ msgid ""
"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are "
"drawn first)."
msgstr ""
+"Définit l'index Z du [CanvasItem], c'est sa position d'affichage (les plus "
+"faibles index seront affichés avant les autres)."
#: doc/classes/VisualServer.xml
msgid ""
"Attaches the canvas light to the canvas. Removes it from its previous canvas."
msgstr ""
+"Attache une lumière de canevas à une instance. Retire la lumière "
+"précédemment assignée à cette instance."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a canvas light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
@@ -69300,21 +83991,20 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un canevas de lumière et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]canvas_light_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid ""
"Attaches a light occluder to the canvas. Removes it from its previous canvas."
msgstr ""
+"Attache un occulteur de lumière à une instance. Retire l'occulteur "
+"précédemment assigné à cette instance."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a light occluder and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
@@ -69322,21 +84012,17 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un occulteur de lumière spot et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]canvas_light_ocluder_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Enables or disables light occluder."
msgstr "Active ou désactive l'obturateur de lumière."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets a light occluder's polygon."
msgstr "Définit le polygone d'un occluseur de lumière."
@@ -69389,7 +84075,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color of the canvas light's shadow."
-msgstr ""
+msgstr "Définit la couleur de l'ombre du canevas."
#: doc/classes/VisualServer.xml
msgid "Enables or disables the canvas light's shadow."
@@ -69402,28 +84088,31 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets the length of the shadow's gradient."
-msgstr "Retourne la longueur du quaternion."
+msgstr "Définit la longueur du dégradé de l'ombre."
#: doc/classes/VisualServer.xml
msgid "Smoothens the shadow. The lower, the smoother."
-msgstr ""
+msgstr "L'intensité du lissage de l'ombre."
#: doc/classes/VisualServer.xml
msgid ""
"Sets texture to be used by light. Equivalent to [member Light2D.texture]."
msgstr ""
+"Définit une texture à utiliser pour la lumière. Équivalent à [member Light2D."
+"texture]."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the offset of the light's texture. Equivalent to [member Light2D."
"offset]."
msgstr ""
+"Définit le décalage de la texture de lumière. Équivalent à [member Light2D."
+"offset]."
#: doc/classes/VisualServer.xml
msgid "Sets the canvas light's [Transform2D]."
-msgstr ""
+msgstr "Définit la [Transform2D] de la lumière du canevas."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69432,7 +84121,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a new light occluder polygon and adds it to the VisualServer. It can "
"be accessed with the RID that is returned. This RID will be used in all "
@@ -69440,13 +84128,12 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
-"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"Crée un nouveau polygone de bloqueur de lumière et l’ajoute au VisualServer. "
+"Il peut être consulté avec le RID qui est retourné. Ce RID peut être utilisé "
+"dans la plupart des fonctions [code]canvas_occluder_polygon_*[/code] "
+"VisualServer.\n"
+"Une fois terminé avec ce RID, vous voudrez libérer le RID à l’aide de la "
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69473,7 +84160,6 @@ msgid "Modulates all colors in the given canvas."
msgstr "Module toutes les couleurs du canevas spécifié."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a directional light and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID can be used in most "
@@ -69483,22 +84169,24 @@ msgid ""
"To place in a scene, attach this directional light to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée une lumière directionnelle et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]light_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez cette lumière directionnelle à une "
+"instance en utilisant la [method instance_set_base] utilisant le RID "
+"retourné."
#: doc/classes/VisualServer.xml
msgid ""
"Draws a frame. [i]This method is deprecated[/i], please use [method "
"force_draw] instead."
msgstr ""
+"Affiche une trame. [i]Cette méthode est obsolète[/i], veuillez plutôt "
+"utiliser [method force_draw]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates an environment and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
@@ -69506,13 +84194,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
+"Crée un environnement et l’ajoute au VisualServer. Il peut être consulté "
"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"fonctions [code]environment_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69529,6 +84215,8 @@ msgid ""
"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
"background_mode]."
msgstr ""
+"Définit le mode d'arrière-plan [i]BGMode[/i] de l'environnement. Équivalent "
+"à [member Environment.background_mode]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69543,6 +84231,7 @@ msgstr "Définit l'intensité de la couleur de l'arrière-plan."
#: doc/classes/VisualServer.xml
msgid "Sets the maximum layer to use if using Canvas background mode."
msgstr ""
+"Définit le calque maximal à utiliser si l'arrière-plan utilise un canevas."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69617,7 +84306,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Removes buffers and clears testcubes."
msgstr "Supprime les tampons et efface les testcubes."
@@ -69626,6 +84314,9 @@ msgid ""
"Forces a frame to be drawn when the function is called. Drawing a frame "
"updates all [Viewport]s that are set to update. Use with extreme caution."
msgstr ""
+"Force l'affichage une trame à l'appel de cette fonction. Afficher une trame "
+"met à jour tous les [Viewport] qui sont actifs. À utiliser avec beaucoup de "
+"vigilance."
#: doc/classes/VisualServer.xml
msgid "Synchronizes threads."
@@ -69633,7 +84324,7 @@ msgstr "Synchronise les fils."
#: doc/classes/VisualServer.xml
msgid "Tries to free an object in the VisualServer."
-msgstr ""
+msgstr "Essaye de supprimer un objet dans le VisualServer."
#: doc/classes/VisualServer.xml
msgid "Returns a certain information, see [enum RenderInfo] for options."
@@ -69641,11 +84332,12 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the id of the test cube. Creates one if none exists."
-msgstr ""
+msgstr "Retourne l'identifiant du cube de test. En crée un si aucun n'existe."
#: doc/classes/VisualServer.xml
msgid "Returns the id of the test texture. Creates one if none exists."
msgstr ""
+"Retourne l'identifiant de la texture de test. En crée une si aucune n'existe."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69665,9 +84357,9 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the id of a white texture. Creates one if none exists."
msgstr ""
+"Retourn l'identifiant de la texture blanche. En crée une si aucune n'existe."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a GI probe and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]gi_probe_*[/"
@@ -69677,12 +84369,12 @@ msgid ""
"To place in a scene, attach this GI probe to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée une sonde GI et l’ajoute au VisualServer. Il peut être consulté avec le "
+"RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions "
+"[code]gi_probe_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez cette sonde GI à une instance en "
"utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
@@ -69698,9 +84390,9 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
-msgstr "Restaurer l’état enregistré par [method get_state]."
+msgstr ""
+"Retourne la taille de la cellule définit par [method gi_probe_set_cell_size]."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -69732,9 +84424,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
-msgstr "Restaurer l’état enregistré par [method get_state]."
+msgstr "Retourne la Transform définie par [method gi_probe_set_to_cell_xform]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69847,6 +84538,8 @@ msgid ""
"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
"[method ImmediateGeometry.begin]."
msgstr ""
+"Prépare la [ImmediateGeometry] en interne pour commencer son affichage. "
+"Équivalent à [method ImmediateGeometry.begin]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69861,7 +84554,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates an immediate geometry and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
@@ -69871,24 +84563,26 @@ msgid ""
"To place in a scene, attach this immediate geometry to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée une géométrie immédiate spot et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]immediate_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez cette géométrie immédiate à une "
+"instance en utilisant la [method instance_set_base] utilisant le RID "
+"retourné."
#: doc/classes/VisualServer.xml
msgid ""
"Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
"ImmediateGeometry.end]."
msgstr ""
+"Termine la création de la [ImmediateGeometry] et l'affiche. Équivalent à "
+"[method ImmediateGeometry.end]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the material assigned to the [ImmediateGeometry]."
-msgstr "Retourne le matériel affecté à la [ImmediateGeometry3D]."
+msgstr "Retourne le matériel affecté à la [ImmediateGeometry]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69951,9 +84645,10 @@ msgid ""
"Attaches a skeleton to an instance. Removes the previous skeleton from the "
"instance."
msgstr ""
+"Attache un squelette à une instance. Retire le squelette précédemment "
+"assigné à cette instance."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a visual instance and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
@@ -69964,16 +84659,17 @@ msgid ""
"particles, meshes, and reflection probes need to be associated with an "
"instance to be visible in the scenario using [method instance_set_base]."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
+"Crée une lumière spot et l’ajoute au VisualServer. Il peut être consulté "
"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"fonctions [code]light_*[/code] du VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer.\n"
+"Une instance est un moyen de placer un objet 3D dans un scénario. Les objets "
+"comme les particules, les maillages, et les sondes de réflexion doivent être "
+"associées à une instance pour être visible dans le scénario en utilisant "
+"[method instance_set_base]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a visual instance, adds it to the VisualServer, and sets both base "
"and scenario. It can be accessed with the RID that is returned. This RID "
@@ -69981,13 +84677,12 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée une instance visuelle et l’ajoute au VisualServer, en définissant à la "
+"fois la base et le scénario. Il peut être consulté avec le RID qui est "
+"retourné. Ce RID peut être utilisé dans la plupart des fonctions "
+"[code]instance_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid "Not implemented in Godot 3.x."
@@ -70004,6 +84699,8 @@ msgid ""
"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
"more details."
msgstr ""
+"Définit le drapeau pour un [enum InstanceFlags] spécifié. Voir [enum "
+"InstanceFlags] pour plus de détails."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70066,23 +84763,28 @@ msgid ""
"Sets the material of a specific surface. Equivalent to [method MeshInstance."
"set_surface_material]."
msgstr ""
+"Définit le matériau de la surface spécifiée. Équivalent à [method "
+"MeshInstance.set_surface_material]."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the world space transform of the instance. Equivalent to [member "
"Spatial.transform]."
msgstr ""
+"Définit la transformation globale de l'instance. Équivalent à [member "
+"Spatial.transform]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets the lightmap to use with this instance."
-msgstr "Règle le mode de ce shader."
+msgstr "Définit la texture de lumière à utiliser pour cette instance."
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether an instance is drawn or not. Equivalent to [member Spatial."
"visible]."
msgstr ""
+"Définit quand l'instance est affichée ou pas. Équivalent à [member Spatial."
+"visible]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70222,7 +84924,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a lightmap capture and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
@@ -70232,13 +84933,13 @@ msgid ""
"To place in a scene, attach this lightmap capture to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée une capture de lumière et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]lightmap_capture_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez cette capture de lumière à une instance "
+"en utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -70266,9 +84967,8 @@ msgid "Returns the cell transform for this lightmap capture's octree."
msgstr "Retourne la matrice de transformation de la toile de cet objet."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
-msgstr "Retourne [code]true[/code] lors de la lecture d'une animation."
+msgstr "Retourne [code]true[/code] si la capture est en mode \"intérieur\"."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70314,7 +85014,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates an empty material and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
@@ -70322,23 +85021,24 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
+"Crée un matériau vide et l’ajoute au VisualServer. Il peut être consulté "
"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"fonctions [code]material_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid "Returns the value of a certain material's parameter."
-msgstr ""
+msgstr "Retourne la valeur du paramètre du matériau."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
+"Retourne la valeur par défaut du paramètre nommé [code]name[/code] du "
+"matériau."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70347,9 +85047,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets a material's line width."
-msgstr "Définit la priorité de rendu d’un matériau."
+msgstr "Définit l'épaisseur des lignes du matériau."
#: doc/classes/VisualServer.xml
msgid "Sets an object's next material."
@@ -70379,7 +85078,6 @@ msgid "Removes all surfaces from a mesh."
msgstr "Enlève toutes les surfaces d’un maillage."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a new mesh and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]mesh_*[/code] "
@@ -70389,12 +85087,12 @@ msgid ""
"To place in a scene, attach this mesh to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
+"Crée un nouveau maillage et l’ajoute au VisualServer. Il peut être consulté "
"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"fonctions [code]mesh_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez ce maillage spot à une instance en "
"utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
@@ -70413,12 +85111,11 @@ msgstr "Retourne l’aabb personnalisé d’un maillage."
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's number of surfaces."
-msgstr ""
+msgstr "Retourne le nombre de surface du maillage."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Removes a mesh's surface."
-msgstr "Supprime un sous-nœud."
+msgstr "Supprime la surface d'un maillage."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -70434,9 +85131,8 @@ msgid "Sets a mesh's custom aabb."
msgstr "Définit l’aabb personnalisé d’un maillage."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a mesh's surface's aabb."
-msgstr "Retourne l’aabb personnalisé d’un maillage."
+msgstr "Retourne l’aabb de la surface d'un maillage."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -70468,7 +85164,7 @@ msgstr "Retourne le nom de la méthode d'une piste de méthode."
#: doc/classes/VisualServer.xml
msgid "Function is unused in Godot 3.x."
-msgstr ""
+msgstr "Cette fonction n'est pas utilisée dans Godot 3.x."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -70509,7 +85205,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a new multimesh on the VisualServer and returns an [RID] handle. "
"This RID will be used in all [code]multimesh_*[/code] VisualServer "
@@ -70519,12 +85214,12 @@ msgid ""
"To place in a scene, attach this multimesh to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un multimesh et l’ajoute au VisualServer. Il peut être consulté avec le "
+"RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions "
+"[code]multimesh_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez ce multimesh à une instance en "
"utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
@@ -70541,6 +85236,8 @@ msgstr ""
msgid ""
"Returns the RID of the mesh that will be used in drawing this multimesh."
msgstr ""
+"Retourne le RID du maillage qui sera utilisé pour l'affichage de ce "
+"multimesh."
#: doc/classes/VisualServer.xml
msgid "Returns the number of visible instances for this multimesh."
@@ -70548,7 +85245,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the color by which the specified instance will be modulated."
-msgstr ""
+msgstr "Retourne la couleur par laquelle l'instance spécifiée sera modulée."
#: doc/classes/VisualServer.xml
msgid "Returns the custom data associated with the specified instance."
@@ -70569,6 +85266,8 @@ msgid ""
"Sets the color by which this instance will be modulated. Equivalent to "
"[method MultiMesh.set_instance_color]."
msgstr ""
+"Définit la couleur dans laquelle l'instance sera teintée. Équivalent à "
+"[method MultiMesh.set_instance_color]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70582,6 +85281,8 @@ msgid ""
"Sets the [Transform] for this instance. Equivalent to [method MultiMesh."
"set_instance_transform]."
msgstr ""
+"Définit la [Transform] pour cette instance. Équivalent à [method MultiMesh."
+"set_instance_transform]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70609,6 +85310,8 @@ msgid ""
"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
"mesh]."
msgstr ""
+"Définit le maillage à utiliser pour le multimesh. Équivalent à [member "
+"MultiMesh.mesh]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70618,7 +85321,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a new omni light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID can be used in most [code]light_*[/"
@@ -70628,16 +85330,15 @@ msgid ""
"To place in a scene, attach this omni light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
+"Crée une lumière omni et l’ajoute au VisualServer. Il peut être consulté "
"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"fonctions [code]light_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez cette lumière omni à une instance en "
"utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a particle system and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
@@ -70647,13 +85348,13 @@ msgid ""
"To place in a scene, attach these particles to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un système de particules et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]particles_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez ce système de particules à une instance "
+"en utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70664,12 +85365,16 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns [code]true[/code] if particles are currently set to emitting."
msgstr ""
+"Retourne [code]true[/code] si les particules sont actuellement en train "
+"d'être émises."
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if particles are not emitting and particles are "
"set to inactive."
msgstr ""
+"Retourne [code]true[/code] si les particules ne sont pas émises et qu'elles "
+"sont inactives."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70684,6 +85389,8 @@ msgid ""
"Reset the particles on the next update. Equivalent to [method Particles."
"restart]."
msgstr ""
+"Réinitialise les particules à la prochaine mise à jour. Équivalent à [method "
+"Particles.restart]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70710,17 +85417,24 @@ msgid ""
"Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles."
"draw_pass_3], and [member Particles.draw_pass_4]."
msgstr ""
+"Définit le maillage à utiliser pour les passes d'affichages spécifiées. "
+"Équivalent à [member Particles.draw_pass_1], [member Particles.draw_pass_2], "
+"[member Particles.draw_pass_3], et [member Particles.draw_pass_4]."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the number of draw passes to use. Equivalent to [member Particles."
"draw_passes]."
msgstr ""
+"Définit le nombre de passes de dessin à utiliser. Équivalent à [member "
+"Particles.draw_passes]."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform] that will be used by the particles when they first emit."
msgstr ""
+"Définit la [Transform] qui sera utilisée par les particules au début de leur "
+"émission."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70733,6 +85447,8 @@ msgstr ""
msgid ""
"Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
msgstr ""
+"Définit le facteur d'explosion. Équivalent à [member Particles."
+"explosiveness]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70756,13 +85472,12 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"If [code]true[/code], particles will emit once and then stop. Equivalent to "
"[member Particles.one_shot]."
msgstr ""
-"Si [code]true[/code], les réflexions ignoreront la contribution du ciel. "
-"Équivalent à [member ReflectionProbe.interior]."
+"Si [code]true[/code], les particules sera émise une seule fois puis "
+"arrêtées. Équivalent à [member Particles.one_shot]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70789,6 +85504,8 @@ msgid ""
"Sets the speed scale of the particle system. Equivalent to [member Particles."
"speed_scale]."
msgstr ""
+"Définit le facteur de vitesse des particules. Équivalent à [member Particles."
+"speed_scale]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -70797,7 +85514,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a reflection probe and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
@@ -70807,13 +85523,14 @@ msgid ""
"To place in a scene, attach this reflection probe to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée une sonde de réflexions et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]reflection_probe_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer.\n"
+"Pour placer dans une scène, attachez cette sonde de réflexions à une "
+"instance en utilisant la [method instance_set_base] utilisant le RID "
+"retourné."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -70911,7 +85628,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a scenario and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]scenario_*[/"
@@ -70920,19 +85636,20 @@ msgid ""
"VisualServer's [method free_rid] static method.\n"
"The scenario is the 3D world that all the visual instances exist in."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un scénario et l’ajoute au VisualServer. Il peut être consulté avec le "
+"RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions "
+"[code]scenario_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer.\n"
+"Le scénario est le monde 3D où toutes les instances visuelles existent."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [enum ScenarioDebugMode] for this scenario. See [enum "
"ScenarioDebugMode] for options."
msgstr ""
+"Définit le [enum ScenarioDebugMode] pour ce scénario. Voir [enum "
+"ScenarioDebugMode] pour les options."
#: doc/classes/VisualServer.xml
msgid "Sets the environment that will be used with this scenario."
@@ -70997,7 +85714,6 @@ msgid "Enables or disables occlusion culling."
msgstr "Active ou désactive une lumière du canevas."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates an empty shader and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]shader_*[/"
@@ -71005,13 +85721,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un shader vide et l’ajoute au VisualServer. Il peut être consulté avec "
+"le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
+"fonctions [code]shader_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -71020,11 +85734,11 @@ msgstr "Retourne le code d'un shader."
#: doc/classes/VisualServer.xml
msgid "Returns a default texture from a shader searched by name."
-msgstr ""
+msgstr "Retourne la texture par défaut du shader à partir de son nom."
#: doc/classes/VisualServer.xml
msgid "Returns the parameters of a shader."
-msgstr ""
+msgstr "Retourne les paramètres d'un shader."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -71034,29 +85748,30 @@ msgstr "Définit le code d'un shader."
#: doc/classes/VisualServer.xml
msgid "Sets a shader's default texture. Overwrites the texture given by name."
msgstr ""
+"Définit la texture par défaut du shader. Écrase la texture donnée en nom."
#: doc/classes/VisualServer.xml
msgid "Allocates the GPU buffers for this skeleton."
-msgstr ""
+msgstr "Alloue la mémoire tampon dans le GPU pour ce squelette."
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform] set for a specific bone of this skeleton."
-msgstr ""
+msgstr "Retourne la [Transform] définie pour l'os spécifié pour ce squelette."
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
msgstr ""
+"Retourne la [Transform2D] définie pour l'os spécifié pour ce squelette."
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform] for a specific bone of this skeleton."
-msgstr ""
+msgstr "Définit la [Transform] pour un os spécifique de ce squelette."
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
-msgstr ""
+msgstr "Définit la [Transform2D] pour un os spécifique de ce squelette."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a skeleton and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]skeleton_*[/"
@@ -71064,20 +85779,17 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un squelette et l’ajoute au VisualServer. Il peut être consulté avec le "
+"RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions "
+"[code]skeleton_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid "Returns the number of bones allocated for this skeleton."
-msgstr ""
+msgstr "Retourne le nombre d'os alloués pour ce squelette."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates an empty sky and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]sky_*[/"
@@ -71085,21 +85797,17 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée un ciel vide et l’ajoute au VisualServer. Il peut être consulté avec le "
+"RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions "
+"[code]sky_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets a sky's texture."
-msgstr "Retourne la texture de la tuile."
+msgstr "Définit la texture du ciel."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates a spot light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID can be used in most [code]light_*[/"
@@ -71109,11 +85817,11 @@ msgid ""
"To place in a scene, attach this spot light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
+"Crée une lumière spot et l’ajoute au VisualServer. Il peut être consulté "
"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"fonctions [code]light_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
+"méthode statique [method free_rid] du VisualServer.\n"
"Pour placer dans une scène, attachez cette lumière spot à une instance en "
"utilisant la [method instance_set_base] utilisant le RID retourné."
@@ -71128,7 +85836,6 @@ msgid "Binds the texture to a texture slot."
msgstr "Alignez le texte à gauche."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates an empty texture and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]texture_*[/"
@@ -71136,18 +85843,17 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
+"Crée une texture vide et l’ajoute au VisualServer. Il peut être consulté "
"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"fonctions [code]texture_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
msgid ""
"Creates a texture, allocates the space for an image, and fills in the image."
msgstr ""
+"Crée une texture, alloue l'espace pour une image, et remplit avec l'image."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -71159,16 +85865,16 @@ msgid ""
"Returns a copy of a texture's image unless it's a CubeMap, in which case it "
"returns the [RID] of the image at one of the cubes sides."
msgstr ""
+"Retourne une copie de l'image de la texture sauf si c'est une CubeMap, dans "
+"ce cas, le [RID] de l'image d'un des côtés est retourné."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the depth of the texture."
-msgstr "Retourne la hauteur du contenu."
+msgstr "Retourne la profondeur de la texture."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the flags of a texture."
-msgstr "Retourne la texture de la tuile."
+msgstr "Retourne les drapeaux de la texture."
#: doc/classes/VisualServer.xml
#, fuzzy
@@ -71176,29 +85882,25 @@ msgid "Returns the format of the texture's image."
msgstr "Renvoie le reste de deux vecteurs."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the texture's height."
-msgstr "Retourne la hauteur de texture."
+msgstr "Retourne la hauteur de la texture."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the texture's path."
-msgstr "Renvoie la largeur de texture."
+msgstr "Retourne le chemin de la texture."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the opengl id of the texture's image."
-msgstr "Retourne la longueur du quaternion."
+msgstr "Retourne l'identifiant OpenGL de l'image de cette texture."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the type of the texture, can be any of the [enum TextureType]."
-msgstr "Retourne le type du nœud à [code]idx[/code]."
+msgstr ""
+"Retourne le type de texture, c'est l'une des valeurs de [enum TextureType]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns the texture's width."
-msgstr "Renvoie la largeur de texture."
+msgstr "Retourne la largeur de la texture."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71216,11 +85918,60 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the texture's flags. See [enum TextureFlags] for options."
msgstr ""
+"Définit les drapeaux de la texture. Voir [enum TextureFlags] pour les "
+"options."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets the texture's path."
-msgstr "Renvoie la largeur de texture."
+msgstr "Définit le chemin de la texture."
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+"Crée un lien de mise à jour entre deux textures, pareil aux "
+"[ViewportTexture]. Quand la texture de base est une texture d'un [Viewport], "
+"chaque fois que cette fenêtre d'affichage fait un nouveau rendu, la texture "
+"de proxy sera automatiquement mise à jour.\n"
+"Par exemple, ce code crée un lien d'une [ImageTexture] générique vers la "
+"texture de rendu d'un [Viewport] en utilisant l'API du VisualServer :\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
#: doc/classes/VisualServer.xml
msgid ""
@@ -71246,6 +85997,7 @@ msgid "Sets a viewport's canvas."
msgstr "Définit le canevas de la fenêtre d'affichage."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
@@ -71263,12 +86015,30 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
+"Copie la fenêtre d'affichage dans une région de l'écran spécifiée par "
+"[code]rect[/code]. Si [member Viewport.render_direct_to_screen] est "
+"[code]true[/code], la fenêtre d'affichage n'utilise pas de framebuffer et "
+"son contenu est directement rendu à l'écran. Par contre, il est à noter que "
+"la fenêtre d'affichage racine est affichée en dernier, elle est donc "
+"affichée par dessus l'écran. Il est donc nécessaire de ne pas définir la "
+"fenêtre d'affichage sur une surface qui ne couvre pas la surface où la "
+"fenêtre d'affichage est attachée.\n"
+"Par exemple, vous pouvez définir la fenêtre d'affichage racine de ne pas "
+"faire de rendu du tout avec le code suivant :\n"
+"[codeblock]\n"
+"func _ready():\n"
+" get_viewport().set_attach_to_screen_rect(Rect2())\n"
+" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
+"[/codeblock]\n"
+"Utiliser cette méthode peut permettre d'améliorer considérablement les "
+"performances, surtout sur les appareils peut puissants. Par contre, cela "
+"nécessite de gérer manuellement les fenêtres d'affichage. Pour plus "
+"d'optimisations, voir [method viewport_set_render_direct_to_screen]."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Creates an empty viewport and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
@@ -71276,28 +86046,27 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crée une lumière spot et l’ajoute au RenderingServer. Il peut être consulté "
-"avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des "
-"fonctions [code]light_*[/code] RenderingServer.\n"
+"Crée une fenêtre d'affichage et l’ajoute au VisualServer. Il peut être "
+"consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la "
+"plupart des fonctions [code]viewport_*[/code] VisualServer.\n"
"Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la "
-"méthode statique [method free_rid] du RenderingServer.\n"
-"Pour placer dans une scène, attachez cette lumière spot à une instance en "
-"utilisant la [method instance_set_base] utilisant le RID retourné."
+"méthode statique [method free_rid] du VisualServer."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Detaches the viewport from the screen."
-msgstr "Supprime tous les points de la courbe."
+msgstr "Retire la fenêtre d'affichage de l'écran."
#: doc/classes/VisualServer.xml
msgid ""
"Returns a viewport's render information. For options, see the [enum "
"ViewportRenderInfo] constants."
msgstr ""
+"Retourne les informations de rendu de la fenêtre d'affichage. Pour les "
+"options, voir les constantes de [enum ViewportRenderInfo]."
#: doc/classes/VisualServer.xml
msgid "Returns the viewport's last rendered frame."
-msgstr ""
+msgstr "Retourne la dernière trame de rendu de la fenêtre d'affichage."
#: doc/classes/VisualServer.xml
msgid "Detaches a viewport from a canvas and vice versa."
@@ -71306,6 +86075,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
msgstr ""
+"Si [code]true[/code], définit cette fenêtre d'affichage comme active, sinon "
+"comme inactive."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71316,41 +86087,53 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the transformation of a viewport's canvas."
-msgstr ""
+msgstr "Définit la transformation du canevas de la fenêtre d'affichage."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
msgstr ""
+"Définit le mode d'effacement de la fenêtre d'affichage. Voir [enum "
+"ViewportClearMode] pour les options."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
"options."
msgstr ""
+"Définit le mode d'affichage de débogage de la fenêtre d'affichage. Voir "
+"[enum ViewportDebugDraw] pour les options."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
-msgstr "Si [code]true[/code], le filtrage est activé."
+msgstr ""
+"Si [code]true[/code], le rendu 3D de cette fenêtre d'affichage est "
+"désactivée."
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], rendering of a viewport's environment is disabled."
msgstr ""
+"Si [code]true[/code], le rendu de l'environnement de cette fenêtre "
+"d'affichage est désactivé."
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's global transformation matrix."
msgstr ""
+"Définit la matrice de transformation globale de la fenêtre d'affichage."
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "Si [code]true[/code], l'interpolation fait une boucle."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
msgstr ""
+"Si [code]true[/code], le canevas de la fenêtre d'affichage n'est pas rendu."
#: doc/classes/VisualServer.xml
msgid "Currently unimplemented in Godot 3.x."
@@ -71359,10 +86142,14 @@ msgstr "Actuellement non implémenté dans Godot 3.x."
#: doc/classes/VisualServer.xml
msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options."
msgstr ""
+"Définit le mode d'anticrénelage. Voir [enum ViewportMSAA] pour les "
+"possibilités."
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's parent to another viewport."
msgstr ""
+"Définir le parent de la fenêtre d'affichage par une autre fenêtre "
+"d'affichage."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71409,12 +86196,14 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's width and height."
-msgstr ""
+msgstr "Définit la largeur et la hauteur de la fenêtre d'affichage."
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the viewport renders its background as transparent."
msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage rend son arrière-plan de "
+"manière transparente."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71431,9 +86220,20 @@ msgstr "Convertit le format de l’image. Voir les constantes [enum Format]."
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage utilise la réalité augmentée ou "
+"virtuelle. Voir [ARVRInterface]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71457,9 +86257,10 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
-msgstr "Si [code]vrai[/code], la texture est inversée verticalement."
+msgstr ""
+"Si [code]vrai[/code], le rendu de cette fenêtre d'affichage est inversée "
+"verticalement."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71489,15 +86290,16 @@ msgid "Number of weights/bones per vertex."
msgstr "Nombre de poids / os par sommet."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "The minimum Z-layer for canvas items."
msgstr ""
-"Le niveau minimal du claque de profondeur pour les éléments de canevas."
+"Le niveau minimal du calque de profondeur pour les éléments de canevas."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "The maximum Z-layer for canvas items."
msgstr ""
-"Le niveau maximal du claque de profondeur pour les éléments de canevas."
+"Le niveau maximal du calque de profondeur pour les éléments de canevas."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71542,7 +86344,7 @@ msgstr "Définit le côté arrière d'un cubemap."
#: doc/classes/VisualServer.xml
msgid "Normal texture with 2 dimensions, width and height."
-msgstr ""
+msgstr "Une texture à 2 dimensions, largeur et hauteur."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71556,40 +86358,40 @@ msgstr "Un tableau de textures 2D."
#: doc/classes/VisualServer.xml
msgid "A 3-dimensional texture with width, height, and depth."
-msgstr ""
+msgstr "Une texture à 3 dimensions, largeur et hauteur, et profondeur."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "Repeats the texture (instead of clamp to edge)."
-msgstr ""
+msgstr "Répète la texture (plutôt que de s'arrêter aux bordures)."
#: doc/classes/VisualServer.xml
msgid "Repeats the texture with alternate sections mirrored."
-msgstr ""
+msgstr "Répète une texture en utilisant alternativement un effet de miroir."
#: doc/classes/VisualServer.xml
msgid ""
"Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant "
"TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled."
msgstr ""
+"Le drapeau par défaut. [constant TEXTURE_FLAG_MIPMAPS], [constant "
+"TEXTURE_FLAG_REPEAT] et [constant TEXTURE_FLAG_FILTER] sont actifs."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Shader is a 3D shader."
-msgstr "Shader est un shader 3D."
+msgstr "Ce shader est utilisé en 3D."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Shader is a 2D shader."
-msgstr "Shader est un shader 2D."
+msgstr "Ce shader est utilisé en 2D."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Shader is a particle shader."
-msgstr "Shader est un shader de particules."
+msgstr "Ce shader est utilisé pour les particules."
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ShaderMode] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum ShaderMode]."
#: doc/classes/VisualServer.xml
msgid "Array is a vertex array."
@@ -71662,9 +86464,8 @@ msgid "Flag used to mark a weights array."
msgstr "Drapeau utilisé pour marquer un tableau de poids."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Flag used to mark an index array."
-msgstr "Drapeau utilisé pour marquer un tableau d’index."
+msgstr "Le drapeau utilisé pour marquer un tableau d’index."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71711,7 +86512,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum PrimitiveType] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum PrimitiveType]."
#: doc/classes/VisualServer.xml
msgid "Is a directional (sun) light."
@@ -71759,9 +86560,8 @@ msgid "The spotlight's attenuation."
msgstr "L'atténuation du projecteur."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Scales the shadow color."
-msgstr "Définit la police [Color]."
+msgstr "Met à l'échelle la couleur de l'ombre."
#: doc/classes/VisualServer.xml
msgid "Max distance that shadows will be rendered."
@@ -71799,7 +86599,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum LightParam] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum LightParam]."
#: doc/classes/VisualServer.xml
msgid "Use a dual paraboloid shadow map for omni lights."
@@ -71813,11 +86613,11 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use more detail vertically when computing shadow map."
-msgstr ""
+msgstr "Utilise plus de détails verticalement lors du calcul des ombres."
#: doc/classes/VisualServer.xml
msgid "Use more detail horizontally when computing shadow map."
-msgstr ""
+msgstr "Utilise plus de détails horizontalement lors du calcul des ombres."
#: doc/classes/VisualServer.xml
msgid "Use orthogonal shadow projection for directional light."
@@ -71828,15 +86628,21 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use 2 splits for shadow projection when using directional light."
msgstr ""
+"Utilise 2 divisions pour la projection des ombres pour les lumières "
+"directionnelles."
#: doc/classes/VisualServer.xml
msgid "Use 4 splits for shadow projection when using directional light."
msgstr ""
+"Utilise 4 divisions pour la projection des ombres pour les lumières "
+"directionnelles."
#: doc/classes/VisualServer.xml
msgid ""
"Keeps shadows stable as camera moves but has lower effective resolution."
msgstr ""
+"Garde les ombres stables quand la caméra bouge, mais la résolution est "
+"réduite."
#: doc/classes/VisualServer.xml
msgid ""
@@ -71850,7 +86656,7 @@ msgstr "Ne pas mettre à jour le viewport."
#: doc/classes/VisualServer.xml
msgid "Update the viewport once then set to disabled."
-msgstr ""
+msgstr "Met à jour le fenêtre d'affichage une fois puis arrête les mis à jour."
#: doc/classes/VisualServer.xml
msgid "Update the viewport whenever it is visible."
@@ -71873,6 +86679,8 @@ msgid ""
"The viewport is cleared once, then the clear mode is set to [constant "
"VIEWPORT_CLEAR_NEVER]."
msgstr ""
+"La fenêtre d'affichage sera effacée une seule fois, puis passera en mode "
+"[constant VIEWPORT_CLEAR_NEVER]."
#: doc/classes/VisualServer.xml
msgid "Multisample antialiasing is disabled."
@@ -71952,20 +86760,18 @@ msgid "Number of 2d items drawn this frame."
msgstr "Nombre de changements de surface pendant cette image."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Number of 2d draw calls during this frame."
-msgstr "Nombre de changements de surface pendant cette image."
+msgstr "Le nombre d'appels de dessin 2D pendant cette trame."
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum ViewportRenderInfo]."
#: doc/classes/VisualServer.xml
msgid "Debug draw is disabled. Default setting."
-msgstr "L'affichage de débogage est désactivé. La valeur par défaut."
+msgstr "L'affichage de débogage est désactivé. C'est la valeur par défaut."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Debug draw sets objects to unshaded."
msgstr "L'affichage de débogage est sans matériau."
@@ -72036,7 +86842,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum InstanceType] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum InstanceType]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72046,11 +86852,13 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Allows the instance to be used in baked lighting."
-msgstr ""
+msgstr "Autorise l'instance à être utilisée pour le baking des lumières."
#: doc/classes/VisualServer.xml
msgid "When set, manually requests to draw geometry on next frame."
msgstr ""
+"Quand définit, demande manuellement l'affichage des géométries lors de la "
+"trame suivante."
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum InstanceFlags] enum."
@@ -72061,20 +86869,23 @@ msgid "Disable shadows from this instance."
msgstr "Désactiver les ombres de cette instance."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Cast shadows from this instance."
-msgstr "Projette les ombres depuis cette instance."
+msgstr "Cette instance affiche une ombre."
#: doc/classes/VisualServer.xml
msgid ""
"Disable backface culling when rendering the shadow of the object. This is "
"slightly slower but may result in more correct shadows."
msgstr ""
+"Désactiver le culling des faces arrières lors du rendu de l'ombre de "
+"l'objet. Ceci est légèrement plus lent mais peut permettre d'obtenir de "
+"meilleures ombres."
#: doc/classes/VisualServer.xml
msgid ""
"Only render the shadows from the object. The object itself will not be drawn."
msgstr ""
+"N'afficher que l'ombre de l'objet. L'objet en lui-même ne sera pas affiché."
#: doc/classes/VisualServer.xml
msgid "The nine patch gets stretched where needed."
@@ -72092,128 +86903,138 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds light color additive to the canvas."
-msgstr ""
+msgstr "Ajoute une couleur additive de lumière au canevas."
#: doc/classes/VisualServer.xml
msgid "Adds light color subtractive to the canvas."
-msgstr ""
+msgstr "Ajoute une couleur soustractive de lumière au canevas."
#: doc/classes/VisualServer.xml
msgid "The light adds color depending on transparency."
-msgstr ""
+msgstr "La lumière ajoute une couleur suivant la transparence."
#: doc/classes/VisualServer.xml
msgid "The light adds color depending on mask."
-msgstr ""
+msgstr "La lumière ajoute une couleur suivant un masque."
#: doc/classes/VisualServer.xml
msgid "Do not apply a filter to canvas light shadows."
-msgstr ""
+msgstr "Ne pas appliquer de lissage pour les ombres du canevas."
#: doc/classes/VisualServer.xml
msgid "Use PCF3 filtering to filter canvas light shadows."
-msgstr ""
+msgstr "Utiliser le filtre PCF3 pour lisser les ombres des canevas."
#: doc/classes/VisualServer.xml
msgid "Use PCF5 filtering to filter canvas light shadows."
-msgstr ""
+msgstr "Utiliser le filtre PCF5 pour lisser les ombres des canevas."
#: doc/classes/VisualServer.xml
msgid "Use PCF7 filtering to filter canvas light shadows."
-msgstr ""
+msgstr "Utiliser le filtre PCF7 pour lisser les ombres des canevas."
#: doc/classes/VisualServer.xml
msgid "Use PCF9 filtering to filter canvas light shadows."
-msgstr ""
+msgstr "Utiliser le filtre PCF9 pour lisser les ombres des canevas."
#: doc/classes/VisualServer.xml
msgid "Use PCF13 filtering to filter canvas light shadows."
-msgstr ""
+msgstr "Utiliser le filtre PCF13 pour lisser les ombres des canevas."
#: doc/classes/VisualServer.xml
msgid "Culling of the canvas occluder is disabled."
-msgstr ""
+msgstr "Le culling de l'occulteur du canevas est désactivé."
#: doc/classes/VisualServer.xml
msgid "Culling of the canvas occluder is clockwise."
-msgstr ""
+msgstr "Le culling de l'occulteur du canevas est dans le sens horaire."
#: doc/classes/VisualServer.xml
msgid "Culling of the canvas occluder is counterclockwise."
-msgstr ""
+msgstr "Le culling de l'occulteur du canevas est dans le sens anti-horaire."
#: doc/classes/VisualServer.xml
msgid "The amount of objects in the frame."
-msgstr ""
+msgstr "Le nombre d'objet dans cette trame."
#: doc/classes/VisualServer.xml
msgid "The amount of vertices in the frame."
-msgstr ""
+msgstr "Le nombre de sommets dans cette trame."
#: doc/classes/VisualServer.xml
msgid "The amount of modified materials in the frame."
-msgstr ""
+msgstr "Le nombre de matériaux modifiés dans cette trame."
#: doc/classes/VisualServer.xml
msgid "The amount of shader rebinds in the frame."
+msgstr "Le nombre de shaders reconnectés dans cette trame."
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
-msgstr ""
+msgstr "Le nombre de changements de surface dans la trame."
#: doc/classes/VisualServer.xml
msgid "The amount of draw calls in frame."
-msgstr ""
+msgstr "Le nombre d'appels de dessin durant la trame."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "The amount of 2d items in the frame."
-msgstr "La quantité de voix dans l’effet."
+msgstr "Le nombre d'éléments 2D dans cette trame."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "The amount of 2d draw calls in frame."
-msgstr "Quantité de sommets dans l'image."
+msgstr "Le nombre d'appels de dessin 2D dans cette trame."
#: doc/classes/VisualServer.xml
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
msgstr ""
-"Le matériel supporte les shaders. Cette énumération est actuellement "
+"L'appareil supporte les shaders. Cette énumération est actuellement "
"inutilisée dans Godot 3.x."
#: doc/classes/VisualServer.xml
msgid ""
"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
msgstr ""
-"Le matériel supporte plusieurs fils d'exécution. Cette énumération est "
+"L'appareil supporte plusieurs fils d'exécution. Cette énumération est "
"actuellement inutilisée dans Godot 3.x."
#: doc/classes/VisualServer.xml
msgid "Use [Transform2D] to store MultiMesh transform."
-msgstr ""
+msgstr "Utiliser [Transform2D] pour stocker la transformation des MultiMesh."
#: doc/classes/VisualServer.xml
msgid "Use [Transform] to store MultiMesh transform."
-msgstr ""
+msgstr "Utiliser [Transform] pour stocker la transformation des MultiMesh."
#: doc/classes/VisualServer.xml
msgid "MultiMesh does not use per-instance color."
-msgstr ""
+msgstr "Le MultiMesh n'utilise pas de couleur par instance."
#: doc/classes/VisualServer.xml
msgid ""
"MultiMesh color uses 8 bits per component. This packs the color into a "
"single float."
msgstr ""
+"Le MultiMesh utilise un octet par composant de couleur. Une couleur entière "
+"est donc stockée dans un nombre flottant (4 octets)."
#: doc/classes/VisualServer.xml
msgid "MultiMesh color uses a float per channel."
-msgstr ""
+msgstr "Le MultiMesh utilise un nombre flottant par composant de couleur."
#: doc/classes/VisualServer.xml
msgid "MultiMesh does not use custom data."
-msgstr ""
+msgstr "Le MultiMesh n'utilise pas de données personnalisées."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72224,32 +87045,38 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "MultiMesh custom data uses a float per component."
msgstr ""
+"Les données personnalisés de MultiMesh qui utilisent un nombre flottant par "
+"composant."
#: doc/classes/VisualServer.xml
msgid "Reflection probe will update reflections once and then stop."
msgstr ""
+"La sonde de réflexion mettre à jour les réflexions une seule fois puis "
+"s'arrêtera."
#: doc/classes/VisualServer.xml
msgid ""
"Reflection probe will update each frame. This mode is necessary to capture "
"moving objects."
msgstr ""
+"La sonde de réfléchissement sera mise à jour à chaque trame. Ce mode est "
+"nécessaire pour capturer les objets se déplaçant."
#: doc/classes/VisualServer.xml
msgid "Draw particles in the order that they appear in the particles array."
-msgstr ""
+msgstr "Affiche les particules dans leur ordre dans la liste des particules."
#: doc/classes/VisualServer.xml
msgid "Sort particles based on their lifetime."
-msgstr ""
+msgstr "Trier les particules par durée de vie."
#: doc/classes/VisualServer.xml
msgid "Sort particles based on their distance to the camera."
-msgstr ""
+msgstr "Trier les particules suivant leur distance à la caméra."
#: doc/classes/VisualServer.xml
msgid "Use the clear color as background."
-msgstr ""
+msgstr "Utiliser la couleur d'effacement pour l'arrière-plan."
#: doc/classes/VisualServer.xml
msgid "Use a specified color as the background."
@@ -72275,14 +87102,18 @@ msgid ""
"Do not clear the background, use whatever was rendered last frame as the "
"background."
msgstr ""
+"Ne pas nettoyer l'arrière-plan, et utilise ce qui a été rendu lors de trame "
+"précédente pour l'arrière-plan."
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum EnvironmentBG] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum EnvironmentBG]."
#: doc/classes/VisualServer.xml
msgid "Use lowest blur quality. Fastest, but may look bad."
msgstr ""
+"Utilise la qualité de flou la plus basse. C'est le plus rapide mais donne le "
+"plus mauvais résultat."
#: doc/classes/VisualServer.xml
msgid "Use medium blur quality."
@@ -72291,10 +87122,12 @@ msgstr "Utiliser une qualité de flou médium."
#: doc/classes/VisualServer.xml
msgid "Used highest blur quality. Looks the best, but is the slowest."
msgstr ""
+"Le meilleur niveau de qualité de flou. Apparait comme le meilleur, mais "
+"c'est aussi le plus lent."
#: doc/classes/VisualServer.xml
msgid "Add the effect of the glow on top of the scene."
-msgstr ""
+msgstr "Ajoute un effet de lueur sur la scène."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72303,31 +87136,51 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Produces a subtle color disturbance around objects."
-msgstr ""
+msgstr "Produit une légère interférence des couleurs autour des objets."
#: doc/classes/VisualServer.xml
msgid "Shows the glow effect by itself without the underlying scene."
msgstr "Affiche uniquement l'effet de lueur sans scène sous-jacente."
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
-msgstr "Utiliser le mappage des tons Reinhard."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
+msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
-msgstr "Utiliser le mappage des tons filmique."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
+msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
-msgstr "Utiliser le mappage des tons ACES."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
+msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
-msgstr "Utiliser le mappage des tons ACES Fitted."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "Lowest quality of screen space ambient occlusion."
@@ -72347,15 +87200,17 @@ msgstr "Désactive le flou pour le SSAO. Cela affiche plus de bruits."
#: doc/classes/VisualServer.xml
msgid "Perform a 1x1 blur on the SSAO output."
-msgstr ""
+msgstr "Utilise un flou de 1x1 pour le rendu du SSAO."
#: doc/classes/VisualServer.xml
msgid "Performs a 2x2 blur on the SSAO output."
-msgstr ""
+msgstr "Utilise un flou de 2x2 pour le rendu du SSAO."
#: doc/classes/VisualServer.xml
msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO."
msgstr ""
+"Utilise un flou de 3x3 pour le rendu du SSAO. C'est le plus résultat le plus "
+"lisse."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72375,7 +87230,7 @@ msgstr ""
#: doc/classes/VisualShader.xml
msgid "A custom shader program with a visual editor."
-msgstr ""
+msgstr "Un programme de shader personnalisé dans l'éditeur visuel."
#: doc/classes/VisualShader.xml
msgid ""
@@ -72393,6 +87248,8 @@ msgid ""
"Returns [code]true[/code] if the specified nodes and ports can be connected "
"together."
msgstr ""
+"Retourne [code]true[/code] si les nœuds spécifiés et les ports peuvent être "
+"connectés ensemble."
#: doc/classes/VisualShader.xml
msgid "Connects the specified nodes and ports."
@@ -72409,6 +87266,8 @@ msgid ""
"Returns the shader node instance with specified [code]type[/code] and "
"[code]id[/code]."
msgstr ""
+"Retourne l'instance de nœud de shader avec le [code]type[/code] et "
+"l'identifiant [code]id[/code] spécifiés."
#: doc/classes/VisualShader.xml
msgid "Returns the list of connected nodes with the specified type."
@@ -72426,6 +87285,8 @@ msgstr "Retourne la position du nœud spécifié dans le graphique du nuanceur."
msgid ""
"Returns [code]true[/code] if the specified node and port connection exist."
msgstr ""
+"Retourne [code]true[/code] si le nœud et le port de connexion spécifiés "
+"existent."
#: doc/classes/VisualShader.xml
msgid "Removes the specified node from the shader."
@@ -72452,7 +87313,6 @@ msgid "A fragment shader, operating on fragments (pixels)."
msgstr "Un shader de fragment, s'appliquant sur chacun des pixels (fragments)."
#: doc/classes/VisualShader.xml
-#, fuzzy
msgid "A shader for light calculations."
msgstr "Un shader pour les calculs de lumière."
@@ -72480,7 +87340,7 @@ msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Returns the default value of the input [code]port[/code]."
-msgstr ""
+msgstr "Retourne la valeur par défaut de l'entrée [code]port[/code]."
#: doc/classes/VisualShaderNode.xml
msgid ""
@@ -72491,7 +87351,7 @@ msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Sets the default value for the selected input [code]port[/code]."
-msgstr ""
+msgstr "Définit la valeur par défaut de l'entrée [code]port[/code]."
#: doc/classes/VisualShaderNode.xml
msgid ""
@@ -72511,20 +87371,27 @@ msgstr ""
msgid ""
"Floating-point scalar. Translated to [code]float[/code] type in shader code."
msgstr ""
+"Un nombre flottant. Sera traduit en [code]float[/code] dans le code du "
+"shader."
#: doc/classes/VisualShaderNode.xml
msgid ""
"3D vector of floating-point values. Translated to [code]vec3[/code] type in "
"shader code."
msgstr ""
+"Un vecteur 3D avec des composants flottants. Le type [code]vec3[/code] sera "
+"utilisé dans le code du shader."
#: doc/classes/VisualShaderNode.xml
msgid "Boolean type. Translated to [code]bool[/code] type in shader code."
msgstr ""
+"Un booléen. Le type [code]bool[/code] sera utilisé dans le code du shader."
#: doc/classes/VisualShaderNode.xml
msgid "Transform type. Translated to [code]mat4[/code] type in shader code."
msgstr ""
+"Le type Transform. Le type [code]mat4[/code] sera utilisé dans le code du "
+"shader."
#: doc/classes/VisualShaderNode.xml
msgid ""
@@ -72534,29 +87401,31 @@ msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Represents the size of the [enum PortType] enum."
-msgstr ""
+msgstr "Représente la taille de l'énumération [enum PortType]."
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid "A boolean constant to be used within the visual shader graph."
-msgstr ""
+msgstr "Un booléen constant à utiliser dans le shader visuel du graphe."
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid ""
"Has only one output port and no inputs.\n"
"Translated to [code]bool[/code] in the shader language."
msgstr ""
+"N'a qu'une seule sortie et aucun entrée.\n"
+"Sera traduit en [code]bool[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid "A boolean constant which represents a state of this node."
-msgstr ""
+msgstr "Un booléen constant qui représente l'état de ce nœud."
#: doc/classes/VisualShaderNodeBooleanUniform.xml
msgid "A boolean uniform to be used within the visual shader graph."
-msgstr ""
+msgstr "Un booléen uniforme à utiliser dans le shader visuel du graphe."
#: doc/classes/VisualShaderNodeBooleanUniform.xml
msgid "Translated to [code]uniform bool[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]uniform bool[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeBooleanUniform.xml
#: doc/classes/VisualShaderNodeColorUniform.xml
@@ -72574,13 +87443,12 @@ msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
#: doc/classes/VisualShaderNodeTransformUniform.xml
#: doc/classes/VisualShaderNodeVec3Uniform.xml
-#, fuzzy
msgid "Enables usage of the [member default_value]."
-msgstr "Activer l'usage de [member default_value]."
+msgstr "Active l'usage de [member default_value]."
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid "A [Color] constant to be used within the visual shader graph."
-msgstr ""
+msgstr "Une [Color] constante à utiliser dans le shader visuel du graphe."
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid ""
@@ -72591,22 +87459,26 @@ msgstr ""
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid "A [Color] constant which represents a state of this node."
-msgstr ""
+msgstr "Une [Color] constante qui représente l'état de ce nœud."
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid "A [Color] function to be used within the visual shader graph."
-msgstr ""
+msgstr "Une fonction [Color] à utiliser dans le shader visuel du graphe."
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
"Accept a [Color] to the input port and transform it according to [member "
"function]."
msgstr ""
+"Accepte une [Color] pour le port d'entrée et la transforme en fonction de "
+"[member function]."
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
"A function to be applied to the input color. See [enum Function] for options."
msgstr ""
+"Une fonction à appliquer à la couleur d'entrée. Voir [enum Function] pour "
+"les options."
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
@@ -72619,6 +87491,14 @@ msgid ""
"return vec3(max3, max3, max3);\n"
"[/codeblock]"
msgstr ""
+"Convertit une couleur en niveau de gris à partir de la formule suivante :\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float max1 = max(c.r, c.g);\n"
+"float max2 = max(max1, c.b);\n"
+"float max3 = max(max1, max2);\n"
+"return vec3(max3, max3, max3);\n"
+"[/codeblock]"
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
@@ -72631,10 +87511,18 @@ msgid ""
"return vec3(r, g, b);\n"
"[/codeblock]"
msgstr ""
+"Applique un effet sépia à partir de la formule suivante :\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
+"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
+"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
+"return vec3(r, g, b);\n"
+"[/codeblock]"
#: doc/classes/VisualShaderNodeColorOp.xml
msgid "A [Color] operator to be used within the visual shader graph."
-msgstr ""
+msgstr "Un opérateur de [Color] à utiliser dans le shader visuel du graphe."
#: doc/classes/VisualShaderNodeColorOp.xml
msgid "Applies [member operator] to two color inputs."
@@ -72644,6 +87532,8 @@ msgstr "Appliquer [member operator] aux deux entrées."
msgid ""
"An operator to be applied to the inputs. See [enum Operator] for options."
msgstr ""
+"Un opérateur soit être appliqué aux entrées. Voir [enum Operator] pour les "
+"options."
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
@@ -72668,6 +87558,10 @@ msgid ""
"result = min(a, b);\n"
"[/codeblock]"
msgstr ""
+"Produit un effet d'assombrissement à partir de la formule suivante :\n"
+"[codeblock]\n"
+"result = min(a, b);\n"
+"[/codeblock]"
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
@@ -72676,6 +87570,10 @@ msgid ""
"result = max(a, b);\n"
"[/codeblock]"
msgstr ""
+"Produit un effet d'éclaircissement à partir de la formule suivante :\n"
+"[codeblock]\n"
+"result = max(a, b);\n"
+"[/codeblock]"
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
@@ -72743,15 +87641,17 @@ msgstr ""
#: doc/classes/VisualShaderNodeColorUniform.xml
msgid "A [Color] uniform to be used within the visual shader graph."
-msgstr ""
+msgstr "Une [Color] constante à utiliser dans le shader visuel du graphe."
#: doc/classes/VisualShaderNodeColorUniform.xml
msgid "Translated to [code]uniform vec4[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]uniform vec4[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A comparison function for common types within the visual shader graph."
msgstr ""
+"Une fonction de comparaison pour les types courants dans le shader visuel du "
+"graphe."
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
@@ -72765,15 +87665,19 @@ msgid ""
"Extra condition which is applied if [member type] is set to [constant "
"CTYPE_VECTOR]."
msgstr ""
+"Une condition supplémentaire qui sera appliquée si [member type] est à "
+"[constant CTYPE_VECTOR]."
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A comparison function. See [enum Function] for options."
-msgstr ""
+msgstr "Un fonction de comparaison. Voir [enum Function] pour les options."
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"The type to be used in the comparison. See [enum ComparisonType] for options."
msgstr ""
+"Le type à utiliser pour la comparaison. Voir [enum ComparisonType] pour les "
+"options."
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A floating-point scalar."
@@ -72854,6 +87758,8 @@ msgid ""
"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
"Returns a color vector and alpha channel as scalar."
msgstr ""
+"Sera traduit en [code]texture(cubemap, vec3)[/code] dans le code du shader. "
+"Retourne une couleur dans un vecteur et le canal alpha comme scalaire."
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
@@ -72873,6 +87779,8 @@ msgid ""
"Defines the type of data provided by the source texture. See [enum "
"TextureType] for options."
msgstr ""
+"Définit le type de donnée fournie par la texture source. Voir [enum "
+"TextureType] pour les options."
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
@@ -72891,7 +87799,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "No hints are added to the uniform declaration."
-msgstr ""
+msgstr "Aucun indice n'a été ajouté à la déclaration de l'uniform."
#: doc/classes/VisualShaderNodeCubeMap.xml
#: doc/classes/VisualShaderNodeTexture.xml
@@ -73079,9 +87987,8 @@ msgstr ""
"Calcule le déterminant d’un [Transform] dans le graphique du nuanceur visuel."
#: doc/classes/VisualShaderNodeDeterminant.xml
-#, fuzzy
msgid "Translates to [code]determinant(x)[/code] in the shader language."
-msgstr "Traduit vers [code]deteminant(x)[/code] dans le langage du shader."
+msgstr "Sera traduit en [code]deteminant(x)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeDotProduct.xml
msgid "Calculates a dot product of two vectors within the visual shader graph."
@@ -73091,7 +87998,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeDotProduct.xml
msgid "Translates to [code]dot(a, b)[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]dot(a, b)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeExpression.xml
msgid ""
@@ -73135,7 +88042,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeFresnel.xml
msgid "A Fresnel effect to be used within the visual shader graph."
-msgstr ""
+msgstr "Un effet de Fresnel à utiliser dans le shader visuel du graphe."
#: doc/classes/VisualShaderNodeFresnel.xml
msgid ""
@@ -73177,36 +88084,46 @@ msgid ""
"Adds an input port with the specified [code]type[/code] (see [enum "
"VisualShaderNode.PortType]) and [code]name[/code]."
msgstr ""
+"Ajouter un port d'entrée du [code]type[/code] (voir [enum VisualShaderNode."
+"PortType]) et nommé [code]name[/code]."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Adds an output port with the specified [code]type[/code] (see [enum "
"VisualShaderNode.PortType]) and [code]name[/code]."
msgstr ""
+"Ajouter un port de sortie du [code]type[/code] (voir [enum VisualShaderNode."
+"PortType]) et nommé [code]name[/code]."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Removes all previously specified input ports."
-msgstr ""
+msgstr "Retire tous les ports d'entrées précédemment spécifiés."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Removes all previously specified output ports."
-msgstr ""
+msgstr "Retire tous les ports de sortie précédemment spécifiés."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a free input port ID which can be used in [method add_input_port]."
msgstr ""
+"Retourne un identifiant d'un port d'entrée libre qui peut être utilisé pour "
+"[method add_input_port]."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a free output port ID which can be used in [method add_output_port]."
msgstr ""
+"Retourne un identifiant d'un port de sortie libre qui peut être utilisé pour "
+"[method add_input_port]."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns the number of input ports in use. Alternative for [method "
"get_free_input_port_id]."
msgstr ""
+"Retourne le nombre de ports d'entrée utilisés. C'est une alternative à "
+"[method get_free_input_port_id]."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
@@ -73219,20 +88136,25 @@ msgid ""
"Returns the number of output ports in use. Alternative for [method "
"get_free_output_port_id]."
msgstr ""
+"Retourne le nombre de ports de sortie utilisés. C'est une alternative à "
+"[method get_free_output_port_id]."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a [String] description of the output ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
+"Retourne une [String] de description des ports sortants sous forme de liste "
+"séparée par une virgule avec le format [code]identifiant,type,nom;[/code] "
+"(voir [method add_output_port])."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Returns [code]true[/code] if the specified input port exists."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le port d'entrée spécifié existe."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Returns [code]true[/code] if the specified output port exists."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le port de sortie spécifié existe."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
@@ -73256,12 +88178,17 @@ msgstr "Renomme le port d’entrée spécifié."
msgid ""
"Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
msgstr ""
+"Définit le type du port d'entrée spécifié (voir [enum VisualShaderNode."
+"PortType])."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Defines all input ports using a [String] formatted as a colon-separated "
"list: [code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
+"Définit tous les ports entrants avec une [String] composée de valeurs "
+"séparées par un point-virgule : [code]identifiant,type,nom;[/code] (voir "
+"[method add_input_port])."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Renames the specified output port."
@@ -73271,16 +88198,21 @@ msgstr "Renomme le port de sortie spécifié."
msgid ""
"Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
msgstr ""
+"Définit le type du port de sortie spécifié (voir [enum VisualShaderNode."
+"PortType])."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Defines all output ports using a [String] formatted as a colon-separated "
"list: [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
+"Définit tous les ports sortants avec une [String] composée de valeurs "
+"séparées par un point-virgule : [code]identifiant,type,nom;[/code] (voir "
+"[method add_input_port])."
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "The size of the node in the visual shader graph."
-msgstr ""
+msgstr "La taille du nœud dans le graphe du visual shader."
#: doc/classes/VisualShaderNodeInput.xml
msgid ""
@@ -73305,10 +88237,12 @@ msgid ""
"Returns the boolean result of the comparison between [code]INF[/code] or "
"[code]NaN[/code] and a scalar parameter."
msgstr ""
+"Retourne le résultat booléen de la comparaison entre [code]INF[/code] "
+"(l'infini) [code]NaN[/code] (n'est pas un nombre) et un paramètre scalaire."
#: doc/classes/VisualShaderNodeIs.xml
msgid "The comparison function. See [enum Function] for options."
-msgstr ""
+msgstr "La fonction de comparaison. Voir [enum Function] pour les options."
#: doc/classes/VisualShaderNodeIs.xml
msgid "Comparison with [code]INF[/code] (Infinity)."
@@ -73365,34 +88299,39 @@ msgid ""
"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
"visual shaders."
msgstr ""
+"Ce nœud n'est disponible que dans les shaders visuels [code]Fragment[/code] "
+"et [code]Light[/code]."
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
msgid "The derivative type. See [enum Function] for options."
-msgstr ""
+msgstr "Le type de dérivation. Voir [enum Function] pour les options.."
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
msgstr ""
+"La somme d'une dérivation absolue dans [code]x[/code] et [code]y[/code]."
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Derivative in [code]x[/code] using local differencing."
-msgstr ""
+msgstr "Dérive selon [code]x[/code] par différenciation locale."
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Derivative in [code]y[/code] using local differencing."
-msgstr ""
+msgstr "Dérive selon [code]y[/code] par différenciation locale."
#: doc/classes/VisualShaderNodeScalarInterp.xml
msgid ""
"Linearly interpolates between two scalars within the visual shader graph."
msgstr ""
+"Produit une interpolation linéaire entre deux scalaires dans le graphe du "
+"visual shader."
#: doc/classes/VisualShaderNodeScalarInterp.xml
msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
msgid "Calculates a scalar SmoothStep function within the visual shader graph."
@@ -73417,6 +88356,8 @@ msgid ""
"Returns an associated scalar if the provided boolean value is [code]true[/"
"code] or [code]false[/code]."
msgstr ""
+"Retourne le scalaire associé si le booléen donné est [code]true[/code] ou "
+"[code]false[/code]."
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
@@ -73461,9 +88402,8 @@ msgid ""
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
-#, fuzzy
msgid "Represents the size of the [enum Hint] enum."
-msgstr "Représente la taille de l’enum [enum TabAlign]."
+msgstr "Représente la taille de l'énumération [enum Hint]."
#: doc/classes/VisualShaderNodeSwitch.xml
msgid "A boolean/vector function for use within the visual shader graph."
@@ -73474,6 +88414,8 @@ msgid ""
"Returns an associated vector if the provided boolean value is [code]true[/"
"code] or [code]false[/code]."
msgstr ""
+"Retourne le vecteur associé si le booléen donné est [code]true[/code] ou "
+"[code]false[/code]."
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Performs a texture lookup within the visual shader graph."
@@ -73505,7 +88447,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the current viewport's texture as the source."
-msgstr ""
+msgstr "Utilise la texture de la fenêtre d'affichage actuelle comme source."
#: doc/classes/VisualShaderNodeTexture.xml
msgid ""
@@ -73519,11 +88461,11 @@ msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the depth texture available for this shader."
-msgstr ""
+msgstr "Utilise la texture de profondeur disponible pour ce shader."
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the texture provided in the input port for this function."
-msgstr ""
+msgstr "Utilise la texture spécifiée en entrée pour cette fonction."
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "Performs a uniform texture lookup within the visual shader graph."
@@ -73617,11 +88559,8 @@ msgid "Computes a [Transform] function within the visual shader graph."
msgstr "Calcule une fonction [Transform] dans le graphique du shader visuel."
#: doc/classes/VisualShaderNodeTransformFunc.xml
-#, fuzzy
msgid "Computes an inverse or transpose function on the provided [Transform]."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir de la [Transform] "
-"donnée."
+msgstr "Calcule la fonction inverse ou transposée de la [Transform] donnée."
#: doc/classes/VisualShaderNodeTransformFunc.xml
msgid "The function to be computed. See [enum Function] for options."
@@ -73641,13 +88580,12 @@ msgstr ""
"Multiplie [Transform] par [Transform] dans le graphique du shader visuel."
#: doc/classes/VisualShaderNodeTransformMult.xml
-#, fuzzy
msgid ""
"A multiplication operation on two transforms (4x4 matrices), with support "
"for different multiplication operators."
msgstr ""
-"Une opération de multiplication sur deux transforms (matrices 4x4), avec "
-"support pour différents opérateurs de multiplication."
+"Une opération de multiplication sur deux transformations (des matrices de "
+"4x4), avec support pour différents opérateurs de multiplication."
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
@@ -73658,35 +88596,40 @@ msgstr ""
"Operator] pour les options."
#: doc/classes/VisualShaderNodeTransformMult.xml
-#, fuzzy
msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
-msgstr "Multiplie le transform [code]a[/code] par le transform [code]b[/code]."
+msgstr ""
+"Multiplie la transformation [code]a[/code] par la transformation [code]b[/"
+"code]."
#: doc/classes/VisualShaderNodeTransformMult.xml
-#, fuzzy
msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
-msgstr "Multiplie le transform [code]b[/code] par le transform [code]a[/code]."
+msgstr ""
+"Multiplie la transformation [code]b[/code] par la transformation [code]a[/"
+"code]."
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
"Performs a component-wise multiplication of transform [code]a[/code] by the "
"transform [code]b[/code]."
msgstr ""
+"Multiplie chaque composant de la transformation [code]a[/code] par la "
+"transformation [code]b[/code]."
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
"Performs a component-wise multiplication of transform [code]b[/code] by the "
"transform [code]a[/code]."
msgstr ""
+"Multiplie chaque composant de la transformation [code]b[/code] par la "
+"transformation [code]a[/code]."
#: doc/classes/VisualShaderNodeTransformUniform.xml
msgid "A [Transform] uniform for use within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformUniform.xml
-#, fuzzy
msgid "Translated to [code]uniform mat4[/code] in the shader language."
-msgstr "Traduit en [code]uniform mat4[/code] dans la langue de shader."
+msgstr "Sera traduit en [code]uniform mat4[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
#, fuzzy
@@ -73710,22 +88653,28 @@ msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
msgstr ""
+"Multiplie la transformation [code]a[/code] par le vecteur [code]b[/code]."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
msgstr ""
+"Multiplie le vecteur [code]b[/code] par la transformation [code]a[/code]."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
"the last row and column of the transform."
msgstr ""
+"Multiplie la transformation [code]a[/code] par le vecteur [code]b[/code], "
+"ignorant la dernière ligne et colonne de la transformation."
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
"the last row and column of the transform."
msgstr ""
+"Multiplie le vecteur [code]b[/code] par la transformation [code]a[/code], "
+"ignorant la dernière ligne et colonne de la transformation."
#: doc/classes/VisualShaderNodeUniform.xml
#, fuzzy
@@ -73747,7 +88696,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeUniformRef.xml
msgid "A reference to an existing [VisualShaderNodeUniform]."
-msgstr ""
+msgstr "Une référence à un [VisualShaderNodeUniform] existant."
#: doc/classes/VisualShaderNodeUniformRef.xml
msgid ""
@@ -73761,11 +88710,11 @@ msgstr ""
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A [Vector3] constant to be used within the visual shader graph."
-msgstr ""
+msgstr "Un [Vector3] constant à utiliser dans le graphe de shader visuel."
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A constant [Vector3], which can be used as an input node."
-msgstr ""
+msgstr "Un [Vector3] constant, qui peut être utilisé comme un nœud d'entrée."
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A [Vector3] constant which represents the state of this node."
@@ -73773,11 +88722,11 @@ msgstr ""
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "A [Vector3] uniform to be used within the visual shader graph."
-msgstr ""
+msgstr "Un [Vector3] uniforme à utiliser dans le graphe de shader visuel."
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "Translated to [code]uniform vec3[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]uniform vec3[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeVectorClamp.xml
msgid "Clamps a vector value within the visual shader graph."
@@ -73793,6 +88742,8 @@ msgstr ""
#: doc/classes/VisualShaderNodeVectorCompose.xml
msgid "Composes a [Vector3] from three scalars within the visual shader graph."
msgstr ""
+"Construit un [Vector3] à partir de trois scalaires dans le graphe de visual "
+"shader."
#: doc/classes/VisualShaderNodeVectorCompose.xml
msgid ""
@@ -73804,12 +88755,15 @@ msgstr ""
msgid ""
"Decomposes a [Vector3] into three scalars within the visual shader graph."
msgstr ""
+"Décompose un [Vector3] en trois scalaires dans le graphe de shader visuel."
#: doc/classes/VisualShaderNodeVectorDecompose.xml
msgid ""
"Takes a [code]vec3[/code] and decomposes it into three scalar values that "
"can be used as separate inputs."
msgstr ""
+"Prend un [code]vec3[/code] et le décompose en trois scalaires qui peuvent "
+"être utilisés comme des entrées différentes."
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Calculates a vector derivative within the visual shader graph."
@@ -73817,7 +88771,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "A derivative type. See [enum Function] for options."
-msgstr ""
+msgstr "Un type de dérivation. Voir [enum Function] pour les options.."
#: doc/classes/VisualShaderNodeVectorDistance.xml
msgid ""
@@ -73831,10 +88785,15 @@ msgid ""
"vector [code]p1[/code].\n"
"Translated to [code]distance(p0, p1)[/code] in the shader language."
msgstr ""
+"Calcule la distance entre le point représenté par le vecteur [code]p0[/code] "
+"et le vecteur [code]p1[/code].\n"
+"Sera traduit en [code]distance(p0, p1)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "A vector function to be used within the visual shader graph."
msgstr ""
+"Une fonction vectorielle qui peut être utilisée dans le graphe de visual "
+"shader."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "A visual shader node able to perform different functions using vectors."
@@ -73849,10 +88808,12 @@ msgid ""
"Normalizes the vector so that it has a length of [code]1[/code] but points "
"in the same direction."
msgstr ""
+"Normalise le vecteur pour qu'il ait une longueur de [code]1[/code] mais "
+"qu'il pointe dans la même direction."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
-msgstr ""
+msgstr "Limite la valeur entre [code]0.0[/code] et [code]1.0[/code]."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the opposite value of the parameter."
@@ -74005,24 +88966,29 @@ msgid ""
"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
"[code]weight[/code] is a [Vector3] with weights for each component."
msgstr ""
+"Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader, où "
+"[code]weight[/code] est un [Vector3] avec le poids de chacun des composants."
#: doc/classes/VisualShaderNodeVectorLen.xml
msgid "Returns the length of a [Vector3] within the visual shader graph."
-msgstr ""
+msgstr "Retourne la longueur d'un [Vector3] dans le graphe de shader visuel."
#: doc/classes/VisualShaderNodeVectorLen.xml
msgid "Translated to [code]length(p0)[/code] in the shader language."
-msgstr ""
+msgstr "Sera traduit en [code]length(p0)[/code] dans le code du shader."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "A vector operator to be used within the visual shader graph."
msgstr ""
+"Un opérateur vectoriel qui peut être utilisé dans le graphe de visual shader."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid ""
"A visual shader node for use of vector operators. Operates on vector "
"[code]a[/code] and vector [code]b[/code]."
msgstr ""
+"Un nœud de shader visuel pour les opérations vectorielles. Opère sur les "
+"vecteurs [code]a[/code] et [code]b[/code]."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "The operator to be used. See [enum Operator] for options."
@@ -74033,10 +88999,8 @@ msgid "Adds two vectors."
msgstr "Ajoute deux vecteurs."
#: doc/classes/VisualShaderNodeVectorOp.xml
-#, fuzzy
msgid "Subtracts a vector from a vector."
-msgstr ""
-"Construit une nouvelle chaîne de caractères à partir du [Vector2] donné."
+msgstr "Soustrait un vecteur d'un autre vecteur."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Multiplies two vectors."
@@ -74104,6 +89068,8 @@ msgid ""
"Linearly interpolates between two vectors using a scalar. For use within the "
"visual shader graph."
msgstr ""
+"Fait l'interpolation linéaire entre deux vecteurs avec un scalaire. À "
+"utiliser dans le graphe de shader visuel."
#: doc/classes/VisualShaderNodeVectorScalarMix.xml
msgid ""
@@ -74138,6 +89104,9 @@ msgid ""
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
"and [code]1.0[/code] otherwise."
msgstr ""
+"Sera traduit en [code]step(edge, x)[/code] dans le code du shader.\n"
+"Retourne [code]0.0[/code] si [code]x[/code] est inférieur à [code]edge[/"
+"code], et [code]1.0[/code] sinon."
#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
msgid "Calculates a vector SmoothStep function within the visual shader graph."
@@ -74183,6 +89152,8 @@ msgid ""
"Vertical version of [Separator]. Even though it looks vertical, it is used "
"to separate objects horizontally."
msgstr ""
+"La version verticale de [Separator]. Même s'il ressemble à un séparateur "
+"vertical, il peut être utilisé comme séparateur horizontal."
#: doc/classes/VSeparator.xml
msgid ""
@@ -74214,7 +89185,7 @@ msgstr ""
#: doc/classes/VSlider.xml
msgid "The background of the area below the grabber."
-msgstr ""
+msgstr "L'arrière plan de l'aire sous le glisseur."
#: doc/classes/VSlider.xml
msgid ""
@@ -74238,6 +89209,8 @@ msgid ""
"Holds an [Object], but does not contribute to the reference count if the "
"object is a reference."
msgstr ""
+"Maintient un [Object], mais ne contribue pas à son compteur de référence si "
+"l'objet est une référence."
#: doc/classes/WeakRef.xml
msgid ""
@@ -74255,6 +89228,8 @@ msgstr ""
#: doc/classes/WeakRef.xml
msgid "Returns the [Object] this weakref is referring to."
msgstr ""
+"Retourne le [Object] que cette référence faible ([code]weakref[/code]) "
+"contient."
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Closes this data channel, notifying the other peer."
@@ -74499,6 +89474,10 @@ msgid ""
"[b]Note:[/b] You cannot reuse this object for a new connection unless you "
"call [method initialize]."
msgstr ""
+"Ferme la connexion de ce pair et tous les canaux de données lui étant "
+"associés.\n"
+"[b]Note :[/b] Vous ne pouvez pas réutiliser cet objet pour une nouvelle "
+"connexion sans appeler [method initialize]."
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -74537,6 +89516,43 @@ msgid ""
"[b]Note:[/b] You must keep a reference to channels created this way, or it "
"will be closed."
msgstr ""
+"Retourne un nouveau [WebRTCDataChannel] (ou [code]null[/code] en cas "
+"d'échec) avec le [code]label[/code] spécifié et avec le dictionnaire de "
+"configuration [code]options[/code] facultatif. Cette méthode ne peut être "
+"uniquement appelée quand la connexion est à l'état [constant STATE_NEW].\n"
+"Il y a deux façon de créer un canal de données fonctionnant : soit appeler "
+"[method create_data_channel] sur seulement un des pairs et écouter [signal "
+"data_channel_received] sur les autres, ou alors appeler [method "
+"create_data_channel] sur les deux pairs, avec les mêmes valeurs, et avec "
+"l'option [code]negotiated[/code] à [code]true[/code].\n"
+"Les [code]options[/code] valides sont :\n"
+"[codeblock]\n"
+"{\n"
+" \"negotiated\": true, # Quand à \"true\" (désactivé par défaut), le "
+"canal est négocié en dehors de la bande. \"id\" doit aussi être défini. "
+"\"data_channel_received\" ne sera pas appelé.\n"
+" \"id\": 1, # Quand \"negotiated\" est \"true\", cette valeur doit aussi "
+"être définie avec la même valeur pour les deux pairs.\n"
+"\n"
+" # Seulement un des deux de maxRetransmits ou maxPacketLifeTime peut être "
+"spécifié. Ils font que le canal est moins fiable (mais meilleur pour le "
+"temps réel).\n"
+" \"maxRetransmits\": 1, # Spécifie le nombre maximal de tentative que le "
+"pair fera pour renvoyer les paquets qui n'ont pas été acceptés.\n"
+" \"maxPacketLifeTime\": 100, # Spécifie le temps maximal avant "
+"d'abandonner le fait de renvoyer les paquets qui n'ont pas été acceptés (in "
+"milliseconds).\n"
+" \"ordered\": true, # Quand un mode non fiable (que soit "
+"\"maxRetransmits\" ou \"maxPacketLifetime\" est défini), "
+"\"ordered\" (\"true\" par défaut) spécifie si l'ordre des paquets doit être "
+"respecté.\n"
+"\n"
+" \"protocol\": \"my-custom-protocol\", # Un sous-protocol personnalisé "
+"pour ce canal.\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note :[/b] Vous devez garder une référence aux canaux créés de cette "
+"manière, ou alors ils sont fermés."
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -74583,12 +89599,36 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
+"Ré-initialise la connection de ce pair, fermant une précédente connexion "
+"active, et retourne à l'état [constant STATE_NEW]. Un dictionnaire de "
+"[code]options[/code] peut être passé pour configurer la connexion du pair.\n"
+"Les [code]options[/code] valides sont :\n"
+"[codeblock]\n"
+"{\n"
+" \"iceServers\": [\n"
+" {\n"
+" \"urls\": [ \"stun:stun.example.com:3478\" ], # Un ou plusieurs "
+"serveurs STUN.\n"
+" },\n"
+" {\n"
+" \"urls\": [ \"turn:turn.example.com:3478\" ], # Un ou plusieurs "
+"serveurs TURN.\n"
+" \"username\": \"a_username\", # Le nom d'utilisateur facultatif "
+"pour le serveur TURN.\n"
+" \"credential\": \"a_password\", # Le mot de passe facultatif "
+"pour le serveur TURN.\n"
+" }\n"
+" ]\n"
+"}\n"
+"[/codeblock]"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Call this method frequently (e.g. in [method Node._process] or [method Node."
"_physics_process]) to properly receive signals."
msgstr ""
+"Appelez cette méthode fréquemment (par ex. dans [method Node._process] ou "
+"[method Node._physics_process]) pour recevoir correctement les signaux."
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -74718,7 +89758,7 @@ msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "Return the IP address of the currently connected host."
-msgstr ""
+msgstr "Retourne l'adresse IP de l'hôte actuellement connecté."
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "Return the IP port of the currently connected host."
@@ -74782,9 +89822,8 @@ msgstr ""
"plus de détails."
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
-#, fuzzy
msgid "Base class for WebSocket server and client."
-msgstr "Classe de base pour le serveur WebSocket et le client."
+msgstr "Classe de base pour le serveur et le client WebSocket."
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
@@ -74852,12 +89891,16 @@ msgid ""
"Returns the IP address of the connected peer.\n"
"[b]Note:[/b] Not available in the HTML5 export."
msgstr ""
+"Retourne l'adresse IP du pair connecté.\n"
+"[b]Note :[/b] Non disponible en HTML5."
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Returns the remote port of the connected peer.\n"
"[b]Note:[/b] Not available in the HTML5 export."
msgstr ""
+"Retourne le port distant du pair connecté.\n"
+"[b]Note :[/b] Non disponible en HTML5."
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
@@ -74872,7 +89915,7 @@ msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Returns [code]true[/code] if this peer is currently connected."
-msgstr ""
+msgstr "Retourne [code]true[/code] si ce pair est actuellement connecté."
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
@@ -74890,18 +89933,24 @@ msgid ""
"Returns [code]true[/code] if the last received packet was sent as a text "
"payload. See [enum WriteMode]."
msgstr ""
+"Retourne [code]true[/code] si le dernier paquet reçu a été envoyé sous forme "
+"textuelle. Voir [enum WriteMode]."
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Specifies that WebSockets messages should be transferred as text payload "
"(only valid UTF-8 is allowed)."
msgstr ""
+"Spécifie que les messages WebSockets doivent être transférés sous forme de "
+"texte (uniquement l'UTF-8 est autorisé)."
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Specifies that WebSockets messages should be transferred as binary payload "
"(any byte combination is allowed)."
msgstr ""
+"Spécifie que les messages WebSockets doivent être transférés sous forme "
+"binaire (toute les combinaison d'octets sont autorisés)."
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "A WebSocket server implementation."
@@ -74923,15 +89972,19 @@ msgid ""
"Disconnects the peer identified by [code]id[/code] from the server. See "
"[method WebSocketPeer.close] for more information."
msgstr ""
+"Déconnecte le pair identifié par [code]id[/code] du serveur. Voir [method "
+"WebSocketPeer.close] pour plus d'informations."
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns [code]true[/code] if a peer with the given ID is connected."
msgstr ""
+"Retourne [code]true[/code] si un pair avec l'identifiant spécifié est "
+"connecté."
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Returns [code]true[/code] if the server is actively listening on a port."
-msgstr ""
+msgstr "Retourne [code]true[/code] si le serveur écoute activement un port."
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -74950,10 +90003,15 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
-msgid "Stops the server and clear its state."
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Stops the server and clear its state."
+msgstr "Arrête le serveur et efface son état."
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"When not set to [code]*[/code] will restrict incoming connections to the "
"specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] "
@@ -75000,12 +90058,16 @@ msgid ""
"Emitted when a new client connects. \"protocol\" will be the sub-protocol "
"agreed with the client."
msgstr ""
+"Émis quand un nouveau client se connecte. Le \"protocol\" sera le sous-"
+"protocole définit avec le client."
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Emitted when a client disconnects. [code]was_clean_close[/code] will be "
"[code]true[/code] if the connection was shutdown cleanly."
msgstr ""
+"Émis quand un client se déconnecte. [code]was_clean_close[/code] sera à "
+"[code]true[/code] si la connexion s'est terminée proprement."
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -75013,6 +90075,9 @@ msgid ""
"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
"multiplayer peer."
msgstr ""
+"Émis quand un nouveau message est reçu.\n"
+"[b]Note :[/b] Ce signal [i]n'est pas[/i] émis quand utilisé par un pair "
+"multijoueur de haut-niveau."
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "AR/VR interface using WebXR."
@@ -75045,6 +90110,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -75174,6 +90242,12 @@ msgid ""
"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
msgstr ""
+"Retourne le mode du rayon de la cible pour le [code]controller_id[/code] "
+"spécifié.\n"
+"Cela peut aider à interpréter les entrées provenant de ce contrôleur. Voir "
+"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
+"targetRayMode]XRInputSource.targetRayMode[/url] (en anglais) pour plus "
+"d'informations."
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -75270,6 +90344,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -75351,12 +90432,11 @@ msgid ""
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-#, fuzzy
msgid "Emitted when [member visibility_state] has changed."
-msgstr "Émis lorsque [member frame] modifié."
+msgstr "Émis lorsque [member visibility_state] modifié."
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -75374,9 +90454,8 @@ msgid "Target ray from touch screen, mouse or other tactile input device."
msgstr ""
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "Base class for window dialogs."
-msgstr "Classe de base pour les flux audio."
+msgstr "Classe parente des fenêtres de dialogue."
#: doc/classes/WindowDialog.xml
msgid ""
@@ -75394,24 +90473,20 @@ msgid ""
msgstr ""
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "If [code]true[/code], the user can resize the window."
-msgstr "Si [code]true[/code], le bouton \"add preset\" est activé."
+msgstr "Si [code]true[/code], l'utilisateur peut redimensionner la fenêtre."
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "The text displayed in the window's title bar."
-msgstr "Le texte affiché par le dialogue."
+msgstr "Le texte affiché dans la barre de titre de la fenêtre."
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "The color of the title text."
-msgstr "Couleur du texte du titre."
+msgstr "La couleur du titre."
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "The horizontal offset of the close button."
-msgstr "Le décalage horizontal de l'ombre du texte."
+msgstr "Le décalage horizontal du bouton fermer."
#: doc/classes/WindowDialog.xml
msgid ""
@@ -75430,9 +90505,8 @@ msgid "The font used to draw the title."
msgstr "La police utilisée pour le texte en gras."
#: doc/classes/WindowDialog.xml
-#, fuzzy
msgid "The icon for the close button."
-msgstr "Icône personnalisée pour le bouton de rechargement."
+msgstr "L'icône personnalisée pour le bouton de fermeture."
#: doc/classes/WindowDialog.xml
msgid ""
@@ -75453,8 +90527,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -75469,11 +90543,17 @@ msgstr "L'[Environment] du World."
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Retourne le [RID] de la énième forme d'une zone."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr "Le scénario visuel du World."
@@ -75483,13 +90563,13 @@ msgstr "L’espace physique du World."
#: doc/classes/World2D.xml
msgid "Class that has everything pertaining to a 2D world."
-msgstr ""
+msgstr "La classe pour tout ce qui est en rapport avec le monde 2D."
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -75506,6 +90586,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Retourne le [RID] de la énième forme d'une zone."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -75516,6 +90602,8 @@ msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr ""
+"Les propriétés par défaut de l'environnement de toute la scène (effets de "
+"post-processing, éclairage et réglages de l'arrière-plan)."
#: doc/classes/WorldEnvironment.xml
msgid ""
@@ -75536,6 +90624,8 @@ msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
+"La ressource du [Environment] utilisé par ce [WorldEnvironment], définissant "
+"les propriétés par défaut."
#: doc/classes/X509Certificate.xml
msgid "An X509 certificate (e.g. for SSL)."
@@ -75548,8 +90638,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
@@ -75585,29 +90674,36 @@ msgstr ""
msgid ""
"Gets the name of the attribute specified by the index in [code]idx[/code] "
"argument."
-msgstr ""
+msgstr "Retourne le nom de l'attribut spécifié par l'index [code]idx[/code]."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
+"Retourne la valeur de l'attribut spécifié par l'index [code]idx[/code]."
#: doc/classes/XMLParser.xml
msgid "Gets the current line in the parsed file (currently not implemented)."
msgstr ""
+"Retourne l'actuelle ligne du fichier interprété (actuellement non "
+"implémenté)."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
msgstr ""
+"Retourne la valeur d'un certain attribut de l'élément actuel par son nom. "
+"Une erreur sera lancée si l'attribut n'existe pas."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will return an empty [String] if the attribute is not found."
msgstr ""
+"Retourne la valeur d'un certain attribut de l'élément actuel par son nom. "
+"Une [String] vide sera retournée si l'attribut n'existe pas."
#: doc/classes/XMLParser.xml
msgid ""
@@ -75621,27 +90717,36 @@ msgid ""
"current node type is neither [constant NODE_ELEMENT] nor [constant "
"NODE_ELEMENT_END]."
msgstr ""
+"Retourne le nom du nœud de l'élément actuel. Une erreur sera lancée si le "
+"type de nœud actuel n'est ni [constant NODE_ELEMENT] ni [constant "
+"NODE_ELEMENT_END]."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the byte offset of the current node since the beginning of the file or "
"buffer."
msgstr ""
+"Retourne le décalage en octet de l'actuel nœud depuis le début du fichier ou "
+"de la mémoire tampon."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the type of the current node. Compare with [enum NodeType] constants."
msgstr ""
+"Retourne le type du nœud actuel. Comparer avec les constantes [enum "
+"NodeType]."
#: doc/classes/XMLParser.xml
msgid "Check whether the current element has a certain attribute."
-msgstr ""
+msgstr "Vérifie quand l'élément actuel à un certain attribut."
#: doc/classes/XMLParser.xml
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
+"Vérifie si l'élément actuel est vide (ça ne fonctionne que pour les "
+"marqueurs complètement vide, par ex. [code]<element \\>[/code])."
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index 7138a7217c..207a818761 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -348,7 +348,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -395,7 +395,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -636,7 +636,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -842,7 +848,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -929,11 +942,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -977,37 +991,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1096,7 +1109,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3324,8 +3337,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3361,6 +3387,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3373,6 +3405,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3457,7 +3495,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4089,17 +4127,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4127,9 +4172,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4153,8 +4198,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4206,6 +4254,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4721,11 +4779,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4840,7 +4898,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4865,7 +4923,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4874,7 +4932,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5228,8 +5286,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5757,7 +5818,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6947,7 +7011,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6971,8 +7038,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6981,8 +7049,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7120,11 +7204,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7334,7 +7422,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7604,8 +7692,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8123,6 +8211,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8249,7 +8347,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8288,7 +8386,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8471,7 +8569,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8487,7 +8585,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8504,10 +8605,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8692,7 +8789,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9485,26 +9584,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9662,6 +9745,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9880,7 +9973,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10045,7 +10144,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10354,8 +10459,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10819,7 +10931,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10889,8 +11001,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11480,6 +11592,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11558,17 +11693,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11626,7 +11761,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11698,8 +11838,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12024,10 +12164,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12234,7 +12376,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12245,22 +12396,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12276,7 +12447,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12288,7 +12464,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12302,7 +12483,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12311,7 +12498,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12321,7 +12514,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12339,10 +12538,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12497,20 +12702,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12624,9 +12833,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12737,6 +12951,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13427,8 +13653,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13569,7 +13794,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13730,7 +13958,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13826,7 +14056,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13889,7 +14121,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13927,9 +14159,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13948,8 +14180,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13965,8 +14197,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14057,9 +14289,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15573,8 +15805,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15835,6 +16068,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16254,8 +16494,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16325,6 +16566,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16464,14 +16724,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17625,8 +17885,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18580,10 +18839,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18734,6 +18993,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18857,11 +19128,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19005,7 +19279,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19147,6 +19421,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19170,13 +19451,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19186,7 +19471,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19203,23 +19492,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19422,9 +19711,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19539,9 +19830,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19887,7 +20177,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20133,7 +20423,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20408,18 +20698,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21060,7 +21366,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21068,9 +21374,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21081,9 +21401,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21196,11 +21525,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21594,6 +21942,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22167,6 +22523,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22331,12 +22691,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22592,7 +22953,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22996,7 +23357,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23187,7 +23563,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23199,10 +23575,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23266,33 +23645,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23328,11 +23717,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24149,12 +24538,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24185,6 +24607,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24949,14 +25387,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25060,8 +25498,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25098,8 +25536,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25369,7 +25808,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25463,6 +25907,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25512,6 +26000,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25626,9 +26157,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25639,7 +26183,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25661,7 +26206,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25935,7 +26481,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26464,6 +27013,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26514,6 +27069,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26588,8 +27147,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26647,14 +27205,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26676,7 +27234,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27737,7 +28296,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27841,7 +28400,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27853,11 +28416,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27936,34 +28521,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28871,7 +29464,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28896,9 +29489,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28908,9 +29501,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29020,10 +29613,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29043,9 +29632,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29057,9 +29646,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29068,9 +29657,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29217,24 +29806,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29254,8 +29825,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29268,6 +29841,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29316,15 +29910,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29420,18 +30014,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29440,9 +30034,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29454,9 +30048,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29487,9 +30081,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29575,8 +30169,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29838,10 +30432,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29853,6 +30451,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30019,13 +30623,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30159,6 +30768,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30167,6 +30781,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30310,7 +30937,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31673,11 +32311,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31691,35 +32329,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31761,6 +32399,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31904,7 +32728,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32202,7 +33031,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32246,8 +33076,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32284,8 +33123,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32416,7 +33259,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32435,6 +33278,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32484,6 +33339,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32519,6 +33381,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33826,15 +34695,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33865,9 +34775,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34022,6 +34933,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34125,6 +35071,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34138,6 +35093,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34180,6 +35147,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34231,6 +35208,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34547,6 +35536,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34587,7 +35579,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34609,16 +35608,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34638,6 +35652,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34647,6 +35664,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34656,11 +35679,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34678,11 +35709,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34737,10 +35784,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34763,7 +35856,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34774,6 +35876,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34788,9 +35896,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34799,6 +35972,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34808,9 +35985,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34828,7 +36012,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34843,11 +36035,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34884,6 +36093,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34896,7 +36111,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34913,26 +36144,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34975,9 +36233,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34993,10 +36258,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35005,6 +36267,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35035,8 +36322,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35058,9 +36345,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35074,14 +36361,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35093,7 +36380,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35121,13 +36408,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35137,13 +36428,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35162,7 +36459,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35225,7 +36522,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35246,13 +36543,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35260,17 +36557,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35280,15 +36625,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35296,10 +36668,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35316,7 +36712,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35326,6 +36724,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35352,7 +36754,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35362,6 +36766,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35428,6 +36836,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35463,6 +36879,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35472,11 +36936,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35534,9 +37002,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35712,7 +37232,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36243,12 +37763,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36284,6 +37804,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36528,6 +38057,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36698,14 +38246,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36727,21 +38290,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36913,7 +38475,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36922,6 +38492,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36931,14 +38510,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36950,7 +38544,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36960,15 +38557,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37016,11 +38619,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37048,6 +38658,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37061,6 +38677,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37198,7 +38832,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37322,7 +38962,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37503,7 +39143,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37591,7 +39237,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37622,7 +39268,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37699,7 +39345,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38035,8 +39684,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38105,7 +39754,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38117,7 +39772,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38287,8 +39943,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38310,7 +39970,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38340,6 +40001,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38620,6 +40285,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38689,6 +40358,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38826,7 +40505,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38884,6 +40575,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39141,6 +40849,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39223,6 +40940,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39401,9 +41133,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39870,6 +41602,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42710,7 +44450,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43405,7 +45148,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43480,14 +45231,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43531,6 +45299,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43548,6 +45326,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43590,6 +45377,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43598,14 +45392,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43635,14 +45447,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43671,14 +45500,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43703,14 +45549,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43738,14 +45601,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43772,14 +45653,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43897,7 +45796,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44103,8 +46013,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44341,6 +46250,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45240,6 +47153,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45395,7 +47314,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45417,6 +47345,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45564,7 +47502,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45630,6 +47568,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45663,6 +47613,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45842,6 +47805,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46050,6 +48205,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46198,7 +48545,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46317,6 +48664,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46632,6 +49022,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46668,6 +49068,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46678,8 +49089,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46967,20 +49380,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46988,19 +49409,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47032,6 +49462,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47192,14 +49638,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47328,8 +49779,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47432,16 +49883,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47472,8 +49931,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47658,8 +50117,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47953,19 +50585,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48032,7 +50665,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49444,14 +52084,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49469,6 +52110,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49491,8 +52136,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49734,6 +52380,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49810,7 +52472,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49943,7 +52605,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50042,8 +52705,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50257,7 +52920,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50339,7 +53003,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51092,6 +53757,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51116,6 +53785,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51173,13 +53848,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51196,16 +53864,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51266,6 +53932,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51452,7 +54133,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51463,6 +54145,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51753,14 +54835,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51931,8 +55022,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51953,8 +55051,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52519,6 +55625,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52716,11 +55834,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52739,7 +55876,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53138,6 +56280,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53162,12 +56308,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53194,7 +56334,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53267,10 +56421,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53725,12 +56875,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -53998,7 +57142,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54354,7 +57501,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54368,7 +57515,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54378,6 +57525,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54405,7 +57564,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55041,7 +58201,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55157,7 +58322,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55304,7 +58493,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55327,11 +58524,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55380,14 +58590,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55524,8 +58736,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55557,8 +58769,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55723,9 +58943,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55912,7 +59134,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55996,28 +59218,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56036,6 +59277,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57023,27 +60279,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57099,6 +60355,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57156,8 +60418,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57222,6 +60484,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57452,6 +60718,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58045,6 +61355,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58084,6 +61402,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58224,6 +61548,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58272,6 +61607,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58281,6 +61622,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58367,6 +61715,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58650,6 +62012,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58756,6 +62122,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59222,7 +62592,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59277,6 +62649,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59345,14 +62724,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59747,20 +63130,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59866,13 +63250,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60027,7 +63417,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60102,7 +63503,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60540,7 +63941,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60581,9 +63982,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60643,13 +64042,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60661,13 +64061,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60936,7 +64337,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61030,7 +64433,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61213,6 +64616,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62005,7 +65424,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62165,8 +65584,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62264,7 +65683,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62346,8 +65765,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62457,11 +65876,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62541,8 +65960,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62739,12 +66158,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62933,9 +66352,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63083,8 +66508,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63139,9 +66564,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63170,7 +66596,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63521,11 +66951,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63565,6 +66996,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66625,8 +70066,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67380,6 +70821,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67416,7 +70883,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67487,7 +70954,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67572,6 +71043,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68284,6 +71764,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68429,23 +71919,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70951,6 +74461,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71046,6 +74561,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71271,6 +74789,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71356,7 +74881,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71445,8 +74970,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71461,8 +74986,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71480,8 +75010,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71499,6 +75029,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71540,8 +75075,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 4cc0d9ce5c..2df4b9bbe4 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -347,7 +347,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -394,7 +394,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -635,7 +635,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -841,7 +847,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -928,11 +941,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -976,37 +990,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1095,7 +1108,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3323,8 +3336,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3360,6 +3386,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3372,6 +3404,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3456,7 +3494,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4088,17 +4126,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4126,9 +4171,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4152,8 +4197,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4205,6 +4253,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4720,11 +4778,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4839,7 +4897,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4864,7 +4922,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4873,7 +4931,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5227,8 +5285,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5756,7 +5817,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6946,7 +7010,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6970,8 +7037,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6980,8 +7048,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7119,11 +7203,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7333,7 +7421,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7603,8 +7691,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8122,6 +8210,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8248,7 +8346,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8287,7 +8385,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8470,7 +8568,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8486,7 +8584,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8503,10 +8604,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8691,7 +8788,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9484,26 +9583,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9661,6 +9744,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9879,7 +9972,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10044,7 +10143,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10353,8 +10458,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10818,7 +10930,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10888,8 +11000,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11479,6 +11591,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11557,17 +11692,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11625,7 +11760,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11697,8 +11837,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12023,10 +12163,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12233,7 +12375,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12244,22 +12395,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12275,7 +12446,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12287,7 +12463,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12301,7 +12482,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12310,7 +12497,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12320,7 +12513,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12338,10 +12537,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12496,20 +12701,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12623,9 +12832,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12736,6 +12950,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13426,8 +13652,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13568,7 +13793,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13729,7 +13957,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13825,7 +14055,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13888,7 +14120,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13926,9 +14158,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13947,8 +14179,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13964,8 +14196,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14056,9 +14288,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15572,8 +15804,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15834,6 +16067,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16253,8 +16493,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16324,6 +16565,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16463,14 +16723,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17624,8 +17884,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18579,10 +18838,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18733,6 +18992,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18856,11 +19127,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19004,7 +19278,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19146,6 +19420,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19169,13 +19450,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19185,7 +19470,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19202,23 +19491,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19421,9 +19710,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19538,9 +19829,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19886,7 +20176,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20132,7 +20422,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20407,18 +20697,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21059,7 +21365,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21067,9 +21373,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21080,9 +21400,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21195,11 +21524,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21593,6 +21941,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22166,6 +22522,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22330,12 +22690,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22591,7 +22952,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22995,7 +23356,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23186,7 +23562,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23198,10 +23574,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23265,33 +23644,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23327,11 +23716,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24148,12 +24537,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24184,6 +24606,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24948,14 +25386,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25059,8 +25497,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25097,8 +25535,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25368,7 +25807,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25462,6 +25906,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25511,6 +25999,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25625,9 +26156,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25638,7 +26182,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25660,7 +26205,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25934,7 +26480,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26463,6 +27012,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26513,6 +27068,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26587,8 +27146,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26646,14 +27204,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26675,7 +27233,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27736,7 +28295,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27840,7 +28399,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27852,11 +28415,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27935,34 +28520,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28870,7 +29463,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28895,9 +29488,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28907,9 +29500,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29019,10 +29612,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29042,9 +29631,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29056,9 +29645,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29067,9 +29656,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29216,24 +29805,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29253,8 +29824,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29267,6 +29840,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29315,15 +29909,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29419,18 +30013,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29439,9 +30033,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29453,9 +30047,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29486,9 +30080,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29574,8 +30168,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29837,10 +30431,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29852,6 +30450,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30018,13 +30622,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30158,6 +30767,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30166,6 +30780,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30309,7 +30936,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31672,11 +32310,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31690,35 +32328,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31760,6 +32398,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31903,7 +32727,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32201,7 +33030,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32245,8 +33075,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32283,8 +33122,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32415,7 +33258,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32434,6 +33277,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32483,6 +33338,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32518,6 +33380,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33825,15 +34694,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33864,9 +34774,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34021,6 +34932,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34124,6 +35070,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34137,6 +35092,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34179,6 +35146,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34230,6 +35207,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34546,6 +35535,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34586,7 +35578,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34608,16 +35607,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34637,6 +35651,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34646,6 +35663,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34655,11 +35678,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34677,11 +35708,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34736,10 +35783,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34762,7 +35855,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34773,6 +35875,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34787,9 +35895,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34798,6 +35971,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34807,9 +35984,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34827,7 +36011,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34842,11 +36034,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34883,6 +36092,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34895,7 +36110,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34912,26 +36143,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34974,9 +36232,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34992,10 +36257,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35004,6 +36266,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35034,8 +36321,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35057,9 +36344,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35073,14 +36360,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35092,7 +36379,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35120,13 +36407,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35136,13 +36427,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35161,7 +36458,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35224,7 +36521,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35245,13 +36542,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35259,17 +36556,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35279,15 +36624,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35295,10 +36667,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35315,7 +36711,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35325,6 +36723,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35351,7 +36753,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35361,6 +36765,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35427,6 +36835,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35462,6 +36878,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35471,11 +36935,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35533,9 +37001,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35711,7 +37231,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36242,12 +37762,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36283,6 +37803,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36527,6 +38056,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36697,14 +38245,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36726,21 +38289,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36912,7 +38474,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36921,6 +38491,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36930,14 +38509,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36949,7 +38543,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36959,15 +38556,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37015,11 +38618,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37047,6 +38657,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37060,6 +38676,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37197,7 +38831,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37321,7 +38961,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37502,7 +39142,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37590,7 +39236,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37621,7 +39267,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37698,7 +39344,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38034,8 +39683,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38104,7 +39753,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38116,7 +39771,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38286,8 +39942,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38309,7 +39969,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38339,6 +40000,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38619,6 +40284,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38688,6 +40357,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38825,7 +40504,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38883,6 +40574,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39140,6 +40848,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39222,6 +40939,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39400,9 +41132,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39869,6 +41601,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42709,7 +44449,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43404,7 +45147,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43479,14 +45230,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43530,6 +45298,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43547,6 +45325,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43589,6 +45376,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43597,14 +45391,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43634,14 +45446,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43670,14 +45499,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43702,14 +45548,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43737,14 +45600,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43771,14 +45652,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43896,7 +45795,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44102,8 +46012,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44340,6 +46249,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45239,6 +47152,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45394,7 +47313,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45416,6 +47344,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45563,7 +47501,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45629,6 +47567,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45662,6 +47612,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45841,6 +47804,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46049,6 +48204,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46197,7 +48544,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46316,6 +48663,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46631,6 +49021,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46667,6 +49067,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46677,8 +49088,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46966,20 +49379,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46987,19 +49408,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47031,6 +49461,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47191,14 +49637,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47327,8 +49778,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47431,16 +49882,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47471,8 +49930,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47657,8 +50116,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47952,19 +50584,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48031,7 +50664,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49443,14 +52083,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49468,6 +52109,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49490,8 +52135,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49733,6 +52379,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49809,7 +52471,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49942,7 +52604,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50041,8 +52704,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50256,7 +52919,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50338,7 +53002,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51091,6 +53756,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51115,6 +53784,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51172,13 +53847,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51195,16 +53863,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51265,6 +53931,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51451,7 +54132,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51462,6 +54144,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51752,14 +54834,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51930,8 +55021,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51952,8 +55050,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52518,6 +55624,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52715,11 +55833,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52738,7 +55875,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53137,6 +56279,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53161,12 +56307,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53193,7 +56333,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53266,10 +56420,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53724,12 +56874,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -53997,7 +57141,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54353,7 +57500,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54367,7 +57514,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54377,6 +57524,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54404,7 +57563,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55040,7 +58200,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55156,7 +58321,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55303,7 +58492,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55326,11 +58523,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55379,14 +58589,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55523,8 +58735,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55556,8 +58768,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55722,9 +58942,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55911,7 +59133,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55995,28 +59217,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56035,6 +59276,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57022,27 +60278,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57098,6 +60354,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57155,8 +60417,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57221,6 +60483,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57451,6 +60717,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58044,6 +61354,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58083,6 +61401,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58223,6 +61547,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58271,6 +61606,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58280,6 +61621,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58366,6 +61714,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58649,6 +62011,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58755,6 +62121,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59221,7 +62591,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59276,6 +62648,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59344,14 +62723,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59746,20 +63129,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59865,13 +63249,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60026,7 +63416,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60101,7 +63502,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60539,7 +63940,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60580,9 +63981,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60642,13 +64041,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60660,13 +64060,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60935,7 +64336,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61029,7 +64432,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61212,6 +64615,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62004,7 +65423,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62164,8 +65583,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62263,7 +65682,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62345,8 +65764,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62456,11 +65875,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62540,8 +65959,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62738,12 +66157,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62932,9 +66351,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63082,8 +66507,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63138,9 +66563,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63169,7 +66595,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63520,11 +66950,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63564,6 +66995,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66624,8 +70065,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67379,6 +70820,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67415,7 +70882,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67486,7 +70953,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67571,6 +71042,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68283,6 +71763,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68428,23 +71918,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70950,6 +74460,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71045,6 +74560,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71270,6 +74788,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71355,7 +74880,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71444,8 +74969,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71460,8 +74985,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71479,8 +75009,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71498,6 +75028,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71539,8 +75074,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index a60adef668..221206451a 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -10,12 +10,13 @@
# balintmaci <balintmaci@gmail.com>, 2021.
# Balázs Püspök-Kiss <pkblazsak@gmail.com>, 2021.
# Szevin <kevingeiger25@gmail.com>, 2022.
+# 6Leoo6 <leo.takacs@yahoo.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-26 23:53+0000\n"
-"Last-Translator: Szevin <kevingeiger25@gmail.com>\n"
+"PO-Revision-Date: 2022-06-19 11:54+0000\n"
+"Last-Translator: 6Leoo6 <leo.takacs@yahoo.com>\n"
"Language-Team: Hungarian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/hu/>\n"
"Language: hu\n"
@@ -23,7 +24,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -47,7 +48,7 @@ msgstr "Téma Tulajdonságai"
#: doc/tools/make_rst.py
msgid "Signals"
-msgstr "Jelzések"
+msgstr "jelek"
#: doc/tools/make_rst.py
msgid "Enumerations"
@@ -365,7 +366,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -412,7 +413,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -653,7 +654,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -859,7 +866,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -946,11 +960,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -994,37 +1009,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1113,7 +1127,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3341,8 +3355,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3378,6 +3405,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3390,6 +3423,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3474,7 +3513,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4106,17 +4145,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4144,9 +4190,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4170,8 +4216,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4223,6 +4272,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4738,11 +4797,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4857,7 +4916,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4882,7 +4941,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4891,7 +4950,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5245,8 +5304,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5774,7 +5836,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6964,7 +7029,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6988,8 +7056,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6998,8 +7067,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7137,11 +7222,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7351,7 +7440,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7621,8 +7710,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8140,6 +8229,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8266,7 +8365,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8305,7 +8404,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8488,7 +8587,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8504,7 +8603,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8521,10 +8623,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8709,7 +8807,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9502,26 +9602,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9679,6 +9763,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9897,7 +9991,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10062,7 +10162,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10371,8 +10477,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10836,7 +10949,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10906,8 +11019,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11497,6 +11610,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11575,17 +11711,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11643,7 +11779,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11715,8 +11856,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12041,10 +12182,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12251,7 +12394,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12262,22 +12414,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12293,7 +12465,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12305,7 +12482,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12319,7 +12501,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12328,7 +12516,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12338,7 +12532,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12356,10 +12556,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12514,20 +12720,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12641,9 +12851,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12754,6 +12969,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13444,8 +13671,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13586,7 +13812,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13747,7 +13976,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13843,7 +14074,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13906,7 +14139,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13944,9 +14177,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13965,8 +14198,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13982,8 +14215,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14074,9 +14307,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15590,8 +15823,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15852,6 +16086,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16271,8 +16512,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16342,6 +16584,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16481,14 +16742,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17642,8 +17903,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18597,10 +18857,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18751,6 +19011,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18874,11 +19146,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19022,7 +19297,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19164,6 +19439,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19187,13 +19469,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19203,7 +19489,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19220,23 +19510,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19439,9 +19729,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19556,9 +19848,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19904,7 +20195,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20150,7 +20441,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20425,18 +20716,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21077,7 +21384,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21085,9 +21392,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21098,9 +21419,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21213,11 +21543,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21611,6 +21960,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22184,6 +22541,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22348,12 +22709,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22609,7 +22971,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23013,7 +23375,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23204,7 +23581,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23216,10 +23593,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23283,33 +23663,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23345,11 +23735,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24166,12 +24556,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24202,6 +24625,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24966,14 +25405,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25077,8 +25516,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25115,8 +25554,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25386,7 +25826,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25480,6 +25925,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25529,6 +26018,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25643,9 +26175,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25656,7 +26201,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25678,7 +26224,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25952,7 +26499,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26481,6 +27031,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26531,6 +27087,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26605,8 +27165,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26664,14 +27223,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26693,7 +27252,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27754,7 +28314,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27858,7 +28418,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27870,11 +28434,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27953,34 +28539,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28888,7 +29482,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28913,9 +29507,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28925,9 +29519,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29037,10 +29631,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29060,9 +29650,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29074,9 +29664,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29085,9 +29675,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29234,24 +29824,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29271,8 +29843,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29285,6 +29859,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29333,15 +29928,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29437,18 +30032,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29457,9 +30052,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29471,9 +30066,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29504,9 +30099,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29592,8 +30187,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29855,10 +30450,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29870,6 +30469,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30036,13 +30641,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30176,6 +30786,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30184,6 +30799,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30327,7 +30955,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31690,11 +32329,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31708,35 +32347,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31778,6 +32417,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31921,7 +32746,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32219,7 +33049,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32263,8 +33094,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32301,8 +33141,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32433,7 +33277,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32452,6 +33296,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32501,6 +33357,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32536,6 +33399,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33843,15 +34713,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33882,9 +34793,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34039,6 +34951,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34142,6 +35089,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34155,6 +35111,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34197,6 +35165,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34248,6 +35226,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34564,6 +35554,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34604,7 +35597,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34626,16 +35626,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34655,6 +35670,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34664,6 +35682,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34673,11 +35697,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34695,11 +35727,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34754,10 +35802,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34780,7 +35874,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34791,6 +35894,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34805,9 +35914,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34816,6 +35990,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34825,9 +36003,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34845,7 +36030,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34860,11 +36053,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34901,6 +36111,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34913,7 +36129,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34930,26 +36162,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34992,9 +36251,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35010,10 +36276,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35022,6 +36285,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35052,8 +36340,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35075,9 +36363,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35091,14 +36379,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35110,7 +36398,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35138,13 +36426,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35154,13 +36446,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35179,7 +36477,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35242,7 +36540,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35263,13 +36561,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35277,17 +36575,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35297,15 +36643,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35313,10 +36686,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35333,7 +36730,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35343,6 +36742,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35369,7 +36772,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35379,6 +36784,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35445,6 +36854,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35480,6 +36897,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35489,11 +36954,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35551,9 +37020,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35729,7 +37250,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36260,12 +37781,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36301,6 +37822,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36545,6 +38075,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36715,14 +38264,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36744,21 +38308,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36930,7 +38493,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36939,6 +38510,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36948,14 +38528,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36967,7 +38562,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36977,15 +38575,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37033,11 +38637,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37065,6 +38676,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37078,6 +38695,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37215,7 +38850,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37339,7 +38980,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37520,7 +39161,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37608,7 +39255,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37639,7 +39286,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37716,7 +39363,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38052,8 +39702,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38122,7 +39772,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38134,7 +39790,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38304,8 +39961,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38327,7 +39988,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38357,6 +40019,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38637,6 +40303,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38706,6 +40376,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38843,7 +40523,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38901,6 +40593,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39158,6 +40867,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39240,6 +40958,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39418,9 +41151,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39887,6 +41620,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42727,7 +44468,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43422,7 +45166,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43497,14 +45249,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43548,6 +45317,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43565,6 +45344,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43607,6 +45395,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43615,14 +45410,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43652,14 +45465,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43688,14 +45518,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43720,14 +45567,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43755,14 +45619,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43789,14 +45671,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43914,7 +45814,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44120,8 +46031,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44358,6 +46268,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45257,6 +47171,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45412,7 +47332,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45434,6 +47363,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45581,7 +47520,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45647,6 +47586,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45680,6 +47631,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45859,6 +47823,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46067,6 +48223,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46215,7 +48563,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46334,6 +48682,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46649,6 +49040,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46685,6 +49086,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46695,8 +49107,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46984,20 +49398,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47005,19 +49427,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47049,6 +49480,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47209,14 +49656,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47345,8 +49797,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47449,16 +49901,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47489,8 +49949,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47675,8 +50135,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47970,19 +50603,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48049,7 +50683,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49461,14 +52102,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49486,6 +52128,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49508,8 +52154,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49751,6 +52398,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49827,7 +52490,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49960,7 +52623,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50059,8 +52723,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50274,7 +52938,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50356,7 +53021,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51109,6 +53775,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51133,6 +53803,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51190,13 +53866,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51213,16 +53882,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51283,6 +53950,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51469,7 +54151,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51480,6 +54163,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51770,14 +54853,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51948,8 +55040,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51970,8 +55069,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52536,6 +55643,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52733,11 +55852,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52756,7 +55894,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53155,6 +56298,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53179,12 +56326,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53211,7 +56352,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53284,10 +56439,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53742,12 +56893,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54015,7 +57160,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54371,7 +57519,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54385,7 +57533,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54395,6 +57543,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54422,7 +57582,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55058,7 +58219,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55174,7 +58340,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55321,7 +58511,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55344,11 +58542,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55397,14 +58608,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55541,8 +58754,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55574,8 +58787,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55740,9 +58961,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55929,7 +59152,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56013,28 +59236,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56053,6 +59295,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57040,27 +60297,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57116,6 +60373,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57173,8 +60436,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57239,6 +60502,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57469,6 +60736,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58062,6 +61373,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58101,6 +61420,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58241,6 +61566,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58289,6 +61625,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58298,6 +61640,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58384,6 +61733,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58667,6 +62030,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58773,6 +62140,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59239,7 +62610,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59294,6 +62667,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59362,14 +62742,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59764,20 +63148,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59883,13 +63268,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60044,7 +63435,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60119,7 +63521,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60557,7 +63959,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60598,9 +64000,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60660,13 +64060,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60678,13 +64079,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60953,7 +64355,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61047,7 +64451,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61230,6 +64634,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62022,7 +65442,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62182,8 +65602,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62281,7 +65701,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62363,8 +65783,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62474,11 +65894,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62558,8 +65978,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62756,12 +66176,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62950,9 +66370,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63100,8 +66526,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63156,9 +66582,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63187,7 +66614,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63538,11 +66969,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63582,6 +67014,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66642,8 +70084,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67397,6 +70839,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67433,7 +70901,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67504,7 +70972,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67589,6 +71061,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68301,6 +71782,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68446,23 +71937,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70968,6 +74479,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71063,6 +74579,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71288,6 +74807,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71373,7 +74899,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71462,8 +74988,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71478,8 +75004,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71497,8 +75028,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71516,6 +75047,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71557,8 +75093,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/id.po b/doc/translations/id.po
index eb9fe2f029..39310a6160 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -9,14 +9,19 @@
# Hanz <hanzhaxors@gmail.com>, 2021.
# Naufal Adriansyah <naufaladrn90@gmail.com>, 2021.
# Hilman Hazazi <hafizd.muhammad.kren.403@gmail.com>, 2021.
-# Stephen Gunawan Susilo <gunawanstephen@yahoo.com>, 2021.
+# Stephen Gunawan Susilo <gunawanstephen@yahoo.com>, 2021, 2022.
# Azizkhasyi 11 <azizkhasyi11@gmail.com>, 2021.
+# zephyroths <ridho.hikaru@gmail.com>, 2022.
+# ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022.
+# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
+# Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>, 2022.
+# yusuf afandi <afandi.yusuf.04@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-30 04:38+0000\n"
-"Last-Translator: Azizkhasyi 11 <azizkhasyi11@gmail.com>\n"
+"PO-Revision-Date: 2022-07-09 21:12+0000\n"
+"Last-Translator: yusuf afandi <afandi.yusuf.04@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n"
"Language: id\n"
@@ -24,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.10-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -40,7 +45,7 @@ msgstr "Properti"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr "Metode"
+msgstr "Method"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@@ -56,7 +61,7 @@ msgstr "Enumerasi"
#: doc/tools/make_rst.py
msgid "Constants"
-msgstr "Konstanta"
+msgstr "konstan"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
@@ -67,69 +72,75 @@ msgid "Method Descriptions"
msgstr "Deskripsi Method"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Deskripsi Properti"
+msgstr "Deskripsi Properti Tema"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Mewarisi:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Diturunkan oleh:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(menimpa %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Bawaan"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "nilai"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Pengumpul"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr ""
+msgstr "Metode ini biasanya harus diganti oleh pengguna agar memiliki efek."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Metode ini tidak memiliki efek samping. Itu tidak mengubah variabel anggota "
+"instance."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
-msgstr ""
+msgstr "Metode ini menerima sejumlah argumen setelah yang dijelaskan di sini."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Metode ini digunakan untuk mengkonstruksi sebuah tipe."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Metode ini tidak memerlukan instance untuk dipanggil, sehingga dapat "
+"dipanggil langsung menggunakan nama class."
#: doc/tools/make_rst.py
+#, fuzzy
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Metode ini menjelaskan operator yang valid untuk digunakan dengan jenis ini "
+"sebagai nilai pembilang."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -210,10 +221,10 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
-"Hasilkan arc kosinus dari [code]s[/code] dalam bentuk radian. Gunakanlah "
-"untuk mendapatkan sudut kosinusnya [code]s[/code]. \n"
-" [code]s[/code] harus antara [code]-1.0[/code] dan [code]1.0[/code] "
-"(inclusive), jika tidak, [method acos] akan keluar [constant NAN].\n"
+"Memberikan sudut kosinus dari [code]s[/code] dalam bentuk radian. Gunakanlah "
+"untuk mendapatkan sudut kosinus [code]s[/code]. [code]s[/code] harus "
+"bernilai antara [code]-1.0[/code] dan [code]1.0[/code] (inklusif), jika "
+"tidak, [metode acos] akan memberikan [konstanta NAN].\n"
"[codeblock]\n"
"# c adalah 0.523599 atau 30 derajat jika dikonversi dengan rad2deg(s)\n"
"c = acos(0.866025)\n"
@@ -306,6 +317,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
@@ -315,6 +327,13 @@ msgid ""
"a = atan2(0, -1) # a is 3.141593\n"
"[/codeblock]"
msgstr ""
+"Mengembalikan tangen busur [code]y/x[/code] dalam radian. Gunakan untuk "
+"mendapatkan sudut tangen [kode]y/x[/kode]. Untuk menghitung nilai, metode "
+"memperhitungkan tanda dari kedua argumen untuk menentukan kuadran.\n"
+"Catatan penting: Koordinat Y didahulukan, berdasarkan konvensi.\n"
+"[blok kode]\n"
+"a = atan2(0, -1) # a adalah 3.141593\n"
+"[/blok kode]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -484,7 +503,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -540,7 +559,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -557,6 +576,14 @@ msgid ""
"a = exp(2) # Approximately 7.39\n"
"[/codeblock]"
msgstr ""
+"Fungsi eksponensial alami. Ini menaikkan konstanta matematika [b]e[/b] ke "
+"pangkat [code]s[/code] dan mengembalikannya.\n"
+"[b]e[/b] memiliki nilai perkiraan 2,71828, dan dapat diperoleh dengan "
+"[code]exp(1)[/code].\n"
+"Untuk eksponen ke basis lain gunakan metode [metode pow].\n"
+"[codeblock]\n"
+"a = exp(2) # Sekitar 7.39\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -593,6 +620,16 @@ msgid ""
"[/codeblock]\n"
"For the integer remainder operation, use the % operator."
msgstr ""
+"Mengembalikan sisa titik-desimal [code]a/b[/code], dengan mempertahankan "
+"tanda [code]a[/code].\n"
+"[codeblock]\n"
+"r = fmod(7, 5.5) # r adalah 1,5\n"
+"Mengembalikan sisa titik-desimal [code]a/b[/code], dengan mempertahankan "
+"tanda [code]a[/code].\n"
+"[codeblock]\n"
+"r = fmod(7, 5.5) # r adalah 1,5\n"
+"[/codeblock]\n"
+"Untuk operasi sisa bilangan bulat, gunakan operator %."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -614,6 +651,23 @@ msgid ""
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
+"Mengembalikan modulus titik-desimal [code]a/b[/code] yang membungkus secara "
+"merata dalam positif dan negatif.\n"
+"[codeblock]\n"
+"for i in 7:\n"
+" var x = 0.5 * i - 1.5\n"
+" print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
+"[/codeblock]\n"
+"Menghasilkan:\n"
+"[codeblock]\n"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -705,6 +759,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the Object that corresponds to [code]instance_id[/code]. All Objects "
"have a unique instance ID.\n"
@@ -716,6 +771,15 @@ msgid ""
" print(inst.foo) # Prints bar\n"
"[/codeblock]"
msgstr ""
+"Mengembalikan Objek yang sesuai dengan [code]instance_id[/code]. Semua Objek "
+"memiliki ID instance unik.\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+" var id = get_instance_id()\n"
+" var inst = instance_from_id(id)\n"
+" print(inst.foo) # Mencetak bar\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -740,6 +804,7 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are "
"approximately equal to each other.\n"
@@ -748,23 +813,35 @@ msgid ""
"magnitude of the numbers.\n"
"Infinity values of the same sign are considered equal."
msgstr ""
+"Mengembalikan [code]true[/code] jika [code]a[/code] dan [code]b[/code] kira-"
+"kira sama satu sama lain.\n"
+"Di sini, kira-kira sama berarti [code]a[/code] dan [code]b[/code] berada "
+"dalam epsilon internal kecil satu sama lain, yang berskala dengan besarnya "
+"angka.\n"
+"Nilai tak terhingga dari tanda yang sama dianggap sama."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]s[/code] is an infinity value (either positive "
"infinity or negative infinity)."
msgstr ""
+"Mengembalikan apakah [code]s[/code] adalah nilai tak terhingga (tak "
+"terhingga positif atau tak terhingga negatif)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]instance[/code] is a valid object (e.g. has not been "
"deleted from memory)."
msgstr ""
+"Mengembalikan apakah [code]instance[/code] adalah objek yang valid (mis. "
+"belum dihapus dari memori)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
msgstr ""
+"Mengembalikan apakah [code]s[/code] adalah nilai NaN (\"Not a Number\" atau "
+"nilai tidak valid)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -772,8 +849,13 @@ msgid ""
"This method is faster than using [method is_equal_approx] with one value as "
"zero."
msgstr ""
+"Mengembalikan [code]true[/code] jika [code]s[/code] bernilai nol atau hampir "
+"nol.\n"
+"Metode ini lebih cepat daripada menggunakan [metode is_equal_approx] dengan "
+"satu nilai sebagai nol."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns length of Variant [code]var[/code]. Length is the character count of "
"String, element count of Array, size of Dictionary, etc.\n"
@@ -783,6 +865,14 @@ msgid ""
"len(a) # Returns 4\n"
"[/codeblock]"
msgstr ""
+"Mengembalikan panjang Varian [code]var[/code]. Panjang adalah jumlah "
+"karakter String, jumlah elemen Array, ukuran Kamus, dll.\n"
+"[b]Catatan:[/b] Menghasilkan kesalahan fatal jika Variant tidak dapat "
+"memberikan nilai panjang.\n"
+"[codeblock]\n"
+"a = [1, 2, 3, 4]\n"
+"len(a) # Mengembalikan 4\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -820,10 +910,17 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Converts from linear energy to decibels (audio). This can be used to "
"implement volume sliders that behave as expected (since volume isn't "
@@ -838,6 +935,18 @@ msgid ""
"linear2db($Slider.value))\n"
"[/codeblock]"
msgstr ""
+"Mengonversi dari energi linier ke desibel (audio). Ini dapat digunakan untuk "
+"menerapkan penggeser volume yang berperilaku seperti yang diharapkan (karena "
+"volume tidak linier). Contoh:\n"
+"[codeblock]\n"
+"# \"Penggeser\" mengacu pada node yang mewarisi Range seperti HSlider atau "
+"VSlider.\n"
+"# Rentangnya harus dikonfigurasi untuk beralih dari 0 ke 1.\n"
+"# Ubah nama bus jika Anda ingin mengubah volume bus tertentu saja.Ubah nama "
+"bus jika Anda ingin mengubah volume bus tertentu saja.\n"
+"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
+"linear2db($Slider.value))\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -863,6 +972,7 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Natural logarithm. The amount of time needed to reach a certain level of "
"continuous growth.\n"
@@ -874,6 +984,15 @@ msgid ""
"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], "
"while negative values return [code]-nan[/code]."
msgstr ""
+"Logaritma alami. Jumlah waktu yang dibutuhkan untuk mencapai tingkat "
+"pertumbuhan berkelanjutan tertentu.\n"
+"[b]Catatan:[/b] Ini tidak sama dengan fungsi \"log\" pada kebanyakan "
+"kalkulator, yang menggunakan logaritma basis 10.\n"
+"[codeblock]\n"
+"log(10) # Mengembalikan 2.302585\n"
+"[/codeblock]\n"
+"[b]Catatan:[/b] Logaritma dari [code]0[/code] mengembalikan [code]-inf[/"
+"code], sedangkan nilai negatif kembali [code]-nan[/code].p"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -883,6 +1002,11 @@ msgid ""
"max(-3.99, -4) # Returns -3.99\n"
"[/codeblock]"
msgstr ""
+"Mengembalikan maksimal dua nilai.\n"
+"[codeblock]\n"
+"maks(1, 2) # Mengembalikan 2\n"
+"maks(-3,99, -4) # Mengembalikan -3,99\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -892,6 +1016,11 @@ msgid ""
"min(-3.99, -4) # Returns -4\n"
"[/codeblock]"
msgstr ""
+"Mengembalikan minimal dua nilai.\n"
+"[codeblock]\n"
+"min(1, 2) # Mengembalikan 1\n"
+"min(-3.99, -4) # Mengembalikan -4\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -936,6 +1065,14 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method char]."
msgstr ""
+"Mengembalikan bilangan bulat yang mewakili titik kode Unicode dari karakter "
+"Unicode yang diberikan [code]char[/code].\n"
+"[codeblock]\n"
+"a = ord(\"A\") # a adalah 65\n"
+"a = ord(\"a\") # a adalah 97\n"
+"a = ord(\"€\") # a adalah 8364\n"
+"[/codeblock]\n"
+"Ini adalah kebalikan dari [method char]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -965,6 +1102,9 @@ msgid ""
"from the origin [code]r[/code] and an angle [code]th[/code]) to the "
"cartesian coordinate system (X and Y axis)."
msgstr ""
+"Mengonversi titik 2D yang dinyatakan dalam sistem koordinat kutub (jarak "
+"dari [code]r[/code] asal dan sudut [code]th[/code]) ke sistem koordinat "
+"kartesius (sumbu X dan Y)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1003,6 +1143,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns a [Resource] from the filesystem located at [code]path[/code]. The "
"resource is loaded during script parsing, i.e. is loaded with the script and "
@@ -1017,8 +1158,22 @@ msgid ""
"var diamond = preload(\"res://diamond.tscn\").instance()\n"
"[/codeblock]"
msgstr ""
+"Mengembalikan [Resource] dari sistem file yang terletak di [code]path[/"
+"code]. Sumber daya dimuat selama penguraian skrip, yaitu dimuat dengan skrip "
+"dan [metode preload] secara efektif bertindak sebagai referensi ke sumber "
+"daya itu. Perhatikan bahwa metode ini membutuhkan jalur konstan. Jika Anda "
+"ingin memuat sumber daya dari jalur dinamis/variabel, gunakan [metode "
+"load].\n"
+"[b]Catatan:[/b] Jalur sumber daya dapat diperoleh dengan mengklik kanan "
+"sumber daya di Panel Aset dan memilih \"Salin Alamat\" atau dengan menyeret "
+"file dari dok FileSystem ke dalam skrip.\n"
+"[codeblock]\n"
+"# Instance sebuah skena.\n"
+"var diamond = preload(\"res://diamond.tscn\").instance()\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Converts one or more arguments of any type to string in the best way "
"possible and prints them to the console.\n"
@@ -1031,12 +1186,38 @@ msgid ""
"distinguishes them from print messages used for debugging purposes, while "
"also displaying a stack trace when an error or warning is printed."
msgstr ""
+"Mengonversi satu atau beberapa argumen jenis apa pun menjadi string dengan "
+"cara terbaik dan mencetaknya ke konsol.\n"
+"[codeblock]\n"
+"a = [1, 2, 3]\n"
+"print(\"a\", \"=\", a) # Mencetak a=[1, 2, 3]\n"
+"[/codeblock]\n"
+"[b]Catatan:[/b] Pertimbangkan untuk menggunakan [metode push_error] dan "
+"[metode push_warning] untuk mencetak pesan kesalahan dan peringatan alih-"
+"alih [metode cetak]. Ini membedakannya dari pesan cetak yang digunakan untuk "
+"tujuan debugging, sementara juga menampilkan jejak tumpukan ketika kesalahan "
+"atau peringatan dicetak."
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
+"Mencetak trek tumpukan di lokasi kode, hanya berfungsi saat dijalankan "
+"dengan debugger dihidupkan.\n"
+"Output di konsol akan terlihat seperti ini:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 dalam fungsi '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Prints a stack track at code location, only works when running with debugger "
"turned on.\n"
@@ -1045,8 +1226,15 @@ msgid ""
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]"
msgstr ""
+"Mencetak trek tumpukan di lokasi kode, hanya berfungsi saat dijalankan "
+"dengan debugger dihidupkan.\n"
+"Output di konsol akan terlihat seperti ini:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 dalam fungsi '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Prints one or more arguments to strings in the best way possible to standard "
"error line.\n"
@@ -1054,6 +1242,11 @@ msgid ""
"printerr(\"prints to stderr\")\n"
"[/codeblock]"
msgstr ""
+"Mencetak satu atau lebih argumen ke string dengan cara terbaik ke garis "
+"kesalahan standar.\n"
+"[codeblock]\n"
+"printerr(\"mencetak ke stderr\")\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1068,6 +1261,16 @@ msgid ""
"prints to the terminal. If you need to print in the editor, use another "
"method, such as [method print]."
msgstr ""
+"Mencetak satu atau lebih argumen ke string dengan cara terbaik. Tidak ada "
+"baris baru yang ditambahkan di akhir.\n"
+"[codeblock]\n"
+"printraw(\"A\")\n"
+"printraw(\"B\")\n"
+"# Mencetak AB\n"
+"[/codeblock]\n"
+"[b]Catatan:[/b] Karena keterbatasan dengan konsol bawaan Godot, ini hanya "
+"mencetak ke terminal. Jika Anda perlu mencetak di editor, gunakan metode "
+"lain, seperti [method print]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1077,6 +1280,11 @@ msgid ""
"prints(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/codeblock]"
msgstr ""
+"Mencetak satu atau beberapa argumen ke konsol dengan spasi di antara setiap "
+"argumen.\n"
+"[codeblock]\n"
+"prints(\"A\", \"B\", \"C\") # Mencetak A B C\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1125,13 +1333,21 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
+"Rentang acak, setiap nilai floating point antara [code]from[/code] dan "
+"[code]to[/code].\n"
+"[codeblock]\n"
+"prints(rand_range(0, 1), rand_range(0, 1)) # Mencetak mis. 0,135591 "
+"0,405263\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1148,6 +1364,10 @@ msgid ""
"randf() # Returns e.g. 0.375671\n"
"[/codeblock]"
msgstr ""
+"Mengembalikan nilai floating point acak pada interval [code][0, 1][/code].\n"
+"[codeblock]\n"
+"randf() # Mengembalikan mis. 0,375671\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1174,37 +1394,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1215,6 +1434,7 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
"[ostart, ostop][/code].\n"
@@ -1222,6 +1442,11 @@ msgid ""
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
"[/codeblock]"
msgstr ""
+"Memetakan sebuah [code] nilai[/code] dari jangkauan [code][istart, istop][/"
+"code] ke [code][ostart, ostop][/code].\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Mengembalikan 0.5\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1293,7 +1518,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3528,8 +3753,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3565,6 +3803,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3577,6 +3821,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3661,7 +3911,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4293,17 +4543,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4331,9 +4588,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4357,8 +4614,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4410,6 +4670,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4925,11 +5195,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -5044,8 +5314,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5069,7 +5340,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5078,7 +5349,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5432,8 +5703,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5961,7 +6235,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7151,7 +7428,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7175,8 +7455,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7185,8 +7466,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7324,11 +7621,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7538,7 +7839,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7808,8 +8109,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8327,6 +8628,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8453,7 +8764,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8492,7 +8803,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8675,7 +8986,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8691,7 +9002,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8708,10 +9022,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8896,7 +9206,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9689,26 +10001,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9866,6 +10162,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10084,7 +10390,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10249,7 +10561,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10558,8 +10876,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11023,7 +11348,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11093,8 +11418,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11684,6 +12009,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11762,17 +12110,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11830,7 +12178,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11902,8 +12255,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12228,10 +12581,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12439,7 +12794,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12450,22 +12814,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12481,7 +12865,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12493,7 +12882,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12507,7 +12901,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12516,7 +12916,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12526,7 +12932,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12544,10 +12956,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12702,20 +13120,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12829,9 +13251,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12942,6 +13369,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13632,8 +14071,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13774,7 +14212,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13935,7 +14376,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14031,7 +14474,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14094,7 +14539,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14132,9 +14577,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14153,8 +14598,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14170,8 +14615,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14262,9 +14707,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15778,8 +16223,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16040,6 +16486,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16459,8 +16912,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16530,6 +16984,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16669,14 +17142,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17830,8 +18303,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18785,10 +19257,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18939,6 +19411,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19062,11 +19546,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19210,7 +19698,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19352,6 +19840,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19375,13 +19870,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19391,7 +19890,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19408,23 +19911,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19627,9 +20130,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19744,9 +20249,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20092,7 +20596,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20338,7 +20842,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20613,18 +21117,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21265,7 +21785,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21273,9 +21793,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21286,9 +21820,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21401,11 +21944,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21799,6 +22361,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22372,6 +22942,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22537,12 +23111,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22798,7 +23373,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23205,7 +23780,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23396,7 +23986,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23408,10 +23998,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23475,33 +24068,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23537,11 +24140,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24360,12 +24963,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24396,6 +25036,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25160,14 +25816,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25271,8 +25927,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25309,8 +25965,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25580,7 +26237,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25674,6 +26336,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25723,6 +26429,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25837,9 +26586,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25850,7 +26612,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25872,7 +26635,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26147,7 +26911,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26676,6 +27443,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26726,6 +27499,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26800,8 +27577,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26859,14 +27635,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26888,7 +27664,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27949,7 +28726,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28053,7 +28830,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28065,11 +28846,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28148,34 +28951,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29083,7 +29894,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29108,9 +29919,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29120,9 +29931,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29232,10 +30043,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29255,9 +30062,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29269,9 +30076,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29280,9 +30087,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29429,24 +30236,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29466,8 +30255,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29480,6 +30271,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29528,15 +30340,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29632,18 +30444,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29652,9 +30464,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29666,9 +30478,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29699,9 +30511,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29787,8 +30599,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30050,10 +30862,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30065,6 +30881,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30231,13 +31053,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30371,6 +31198,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30379,6 +31211,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30522,7 +31367,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31885,11 +32741,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31903,35 +32759,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31973,6 +32829,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32116,7 +33158,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32414,7 +33461,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32458,8 +33506,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32496,8 +33553,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32628,7 +33689,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32647,6 +33708,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32696,6 +33769,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32731,6 +33811,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34038,15 +35125,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34077,9 +35206,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34234,6 +35364,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34337,6 +35502,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34350,6 +35524,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34392,6 +35578,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34443,6 +35639,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34765,6 +35973,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34805,7 +36016,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34827,16 +36046,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34856,6 +36090,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34865,6 +36102,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34874,11 +36117,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34896,11 +36147,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34958,10 +36225,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
@@ -34985,7 +36298,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34996,6 +36318,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35010,10 +36338,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35023,6 +36420,11 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35032,9 +36434,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35052,7 +36461,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35067,13 +36484,31 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -35108,6 +36543,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35120,7 +36561,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35137,26 +36594,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35199,9 +36683,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35217,11 +36708,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35229,6 +36718,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35259,8 +36773,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35282,9 +36796,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35298,14 +36812,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35317,7 +36831,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35345,13 +36859,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35361,13 +36879,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35386,7 +36910,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35449,7 +36973,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35470,13 +36994,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35484,17 +37008,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35504,15 +37076,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35520,10 +37119,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35540,7 +37163,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35550,6 +37175,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35576,7 +37205,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35586,6 +37217,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35652,6 +37287,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35687,6 +37330,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35696,11 +37387,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35760,9 +37455,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35938,7 +37685,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36317,7 +38064,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Node dan Scene"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36469,12 +38216,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36510,6 +38257,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36754,6 +38510,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36924,14 +38699,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36953,21 +38743,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37139,7 +38928,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37148,6 +38945,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37157,14 +38963,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37176,7 +38997,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37186,15 +39010,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37242,11 +39072,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37274,6 +39111,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37287,6 +39130,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37424,7 +39285,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37548,7 +39415,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37729,7 +39596,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37817,7 +39690,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37848,7 +39721,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37925,7 +39798,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38261,8 +40137,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38331,7 +40207,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38343,7 +40225,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38513,8 +40396,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38536,7 +40424,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38566,6 +40455,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38846,6 +40740,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38915,6 +40813,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39052,7 +40960,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39110,6 +41030,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39368,6 +41305,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39450,6 +41396,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39628,9 +41589,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40097,6 +42058,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42951,7 +44920,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43647,7 +45619,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43722,14 +45702,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43773,6 +45770,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43790,6 +45797,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43832,6 +45848,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43840,14 +45863,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43877,14 +45918,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43913,14 +45971,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43945,14 +46020,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43980,14 +46072,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44014,14 +46124,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44139,7 +46267,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44344,10 +46483,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44584,6 +46723,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45483,6 +47626,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45638,7 +47787,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45660,6 +47818,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45807,7 +47975,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45873,6 +48041,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45906,6 +48086,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46085,6 +48278,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46293,6 +48678,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46441,7 +49018,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46560,6 +49137,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46875,6 +49495,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46911,6 +49541,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46921,8 +49562,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47210,20 +49853,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47231,19 +49882,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47275,6 +49935,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47435,14 +50111,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47571,8 +50252,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47675,16 +50356,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47715,8 +50404,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47901,8 +50590,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48196,19 +51058,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48275,7 +51138,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49687,14 +52557,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49712,6 +52583,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49734,8 +52610,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49977,6 +52854,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50053,7 +52946,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50186,7 +53079,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50285,8 +53179,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50500,7 +53394,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50582,7 +53477,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51335,6 +54231,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51359,6 +54259,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51416,13 +54322,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51439,16 +54338,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51509,6 +54406,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51695,7 +54607,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51706,6 +54619,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51996,14 +55309,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52174,8 +55496,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52196,8 +55525,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52762,6 +56099,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52959,11 +56308,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52982,7 +56350,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53381,6 +56754,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53405,12 +56782,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53437,7 +56808,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53510,10 +56895,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53968,12 +57349,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54241,7 +57616,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54597,7 +57975,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54611,7 +57989,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54621,6 +57999,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54648,7 +58038,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55286,7 +58677,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55402,7 +58798,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55549,7 +58969,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55572,11 +59000,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55625,14 +59066,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55769,8 +59212,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55802,8 +59245,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55968,9 +59419,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56157,7 +59610,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56241,28 +59694,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56281,6 +59753,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57270,10 +60757,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57282,10 +60765,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57294,6 +60773,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57346,6 +60835,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57403,8 +60898,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57469,6 +60964,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57699,6 +61198,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58292,6 +61835,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58331,6 +61882,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58471,6 +62028,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58519,6 +62087,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58528,6 +62102,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58614,6 +62195,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58897,6 +62492,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59003,6 +62602,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59469,7 +63072,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59524,6 +63129,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59592,14 +63204,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59994,20 +63610,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60113,13 +63730,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60274,7 +63897,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60349,7 +63983,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60788,7 +64422,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60829,9 +64463,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60891,13 +64523,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60909,13 +64542,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61184,7 +64818,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61278,7 +64914,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61461,6 +65097,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62253,7 +65905,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62413,8 +66065,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62512,7 +66164,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62594,8 +66246,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62705,11 +66357,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62789,8 +66441,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62987,12 +66639,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63181,9 +66833,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63331,8 +66989,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63387,9 +67045,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63418,7 +67077,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63769,11 +67432,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63813,6 +67477,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66874,8 +70548,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67633,6 +71307,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67669,7 +71369,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67740,7 +71440,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67825,6 +71529,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68537,6 +72250,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68682,23 +72405,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71205,6 +74948,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71300,6 +75048,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71525,6 +75276,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71610,7 +75368,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71699,8 +75457,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71715,11 +75473,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -71734,8 +75498,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71752,6 +75516,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -71794,8 +75564,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/is.po b/doc/translations/is.po
index 2aae5d4390..e3080abf39 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -347,7 +347,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -394,7 +394,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -635,7 +635,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -841,7 +847,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -928,11 +941,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -976,37 +990,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1095,7 +1108,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3323,8 +3336,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3360,6 +3386,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3372,6 +3404,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3456,7 +3494,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4088,17 +4126,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4126,9 +4171,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4152,8 +4197,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4205,6 +4253,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4720,11 +4778,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4839,7 +4897,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4864,7 +4922,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4873,7 +4931,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5227,8 +5285,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5756,7 +5817,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6946,7 +7010,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6970,8 +7037,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6980,8 +7048,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7119,11 +7203,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7333,7 +7421,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7603,8 +7691,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8122,6 +8210,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8248,7 +8346,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8287,7 +8385,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8470,7 +8568,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8486,7 +8584,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8503,10 +8604,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8691,7 +8788,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9484,26 +9583,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9661,6 +9744,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9879,7 +9972,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10044,7 +10143,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10353,8 +10458,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10818,7 +10930,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10888,8 +11000,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11479,6 +11591,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11557,17 +11692,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11625,7 +11760,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11697,8 +11837,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12023,10 +12163,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12233,7 +12375,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12244,22 +12395,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12275,7 +12446,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12287,7 +12463,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12301,7 +12482,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12310,7 +12497,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12320,7 +12513,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12338,10 +12537,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12496,20 +12701,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12623,9 +12832,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12736,6 +12950,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13426,8 +13652,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13568,7 +13793,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13729,7 +13957,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13825,7 +14055,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13888,7 +14120,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13926,9 +14158,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13947,8 +14179,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13964,8 +14196,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14056,9 +14288,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15572,8 +15804,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15834,6 +16067,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16253,8 +16493,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16324,6 +16565,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16463,14 +16723,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17624,8 +17884,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18579,10 +18838,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18733,6 +18992,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18856,11 +19127,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19004,7 +19278,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19146,6 +19420,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19169,13 +19450,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19185,7 +19470,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19202,23 +19491,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19421,9 +19710,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19538,9 +19829,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19886,7 +20176,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20132,7 +20422,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20407,18 +20697,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21059,7 +21365,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21067,9 +21373,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21080,9 +21400,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21195,11 +21524,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21593,6 +21941,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22166,6 +22522,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22330,12 +22690,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22591,7 +22952,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22995,7 +23356,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23186,7 +23562,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23198,10 +23574,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23265,33 +23644,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23327,11 +23716,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24148,12 +24537,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24184,6 +24606,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24948,14 +25386,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25059,8 +25497,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25097,8 +25535,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25368,7 +25807,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25462,6 +25906,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25511,6 +25999,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25625,9 +26156,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25638,7 +26182,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25660,7 +26205,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25934,7 +26480,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26463,6 +27012,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26513,6 +27068,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26587,8 +27146,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26646,14 +27204,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26675,7 +27233,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27736,7 +28295,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27840,7 +28399,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27852,11 +28415,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27935,34 +28520,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28870,7 +29463,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28895,9 +29488,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28907,9 +29500,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29019,10 +29612,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29042,9 +29631,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29056,9 +29645,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29067,9 +29656,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29216,24 +29805,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29253,8 +29824,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29267,6 +29840,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29315,15 +29909,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29419,18 +30013,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29439,9 +30033,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29453,9 +30047,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29486,9 +30080,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29574,8 +30168,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29837,10 +30431,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29852,6 +30450,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30018,13 +30622,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30158,6 +30767,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30166,6 +30780,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30309,7 +30936,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31672,11 +32310,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31690,35 +32328,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31760,6 +32398,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31903,7 +32727,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32201,7 +33030,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32245,8 +33075,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32283,8 +33122,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32415,7 +33258,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32434,6 +33277,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32483,6 +33338,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32518,6 +33380,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33825,15 +34694,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33864,9 +34774,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34021,6 +34932,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34124,6 +35070,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34137,6 +35092,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34179,6 +35146,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34230,6 +35207,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34546,6 +35535,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34586,7 +35578,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34608,16 +35607,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34637,6 +35651,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34646,6 +35663,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34655,11 +35678,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34677,11 +35708,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34736,10 +35783,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34762,7 +35855,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34773,6 +35875,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34787,9 +35895,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34798,6 +35971,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34807,9 +35984,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34827,7 +36011,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34842,11 +36034,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34883,6 +36092,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34895,7 +36110,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34912,26 +36143,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34974,9 +36232,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34992,10 +36257,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35004,6 +36266,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35034,8 +36321,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35057,9 +36344,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35073,14 +36360,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35092,7 +36379,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35120,13 +36407,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35136,13 +36427,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35161,7 +36458,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35224,7 +36521,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35245,13 +36542,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35259,17 +36556,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35279,15 +36624,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35295,10 +36667,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35315,7 +36711,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35325,6 +36723,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35351,7 +36753,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35361,6 +36765,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35427,6 +36835,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35462,6 +36878,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35471,11 +36935,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35533,9 +37001,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35711,7 +37231,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36242,12 +37762,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36283,6 +37803,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36527,6 +38056,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36697,14 +38245,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36726,21 +38289,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36912,7 +38474,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36921,6 +38491,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36930,14 +38509,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36949,7 +38543,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36959,15 +38556,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37015,11 +38618,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37047,6 +38657,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37060,6 +38676,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37197,7 +38831,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37321,7 +38961,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37502,7 +39142,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37590,7 +39236,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37621,7 +39267,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37698,7 +39344,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38034,8 +39683,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38104,7 +39753,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38116,7 +39771,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38286,8 +39942,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38309,7 +39969,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38339,6 +40000,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38619,6 +40284,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38688,6 +40357,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38825,7 +40504,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38883,6 +40574,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39140,6 +40848,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39222,6 +40939,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39400,9 +41132,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39869,6 +41601,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42709,7 +44449,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43404,7 +45147,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43479,14 +45230,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43530,6 +45298,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43547,6 +45325,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43589,6 +45376,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43597,14 +45391,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43634,14 +45446,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43670,14 +45499,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43702,14 +45548,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43737,14 +45600,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43771,14 +45652,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43896,7 +45795,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44102,8 +46012,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44340,6 +46249,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45239,6 +47152,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45394,7 +47313,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45416,6 +47344,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45563,7 +47501,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45629,6 +47567,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45662,6 +47612,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45841,6 +47804,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46049,6 +48204,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46197,7 +48544,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46316,6 +48663,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46631,6 +49021,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46667,6 +49067,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46677,8 +49088,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46966,20 +49379,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46987,19 +49408,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47031,6 +49461,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47191,14 +49637,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47327,8 +49778,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47431,16 +49882,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47471,8 +49930,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47657,8 +50116,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47952,19 +50584,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48031,7 +50664,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49443,14 +52083,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49468,6 +52109,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49490,8 +52135,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49733,6 +52379,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49809,7 +52471,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49942,7 +52604,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50041,8 +52704,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50256,7 +52919,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50338,7 +53002,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51091,6 +53756,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51115,6 +53784,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51172,13 +53847,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51195,16 +53863,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51265,6 +53931,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51451,7 +54132,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51462,6 +54144,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51752,14 +54834,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51930,8 +55021,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51952,8 +55050,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52518,6 +55624,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52715,11 +55833,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52738,7 +55875,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53137,6 +56279,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53161,12 +56307,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53193,7 +56333,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53266,10 +56420,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53724,12 +56874,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -53997,7 +57141,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54353,7 +57500,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54367,7 +57514,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54377,6 +57524,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54404,7 +57563,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55040,7 +58200,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55156,7 +58321,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55303,7 +58492,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55326,11 +58523,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55379,14 +58589,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55523,8 +58735,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55556,8 +58768,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55722,9 +58942,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55911,7 +59133,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55995,28 +59217,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56035,6 +59276,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57022,27 +60278,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57098,6 +60354,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57155,8 +60417,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57221,6 +60483,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57451,6 +60717,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58044,6 +61354,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58083,6 +61401,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58223,6 +61547,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58271,6 +61606,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58280,6 +61621,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58366,6 +61714,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58649,6 +62011,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58755,6 +62121,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59221,7 +62591,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59276,6 +62648,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59344,14 +62723,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59746,20 +63129,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59865,13 +63249,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60026,7 +63416,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60101,7 +63502,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60539,7 +63940,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60580,9 +63981,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60642,13 +64041,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60660,13 +64060,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60935,7 +64336,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61029,7 +64432,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61212,6 +64615,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62004,7 +65423,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62164,8 +65583,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62263,7 +65682,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62345,8 +65764,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62456,11 +65875,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62540,8 +65959,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62738,12 +66157,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62932,9 +66351,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63082,8 +66507,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63138,9 +66563,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63169,7 +66595,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63520,11 +66950,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63564,6 +66995,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66624,8 +70065,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67379,6 +70820,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67415,7 +70882,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67486,7 +70953,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67571,6 +71042,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68283,6 +71763,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68428,23 +71918,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70950,6 +74460,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71045,6 +74560,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71270,6 +74788,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71355,7 +74880,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71444,8 +74969,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71460,8 +74985,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71479,8 +75009,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71498,6 +75028,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71539,8 +75074,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 0e6f99b17f..3acfabc091 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -3,7 +3,7 @@
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
-# Micila Micillotto <micillotto@gmail.com>, 2020, 2021.
+# Micila Micillotto <micillotto@gmail.com>, 2020, 2021, 2022.
# Bob <spiroski.boban@gmail.com>, 2020.
# Riccardo Ferro <Riccardo3Ferro@gmail.com>, 2020.
# Lorenzo Asolan <brixiumx@gmail.com>, 2020.
@@ -23,12 +23,15 @@
# ZeroKun265 <davidegiambirtone265@gmail.com>, 2021.
# Andrea Montagna <fullmontis@gmail.com>, 2021.
# Andrea Leganza <neogene@gmail.com>, 2021.
+# Federico Caprini <caprinifede@gmail.com>, 2022.
+# Alessandro Casalino <alessandro.casalino93@gmail.com>, 2022.
+# AndreWharn <andrewharnofficial@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-31 08:55+0000\n"
-"Last-Translator: Mirko <miknsop@gmail.com>\n"
+"PO-Revision-Date: 2022-07-23 03:56+0000\n"
+"Last-Translator: AndreWharn <andrewharnofficial@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n"
"Language: it\n"
@@ -36,7 +39,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -79,69 +82,78 @@ msgid "Method Descriptions"
msgstr "Descrizioni del metodo"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Descrizioni delle proprietà"
+msgstr "Descrizioni Proprietà dei Temi"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Eredita:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Ereditato Da:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(sovrascrive %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Predefinito"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "valore"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
+"Questo metodo di solito dovrebbe essere riscritto dall'utente per aver "
+"qualche effetto."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Questo metodo non ha effetti collaterali. Non modifica alcuna variabile "
+"appartenente all'istanza."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"Questo metodo accetta qualsiasi numero di argomenti oltre a quelli descritti "
+"qui."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Questo metodo viene utilizzato per creare un tipo."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Questo metodo non necessita di alcun'istanza per essere chiamato, quindi può "
+"essere chiamato direttamente usando il nome della classe."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Questo metodo descrive un operatore valido da usare con questo tipo come "
+"operando di sinistra."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -198,6 +210,7 @@ msgstr ""
"I nomi dei colori supportati sono uguali alle costanti definite in [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -206,7 +219,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Ritorna il valore assoluto del parametro [code]s[/code] (ovvero un numero "
-"positivo, sia intero che decimale).\n"
+"positivo).\n"
"[codeblock]\n"
"a = abs(-1) # a è 1\n"
"[/codeblock]"
@@ -222,16 +235,15 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
-"Restituisce l'arcocoseno di [code]s[/code] in radianti. Usato per prendere "
-"l'angolo del coseno di [code]s[/code].\n"
-"[code]s[/code] deve essere compreso tra [code]1[/code] e [code] -1 [/code]\n"
+"Restituisce l'arcocoseno di [code]s[/code] in radianti. Usato per trovare "
+"l'angolo del coseno di [code]s[/code]. [code]s[/code] deve essere compreso "
+"tra [code]1[/code] e [code] -1 [/code]\n"
"[codeblock]\n"
"# c è uguale a 0.523599 o 30 gradi se convertito con rad2deg(s)\n"
"c = acos(0.866025)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -243,7 +255,9 @@ msgid ""
"[/codeblock]"
msgstr ""
"Ritorna l'arcoseno di [code]s[/code] in radianti. Usato per prendere "
-"l'angolo del seno [code]s[/code].\n"
+"l'angolo del seno [code]s[/code]. [code]s[/code] deve essere compreso tra "
+"[code]-1.0[/code] e [code]1.0[/code] (inclusi), altrimenti, [method asin] "
+"ritornerà [constant NAN].\n"
"[codeblock]\n"
"# s è 0.523599 oppure 30 gradi se convertito con rad2deg(s)\n"
"s = asin(0.5)\n"
@@ -276,11 +290,16 @@ msgid ""
"[/codeblock]"
msgstr ""
"Controlla che [code]condition[/code] sia [code]true[/code]. Se "
-"[code]condition[/code] è [code]false[/code], un errore è generato ed il "
-"programma viene fermato fin quando decidi di avviarlo di nuovo. Viene "
-"eseguito soltanto nelle build di debug, o quando il gioco viene eseguito "
-"nell'editor. È usato per il debug, oppure per essere sicuri che una "
-"condizione ritorni [code]true[/code] durante lo sviluppo.\n"
+"[code]condition[/code] è [code]false[/code], un errore è generato. Mentre si "
+"sta eseguendo dall'editor, il progetto corrente verrà interrotto finché non "
+"lo riprenderai. Questo può essere usato come una forma più forte di [method "
+"push_error] per riportare gli errori allo sviluppatore del progetto o agli "
+"utilizzatori di add-on.\n"
+"[b]Note:[/b] Per ragioni di performance, il codice dentro [method assert] "
+"viene eseguito sono nelle versione di debug o mentre si sta eseguendo il "
+"progetto dall'editor. Non includere codice che ha effetti collaterali mentre "
+"[method assert] viene chiamato. Altrimenti il progetto si comporterà "
+"diversamente quando viene esportato nella modalità di rilascio.\n"
"Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme "
"al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli "
"addizionali sul perché l'asserzione sia fallita.\n"
@@ -494,9 +513,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -513,6 +533,23 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
+"Paragona due valori controllando il loro contenuto attuale, ricorrendo in "
+"ogni `Array` o `Dictionary` fino al suo livello più profondo.\n"
+"Questo è simile a [code]==[/code] su molti aspetti:\n"
+"- Per [code]null[/code] , [code]int[/code], [code]float[/code], "
+"[code]String[/code], [code]Object[/code] and [code]RID[/code] sia "
+"[code]deep_equal[/code] e [code]==[/code] funzionano allo stesso modo.\n"
+"- Per [code]Dictionary[/code], [code]==[/code] sono considerati uguali solo "
+"e solo se entrambe le variabili puntano allo stesso [code]Dictionary[/code], "
+"senza alcuna ricorsione o consapevolezza di qualunque contenuto.\n"
+"- Per [code]Array[/code], [code]==[/code] sono considerati uguali solo e "
+"solo se ogni oggetto nel primo [code]Array[/code] è uguale alla sua "
+"controparte nel secondo [code]Array[/code], come già fatto da [code]==[/"
+"code]. Questo implica che [code]==[/code] ricorre nell' [code]Array[/code], "
+"ma non nel [code]Dictionary[/code].\n"
+"In breve, quando un [code]Dictionary[/code] è potenzialmente involto, se "
+"vuoi un vero paragone tra i valori contenuti, devi usare [code]deep_equal[/"
+"code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -550,7 +587,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -802,6 +839,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -822,6 +860,22 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"Ritorna un'interpolazione o un fattore estrapolato considerando il raggio "
+"specificato nel [code]from[/code] e [code]to[/code], e i valori interpolati "
+"specificati in [code]weight[/code]. Il valore di ritorno sarà in mezzo tra "
+"[code]0.0[/code] e [code]1.0[/code] se [code]weight[/code] si trova tra "
+"[code]from[/code] e [code]to[/code] (inclusi).\n"
+"[codeblock]\n"
+"# Il rapporto di interpolazione nella chiamata di `lerp()` è minore di "
+"0.75.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` ora vale 27.5.\n"
+"# Ora fingiamo di aver dimenticato il rapporto originale e lo vogliamo "
+"riottenere.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` ora vale 0.75.\n"
+"[/codeblock]\n"
+"Vedi anche [method lerp] che esegue l'inverso di questa operazione."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -910,8 +964,9 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
-"Interpola linearmente tra due valori mediante un valore normalizzato. Questo "
-"metodo è l'opposto di [method inverse_lerp].\n"
+"Interpola linearmente tra due valori mediante un valore definito in "
+"[code]weight[/code]. Per interpolare, [code]weight[/code] dovrebbe rimanere "
+"tra [code]0.0[/code] e [code]1.0[/code] (inclusi).\n"
"Se gli argomenti [code]from[/code] e [code]to[/code] sono di tipo [int] o "
"[float], il valore di ritorno è un [float].\n"
"Se entrambi sono dello stesso tipo di vettore ([Vector2], [Vector3] o "
@@ -921,7 +976,10 @@ msgstr ""
"[codeblock].\n"
"lerp(0, 4, 0.75) # Restituisce 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Restituisce Vector2(2, 3.5)\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"Guarda anche [method inverse_lerp] che esegue l'inverso di questa "
+"operazione. Per eseguire un'interpolazione alleggerita con [method lerp], "
+"combinalo con [method ease] o [method smoothstep]."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -939,12 +997,19 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Interpola linearmente tra due angoli (in radianti) con un valore "
"normalizzato.\n"
"Simile a [metodo lerp], ma interpola correttamente quando gli angoli sono "
-"attorno [costante @GDScript.TAU].\n"
+"attorno [costante @GDScript.TAU]. Per eseguire un'interpolazione alleggerita "
+"con [method lerp_angle], combinalo con [method ease] o [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -1224,28 +1289,21 @@ msgstr ""
"Restituisce il modulo intero di [code]a/b[/code] che si estende in positivo "
"e negativo egualmente.\n"
"[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-" prints(i, posmod(i, 3))\n"
-" i += 1\n"
+"for i in range(-3, 4):\n"
+" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
-"-6 0\n"
-"-5 1\n"
-"-4 2\n"
-"-3 0\n"
-"-2 1\n"
-"-1 2\n"
-"0 0\n"
-"1 1\n"
-"2 2\n"
-"3 0\n"
-"4 1\n"
+"-3 0 0\n"
+"-2 -2 1\n"
+"-1 -1 2\n"
+" 0 0 0\n"
+" 1 1 1\n"
+" 2 2 2\n"
+" 3 0 0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@@ -1253,10 +1311,10 @@ msgid ""
"pow(2, 5) # Returns 32.0\n"
"[/codeblock]"
msgstr ""
-"Ritorna il risultato di [code]x[/code] elevato alla potenza di [code]y[/"
+"Ritorna il risultato di [code]base[/code] elevato alla potenza di [code]esp[/"
"code].\n"
"[codeblock]\n"
-"pow(2, 5) # Ritorna 32\n"
+"pow(2, 5) # Ritorna 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1312,10 +1370,22 @@ msgstr ""
"messaggi di debug ed errore che vengono mostrati con la stack trace."
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
-"Come [method print], ma stampa solo quando viene utilizzato in modalità "
-"debug."
+"Stampa un stack trace nella posizione del codice, funziona solo quando il "
+"debugger è attivato.\n"
+"L'output nella console apparirà come:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1437,7 +1507,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
@@ -1446,16 +1515,18 @@ msgid ""
msgstr ""
"Converte un angolo espresso in radianti in gradi.\n"
"[codeblock]\n"
-"rad2deg(0.523599) # Ritorna 30\n"
+"rad2deg(0.523599) # Ritorna 30.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"Un range casuale, un qualsiasi numero in virgola mobile tra [code]from[/"
"code] e [code]to[/code]\n"
@@ -1530,37 +1601,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1683,7 +1753,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -1728,6 +1798,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
"be used to round a floating point number to an arbitrary number of "
@@ -1738,9 +1809,16 @@ msgid ""
"[/codeblock]\n"
"See also [method ceil], [method floor], [method round], and [int]."
msgstr ""
+"Arrotonda un valore float [code]s[/code] ad un valore [code]step[/code] su "
+"una scala. Questo può essere anche utilizzato per arrotondare un valore "
+"float ad un numero arbitrario di cifre decimali.\n"
+"[codeblock]\n"
+"stepify(100, 32) # Ritorna 96.0\n"
+"stepify(3.14159, 0.01) # Ritorna3.14\n"
+"[/codeblock]\n"
+"Guarda anche [method ceil], [method floor], [method round] e [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts one or more arguments of any type to string in the best way "
"possible.\n"
@@ -1754,8 +1832,10 @@ msgstr ""
"Converte uno o più argomenti in stringhe nel miglior modo possibile e li "
"stampa sulla console.\n"
"[codeblock]\n"
-"a = [1, 2, 3]\n"
-"print(\"a\", \"b\", a) # Stampa ab[1, 2, 3]\n"
+"var a = [10, 20, 30]\n"
+"var b = str(a);\n"
+"len(a) # RItorna 3\n"
+"len(b) # Ritorna 12\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1789,7 +1869,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic tangent of [code]s[/code].\n"
"[codeblock]\n"
@@ -1797,10 +1876,10 @@ msgid ""
"b = tanh(a) # b is 0.6\n"
"[/codeblock]"
msgstr ""
-"Ritorna il coseno iperbolico di [code]s[/code] in radianti.\n"
+"Ritorna la tangente iperbolica di [code]s[/code].\n"
"[codeblock]\n"
-"# Stampa 1.543081\n"
-"print(cosh(1))\n"
+"a = log(2.0) # a is 0.693147\n"
+"b = tanh(a) # b is 0.6\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -4254,8 +4333,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4291,6 +4383,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -4303,6 +4401,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -4387,7 +4491,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -5020,17 +5124,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -5058,9 +5169,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -5084,8 +5195,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -5137,6 +5251,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -5653,12 +5777,12 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
#, fuzzy
msgid "Linear interpolation."
msgstr "Interpolazione lineare."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
#, fuzzy
msgid "Cubic interpolation."
msgstr "Interpolazione cubica."
@@ -5774,8 +5898,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Restituisce la tangente del parametro."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5799,7 +5924,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5808,7 +5933,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -6162,8 +6287,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -6691,7 +6819,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7897,7 +8028,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7921,8 +8055,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7931,8 +8066,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -8070,11 +8221,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -8284,7 +8439,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8557,8 +8712,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -9076,6 +9231,17 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+#, fuzzy
+msgid "GUI containers"
+msgstr "Contenitore a schede."
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -9202,7 +9368,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9241,7 +9407,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -9424,7 +9590,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9440,7 +9606,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -9457,10 +9626,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -9645,7 +9810,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10442,26 +10609,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -10619,6 +10770,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10840,7 +11001,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11005,7 +11172,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11314,8 +11487,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11781,7 +11961,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11851,8 +12031,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -12443,6 +12623,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -12522,17 +12725,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -12590,7 +12793,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12662,8 +12870,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12989,10 +13197,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -13206,7 +13416,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13217,22 +13436,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13248,7 +13487,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13260,7 +13504,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13274,7 +13523,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13283,7 +13538,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13293,7 +13554,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13311,10 +13578,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13469,20 +13742,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13596,9 +13873,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13709,6 +13991,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -14401,8 +14695,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -14544,7 +14837,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -14705,7 +15001,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14802,7 +15100,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14865,7 +15165,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14903,9 +15203,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14924,8 +15224,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14941,8 +15241,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15033,9 +15333,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -16610,8 +16910,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16896,6 +17197,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -17321,8 +17629,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -17392,6 +17701,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -17531,14 +17859,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -18692,8 +19020,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -19647,10 +19974,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -19802,6 +20129,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Restituisce l'arco-seno del parametro."
@@ -19927,11 +20266,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Restituisce il seno del parametro."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -20075,7 +20418,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -20218,6 +20561,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Restituisce il resto dei due vettori."
@@ -20242,13 +20592,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20258,7 +20612,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20275,23 +20633,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20494,9 +20852,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -20611,9 +20971,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20959,7 +21318,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -21205,8 +21564,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -21480,18 +21840,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22134,7 +22510,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -22142,9 +22518,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22155,9 +22545,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22270,11 +22669,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22671,6 +23089,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -23247,6 +23673,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -23412,12 +23843,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -23673,7 +24105,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -24080,7 +24512,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -24271,7 +24718,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -24283,10 +24730,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -24350,33 +24800,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -24412,11 +24872,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -25238,12 +25698,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Restituisce il resto dei due vettori."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Restituisce il coseno del parametro."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -25274,6 +25771,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -26038,14 +26551,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -26149,8 +26662,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -26187,8 +26700,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -26458,7 +26972,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -26555,6 +27074,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26604,6 +27167,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -26723,9 +27329,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26736,7 +27355,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26758,7 +27378,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -27036,7 +27657,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -27574,6 +28198,13 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -27624,6 +28255,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27698,8 +28333,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27757,14 +28391,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -27786,7 +28420,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -28848,7 +29483,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28952,7 +29587,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28964,11 +29603,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29048,34 +29709,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29986,7 +30655,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -30011,9 +30680,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30023,9 +30692,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30135,10 +30804,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -30158,9 +30823,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30172,9 +30837,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30183,9 +30848,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30333,24 +30998,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -30370,8 +31017,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -30384,6 +31033,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -30432,15 +31102,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -30536,18 +31206,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30556,9 +31226,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30570,9 +31240,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30603,9 +31273,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30691,8 +31361,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30955,10 +31625,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30969,6 +31643,13 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -31137,13 +31818,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -31280,6 +31966,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -31288,6 +31979,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -31431,7 +32135,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32795,11 +33510,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32813,35 +33528,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32883,6 +33598,204 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
+"è disabilitato."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
+"è disabilitato."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
+"è disabilitato."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
+"è disabilitato."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -33028,7 +33941,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -33326,7 +34244,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -33370,8 +34289,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33408,8 +34336,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33540,7 +34472,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33559,6 +34491,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -33608,6 +34553,16 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
+"è disabilitato."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -33643,6 +34598,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34951,15 +35913,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Restituisce il resto dei due vettori."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34990,9 +35994,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -35148,6 +36153,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -35251,6 +36291,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -35264,6 +36313,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -35306,6 +36367,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -35357,6 +36428,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -35680,6 +36763,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35720,7 +36806,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35742,16 +36836,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35771,6 +36880,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35780,6 +36892,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35789,11 +36907,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35811,12 +36937,28 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35877,10 +37019,57 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+#, fuzzy
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Restituisce l'arco-seno del parametro."
@@ -35904,7 +37093,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35917,6 +37115,12 @@ msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
msgid "Sets the map active."
msgstr "Restituisce l'arco-seno del parametro."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35931,10 +37135,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Restituisce il seno del parametro."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35945,6 +37218,11 @@ msgstr "Restituisce il valore opposto del parametro."
msgid "Sets the global transformation for the region."
msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35954,9 +37232,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35974,7 +37259,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35990,15 +37283,33 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
@@ -36034,6 +37345,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -36046,7 +37363,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -36063,26 +37396,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36125,9 +37485,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36144,11 +37511,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Restituisce il seno del parametro."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -36156,6 +37521,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -36185,10 +37575,13 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
+#, fuzzy
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
+"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
+"esiste, [code]false[/code] altrimenti."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -36210,9 +37603,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -36226,14 +37619,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36245,7 +37638,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36273,13 +37666,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36292,13 +37689,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -36317,7 +37720,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -36380,7 +37783,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36402,13 +37805,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36416,19 +37819,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Calcola il prodotto vettoriale di questo vettore e [code]with[/code]."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -36436,15 +37888,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -36452,11 +37931,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "Il singleton [EditorNavigationMeshGenerator]."
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -36473,7 +37976,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -36483,6 +37988,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -36509,7 +38019,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -36519,6 +38031,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -36585,6 +38102,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -36620,6 +38145,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "Il singleton [EditorNavigationMeshGenerator]."
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36629,11 +38203,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36695,9 +38273,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36873,7 +38503,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -37253,7 +38883,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nodi e Scene"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -37405,12 +39035,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37446,6 +39076,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -37690,6 +39329,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37860,14 +39518,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37889,21 +39562,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -38075,7 +39747,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -38084,6 +39764,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -38093,14 +39782,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -38112,7 +39816,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -38122,15 +39829,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -38178,11 +39891,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -38210,6 +39930,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -38223,6 +39949,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -38363,7 +40107,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -38488,7 +40238,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -38669,7 +40419,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -38757,7 +40513,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38788,7 +40544,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38865,7 +40621,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -39204,8 +40963,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -39274,7 +41033,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39286,7 +41051,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39456,8 +41222,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -39479,7 +41250,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -39509,6 +41281,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39793,6 +41570,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39862,6 +41643,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39999,7 +41790,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -40057,6 +41860,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -40319,6 +42139,15 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
@@ -40405,6 +42234,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -40583,9 +42427,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -41061,6 +42905,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -43919,7 +45771,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -44617,7 +46472,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -44692,14 +46555,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44743,6 +46623,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44760,6 +46650,16 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44802,6 +46702,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44810,14 +46717,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44847,14 +46772,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44883,14 +46825,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44915,14 +46874,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44951,14 +46927,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44985,14 +46979,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -45110,7 +47122,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -45315,10 +47338,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]."
#: doc/classes/PopupMenu.xml
#, fuzzy
@@ -45556,6 +47579,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -46456,6 +48483,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -46611,7 +48644,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46633,6 +48675,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -46780,7 +48832,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46846,6 +48898,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46879,6 +48943,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -47058,6 +49135,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -47266,6 +49535,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -47414,7 +49875,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47533,6 +49994,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -47848,6 +50352,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47884,6 +50398,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47894,8 +50419,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48183,20 +50710,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48204,19 +50739,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48248,6 +50792,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -48408,14 +50968,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48544,8 +51109,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48648,16 +51213,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48688,8 +51261,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48874,8 +51447,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -49172,19 +51918,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -49251,7 +51998,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -50668,14 +53422,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50693,6 +53448,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -50715,8 +53475,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50958,6 +53719,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -51034,7 +53811,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -51167,7 +53944,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -51266,8 +54044,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51481,7 +54259,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -51563,7 +54342,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -52316,6 +55096,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -52340,6 +55124,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -52399,13 +55189,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -52422,16 +55205,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -52492,6 +55273,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -52678,7 +55474,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -52689,6 +55486,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52979,14 +56176,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53157,8 +56363,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -53179,8 +56392,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -53747,6 +56968,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -53944,11 +57177,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -53967,7 +57219,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -54366,6 +57623,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -54390,12 +57651,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -54423,7 +57678,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54496,10 +57765,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -54957,12 +58222,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -55230,7 +58489,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55587,7 +58849,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55601,7 +58863,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55611,6 +58873,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -55638,7 +58912,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -56278,7 +59553,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56395,7 +59675,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56542,7 +59846,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56565,11 +59877,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56618,14 +59943,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -56762,8 +60089,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -56795,8 +60122,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56961,9 +60296,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -57150,7 +60487,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -57234,28 +60571,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -57274,6 +60630,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -58269,10 +61640,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58281,10 +61648,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58294,6 +61657,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Restituisce l'angolo al vettore dato, in radianti."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Restituisce il valore opposto del parametro."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Restituisce il resto dei due vettori."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -58352,6 +61725,15 @@ msgid "Returns if the given line is wrapped."
msgstr "Restituisce la tangente del parametro."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
+"approssimativamente uguali tra di loro."
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -58409,8 +61791,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -58478,6 +61860,13 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
+"è disabilitato."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -58708,6 +62097,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -59302,6 +62735,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -59346,6 +62787,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -59488,6 +62935,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@@ -59543,6 +63002,15 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
+"esiste, [code]false[/code] altrimenti."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -59553,6 +63021,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -59639,6 +63114,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -59922,6 +63411,13 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
+"è disabilitato."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -60028,6 +63524,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -60494,7 +63994,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -60549,6 +64051,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -60620,14 +64129,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -61023,20 +64536,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -61142,13 +64656,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -61304,7 +64824,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -61379,7 +64910,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -61819,7 +65350,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61862,10 +65393,9 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -61925,13 +65455,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -61943,13 +65474,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -62218,7 +65750,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -62312,7 +65846,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -62495,6 +66029,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -63303,7 +66853,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -63469,8 +67019,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -63568,7 +67118,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -63652,8 +67202,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -63763,11 +67313,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -63847,8 +67397,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -64046,12 +67596,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -64243,9 +67793,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64398,8 +67955,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Viewport.xml
@@ -64454,9 +68011,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64488,7 +68046,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64839,11 +68401,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64883,6 +68446,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -67962,10 +71535,11 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
-msgstr ""
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/VisualServer.xml
msgid ""
@@ -68727,6 +72301,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -68763,7 +72363,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -68837,11 +72437,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
-"è disabilitato."
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -68925,6 +72526,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -69640,6 +73250,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -69785,23 +73405,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -72314,6 +75954,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72409,6 +76054,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72634,6 +76282,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -72719,7 +76374,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -72811,8 +76466,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -72827,11 +76482,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -72846,8 +76507,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -72864,6 +76525,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Restituisce il seno del parametro."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -72906,8 +76573,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
@@ -72942,16 +76608,21 @@ msgid ""
"Gets the name of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
+"Prende il nome dell'attributo specificato dall'indice nell'argomento "
+"[code]idx[/code]."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
+"Prende il nome dell'attributo specificato dall'indice nell'argomento "
+"[code]idx[/code]."
#: doc/classes/XMLParser.xml
+#, fuzzy
msgid "Gets the current line in the parsed file (currently not implemented)."
-msgstr ""
+msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
#: doc/classes/XMLParser.xml
msgid ""
@@ -73000,34 +76671,45 @@ msgid "Check whether the current element has a certain attribute."
msgstr "Verifica che l'elemento attuale abbia un certo attributo."
#: doc/classes/XMLParser.xml
+#, fuzzy
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
+"Controlla se l'elemento corrente è vuoto (questo funziona solo per tags "
+"completamente vuoi, es. [code]<element \\>[/code])."
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
msgstr "Apre un file XML per effettuarne il parsing. Può restituire un errore."
#: doc/classes/XMLParser.xml
+#, fuzzy
msgid "Opens an XML raw buffer for parsing. This returns an error code."
msgstr ""
+"Apre un buffer greggio di XML per analizzarlo. Questo ritorna un codice di "
+"errore."
#: doc/classes/XMLParser.xml
msgid "Reads the next node of the file. This returns an error code."
-msgstr ""
+msgstr "Legge il nodo seguente del file. Questo ritorna un codice di errore."
#: doc/classes/XMLParser.xml
msgid ""
"Moves the buffer cursor to a certain offset (since the beginning) and read "
"the next node there. This returns an error code."
msgstr ""
+"Muove il cursore del buffer di un certo margine (partendo dall'inizio) e lì "
+"legge il nodo seguente. Questo ritorna un codice errore."
#: doc/classes/XMLParser.xml
+#, fuzzy
msgid ""
"Skips the current section. If the node contains other elements, they will be "
"ignored and the cursor will go to the closing of the current element."
msgstr ""
+"Salta la sezione corrente. Se il nodo contiene altri elementi, questi "
+"saranno ignorati e il cursore andrà alla chiusura dell'elemento corrente"
#: doc/classes/XMLParser.xml
#, fuzzy
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index a3017d5928..fe76c741d0 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -486,9 +486,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -560,7 +561,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -953,6 +954,7 @@ msgstr ""
"す。"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -967,7 +969,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"正規化された値によって2つの角度 (ラジアン) 間を線形補間します。\n"
"[method lerp] と似ていますが、 [constant @GDScript.TAU] を振り切れたときでも"
@@ -1325,8 +1333,22 @@ msgstr ""
"たときにスタックトレースを表示することができます。"
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
-msgstr "[method print] と同様ですが、しかしデバッグモード時にのみ表示します。"
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
+"コード位置のスタックトラックを表示します。デバッガを有効にして実行した時にの"
+"み動作します。\n"
+"コンソール内での出力はこのようになります:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1456,12 +1478,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"[code]from[/code] から [code]to[/code] までの間で、ランダムな値を浮動小数点数"
"として生成します。\n"
@@ -1531,39 +1555,37 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1572,45 +1594,6 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
-"与えられた範囲での配列を返します。 範囲の指定には1つの引数 [code]N[/code] (0 "
-"から [code]N[/code] - 1 まで) 、2つの引数([code]initial[/code], [code]final "
-"- 1[/code]) または3つの引数([code]initial[/code], [code]final - 1[/code], "
-"[code]increment[/code]) があります。もし範囲が不正な値 (例えば "
-"[code]range(2, 5, -1)[/code] や [code]range(5, 5, 1)[/code]) だった場合は空の"
-"配列が返されます。\n"
-"与えられた範囲での配列を返します。 [code]range()[/code] は1つの引数N "
-"([code]0[/code] から [code]N - 1[/code] まで) 、二つの引数 ([code]initial[/"
-"code], [code]final - 1[/code]) または3つの引数 ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]) をもちます。 "
-"[code]increment[/code] は負の値にもなります。もし [code]increment[/code] が負"
-"の値ならば、 [code]final - 1[/code] は [code]final + 1[/code] になります。ま"
-"た、その initial の値もループを実行するために final の値より大きくなければい"
-"けません。\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"出力:\n"
-"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
-"[/codeblock]\n"
-"[Array] を逆順で出力するには、このように使用してください:\n"
-"[codeblock]\n"
-"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
-"[/codeblock]\n"
-"出力:\n"
-"[codeblock]\n"
-"9\n"
-"6\n"
-"3\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1724,7 +1707,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -4296,12 +4279,22 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
-"整数、浮動小数点数、文字列のプロパティが、[code]\"Hello,Something,Else\"[/"
-"code]のような、ヒント文字列で指定されたリストの中で選択するための列挙値である"
-"というヒント。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4346,6 +4339,15 @@ msgstr ""
"クであることのヒント。"
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+"整数プロパティが、オプションで指定された 2D レンダー レイヤーを使用したビット"
+"マスクであることのヒント。"
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
@@ -4362,6 +4364,15 @@ msgstr ""
"クであることのヒント。"
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+"整数プロパティが、オプションで指定された 2D レンダー レイヤーを使用したビット"
+"マスクであることのヒント。"
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
@@ -4473,7 +4484,8 @@ msgid "The property is a translatable string."
msgstr "プロパティは翻訳可能な文字列です。"
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "エディタ内でプロパティをグループ化するために使用します。"
#: doc/classes/@GlobalScope.xml
@@ -5251,17 +5263,25 @@ msgid "Maximum value for the mode enum."
msgstr "モード用enumの最大値。"
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+#, fuzzy
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr "アニメーション用に複数のテクスチャを使用できるSpriteノード。"
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -5293,9 +5313,10 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr "現在のアニメーションを停止します (frameカウンターはリセットされない)。"
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
+#, fuzzy
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
"[code]frames[/code] リソースからの現在のアニメーション。この値が変わると、"
@@ -5321,9 +5342,12 @@ msgstr "[code]true[/code] であれば、テクスチャは垂直に反転され
msgid "The displayed animation frame's index."
msgstr "表示されているアニメーションフレームのインデックス。"
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "アニメーションを格納している [SpriteFrames] リソース。"
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -5383,6 +5407,18 @@ msgstr ""
"[code]anim[/code] という名前のアニメーションを再生します。[code]anim[/code] "
"が指定されていない場合は、現在のアニメーションを再生します。"
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+"[code]frames[/code] リソースからの現在のアニメーション。この値が変わると、"
+"[code]frame[/code] カウンタはリセットされます。"
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "アニメーションを格納している [SpriteFrames] リソース。"
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr "シンプルなフレームベース アニメーションのためのプロキシ テクスチャ。"
@@ -6094,11 +6130,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr "補間なし (直近の値) 。"
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr "線形補間。"
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr "キュービック補間。"
@@ -6246,7 +6282,8 @@ msgstr ""
"は [code]true[/code] を返すようにします。"
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+#, fuzzy
+msgid "Returns whether the given path is filtered."
msgstr ""
"指定したパスがフィルタリングされていれば [code]true[/code] を返します。"
@@ -6280,8 +6317,9 @@ msgid "Adds or removes a path for the filter."
msgstr "このフィルタのパスを追加あるいは除去します。"
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"カスタムパラメータを設定します。リソースはツリーやシーン全体で再利用できるた"
@@ -6292,7 +6330,8 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。"
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+#, fuzzy
+msgid "Emitted when the node was removed from the graph."
msgstr "グラフからノードが除去された際に発信されます。"
#: doc/classes/AnimationNode.xml
@@ -6739,9 +6778,13 @@ msgid "[AnimationTree] node resource that contains many blend type nodes."
msgstr "ブレンドタイプのノードを多数含む [AnimationTree] ノードリソース。"
#: doc/classes/AnimationNodeBlendTree.xml
+#, fuzzy
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
"このノードは、mix、blend2、blend3、ワンショットなど、他の任意のブレンドタイプ"
"のノードをサブツリーとして含むことができます。これは、一般的によく使用される"
@@ -7388,11 +7431,15 @@ msgstr ""
"code] に変更します。"
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
"アニメーションを [code]seconds[/code] (秒) 時点までシークします。もし "
"[code]update[/code] が [code]true[/code] であればアニメーションも同時更新さ"
@@ -9031,7 +9078,10 @@ msgstr ""
"配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する"
"のと同じです。"
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr "要素の配列内での出現回数を返します。"
@@ -9061,8 +9111,9 @@ msgstr "配列が空の場合は[code]true[/code]を返します。"
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -9071,8 +9122,25 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
"配列の値を検索し、そのインデックスを返すか、見つからなかった場合は [code]-1[/"
"code] を返します。オプションで、検索の開始位置を渡せます。"
@@ -9240,11 +9308,16 @@ msgstr ""
"くすれば、要素は除去され、大きくすれば、新しい要素は[code]null[/code]になりま"
"す。"
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+#, fuzzy
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
"配列を逆順に検索します。オプションで、検索開始インデックスを渡すことができま"
"す。負の値を指定した場合、開始インデックスは配列の末尾からの相対的なものとみ"
@@ -9557,7 +9630,8 @@ msgstr ""
"避するのに便利です。"
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+#, fuzzy
+msgid "Value used internally when no indices are present."
msgstr ""
"インデックスが存在しない場合に index_array_len に使用されるデフォルト値。"
@@ -9858,8 +9932,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -10377,6 +10451,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -10544,7 +10628,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10606,7 +10690,7 @@ msgstr ""
"astar.connect_points(1, 2, false)\n"
"[/codeblock]"
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -10864,7 +10948,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10891,8 +10975,15 @@ msgstr ""
"ケールが与えられた値に更新されます。"
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
-msgstr "指定した2点の間に接続 / セグメントがあるかどうかを返します。"
+#, fuzzy
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
+msgstr ""
+"与えられた2点がセグメントで直接接続されているかどうかを返します。"
+"[code]bidirectional[/code]が[code]false[/code]の場合、[code]id[/code]から"
+"[code]to_id[/code]までこのセグメントを通って移動できるかどうかを返します。"
#: doc/classes/AStar2D.xml
msgid ""
@@ -10917,10 +11008,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr "指定された2点の間にあるセグメントを削除します。"
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -11172,7 +11259,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -12163,29 +12252,10 @@ msgstr ""
"フェクトを追加します。"
#: doc/classes/AudioServer.xml
-#, fuzzy
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-"現在のオーディオ入力用デバイスの名前です ([method capture_get_device_list] を"
-"参照)。"
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr "システム上で検出されたすべてのオーディオ入力デバイスの名前を返します。"
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr "利用可能なバスとエフェクトを使用して [AudioBusLayout] を生成します。"
@@ -12374,6 +12444,16 @@ msgstr "利用可能なオーディオバスの数。"
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -12611,8 +12691,14 @@ msgstr ""
"ます。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "このオーディオが再生されているバス。"
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -12794,9 +12880,14 @@ msgstr ""
"ます。"
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "このオーディオが再生されているバス。"
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13165,8 +13256,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -13686,9 +13784,10 @@ msgstr ""
"討してください。"
#: doc/classes/Basis.xml
+#, fuzzy
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
"与えられた [code]axis[/code] を中心に [code]phi[/code] で回転させた純粋な回転"
@@ -13784,9 +13883,10 @@ msgstr ""
"す。"
#: doc/classes/Basis.xml
+#, fuzzy
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
"与えられた軸の周りに、ファイ (ラジアン) 単位で追加の回転を導入します。軸は正"
"規化されたベクトルでなければなりません。"
@@ -14453,6 +14553,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "ボタンの長押しが停止されたときに発信されます。"
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
#, fuzzy
msgid "Camera node, displays from a point of view."
@@ -14540,17 +14663,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -14608,7 +14731,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -14680,8 +14808,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -15009,10 +15137,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -15229,7 +15359,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15240,22 +15379,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15271,7 +15430,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15283,7 +15447,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15297,7 +15466,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15306,7 +15481,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15316,7 +15497,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15334,10 +15521,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15495,20 +15688,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15622,9 +15819,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15740,6 +15942,24 @@ msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+"配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する"
+"のと同じです。"
+
+#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+"配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する"
+"のと同じです。"
+
+#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
@@ -16452,8 +16672,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -16612,7 +16831,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -16785,7 +17007,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -16882,7 +17106,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -16945,7 +17171,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -16983,9 +17209,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -17004,8 +17230,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -17021,8 +17247,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -17113,9 +17339,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -18634,8 +18860,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -18920,6 +19147,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -19345,8 +19579,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -19416,6 +19651,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -19558,14 +19812,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -20719,8 +20973,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -21722,10 +21975,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -21877,6 +22130,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "ブレンド軸上のポイントの数を返します。"
@@ -22002,11 +22267,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "円柱のレンダリングに使うマテリアル。"
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -22150,7 +22419,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -22293,6 +22562,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "配列の要素数を返します。"
@@ -22317,13 +22593,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -22333,7 +22613,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -22350,23 +22634,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -22569,9 +22853,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -22686,9 +22972,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -23036,7 +23321,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -23282,8 +23567,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "配列が空の場合は[code]true[/code]を返します。"
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -23558,18 +23844,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -24217,7 +24519,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -24225,9 +24527,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -24238,9 +24554,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -24353,11 +24678,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -24754,6 +25098,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -25332,6 +25684,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "[code]true[/code]の場合、フィードバックが有効になります。"
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -25500,12 +25857,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -25762,7 +26120,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -26178,7 +26536,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -26371,7 +26744,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -26383,10 +26756,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -26450,33 +26826,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -26512,12 +26898,14 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
-msgstr ""
+#, fuzzy
+msgid "Medium quality for the screen-space ambient occlusion effect."
+msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。"
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
-msgstr ""
+#, fuzzy
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
+msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。"
#: doc/classes/Expression.xml
msgid "A class that stores an expression you can execute."
@@ -27337,12 +27725,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "2つのベクトルの剰余を返します。"
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "キュー内で次にあるアニメーションの名前を返します。"
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "パラメータのコサインを返します。"
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "パラメータのサインを返します。"
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -27373,6 +27798,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -28138,14 +28579,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -28249,8 +28690,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -28287,8 +28728,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -28568,7 +29010,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -28663,6 +29110,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -28712,6 +29203,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -28835,9 +29369,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -28848,7 +29395,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -28870,7 +29418,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -29146,7 +29695,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -29699,6 +30251,15 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+"[code]true[/code] の場合、プロセス関連の通知に応じてアニメーションを更新しま"
+"す。"
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -29749,6 +30310,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -29823,8 +30388,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -29882,14 +30446,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -29911,7 +30475,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -30974,7 +31539,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -31078,9 +31643,12 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-#, fuzzy
-msgid "Maximum allowed size for response bodies."
-msgstr "モード用enumの最大値。"
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -31091,11 +31659,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -31174,34 +31764,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -32117,7 +32715,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -32142,9 +32740,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -32154,9 +32752,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -32266,10 +32864,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -32289,9 +32883,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -32303,9 +32897,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -32314,9 +32908,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -32466,24 +33060,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -32503,8 +33079,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -32517,6 +33095,30 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+#, fuzzy
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+"テクスチャ用のフィルタフラグ。オプションは [enum TextureFilter] を参照してく"
+"ださい。"
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -32565,15 +33167,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -32669,18 +33271,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -32689,9 +33291,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -32703,9 +33305,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -32736,9 +33338,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -32824,8 +33426,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -33087,10 +33689,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -33101,6 +33707,14 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。"
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -33270,13 +33884,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -33414,6 +34033,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -33422,6 +34046,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -33565,7 +34202,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -34951,11 +35599,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -34969,35 +35617,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -35039,6 +35687,224 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"指定したフラグが有効な場合、[code]true[/code] を返します。オプションについて"
+"は [enum Flags] 列挙子を参照してください。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+"この [AnimationTree] のプロセスモード。利用可能なモードは [enum "
+"AnimationProcessMode] を参照してください。"
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr "アルファシザーが値を破棄する際のしきい値です。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+"[code]true[/code]の場合、頂点の伸長設定を有効にします。[member grow_amount]を"
+"参照してください。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+"この [AnimationTree] のプロセスモード。利用可能なモードは [enum "
+"AnimationProcessMode] を参照してください。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+"[code]true[/code]の場合、オブジェクトは距離に関係なく同じサイズでレンダリング"
+"されます。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "編集済みプロパティ用のヒントなし。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+"[code]true[/code] の場合、深度テストは無効になり、オブジェクトはレンダリング"
+"順に描画されます。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The text drawing offset (in pixels)."
+msgstr "テクスチャの描写オフセット。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The tint of [Font]'s outline."
+msgstr "円柱の高さ。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+"[code]true[/code] のとき、他のモニタリングしているエリアがこのエリアを検出で"
+"きます。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+"[code]true[/code] のとき、他のモニタリングしているエリアがこのエリアを検出で"
+"きます。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+"深度テストを無効にし、このオブジェクトは他のすべてのオブジェクトの上に描画さ"
+"れます。ただし、描画順において後で描画されたオブジェクトは、このオブジェクト"
+"を覆うことができます。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+"画面上に常に同じサイズで表示されるように、オブジェクトが奥行きで拡縮されま"
+"す。"
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -35187,7 +36053,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -35494,7 +36365,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -35538,8 +36410,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -35576,8 +36457,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -35708,7 +36593,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -35727,6 +36612,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "配列が空の場合は[code]true[/code]を返します。"
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -35776,6 +36674,14 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "[code]true[/code] であれば、テクスチャは中央になります。"
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -35811,6 +36717,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -37120,15 +38033,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。"
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -37159,9 +38114,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -37324,6 +38280,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -37427,6 +38418,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -37440,6 +38440,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -37482,6 +38494,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -37533,6 +38555,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -37856,6 +38890,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -37896,7 +38933,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "アニメーションのトラック数を返します。"
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -37919,16 +38964,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -37948,6 +39008,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -37958,6 +39021,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr "メソッド呼び出しトラックで使う、呼び出しモード。"
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
#, fuzzy
msgid "Server interface for low-level 2D navigation access."
@@ -37968,11 +39037,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37992,11 +39069,30 @@ msgstr "指定されたノードの名前を変えます。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+"キー [code]name[/code] を持つ [Animation] を返すか、見つからない場合は "
+"[code]null[/code] を返します。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -38058,10 +39154,56 @@ msgid "Destroys the given RID."
msgstr "指定された遷移を返します。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "グラフの終端ノードを返します。"
@@ -38088,7 +39230,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -38101,6 +39252,12 @@ msgstr "配列が空の場合は[code]true[/code]を返します。"
msgid "Sets the map active."
msgstr "オーディオを停止します。"
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -38115,10 +39272,82 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr "点 [code]point[/code] から平面上の点への直交投影を返します。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "グラフ内の接続数を返します。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "論理OR演算子 ([code]or[/code] または [code]||[/code])。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+"与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "行列の逆行列を返します。"
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -38129,6 +39358,12 @@ msgstr "指定された名前のアニメーションノードを返します。
msgid "Sets the global transformation for the region."
msgstr "行列の転置されたバージョンを返します。"
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+"与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。"
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -38138,9 +39373,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -38158,7 +39400,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -38175,13 +39425,31 @@ msgid ""
"system."
msgstr "指定された名前のアニメーションノードを返します。"
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "アニメーションのトラック数を返します。"
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -38221,6 +39489,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -38233,7 +39507,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -38250,27 +39540,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "円柱の半径。"
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -38314,9 +39630,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -38334,11 +39657,9 @@ msgid ""
msgstr "指定された名前のアニメーションノードを返します。"
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "アニメーションのトラック数を返します。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -38346,6 +39667,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -38375,10 +39721,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
+#, fuzzy
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
-msgstr ""
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
+msgstr "録画中かどうかを返します。"
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -38400,9 +39747,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -38416,14 +39763,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -38435,7 +39782,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -38464,13 +39811,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -38481,13 +39832,22 @@ msgstr "[code]true[/code]の場合、法線マッピングが有効になりま
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
+"[code]true[/code]の場合、ボディの透明度を有効にします。[member blend_mode] も"
+"参照してください。"
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -38506,7 +39866,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -38570,7 +39930,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -38592,13 +39952,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -38607,19 +39967,67 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "[enum Feature] enum のサイズを表します。"
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
#, fuzzy
-msgid "Clears the navigation mesh."
-msgstr "すべての点およびセグメントをクリアします。"
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "キー名 [code]name[/code] のアニメーションを削除します。"
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
@@ -38628,15 +40036,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -38644,11 +40079,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "[NavigationMeshGenerator] シングルトン。"
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "アニメーションの再生が開始したときに通知します。"
@@ -38667,7 +40126,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -38678,6 +40139,11 @@ msgid ""
msgstr "指定された名前のアニメーションノードを返します。"
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "アニメーションのトラック数を返します。"
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -38704,7 +40170,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -38714,6 +40182,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "アニメーションのトラック数を返します。"
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -38780,6 +40253,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -38815,6 +40296,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "[NavigationMeshGenerator] シングルトン。"
+
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Server interface for low-level 3D navigation access."
@@ -38825,11 +40355,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -38892,9 +40426,62 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid "Set the max packet size that this peer can handle."
+msgstr "指定された名前のアニメーションノードを返します。"
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -39070,7 +40657,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -39601,12 +41188,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -39642,6 +41229,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -39889,6 +41485,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -40059,14 +41674,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -40088,21 +41718,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -40274,7 +41903,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -40283,6 +41920,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -40292,14 +41938,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -40311,7 +41972,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -40321,15 +41985,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -40377,11 +42047,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -40409,6 +42086,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -40422,6 +42105,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -40559,7 +42260,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -40683,7 +42390,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -40865,7 +42572,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -40953,7 +42666,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -40984,7 +42697,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -41061,7 +42774,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -41402,8 +43118,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -41474,7 +43190,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41486,7 +43208,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41656,10 +43379,18 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。"
+
+#: doc/classes/OptionButton.xml
+#, fuzzy
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
+"配列の最初の要素を削除して返します。配列が空の場合は[code]null[/code]を返しま"
+"す。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -41679,7 +43410,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -41709,6 +43441,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。"
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -41993,6 +43730,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -42062,6 +43803,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -42199,7 +43950,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -42259,6 +44022,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -42526,6 +44306,15 @@ msgstr ""
"[code]false[/code] を返します。"
#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
@@ -42614,6 +44403,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -42792,9 +44596,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -43270,6 +45074,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -46132,7 +47944,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -46834,7 +48649,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -46909,14 +48732,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -46961,6 +48801,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -46978,6 +48828,17 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -47020,6 +48881,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "インデックスにより配列から要素を削除します。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -47028,14 +48897,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -47066,14 +48953,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -47107,14 +49011,31 @@ msgid "Changes the int at the given index."
msgstr "サブノードの名前を変更します。"
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -47140,14 +49061,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -47177,14 +49115,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -47212,14 +49168,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -47339,7 +49313,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -47547,10 +49532,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。"
#: doc/classes/PopupMenu.xml
#, fuzzy
@@ -47791,6 +49776,11 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
+msgid "[Font] used for the labeled separator."
+msgstr "編集済みプロパティ用のヒントなし。"
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -48701,6 +50691,13 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
#, fuzzy
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr "[code]true[/code]の場合、法線マッピングが有効になります。"
+
+#: doc/classes/ProjectSettings.xml
+#, fuzzy
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -48862,7 +50859,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48884,6 +50890,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -49031,7 +51047,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49097,6 +51113,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -49130,6 +51158,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -49309,6 +51350,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -49517,6 +51750,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -49665,7 +52090,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49784,6 +52209,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -50099,6 +52567,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -50135,6 +52613,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -50145,8 +52634,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50434,20 +52925,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50455,19 +52954,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50499,6 +53007,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -50659,14 +53183,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50795,8 +53324,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50899,16 +53428,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50939,8 +53476,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51127,8 +53664,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -51426,19 +54136,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -51505,7 +54216,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -52941,14 +55659,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -52966,6 +55685,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "現在再生中のアニメーションステートを返します。"
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -52988,8 +55712,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -53231,6 +55956,26 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns top of the inline image to the top of the text."
+msgstr "ボックスの中心から測ったボックスの高さ。"
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns center of the inline image to the center of the text."
+msgstr "子をコンテナの中央に整列させます。"
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr "ボックスの中心から測ったボックスの高さ。"
+
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr "子をコンテナの最後に整列させます。"
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -53307,7 +56052,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -53439,11 +56184,16 @@ msgid "Locks the specified linear or rotational axis."
msgstr ""
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"このエリア内で物体が回転しなくなっていく速度です。1秒あたりに失われる角速度を"
+"表します。値の範囲は [code]0[/code] (減衰なし) から [code]1[/code] (完全減"
+"衰) です。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
@@ -53540,13 +56290,17 @@ msgid ""
msgstr ""
#: doc/classes/RigidBody.xml
+#, fuzzy
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
+"このエリアでオブジェクトの移動が止まる速度。1秒あたりに失われる直線速度を表し"
+"ます。値の範囲は [code]0[/code] (減衰なし) から [code]1[/code] (完全減衰) で"
+"す。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -53757,7 +56511,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -53839,7 +56594,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -54593,6 +57349,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -54617,6 +57377,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -54677,13 +57443,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -54700,16 +57459,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54770,6 +57527,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -54957,7 +57729,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -54968,6 +57741,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -55258,14 +58431,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -55436,8 +58618,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -55458,8 +58647,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -56034,6 +59231,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -56231,11 +59440,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -56254,7 +59482,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56727,6 +59960,10 @@ msgid ""
msgstr "[member albedo_texture] を強制的にsRGB空間からリニア空間に変換します。"
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr "[code]true[/code]の場合、オブジェクトは環境光を受けません。"
@@ -56754,14 +59991,6 @@ msgstr ""
"されます。"
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-"[code]true[/code] の場合、深度テストは無効になり、オブジェクトはレンダリング"
-"順に描画されます。"
-
-#: doc/classes/SpatialMaterial.xml
#, fuzzy
msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
@@ -56801,7 +60030,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -56906,10 +60149,6 @@ msgstr ""
"のページ[/url]を参照してください。"
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr "アルファシザーが値を破棄する際のしきい値です。"
-
-#: doc/classes/SpatialMaterial.xml
#, fuzzy
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
@@ -57474,15 +60713,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-"深度テストを無効にし、このオブジェクトは他のすべてのオブジェクトの上に描画さ"
-"れます。ただし、描画順において後で描画されたオブジェクトは、このオブジェクト"
-"を覆うことができます。"
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr "メッシュで指定された頂点単位の色に [code]ALBEDO[/code] を設定します。"
@@ -57786,7 +61016,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -58150,7 +61383,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -58164,7 +61397,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -58173,6 +61406,18 @@ msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr ""
#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
#, fuzzy
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
@@ -58204,8 +61449,12 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+#, fuzzy
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
+"画面上に常に同じサイズで表示されるように、オブジェクトが奥行きで拡縮されま"
+"す。"
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
@@ -58855,7 +62104,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -58975,7 +62229,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -59122,7 +62400,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -59145,11 +62431,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -59198,14 +62497,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -59342,8 +62643,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -59375,8 +62676,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -59541,9 +62850,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -59730,7 +63041,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -59814,28 +63125,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -59854,6 +63184,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -60861,10 +64206,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -60873,10 +64214,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -60886,6 +64223,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "アニメーションのトラック数を返します。"
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "指定したトラックのキー数を返します。"
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "ブレンド空間内の三角形の数を返します。"
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -60949,6 +64296,15 @@ msgid "Returns if the given line is wrapped."
msgstr "指定されたアニメーションノードの名前を返します。"
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+"もし [code]a[/code] と [code]b[/code] がほとんど等しいならば [code]true[/"
+"code] を返します。"
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -61006,8 +64362,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -61073,6 +64429,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "[code]true[/code] であれば、テクスチャは中央になります。"
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -61303,6 +64664,52 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "編集済みプロパティ用のヒントなし。"
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "The text to generate mesh from."
+msgstr "ボタンがホバーされている状態です。"
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -61900,6 +65307,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -61950,6 +65365,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -62096,6 +65517,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "与えられた [code]id[/code] に紐づけられた点の位置を返します。"
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@@ -62152,6 +65585,15 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"指定したトラックがインポートされている場合、 [code]true[/code] を返します。そ"
+"うでなければ、 [code]false[/code] を返します。"
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -62162,6 +65604,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -62248,6 +65697,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -62534,6 +65997,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。"
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -62643,6 +66111,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -63109,7 +66581,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -63164,6 +66638,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -63235,14 +66716,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -63638,21 +67123,26 @@ msgid ""
msgstr ""
#: doc/classes/Transform.xml
+#, fuzzy
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
+"与えられた [code]axis[/code] を中心に [code]phi[/code] で回転させた純粋な回転"
+"基底行列をラジアンで構築します。軸は、正規化されたベクトルでなければなりませ"
+"ん。"
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -63758,13 +67248,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -63920,7 +67416,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -63996,7 +67503,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -64436,7 +67943,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -64483,10 +67990,9 @@ msgstr ""
"定します。"
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "[code]bus_idx[/code] にあるバスのエフェクト数を返します。"
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -64550,13 +68056,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -64568,13 +68075,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -64848,7 +68356,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -64942,7 +68452,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -65125,6 +68635,23 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+#, fuzzy
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr "ボタンの長押しが停止されたときに発信されます。"
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -65922,7 +69449,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -66090,8 +69617,8 @@ msgstr "このベクトルを別のベクトル [code]b[/code] に投影した
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -66189,7 +69716,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -66272,10 +69799,14 @@ msgid "Returns this vector reflected from a plane defined by the given normal."
msgstr ""
#: doc/classes/Vector3.xml
+#, fuzzy
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
+"与えられた [code]axis[/code] を中心に [code]phi[/code] で回転させた純粋な回転"
+"基底行列をラジアンで構築します。軸は、正規化されたベクトルでなければなりませ"
+"ん。"
#: doc/classes/Vector3.xml
msgid ""
@@ -66384,11 +69915,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66468,8 +69999,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -66668,12 +70199,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -66865,9 +70396,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "配列が空の場合は[code]true[/code]を返します。"
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "配列が空の場合は[code]true[/code]を返します。"
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67021,8 +70559,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
"[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート"
"します。"
@@ -67079,9 +70617,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67111,7 +70650,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67466,12 +71009,16 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+#, fuzzy
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
+"アニメーションは物理フレーム中に進行します (すなわち [method Node."
+"_physics_process])。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will stop [AnimatedSprite] nodes animations."
@@ -67510,6 +71057,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -70636,10 +74193,13 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
+"ドメインがファイナライズ中であれば [code]true[/code] を返し、それ以外では "
+"[code]false[/code] を返します。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -71413,6 +74973,32 @@ msgstr "テクスチャの描写オフセット。"
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -71452,7 +75038,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -71525,9 +75111,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "[code]true[/code]の場合、頂点色をアルベド色として使用します。"
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -71611,6 +75200,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -72325,6 +75923,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -72472,23 +76080,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -75000,6 +78628,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -75095,6 +78728,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -75320,6 +78956,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -75406,7 +79049,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr "[member frame] が変更されたときに発信されます。"
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -75501,8 +79144,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -75517,11 +79160,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "アニメーションのトラック数を返します。"
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -75536,8 +79185,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -75554,6 +79203,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "アニメーションのトラック数を返します。"
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -75596,8 +79251,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index 465371a39f..ac9274cee6 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -6,19 +6,22 @@
# Doyun Kwon <caen4516@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Yungjoong Song <yungjoong.song@gmail.com>, 2020.
-# Myeongjin Lee <aranet100@gmail.com>, 2021.
+# Myeongjin Lee <aranet100@gmail.com>, 2021, 2022.
# H-S Kim <heennavi@gmail.com>, 2021.
# moolow <copyhyeon@gmail.com>, 2021.
# Jaemin Park <ppparkje@naver.com>, 2021.
# dewcked <dewcked@protonmail.ch>, 2021.
# 신동규 <rlsl0422@gmail.com>, 2021.
# whatthesamuel <alex01763@gmail.com>, 2021.
+# 한수현 <shh1473@ajou.ac.kr>, 2022.
+# vrSono <global.sonogong@gmail.com>, 2022.
+# 김태우 <ogosengi3@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-19 08:44+0000\n"
-"Last-Translator: Myeongjin Lee <aranet100@gmail.com>\n"
+"PO-Revision-Date: 2022-06-29 10:30+0000\n"
+"Last-Translator: 김태우 <ogosengi3@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ko/>\n"
"Language: ko\n"
@@ -26,11 +29,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.9.1-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
-msgstr "설명"
+msgstr "서술"
#: doc/tools/make_rst.py
msgid "Tutorials"
@@ -69,69 +72,72 @@ msgid "Method Descriptions"
msgstr "메서드 설명"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "속성 설명"
+msgstr "테마 속성 설명"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "상속:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "파생:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(%s를 덮어씀)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "기본값"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "값"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr ""
+msgstr "이 메서드는 일반적으로 사용자가 재정의해야 영향을 미칩니다."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
-msgstr ""
+msgstr "이 메서드는 인스턴스의 멤버변수를 수정하지 않습니다."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"이 메서드는 여기 설명된 인수 뒤에 얼마든지 많은 인수를 받을 수 있습니다."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "이 메서드는 타입을 만드는 데 사용됩니다."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"이 메서드의 호출에는 인스턴스가 필요 없기 때문에 클래스 이름을 통해 직접 호출"
+"될 수 있습니다."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"이 메서드는 이 타입을 왼쪽 피연산자로 사용하는 유효한 연산자를 알려줍니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -186,7 +192,6 @@ msgstr ""
"지원하는 색 이름은 [Color]에서 정의한 상수와 같다."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -194,13 +199,12 @@ msgid ""
"a = abs(-1) # a is 1\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code] 매개변수의 절대값을 리턴한다(즉, 양수 값)\n"
+"매개변수 [code]s[/code]의 절대값을 리턴한다(즉, 양수 값)\n"
"[codeblock]\n"
"a = abs(-1) # a 는 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
"cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -211,15 +215,16 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code]의 arc cosine 값을 래디언으로 리턴한다. [code]s[/code]의 코사"
-"인 각도를 얻고 싶으면 다음과 같이 사용한다.\n"
+"[code]s[/code]의 arc cosine 값을 라디안으로 반환한다. 코사인[code]s[/code]의 "
+"각도를 얻기 위해 사용한다. [code]s[/code]는 [code]-1.0[/code] 이상 "
+"[code]1.0[/code] 이하이어야 한다. 그렇지 않으면 [method acos]는 [constance "
+"NAN]을 반환한다.\n"
"[codeblock]\n"
"# c 는 0.523599 또는 rad2deg(s) 을 사용하여 변환하면 30 도\n"
"c = acos(0.866025)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -230,15 +235,16 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code]의 arc sine 값을 래디언으로 리턴한다. [code]s[/code]의 코사인 "
-"각도를 얻고 싶으면 다음과 같이 사용한다.\n"
+"[code]s[/code]의 arc sine 값을 라디안으로 반환한다. 사인[code]s[/code]의 각도"
+"를 얻기 위해 사용한다. [code]s[/code]는 [code]-1.0[/code]이상 [code]1.0[/"
+"code]이하 이어야 한다. 그렇지 않으면 [method asin]은 [constant NAN]을 반환한"
+"다.\n"
"[codeblock]\n"
"# s 는 0.523599 또는 rad2deg(s) 을 사용하여 변환하면 30 도\n"
"a = acos(0.5)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
"[code]condition[/code] is [code]false[/code], an error is generated. When "
@@ -265,13 +271,17 @@ msgid ""
"[/codeblock]"
msgstr ""
"[code]condition[/code] 이 [code]true[/code] 인지 확인한다. [code]condition[/"
-"code] 이 [code]false[/code] 이면, 오류가 발생하고 사용자가 다시 시작할 때까"
-"지 프로그램이 정지된다. 디버그 빌드나 에디터에서 게임이 실행될 때만 실행된"
-"다. 디버깅 목적으로만 사용하고, 개발 중에 상태가 [code]true[/code] 인지 확인"
-"할 수 있게 한다.\n"
-"옵션으로 [code]message[/code] 인수를 넣으면 \"Assertion failed\" 메시지를 보"
-"여준다. assertion이 실패한 원인에 대한 추가적인 상세 정보를 제공하려면 이것"
-"을 사용하면 된다.\n"
+"code] 이 [code]false[/code] 이면 오류가 발생한다. 에디터에서 실행한 경우, 실"
+"행 중인 프로젝트는 사용자가 재개할 때까지 정지된다. 이것은 프로젝트 개발자나 "
+"애드온 사용자에게 [method push_error]보다 더 강한 방식으로 오류를 알리는 데 "
+"사용될 수 있다. \n"
+"[b]주의:[/b] 성능을 위해, [method assert]의 코드는 디버그 빌드나 프로젝트를 "
+"에디터에서 실행한 경우에만 수행된다. [method assert] 호출에 따라 작업 내용이 "
+"달라지는 코드를 작성해서는 안 된다. 그렇지 않으면, 릴리즈 모드로 내보낸 프로"
+"젝트가 다르게 작동할 것이다.\n"
+"옵션으로 [code]message[/code] 인수를 넣으면, 기본 \"Assertion failed\" 메시지"
+"에 추가로 표시된다. assertion이 실패한 원인에 대한 추가적인 상세 정보를 제공"
+"하려면 이것을 사용하면 된다.\n"
"[codeblock]\n"
"# 항상 속도가 0에서 20 사이이길 원한다면\n"
"speed = -10\n"
@@ -354,6 +364,13 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
+"[code]s[/code]를 올림하여, [code]s[/code]보다 작지 않은 가장 작은 정수를 반"
+"환.\n"
+"[codeblock]\n"
+"a = ceil(1.45) # a 는 2.0\n"
+"a = ceil(1.001) # a 는 2.0\n"
+"[/codeblock]\n"
+"관련 정보 [method floor], [method round], [method stepify], [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -366,6 +383,13 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method ord]."
msgstr ""
+"유니코드 값(ASCII코드와 호환됨)에 해당하는 문자를 String으로 반환.\n"
+"[codeblock]\n"
+"a = char(65) # a 는 \"A\"\n"
+"a = char(65 + 32) # a 는 \"a\"\n"
+"a = char(8364) # a 는 \"€\"\n"
+"[/codeblock]\n"
+"[method ord]와 반대의 기능을 하는 함수이다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -377,6 +401,13 @@ msgid ""
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
+"[code]value[/code]의 범위를 제한하여 [code]min[/code]보다 작지 않고, "
+"[code]max[/code]보다 크지 않은 값을 반환.\n"
+"[codeblock]\n"
+"a = clamp(1000, 1, 20) # a 는 20\n"
+"a = clamp(-10, 1, 20) # a 는 1\n"
+"a = clamp(15, 1, 20) # a 는 15\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -391,9 +422,18 @@ msgid ""
"print(a.length())\n"
"[/codeblock]"
msgstr ""
+"타입을 변환하는 함수. [code]type[/code] 매개변수는 [enum Variant.Type] 의 값"
+"을 받음.\n"
+"[codeblock]\n"
+"a = Vector2(1, 0)\n"
+"# 1이 출력됨\n"
+"print(a.length())\n"
+"a = convert(a, TYPE_STRING)\n"
+"# \"(1, 0)\"문자열의 길이가 6이기 때문에 6이 출력됨\n"
+"print(a.length())\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the cosine of angle [code]s[/code] in radians.\n"
"[codeblock]\n"
@@ -401,34 +441,31 @@ msgid ""
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code] 매개변수의 절대값을 리턴한다(즉, 양수 값)\n"
+"라디안 각도 [code]s[/code] 의 코사인을 반환.\n"
"[codeblock]\n"
-"# a 는 1\n"
-"a = abs(-1)\n"
+"a = cos(TAU) # a 는 1.0\n"
+"a = cos(PI) # a 는 -1.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
-"[code]s[/code] 매개변수의 절대값을 리턴한다(즉, 양수 값)\n"
+"라디안 각도 [code]s[/code]의 쌍곡코사인(hyperbolic cosine)을 반환.\n"
"[codeblock]\n"
-"# a 는 1\n"
-"a = abs(-1)\n"
+"print(cosh(1)) # 1.543081이 출력됨\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid "Converts from decibels to linear energy (audio)."
msgstr "데시벨에서 선형 에너지(오디오)로 변환합니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Deprecated alias for [method step_decimals]."
-msgstr ""
+msgstr "[method step_decimals]의 더 이상 사용되지 않는 별칭."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -440,11 +477,19 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
+"[b]주의:[/b] [code]dectime[/code] 는 더 이상 사용되지 않으며 Godot 4.0에서 삭"
+"제될 것 입니다. 대신, [method move_toward]를 사용하세요.\n"
+"\n"
+"[code]value[/code]에서 [code]step[/code] * [code]amount[/code]를 뺀 값을 반"
+"환.\n"
+"[codeblock]\n"
+"a = dectime(60, 10, 0.1)) # a 는 59.0\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -491,7 +536,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -740,7 +785,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -953,7 +1004,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1040,11 +1098,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1097,37 +1156,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1216,7 +1274,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3450,8 +3508,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3487,6 +3558,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3499,6 +3576,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3583,7 +3666,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4215,17 +4298,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4253,9 +4343,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4279,8 +4369,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4332,6 +4425,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4848,11 +4951,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4967,8 +5070,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "매개변수의 탄젠트 값을 반환합니다."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -4992,7 +5096,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5001,7 +5105,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5355,8 +5459,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5884,7 +5991,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7075,7 +7185,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7099,8 +7212,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7109,8 +7223,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7248,11 +7378,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7462,7 +7596,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7732,8 +7866,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8251,6 +8385,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8377,7 +8521,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8416,7 +8560,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8599,7 +8743,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8615,7 +8759,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8632,10 +8779,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8820,7 +8963,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9614,26 +9759,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9791,6 +9920,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10009,7 +10148,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10174,7 +10319,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10483,8 +10634,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10949,7 +11107,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11019,8 +11177,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11610,6 +11768,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11689,17 +11870,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11757,7 +11938,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11829,8 +12015,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12155,10 +12341,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12369,7 +12557,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12380,22 +12577,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12411,7 +12628,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12423,7 +12645,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12437,7 +12664,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12446,7 +12679,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12456,7 +12695,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12474,10 +12719,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12632,20 +12883,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12759,9 +13014,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12872,6 +13132,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13562,8 +13834,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13704,7 +13975,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13865,7 +14139,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13961,7 +14237,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14025,7 +14303,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n"
@@ -14079,9 +14357,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14102,14 +14380,19 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
+"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n"
+"[codeblock]\n"
+"var red = Color(Color.red, 0.5) # 50% 투명한 빨간색.\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@@ -14123,8 +14406,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14221,9 +14504,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15737,8 +16020,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15999,6 +16283,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16424,8 +16715,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16495,6 +16787,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16634,14 +16945,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17795,8 +18106,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18750,10 +19060,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18905,6 +19215,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "매개변수의 아크사인 값을 반환합니다."
@@ -19030,11 +19352,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19178,7 +19504,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19320,6 +19646,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "두 벡터의 나머지를 반환합니다."
@@ -19344,13 +19677,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19360,7 +19697,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19377,23 +19718,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19596,9 +19937,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19774,9 +20117,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20122,7 +20464,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20368,8 +20710,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "매개변수의 코사인 값을 반환합니다."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20643,18 +20986,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21295,7 +21654,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21303,9 +21662,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21316,9 +21689,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21431,11 +21813,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21829,6 +22230,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22402,6 +22811,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22567,12 +22981,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22828,7 +23243,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23235,7 +23650,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23426,7 +23856,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23438,10 +23868,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23505,33 +23938,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23567,11 +24010,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24391,12 +24834,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "두 벡터의 나머지를 반환합니다."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24427,6 +24907,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25191,14 +25687,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25302,8 +25798,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25340,8 +25836,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25611,7 +26108,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25705,6 +26207,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25754,6 +26300,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25868,9 +26457,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25881,7 +26483,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25903,7 +26506,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26178,7 +26782,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26708,6 +27315,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26758,6 +27371,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26832,8 +27449,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26891,14 +27507,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26920,7 +27536,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27981,7 +28598,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28085,7 +28702,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28097,11 +28718,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28186,34 +28829,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29123,7 +29774,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29148,9 +29799,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29160,9 +29811,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29272,10 +29923,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29295,9 +29942,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29309,9 +29956,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29320,9 +29967,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29469,24 +30116,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29506,8 +30135,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29520,6 +30151,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29568,15 +30220,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29672,18 +30324,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29692,9 +30344,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29706,9 +30358,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29739,9 +30391,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29827,8 +30479,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30090,10 +30742,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30105,6 +30761,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30272,13 +30934,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30412,6 +31079,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30420,6 +31092,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30563,7 +31248,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31927,11 +32623,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31945,35 +32641,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32015,6 +32711,194 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32159,7 +33043,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32457,7 +33346,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32501,8 +33391,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32539,8 +33438,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32671,7 +33574,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32690,6 +33593,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32739,6 +33655,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32774,6 +33697,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34081,15 +35011,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "두 벡터의 나머지를 반환합니다."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34120,9 +35092,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34278,6 +35251,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34381,6 +35389,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34394,6 +35411,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34436,6 +35465,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34487,6 +35526,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34809,6 +35860,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34849,7 +35903,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34871,16 +35933,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34900,6 +35977,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34909,6 +35989,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34918,11 +36004,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34940,11 +36034,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35005,10 +36115,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "매개변수의 아크사인 값을 반환합니다."
@@ -35032,7 +36188,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35045,6 +36210,12 @@ msgstr "매개변수의 코사인 값을 반환합니다."
msgid "Sets the map active."
msgstr "매개변수의 아크사인 값을 반환합니다."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35059,10 +36230,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "두 벡터의 나머지를 반환합니다."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "매개변수의 사인 값을 반환합니다."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35072,6 +36312,11 @@ msgstr "매개변수의 반대 값을 반환합니다."
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35081,9 +36326,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35101,7 +36353,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35117,15 +36377,33 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
@@ -35158,6 +36436,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35170,7 +36454,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35187,26 +36487,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35249,9 +36576,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35268,11 +36602,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35280,6 +36612,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35310,8 +36667,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35334,9 +36691,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35350,14 +36707,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35369,7 +36726,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35397,13 +36754,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35413,13 +36774,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35438,7 +36805,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35501,7 +36868,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35523,13 +36890,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35537,19 +36904,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "매개변수의 사인 값을 반환합니다."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35557,15 +36973,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35573,10 +37016,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35593,7 +37060,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35603,6 +37072,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35629,7 +37103,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35639,6 +37115,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35705,6 +37186,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35740,6 +37229,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35749,11 +37286,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35815,9 +37356,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35993,7 +37586,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36423,7 +38016,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "노드와 씬"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36649,12 +38242,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36690,6 +38283,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36934,6 +38536,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37104,14 +38725,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37133,21 +38769,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37319,7 +38954,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37328,6 +38971,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37337,14 +38989,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37356,7 +39023,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37366,15 +39036,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37422,11 +39098,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37454,6 +39137,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37467,6 +39156,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37604,7 +39311,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37728,7 +39441,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37910,7 +39623,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37998,7 +39717,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38029,7 +39748,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38106,7 +39825,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38442,8 +40164,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38512,7 +40234,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38524,7 +40252,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38694,8 +40423,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38717,7 +40451,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38747,6 +40482,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39030,6 +40770,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39099,6 +40843,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39236,7 +40990,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39294,6 +41060,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39554,6 +41337,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39636,6 +41428,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39814,9 +41621,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40283,6 +42090,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -43138,7 +44953,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43836,7 +45654,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43911,14 +45737,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43962,6 +45805,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43979,6 +45832,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44021,6 +45883,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44029,14 +45898,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44066,14 +45953,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44102,14 +46006,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44134,14 +46055,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44169,14 +46107,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44203,14 +46159,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44328,7 +46302,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44533,10 +46518,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44773,6 +46758,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45673,6 +47662,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45828,7 +47823,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45850,6 +47854,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45997,7 +48011,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46063,6 +48077,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46096,6 +48122,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46275,6 +48314,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46483,6 +48714,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46631,7 +49054,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46750,6 +49173,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -47065,6 +49531,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47101,6 +49577,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47111,8 +49598,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47400,20 +49889,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47421,19 +49918,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47465,6 +49971,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47625,14 +50147,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47761,8 +50288,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47865,16 +50392,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47905,8 +50440,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48091,8 +50626,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48386,19 +51094,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48465,7 +51174,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49878,14 +52594,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49903,6 +52620,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "매개변수의 탄젠트 값을 반환합니다."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49925,8 +52647,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50168,6 +52891,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50244,7 +52983,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50377,7 +53116,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50476,8 +53216,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50691,7 +53431,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50773,7 +53514,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51526,6 +54268,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51550,6 +54296,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51607,13 +54359,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51630,16 +54375,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51700,6 +54443,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51886,7 +54644,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51897,6 +54656,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52187,14 +55346,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52365,8 +55533,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52387,8 +55562,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52953,6 +56136,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -53150,11 +56345,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -53173,7 +56387,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53572,6 +56791,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53596,12 +56819,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53628,7 +56845,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53701,10 +56932,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -54159,12 +57386,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54432,7 +57653,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54788,7 +58012,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54802,7 +58026,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54812,6 +58036,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54839,7 +58075,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55477,7 +58714,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55593,7 +58835,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55740,7 +59006,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55763,11 +59037,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55816,14 +59103,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55960,8 +59249,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55993,8 +59282,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56159,9 +59456,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56348,7 +59647,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56432,28 +59731,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56472,6 +59790,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57463,10 +60796,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57475,10 +60804,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57488,6 +60813,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "매개변수의 코사인 값을 반환합니다."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "매개변수의 반대 값을 반환합니다."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "두 벡터의 나머지를 반환합니다."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57541,6 +60876,12 @@ msgid "Returns if the given line is wrapped."
msgstr "매개변수의 탄젠트 값을 반환합니다."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57598,8 +60939,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57664,6 +61005,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57894,6 +61240,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58487,6 +61877,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58526,6 +61924,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58666,6 +62070,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "두 벡터의 나머지를 반환합니다."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58714,6 +62130,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58723,6 +62145,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58809,6 +62238,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -59092,6 +62535,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59198,6 +62646,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59664,7 +63116,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59719,6 +63173,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59787,14 +63248,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60189,20 +63654,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60308,13 +63774,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60470,7 +63942,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60545,7 +64028,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60985,7 +64468,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61027,10 +64510,9 @@ msgid ""
msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -61090,13 +64572,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -61108,13 +64591,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61383,7 +64867,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61477,7 +64963,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61660,6 +65146,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62452,7 +65954,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62613,8 +66115,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62712,7 +66214,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62795,8 +66297,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62906,11 +66408,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62990,8 +66492,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -63189,12 +66691,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63397,9 +66899,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63547,8 +67056,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63603,9 +67112,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63634,7 +67144,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63985,11 +67499,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64029,6 +67544,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -67097,8 +70622,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67861,6 +71386,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67897,7 +71448,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67968,7 +71519,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -68053,6 +71608,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68765,6 +72329,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68910,23 +72484,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71435,6 +75029,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71530,6 +75129,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71755,6 +75357,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71840,7 +75449,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71930,8 +75539,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71946,11 +75555,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -71965,8 +75580,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71983,6 +75598,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -72033,8 +75654,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
@@ -72196,4 +75816,4 @@ msgstr ""
#: doc/classes/YSort.xml
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
-msgstr ""
+msgstr "[code]"
diff --git a/doc/translations/lt.po b/doc/translations/lt.po
new file mode 100644
index 0000000000..79790f5e70
--- /dev/null
+++ b/doc/translations/lt.po
@@ -0,0 +1,75249 @@
+# Lithuanian translation of the Godot Engine class reference.
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
+# This file is distributed under the same license as the Godot source code.
+#
+# Ignas Kaveckas <ignas.kaveckas@gmail.com>, 2022.
+msgid ""
+msgstr ""
+"Project-Id-Version: Godot Engine class reference\n"
+"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
+"PO-Revision-Date: 2022-05-29 02:36+0000\n"
+"Last-Translator: Ignas Kaveckas <ignas.kaveckas@gmail.com>\n"
+"Language-Team: Lithuanian <https://hosted.weblate.org/projects/godot-engine/"
+"godot-class-reference/lt/>\n"
+"Language: lt\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8-bit\n"
+"Plural-Forms: nplurals=3; plural=(n % 10 == 1 && (n % 100 < 11 || n % 100 > "
+"19)) ? 0 : ((n % 10 >= 2 && n % 10 <= 9 && (n % 100 < 11 || n % 100 > 19)) ? "
+"1 : 2);\n"
+"X-Generator: Weblate 4.13-dev\n"
+
+#: doc/tools/make_rst.py
+msgid "Description"
+msgstr "Aprašymas"
+
+#: doc/tools/make_rst.py
+msgid "Tutorials"
+msgstr "Pamokos"
+
+#: doc/tools/make_rst.py
+msgid "Properties"
+msgstr "Savybės"
+
+#: doc/tools/make_rst.py
+msgid "Methods"
+msgstr "Metodai"
+
+#: doc/tools/make_rst.py
+msgid "Theme Properties"
+msgstr "Temos savybės"
+
+#: doc/tools/make_rst.py
+msgid "Signals"
+msgstr "Signalai"
+
+#: doc/tools/make_rst.py
+msgid "Enumerations"
+msgstr "Enumeracijos"
+
+#: doc/tools/make_rst.py
+msgid "Constants"
+msgstr "Konstantos"
+
+#: doc/tools/make_rst.py
+msgid "Property Descriptions"
+msgstr "Savybių aprašymai"
+
+#: doc/tools/make_rst.py
+msgid "Method Descriptions"
+msgstr "Metodų aprašymai"
+
+#: doc/tools/make_rst.py
+msgid "Theme Property Descriptions"
+msgstr "Temos savybių aprašymai"
+
+#: doc/tools/make_rst.py
+msgid "Inherits:"
+msgstr "Paveldi:"
+
+#: doc/tools/make_rst.py
+msgid "Inherited By:"
+msgstr "Paveldimas:"
+
+#: doc/tools/make_rst.py
+msgid "(overrides %s)"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "Default"
+msgstr "Numatytas"
+
+#: doc/tools/make_rst.py
+msgid "Setter"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "value"
+msgstr "reikšmė"
+
+#: doc/tools/make_rst.py
+msgid "Getter"
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method should typically be overridden by the user to have any effect."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method has no side effects. It doesn't modify any of the instance's "
+"member variables."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method accepts any number of arguments after the ones described here."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid "This method is used to construct a type."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method doesn't need an instance to be called, so it can be called "
+"directly using the class name."
+msgstr ""
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method describes a valid operator to use with this type as left-hand "
+"operand."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid "Built-in GDScript functions."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"List of core built-in GDScript functions. Math functions and other "
+"utilities. Everything else is provided by objects. (Keywords: builtin, built "
+"in, global functions.)"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a color constructed from integer red, green, blue, and alpha "
+"channels. Each channel should have 8 bits of information ranging from 0 to "
+"255.\n"
+"[code]r8[/code] red channel\n"
+"[code]g8[/code] green channel\n"
+"[code]b8[/code] blue channel\n"
+"[code]a8[/code] alpha channel\n"
+"[codeblock]\n"
+"red = Color8(255, 0, 0)\n"
+"[/codeblock]"
+msgstr ""
+"Sugražina spalvą, sukonstruotą iš (sveikų skaičių) raudono, žalio, mėlyno, "
+"ir alfa (ang. alpha) kanalų. Kiekvienas kanalas turi 8 bitus informacijos, "
+"aprėpiančios skaičius nuo 0 iki 255.\n"
+"[code]r8[/code] raudonasis kanalas\n"
+"[code]g8[/code] žaliasis kanalas\n"
+"[code]b8[/code] mėlynasis kanalas\n"
+"[code]a8[/code] alfa kanalas\n"
+"[codeblock]\n"
+"red = Color8(255, 0, 0)\n"
+"[/codeblock]"
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a color according to the standardized [code]name[/code] with "
+"[code]alpha[/code] ranging from 0 to 1.\n"
+"[codeblock]\n"
+"red = ColorN(\"red\", 1)\n"
+"[/codeblock]\n"
+"Supported color names are the same as the constants defined in [Color]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
+"value).\n"
+"[codeblock]\n"
+"a = abs(-1) # a is 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
+"cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant "
+"NAN].\n"
+"[codeblock]\n"
+"# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
+"c = acos(0.866025)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
+"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant "
+"NAN].\n"
+"[codeblock]\n"
+"# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
+"s = asin(0.5)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
+"[code]condition[/code] is [code]false[/code], an error is generated. When "
+"running from the editor, the running project will also be paused until you "
+"resume it. This can be used as a stronger form of [method push_error] for "
+"reporting errors to project developers or add-on users.\n"
+"[b]Note:[/b] For performance reasons, the code inside [method assert] is "
+"only executed in debug builds or when running the project from the editor. "
+"Don't include code that has side effects in an [method assert] call. "
+"Otherwise, the project will behave differently when exported in release "
+"mode.\n"
+"The optional [code]message[/code] argument, if given, is shown in addition "
+"to the generic \"Assertion failed\" message. You can use this to provide "
+"additional details about why the assertion failed.\n"
+"[codeblock]\n"
+"# Imagine we always want speed to be between 0 and 20.\n"
+"var speed = -10\n"
+"assert(speed < 20) # True, the program will continue\n"
+"assert(speed >= 0) # False, the program will stop\n"
+"assert(speed >= 0 and speed < 20) # You can also combine the two conditional "
+"statements in one check\n"
+"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # Show "
+"a message with clarifying details\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
+"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
+"angle[/code].\n"
+"The method cannot know in which quadrant the angle should fall. See [method "
+"atan2] if you have both [code]y[/code] and [code]x[/code].\n"
+"[codeblock]\n"
+"a = atan(0.5) # a is 0.463648\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
+"of tangent [code]y/x[/code]. To compute the value, the method takes into "
+"account the sign of both arguments in order to determine the quadrant.\n"
+"Important note: The Y coordinate comes first, by convention.\n"
+"[codeblock]\n"
+"a = atan2(0, -1) # a is 3.141593\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Decodes a byte array back to a value. When [code]allow_objects[/code] is "
+"[code]true[/code] decoding objects is allowed.\n"
+"[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do "
+"not use this option if the serialized object comes from untrusted sources to "
+"avoid potential security threats (remote code execution)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Converts a 2D point expressed in the cartesian coordinate system (X and Y "
+"axis) to the polar coordinate system (a distance from the origin and an "
+"angle)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Rounds [code]s[/code] upward (towards positive infinity), returning the "
+"smallest whole number that is not less than [code]s[/code].\n"
+"[codeblock]\n"
+"a = ceil(1.45) # a is 2.0\n"
+"a = ceil(1.001) # a is 2.0\n"
+"[/codeblock]\n"
+"See also [method floor], [method round], [method stepify], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a character as a String of the given Unicode code point (which is "
+"compatible with ASCII code).\n"
+"[codeblock]\n"
+"a = char(65) # a is \"A\"\n"
+"a = char(65 + 32) # a is \"a\"\n"
+"a = char(8364) # a is \"€\"\n"
+"[/codeblock]\n"
+"This is the inverse of [method ord]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Clamps [code]value[/code] and returns a value not less than [code]min[/code] "
+"and not more than [code]max[/code].\n"
+"[codeblock]\n"
+"a = clamp(1000, 1, 20) # a is 20\n"
+"a = clamp(-10, 1, 20) # a is 1\n"
+"a = clamp(15, 1, 20) # a is 15\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts from a type to another in the best way possible. The [code]type[/"
+"code] parameter uses the [enum Variant.Type] values.\n"
+"[codeblock]\n"
+"a = Vector2(1, 0)\n"
+"# Prints 1\n"
+"print(a.length())\n"
+"a = convert(a, TYPE_STRING)\n"
+"# Prints 6 as \"(1, 0)\" is 6 characters\n"
+"print(a.length())\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the cosine of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"a = cos(TAU) # a is 1.0\n"
+"a = cos(PI) # a is -1.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"print(cosh(1)) # Prints 1.543081\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid "Converts from decibels to linear energy (audio)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid "Deprecated alias for [method step_decimals]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
+"Godot 4.0, please use [method move_toward] instead.\n"
+"Returns the result of [code]value[/code] decreased by [code]step[/code] * "
+"[code]amount[/code].\n"
+"[codeblock]\n"
+"a = dectime(60, 10, 0.1)) # a is 59.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Compares two values by checking their actual contents, recursing into any "
+"[Array] or [Dictionary] up to its deepest level.\n"
+"This compares to [code]==[/code] in a number of ways:\n"
+"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
+"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
+"and [code]==[/code] work the same.\n"
+"- For [code]Dictionary[/code], [code]==[/code] considers equality if, and "
+"only if, both variables point to the very same [code]Dictionary[/code], with "
+"no recursion or awareness of the contents at all.\n"
+"- For [code]Array[/code], [code]==[/code] considers equality if, and only "
+"if, each item in the first [code]Array[/code] is equal to its counterpart in "
+"the second [code]Array[/code], as told by [code]==[/code] itself. That "
+"implies that [code]==[/code] recurses into [code]Array[/code], but not into "
+"[code]Dictionary[/code].\n"
+"In short, whenever a [code]Dictionary[/code] is potentially involved, if you "
+"want a true content-aware comparison, you have to use [code]deep_equal[/"
+"code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts an angle expressed in degrees to radians.\n"
+"[codeblock]\n"
+"r = deg2rad(180) # r is 3.141593\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts a dictionary (previously created with [method inst2dict]) back to "
+"an instance. Useful for deserializing."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an \"eased\" value of [code]x[/code] based on an easing function "
+"defined with [code]curve[/code]. This easing function is based on an "
+"exponent. The [code]curve[/code] can be any floating-point number, with "
+"specific values leading to the following behaviors:\n"
+"[codeblock]\n"
+"- Lower than -1.0 (exclusive): Ease in-out\n"
+"- 1.0: Linear\n"
+"- Between -1.0 and 0.0 (exclusive): Ease out-in\n"
+"- 0.0: Constant\n"
+"- Between 0.0 to 1.0 (exclusive): Ease out\n"
+"- 1.0: Linear\n"
+"- Greater than 1.0 (exclusive): Ease in\n"
+"[/codeblock]\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
+"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
+"See also [method smoothstep]. If you need to perform more advanced "
+"transitions, use [Tween] or [AnimationPlayer]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"The natural exponential function. It raises the mathematical constant [b]e[/"
+"b] to the power of [code]s[/code] and returns it.\n"
+"[b]e[/b] has an approximate value of 2.71828, and can be obtained with "
+"[code]exp(1)[/code].\n"
+"For exponents to other bases use the method [method pow].\n"
+"[codeblock]\n"
+"a = exp(2) # Approximately 7.39\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Rounds [code]s[/code] downward (towards negative infinity), returning the "
+"largest whole number that is not more than [code]s[/code].\n"
+"[codeblock]\n"
+"a = floor(2.45) # a is 2.0\n"
+"a = floor(2.99) # a is 2.0\n"
+"a = floor(-2.99) # a is -3.0\n"
+"[/codeblock]\n"
+"See also [method ceil], [method round], [method stepify], and [int].\n"
+"[b]Note:[/b] This method returns a float. If you need an integer and "
+"[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
+"directly."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
+"of [code]a[/code].\n"
+"[codeblock]\n"
+"r = fmod(7, 5.5) # r is 1.5\n"
+"[/codeblock]\n"
+"For the integer remainder operation, use the % operator."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
+"positive and negative.\n"
+"[codeblock]\n"
+"for i in 7:\n"
+" var x = 0.5 * i - 1.5\n"
+" print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
+"[/codeblock]\n"
+"Produces:\n"
+"[codeblock]\n"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a reference to the specified function [code]funcname[/code] in the "
+"[code]instance[/code] node. As functions aren't first-class objects in "
+"GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and "
+"call it later.\n"
+"[codeblock]\n"
+"func foo():\n"
+" return(\"bar\")\n"
+"\n"
+"a = funcref(self, \"foo\")\n"
+"print(a.call_func()) # Prints bar\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an array of dictionaries representing the current call stack.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" foo()\n"
+"\n"
+"func foo():\n"
+" bar()\n"
+"\n"
+"func bar():\n"
+" print(get_stack())\n"
+"[/codeblock]\n"
+"would print\n"
+"[codeblock]\n"
+"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
+"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the integer hash of the variable passed.\n"
+"[codeblock]\n"
+"print(hash(\"a\")) # Prints 177670\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the passed instance converted to a dictionary (useful for "
+"serializing).\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+" var d = inst2dict(self)\n"
+" print(d.keys())\n"
+" print(d.values())\n"
+"[/codeblock]\n"
+"Prints out:\n"
+"[codeblock]\n"
+"[@subpath, @path, foo]\n"
+"[, res://test.gd, bar]\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the Object that corresponds to [code]instance_id[/code]. All Objects "
+"have a unique instance ID.\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+" var id = get_instance_id()\n"
+" var inst = instance_from_id(id)\n"
+" print(inst.foo) # Prints bar\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an interpolation or extrapolation factor considering the range "
+"specified in [code]from[/code] and [code]to[/code], and the interpolated "
+"value specified in [code]weight[/code]. The returned value will be between "
+"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
+"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
+"located outside this range, then an extrapolation factor will be returned "
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
+"code]).\n"
+"[codeblock]\n"
+"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` is now 27.5.\n"
+"# Now, we pretend to have forgotten the original ratio and want to get it "
+"back.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` is now 0.75.\n"
+"[/codeblock]\n"
+"See also [method lerp] which performs the reverse of this operation."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are "
+"approximately equal to each other.\n"
+"Here, approximately equal means that [code]a[/code] and [code]b[/code] are "
+"within a small internal epsilon of each other, which scales with the "
+"magnitude of the numbers.\n"
+"Infinity values of the same sign are considered equal."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns whether [code]s[/code] is an infinity value (either positive "
+"infinity or negative infinity)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns whether [code]instance[/code] is a valid object (e.g. has not been "
+"deleted from memory)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns [code]true[/code] if [code]s[/code] is zero or almost zero.\n"
+"This method is faster than using [method is_equal_approx] with one value as "
+"zero."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns length of Variant [code]var[/code]. Length is the character count of "
+"String, element count of Array, size of Dictionary, etc.\n"
+"[b]Note:[/b] Generates a fatal error if Variant can not provide a length.\n"
+"[codeblock]\n"
+"a = [1, 2, 3, 4]\n"
+"len(a) # Returns 4\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Linearly interpolates between two values by the factor defined in "
+"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
+"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
+"outside this range are allowed and can be used to perform [i]extrapolation[/"
+"i].\n"
+"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
+"[float], the return value is a [float].\n"
+"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
+"return value will be of the same type ([code]lerp[/code] then calls the "
+"vector type's [code]linear_interpolate[/code] method).\n"
+"[codeblock]\n"
+"lerp(0, 4, 0.75) # Returns 3.0\n"
+"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n"
+"[/codeblock]\n"
+"See also [method inverse_lerp] which performs the reverse of this operation. "
+"To perform eased interpolation with [method lerp], combine it with [method "
+"ease] or [method smoothstep]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Linearly interpolates between two angles (in radians) by a normalized "
+"value.\n"
+"Similar to [method lerp], but interpolates correctly when the angles wrap "
+"around [constant @GDScript.TAU]. To perform eased interpolation with [method "
+"lerp_angle], combine it with [method ease] or [method smoothstep].\n"
+"[codeblock]\n"
+"extends Sprite\n"
+"var elapsed = 0.0\n"
+"func _process(delta):\n"
+" var min_angle = deg2rad(0.0)\n"
+" var max_angle = deg2rad(90.0)\n"
+" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
+" elapsed += delta\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts from linear energy to decibels (audio). This can be used to "
+"implement volume sliders that behave as expected (since volume isn't "
+"linear). Example:\n"
+"[codeblock]\n"
+"# \"Slider\" refers to a node that inherits Range such as HSlider or "
+"VSlider.\n"
+"# Its range must be configured to go from 0 to 1.\n"
+"# Change the bus name if you'd like to change the volume of a specific bus "
+"only.\n"
+"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
+"linear2db($Slider.value))\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Loads a resource from the filesystem located at [code]path[/code]. The "
+"resource is loaded on the method call (unless it's referenced already "
+"elsewhere, e.g. in another script or in the scene), which might cause slight "
+"delay, especially when loading scenes. To avoid unnecessary delays when "
+"loading something multiple times, either store the resource in a variable or "
+"use [method preload].\n"
+"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
+"in the FileSystem dock and choosing \"Copy Path\" or by dragging the file "
+"from the FileSystem dock into the script.\n"
+"[codeblock]\n"
+"# Load a scene called main located in the root of the project directory and "
+"cache it in a variable.\n"
+"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
+"resource.\n"
+"[/codeblock]\n"
+"[b]Important:[/b] The path must be absolute, a local path will just return "
+"[code]null[/code].\n"
+"This method is a simplified version of [method ResourceLoader.load], which "
+"can be used for more advanced scenarios."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Natural logarithm. The amount of time needed to reach a certain level of "
+"continuous growth.\n"
+"[b]Note:[/b] This is not the same as the \"log\" function on most "
+"calculators, which uses a base 10 logarithm.\n"
+"[codeblock]\n"
+"log(10) # Returns 2.302585\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], "
+"while negative values return [code]-nan[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the maximum of two values.\n"
+"[codeblock]\n"
+"max(1, 2) # Returns 2\n"
+"max(-3.99, -4) # Returns -3.99\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the minimum of two values.\n"
+"[codeblock]\n"
+"min(1, 2) # Returns 1\n"
+"min(-3.99, -4) # Returns -4\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] "
+"value.\n"
+"Use a negative [code]delta[/code] value to move away.\n"
+"[codeblock]\n"
+"move_toward(5, 10, 4) # Returns 9\n"
+"move_toward(10, 5, 4) # Returns 6\n"
+"move_toward(10, 5, -1.5) # Returns 11.5\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the nearest equal or larger power of 2 for integer [code]value[/"
+"code].\n"
+"In other words, returns the smallest value [code]a[/code] where [code]a = "
+"pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative "
+"integer [code]n[/code].\n"
+"[codeblock]\n"
+"nearest_po2(3) # Returns 4\n"
+"nearest_po2(4) # Returns 4\n"
+"nearest_po2(5) # Returns 8\n"
+"\n"
+"nearest_po2(0) # Returns 0 (this may not be what you expect)\n"
+"nearest_po2(-1) # Returns 0 (this may not be what you expect)\n"
+"[/codeblock]\n"
+"[b]WARNING:[/b] Due to the way it is implemented, this function returns "
+"[code]0[/code] rather than [code]1[/code] for non-positive values of "
+"[code]value[/code] (in reality, 1 is the smallest integer power of 2)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an integer representing the Unicode code point of the given Unicode "
+"character [code]char[/code].\n"
+"[codeblock]\n"
+"a = ord(\"A\") # a is 65\n"
+"a = ord(\"a\") # a is 97\n"
+"a = ord(\"€\") # a is 8364\n"
+"[/codeblock]\n"
+"This is the inverse of [method char]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's "
+"type is what you expect.)\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
+"all numerical values to [float] types.\n"
+"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
+"thus, you should not rely on keys being in a certain order if a dictionary "
+"is constructed from JSON. In contrast, JSON arrays retain the order of their "
+"elements:\n"
+"[codeblock]\n"
+"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
+"if typeof(p.result) == TYPE_ARRAY:\n"
+" print(p.result[0]) # Prints \"hello\"\n"
+"else:\n"
+" push_error(\"Unexpected results.\")\n"
+"[/codeblock]\n"
+"See also [JSON] for an alternative way to parse JSON text."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Converts a 2D point expressed in the polar coordinate system (a distance "
+"from the origin [code]r[/code] and an angle [code]th[/code]) to the "
+"cartesian coordinate system (X and Y axis)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
+"positive and negative.\n"
+"[codeblock]\n"
+"for i in range(-3, 4):\n"
+" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
+"[/codeblock]\n"
+"Produces:\n"
+"[codeblock]\n"
+"-3 0 0\n"
+"-2 -2 1\n"
+"-1 -1 2\n"
+" 0 0 0\n"
+" 1 1 1\n"
+" 2 2 2\n"
+" 3 0 0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
+"code].\n"
+"[codeblock]\n"
+"pow(2, 5) # Returns 32.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a [Resource] from the filesystem located at [code]path[/code]. The "
+"resource is loaded during script parsing, i.e. is loaded with the script and "
+"[method preload] effectively acts as a reference to that resource. Note that "
+"the method requires a constant path. If you want to load a resource from a "
+"dynamic/variable path, use [method load].\n"
+"[b]Note:[/b] Resource paths can be obtained by right clicking on a resource "
+"in the Assets Panel and choosing \"Copy Path\" or by dragging the file from "
+"the FileSystem dock into the script.\n"
+"[codeblock]\n"
+"# Instance a scene.\n"
+"var diamond = preload(\"res://diamond.tscn\").instance()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts one or more arguments of any type to string in the best way "
+"possible and prints them to the console.\n"
+"[codeblock]\n"
+"a = [1, 2, 3]\n"
+"print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
+"print error and warning messages instead of [method print]. This "
+"distinguishes them from print messages used for debugging purposes, while "
+"also displaying a stack trace when an error or warning is printed."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints a stack track at code location, only works when running with debugger "
+"turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints one or more arguments to strings in the best way possible to standard "
+"error line.\n"
+"[codeblock]\n"
+"printerr(\"prints to stderr\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints one or more arguments to strings in the best way possible to console. "
+"No newline is added at the end.\n"
+"[codeblock]\n"
+"printraw(\"A\")\n"
+"printraw(\"B\")\n"
+"# Prints AB\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Due to limitations with Godot's built-in console, this only "
+"prints to the terminal. If you need to print in the editor, use another "
+"method, such as [method print]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints one or more arguments to the console with a space between each "
+"argument.\n"
+"[codeblock]\n"
+"prints(\"A\", \"B\", \"C\") # Prints A B C\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints one or more arguments to the console with a tab between each "
+"argument.\n"
+"[codeblock]\n"
+"printt(\"A\", \"B\", \"C\") # Prints A B C\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Pushes an error message to Godot's built-in debugger and to the OS "
+"terminal.\n"
+"[codeblock]\n"
+"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
+"as error call\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Errors printed this way will not pause project execution. To "
+"print an error message and pause project execution in debug builds, use "
+"[code]assert(false, \"test error\")[/code] instead."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Pushes a warning message to Godot's built-in debugger and to the OS "
+"terminal.\n"
+"[codeblock]\n"
+"push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
+"terminal as warning call\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts an angle expressed in radians to degrees.\n"
+"[codeblock]\n"
+"rad2deg(0.523599) # Returns 30.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
+"[codeblock]\n"
+"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Random from seed: pass a [code]seed[/code], and an array with both number "
+"and new seed is returned. \"Seed\" here refers to the internal state of the "
+"pseudo random number generator. The internal state of the current "
+"implementation is 64 bits."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a random floating point value on the interval [code][0, 1][/code].\n"
+"[codeblock]\n"
+"randf() # Returns e.g. 0.375671\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
+"value in the interval [code][0, N - 1][/code] (where N is smaller than "
+"2^32).\n"
+"[codeblock]\n"
+"randi() # Returns random integer between 0 and 2^32 - 1\n"
+"randi() % 20 # Returns random integer between 0 and 19\n"
+"randi() % 100 # Returns random integer between 0 and 99\n"
+"randi() % 100 + 1 # Returns random integer between 1 and 100\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Randomizes the seed (or the internal state) of the random number generator. "
+"Current implementation reseeds using a number based on time.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" randomize()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
+"[codeblock]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
+"[/codeblock]\n"
+"To iterate over an [Array] backwards, use:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Output:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
+"[ostart, ostop][/code].\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Rounds [code]s[/code] to the nearest whole number, with halfway cases "
+"rounded away from zero.\n"
+"[codeblock]\n"
+"a = round(2.49) # a is 2.0\n"
+"a = round(2.5) # a is 3.0\n"
+"a = round(2.51) # a is 3.0\n"
+"[/codeblock]\n"
+"See also [method floor], [method ceil], [method stepify], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Sets seed for the random number generator.\n"
+"[codeblock]\n"
+"my_seed = \"Godot Rocks\"\n"
+"seed(my_seed.hash())\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is "
+"0.\n"
+"[codeblock]\n"
+"sign(-6) # Returns -1\n"
+"sign(0) # Returns 0\n"
+"sign(6) # Returns 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the sine of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"sin(0.523599) # Returns 0.5\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the hyperbolic sine of [code]s[/code].\n"
+"[codeblock]\n"
+"a = log(2.0) # Returns 0.693147\n"
+"sinh(a) # Returns 0.75\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the result of smoothly interpolating the value of [code]s[/code] "
+"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
+"lies with respect to the edges [code]from[/code] and [code]to[/code].\n"
+"The return value is [code]0[/code] if [code]s <= from[/code], and [code]1[/"
+"code] if [code]s >= to[/code]. If [code]s[/code] lies between [code]from[/"
+"code] and [code]to[/code], the returned value follows an S-shaped curve that "
+"maps [code]s[/code] between [code]0[/code] and [code]1[/code].\n"
+"This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = "
+"3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n"
+"[codeblock]\n"
+"smoothstep(0, 2, -5.0) # Returns 0.0\n"
+"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
+"smoothstep(0, 2, 1.0) # Returns 0.5\n"
+"smoothstep(0, 2, 2.0) # Returns 1.0\n"
+"[/codeblock]\n"
+"Compared to [method ease] with a curve value of [code]-1.6521[/code], "
+"[method smoothstep] returns the smoothest possible curve with no sudden "
+"changes in the derivative. If you need to perform more advanced transitions, "
+"use [Tween] or [AnimationPlayer].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
+"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
+"-1.6521) return values[/url]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the square root of [code]s[/code], where [code]s[/code] is a non-"
+"negative number.\n"
+"[codeblock]\n"
+"sqrt(9) # Returns 3\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need "
+"negative inputs, use [code]System.Numerics.Complex[/code] in C#."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the position of the first non-zero digit, after the decimal point. "
+"Note that the maximum return value is 10, which is a design decision in the "
+"implementation.\n"
+"[codeblock]\n"
+"n = step_decimals(5) # n is 0\n"
+"n = step_decimals(1.0005) # n is 4\n"
+"n = step_decimals(0.000000005) # n is 9\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
+"be used to round a floating point number to an arbitrary number of "
+"decimals.\n"
+"[codeblock]\n"
+"stepify(100, 32) # Returns 96.0\n"
+"stepify(3.14159, 0.01) # Returns 3.14\n"
+"[/codeblock]\n"
+"See also [method ceil], [method floor], [method round], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts one or more arguments of any type to string in the best way "
+"possible.\n"
+"[codeblock]\n"
+"var a = [10, 20, 30]\n"
+"var b = str(a);\n"
+"len(a) # Returns 3\n"
+"len(b) # Returns 12\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts a formatted string that was returned by [method var2str] to the "
+"original value.\n"
+"[codeblock]\n"
+"a = '{ \"a\": 1, \"b\": 2 }'\n"
+"b = str2var(a)\n"
+"print(b[\"a\"]) # Prints 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the tangent of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"tan(deg2rad(45)) # Returns 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the hyperbolic tangent of [code]s[/code].\n"
+"[codeblock]\n"
+"a = log(2.0) # a is 0.693147\n"
+"b = tanh(a) # b is 0.6\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts a [Variant] [code]var[/code] to JSON text and return the result. "
+"Useful for serializing data to store or send over the network.\n"
+"[codeblock]\n"
+"# Both numbers below are integers.\n"
+"a = { \"a\": 1, \"b\": 2 }\n"
+"b = to_json(a)\n"
+"print(b) # {\"a\":1, \"b\":2}\n"
+"# Both numbers above are floats, even if they display without any decimal "
+"places.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, converting a [Variant] to JSON "
+"text will convert all numerical values to [float] types.\n"
+"See also [JSON] for an alternative way to convert a [Variant] to JSON text."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns whether the given class exists in [ClassDB].\n"
+"[codeblock]\n"
+"type_exists(\"Sprite\") # Returns true\n"
+"type_exists(\"Variant\") # Returns false\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the internal type of the given Variant object, using the [enum "
+"Variant.Type] values.\n"
+"[codeblock]\n"
+"p = parse_json('[\"a\", \"b\", \"c\"]')\n"
+"if typeof(p) == TYPE_ARRAY:\n"
+" print(p[0]) # Prints a\n"
+"else:\n"
+" print(\"unexpected results\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Checks that [code]json[/code] is valid JSON data. Returns an empty string if "
+"valid, or an error message otherwise.\n"
+"[codeblock]\n"
+"j = to_json([1, 2, 3])\n"
+"v = validate_json(j)\n"
+"if not v:\n"
+" print(\"Valid JSON.\")\n"
+"else:\n"
+" push_error(\"Invalid JSON: \" + v)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Encodes a variable value to a byte array. When [code]full_objects[/code] is "
+"[code]true[/code] encoding objects is allowed (and can potentially include "
+"code)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts a Variant [code]var[/code] to a formatted string that can later be "
+"parsed using [method str2var].\n"
+"[codeblock]\n"
+"a = { \"a\": 1, \"b\": 2 }\n"
+"print(var2str(a))\n"
+"[/codeblock]\n"
+"prints\n"
+"[codeblock]\n"
+"{\n"
+"\"a\": 1,\n"
+"\"b\": 2\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a weak reference to an object.\n"
+"A weak reference to an object is not enough to keep the object alive: when "
+"the only remaining references to a referent are weak references, garbage "
+"collection is free to destroy the referent and reuse its memory for "
+"something else. However, until the object is actually destroyed the weak "
+"reference may return the object even if there are no strong references to it."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Wraps float [code]value[/code] between [code]min[/code] and [code]max[/"
+"code].\n"
+"Usable for creating loop-alike behavior or infinite surfaces.\n"
+"[codeblock]\n"
+"# Infinite loop between 5.0 and 9.9\n"
+"value = wrapf(value + 0.1, 5.0, 10.0)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, -PI, PI)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
+"[method fposmod], so prefer using that instead.\n"
+"[code]wrapf[/code] is more flexible than using the [method fposmod] approach "
+"by giving the user control over the minimum value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/"
+"code].\n"
+"Usable for creating loop-alike behavior or infinite surfaces.\n"
+"[codeblock]\n"
+"# Infinite loop between 5 and 9\n"
+"frame = wrapi(frame + 1, 5, 10)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# result is -2\n"
+"var result = wrapi(-6, -5, -1)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
+"[method posmod], so prefer using that instead.\n"
+"[code]wrapi[/code] is more flexible than using the [method posmod] approach "
+"by giving the user control over the minimum value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Stops the function execution and returns the current suspended state to the "
+"calling function.\n"
+"From the caller, call [method GDScriptFunctionState.resume] on the state to "
+"resume execution. This invalidates the state. Within the resumed function, "
+"[code]yield()[/code] returns whatever was passed to the [code]resume()[/"
+"code] function call.\n"
+"If passed an object and a signal, the execution is resumed when the object "
+"emits the given signal. In this case, [code]yield()[/code] returns the "
+"argument passed to [code]emit_signal()[/code] if the signal takes only one "
+"argument, or an array containing all the arguments passed to "
+"[code]emit_signal()[/code] if the signal takes multiple arguments.\n"
+"You can also use [code]yield[/code] to wait for a function to finish:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" yield(countdown(), \"completed\") # waiting for the countdown() function "
+"to complete\n"
+" print('Ready')\n"
+"\n"
+"func countdown():\n"
+" yield(get_tree(), \"idle_frame\") # returns a GDScriptFunctionState "
+"object to _ready()\n"
+" print(3)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(2)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(1)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+"\n"
+"# prints:\n"
+"# 3\n"
+"# 2\n"
+"# 1\n"
+"# Ready\n"
+"[/codeblock]\n"
+"When yielding on a function, the [code]completed[/code] signal will be "
+"emitted automatically when the function returns. It can, therefore, be used "
+"as the [code]signal[/code] parameter of the [code]yield[/code] method to "
+"resume.\n"
+"In order to yield on a function, the resulting function should also return a "
+"[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), "
+"\"idle_frame\")[/code] from the above example."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Constant that represents how many times the diameter of a circle fits around "
+"its perimeter. This is equivalent to [code]TAU / 2[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"The circle constant, the circumference of the unit circle in radians. This "
+"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Positive floating-point infinity. This is the result of floating-point "
+"division when the divisor is [code]0.0[/code]. For negative infinity, use "
+"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
+"infinity if the numerator is positive, so dividing by [code]0.0[/code] is "
+"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/"
+"code] returning [code]true[/code]).\n"
+"[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, "
+"and has no equivalent for integers. Dividing an integer number by [code]0[/"
+"code] will not result in [constant INF] and will result in a run-time error "
+"instead."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"\"Not a Number\", an invalid floating-point value. [constant NAN] has "
+"special properties, including that it is not equal to itself ([code]NAN == "
+"NAN[/code] returns [code]false[/code]). It is output by some invalid "
+"operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/"
+"code].\n"
+"[b]Note:[/b] \"Not a Number\" is only a concept with floating-point numbers, "
+"and has no equivalent for integers. Dividing an integer [code]0[/code] by "
+"[code]0[/code] will not result in [constant NAN] and will result in a run-"
+"time error instead."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Global scope constants and variables."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Global scope constants and variables. This is all that resides in the "
+"globals, constants regarding error codes, scancodes, property hints, etc.\n"
+"Singletons are also documented here, since they can be accessed from "
+"anywhere."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ARVRServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [AudioServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [CameraServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ClassDB] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Engine] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Geometry] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [IP] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Input] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [InputMap] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [JSON] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"The [JavaClassWrapper] singleton.\n"
+"[b]Note:[/b] Only implemented on Android."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"The [JavaScript] singleton.\n"
+"[b]Note:[/b] Only implemented on HTML5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Marshalls] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Navigation2DServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [NavigationMeshGenerator] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [NavigationServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [OS] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Performance] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Physics2DServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [PhysicsServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ProjectSettings] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ResourceLoader] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ResourceSaver] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Time] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [TranslationServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [VisualScriptEditor] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [VisualServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Bottom margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Top-left corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Top-right corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bottom-right corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bottom-left corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"General vertical alignment, usually used for [Separator], [ScrollBar], "
+"[Slider], etc."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"General horizontal alignment, usually used for [Separator], [ScrollBar], "
+"[Slider], etc."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Horizontal left alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Horizontal center alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Horizontal right alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Vertical top alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Vertical center alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Vertical bottom alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Scancodes with this bit applied are non-printable."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Escape key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Tab key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Shift+Tab key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Backspace key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Return key (on the main keyboard)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Enter key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Insert key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Delete key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Pause key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Print Screen key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "System Request key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Clear key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Home key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "End key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Up arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Down arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Page Up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Page Down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Shift key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Control key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Meta key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Alt key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Caps Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Num Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Scroll Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F1 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F2 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F3 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F4 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F5 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F6 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F7 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F8 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F9 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F10 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F11 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F12 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F13 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F14 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F15 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F16 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Multiply (*) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Divide (/) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Subtract (-) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Period (.) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Add (+) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 0 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 1 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 2 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 3 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 4 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 5 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 6 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 7 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 8 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 9 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left Super key (Windows key)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right Super key (Windows key)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Context menu key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left Hyper key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right Hyper key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Help key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left Direction key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right Direction key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Media back key. Not to be confused with the Back button on an Android device."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media forward key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media stop key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media refresh key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Volume down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mute volume key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Volume up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bass Boost key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bass up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bass down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Treble up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Treble down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media play key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Previous song key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Next song key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media record key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Home page key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Favorites key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Search key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Standby key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Open URL / Launch Browser key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Mail key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Media key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 0 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 1 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 2 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 3 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 4 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 5 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 6 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 7 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 8 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 9 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut A key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut B key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut C key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut D key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut E key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut F key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unknown key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Space key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "! key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "\" key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "# key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "$ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "% key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "& key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "' key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "( key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ") key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "* key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "+ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ", key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "- key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ". key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "/ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 0."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 1."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 2."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 3."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 6."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 7."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ": key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "; key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "< key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "= key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "> key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "? key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "@ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "A key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "B key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "C key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "D key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "E key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "G key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "H key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "I key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "J key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "K key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "L key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "M key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "N key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "O key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "P key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Q key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "R key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "S key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "T key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "U key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "V key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "W key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "X key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Y key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Z key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "[ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "\\ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "] key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "^ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "_ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "` key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "{ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "| key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "} key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "~ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Non-breakable space key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¡ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¢ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "£ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¤ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¥ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¦ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "§ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¨ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "© key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "ª key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "« key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¬ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Soft hyphen key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "® key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¯ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "° key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "± key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "² key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "³ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "´ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "µ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¶ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "· key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¸ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¹ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "º key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "» key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¼ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "½ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¾ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¿ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "À key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Á key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Â key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ã key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ä key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Å key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Æ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ç key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "È key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "É key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ê key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ë key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ì key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Í key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Î key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ï key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ð key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ñ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ò key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ó key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ô key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Õ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ö key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "× key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ø key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ù key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ú key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Û key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ü key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ý key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Þ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "ß key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "÷ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "ÿ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Key Code mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Modifier key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Shift key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Alt key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Meta key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ctrl key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. "
+"On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This "
+"mask should be preferred to [constant KEY_MASK_META] or [constant "
+"KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Keypad key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Group Switch key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Middle mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Extra mouse button 1 (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Extra mouse button 2 (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mouse wheel up."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mouse wheel down."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mouse wheel left button (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mouse wheel right button (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Middle mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Extra mouse button 1 mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Extra mouse button 2 mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Invalid button or axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 0."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 1."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 2."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 3."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 6."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 7."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 10."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 11."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 12."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 13."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 14."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 15."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 16."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 17."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 18."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 19."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 20."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 21."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 22."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"The maximum number of game controller buttons supported by the engine. The "
+"actual limit may be lower on specific platforms:\n"
+"- Android: Up to 36 buttons.\n"
+"- Linux: Up to 80 buttons.\n"
+"- Windows and macOS: Up to 128 buttons."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "DualShock circle button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "DualShock X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "DualShock square button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "DualShock triangle button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Xbox controller B button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Xbox controller A button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Xbox controller X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Xbox controller Y button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Nintendo controller A button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Nintendo controller B button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Nintendo controller X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Nintendo controller Y button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Grip (side) buttons on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Push down on the touchpad or main joystick on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Trigger on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"A button on the right Oculus Touch controller, X button on the left "
+"controller (also when used in OpenVR)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"B button on the right Oculus Touch controller, Y button on the left "
+"controller (also when used in OpenVR)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Menu button on either Oculus Touch controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button Select."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button Start."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad DPad up."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad DPad down."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad DPad left."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad DPad right."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL guide button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL miscellaneous button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL paddle 1 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL paddle 2 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL paddle 3 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL paddle 4 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL touchpad button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left Shoulder button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left stick click."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right Shoulder button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right stick click."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left stick horizontal axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left stick vertical axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right stick horizontal axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right stick vertical axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic gamepad axis 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic gamepad axis 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left trigger analog axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right trigger analog axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic gamepad axis 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic gamepad axis 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Represents the maximum number of joystick axes supported."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "VR Controller analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "VR Controller analog grip (side buttons)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR "
+"controllers)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR "
+"controllers)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
+"information of how to use MIDI inputs."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI note ON message. See the documentation of [InputEventMIDI] for "
+"information of how to use MIDI inputs."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI aftertouch message. This message is most often sent by pressing down on "
+"the key after it \"bottoms out\"."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI control change message. This message is sent when a controller value "
+"changes. Controllers include devices such as pedals and levers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI program change message. This message sent when the program patch number "
+"changes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI channel pressure message. This message is most often sent by pressing "
+"down on the key after it \"bottoms out\". This message is different from "
+"polyphonic after-touch as it indicates the highest pressure across all keys."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI pitch bend message. This message is sent to indicate a change in the "
+"pitch bender (wheel or lever, typically)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI system exclusive message. This has behavior exclusive to the device "
+"you're receiving input from. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI quarter frame message. Contains timing information that is used to "
+"synchronize MIDI devices. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI song position pointer message. Gives the number of 16th notes since the "
+"start of the song. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI song select message. Specifies which sequence or song is to be played. "
+"Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI tune request message. Upon receiving a tune request, all analog "
+"synthesizers should tune their oscillators."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI timing clock message. Sent 24 times per quarter note when "
+"synchronization is required."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI start message. Start the current sequence playing. This message will be "
+"followed with Timing Clocks."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "MIDI continue message. Continue at the point the sequence was stopped."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "MIDI stop message. Stop the current sequence."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI active sensing message. This message is intended to be sent repeatedly "
+"to tell the receiver that a connection is alive."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI system reset message. Reset all receivers in the system to power-up "
+"status. It should not be sent on power-up itself."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Methods that return [enum Error] return [constant OK] when no error "
+"occurred. Note that many functions don't return an error code but will print "
+"error messages to standard output.\n"
+"Since [constant OK] has value 0, and all other failure codes are positive "
+"integers, it can also be used in boolean checks, e.g.:\n"
+"[codeblock]\n"
+"var err = method_that_returns_error()\n"
+"if err != OK:\n"
+" print(\"Failure!\")\n"
+"# Or, equivalent:\n"
+"if err:\n"
+" print(\"Still failing!\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unavailable error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unconfigured error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unauthorized error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Parameter range error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Out of memory (OOM) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Not found error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Bad drive error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Bad path error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: No permission error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Already in use error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Can't open error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Can't write error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Can't read error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Unrecognized error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Corrupt error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Missing dependencies error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: End of file (EOF) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't open error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't create error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Query failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Already in use error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Locked error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Timeout error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't connect error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't resolve error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Connection error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't acquire resource error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't fork process error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Invalid data error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Invalid parameter error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Already exists error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Does not exist error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Database: Read error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Database: Write error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Compilation failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Method not found error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Linking failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Script failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Cycling link (import cycle) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Invalid declaration error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Duplicate symbol error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Parse error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Busy error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Skip error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Help error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bug error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Printer on fire error. (This is an easter egg, no engine methods return this "
+"error code.)"
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "No hint for the edited property."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer or float property should be within a range specified "
+"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
+"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
+"and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
+"above the max or below the min values. Example: [code]\"-360,360,1,"
+"or_greater,or_lesser\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a float property should be within an exponential range specified "
+"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
+"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
+"and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
+"above the max or below the min values. Example: [code]\"0.01,100,0.01,"
+"or_greater\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer, float or string property is an enumerated value to "
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a float property should be edited via an exponential easing "
+"function. The hint string can include [code]\"attenuation\"[/code] to flip "
+"the curve horizontally and/or [code]\"inout\"[/code] to also include in/out "
+"easing."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Deprecated hint, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask with named bit flags. For "
+"example, to allow toggling bits 0, 1, 2 and 4, the hint could be something "
+"like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"render layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"physics layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"render layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"physics layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is a path to a file. Editing it will show a "
+"file dialog for picking the path. The hint string can be a set of filters "
+"with wildcards like [code]\"*.png,*.jpg\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is a path to a directory. Editing it will show "
+"a file dialog for picking the path."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is an absolute path to a file outside the "
+"project folder. Editing it will show a file dialog for picking the path. The "
+"hint string can be a set of filters with wildcards like [code]\"*.png,*."
+"jpg\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is an absolute path to a directory outside the "
+"project folder. Editing it will show a file dialog for picking the path."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a property is an instance of a [Resource]-derived type, "
+"optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). "
+"Editing it will show a popup menu of valid resource types to instantiate."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is text with line breaks. Editing it will show "
+"a text input field where line breaks can be typed."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property should have a placeholder text visible on its "
+"input field, whenever the property is empty. The hint string is the "
+"placeholder text to use."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a color property should be edited without changing its alpha "
+"component, i.e. only R, G and B channels are edited."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Hints that an image is compressed using lossy compression."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Hints that an image is compressed using lossless compression."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property is serialized and saved in the scene file (default)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property is shown in the editor inspector (default)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Deprecated usage flag, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property can be checked in the editor inspector."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property is checked in the editor inspector."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property is a translatable string."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Used to group properties together in the editor. See [EditorInspector]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Used to categorize properties together in the editor."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property does not save its state in [PackedScene]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Editing the property prompts the user for restarting the editor."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"The property is a script variable which should be serialized and saved in "
+"the scene file."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Default usage (storage, editor and network)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Default usage for translatable strings (storage, editor, network and "
+"internationalized)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Default usage but without showing the property in the editor (storage, "
+"network)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Flag for a normal method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Flag for an editor method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Deprecated method flag, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Flag for a constant method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Flag for a virtual method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Default method flags."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [bool]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [int]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [float] (real)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [String]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Vector2]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Rect2]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Vector3]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Transform2D]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Plane]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Quat]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [AABB]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Basis]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Transform]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Color]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [NodePath]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [RID]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Object]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Dictionary]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Represents the size of the [enum Variant.Type] enum."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Equality operator ([code]==[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Inequality operator ([code]!=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Less than operator ([code]<[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Less than or equal operator ([code]<=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Greater than operator ([code]>[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Greater than or equal operator ([code]>=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Addition operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Subtraction operator ([code]-[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Multiplication operator ([code]*[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Division operator ([code]/[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unary negation operator ([code]-[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unary plus operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Remainder/modulo operator ([code]%[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "String concatenation operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left shift operator ([code]<<[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right shift operator ([code]>>[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bitwise AND operator ([code]&[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bitwise OR operator ([code]|[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bitwise XOR operator ([code]^[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bitwise NOT operator ([code]~[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical XOR operator (not implemented in GDScript)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical IN operator ([code]in[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Represents the size of the [enum Variant.Operator] enum."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Axis-Aligned Bounding Box."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"[AABB] consists of a position, a size, and several utility functions. It is "
+"typically used for fast overlap tests.\n"
+"It uses floating-point coordinates. The 2D counterpart to [AABB] is "
+"[Rect2].\n"
+"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses "
+"integer coordinates."
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Math tutorial index"
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
+#: doc/classes/Vector3.xml
+msgid "Vector math"
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
+#: doc/classes/Vector3.xml
+msgid "Advanced vector math"
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Constructs an [AABB] from a position and size."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns an AABB with equivalent position and size, modified so that the most-"
+"negative corner is the origin and the size is positive."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns [code]true[/code] if this [AABB] completely encloses another one."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns a copy of this [AABB] expanded to include a given point.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"# position (-3, 2, 0), size (1, 1, 1)\n"
+"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
+"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
+"Vector3(0, -1, 2)\n"
+"var box2 = box.expand(Vector3(0, -1, 2))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the volume of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the center of the [AABB], which is equal to [member position] + "
+"([member size] / 2)."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Gets the position of the 8 endpoints of the [AABB] in space."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the normalized longest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the index of the longest axis of the [AABB] (according to "
+"[Vector3]'s [code]AXIS_*[/code] constants)."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the scalar length of the longest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the normalized shortest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the index of the shortest axis of the [AABB] (according to "
+"[Vector3]::AXIS* enum)."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the scalar length of the shortest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the support point in a given direction. This is useful for collision "
+"detection algorithms."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns a copy of the [AABB] grown a given amount of units towards all the "
+"sides."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] is flat or empty."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] is empty."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] contains a point."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is "
+"returned on failure."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns [code]true[/code] if the [AABB] intersects the line segment between "
+"[code]from[/code] and [code]to[/code]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are "
+"approximately equal, by calling [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]."
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml
+msgid ""
+"Ending corner. This is calculated as [code]position + size[/code]. Setting "
+"this value will change the size."
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml
+msgid "Beginning corner. Typically has values lower than [member end]."
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml
+msgid ""
+"Size from [member position] to [member end]. Typically, all components are "
+"positive.\n"
+"If the size is negative, you can use [method abs] to fix it."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "Base dialog for user notification."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"This dialog is useful for small notifications to the user about an event. It "
+"can only be accepted or closed, with the same result."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Adds a button with label [code]text[/code] and a custom [code]action[/code] "
+"to the dialog and returns the created button. [code]action[/code] will be "
+"passed to the [signal custom_action] signal when pressed.\n"
+"If [code]true[/code], [code]right[/code] will place the button to the right "
+"of any sibling buttons.\n"
+"You can use [method remove_button] method to remove a button created with "
+"this method from the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Adds a button with label [code]name[/code] and a cancel action to the dialog "
+"and returns the created button.\n"
+"You can use [method remove_button] method to remove a button created with "
+"this method from the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Returns the label used for built-in text.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Returns the OK [Button] instance.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
+"dialog will be accepted."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Removes the [code]button[/code] from the dialog. Does NOT free the "
+"[code]button[/code]. The [code]button[/code] must be a [Button] added with "
+"[method add_button] or [method add_cancel] method. After removal, pressing "
+"the [code]button[/code] will no longer emit this dialog's [signal "
+"custom_action] signal or cancel this dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "Sets autowrapping for the text in the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"If [code]true[/code], the dialog is hidden when the OK button is pressed. "
+"You can set it to [code]false[/code] if you want to do e.g. input validation "
+"when receiving the [signal confirmed] signal, and handle hiding the dialog "
+"in your own logic.\n"
+"[b]Note:[/b] Some nodes derived from this class can have a different default "
+"value, and potentially their own built-in logic overriding this setting. For "
+"example [FileDialog] defaults to [code]false[/code], and has its own input "
+"validation code that is called when you press OK, which eventually hides the "
+"dialog if the input is valid. As such, this property can't be used in "
+"[FileDialog] to disable hiding the dialog when pressing OK."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "The text displayed by the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "Emitted when a custom button is pressed. See [method add_button]."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "Interface to low level AES encryption features."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid ""
+"This class provides access to AES encryption/decryption of raw data. Both "
+"AES-ECB and AES-CBC mode are supported.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var aes = AESContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
+" var data = \"My secret text!!\" # Data size must be multiple of 16 "
+"bytes, apply padding if needed.\n"
+" # Encrypt ECB\n"
+" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
+" var encrypted = aes.update(data.to_utf8())\n"
+" aes.finish()\n"
+" # Decrypt ECB\n"
+" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
+" var decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # Check ECB\n"
+" assert(decrypted == data.to_utf8())\n"
+"\n"
+" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
+" # Encrypt CBC\n"
+" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
+" encrypted = aes.update(data.to_utf8())\n"
+" aes.finish()\n"
+" # Decrypt CBC\n"
+" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
+" decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # Check CBC\n"
+" assert(decrypted == data.to_utf8())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "Close this AES context so it can be started again. See [method start]."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid ""
+"Get the current IV state for this context (IV gets updated when calling "
+"[method update]). You normally don't need this function.\n"
+"[b]Note:[/b] This function only makes sense when the context is started with "
+"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid ""
+"Start the AES context in the given [code]mode[/code]. A [code]key[/code] of "
+"either 16 or 32 bytes must always be provided, while an [code]iv[/code] "
+"(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/"
+"code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid ""
+"Run the desired operation for this AES context. Will return a "
+"[PoolByteArray] containing the result of encrypting (or decrypting) the "
+"given [code]src[/code]. See [method start] for mode of operation.\n"
+"[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply "
+"some padding if needed."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "AES electronic codebook encryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "AES electronic codebook decryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "AES cipher blocker chaining encryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "AES cipher blocker chaining decryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "Maximum value for the mode enum."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
+msgid "2D Sprite animation"
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
+#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
+#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
+#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml
+#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "2D Dodge The Creeps Demo"
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
+"provided, the current animation is played. If [code]backwards[/code] is "
+"[code]true[/code], the animation will be played in reverse."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid "Stops the current animation (does not reset the frame counter)."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The current animation from the [member frames] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml
+msgid "If [code]true[/code], texture will be centered."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
+#: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
+#: doc/classes/TextureRect.xml
+msgid "If [code]true[/code], texture is flipped horizontally."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
+#: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
+#: doc/classes/TextureRect.xml
+msgid "If [code]true[/code], texture is flipped vertically."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid "The displayed animation frame's index."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
+#: doc/classes/SpriteBase3D.xml
+msgid "The texture's drawing offset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid "If [code]true[/code], the [member animation] is currently playing."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid "The animation speed is multiplied by this value."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid ""
+"Emitted when the animation is finished (when it plays the last frame). If "
+"the animation is looping, this signal is emitted every time the last frame "
+"is drawn."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid "Emitted when [member frame] changed."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"2D sprite node in 3D world, that can use multiple 2D textures for animation."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"Animations are created using a [SpriteFrames] resource, which can be "
+"configured in the editor via the SpriteFrames panel."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "2D Sprite animation (also applies to 3D)"
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "Returns [code]true[/code] if an animation is currently being played."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
+"provided, the current animation is played."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid "Proxy texture for simple frame-based animations."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"[AnimatedTexture] is a resource format for frame-based animations, where "
+"multiple textures can be chained automatically with a predefined delay for "
+"each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], "
+"but has the advantage of being usable anywhere a [Texture] resource can be "
+"used, e.g. in a [TileSet].\n"
+"The playback of the animation is controlled by the [member fps] property as "
+"well as each frame's optional delay (see [method set_frame_delay]). The "
+"animation loops, i.e. it will restart at frame 0 automatically after playing "
+"the last frame.\n"
+"[AnimatedTexture] currently requires all frame textures to have the same "
+"size, otherwise the bigger ones will be cropped to match the smallest one.\n"
+"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each "
+"frame needs to be a separate [Texture]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid "Returns the given frame's delay value."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid "Returns the given frame's [Texture]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"Sets an additional delay (in seconds) between this frame and the next one, "
+"that will be added to the time interval defined by [member fps]. By default, "
+"frames have no delay defined. If a delay value is defined, the final time "
+"interval between this frame and the next will be [code]1.0 / fps + delay[/"
+"code].\n"
+"For example, for an animation with 3 frames, 2 FPS and a frame delay on the "
+"second frame of 1.2, the resulting playback will be:\n"
+"[codeblock]\n"
+"Frame 0: 0.5 s (1 / fps)\n"
+"Frame 1: 1.7 s (1 / fps + 1.2)\n"
+"Frame 2: 0.5 s (1 / fps)\n"
+"Total duration: 2.7 s\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first "
+"frame has ID 0, and the last frame of the animation has ID [member frames] - "
+"1.\n"
+"You can define any number of textures up to [constant MAX_FRAMES], but keep "
+"in mind that only frames from 0 to [member frames] - 1 will be part of the "
+"animation."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid "Sets the currently visible frame of the texture."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"Animation speed in frames per second. This value defines the default time "
+"interval between two frames of the animation, and thus the overall duration "
+"of the animation loop based on the [member frames] property. A value of 0 "
+"means no predefined number of frames per second, the animation will play "
+"according to each frame's frame delay (see [method set_frame_delay]).\n"
+"For example, an animation with 8 frames, no frame delay and a [code]fps[/"
+"code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"Number of frames to use in the animation. While you can create the frames "
+"independently with [method set_frame_texture], you need to set this value "
+"for the animation to take new frames into account. The maximum number of "
+"frames is [constant MAX_FRAMES]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"If [code]true[/code], the animation will only play once and will not loop "
+"back to the first frame after reaching the end. Note that reaching the end "
+"will not set [member pause] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"If [code]true[/code], the animation will pause where it currently is (i.e. "
+"at [member current_frame]). The animation will continue from where it was "
+"paused when changing this property to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"The maximum number of frames supported by [AnimatedTexture]. If you need "
+"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Contains data used to animate everything in the engine."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"An Animation resource contains data used to animate everything in the "
+"engine. Animations are divided into tracks, and each track must be linked to "
+"a node. The state of that node can be changed through time, by adding timed "
+"keys (events) to the track.\n"
+"[codeblock]\n"
+"# This creates an animation that makes the node \"Enemy\" move to the right "
+"by\n"
+"# 100 pixels in 0.5 seconds.\n"
+"var animation = Animation.new()\n"
+"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
+"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
+"animation.track_insert_key(track_index, 0.0, 0)\n"
+"animation.track_insert_key(track_index, 0.5, 100)\n"
+"[/codeblock]\n"
+"Animations are just data containers, and must be added to nodes such as an "
+"[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation "
+"tracks have different types, each with its own set of dedicated methods. "
+"Check [enum TrackType] to see available types."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Adds a track to the Animation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the animation name at the key identified by [code]key_idx[/code]. "
+"The [code]track_idx[/code] must be the index of an Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Inserts a key with value [code]animation[/code] at the given [code]time[/"
+"code] (in seconds). The [code]track_idx[/code] must be the index of an "
+"Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the key identified by [code]key_idx[/code] to value [code]animation[/"
+"code]. The [code]track_idx[/code] must be the index of an Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the end offset of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"End offset is the number of seconds cut off at the ending of the audio "
+"stream."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the start offset of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"Start offset is the number of seconds cut off at the beginning of the audio "
+"stream."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the audio stream of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Inserts an Audio Track key at the given [code]time[/code] in seconds. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"[code]stream[/code] is the [AudioStream] resource to play. "
+"[code]start_offset[/code] is the number of seconds cut off at the beginning "
+"of the audio stream, while [code]end_offset[/code] is at the ending."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the end offset of the key identified by [code]key_idx[/code] to value "
+"[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the start offset of the key identified by [code]key_idx[/code] to value "
+"[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the stream of the key identified by [code]key_idx[/code] to value "
+"[code]stream[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the in handle of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the out handle of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the value of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Inserts a Bezier Track key at the given [code]time[/code] in seconds. The "
+"[code]track_idx[/code] must be the index of a Bezier Track.\n"
+"[code]in_handle[/code] is the left-side weight of the added Bezier curve "
+"point, [code]out_handle[/code] is the right-side one, while [code]value[/"
+"code] is the actual value at this point."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the interpolated value at the given [code]time[/code] (in seconds). "
+"The [code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the in handle of the key identified by [code]key_idx[/code] to value "
+"[code]in_handle[/code]. The [code]track_idx[/code] must be the index of a "
+"Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the out handle of the key identified by [code]key_idx[/code] to value "
+"[code]out_handle[/code]. The [code]track_idx[/code] must be the index of a "
+"Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the value of the key identified by [code]key_idx[/code] to the given "
+"value. The [code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Clear the animation (clear all tracks and reset all)."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Adds a new track that is a copy of the given track from [code]to_animation[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the index of the specified track. If the track is not found, return "
+"-1."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the amount of tracks in the animation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns all the key indices of a method track, given a position and delta "
+"time."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the method name of a method track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the arguments values to be called on a method track for a given key "
+"in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Removes a track by specifying the track index."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Finds the key index by time in a given track. Optionally, only find it if "
+"the exact time is given."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns [code]true[/code] if the track at [code]idx[/code] wraps the "
+"interpolation loop. New tracks wrap the interpolation loop by default."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the interpolation type of a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the amount of keys in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the time at which the key is located."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the transition curve (easing) for a specific key (see the built-in "
+"math function [method @GDScript.ease])."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the value of a given key in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Gets the path of a track. For more information on the path format, see "
+"[method track_set_path]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Gets the type of a track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Insert a generic key in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns [code]true[/code] if the track at index [code]idx[/code] is enabled."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns [code]true[/code] if the given track is imported. Else, return "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Moves a track down."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Changes the index position of track [code]idx[/code] to the one defined in "
+"[code]to_idx[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Moves a track up."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Removes a key by index in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Removes a key by position (seconds) in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Enables/disables the given track. Tracks are enabled by default."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the given track as imported or not."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"If [code]true[/code], the track at [code]idx[/code] wraps the interpolation "
+"loop."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the interpolation type of a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the time of an existing key."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the transition curve (easing) for a specific key (see the built-in math "
+"function [method @GDScript.ease])."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the value of an existing key."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
+"must be specified starting from the parent node of the node that will "
+"reproduce the animation. Tracks that control properties or bones must append "
+"their name after the path, separated by [code]\":\"[/code].\n"
+"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
+"mesh:transform/local\"[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Swaps the track [code]idx[/code]'s index position with the track "
+"[code]with_idx[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Insert a transform key for a transform track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the interpolated value of a transform track at a given time (in "
+"seconds). An array consisting of 3 elements: position ([Vector3]), rotation "
+"([Quat]) and scale ([Vector3])."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns all the key indices of a value track, given a position and delta "
+"time."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the update mode of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the interpolated value at the given time (in seconds). The "
+"[code]track_idx[/code] must be the index of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"The total length of the animation (in seconds).\n"
+"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
+"before or after the end to ensure correct interpolation and looping."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"A flag indicating that the animation must loop. This is used for correct "
+"interpolation of animation cycles, and for hinting the player that it must "
+"restart the animation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "The animation step value."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Emitted when there's a change in the list of tracks, e.g. tracks are added, "
+"moved or have changed paths."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Value tracks set values in node properties, but only those which can be "
+"Interpolated."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Transform tracks are used to change node local transforms or skeleton pose "
+"bones. Transitions are interpolated."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Method tracks call functions with given arguments per key."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Bezier tracks are used to interpolate a value using custom curves. They can "
+"also be used to animate sub-properties of vectors and colors (e.g. alpha "
+"value of a [Color])."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Audio tracks are used to play an audio stream with either type of "
+"[AudioStreamPlayer]. The stream can be trimmed and previewed in the "
+"animation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "No interpolation (nearest value)."
+msgstr ""
+
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
+msgid "Linear interpolation."
+msgstr ""
+
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
+msgid "Cubic interpolation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Update between keyframes."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Update at the keyframes and hold the value."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Update at the keyframes."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Same as linear interpolation, but also interpolates from the current value "
+"(i.e. dynamically at runtime) if the first key isn't at 0 seconds."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Base resource for [AnimationTree] nodes."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Base resource for [AnimationTree] nodes. In general, it's not used directly, "
+"but you can create custom ones with custom blending formulas.\n"
+"Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], "
+"otherwise [AnimationRootNode] should be used instead."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Adds an input to the node. This is only useful for nodes created for use in "
+"an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Blend an animation by [code]blend[/code] amount (name must be valid in the "
+"linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be "
+"passed, as well as whether [code]seek[/code] happened."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Blend an input. This is only useful for nodes created for an "
+"[AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative "
+"delta, unless [code]seek[/code] is [code]true[/code], in which case it is "
+"absolute. A filter mode may be optionally passed (see [enum FilterAction] "
+"for options)."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Blend another animation node (in case this node contains children animation "
+"nodes). This function is only useful if you inherit from [AnimationRootNode] "
+"instead, else editors will not display your node for addition."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Gets the text caption for this node (used by some editors)."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Gets a child node by index (used by editors inheriting from "
+"[AnimationRootNode])."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
+"Only useful when inheriting [AnimationRootNode]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Amount of inputs in this node, only useful for nodes that go into "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Gets the name of an input by index."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Gets the value of a parameter. Parameters are custom local memory used for "
+"your nodes, given a resource can be reused in multiple trees."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Gets the default value of a parameter. Parameters are custom local memory "
+"used for your nodes, given a resource can be reused in multiple trees."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Gets the property information for parameter. Parameters are custom local "
+"memory used for your nodes, given a resource can be reused in multiple "
+"trees. Format is similar to [method Object.get_property_list]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Returns [code]true[/code] whether you want the blend tree editor to display "
+"filter editing on this node."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Returns whether the given path is filtered."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"User-defined callback called when a custom node is processed. The "
+"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
+"[code]true[/code], in which case it is absolute.\n"
+"Here, call the [method blend_input], [method blend_node] or [method "
+"blend_animation] functions. You can also use [method get_parameter] and "
+"[method set_parameter] to modify local memory.\n"
+"This function should return the time left for the current animation to "
+"finish (if unsure, pass the value from the main blend being called)."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Removes an input, call this only when inactive."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Adds or removes a path for the filter."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Sets a custom parameter. These are used as local memory, because resources "
+"can be reused across the tree or scenes."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "If [code]true[/code], filtering is enabled."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Emitted when the node was removed from the graph."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Emitted by nodes that inherit from this class and that have an internal tree "
+"when one of their nodes changes. The nodes that emit this signal are "
+"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Do not use filtering."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Paths matching the filter will be allowed to pass."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Paths matching the filter will be discarded."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Paths matching the filter will be blended (by the blend value)."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml
+msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"additively based on an amount value in the [code][0.0, 1.0][/code] range."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml
+#: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml
+msgid ""
+"If [code]true[/code], sets the [code]optimization[/code] to [code]false[/"
+"code] when calling [method AnimationNode.blend_input], forcing the blended "
+"animations to update every frame."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml
+msgid ""
+"Blends two of three animations additively inside of an "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"together additively out of three based on a value in the [code][-1.0, 1.0][/"
+"code] range.\n"
+"This node has three inputs:\n"
+"- The base animation to add to\n"
+"- A -add animation to blend with when the blend amount is in the [code]"
+"[-1.0, 0.0][/code] range.\n"
+"- A +add animation to blend with when the blend amount is in the [code][0.0, "
+"1.0][/code] range"
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
+#: doc/classes/AnimationNodeBlend2.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
+#: doc/classes/AnimationNodeTimeScale.xml
+#: doc/classes/AnimationNodeTransition.xml
+msgid "AnimationTree"
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
+#: doc/classes/AnimationNodeBlend2.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
+#: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml
+#: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml
+#: doc/classes/Camera.xml doc/classes/CollisionShape.xml
+#: doc/classes/CylinderShape.xml doc/classes/Environment.xml
+#: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml
+#: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml
+#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml
+#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
+#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
+msgid "Third Person Shooter Demo"
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml
+msgid "Input animation to use in an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Only features one output "
+"set using the [member animation] property. Use it as an input for "
+"[AnimationNode] that blend animations together."
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml
+#: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml
+#: doc/classes/AnimationNodeTransition.xml doc/classes/Area.xml
+#: doc/classes/Basis.xml doc/classes/BoxShape.xml
+#: doc/classes/CollisionShape.xml modules/gridmap/doc_classes/GridMap.xml
+#: doc/classes/KinematicBody.xml doc/classes/Mesh.xml
+#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
+#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
+msgid "3D Platformer Demo"
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml
+msgid ""
+"Animation to use as an output. It is one of the animations provided by "
+"[member AnimationTree.anim_player]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend2.xml
+msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend2.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"linearly based on an amount value in the [code][0.0, 1.0][/code] range."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend3.xml
+msgid ""
+"Blends two of three animations linearly inside of an "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend3.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"together linearly out of three based on a value in the [code][-1.0, 1.0][/"
+"code] range.\n"
+"This node has three inputs:\n"
+"- The base animation\n"
+"- A -blend animation to blend with when the blend amount is in the [code]"
+"[-1.0, 0.0][/code] range.\n"
+"- A +blend animation to blend with when the blend amount is in the [code]"
+"[0.0, 1.0][/code] range"
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"Blends linearly between two of any number of [AnimationNode] of any type "
+"placed on a virtual axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree].\n"
+"This is a virtual axis on which you can add any type of [AnimationNode] "
+"using [method add_blend_point].\n"
+"Outputs the linear blend of the two [AnimationNode]s closest to the node's "
+"current value.\n"
+"You can set the extents of the axis using the [member min_space] and [member "
+"max_space]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"Adds a new point that represents a [code]node[/code] on the virtual axis at "
+"a given position set by [code]pos[/code]. You can insert it at a specific "
+"index using the [code]at_index[/code] argument. If you use the default value "
+"for [code]at_index[/code], the point is inserted at the end of the blend "
+"points array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid "Returns the number of points on the blend axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"Returns the [AnimationNode] referenced by the point at index [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Returns the position of the point at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid "Removes the point at index [code]point[/code] from the blend axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Changes the [AnimationNode] referenced by the point at index [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Updates the position of the point at index [code]point[/code] on the blend "
+"axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"The blend space's axis's upper limit for the points' position. See [method "
+"add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"The blend space's axis's lower limit for the points' position. See [method "
+"add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid "Position increment to snap to when moving a point on the axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid "Label of the virtual axis of the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Blends linearly between three [AnimationNode] of any type placed in a 2D "
+"space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree].\n"
+"This node allows you to blend linearly between three animations using a "
+"[Vector2] weight.\n"
+"You can add vertices to the blend space with [method add_blend_point] and "
+"automatically triangulate it by setting [member auto_triangles] to "
+"[code]true[/code]. Otherwise, use [method add_triangle] and [method "
+"remove_triangle] to create up the blend space by hand."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Adds a new point that represents a [code]node[/code] at the position set by "
+"[code]pos[/code]. You can insert it at a specific index using the "
+"[code]at_index[/code] argument. If you use the default value for "
+"[code]at_index[/code], the point is inserted at the end of the blend points "
+"array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Creates a new triangle using three points [code]x[/code], [code]y[/code], "
+"and [code]z[/code]. Triangles can overlap. You can insert the triangle at a "
+"specific index using the [code]at_index[/code] argument. If you use the "
+"default value for [code]at_index[/code], the point is inserted at the end of "
+"the blend points array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Returns the number of points in the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Returns the [AnimationRootNode] referenced by the point at index "
+"[code]point[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Returns the number of triangles in the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Returns the position of the point at index [code]point[/code] in the "
+"triangle of index [code]triangle[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Removes the point at index [code]point[/code] from the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Removes the triangle at index [code]triangle[/code] from the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"If [code]true[/code], the blend space is triangulated automatically. The "
+"mesh updates every time you add or remove points with [method "
+"add_blend_point] and [method remove_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Controls the interpolation between animations. See [enum BlendMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"The blend space's X and Y axes' upper limit for the points' position. See "
+"[method add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"The blend space's X and Y axes' lower limit for the points' position. See "
+"[method add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Position increment to snap to when moving a point."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Name of the blend space's X axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Name of the blend space's Y axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Emitted every time the blend space's triangles are created, removed, or when "
+"one of their vertices changes position."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "The interpolation between animations is linear."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"The blend space plays the animation of the node the blending position is "
+"closest to. Useful for frame-by-frame 2D animations."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
+"the last animation's playback position."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "[AnimationTree] node resource that contains many blend type nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/"
+"code] is used to identify the created sub-node later."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"Connects the output of an [AnimationNode] as input for another "
+"[AnimationNode], at the input port specified by [code]input_index[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Disconnects the node connected to the specified input."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Returns the sub-node with the specified [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"Returns the position of the sub-node with the specified [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"Returns [code]true[/code] if a sub-node with specified [code]name[/code] "
+"exists."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Removes a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Changes the name of a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Modifies the position of a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The global offset of all sub-nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The connection was successful."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The input node is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The specified input port is out of range."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The output node is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Input and output nodes are the same."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The specified connection already exists."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid "Plays an animation once in [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. This node will execute a "
+"sub-animation and return once it finishes. Blend times for fading in and out "
+"can be customized, as well as filters."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid ""
+"If [code]true[/code], the sub-animation will restart automatically after "
+"finishing."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid "The delay after which the automatic restart is triggered, in seconds."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid ""
+"If [member autorestart] is [code]true[/code], a random additional delay (in "
+"seconds) between 0 and this value will be added to [member "
+"autorestart_delay]."
+msgstr ""
+
+#: doc/classes/AnimationNodeOutput.xml
+msgid "Generic output node to be added to [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "State machine for control of animations."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid ""
+"Contains multiple nodes representing animation states, connected in a graph. "
+"Node transitions can be configured to happen automatically or via code, "
+"using a shortest-path algorithm. Retrieve the "
+"[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to "
+"control it programmatically.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
+"state_machine.travel(\"some_state\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid ""
+"Adds a new node to the graph. The [code]position[/code] is used for display "
+"in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Adds a transition between the given nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the graph's end node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the draw offset of the graph. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the animation node with the given name."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given animation node's name."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given node's coordinates. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given transition."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the number of connections in the graph."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given transition's start node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given transition's end node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns [code]true[/code] if the graph contains the given node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid ""
+"Returns [code]true[/code] if there is a transition between the given nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Deletes the given node from the graph."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Deletes the transition between the two specified nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Deletes the given transition by index."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Renames the given node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Replaces the node and keeps its transitions unchanged."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Sets the given node as the graph end point."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Sets the draw offset of the graph. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Sets the node's coordinates. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Sets the given node as the graph start point."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Playback control for [AnimationNodeStateMachine]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid ""
+"Allows control of [AnimationTree] state machines created with "
+"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
+"get(\"parameters/playback\")[/code].\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
+"state_machine.travel(\"some_state\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Returns the currently playing animation state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Returns the playback position within the current animation state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid ""
+"Returns the current travel path as computed internally by the A* algorithm."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Returns [code]true[/code] if an animation is playing."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Starts playing the given animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Stops the currently playing animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid ""
+"Transitions from the current state to another one, following the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Turn on auto advance when this condition is set. The provided name will "
+"become a boolean parameter on the [AnimationTree] that can be controlled "
+"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
+"html#controlling-from-code][/url]). For example, if [member AnimationTree."
+"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
+"is set to [code]\"idle\"[/code]:\n"
+"[codeblock]\n"
+"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
+"(linear_velocity.x == 0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Turn on the transition automatically when this state is reached. This works "
+"best with [constant SWITCH_MODE_AT_END]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Don't use this transition during [method AnimationNodeStateMachinePlayback."
+"travel] or [member auto_advance]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Lower priority transitions are preferred when travelling through the tree "
+"via [method AnimationNodeStateMachinePlayback.travel] or [member "
+"auto_advance]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid "The transition type."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid "The time to cross-fade between this state and the next."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid "Emitted when [member advance_condition] is changed."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Switch to the next state immediately. The current state will end and blend "
+"into the beginning of the new one."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Switch to the next state immediately, but will seek the new state to the "
+"playback position of the old state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Wait for the current state playback to end, then switch to the beginning of "
+"the next state animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeScale.xml
+msgid "A time-scaling animation node to be used with [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeScale.xml
+msgid ""
+"Allows scaling the speed of the animation (or reversing it) in any children "
+"nodes. Setting it to 0 will pause the animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeSeek.xml
+msgid "A time-seeking animation node to be used with [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeSeek.xml
+msgid ""
+"This node can be used to cause a seek command to happen to any sub-children "
+"of the animation graph. Use this node type to play an [Animation] from the "
+"start or a certain playback position inside the [AnimationNodeBlendTree]. "
+"After setting the time and changing the animation playback, the seek node "
+"automatically goes into sleep mode on the next process frame by setting its "
+"[code]seek_position[/code] value to [code]-1.0[/code].\n"
+"[codeblock]\n"
+"# Play child animation from the start.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
+"# Alternative syntax (same result as above).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n"
+"\n"
+"# Play child animation from 12 second timestamp.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n"
+"# Alternative syntax (same result as above).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml
+msgid "A generic animation transition node for [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml
+msgid ""
+"Simple state machine for cases which don't require a more advanced "
+"[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
+"transition times can be specified."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml
+msgid "The number of available input ports for this node."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml
+msgid ""
+"Cross-fading time (in seconds) between each animation connected to the "
+"inputs."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Container and player of [Animation] resources."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"An animation player is used for general-purpose playback of [Animation] "
+"resources. It contains a dictionary of animations (referenced by name) and "
+"custom blend times between their transitions. Additionally, animations can "
+"be played and blended in different channels.\n"
+"[AnimationPlayer] is more suited than [Tween] for animations where you know "
+"the final values in advance. For example, fading a screen in and out is more "
+"easily done with an [AnimationPlayer] node thanks to the animation tools "
+"provided by the editor. That particular example can also be implemented with "
+"a [Tween] node, but it requires doing everything by code.\n"
+"Updating the target properties of animations occurs at process time."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Animation tutorial index"
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Adds [code]animation[/code] to the player accessible with the key "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Shifts position in the animation timeline and immediately updates the "
+"animation. [code]delta[/code] is the time in seconds to shift. Events "
+"between the current frame and [code]delta[/code] are handled."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Returns the name of the next animation in the queue."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] "
+"animation completes."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"[AnimationPlayer] caches animated nodes. It may not notice if a node "
+"disappears; [method clear_caches] forces it to update the cache again."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Clears all queued, unplayed animations."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Returns the name of [code]animation[/code] or an empty string if not found."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
+"not found."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Returns the list of stored animation names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Gets the blend time (in seconds) between two animations, referenced by their "
+"names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Gets the actual playing speed of current animation or 0 if not playing. This "
+"speed is the [member playback_speed] property multiplied by "
+"[code]custom_speed[/code] argument specified when calling the [method play] "
+"method."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Returns a list of the animation names that are currently queued to play."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
+"with key [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Returns [code]true[/code] if playing an animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Plays the animation with key [code]name[/code]. Custom blend times and speed "
+"can be set. If [code]custom_speed[/code] is negative and [code]from_end[/"
+"code] is [code]true[/code], the animation will play backwards (which is "
+"equivalent to calling [method play_backwards]).\n"
+"The [AnimationPlayer] keeps track of its current or last played animation "
+"with [member assigned_animation]. If this method is called with that same "
+"animation [code]name[/code], or with no [code]name[/code] parameter, the "
+"assigned animation will resume playing if it was paused, or restart if it "
+"was stopped (see [method stop] for both pause and stop). If the animation "
+"was already playing, it will keep playing.\n"
+"[b]Note:[/b] The animation will be updated the next time the "
+"[AnimationPlayer] is processed. If other variables are updated at the same "
+"time this is called, they may be updated too early. To perform the update "
+"immediately, call [code]advance(0)[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Plays the animation with key [code]name[/code] in reverse.\n"
+"This method is a shorthand for [method play] with [code]custom_speed = -1.0[/"
+"code] and [code]from_end = true[/code], so see its description for more "
+"information."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Queues an animation for playback once the current one is done.\n"
+"[b]Note:[/b] If a looped animation is currently playing, the queued "
+"animation will never play unless the looped animation is stopped somehow."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Removes the animation with key [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Renames an existing animation with key [code]name[/code] to [code]newname[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
+"If [code]update[/code] is [code]true[/code], the animation updates too, "
+"otherwise it updates at process time. Events between the current frame and "
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Specifies a blend time (in seconds) between two animations, referenced by "
+"their names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Stops or pauses the currently playing animation. If [code]reset[/code] is "
+"[code]true[/code], the animation position is reset to [code]0[/code] and the "
+"playback speed is reset to [code]1.0[/code].\n"
+"If [code]reset[/code] is [code]false[/code], the [member "
+"current_animation_position] will be kept and calling [method play] or "
+"[method play_backwards] without arguments or with the same animation name as "
+"[member assigned_animation] will resume the animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"If playing, the current animation; otherwise, the animation last played. "
+"When set, would change the animation, but would not play it unless currently "
+"playing. See also [member current_animation]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The name of the animation to play when the scene loads."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"The name of the currently playing animation. If no animation is playing, the "
+"property's value is an empty string. Changing this value does not restart "
+"the animation. See [method play] for more information on playing "
+"animations.\n"
+"[b]Note:[/b] While this property appears in the inspector, it's not meant to "
+"be edited, and it's not saved in the scene. This property is mainly used to "
+"get the currently playing animation, and internally for animation playback "
+"tracks. For more information, see [Animation]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The length (in seconds) of the currently being played animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The position (in seconds) of the currently playing animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The call mode to use for Call Method tracks."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"If [code]true[/code], updates animations in response to process-related "
+"notifications."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"The default time in which to blend animations. Ranges from 0 to 4096 with "
+"0.01 precision."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The process notification in which to update animations."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"The speed scaling ratio. For instance, if this value is 1, then the "
+"animation plays at normal speed. If it's 0.5, then it plays at half speed. "
+"If it's 2, then it plays at double speed."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"This is used by the editor. If set to [code]true[/code], the scene will be "
+"saved with the effects of the reset animation applied (as if it had been "
+"seeked to time 0), then reverted after saving.\n"
+"In other words, the saved scene file will contain the \"default pose\", as "
+"defined by the reset animation, if any, with the editor keeping the values "
+"that the nodes had before saving."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The node from which node path references will travel."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Emitted when a queued animation plays after the previous animation was "
+"finished. See [method queue].\n"
+"[b]Note:[/b] The signal is not emitted when the animation is changed via "
+"[method play] or from [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Notifies when an animation finished playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Notifies when an animation starts playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Notifies when the caches have been cleared, either automatically, or "
+"manually via [method clear_caches]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Process animation during the physics process. This is especially useful when "
+"animating physics bodies."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
+msgid "Process animation during the idle process."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Do not process animation. Use [method advance] to process the animation "
+"manually."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Batch method calls during the animation process, then do the calls after "
+"events are processed. This avoids bugs involving deleting nodes or modifying "
+"the AnimationPlayer while playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Make method calls immediately when reached in the animation."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"A node to be used for advanced animation transitions in an [AnimationPlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"A node to be used for advanced animation transitions in an "
+"[AnimationPlayer].\n"
+"[b]Note:[/b] When linked with an [AnimationPlayer], several properties and "
+"methods of the corresponding [AnimationPlayer] will not function as "
+"expected. Playback and transitions should be handled using only the "
+"[AnimationTree] and its constituent [AnimationNode](s). The "
+"[AnimationPlayer] node should be used solely for adding, deleting, and "
+"editing animations."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "Using AnimationTree"
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "Manually advance the animations by the specified time (in seconds)."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"Retrieve the motion of the [member root_motion_track] as a [Transform] that "
+"can be used elsewhere. If [member root_motion_track] is not a path to a "
+"track of type [constant Animation.TYPE_TRANSFORM], returns an identity "
+"transformation. See also [member root_motion_track] and [RootMotionView]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "If [code]true[/code], the [AnimationTree] will be processing."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "The path to the [AnimationPlayer] used for animating."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"The process mode of this [AnimationTree]. See [enum AnimationProcessMode] "
+"for available modes."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"The path to the Animation track used for root motion. Paths must be valid "
+"scene-tree paths to a node, and must be specified starting from the parent "
+"node of the node that will reproduce the animation. To specify a track that "
+"controls properties or bones, append its name after the path, separated by "
+"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] "
+"or [code]\"character/mesh:transform/local\"[/code].\n"
+"If the track has type [constant Animation.TYPE_TRANSFORM], the "
+"transformation will be cancelled visually, and the animation will appear to "
+"stay in place. See also [method get_root_motion_transform] and "
+"[RootMotionView]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"The animations will progress during the physics frame (i.e. [method Node."
+"_physics_process])."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"The animations will progress during the idle frame (i.e. [method Node."
+"_process])."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "The animations will only progress manually (see [method advance])."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"[i]Deprecated.[/i] Animation player that uses a node graph for blending "
+"animations. Superseded by [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"[i]Deprecated.[/i] A node graph tool for blending multiple animations bound "
+"to an [AnimationPlayer]. Especially useful for animating characters or other "
+"skeleton-based rigs. It can combine several animations to form a desired "
+"pose.\n"
+"It takes [Animation]s from an [AnimationPlayer] node and mixes them "
+"depending on the graph.\n"
+"See [AnimationTree] for a more full-featured replacement of this node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Shifts position in the animation timeline. [code]delta[/code] is the time in "
+"seconds to shift. Events between the current frame and [code]delta[/code] "
+"are handled."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the [AnimationPlayer]'s [Animation] bound to the "
+"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the name of the [member master_player]'s [Animation] bound to this "
+"animation node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the absolute playback timestamp of the animation node with name "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Binds a new [Animation] from the [member master_player] to the "
+"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the animation node with ID "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Binds the [Animation] named [code]source[/code] from [member master_player] "
+"to the animation node [code]id[/code]. Recalculates caches."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
+"at the specified slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the blend amount of a Blend2 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the blend amount of a Blend2 node given its name and value.\n"
+"A Blend2 node blends two animations (A and B) with the amount between 0 and "
+"1.\n"
+"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
+"influence of B gets raised. At 1, output is input B."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the Blend2 node with name "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the blend amount of a Blend3 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the blend amount of a Blend3 node given its name and value.\n"
+"A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 "
+"and 1.\n"
+"At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, "
+"the influence of A gets raised and the influence of B+ is 0. At 0, output is "
+"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
+"gets raised and the influence of B+ is 0. At 1, output is input B+."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the blend amount of a Blend4 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the blend amount of a Blend4 node given its name and value.\n"
+"A Blend4 Node blends two pairs of animations.\n"
+"The two pairs are blended like Blend2 and then added together."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Connects node [code]id[/code] to [code]dst_id[/code] at the specified input "
+"slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Disconnects nodes connected to [code]id[/code] at the specified input slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns a [PoolStringArray] containing the name of all nodes."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the mix amount of a Mix node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the mix amount of a Mix node given its name and value.\n"
+"A Mix node adds input b to input a by the amount given by ratio."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Check if a node exists (by name)."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the input count for a given node. Different types of nodes have "
+"different amount of inputs."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the input source for a given node input."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns position of a node in the graph given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Gets the node type, will return from [enum NodeType] enum."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Renames a node in the graph."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Sets the position of a node in the graph given its name and position."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the autostart delay of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the autostart random delay of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the fade in time of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the fade out time of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns whether a OneShot node will auto restart given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns whether a OneShot node is active given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the autorestart property of a OneShot node given its name and value."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the autorestart delay of a OneShot node given its name and value in "
+"seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the autorestart random delay of a OneShot node given its name and value "
+"in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the fade in time of a OneShot node given its name and value in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the fade out time of a OneShot node given its name and value in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the OneShot node with ID "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Starts a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Stops the OneShot node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Manually recalculates the cache of track information generated from "
+"animation nodes. Needed when external sources modify the animation nodes' "
+"state."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Removes the animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Resets this [AnimationTreePlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the time scale value of the TimeScale node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the time scale of the TimeScale node with name [code]id[/code] to "
+"[code]scale[/code].\n"
+"The TimeScale node is used to speed [Animation]s up if the scale is above 1 "
+"or slow them down if it is below 1.\n"
+"If applied after a blend or mix, affects all input animations to that blend "
+"or mix."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the time seek value of the TimeSeek node with name [code]id[/code] to "
+"[code]seconds[/code].\n"
+"This functions as a seek in the [Animation] or the blend or mix of "
+"[Animation]s input in it."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Deletes the input at [code]input_idx[/code] for the transition node with "
+"name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the index of the currently evaluated input for the transition node "
+"with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the number of inputs for the transition node with name [code]id[/"
+"code]. You can add inputs by right-clicking on the transition node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the cross fade time for the transition node with name [code]id[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns [code]true[/code] if the input at [code]input_idx[/code] on the "
+"transition node with name [code]id[/code] is set to automatically advance to "
+"the next input upon completion."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The transition node with name [code]id[/code] sets its current input at "
+"[code]input_idx[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The transition node with name [code]id[/code] advances to its next input "
+"automatically when the input at [code]input_idx[/code] completes."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Resizes the number of inputs available for the transition node with name "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The transition node with name [code]id[/code] sets its cross fade time to "
+"[code]time_sec[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The node from which to relatively access other nodes.\n"
+"It accesses the bones, so it should point to the same node the "
+"[AnimationPlayer] would point its Root Node at."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The path to the [AnimationPlayer] from which this [AnimationTreePlayer] "
+"binds animations to animation nodes.\n"
+"Once set, [Animation] nodes can be added to the [AnimationTreePlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "The thread in which to update animations."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Output node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Animation node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "OneShot node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Mix node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Blend2 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Blend3 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Blend4 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "TimeScale node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "TimeSeek node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Transition node."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid "3D area for detection and physics and audio influence."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"3D area that detects [CollisionObject] nodes overlapping, entering, or "
+"exiting. Can also alter or override local physics parameters (gravity, "
+"damping) and route audio to custom audio buses."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
+#: doc/classes/ViewportTexture.xml
+msgid "GUI in 3D Demo"
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Returns a list of intersecting [Area]s. The overlapping area's [member "
+"CollisionObject.collision_layer] must be part of this area's [member "
+"CollisionObject.collision_mask] in order to be detected.\n"
+"For performance reasons (collisions are all processed at the same time) this "
+"list is modified once during the physics step, not immediately after objects "
+"are moved. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Returns a list of intersecting [PhysicsBody]s. The overlapping body's "
+"[member CollisionObject.collision_layer] must be part of this area's [member "
+"CollisionObject.collision_mask] in order to be detected.\n"
+"For performance reasons (collisions are all processed at the same time) this "
+"list is modified once during the physics step, not immediately after objects "
+"are moved. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"If [code]true[/code], the given area overlaps the Area.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of overlaps is updated once per frame and before the "
+"physics step. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"If [code]true[/code], the given physics body overlaps the Area.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of overlaps is updated once per frame and before the "
+"physics step. Consider using signals instead.\n"
+"The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] "
+"instance (while GridMaps are not physics body themselves, they register "
+"their tiles with collision shapes as a virtual physics body)."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The rate at which objects stop spinning in this area. Represents the angular "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid "The name of the area's audio bus."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], the area's audio bus overrides the default audio bus."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The area's gravity intensity (in meters per second squared). This value "
+"multiplies the gravity vector. This is useful to alter the force of gravity "
+"without altering its direction."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"The falloff factor for point gravity. The greater the value, the faster "
+"gravity decreases with distance."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], gravity is calculated from a point (set via [member "
+"gravity_vec]). See also [member space_override]."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"The area's gravity vector (not normalized). If gravity is a point (see "
+"[member gravity_point]), this will be the point of attraction."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The rate at which objects stop moving in this area. Represents the linear "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid "If [code]true[/code], other monitoring areas can detect this area."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], the area detects bodies or areas entering and exiting "
+"it."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid "The area's priority. Higher priority areas are processed first."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The degree to which this area applies reverb to its associated audio. Ranges "
+"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid "If [code]true[/code], the area applies reverb to its associated audio."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid "The reverb bus name to use for this area's associated audio."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The degree to which this area's reverb is a uniform effect. Ranges from "
+"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"Override mode for gravity and damping calculations within this area. See "
+"[enum SpaceOverride] for possible values."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when another Area enters this Area. Requires [member monitoring] to "
+"be set to [code]true[/code].\n"
+"[code]area[/code] the other Area."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when another Area exits this Area. Requires [member monitoring] to "
+"be set to [code]true[/code].\n"
+"[code]area[/code] the other Area."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when one of another Area's [Shape]s enters one of this Area's "
+"[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used "
+"by the [PhysicsServer].\n"
+"[code]area[/code] the other Area.\n"
+"[code]area_shape_index[/code] the index of the [Shape] of the other Area "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area."
+"shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
+"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member "
+"monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member "
+"monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of "
+"this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/"
+"code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s "
+"[CollisionObject] used by the [PhysicsServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] "
+"or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] "
+"or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with "
+"[code]body.shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
+"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid "This area does not affect gravity/damping."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"This area adds its gravity/damping values to whatever has been calculated so "
+"far (in [member priority] order)."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"This area adds its gravity/damping values to whatever has been calculated so "
+"far (in [member priority] order), ignoring any lower priority areas."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"This area replaces any gravity/damping, even the defaults, ignoring any "
+"lower priority areas."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"This area replaces any gravity/damping calculated so far (in [member "
+"priority] order), but keeps calculating the rest of the areas."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid "2D area for detection and physics and audio influence."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
+"exiting. Can also alter or override local physics parameters (gravity, "
+"damping) and route audio to a custom audio bus."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid "Using Area2D"
+msgstr ""
+
+#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
+#: doc/classes/RectangleShape2D.xml
+msgid "2D Pong Demo"
+msgstr ""
+
+#: doc/classes/Area2D.xml doc/classes/Camera2D.xml
+#: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml
+#: doc/classes/TileSet.xml
+msgid "2D Platformer Demo"
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
+"CollisionObject2D.collision_layer] must be part of this area's [member "
+"CollisionObject2D.collision_mask] in order to be detected.\n"
+"For performance reasons (collisions are all processed at the same time) this "
+"list is modified once during the physics step, not immediately after objects "
+"are moved. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's "
+"[member CollisionObject2D.collision_layer] must be part of this area's "
+"[member CollisionObject2D.collision_mask] in order to be detected.\n"
+"For performance reasons (collisions are all processed at the same time) this "
+"list is modified once during the physics step, not immediately after objects "
+"are moved. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], the given area overlaps the Area2D.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, the list of overlaps is updated once per frame and before "
+"the physics step. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], the given physics body overlaps the Area2D.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of overlaps is updated once per frame and before the "
+"physics step. Consider using signals instead.\n"
+"The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
+"[TileMap] instance (while TileMaps are not physics bodies themselves, they "
+"register their tiles with collision shapes as a virtual physics body)."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"The rate at which objects stop spinning in this area. Represents the angular "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"The area's gravity intensity (in pixels per second squared). This value "
+"multiplies the gravity vector. This is useful to alter the force of gravity "
+"without altering its direction."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"The rate at which objects stop moving in this area. Represents the linear "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when another Area2D enters this Area2D. Requires [member monitoring] "
+"to be set to [code]true[/code].\n"
+"[code]area[/code] the other Area2D."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when another Area2D exits this Area2D. Requires [member monitoring] "
+"to be set to [code]true[/code].\n"
+"[code]area[/code] the other Area2D."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's "
+"[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
+"used by the [Physics2DServer].\n"
+"[code]area[/code] the other Area2D.\n"
+"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's "
+"[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
+"used by the [Physics2DServer].\n"
+"[code]area[/code] the other Area2D.\n"
+"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires "
+"[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
+"if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires "
+"[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
+"if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one "
+"of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
+"[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
+"[Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of "
+"this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
+"[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
+"[Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "A generic array datatype."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"A generic array that can contain several elements of any type, accessible by "
+"a numerical index starting at 0. Negative indices can be used to count from "
+"the back, like in Python (-1 is the last element, -2 is the second to last, "
+"etc.).\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var array = [\"One\", 2, 3, \"Four\"]\n"
+"print(array[0]) # One.\n"
+"print(array[2]) # 3.\n"
+"print(array[-1]) # Four.\n"
+"array[2] = \"Three\"\n"
+"print(array[-2]) # Three.\n"
+"[/codeblock]\n"
+"Arrays can be concatenated using the [code]+[/code] operator:\n"
+"[codeblock]\n"
+"var array1 = [\"One\", 2]\n"
+"var array2 = [3, \"Four\"]\n"
+"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a "
+"new array, which has a cost. If you want to append another array to an "
+"existing array, [method append_array] is more efficient.\n"
+"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an "
+"array that can be modified independently of the original array, use [method "
+"duplicate].\n"
+"[b]Note:[/b] When declaring an array with [code]const[/code], the array "
+"itself can still be mutated by defining the values at individual indices or "
+"pushing/removing elements. Using [code]const[/code] will only prevent "
+"assigning the constant with another value after it was initialized."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Appends an element at the end of the array (alias of [method push_back])."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Appends another array at the end of this array.\n"
+"[codeblock]\n"
+"var array1 = [1, 2, 3]\n"
+"var array2 = [4, 5, 6]\n"
+"array1.append_array(array2)\n"
+"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns the last element of the array. Prints an error and returns "
+"[code]null[/code] if the array is empty.\n"
+"[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]"
+"[/code]. If the array is empty, accessing by index will pause project "
+"execution when running from the editor."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search. Optionally, a [code]before[/code] specifier can be passed. If "
+"[code]false[/code], the returned index comes after all existing entries of "
+"the value in the array.\n"
+"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
+"unexpected behavior."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search and a custom comparison method declared in the [code]obj[/code]. "
+"Optionally, a [code]before[/code] specifier can be passed. If [code]false[/"
+"code], the returned index comes after all existing entries of the value in "
+"the array. The custom method receives two arguments (an element from the "
+"array and the value searched for) and must return [code]true[/code] if the "
+"first argument is less than the second, and return [code]false[/code] "
+"otherwise.\n"
+"[codeblock]\n"
+"func cardinal_to_algebraic(a):\n"
+" match a:\n"
+" \"one\":\n"
+" return 1\n"
+" \"two\":\n"
+" return 2\n"
+" \"three\":\n"
+" return 3\n"
+" \"four\":\n"
+" return 4\n"
+" _:\n"
+" return 0\n"
+"\n"
+"func compare(a, b):\n"
+" return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n"
+"\n"
+"func _ready():\n"
+" var a = [\"one\", \"two\", \"three\", \"four\"]\n"
+" # `compare` is defined in this object, so we use `self` as the `obj` "
+"parameter.\n"
+" print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected "
+"value is 2.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
+"unexpected behavior."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Clears the array. This is equivalent to using [method resize] with a size of "
+"[code]0[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid "Returns the number of times an element is in the array."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns a copy of the array.\n"
+"If [code]deep[/code] is [code]true[/code], a deep copy is performed: all "
+"nested arrays and dictionaries are duplicated and will not be shared with "
+"the original array. If [code]false[/code], a shallow copy is made and "
+"references to the original nested arrays and dictionaries are kept, so that "
+"modifying a sub-array or dictionary in the copy will also impact those "
+"referenced in the source array."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid "Returns [code]true[/code] if the array is empty."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the removed "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the removed element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Searches the array for a value and returns its index or [code]-1[/code] if "
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Searches the array in reverse order for a value and returns its index or "
+"[code]-1[/code] if not found."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns the first element of the array. Prints an error and returns "
+"[code]null[/code] if the array is empty.\n"
+"[b]Note:[/b] Calling this function is not the same as writing [code]array[0]"
+"[/code]. If the array is empty, accessing by index will pause project "
+"execution when running from the editor."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[codeblock]\n"
+"[\"inside\", 7].has(\"inside\") # True\n"
+"[\"inside\", 7].has(\"outside\") # False\n"
+"[\"inside\", 7].has(7) # True\n"
+"[\"inside\", 7].has(\"7\") # False\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
+"follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `true`.\n"
+"if 2 in [2, 4, 6, 8]:\n"
+" pass\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns a hashed 32-bit integer value representing the array and its "
+"contents.\n"
+"[b]Note:[/b] [Array]s with equal content will always produce identical hash "
+"values. However, the reverse is not true. Returning identical hash values "
+"does [i]not[/i] imply the arrays are equal, because different arrays can "
+"have identical hash values due to hash collisions."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Inserts a new element at a given position in the array. The position must be "
+"valid, or at the end of the array ([code]pos == size()[/code]).\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the inserted "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the newly inserted element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid "Reverses the order of the elements in the array."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns the maximum value contained in the array if all elements are of "
+"comparable types. If the elements can't be compared, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns the minimum value contained in the array if all elements are of "
+"comparable types. If the elements can't be compared, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes and returns the element of the array at index [code]position[/code]. "
+"If negative, [code]position[/code] is considered relative to the end of the "
+"array. Leaves the array untouched and returns [code]null[/code] if the array "
+"is empty or if it's accessed out of bounds. An error message is printed when "
+"the array is accessed out of bounds, but not when the array is empty.\n"
+"[b]Note:[/b] On large arrays, this method can be slower than [method "
+"pop_back] as it will reindex the array's elements that are located after the "
+"removed element. The larger the array and the lower the index of the removed "
+"element, the slower [method pop_at] will be."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes and returns the last element of the array. Returns [code]null[/code] "
+"if the array is empty, without printing an error message. See also [method "
+"pop_front]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes and returns the first element of the array. Returns [code]null[/"
+"code] if the array is empty, without printing an error message. See also "
+"[method pop_back].\n"
+"[b]Note:[/b] On large arrays, this method is much slower than [method "
+"pop_back] as it will reindex all the array's elements every time it's "
+"called. The larger the array, the slower [method pop_front] will be."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Appends an element at the end of the array. See also [method push_front]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Adds an element at the beginning of the array. See also [method push_back].\n"
+"[b]Note:[/b] On large arrays, this method is much slower than [method "
+"push_back] as it will reindex all the array's elements every time it's "
+"called. The larger the array, the slower [method push_front] will be."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes an element from the array by index. If the index does not exist in "
+"the array, nothing happens. To remove an element by searching for its value, "
+"use [method erase] instead.\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the removed "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the removed element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Resizes the array to contain a different number of elements. If the array "
+"size is smaller, elements are cleared, if bigger, new elements are "
+"[code]null[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Searches the array in reverse order. Optionally, a start search index can be "
+"passed. If negative, the start index is considered relative to the end of "
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Shuffles the array such that the items will have a random order. This method "
+"uses the global random number generator common to methods such as [method "
+"@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new "
+"seed will be used each time if you want non-reproducible shuffling."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid "Returns the number of elements in the array."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Duplicates the subset described in the function and returns it in an array, "
+"deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower "
+"and upper index are inclusive, with the [code]step[/code] describing the "
+"change between indices while slicing."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Sorts the array.\n"
+"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
+"order). This may lead to unexpected behavior when sorting an array of "
+"strings ending with a sequence of numbers. Consider the following example:\n"
+"[codeblock]\n"
+"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
+"strings.sort()\n"
+"print(strings) # Prints [string1, string10, string11, string2]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Sorts the array using a custom method. The arguments are an object that "
+"holds the method and the name of such method. The custom method receives two "
+"arguments (a pair of elements from the array) and must return either "
+"[code]true[/code] or [code]false[/code].\n"
+"For two elements [code]a[/code] and [code]b[/code], if the given method "
+"returns [code]true[/code], element [code]b[/code] will be after element "
+"[code]a[/code] in the array.\n"
+"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
+"expects a deterministic result. Doing so will result in unexpected "
+"behavior.\n"
+"[codeblock]\n"
+"class MyCustomSorter:\n"
+" static func sort_ascending(a, b):\n"
+" if a[0] < b[0]:\n"
+" return true\n"
+" return false\n"
+"\n"
+"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
+"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
+"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"[Mesh] type that provides utility for constructing a surface from arrays."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes "
+"as arrays.\n"
+"The most basic example is the creation of a single triangle:\n"
+"[codeblock]\n"
+"var vertices = PoolVector3Array()\n"
+"vertices.push_back(Vector3(0, 1, 0))\n"
+"vertices.push_back(Vector3(1, 0, 0))\n"
+"vertices.push_back(Vector3(0, 0, 1))\n"
+"# Initialize the ArrayMesh.\n"
+"var arr_mesh = ArrayMesh.new()\n"
+"var arrays = []\n"
+"arrays.resize(ArrayMesh.ARRAY_MAX)\n"
+"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
+"# Create the Mesh.\n"
+"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
+"var m = MeshInstance.new()\n"
+"m.mesh = arr_mesh\n"
+"[/codeblock]\n"
+"The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n"
+"See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for "
+"procedural geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Adds name for a blend shape that will be added with [method "
+"add_surface_from_arrays]. Must be called before surface is added."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Creates a new surface.\n"
+"Surfaces are created to be rendered using a [code]primitive[/code], which "
+"may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, "
+"when using indices, it is recommended to only use points, lines, or "
+"triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/"
+"code] for this new surface.\n"
+"The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] "
+"for the values used in this array. For example, [code]arrays[0][/code] is "
+"the array of vertices. That first vertex sub-array is always required; the "
+"others are optional. Adding an index array puts this function into \"index "
+"mode\" where the vertex and other arrays become the sources of data and the "
+"index array defines the vertex order. All sub-arrays must have the same "
+"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
+"it is used."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Removes all blend shapes from this [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Removes all surfaces from this [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Returns the name of the blend shape at this index."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for "
+"lightmapping."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Will regenerate normal maps for the [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the index of the first surface with this name held within this "
+"[ArrayMesh]. If none are found, -1 is returned."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the length in indices of the index array in the requested surface "
+"(see [method add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the length in vertices of the vertex array in the requested surface "
+"(see [method add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the format mask of the requested surface (see [method "
+"add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Gets the name assigned to this surface."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the primitive type of the requested surface (see [method "
+"add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Removes a surface at position [code]surf_idx[/code], shifting greater "
+"surfaces one [code]surf_idx[/code] slot down."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Sets a name for a given surface."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Updates a specified region of mesh arrays on the GPU.\n"
+"[b]Warning:[/b] Only use if you know what you are doing. You can easily "
+"cause crashes by calling this function with improper arguments."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
+msgid ""
+"Overrides the [AABB] with one defined by user for use with frustum culling. "
+"Especially useful to avoid unexpected culling when using a shader to offset "
+"vertices."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Value used internally when no indices are present."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Amount of weights/bone indices per vertex (always 4)."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolVector3Array] of vertex normals."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, "
+"first 3 floats determine the tangent, and the last the binormal direction as "
+"-1 or 1."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolColorArray] of vertex colors."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolVector2Array] for UV coordinates."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolVector2Array] for second UV coordinates."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
+"4 floats."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"[PoolIntArray] of integers used as indices referencing vertices, colors, "
+"normals, tangents, and textures. All of those arrays must have the same "
+"number of elements as the vertex array. No index can be beyond the vertex "
+"array size. When this index array is present, it puts the function into "
+"\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, "
+"color, UV, etc. This means if you want to have different normals or colors "
+"along an edge, you have to duplicate the vertices.\n"
+"For triangles, the index array is interpreted as triples, referring to the "
+"vertices of each triangle. For lines, the index array is in pairs indicating "
+"the start and end of each line."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum ArrayType] enum."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include vertices (mandatory)."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include normals."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include tangents."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include a color array."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include UVs."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include another set of UVs."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include bone indices."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include bone weights."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Index array will be used."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid "An anchor point in AR space."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"The [ARVRAnchor] point is a spatial node that maps a real world location "
+"identified by the AR platform to a position within the game world. For "
+"example, as long as plane detection in ARKit is on, ARKit will identify and "
+"update the position of planes (tables, floors, etc) and create anchors for "
+"them.\n"
+"This node is mapped to one of the anchors through its unique ID. When you "
+"receive a signal that a new anchor is available, you should add this node to "
+"your scene for that anchor. You can predefine nodes and set the ID; the "
+"nodes will simply remain on 0,0,0 until a plane is recognized.\n"
+"Keep in mind that, as long as plane detection is enabled, the size, placing "
+"and orientation of an anchor will be updated as the detection logic learns "
+"more about the real world out there especially if only part of the surface "
+"is in view."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid "Returns the name given to this anchor."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"Returns [code]true[/code] if the anchor is being tracked and [code]false[/"
+"code] if no anchor with this ID is currently known."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"If provided by the [ARVRInterface], this returns a mesh object for the "
+"anchor. For an anchor, this can be a shape related to the object being "
+"tracked or it can be a mesh that provides topology related to the anchor and "
+"can be used to create shadows/reflections on surfaces or for generating "
+"collision shapes."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"Returns a plane aligned with our anchor; handy for intersection testing."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"Returns the estimated size of the plane that was detected. Say when the "
+"anchor relates to a table in the real world, this is the estimated size of "
+"the surface of that table."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"The anchor's ID. You can set this before the anchor itself exists. The first "
+"anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], "
+"etc. When anchors get removed, the engine can then assign the corresponding "
+"ID to new anchors. The most common situation where anchors \"disappear\" is "
+"when the AR server identifies that two anchors represent different parts of "
+"the same plane and merges them."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"Emitted when the mesh associated with the anchor changes or when one becomes "
+"available. This is especially important for topology that is constantly "
+"being [code]mesh_updated[/code]."
+msgstr ""
+
+#: doc/classes/ARVRCamera.xml
+msgid ""
+"A camera node with a few overrules for AR/VR applied, such as location "
+"tracking."
+msgstr ""
+
+#: doc/classes/ARVRCamera.xml
+msgid ""
+"This is a helper spatial node for our camera; note that, if stereoscopic "
+"rendering is applicable (VR-HMD), most of the camera properties are ignored, "
+"as the HMD information overrides them. The only properties that can be "
+"trusted are the near and far planes.\n"
+"The position and orientation of this node is automatically updated by the "
+"ARVR Server to represent the location of the HMD if such tracking is "
+"available and can thus be used by game logic. Note that, in contrast to the "
+"ARVR Controller, the render thread has access to the most up-to-date "
+"tracking data of the HMD and the location of the ARVRCamera can lag a few "
+"milliseconds behind what is used for rendering as a result."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid "A spatial node representing a spatially-tracked controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"This is a helper spatial node that is linked to the tracking of controllers. "
+"It also offers several handy passthroughs to the state of buttons and such "
+"on the controllers.\n"
+"Controllers are linked by their ID. You can create controller nodes before "
+"the controllers are available. If your game always uses two controllers (one "
+"for each hand), you can predefine the controllers with ID 1 and 2; they will "
+"become active as soon as the controllers are identified. If you expect "
+"additional controllers to be used, you should react to the signals and add "
+"ARVRController nodes to your scene.\n"
+"The position of the controller node is automatically updated by the "
+"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
+"controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"If active, returns the name of the associated controller if provided by the "
+"AR/VR SDK used."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns the hand holding this controller, if known. See [enum "
+"ARVRPositionalTracker.TrackerHand]."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns [code]true[/code] if the bound controller is active. ARVR systems "
+"attempt to track active controllers."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns the value of the given axis for things like triggers, touchpads, "
+"etc. that are embedded into the controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns the ID of the joystick object bound to this. Every controller "
+"tracked by the [ARVRServer] that has buttons and axis will also be "
+"registered as a joystick within Godot. This means that all the normal "
+"joystick tracking and input mapping will work for buttons and axis found on "
+"the AR/VR controllers. This ID is purely offered as information so you can "
+"link up the controller with its joystick entry."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"If provided by the [ARVRInterface], this returns a mesh associated with the "
+"controller. This can be used to visualize the controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns [code]true[/code] if the button at index [code]button[/code] is "
+"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
+"constants."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"The controller's ID.\n"
+"A controller ID of 0 is unbound and will always result in an inactive node. "
+"Controller ID 1 is reserved for the first controller that identifies itself "
+"as the left-hand controller and ID 2 is reserved for the first controller "
+"that identifies itself as the right-hand controller.\n"
+"For any other controller that the [ARVRServer] detects, we continue with "
+"controller ID 3.\n"
+"When a controller is turned off, its slot is freed. This ensures controllers "
+"will keep the same ID even when controllers with lower IDs are turned off."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
+"This is a useful property to animate if you want the controller to vibrate "
+"for a limited duration."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid "Emitted when a button on this controller is pressed."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid "Emitted when a button on this controller is released."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Emitted when the mesh associated with the controller changes or when one "
+"becomes available. Generally speaking this will be a static mesh after "
+"becoming available."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "Base class for an AR/VR interface implementation."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"This class needs to be implemented to make an AR or VR platform available to "
+"Godot and these should be implemented as C++ modules or GDNative modules "
+"(note that for GDNative the subclass ARVRScriptInterface should be used). "
+"Part of the interface is exposed to GDScript so you can detect, enable and "
+"configure an AR or VR platform.\n"
+"Interfaces should be written in such a way that simply enabling them will "
+"give us a working setup. You can query the available interfaces through "
+"[ARVRServer]."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"If this is an AR interface that requires displaying a camera feed as the "
+"background, this method returns the feed ID in the [CameraServer] for this "
+"interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Returns a combination of [enum Capabilities] flags providing information "
+"about the capabilities of this interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Returns the resolution at which we should render our intermediate results "
+"before things like lens distortion are applied by the VR platform."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"If supported, returns the status of our tracking. This will allow you to "
+"provide feedback to the user whether there are issues with positional "
+"tracking."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Call this to initialize this interface. The first interface that is "
+"initialized is identified as the primary interface and it will be used for "
+"rendering output.\n"
+"After initializing the interface you want to use you then need to enable the "
+"AR/VR mode of a viewport and rendering should commence.\n"
+"[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any "
+"device that uses the main output of Godot, such as for mobile VR.\n"
+"If you do this for a platform that handles its own output (such as OpenVR) "
+"Godot will show just one eye without distortion on screen. Alternatively, "
+"you can add a separate viewport node to your scene and enable AR/VR on that "
+"viewport. It will be used to output to the HMD, leaving you free to do "
+"anything you like in the main window, such as using a separate camera as a "
+"spectator camera or rendering something completely different.\n"
+"While currently not used, you can activate additional interfaces. You may "
+"wish to do this if you want to track controllers from other platforms. "
+"However, at this point in time only one interface can render to an HMD."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Returns [code]true[/code] if the current output of this interface is in "
+"stereo."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "Turns the interface off."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "[code]true[/code] if this interface been initialized."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "[code]true[/code] if this is the primary interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "No ARVR capabilities."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"This interface can work with normal rendering output (non-HMD based AR)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "This interface supports stereoscopic rendering."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "This interface supports AR (video background and real world tracking)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"This interface outputs to an external device. If the main viewport is used, "
+"the on screen output is an unmodified buffer of either the left or right eye "
+"(stretched if the viewport size is not changed to the same aspect ratio of "
+"[method get_render_targetsize]). Using a separate viewport node frees up the "
+"main viewport for other purposes."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Mono output, this is mostly used internally when retrieving positioning "
+"information for our camera node or when stereo scopic rendering is not "
+"supported."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Left eye output, this is mostly used internally when rendering the image for "
+"the left eye and obtaining positioning and projection information."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Right eye output, this is mostly used internally when rendering the image "
+"for the right eye and obtaining positioning and projection information."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "Tracking is behaving as expected."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Tracking is hindered by excessive motion (the player is moving faster than "
+"tracking can keep up)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Tracking is hindered by insufficient features, it's too dark (for camera-"
+"based tracking), player is blocked, etc."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"We don't know the status of the tracking or this interface does not provide "
+"feedback."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Tracking is not functional (camera not plugged in or obscured, lighthouses "
+"turned off, etc.)."
+msgstr ""
+
+#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
+msgid "GDNative wrapper for an ARVR interface."
+msgstr ""
+
+#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
+msgid ""
+"This is a wrapper class for GDNative implementations of the ARVR interface. "
+"To use a GDNative ARVR interface, simply instantiate this object and set "
+"your GDNative library containing the ARVR interface implementation."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml
+msgid "The origin point in AR/VR."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml
+msgid ""
+"This is a special node within the AR/VR system that maps the physical "
+"location of the center of our tracking space to the virtual location within "
+"our game world.\n"
+"There should be only one of these nodes in your scene and you must have one. "
+"All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct "
+"children of this node for spatial tracking to work correctly.\n"
+"It is the position of this node that you update when your character needs to "
+"move through your game world while we're not moving in the real world. "
+"Movement in the real world is always in relation to this origin point.\n"
+"For example, if your character is driving a car, the ARVROrigin node should "
+"be a child node of this car. Or, if you're implementing a teleport system to "
+"move your character, you should change the position of this node."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml
+msgid ""
+"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
+"assume a scale of 1 game world unit = 1 real world meter.\n"
+"[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "A tracked object."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"An instance of this object represents a device that is tracked, such as a "
+"controller or anchor point. HMDs aren't represented here as they are handled "
+"internally.\n"
+"As controllers are turned on and the AR/VR interface detects them, instances "
+"of this object are automatically added to this list of active tracking "
+"objects accessible through the [ARVRServer].\n"
+"The [ARVRController] and [ARVRAnchor] both consume objects of this type and "
+"should be used in your project. The positional trackers are just under-the-"
+"hood objects that make this all work. These are mostly exposed so that "
+"GDNative-based interfaces can interact with them."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"Returns the hand holding this tracker, if known. See [enum TrackerHand] "
+"constants."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"If this is a controller that is being tracked, the controller will also be "
+"represented by a joystick entry with this ID."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"Returns the mesh related to a controller or anchor point if one is available."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the controller or anchor point's name if available."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the controller's orientation matrix."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the world-space controller position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"Returns the internal tracker ID. This uniquely identifies the tracker per "
+"tracker type and matches the ID you need to specify for nodes such as the "
+"[ARVRController] and [ARVRAnchor] nodes."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns [code]true[/code] if this device tracks orientation."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns [code]true[/code] if this device tracks position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the transform combining this device's orientation and position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the tracker's type."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to "
+"[code]1.0[/code] with precision [code].01[/code]."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "The hand this tracker is held in is unknown or not applicable."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "This tracker is the left hand controller."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "This tracker is the right hand controller."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Server for AR and VR features."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
+"and handles all the processing."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Registers an [ARVRInterface] object."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
+"real space."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"This is an important function to understand correctly. AR and VR platforms "
+"all handle positioning slightly differently.\n"
+"For platforms that do not offer spatial tracking, our origin point (0,0,0) "
+"is the location of our HMD, but you have little control over the direction "
+"the player is facing in the real world.\n"
+"For platforms that do offer spatial tracking, our origin point depends very "
+"much on the system. For OpenVR, our origin point is usually the center of "
+"the tracking space, on the ground. For other platforms, it's often the "
+"location of the tracking camera.\n"
+"This method allows you to center your tracker on the location of the HMD. It "
+"will take the current location of the HMD and use that to adjust all your "
+"tracking data; in essence, realigning the real world to your player's "
+"current position in the game world.\n"
+"For this method to produce usable results, tracking information must be "
+"available. This often takes a few frames after starting your game.\n"
+"You should call this method after a few seconds have passed. For instance, "
+"when the user requests a realignment of the display holding a designated "
+"button on a controller for a short period of time, or when implementing a "
+"teleport mechanism."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Clears our current primary interface if it is set to the provided interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Finds an interface by its name. For instance, if your project uses "
+"capabilities of an AR/VR platform, you can find the interface for that "
+"platform by name and initialize it."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Returns the primary interface's transformation."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the interface registered at a given index in our list of interfaces."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the number of interfaces currently registered with the AR/VR server. "
+"If your project supports multiple AR/VR platforms, you can look through the "
+"available interface, and either present the user with a selection or simply "
+"try to initialize each interface and use the first one that returns "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns a list of available interfaces the ID and name of each interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of "
+"the AR/VR eyes to [VisualServer]. The value comes from an internal call to "
+"[method OS.get_ticks_usec]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the duration (in μs) of the last frame. This is computed as the "
+"difference between [method get_last_commit_usec] and [method "
+"get_last_process_usec] when committing."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the absolute timestamp (in μs) of the last [ARVRServer] process "
+"callback. The value comes from an internal call to [method OS."
+"get_ticks_usec]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the reference frame transform. Mostly used internally and exposed "
+"for GDNative build interfaces."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Returns the positional tracker at the given ID."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Returns the number of trackers currently registered."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Removes this interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Removes this positional tracker."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
+"assume a scale of 1 game world unit = 1 real world meter."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Emitted when a new interface has been added."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Emitted when an interface is removed."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Emitted when a new tracker has been added. If you don't use a fixed number "
+"of controllers or if you're using [ARVRAnchor]s for an AR solution, it is "
+"important to react to this signal to add the appropriate [ARVRController] or "
+"[ARVRAnchor] nodes related to this new tracker."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Emitted when a tracker is removed. You should remove any [ARVRController] or "
+"[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply "
+"become inactive and will be made active again when a new tracker becomes "
+"available (i.e. a new controller is switched on that takes the place of the "
+"previous one)."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "The tracker tracks the location of a controller."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "The tracker tracks the location of a base station."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "The tracker tracks the location and size of an AR anchor."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Used internally to filter trackers of any known type."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Used internally if we haven't set the tracker type yet."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Used internally to select all trackers."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Fully reset the orientation of the HMD. Regardless of what direction the "
+"user is looking to in the real world. The user will look dead ahead in the "
+"virtual world."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Resets the orientation but keeps the tilt of the device. So if we're looking "
+"down, we keep looking down but heading will be reset."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Does not reset the orientation of the HMD, only the position of the player "
+"gets centered."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Container that preserves its child controls' aspect ratio."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"Arranges child controls in a way to preserve their aspect ratio "
+"automatically whenever the container is resized. Solves the problem where "
+"the container size is dynamic and the contents' size needs to adjust "
+"accordingly without losing proportions."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Specifies the horizontal relative position of child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Specifies the vertical relative position of child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The aspect ratio to enforce on child controls. This is the width divided by "
+"the height. The ratio depends on the [member stretch_mode]."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "The stretch mode used to align child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The height of child controls is automatically adjusted based on the width of "
+"the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The width of child controls is automatically adjusted based on the height of "
+"the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The bounding rectangle of child controls is automatically adjusted to fit "
+"inside the container while keeping the aspect ratio."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The width and height of child controls is automatically adjusted to make "
+"their bounding rectangle cover the entire area of the container while "
+"keeping the aspect ratio.\n"
+"When the bounding rectangle of child controls exceed the container's size "
+"and [member Control.rect_clip_content] is enabled, this allows to show only "
+"the container's area restricted by its own bounding rectangle."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"Aligns child controls with the beginning (left or top) of the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Aligns child controls with the center of the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Aligns child controls with the end (right or bottom) of the container."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"An implementation of A* to find the shortest paths among connected points in "
+"space."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"A* (A star) is a computer algorithm that is widely used in pathfinding and "
+"graph traversal, the process of plotting short paths among vertices "
+"(points), passing through a given set of edges (segments). It enjoys "
+"widespread use due to its performance and accuracy. Godot's A* "
+"implementation uses points in three-dimensional space and Euclidean "
+"distances by default.\n"
+"You must add points manually with [method add_point] and create segments "
+"manually with [method connect_points]. Then you can test if there is a path "
+"between two points with the [method are_points_connected] function, get a "
+"path containing indices by [method get_id_path], or one containing actual "
+"coordinates with [method get_point_path].\n"
+"It is also possible to use non-Euclidean distances. To do so, create a class "
+"that extends [code]AStar[/code] and override methods [method _compute_cost] "
+"and [method _estimate_cost]. Both take two indices and return a length, as "
+"is shown in the following example.\n"
+"[codeblock]\n"
+"class MyAStar:\n"
+" extends AStar\n"
+"\n"
+" func _compute_cost(u, v):\n"
+" return abs(u - v)\n"
+"\n"
+" func _estimate_cost(u, v):\n"
+" return min(0, abs(u - v) - 1)\n"
+"[/codeblock]\n"
+"[method _estimate_cost] should return a lower bound of the distance, i.e. "
+"[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a "
+"hint to the algorithm because the custom [code]_compute_cost[/code] might be "
+"computation-heavy. If this is not the case, make [method _estimate_cost] "
+"return the same value as [method _compute_cost] to provide the algorithm "
+"with the most accurate information.\n"
+"If the default [method _estimate_cost] and [method _compute_cost] methods "
+"are used, or if the supplied [method _estimate_cost] method returns a lower "
+"bound of the cost, then the paths returned by A* will be the lowest-cost "
+"paths. Here, the cost of a path equals the sum of the [method _compute_cost] "
+"results of all segments in the path multiplied by the [code]weight_scale[/"
+"code]s of the endpoints of the respective segments. If the default methods "
+"are used and the [code]weight_scale[/code]s of all points are set to "
+"[code]1.0[/code], then this equals the sum of Euclidean distances of all "
+"segments in the path."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [code]AStar[/code] class."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Called when estimating the cost between a point and the path's ending "
+"point.\n"
+"Note that this function is hidden in the default [code]AStar[/code] class."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Adds a new point at the given position with the given identifier. The "
+"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
+"be 0.0 or greater.\n"
+"The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point. Thus, all else being equal, "
+"the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
+"path.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
+"weight_scale 4 and id 1\n"
+"[/codeblock]\n"
+"If there already exists a point for the given [code]id[/code], its position "
+"and weight scale are updated to the given values."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns whether the two given points are directly connected by a segment. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid "Clears all the points and segments."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Creates a segment between the given points. If [code]bidirectional[/code] is "
+"[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
+"is allowed, not the reverse direction.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 1, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Deletes the segment between the given points. If [code]bidirectional[/code] "
+"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
+"code] is prevented, and a unidirectional segment possibly remains."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid "Returns the next available point ID with no point associated to it."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns the ID of the closest point to [code]to_position[/code], optionally "
+"taking disabled points into account. Returns [code]-1[/code] if there are no "
+"points in the points pool.\n"
+"[b]Note:[/b] If several points are the closest to [code]to_position[/code], "
+"the one with the smallest ID will be returned, ensuring a deterministic "
+"result."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns the closest position to [code]to_position[/code] that resides inside "
+"a segment between two connected points.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns "
+"(0, 3, 0)\n"
+"[/codeblock]\n"
+"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
+"5[/code]. It's the closest position in the segment to the given point."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns an array with the IDs of the points that form the path found by "
+"AStar between the given points. The array is ordered from the starting point "
+"to the ending point of the path.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
+"[/codeblock]\n"
+"If you change the 2nd point's weight to 3, then the result will be [code][1, "
+"4, 3][/code] instead, because now even though the distance is longer, it's "
+"\"easier\" to get through point 4 than through point 2."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns the capacity of the structure backing the points, useful in "
+"conjunction with [code]reserve_space[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns an array with the IDs of the points that form the connection with "
+"the given point.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0))\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid "Returns the number of points currently in the points pool."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns an array with the points that are in the path found by AStar between "
+"the given points. The array is ordered from the starting point to the ending "
+"point of the path.\n"
+"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
+"will return an empty [PoolVector3Array] and will print an error message."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns the position of the point associated with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns the weight scale of the point associated with the given [code]id[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid "Returns an array of all points."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns whether a point associated with the given [code]id[/code] exists."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns whether a point is disabled or not for pathfinding. By default, all "
+"points are enabled."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Removes the point associated with the given [code]id[/code] from the points "
+"pool."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Reserves space internally for [code]num_nodes[/code] points, useful if "
+"you're adding a known large number of points at once, for a grid for "
+"instance. New capacity must be greater or equals to old capacity."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Disables or enables the specified point for pathfinding. Useful for making a "
+"temporary obstacle."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Sets the [code]position[/code] for the point with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Sets the [code]weight_scale[/code] for the point with the given [code]id[/"
+"code]. The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid "AStar class representation that uses 2D vectors as edges."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D "
+"vectors."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [code]AStar2D[/code] class."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Called when estimating the cost between a point and the path's ending "
+"point.\n"
+"Note that this function is hidden in the default [code]AStar2D[/code] class."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Adds a new point at the given position with the given identifier. The "
+"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
+"be 0.0 or greater.\n"
+"The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point. Thus, all else being equal, "
+"the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
+"path.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
+"weight_scale 4 and id 1\n"
+"[/codeblock]\n"
+"If there already exists a point for the given [code]id[/code], its position "
+"and weight scale are updated to the given values."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Creates a segment between the given points. If [code]bidirectional[/code] is "
+"[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
+"is allowed, not the reverse direction.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 1))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns the closest position to [code]to_position[/code] that resides inside "
+"a segment between two connected points.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, "
+"3)\n"
+"[/codeblock]\n"
+"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
+"5[/code]. It's the closest position in the segment to the given point."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns an array with the IDs of the points that form the path found by "
+"AStar2D between the given points. The array is ordered from the starting "
+"point to the ending point of the path.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
+"[/codeblock]\n"
+"If you change the 2nd point's weight to 3, then the result will be [code][1, "
+"4, 3][/code] instead, because now even though the distance is longer, it's "
+"\"easier\" to get through point 4 than through point 2."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns an array with the IDs of the points that form the connection with "
+"the given point.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1))\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns an array with the points that are in the path found by AStar2D "
+"between the given points. The array is ordered from the starting point to "
+"the ending point of the path.\n"
+"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
+"will return an empty [PoolVector2Array] and will print an error message."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid ""
+"Crops out one part of a texture, such as a texture from a texture atlas."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid ""
+"[Texture] resource that crops out one part of the [member atlas] texture, "
+"defined by [member region]. The main use case is cropping out textures from "
+"a texture atlas, which is a big texture file that packs multiple smaller "
+"textures. Consists of a [Texture] for the [member atlas], a [member region] "
+"that defines the area of [member atlas] to use, and a [member margin] that "
+"defines the border width.\n"
+"[AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in "
+"nodes such as [TextureRect], and does not work properly if used inside of "
+"other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be "
+"used to crop multiple textures from the atlas. Using a texture atlas helps "
+"to optimize video memory costs and render calls compared to using multiple "
+"small files.\n"
+"[b]Note:[/b] AtlasTextures don't support repetition. The [constant Texture."
+"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
+"when using an AtlasTexture."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid "The texture that contains the atlas. Can be any [Texture] subtype."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid ""
+"If [code]true[/code], clips the area outside of the region to avoid bleeding "
+"of the surrounding texture pixels."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid ""
+"The margin around the region. The [Rect2]'s [member Rect2.size] parameter "
+"(\"w\" and \"h\" in the editor) resizes the texture so it fits within the "
+"margin."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid "The AtlasTexture's used region."
+msgstr ""
+
+#: doc/classes/AudioBusLayout.xml
+msgid "Stores information about the audio buses."
+msgstr ""
+
+#: doc/classes/AudioBusLayout.xml
+msgid ""
+"Stores position, muting, solo, bypass, effects, effect position, volume, and "
+"the connections between buses. See [AudioServer] for usage."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml
+msgid "Audio effect for audio."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml
+msgid ""
+"Base resource for audio bus. Applies an audio effect on the bus that the "
+"resource is applied on."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
+#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Audio Mic Record Demo"
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml
+msgid ""
+"Adds an amplifying audio effect to an audio bus.\n"
+"Increases or decreases the volume of the selected audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml
+msgid "Increases or decreases the volume being routed through the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml
+msgid ""
+"Amount of amplification in decibels. Positive values make the sound louder, "
+"negative values make it quieter. Value can range from -80 to 24."
+msgstr ""
+
+#: doc/classes/AudioEffectBandLimitFilter.xml
+msgid "Adds a band limit filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectBandLimitFilter.xml
+msgid ""
+"Limits the frequencies in a range around the [member AudioEffectFilter."
+"cutoff_hz] and allows frequencies outside of this range to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectBandPassFilter.xml
+msgid "Adds a band pass filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectBandPassFilter.xml
+msgid ""
+"Attenuates the frequencies inside of a range around the [member "
+"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid "Captures audio from an audio bus in real-time."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"AudioEffectCapture is an AudioEffect which copies all audio frames from the "
+"attached audio effect bus into its internal ring buffer.\n"
+"Application code should consume these audio frames from this ring buffer "
+"using [method get_buffer] and process it as needed, for example to capture "
+"data from a microphone, implement application defined effects, or to "
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
+"available to read in the internal ring buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid "Clears the internal ring buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Gets the next [code]frames[/code] audio samples from the internal ring "
+"buffer.\n"
+"Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio "
+"samples if available, or an empty [PoolVector2Array] if insufficient data "
+"was available."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid "Returns the total size of the internal ring buffer in frames."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Returns the number of audio frames discarded from the audio bus due to full "
+"buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Returns the number of frames available to read using [method get_buffer]."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid "Returns the number of audio frames inserted from the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Length of the internal ring buffer, in seconds. Setting the buffer length "
+"will have no effect if already initialized."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "Adds a chorus audio effect."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid ""
+"Adds a chorus audio effect. The effect applies a filter with voices to "
+"duplicate the audio source and manipulate it through the filter."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The effect's raw signal."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's cutoff frequency."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's signal delay."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice filter's depth."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's volume."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's pan level."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's filter rate."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The amount of voices in the effect."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The effect's processed signal."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Adds a compressor audio effect to an audio bus.\n"
+"Reduces sounds that exceed a certain threshold level, smooths out the "
+"dynamics and increases the overall volume."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Dynamic range compressor reduces the level of the sound when the amplitude "
+"goes over a certain threshold in Decibels. One of the main uses of a "
+"compressor is to increase the dynamic range by clipping as little as "
+"possible (when sound goes over 0dB).\n"
+"Compressor has many uses in the mix:\n"
+"- In the Master bus to compress the whole output (although an "
+"[AudioEffectLimiter] is probably better).\n"
+"- In voice channels to ensure they sound as balanced as possible.\n"
+"- Sidechained. This can reduce the sound level sidechained with another "
+"audio bus for threshold detection. This technique is common in video game "
+"mixing to the level of music and SFX while voices are being heard.\n"
+"- Accentuates transients by using a wider attack, making effects sound more "
+"punchy."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Compressor's reaction time when the signal exceeds the threshold, in "
+"microseconds. Value can range from 20 to 2000."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid "Gain applied to the output signal."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Balance between original signal and effect signal. Value can range from 0 "
+"(totally dry) to 1 (totally wet)."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Amount of compression applied to the audio once it passes the threshold "
+"level. The higher the ratio, the more the loud parts of the audio will be "
+"compressed. Value can range from 1 to 48."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Compressor's delay time to stop reducing the signal after the signal level "
+"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid "Reduce the sound level using another audio bus for threshold detection."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"The level above which compression is applied to the audio. Value can range "
+"from -60 to 0."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Adds a delay audio effect to an audio bus. Plays input signal back after a "
+"period of time.\n"
+"Two tap delay and feedback options."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Plays input signal back after a period of time. The delayed signal may be "
+"played back multiple times to create the sound of a repeating, decaying "
+"echo. Delay effects range from a subtle echo effect to a pronounced blending "
+"of previous sounds with new sounds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Output percent of original sound. At 0, only delayed sounds are output. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "If [code]true[/code], feedback is enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "Feedback delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "Sound level for [code]tap1[/code]."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Low-pass filter for feedback, in Hz. Frequencies below this value are "
+"filtered out of the source signal."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "If [code]true[/code], [code]tap1[/code] will be enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "[code]tap1[/code] delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
+"1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "[b]Tap2[/b] delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "Sound level for [code]tap2[/code]."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
+"1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Adds a distortion audio effect to an Audio bus.\n"
+"Modify the sound to make it distorted."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, "
+"or waveshape.\n"
+"By distorting the waveform the frequency content change, which will often "
+"make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound "
+"coming from some saturated device or speaker very efficiently."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
+#: doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid "Distortion power. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"High-pass filter, in Hz. Frequencies higher than this value will not be "
+"affected by the distortion. Value can range from 1 to 20000."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid "Distortion type."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Increases or decreases the volume after the effect. Value can range from -80 "
+"to 24."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Increases or decreases the volume before the effect. Value can range from "
+"-60 to 60."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Digital distortion effect which cuts off peaks at the top and bottom of the "
+"waveform."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Low-resolution digital distortion effect. You can use it to emulate the "
+"sound of early digital audio devices."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Emulates the warm distortion produced by a field effect transistor, which is "
+"commonly used in solid-state musical instrument amplifiers."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Waveshaper distortions are used mainly by electronic musicians to achieve an "
+"extra-abrasive sound."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid ""
+"Base class for audio equalizers. Gives you control over frequencies.\n"
+"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] "
+"or [AudioEffectEQ21] don't fit your needs."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid ""
+"AudioEffectEQ gives you control over frequencies. Use it to compensate for "
+"existing deficiencies in audio. AudioEffectEQs are useful on the Master bus "
+"to completely master a mix and give it more character. They are also useful "
+"when a game is run on a mobile device, to adjust the mix to that kind of "
+"speakers (it can be added but disabled when headphones are plugged)."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid "Returns the number of bands of the equalizer."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid "Returns the band's gain at the specified index, in dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid "Sets band's gain at the specified index, in dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ10.xml
+msgid ""
+"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control "
+"over frequencies from 31 Hz to 16000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ10.xml
+msgid ""
+"Frequency bands:\n"
+"Band 1: 31 Hz\n"
+"Band 2: 62 Hz\n"
+"Band 3: 125 Hz\n"
+"Band 4: 250 Hz\n"
+"Band 5: 500 Hz\n"
+"Band 6: 1000 Hz\n"
+"Band 7: 2000 Hz\n"
+"Band 8: 4000 Hz\n"
+"Band 9: 8000 Hz\n"
+"Band 10: 16000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ21.xml
+msgid ""
+"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control "
+"over frequencies from 22 Hz to 22000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ21.xml
+msgid ""
+"Frequency bands:\n"
+"Band 1: 22 Hz\n"
+"Band 2: 32 Hz\n"
+"Band 3: 44 Hz\n"
+"Band 4: 63 Hz\n"
+"Band 5: 90 Hz\n"
+"Band 6: 125 Hz\n"
+"Band 7: 175 Hz\n"
+"Band 8: 250 Hz\n"
+"Band 9: 350 Hz\n"
+"Band 10: 500 Hz\n"
+"Band 11: 700 Hz\n"
+"Band 12: 1000 Hz\n"
+"Band 13: 1400 Hz\n"
+"Band 14: 2000 Hz\n"
+"Band 15: 2800 Hz\n"
+"Band 16: 4000 Hz\n"
+"Band 17: 5600 Hz\n"
+"Band 18: 8000 Hz\n"
+"Band 19: 11000 Hz\n"
+"Band 20: 16000 Hz\n"
+"Band 21: 22000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ6.xml
+msgid ""
+"Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over "
+"frequencies from 32 Hz to 10000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ6.xml
+msgid ""
+"Frequency bands:\n"
+"Band 1: 32 Hz\n"
+"Band 2: 100 Hz\n"
+"Band 3: 320 Hz\n"
+"Band 4: 1000 Hz\n"
+"Band 5: 3200 Hz\n"
+"Band 6: 10000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Adds a filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Allows frequencies other than the [member cutoff_hz] to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Threshold frequency for the filter, in Hz."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Gain amount of the frequencies after the filter."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Amount of boost in the frequency range near the cutoff frequency."
+msgstr ""
+
+#: doc/classes/AudioEffectHighPassFilter.xml
+msgid "Adds a high-pass filter to the Audio Bus."
+msgstr ""
+
+#: doc/classes/AudioEffectHighPassFilter.xml
+msgid ""
+"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
+"allows higher frequencies to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectHighShelfFilter.xml
+msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid "Adds a soft-clip limiter audio effect to an Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid ""
+"A limiter is similar to a compressor, but it's less flexible and designed to "
+"disallow sound going over a given dB threshold. Adding one in the Master bus "
+"is always recommended to reduce the effects of clipping.\n"
+"Soft clipping starts to reduce the peaks a little below the threshold level "
+"and progressively increases its effect as the input level increases such "
+"that the threshold is never exceeded."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid ""
+"The waveform's maximum allowed value, in decibels. Value can range from -20 "
+"to -0.1."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid ""
+"Applies a gain to the limited waves, in decibels. Value can range from 0 to "
+"6."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid ""
+"Threshold from which the limiter begins to be active, in decibels. Value can "
+"range from -30 to 0."
+msgstr ""
+
+#: doc/classes/AudioEffectLowPassFilter.xml
+msgid "Adds a low-pass filter to the Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectLowPassFilter.xml
+msgid ""
+"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
+"allows lower frequencies to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectLowShelfFilter.xml
+msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
+msgstr ""
+
+#: doc/classes/AudioEffectNotchFilter.xml
+msgid "Adds a notch filter to the Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectNotchFilter.xml
+msgid ""
+"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
+"cutoff_hz] and cuts frequencies outside of this range."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml
+msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml
+msgid ""
+"Determines how much of an audio signal is sent to the left and right buses."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml
+msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Adds a phaser audio effect to an Audio bus.\n"
+"Combines the original signal with a copy that is slightly out of phase with "
+"the original."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Combines phase-shifted signals with the original signal. The movement of the "
+"phase-shifted signals is controlled using a low-frequency oscillator."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Governs how high the filter frequencies sweep. Low value will primarily "
+"affect bass frequencies. High value can sweep high into the treble. Value "
+"can range from 0.1 to 4."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Determines the maximum frequency affected by the LFO modulations, in Hz. "
+"Value can range from 10 to 10000."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Determines the minimum frequency affected by the LFO modulations, in Hz. "
+"Value can range from 10 to 10000."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Adjusts the rate in Hz at which the effect sweeps up and down across the "
+"frequency range."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"Adds a pitch-shifting audio effect to an Audio bus.\n"
+"Raises or lowers the pitch of original sound."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"Allows modulation of pitch independently of tempo. All frequencies can be "
+"increased/decreased with minimal effect on transients."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"The size of the [url=https://en.wikipedia.org/wiki/"
+"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
+"smooth out the effect over time, but have greater latency. The effects of "
+"this higher latency are especially noticeable on sounds that have sudden "
+"amplitude changes."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"The oversampling factor to use. Higher values result in better quality, but "
+"are more demanding on the CPU and may cause audio cracking if the CPU can't "
+"keep up."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
+"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
+"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
+"the initial pitch)."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
+"but least stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
+"less stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
+"compromise between latency and stability over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
+"but stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 4096 samples for the Fast Fourier transform. Highest "
+"latency, but most stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid "Represents the size of the [enum FFT_Size] enum."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid "Audio effect used for recording the sound from an audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid ""
+"Allows the user to record the sound from an audio bus. This can include all "
+"audio output by Godot when used on the \"Master\" audio bus.\n"
+"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n"
+"It sets and gets the format in which the audio file will be recorded (8-bit, "
+"16-bit, or compressed). It checks whether or not the recording is active, "
+"and if it is, records the sound. It then returns the recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid "Recording with microphone"
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid "Returns the recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid "Returns whether the recording is active or not."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid ""
+"If [code]true[/code], the sound will be recorded. Note that restarting the "
+"recording will remove the previously recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid ""
+"Specifies the format in which the sample will be recorded. See [enum "
+"AudioStreamSample.Format] for available formats."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Adds a reverberation audio effect to an Audio bus.\n"
+"Simulates the sound of acoustic environments such as rooms, concert halls, "
+"caverns, or an open spaces."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Simulates rooms of different sizes. Its parameters can be adjusted to "
+"simulate the sound of a specific room."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Defines how reflective the imaginary room's walls are. Value can range from "
+"0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Output percent of original sound. At 0, only modified sound is outputted. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"High-pass filter passes signals with a frequency higher than a certain "
+"cutoff frequency and attenuates signals with frequencies lower than the "
+"cutoff frequency. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid "Output percent of predelay. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Time between the original signal and the early reflections of the reverb "
+"signal, in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Dimensions of simulated room. Bigger means more echoes. Value can range from "
+"0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Output percent of modified sound. At 0, only original sound is outputted. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid "Audio effect that can be used for real-time audio visualizations."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"This audio effect does not affect sound output, but can be used for real-"
+"time audio visualizations.\n"
+"See also [AudioStreamGenerator] for procedurally generating sounds."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
+#: doc/classes/CanvasItem.xml
+msgid "Audio Spectrum Demo"
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+#: doc/classes/AudioStreamGenerator.xml
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid "Godot 3.2 will get new audio features"
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"The length of the buffer to keep (in seconds). Higher values keep data "
+"around for longer, but require more memory."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"The size of the [url=https://en.wikipedia.org/wiki/"
+"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
+"smooth out the spectrum analysis over time, but have greater latency. The "
+"effects of this higher latency are especially noticeable with sudden "
+"amplitude changes."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
+msgid "Use the average value as magnitude."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
+msgid "Use the maximum value as magnitude."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Server interface for low-level audio access."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"[AudioServer] is a low-level server interface for audio access. It is in "
+"charge of creating sample data (playable audio) as well as its playback via "
+"a voice interface."
+msgstr ""
+
+#: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml
+msgid "Audio Device Changer Demo"
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Adds a bus at [code]at_position[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at "
+"[code]at_position[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the names of all audio input devices detected on the system."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Generates an [AudioBusLayout] using the available buses and effects."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the amount of channels of the bus at index [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
+"[code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the [AudioEffectInstance] assigned to the given bus and effect "
+"indices (and optionally channel)."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the index of the bus with the name [code]bus_name[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the name of the bus with the index [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the peak volume of the left speaker at bus index [code]bus_idx[/"
+"code] and channel index [code]channel[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the peak volume of the right speaker at bus index [code]bus_idx[/"
+"code] and channel index [code]channel[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the name of the bus that the bus at index [code]bus_idx[/code] sends "
+"to."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the names of all audio devices detected on the system."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the sample rate at the output of the [AudioServer]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the audio driver's output latency."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the speaker configuration."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the relative time since the last mix occurred."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the relative time until the next mix occurs."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing "
+"effects."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus "
+"at index [code]bus_idx[/code] is enabled."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Locks the audio driver's main loop.\n"
+"[b]Note:[/b] Remember to unlock it afterwards."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Moves the bus from index [code]index[/code] to index [code]to_index[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Removes the bus at index [code]index[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Removes the effect at index [code]effect_idx[/code] from the bus at index "
+"[code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Overwrites the currently used [AudioBusLayout]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Connects the output of the bus at [code]bus_idx[/code] to the bus named "
+"[code]send[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Unlocks the audio driver's main loop. (After locking it, you should always "
+"unlock it.)"
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Number of available audio buses."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Name of the current device for audio output (see [method get_device_list]). "
+"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio output device. The value "
+"[code]\"Default\"[/code] will play audio on the system-wide default audio "
+"output. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/"
+"code] will make the audio be played twice as fast)."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Emitted when the [AudioBusLayout] changes."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Two or fewer speakers were detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "A 3.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "A 5.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "A 7.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioStream.xml
+msgid "Base class for audio streams."
+msgstr ""
+
+#: doc/classes/AudioStream.xml
+msgid ""
+"Base class for audio streams. Audio streams are used for sound effects and "
+"music playback, and support WAV (via [AudioStreamSample]) and OGG (via "
+"[AudioStreamOGGVorbis]) file formats."
+msgstr ""
+
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
+msgid "Audio streams"
+msgstr ""
+
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+#: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
+msgid "Audio Generator Demo"
+msgstr ""
+
+#: doc/classes/AudioStream.xml
+msgid "Returns the length of the audio stream in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml
+msgid "Audio stream that generates sounds procedurally."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml
+msgid ""
+"This audio stream does not play back sounds, but expects a script to "
+"generate audio data for it instead. See also "
+"[AudioStreamGeneratorPlayback].\n"
+"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
+"spectrum analysis.\n"
+"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
+"or from a compiled language via GDNative. If you still want to use this "
+"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
+"Hz or 22,050 Hz."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml
+msgid ""
+"The length of the buffer to generate (in seconds). Lower values result in "
+"less latency, but require the script to generate audio data faster, "
+"resulting in increased CPU usage and more risk for audio cracking if the CPU "
+"can't keep up."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml
+msgid ""
+"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
+"to generate, but result in better quality.\n"
+"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
+"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
+"[code]48000[/code].\n"
+"According to the [url=https://en.wikipedia.org/wiki/"
+"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
+"url], there is no quality difference to human hearing when going past 40,000 "
+"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
+"are generating lower-pitched sounds such as voices, lower sample rates such "
+"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in "
+"quality."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid "Plays back audio generated using [AudioStreamGenerator]."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"This class is meant to be used with [AudioStreamGenerator] to play back the "
+"generated audio in real-time."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be "
+"pushed to the audio sample data buffer without overflowing it, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid "Clears the audio sample data buffer."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"Returns the number of audio data frames left to play. If this returned "
+"number reaches [code]0[/code], the audio will stop playing until frames are "
+"added again. Therefore, make sure your script can always generate and push "
+"new audio frames fast enough to avoid audio cracking."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"Pushes several audio data frames to the buffer. This is usually more "
+"efficient than [method push_frame] in C# and compiled languages via "
+"GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"Pushes a single audio data frame to the buffer. This is usually less "
+"efficient than [method push_buffer] in C# and compiled languages via "
+"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml
+msgid "MP3 audio stream driver."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+msgid "Contains the audio data in bytes."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+msgid ""
+"If [code]true[/code], the stream will automatically loop when it reaches the "
+"end."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+msgid "Time in seconds at which the stream starts after being looped."
+msgstr ""
+
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+msgid "OGG Vorbis audio stream driver."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayback.xml
+msgid "Meta class for playing back audio."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayback.xml
+msgid ""
+"Can play, loop, pause a scroll through audio. See [AudioStream] and "
+"[AudioStreamOGGVorbis] for usage."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Plays back audio non-positionally."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid ""
+"Plays an audio stream non-positionally.\n"
+"To play audio positionally, use [AudioStreamPlayer2D] or "
+"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Returns the position in the [AudioStream] in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Plays the audio from the given [code]from_position[/code], in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Sets the position from which audio will be played, in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Stops the audio."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+msgid "If [code]true[/code], audio plays when added to scene tree."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid ""
+"If the audio configuration has more than two speakers, this sets the target "
+"channels. See [enum MixTarget] constants."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"The pitch and the tempo of the audio, as a multiplier of the audio sample's "
+"sample rate."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "If [code]true[/code], audio is playing."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+msgid "The [AudioStream] object to be played."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"If [code]true[/code], the playback is paused. You can resume it by setting "
+"[code]stream_paused[/code] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Volume of sound, in dB."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Emitted when the audio stops playing."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "The audio will be played only on the first channel."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "The audio will be played on all surround channels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid ""
+"The audio will be played on the second channel, which is usually the center."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid "Plays positional sound in 2D space."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Plays audio that dampens with distance from screen center.\n"
+"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
+"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
+"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
+"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
+"audible to human hearing)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
+msgid "Returns the position in the [AudioStream]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer2D]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Plays the audio from the given position [code]from_position[/code], in "
+"seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Determines which [Area2D] layers affect the sound for reverb and audio bus "
+"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
+"certain audio bus. An example of how you might use this is making a "
+"\"water\" area so that sounds played in the water are redirected through an "
+"audio bus to make them sound like they are being played underwater."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid "Dampens audio over distance with this as an exponent."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid "Maximum distance from which audio is still hearable."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid "Base volume without dampening."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Plays positional sound in 3D space."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Plays a sound effect with directed sound effects, dampens with distance if "
+"needed, generates effect of hearable position in space. For greater realism, "
+"a low-pass filter is automatically applied to distant sounds. This can be "
+"disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/"
+"code].\n"
+"By default, audio is heard from the camera position. This can be changed by "
+"adding a [Listener] node to the scene and enabling it by calling [method "
+"Listener.make_current] on it.\n"
+"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
+"[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio "
+"output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set "
+"[member unit_db] to a very low value like [code]-100[/code] (which isn't "
+"audible to human hearing)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer3D]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Determines which [Area] layers affect the sound for reverb and audio bus "
+"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
+"certain audio bus. An example of how you might use this is making a "
+"\"water\" area so that sounds played in the water are redirected through an "
+"audio bus to make them sound like they are being played underwater."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Dampens audio using a low-pass filter above this frequency, in Hz. To "
+"disable the dampening effect entirely, set this to [code]20500[/code] as "
+"this frequency is above the human hearing limit."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Amount how much the filter affects the loudness, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Decides if audio should get quieter with distance linearly, quadratically, "
+"logarithmically, or not be affected by distance, effectively disabling "
+"attenuation."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
+"to scene tree."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Decides in which step the [url=https://en.wikipedia.org/wiki/"
+"Doppler_effect]Doppler effect[/url] should be calculated.\n"
+"[b]Note:[/b] Only effective if the current [Camera]'s [member Camera."
+"doppler_tracking] property is set to a value other than [constant Camera."
+"DOPPLER_TRACKING_DISABLED]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "The angle in which the audio reaches cameras undampened."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"If [code]true[/code], the audio should be dampened according to the "
+"direction of the sound."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Dampens audio if camera is outside of [member emission_angle_degrees] and "
+"[member emission_angle_enabled] is set by this factor, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Sets the absolute maximum of the soundlevel, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Sets the distance from which the [member out_of_range_mode] takes effect. "
+"Has no effect if set to 0."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Decides if audio should pause when source is outside of [member "
+"max_distance] range."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "The [AudioStream] resource to be played."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"If [code]true[/code], the playback is paused. You can resume it by setting "
+"[member stream_paused] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "The base sound level unaffected by dampening, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"The factor for the attenuation effect. Higher values make the sound audible "
+"over a larger distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Linear dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Squared dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Logarithmic dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"No dampening of loudness according to distance. The sound will still be "
+"heard positionally, unlike an [AudioStreamPlayer]. [constant "
+"ATTENUATION_DISABLED] can be combined with a [member max_distance] value "
+"greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
+"sphere of a defined size."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Mix this audio in, even when it's out of range. This increases CPU usage, "
+"but keeps the sound playing at the correct position if the camera leaves and "
+"enters the [AudioStreamPlayer3D]'s [member max_distance] radius."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Pause this audio when it gets out of range. This decreases CPU usage, but "
+"will cause the sound to restart if the camera leaves and enters the "
+"[AudioStreamPlayer3D]'s [member max_distance] radius."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Disables doppler tracking."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Executes doppler tracking in idle step (every rendered frame)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Executes doppler tracking in physics step (every simulated physics frame)."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml
+msgid "Plays audio with random pitch shifting."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml
+msgid "Randomly varies pitch on each start."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml
+msgid "The current [AudioStream]."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml
+msgid "The intensity of random pitch variation."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "Stores audio data loaded from WAV files."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"AudioStreamSample stores sound samples loaded from WAV files. To play the "
+"stored sound, use an [AudioStreamPlayer] (for non-positional audio) or "
+"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The "
+"sound can be looped.\n"
+"This class can also be used to store dynamically-generated PCM audio data. "
+"See also [AudioStreamGenerator] for procedural audio generation."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with "
+"IMA ADPCM format can't be saved.\n"
+"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
+"[code]path[/code] if it is missing."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Contains the audio data in bytes.\n"
+"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned "
+"PCM8 to signed PCM8, subtract 128 from each byte."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "Audio format. See [enum Format] constants for values."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"The loop start point (in number of samples, relative to the beginning of the "
+"sample). This information will be imported automatically from the WAV file "
+"if present."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"The loop end point (in number of samples, relative to the beginning of the "
+"sample). This information will be imported automatically from the WAV file "
+"if present."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"The loop mode. This information will be imported automatically from the WAV "
+"file if present. See [enum LoopMode] constants for values."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"The sample rate for mixing this audio. Higher values require more storage "
+"space, but result in better quality.\n"
+"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
+"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
+"[code]48000[/code].\n"
+"According to the [url=https://en.wikipedia.org/wiki/"
+"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
+"url], there is no quality difference to human hearing when going past 40,000 "
+"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
+"are using lower-pitched sounds such as voices, lower sample rates such as "
+"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
+"quality."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "If [code]true[/code], audio is stereo."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "8-bit audio codec."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "16-bit audio codec."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "Audio is compressed using IMA ADPCM."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "Audio does not loop."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing forward only."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing back and forth."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing backward only."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid ""
+"Copies a region of the screen (or the whole screen) to a buffer so it can be "
+"accessed in your shader scripts through the "
+"[code]texture(SCREEN_TEXTURE, ...)[/code] function."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid ""
+"Node for back-buffering the currently-displayed screen. The region defined "
+"in the BackBufferCopy node is buffered with the content of the screen it "
+"covers, or the entire screen according to the copy mode set. Use the "
+"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
+"access the buffer.\n"
+"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
+"anchors and margins won't apply to child [Control]-derived nodes. This can "
+"be problematic when resizing the window. To avoid this, add [Control]-"
+"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"adding them as children."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid "Buffer mode. See [enum CopyMode] constants."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid ""
+"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"[constant COPY_MODE_RECT]."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid ""
+"Disables the buffering mode. This means the BackBufferCopy node will "
+"directly use the portion of screen it covers."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid "BackBufferCopy buffers a rectangular region."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid "BackBufferCopy buffers the entire screen."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Prerendered indirect light map for a scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Baked lightmaps are an alternative workflow for adding indirect (or baked) "
+"lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work "
+"fine on low-end PCs and mobile devices as they consume almost no resources "
+"in run-time.\n"
+"[b]Procedural generation:[/b] Lightmap baking functionality is only "
+"available in the editor. This means [BakedLightmap] is not suited to "
+"procedurally generated or user-built levels. For procedurally generated or "
+"user-built levels, use [GIProbe] instead.\n"
+"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible "
+"effect once lightmaps are baked again."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Bakes the lightmap, scanning from the given [code]from_node[/code] root and "
+"saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If "
+"no root node is provided, parent of this node will be used as root instead. "
+"If no save path is provided it will try to match the path from the current "
+"[member light_data]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Maximum size of each lightmap layer, only used when [member atlas_generate] "
+"is enabled."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Raycasting bias used during baking to avoid floating point precision issues."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"The energy multiplier for each bounce. Higher values will make indirect "
+"lighting brighter. A value of [code]1.0[/code] represents physically "
+"accurate behavior, but higher values can be used to make indirect lighting "
+"propagate more visibly when using a low number of bounces. This can be used "
+"to speed up bake times by lowering the number of [member bounces] then "
+"increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData."
+"energy], this property does not affect direct lighting emitted by light "
+"nodes, emissive materials and the environment.\n"
+"[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member "
+"bounces] is set to a value greater than or equal to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Number of light bounces that are taken into account during baking. See also "
+"[member bounce_indirect_energy]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Grid size used for real-time capture information on dynamic objects."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"When enabled, an octree containing the scene's lighting information will be "
+"computed. This octree will then be used to light dynamic objects in the "
+"scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Bias value to reduce the amount of light propagation in the captured octree."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Bake quality of the capture data."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"If a baked mesh doesn't have a UV2 size hint, this value will be used to "
+"roughly compute a suitable lightmap size."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"The environment color when [member environment_mode] is set to [constant "
+"ENVIRONMENT_MODE_CUSTOM_COLOR]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"The energy scaling factor when when [member environment_mode] is set to "
+"[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant "
+"ENVIRONMENT_MODE_CUSTOM_SKY]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"The [Sky] resource to use when [member environment_mode] is set o [constant "
+"ENVIRONMENT_MODE_CUSTOM_SKY]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The rotation of the baked custom sky."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Minimum ambient light for all the lightmap texels. This doesn't take into "
+"account any occlusion from the scene's geometry, it simply ensures a minimum "
+"amount of light on all the lightmap texels. Can be used for artistic control "
+"on shadow color."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Decides which environment to use during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Size of the baked lightmap. Only meshes inside this region will be included "
+"in the baked lightmap, also used as the bounds of the captured region for "
+"dynamic lighting."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Deprecated, in previous versions it determined the location where lightmaps "
+"were be saved."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The calculated light data."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Determines the amount of samples per texel used in indirect light baking. "
+"The amount of samples for each quality level can be configured in the "
+"project settings."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Store full color values in the lightmap textures. When disabled, lightmap "
+"textures will store a single brightness channel. Can be disabled to reduce "
+"disk usage if the scene contains only white lights or you don't mind losing "
+"color information in indirect lighting."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"When enabled, a lightmap denoiser will be used to reduce the noise inherent "
+"to Monte Carlo based global illumination."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"If [code]true[/code], stores the lightmap textures in a high dynamic range "
+"format (EXR). If [code]false[/code], stores the lightmap texture in a low "
+"dynamic range PNG image. This can be set to [code]false[/code] to reduce "
+"disk usage, but light values over 1.0 will be clamped and you may see "
+"banding caused by the reduced precision.\n"
+"[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease "
+"lightmap banding even when using the GLES2 backend or if [member "
+"ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The lowest bake quality mode. Fastest to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The default bake quality mode."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "A higher bake quality mode. Takes longer to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The highest bake quality mode. Takes the longest to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Baking was successful."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Returns if no viable save path is found. This can happen where an [member "
+"image_path] is not specified or when the save location is invalid."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
+msgid "Currently unused."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Returns when the baker cannot save per-mesh textures to file."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The size of the generated lightmaps is too large."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Returns if user cancels baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Returns if lightmapper can't be created. Unless you are using a custom "
+"lightmapper, please report this as bug."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"There is no root node to start baking from. Either provide [code]from_node[/"
+"code] argument or attach this node to a parent that should be used as root."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "No environment is used during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The baked environment is automatically picked from the current scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "A custom sky is used as environment during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "A custom solid color is used as environment during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmapData.xml
+msgid ""
+"Global energy multiplier for baked and dynamic capture objects. This can be "
+"changed at run-time without having to bake lightmaps again.\n"
+"To adjust only the energy of indirect lighting (without affecting direct "
+"lighting or emissive materials), adjust [member BakedLightmap."
+"bounce_indirect_energy] and bake lightmaps again."
+msgstr ""
+
+#: doc/classes/BakedLightmapData.xml
+msgid ""
+"Controls whether dynamic capture objects receive environment lighting or not."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "Base class for different kinds of buttons."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"BaseButton is the abstract base class for buttons, so it shouldn't be used "
+"directly (it doesn't display anything). Other types of buttons inherit from "
+"it."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Called when the button is pressed. If you need to know the button's pressed "
+"state (and [member toggle_mode] is active), use [method _toggled] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Called when the button is toggled (only if [member toggle_mode] is active)."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Returns the visual state used to draw the button. This is useful mainly when "
+"implementing your own draw code by either overriding _draw() or connecting "
+"to \"draw\" signal. The visual state of the button is defined by the [enum "
+"DrawMode] enum."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Returns [code]true[/code] if the mouse has entered the button and has not "
+"left it yet."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Changes the [member pressed] state of the button, without emitting [signal "
+"toggled]. Use when you just want to change the state of the button without "
+"sending the pressed event (e.g. when initializing scene). Only works if "
+"[member toggle_mode] is [code]true[/code].\n"
+"[b]Note:[/b] This method doesn't unpress other buttons in its button [member "
+"group]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Determines when the button is considered clicked, one of the [enum "
+"ActionMode] constants."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Binary mask to choose which mouse buttons this button will respond to.\n"
+"To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | "
+"BUTTON_MASK_RIGHT[/code]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button is in disabled state and can't be clicked "
+"or toggled."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"[i]Deprecated.[/i] This property has been deprecated due to redundancy and "
+"will be removed in Godot 4.0. This property no longer has any effect when "
+"set. Please use [member Control.focus_mode] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "[ButtonGroup] associated to the button."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button stays pressed when moving the cursor "
+"outside the button while pressing it.\n"
+"[b]Note:[/b] This property only affects the button's visual appearance. "
+"Signals will be emitted at the same moment regardless of this property's "
+"value."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button's state is pressed. Means the button is "
+"pressed down or toggled (if [member toggle_mode] is active). Only works if "
+"[member toggle_mode] is [code]true[/code].\n"
+"[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be "
+"emitted. If you want to change the pressed state without emitting that "
+"signal, use [method set_pressed_no_signal]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "[ShortCut] associated to the button."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button will add information about its shortcut in "
+"the tooltip."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button is in toggle mode. Makes the button flip "
+"state between pressed and unpressed each time its area is clicked."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "Emitted when the button starts being held down."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "Emitted when the button stops being held down."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Emitted when the button is toggled or pressed. This is on [signal "
+"button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] "
+"and on [signal button_up] otherwise.\n"
+"If you need to know the button's pressed state (and [member toggle_mode] is "
+"active), use [signal toggled] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Emitted when the button was just toggled between pressed and normal states "
+"(only if [member toggle_mode] is active). The new state is contained in the "
+"[code]button_pressed[/code] argument."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
+"buttons."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "The state of buttons are pressed."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "The state of buttons are hovered."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "The state of buttons are disabled."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "The state of buttons are both hovered and pressed."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "Require just a press to consider the button clicked."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Require a press and a subsequent release before considering the button "
+"clicked."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "3×3 matrix datatype."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"3×3 matrix used for 3D rotation and scale. Almost always used as an "
+"orthogonal basis for a Transform.\n"
+"Contains 3 vector fields X, Y and Z as its columns, which are typically "
+"interpreted as the local basis vectors of a transformation. For such use, it "
+"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n"
+"Can also be accessed as array of 3D vectors. These vectors are normally "
+"orthogonal to each other, but are not necessarily normalized (due to "
+"scaling).\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid "Matrices and transforms"
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
+msgid "Using 3D transforms"
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
+#: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Matrix Transform Demo"
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/CylinderShape.xml
+#: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml
+#: doc/classes/DynamicFontData.xml doc/classes/File.xml doc/classes/Input.xml
+#: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml
+#: doc/classes/InputEventMouseMotion.xml doc/classes/KinematicBody.xml
+#: doc/classes/RayCast.xml doc/classes/StaticBody.xml
+#: doc/classes/SurfaceTool.xml doc/classes/TextureButton.xml
+#: doc/classes/TextureRect.xml doc/classes/Thread.xml
+#: doc/classes/VBoxContainer.xml
+msgid "3D Voxel Demo"
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
+#: doc/classes/Transform2D.xml
+msgid "2.5D Demo"
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Constructs a pure rotation basis matrix from the given quaternion."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Constructs a pure rotation basis matrix from the given Euler angles (in the "
+"YXZ convention: when *composing*, first Y, then X, and Z last), given in the "
+"vector format as (X angle, Y angle, Z angle).\n"
+"Consider using the [Quat] constructor instead, which uses a quaternion "
+"instead of Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Constructs a pure rotation basis matrix, rotated around the given "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
+"normalized vector."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns the determinant of the basis matrix. If the basis is uniformly "
+"scaled, its determinant is the square of the scale.\n"
+"A negative determinant means the basis has a negative scale. A zero "
+"determinant means the basis isn't invertible, and is usually considered "
+"invalid."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns the basis's rotation in the form of Euler angles (in the YXZ "
+"convention: when decomposing, first Z, then X, and Y last). The returned "
+"vector contains the rotation angles in the format (X angle, Y angle, Z "
+"angle).\n"
+"Consider using the [method get_rotation_quat] method instead, which returns "
+"a [Quat] quaternion instead of Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"This function considers a discretization of rotations into 24 points on unit "
+"sphere, lying along the vectors (x,y,z) with each component being either -1, "
+"0, or 1, and returns the index of the point best representing the "
+"orientation of the object. It is mainly used by the [GridMap] editor. For "
+"further details, refer to the Godot source code."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns the basis's rotation in the form of a quaternion. See [method "
+"get_euler] if you need Euler angles, but keep in mind quaternions should "
+"generally be preferred to Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Assuming that the matrix is the combination of a rotation and scaling, "
+"return the absolute value of scaling factors along each axis."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Returns the inverse of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns [code]true[/code] if this basis and [code]b[/code] are approximately "
+"equal, by calling [code]is_equal_approx[/code] on each component.\n"
+"[b]Note:[/b] For complicated reasons, the epsilon argument is always "
+"discarded. Don't use the epsilon argument, it does nothing."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns the orthonormalized version of the matrix (useful to call from time "
+"to time to avoid rounding error for orthogonal matrices). This performs a "
+"Gram-Schmidt orthonormalization on the basis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Introduce an additional scaling specified by the given 3D scaling factor."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Assuming that the matrix is a proper rotation matrix, slerp performs a "
+"spherical-linear interpolation with another rotation matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Transposed dot product with the X axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Transposed dot product with the Y axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Transposed dot product with the Z axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Returns the transposed version of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Returns a vector transformed (multiplied) by the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns a vector transformed (multiplied) by the transposed basis matrix.\n"
+"[b]Note:[/b] This results in a multiplication by the inverse of the matrix "
+"only if it represents a rotation-reflection."
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Transform2D.xml
+msgid ""
+"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Transform2D.xml
+msgid ""
+"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The identity basis, with no rotation or scaling applied.\n"
+"This is identical to calling [code]Basis()[/code] without any parameters. "
+"This constant can be used to make your code clearer, and for consistency "
+"with C#."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The basis that will flip something along the X axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The basis that will flip something along the Y axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The basis that will flip something along the Z axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Boolean matrix."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"A two-dimensional array of boolean values, can be used to efficiently store "
+"a binary matrix (every matrix element takes only one bit) and query the "
+"values using natural cartesian coordinates."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Returns an image of the same size as the bitmap and with a [enum Image."
+"Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap "
+"are being converted into white pixels, and [code]false[/code] bits into "
+"black."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Creates a bitmap with the specified size, filled with [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Creates a bitmap that matches the given image dimensions, every element of "
+"the bitmap is set to [code]false[/code] if the alpha value of the image at "
+"that position is equal to [code]threshold[/code] or less, and [code]true[/"
+"code] in other case."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Returns bitmap's value at the specified position."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Returns bitmap's dimensions."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Returns the amount of bitmap elements that are set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Applies morphological dilation or erosion to the bitmap. If [code]pixels[/"
+"code] is positive, dilation is applied to the bitmap. If [code]pixels[/code] "
+"is negative, erosion is applied to the bitmap. [code]rect[/code] defines the "
+"area where the morphological operation is applied. Pixels located outside "
+"the [code]rect[/code] are unaffected by [method grow_mask]."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Resizes the image to [code]new_size[/code]."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Sets the bitmap's element at the specified position, to the specified value."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Sets a rectangular portion of the bitmap to the specified value."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Renders text using fonts under the [url=https://www.angelcode.com/products/"
+"bmfont/]BMFont[/url] format.\n"
+"Handles files with the [code].fnt[/code] extension."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Renders text using [code]*.fnt[/code] fonts containing texture atlases. "
+"Supports distance fields. For using vector font files like TTF directly, see "
+"[DynamicFont]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Adds a character to the font, where [code]character[/code] is the Unicode "
+"value, [code]texture[/code] is the texture index, [code]rect[/code] is the "
+"region in the texture (in pixels!), [code]align[/code] is the (optional) "
+"alignment for the character and [code]advance[/code] is the (optional) "
+"advance."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are "
+"special cases where a typeface advance is determined by the next character."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Adds a texture to the [BitmapFont]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Clears all the font data and settings."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Returns a kerning pair as a difference."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Returns the font atlas texture at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Returns the number of textures in the BitmapFont atlas."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Ascent (number of pixels above the baseline)."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "If [code]true[/code], distance field hint is enabled."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "The fallback font."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Total font height (ascent plus descent) in pixels."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid "Joint used with [Skeleton2D] to control and animate other nodes."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, "
+"and animate other [Node2D] nodes.\n"
+"You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate "
+"2D meshes created with the Polygon 2D UV editor.\n"
+"Each bone has a [member rest] transform that you can reset to with [method "
+"apply_rest]. These rest poses are relative to the bone's parent.\n"
+"If in the editor, you can set the rest pose of an entire skeleton using a "
+"menu option, from the code, you need to iterate over the bones to set their "
+"individual rest poses."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid "Stores the node's current transforms in [member rest]."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have "
+"a parent, or its rest pose relative to its parent."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Length of the bone's representation drawn in the editor's viewport in pixels."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Rest transform of the bone. You can reset the node's transforms to this "
+"value using [method apply_rest]."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml
+msgid "A node that will attach to a bone."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml
+msgid ""
+"This node must be the child of a [Skeleton] node. You can then select a bone "
+"for this node to attach to. The BoneAttachment node will copy the transform "
+"of the selected bone."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml
+msgid "The name of the attached bone."
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid "Boolean built-in type."
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid ""
+"Boolean is a built-in type. There are two boolean values: [code]true[/code] "
+"and [code]false[/code]. You can think of it as a switch with on or off (1 or "
+"0) setting. Booleans are used in programming for logic in condition "
+"statements, like [code]if[/code] statements.\n"
+"Booleans can be directly used in [code]if[/code] statements. The code below "
+"demonstrates this on the [code]if can_shoot:[/code] line. You don't need to "
+"use [code]== true[/code], you only need [code]if can_shoot:[/code]. "
+"Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/"
+"code].\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"\n"
+"func shoot():\n"
+" if can_shoot:\n"
+" pass # Perform shooting actions here.\n"
+"[/codeblock]\n"
+"The following code will only create a bullet if both conditions are met: "
+"action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/"
+"code].\n"
+"[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a "
+"boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/"
+"code] when \"shoot\" isn't pressed.\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"\n"
+"func shoot():\n"
+" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
+" create_bullet()\n"
+"[/codeblock]\n"
+"The following code will set [code]can_shoot[/code] to [code]false[/code] and "
+"start a timer. This will prevent player from shooting until the timer runs "
+"out. Next [code]can_shoot[/code] will be set to [code]true[/code] again "
+"allowing player to shoot once again.\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"onready var cool_down = $CoolDownTimer\n"
+"\n"
+"func shoot():\n"
+" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
+" create_bullet()\n"
+" can_shoot = false\n"
+" cool_down.start()\n"
+"\n"
+"func _on_CoolDownTimer_timeout():\n"
+" can_shoot = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid ""
+"Cast an [int] value to a boolean value, this method will return [code]false[/"
+"code] if [code]0[/code] is passed in, and [code]true[/code] for all other "
+"ints."
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid ""
+"Cast a [float] value to a boolean value, this method will return "
+"[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] "
+"for all other floats."
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid ""
+"Cast a [String] value to a boolean value, this method will return "
+"[code]false[/code] if [code]\"\"[/code] is passed in, and [code]true[/code] "
+"for all non-empty strings.\n"
+"Examples: [code]bool(\"False\")[/code] returns [code]true[/code], "
+"[code]bool(\"\")[/code] returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid "Base class for box containers."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid ""
+"Arranges child controls vertically or horizontally, and rearranges the "
+"controls automatically when their minimum size changes."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid ""
+"Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/"
+"code] will insert the spacer control in front of other children."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid ""
+"The alignment of the container's children (must be one of [constant "
+"ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid "Aligns children with the beginning of the container."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid "Aligns children with the center of the container."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid "Aligns children with the end of the container."
+msgstr ""
+
+#: doc/classes/BoxShape.xml
+msgid "Box shape resource."
+msgstr ""
+
+#: doc/classes/BoxShape.xml
+msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]."
+msgstr ""
+
+#: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml
+#: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml
+#: doc/classes/CylinderShape.xml doc/classes/ProjectSettings.xml
+#: doc/classes/RigidBody.xml doc/classes/SphereShape.xml
+#: doc/classes/StaticBody.xml
+msgid "3D Physics Tests Demo"
+msgstr ""
+
+#: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml
+#: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml
+#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml
+#: doc/classes/MeshLibrary.xml
+msgid "3D Kinematic Character Demo"
+msgstr ""
+
+#: doc/classes/BoxShape.xml
+msgid ""
+"The box's half extents. The width, height and depth of this shape is twice "
+"the half extents."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Standard themed Button."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Button is the standard themed button. It can contain text and an icon, and "
+"will display them according to the current [Theme].\n"
+"[b]Example of creating a button and assigning an action when pressed by code:"
+"[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" button.text = \"Click me\"\n"
+" button.connect(\"pressed\", self, \"_button_pressed\")\n"
+" add_child(button)\n"
+"\n"
+"func _button_pressed():\n"
+" print(\"Hello world!\")\n"
+"[/codeblock]\n"
+"Buttons (like all Control nodes) can also be created in the editor, but some "
+"situations may require creating them from code.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node.\n"
+"[b]Note:[/b] Buttons do not interpret touch input and therefore don't "
+"support multitouch, since mouse emulation can only press one button at a "
+"given time. Use [TouchScreenButton] for buttons that trigger gameplay "
+"movement or actions, as [TouchScreenButton] supports multitouch."
+msgstr ""
+
+#: doc/classes/Button.xml doc/classes/Dictionary.xml
+#: doc/classes/GridContainer.xml doc/classes/OS.xml
+#: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml
+#: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml
+msgid "OS Test Demo"
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Text alignment policy for the button's text, use one of the [enum TextAlign] "
+"constants."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"When this property is enabled, text that is too large to fit the button is "
+"clipped, when disabled the Button will always be wide enough to hold the "
+"text."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"When enabled, the button's icon will expand/shrink to fit the button's size "
+"while keeping its aspect."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Flat buttons don't display decoration."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Button's icon, if text is present the icon will be placed before the text.\n"
+"To edit margin and spacing of the icon, use [code]hseparation[/code] theme "
+"property of [Button] and [code]content_margin_*[/code] properties of the "
+"used [StyleBox]es."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Specifies if the icon should be aligned to the left, right, or center of a "
+"button. Uses the same [enum TextAlign] constants as the text alignment. If "
+"centered, text will draw on top of the icon."
+msgstr ""
+
+#: doc/classes/Button.xml doc/classes/LinkButton.xml
+msgid "The button's text that will be displayed inside the button's area."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Align the text to the left."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Align the text to the center."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Align the text to the right."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Default text [Color] of the [Button]."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Text [Color] used when the [Button] is disabled."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Text [Color] used when the [Button] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Text [Color] used when the [Button] is being hovered."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Text [Color] used when the [Button] is being pressed."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "The horizontal space between [Button]'s icon and text."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "[Font] of the [Button]'s text."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "[StyleBox] used when the [Button] is disabled."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"[StyleBox] used when the [Button] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "[StyleBox] used when the [Button] is being hovered."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Default [StyleBox] for the [Button]."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "[StyleBox] used when the [Button] is being pressed."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid "Group of Buttons."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid ""
+"Group of [Button]. All direct and indirect children buttons become radios. "
+"Only one allows being pressed.\n"
+"[member BaseButton.toggle_mode] should be [code]true[/code]."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid ""
+"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
+"[member BaseButton.group])."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid "Returns the current pressed button."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid "Emitted when one of the buttons of the group is pressed."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "Camera node, displays from a point of view."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Camera is a special node that displays what is visible from its current "
+"location. Cameras register themselves in the nearest [Viewport] node (when "
+"ascending the tree). Only one camera can be active per viewport. If no "
+"viewport is available ascending the tree, the camera will register in the "
+"global viewport. In other words, a camera just provides 3D display "
+"capabilities to a [Viewport], and, without one, a scene registered in that "
+"[Viewport] (or higher viewports) can't be displayed."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"If this is the current camera, remove it from being current. If "
+"[code]enable_next[/code] is [code]true[/code], request to make the next "
+"camera current, if any."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "Returns the camera's RID from the [VisualServer]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns the transform of the camera plus the vertical ([member v_offset]) "
+"and horizontal ([member h_offset]) offsets; and any other adjustments made "
+"to the position and orientation of the camera by subclassed cameras such as "
+"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
+"cull_mask] is enabled, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns the camera's frustum planes in world space units as an array of "
+"[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
+"be confused with [member frustum_offset]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns [code]true[/code] if the given position is behind the camera.\n"
+"[b]Note:[/b] A position which returns [code]false[/code] may still be "
+"outside the camera's field of view."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Makes this camera the current camera for the [Viewport] (see class "
+"description). If the camera node is outside the scene tree, it will attempt "
+"to become current once it's added."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns a normal vector from the screen point location directed along the "
+"camera. Orthogonal cameras are normalized. Perspective cameras account for "
+"perspective, screen width/height, etc."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns the 3D point in world space that maps to the given 2D coordinate in "
+"the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
+"distance into the scene away from the camera."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns a normal vector in world space, that is the result of projecting a "
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns a 3D position in world space, that is the result of projecting a "
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Enables or disables the given [code]layer[/code] in the [member cull_mask]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Sets the camera projection to frustum mode (see [constant "
+"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
+"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
+"world space units."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Sets the camera projection to orthogonal mode (see [constant "
+"PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the "
+"[code]z_near[/code] and [code]z_far[/code] clip planes in world space units. "
+"(As a hint, 2D games often use this projection, with values specified in "
+"pixels.)"
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Sets the camera projection to perspective mode (see [constant "
+"PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) "
+"angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
+"planes in world space units."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns the 2D coordinate in the [Viewport] rectangle that maps to the given "
+"3D point in world space.\n"
+"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, "
+"use [method is_position_behind] to prevent them from appearing if the 3D "
+"point is behind the camera:\n"
+"[codeblock]\n"
+"# This code block is part of a script that inherits from Spatial.\n"
+"# `control` is a reference to a node inheriting from Control.\n"
+"control.visible = not get_viewport().get_camera()."
+"is_position_behind(global_transform.origin)\n"
+"control.rect_position = get_viewport().get_camera()."
+"unproject_position(global_transform.origin)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The culling mask that describes which 3D render layers are rendered by this "
+"camera."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the "
+"[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for "
+"objects changed in particular [code]_process[/code] methods. The Doppler "
+"effect is only simulated for [AudioStreamPlayer3D] nodes that have [member "
+"AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant "
+"AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED].\n"
+"[b]Note:[/b] To toggle the Doppler effect preview in the editor, use the "
+"Perspective menu in the top-left corner of the 3D viewport and toggle "
+"[b]Enable Doppler[/b]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "The [Environment] to use for this camera."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The distance to the far culling boundary for this camera relative to its "
+"local Z axis."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The camera's field of view angle (in degrees). Only applicable in "
+"perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/"
+"code] sets the other axis' field of view angle.\n"
+"For reference, the default vertical field of view value ([code]70.0[/code]) "
+"is equivalent to a horizontal FOV of:\n"
+"- ~86.07 degrees in a 4:3 viewport\n"
+"- ~96.50 degrees in a 16:10 viewport\n"
+"- ~102.45 degrees in a 16:9 viewport\n"
+"- ~117.06 degrees in a 21:9 viewport"
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The camera's frustum offset. This can be changed from the default to create "
+"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
+"shearing[/url]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "The horizontal (X) offset of the camera viewport."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The axis to lock during [member fov]/[member size] adjustments. Can be "
+"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The distance to the near culling boundary for this camera relative to its "
+"local Z axis."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, "
+"objects' Z distance from the camera's local space scales their perceived "
+"size."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The camera's size measured as 1/2 the width or height. Only applicable in "
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "The vertical (Y) offset of the camera viewport."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Perspective projection. Objects on the screen becomes smaller when they are "
+"far away."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Orthogonal projection, also known as orthographic projection. Objects remain "
+"the same size on the screen no matter how far away they are."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Frustum projection. This mode allows adjusting [member frustum_offset] to "
+"create \"tilted frustum\" effects."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Preserves the horizontal aspect ratio; also known as Vert- scaling. This is "
+"usually the best option for projects running in portrait mode, as taller "
+"aspect ratios will benefit from a wider vertical FOV."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Preserves the vertical aspect ratio; also known as Hor+ scaling. This is "
+"usually the best option for projects running in landscape mode, as wider "
+"aspect ratios will automatically benefit from a wider horizontal FOV."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] simulation (default)."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] by tracking positions of objects that are changed in [code]_process[/"
+"code]. Changes in the relative velocity of this camera compared to those "
+"objects affect how audio is perceived (changing the audio's [member "
+"AudioStreamPlayer3D.pitch_scale])."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] by tracking positions of objects that are changed in "
+"[code]_physics_process[/code]. Changes in the relative velocity of this "
+"camera compared to those objects affect how audio is perceived (changing the "
+"audio's [member AudioStreamPlayer3D.pitch_scale])."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "Camera node for 2D scenes."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Camera node for 2D scenes. It forces the screen (current layer) to scroll "
+"following this node. This makes it easier (and faster) to program scrollable "
+"scenes than manually changing the position of [CanvasItem]-based nodes.\n"
+"This node is intended to be a simple helper to get things going quickly, but "
+"more functionality may be desired to change how the camera works. To make "
+"your own custom camera node, inherit it from [Node2D] and change the "
+"transform of the canvas by setting [member Viewport.canvas_transform] in "
+"[Viewport] (you can obtain the current [Viewport] by using [method Node."
+"get_viewport]).\n"
+"Note that the [Camera2D] node's [code]position[/code] doesn't represent the "
+"actual position of the screen, which may differ due to applied smoothing or "
+"limits. You can use [method get_camera_screen_center] to get the real "
+"position."
+msgstr ""
+
+#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
+msgid "2D Isometric Demo"
+msgstr ""
+
+#: doc/classes/Camera2D.xml doc/classes/Environment.xml
+#: doc/classes/WorldEnvironment.xml
+msgid "2D HDR Demo"
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "Aligns the camera to the tracked node."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
+"assigned camera."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "Forces the camera to update scroll immediately."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Returns the camera's [code]position[/code] (the tracked point the camera "
+"attempts to follow), relative to the origin.\n"
+"[b]Note:[/b] The returned value is not the same as [member Node2D.position] "
+"or [member Node2D.global_position], as it is affected by the [code]drag[/"
+"code] properties."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Returns the location of the [Camera2D]'s screen-center, relative to the "
+"origin.\n"
+"[b]Note:[/b] The real [code]position[/code] of the camera may be different, "
+"see [method get_camera_position]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Returns the specified margin. See also [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Returns the specified camera limit. See also [member limit_bottom], [member "
+"limit_top], [member limit_left], and [member limit_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Make this the current 2D camera for the scene (viewport and layer), in case "
+"there are many cameras in the scene."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Sets the camera's position immediately to its current smoothing "
+"destination.\n"
+"This method has no effect if [member smoothing_enabled] is [code]false[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Sets the specified margin. See also [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Sets the specified camera limit. See also [member limit_bottom], [member "
+"limit_top], [member limit_left], and [member limit_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera is the active camera for the current scene. "
+"Only one camera can be current, so setting a different camera [code]current[/"
+"code] will disable this one."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
+"or not a [Viewport], uses the default viewport instead."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Bottom margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera only moves when reaching the horizontal "
+"drag margins. If [code]false[/code], the camera moves horizontally "
+"regardless of margins."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera only moves when reaching the vertical drag "
+"margins. If [code]false[/code], the camera moves vertically regardless of "
+"margins."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], draws the camera's limits rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], draws the camera's screen rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Bottom scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Left scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Right scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera smoothly stops when reaches its limits.\n"
+"This property has no effect if [member smoothing_enabled] is [code]false[/"
+"code].\n"
+"[b]Note:[/b] To immediately update the camera's position to be within limits "
+"without smoothing, even with this setting enabled, invoke [method "
+"reset_smoothing]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Top scroll limit in pixels. The camera stops moving when reaching this value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The camera's offset, useful for looking around or camera shake animations."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The horizontal offset of the camera, relative to the drag margins.\n"
+"[b]Note:[/b] Offset H is used only to force offset relative to margins. It's "
+"not updated in any way if drag margins are enabled and can be used to set "
+"initial offset."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The vertical offset of the camera, relative to the drag margins.\n"
+"[b]Note:[/b] Used the same as [member offset_h]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "The camera's process callback. See [enum Camera2DProcessMode]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "If [code]true[/code], the camera view rotates with the target."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera smoothly moves towards the target at "
+"[member smoothing_speed]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Speed in pixels per second of the camera's smoothing effect when [member "
+"smoothing_enabled] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The camera's zoom relative to the viewport. Values larger than "
+"[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an "
+"example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
+"[code]Vector2(4, 4)[/code] for a 4× zoom-out."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The camera's position is fixed so that the top-left corner is always at the "
+"origin."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The camera's position takes into account vertical/horizontal offsets and the "
+"screen size."
+msgstr ""
+
+#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
+msgid "The camera updates with the [code]_physics_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
+msgid "The camera updates with the [code]_process[/code] callback."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid ""
+"A camera feed gives you access to a single physical camera attached to your "
+"device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid ""
+"A camera feed gives you access to a single physical camera attached to your "
+"device. When enabled, Godot will start capturing frames from the camera "
+"which can then be used. See also [CameraServer].\n"
+"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
+"textures and need to be combined in a shader. Godot does this automatically "
+"for you if you set the environment to show the camera image in the "
+"background."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Returns the unique ID for this feed."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Returns the camera's name."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Returns the position of camera on the device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "If [code]true[/code], the feed is active."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "The transform applied to the camera's image."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "No image set for the feed."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Feed supplies RGB images."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Feed supplies YCbCr images that need to be converted to RGB."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid ""
+"Feed supplies separate Y and CbCr images that need to be combined and "
+"converted to RGB."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Unspecified position."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Camera is mounted at the front of the device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Camera is mounted at the back of the device."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Server keeping track of different cameras accessible in Godot."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid ""
+"The [CameraServer] keeps track of different cameras accessible in Godot. "
+"These are external cameras such as webcams or the cameras on your phone.\n"
+"It is notably used to provide AR modules with a video feed from the camera.\n"
+"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
+"other platforms, no [CameraFeed]s will be available."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Adds the camera [code]feed[/code] to the camera server."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Returns an array of [CameraFeed]s."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid ""
+"Returns the [CameraFeed] corresponding to the camera with the given "
+"[code]index[/code]."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Returns the number of [CameraFeed]s registered."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Removes the specified camera [code]feed[/code]."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "The RGBA camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "The Y component camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "The CbCr component camera image."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid "Texture provided by a [CameraFeed]."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid ""
+"This texture gives access to the camera texture provided by a [CameraFeed].\n"
+"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
+"a shader."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid "The ID of the [CameraFeed] for which we want to display the image."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid ""
+"Convenience property that gives access to the active property of the "
+"[CameraFeed]."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid ""
+"Which image within the [CameraFeed] we want access to, important if the "
+"camera image is split in a Y and CbCr component."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Base class of anything 2D."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Base class of anything 2D. Canvas items are laid out in a tree; children "
+"inherit and extend their parent's transform. [CanvasItem] is extended by "
+"[Control] for anything GUI-related, and by [Node2D] for anything related to "
+"the 2D engine.\n"
+"Any [CanvasItem] can draw. For this, [method update] must be called, then "
+"[constant NOTIFICATION_DRAW] will be received on idle time to request "
+"redraw. Because of this, canvas items don't need to be redrawn on every "
+"frame, improving the performance significantly. Several functions for "
+"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
+"functions). However, they can only be used inside the [method Object."
+"_notification], signal or [method _draw] virtual functions.\n"
+"Canvas items are drawn in tree order. By default, children are on top of "
+"their parents so a root [CanvasItem] will be drawn behind everything. This "
+"behavior can be changed on a per-item basis.\n"
+"A [CanvasItem] can also be hidden, which will also hide its children. It "
+"provides many ways to change parameters such as modulation (for itself and "
+"its children) and self modulation (only for itself), as well as its blend "
+"mode.\n"
+"Ultimately, a transform notification can be requested, which will notify the "
+"node that its global position changed in case the parent tree changed.\n"
+"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
+"parameters must have angles specified as [i]radians[/i]. To convert degrees "
+"to radians, use [method @GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml
+#: doc/classes/InputEvent.xml doc/classes/Viewport.xml
+msgid "Viewport and canvas transforms"
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
+msgid "Custom drawing in 2D"
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Overridable function called by the engine (if defined) to draw the canvas "
+"item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a unfilled arc between the given angles. The larger the value of "
+"[code]point_count[/code], the smoother the curve. See also [method "
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a string character using a custom font. Returns the advance, depending "
+"on the character width and kerning with an optional next character."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a colored polygon of any amount of points, convex or concave. Unlike "
+"[method draw_polygon], a single color must be specified for the whole "
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a line from a 2D point to another, with a given color and width. It "
+"can be optionally antialiased. See also [method draw_multiline] and [method "
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
+"related documentation."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws multiple disconnected lines with a uniform [code]color[/code]. When "
+"drawing large amounts of lines, this is faster than using individual [method "
+"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
+"instead.\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws multiple disconnected lines with a uniform [code]width[/code] and "
+"segment-by-segment coloring. Colors assigned to line segments match by index "
+"between [code]points[/code] and [code]colors[/code]. When drawing large "
+"amounts of lines, this is faster than using individual [method draw_line] "
+"calls. To draw interconnected lines, use [method draw_polyline_colors] "
+"instead.\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a [MultiMesh] in 2D with the provided texture. See "
+"[MultiMeshInstance2D] for related documentation."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a solid polygon of any amount of points, convex or concave. Unlike "
+"[method draw_colored_polygon], each point's color can be changed "
+"individually. See also [method draw_polyline] and [method "
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws interconnected line segments with a uniform [code]color[/code] and "
+"[code]width[/code] and optional antialiasing. When drawing large amounts of "
+"lines, this is faster than using individual [method draw_line] calls. To "
+"draw disconnected lines, use [method draw_multiline] instead. See also "
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws interconnected line segments with a uniform [code]width[/code] and "
+"segment-by-segment coloring, and optional antialiasing. Colors assigned to "
+"line segments match by index between [code]points[/code] and [code]colors[/"
+"code]. When drawing large amounts of lines, this is faster than using "
+"individual [method draw_line] calls. To draw disconnected lines, use [method "
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
+"for a triangle, and 4 points for a quad. If 0 points or more than 4 points "
+"are specified, nothing will be drawn and an error message will be printed. "
+"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
+"and [method draw_rect]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a rectangle. If [code]filled[/code] is [code]true[/code], the "
+"rectangle will be filled with the [code]color[/code] specified. If "
+"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
+"stroke with the [code]color[/code] and [code]width[/code] specified. If "
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Sets a custom transform for drawing via components. Anything drawn "
+"afterwards will be transformed by this."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
+"will be transformed by this."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws [code]text[/code] using the specified [code]font[/code] at the "
+"[code]position[/code] (bottom-left corner using the baseline of the font). "
+"The text will have its color multiplied by [code]modulate[/code]. If "
+"[code]clip_w[/code] is greater than or equal to 0, the text will be clipped "
+"if it exceeds the specified width.\n"
+"[b]Example using the default project font:[/b]\n"
+"[codeblock]\n"
+"# If using this method in a script that redraws constantly, move the\n"
+"# `default_font` declaration to a member variable assigned in `_ready()`\n"
+"# so the Control is only created once.\n"
+"var default_font = Control.new().get_font(\"font\")\n"
+"draw_string(default_font, Vector2(64, 64), \"Hello world\")\n"
+"[/codeblock]\n"
+"See also [method Font.draw]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Draws a styled rectangle."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Draws a texture at a given position."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a textured rectangle at a given position, optionally modulated by a "
+"color. If [code]transpose[/code] is [code]true[/code], the texture will have "
+"its X and Y coordinates swapped."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a textured rectangle region at a given position, optionally modulated "
+"by a color. If [code]transpose[/code] is [code]true[/code], the texture will "
+"have its X and Y coordinates swapped."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+msgid ""
+"Forces the transform to update. Transform changes in physics are not instant "
+"for performance reasons. Transforms are accumulated and then set. Use this "
+"if you need an up-to-date transform when doing physics operations."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the [RID] of the [World2D] canvas where this item is in."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the canvas item RID used by [VisualServer] for this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the transform matrix of this item's canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
+"in using the coordinate system of the [CanvasLayer]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the global transform matrix of this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns the global transform matrix of this item in relation to the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns the mouse's position in this [CanvasItem] using the local coordinate "
+"system of this [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the transform matrix of this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the viewport's boundaries as a [Rect2]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns this item's transform in relation to the viewport."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the [World2D] where this item is in."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns [code]true[/code] if local transform notifications are communicated "
+"to children."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns [code]true[/code] if the node is set as top-level. See [method "
+"set_as_toplevel]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns [code]true[/code] if global transform notifications are communicated "
+"to children."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Assigns [code]screen_point[/code] as this node's new local transform."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Transformations issued by [code]event[/code]'s inputs are applied in local "
+"space instead of global space."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Show the [CanvasItem] if it's currently hidden. This is equivalent to "
+"setting [member visible] to [code]true[/code]. For controls that inherit "
+"[Popup], the correct way to make them visible is to call one of the multiple "
+"[code]popup*()[/code] functions instead."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
+"called on idle time to request redraw."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The material applied to textures on this [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The color applied to textures on this [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The color applied to textures on this [CanvasItem]. This is not inherited by "
+"children [CanvasItem]s."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "If [code]true[/code], the object draws behind its parent."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "If [code]true[/code], the object draws on top of its parent."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]true[/code], the parent [CanvasItem]'s [member material] property "
+"is used as this one's material."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible "
+"if all of its antecedents are visible as well (in other words, [method "
+"is_visible_in_tree] must return [code]true[/code]).\n"
+"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
+"visible is to call one of the multiple [code]popup*()[/code] functions "
+"instead."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Emitted when the [CanvasItem] must redraw. This can only be connected "
+"realtime, as deferred will not allow drawing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Emitted when becoming hidden."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Emitted when the item's [Rect2] boundaries (position or size) have changed, "
+"or when an action is taking place that may have impacted these boundaries (e."
+"g. changing [member Sprite.texture])."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Emitted when the visibility (hidden/visible) changes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid ""
+"Mix blending mode. Colors are assumed to be independent of the alpha "
+"(opacity) value."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid "Additive blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid "Subtractive blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid "Multiplicative blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid ""
+"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
+"(opacity) value."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Disables blending mode. Colors including alpha are written as-is. Only "
+"applicable for render targets with a transparent background. No lighting "
+"will be applied."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The [CanvasItem] is requested to draw."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The [CanvasItem]'s visibility has changed."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The [CanvasItem] has entered the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The [CanvasItem] has exited the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid "A material for [CanvasItem]s."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"[CanvasItemMaterial]s provide a means of modifying the textures associated "
+"with a CanvasItem. They specialize in describing blend and lighting "
+"behaviors for textures. Use a [ShaderMaterial] to more fully customize a "
+"material's interactions with a [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"The manner in which a material's rendering is applied to underlying textures."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid "The manner in which material reacts to lighting."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"The number of columns in the spritesheet assigned as [Texture] for a "
+"[Particles2D] or [CPUParticles2D].\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"If [code]true[/code], the particles animation will loop.\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"The number of rows in the spritesheet assigned as [Texture] for a "
+"[Particles2D] or [CPUParticles2D].\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"If [code]true[/code], enable spritesheet-based animation features when "
+"assigned to [Particles2D] and [CPUParticles2D] nodes. The [member "
+"ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should "
+"also be set to a positive value for the animation to play.\n"
+"This property (and other [code]particles_anim_*[/code] properties that "
+"depend on it) has no effect on other types of nodes."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"Render the material using both light and non-light sensitive material "
+"properties."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid "Render the material as if there were no light."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid "Render the material as if there were only light."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Canvas drawing layer."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Canvas drawing layer. [CanvasItem] nodes that are direct or indirect "
+"children of a [CanvasLayer] will be drawn in that layer. The layer is a "
+"numeric index that defines the draw order. The default 2D scene renders with "
+"index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with "
+"index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or "
+"above), or backgrounds (in layer -1 or below)."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Canvas layers"
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Returns the RID of the canvas used by this layer."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
+"code], uses the default viewport instead."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"effect."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Scales the layer when using [member follow_viewport_enable]. Layers moving "
+"into the foreground should have increasing scales, while layers moving into "
+"the background should have decreasing scales."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Layer index for draw order. Lower values are drawn first."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's base offset."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's rotation in radians."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's rotation in degrees."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's scale."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's transform."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be "
+"hidden.\n"
+"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
+"propagated to underlying layers."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Emitted when visibility of the layer is changed. See [member visible]."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml
+msgid "Tint the entire canvas."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml
+msgid ""
+"[CanvasModulate] tints the canvas elements using its assigned [member color]."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml
+msgid "The tint color to apply."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid "Class representing a capsule-shaped [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid ""
+"Height of the middle cylindrical part of the capsule (without the "
+"hemispherical ends).\n"
+"[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 "
+"* [member radius]."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid "Number of radial segments on the capsule mesh."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid "Radius of the capsule mesh."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid "Number of rings along the height of the capsule."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml
+msgid "Capsule shape for collisions."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml
+msgid "The capsule's height."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml
+msgid "The capsule's radius."
+msgstr ""
+
+#: doc/classes/CapsuleShape2D.xml
+msgid "Capsule shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml
+msgid "Keeps children controls centered."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml
+msgid ""
+"CenterContainer keeps children controls centered. This container keeps all "
+"children to their minimum size, in the center."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml
+msgid ""
+"If [code]true[/code], centers children relative to the [CenterContainer]'s "
+"top left corner."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"Controls how an individual character will be displayed in a [RichTextEffect]."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"By setting various properties on this object, you can control how individual "
+"characters will be displayed in a [RichTextEffect]."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"The index of the current character (starting from 0) for the "
+"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"The Unicode codepoint the character will use. This only affects non-"
+"whitespace characters. [method @GDScript.ord] can be useful here. For "
+"example, the following will replace all characters with asterisks:\n"
+"[codeblock]\n"
+"# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n"
+"# See the RichTextEffect documentation for details.\n"
+"char_fx.character = ord(\"*\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid "The color the character will be drawn with."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"The time elapsed since the [RichTextLabel] was added to the scene tree (in "
+"seconds). Time stops when the [RichTextLabel] is paused (see [member Node."
+"pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
+"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"Contains the arguments passed in the opening BBCode tag. By default, "
+"arguments are strings; if their contents match a type such as [bool], [int] "
+"or [float], they will be converted automatically. Color codes in the form "
+"[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque "
+"[Color]. String arguments may not contain spaces, even if they're quoted. If "
+"present, quotes will also be present in the final string.\n"
+"For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 "
+"color=#ffffff][/code] will map to the following [Dictionary]:\n"
+"[codeblock]\n"
+"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
+"1)}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid "The position offset the character will be drawn with (in pixels)."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"The index of the current character (starting from 0) for this "
+"[RichTextEffect] custom block. Setting this property won't affect drawing."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"If [code]true[/code], the character will be drawn. If [code]false[/code], "
+"the character will be hidden. Characters around hidden characters will "
+"reflow to take the space of hidden characters. If this is not desired, set "
+"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "Binary choice user interface widget. See also [CheckButton]."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"A checkbox allows the user to make a binary choice (choosing only one of two "
+"possible options). It's similar to [CheckButton] in functionality, but it "
+"has a different appearance. To follow established UX patterns, it's "
+"recommended to use CheckBox when toggling it has [b]no[/b] immediate effect "
+"on something. For instance, it should be used when toggling it will only do "
+"something once a confirmation button is pressed.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color when it's disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [CheckBox] text's font color when it's focused. Only replaces the normal "
+"text color of the checkbox. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color when it's hovered."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color when it's hovered and pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color when it's pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The vertical offset used when rendering the check icons (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The separation between the check icon and the text (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [Font] to use for the [CheckBox] text."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The check icon to display when the [CheckBox] is checked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The check icon to display when the [CheckBox] is checked and disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"If the [CheckBox] is configured as a radio button, the icon to display when "
+"the [CheckBox] is checked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"If the [CheckBox] is configured as a radio button, the icon to display when "
+"the [CheckBox] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The check icon to display when the [CheckBox] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The check icon to display when the [CheckBox] is unchecked and disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is focused."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is hovered."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is hovered and "
+"pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml doc/classes/CheckButton.xml
+msgid "The [StyleBox] to display as a background."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "Checkable button. See also [CheckBox]."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"CheckButton is a toggle button displayed as a check field. It's similar to "
+"[CheckBox] in functionality, but it has a different appearance. To follow "
+"established UX patterns, it's recommended to use CheckButton when toggling "
+"it has an [b]immediate[/b] effect on something. For instance, it should be "
+"used if toggling it enables/disables a setting without requiring the user to "
+"press a confirmation button.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color when it's disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [CheckButton] text's font color when it's focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color when it's hovered."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color when it's hovered and pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color when it's pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The vertical offset used when rendering the toggle icons (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The separation between the toggle icon and the text (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [Font] to use for the [CheckButton] text."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The icon to display when the [CheckButton] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The icon to display when the [CheckButton] is unchecked and disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The icon to display when the [CheckButton] is checked."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The icon to display when the [CheckButton] is checked and disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is focused."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is hovered."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is hovered "
+"and pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is pressed."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml
+msgid "Circular shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml
+msgid ""
+"Circular shape for 2D collisions. This shape is useful for modeling balls or "
+"small characters and its collision detection with everything else is very "
+"fast."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml
+msgid "The circle's radius."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Class information repository."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Provides access to metadata stored for every available class."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns [code]true[/code] if you can instance objects from the specified "
+"[code]class[/code], [code]false[/code] in other case."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Returns whether the specified [code]class[/code] is available or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns a category associated with the class for use in documentation and "
+"the Asset Library. Debug mode required."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the keys in [code]enum[/code] of [code]class[/"
+"code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the enums of [code]class[/code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns the value of the integer constant [code]name[/code] of [code]class[/"
+"code] or its ancestry. Always returns 0 when the constant could not be found."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns which enum the integer constant [code]name[/code] of [code]class[/"
+"code] or its ancestry belongs to."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with the names all the integer constants of [code]class[/"
+"code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the methods of [code]class[/code] or its ancestry "
+"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
+"array is a [Dictionary] with the following keys: [code]args[/code], "
+"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/"
+"code], [code]return: (class_name, hint, hint_string, name, type, usage)[/"
+"code].\n"
+"[b]Note:[/b] In exported release builds the debug info is not available, so "
+"the returned dictionaries will contain only method names."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns the value of [code]property[/code] of [code]class[/code] or its "
+"ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the properties of [code]class[/code] or its "
+"ancestry if [code]no_inheritance[/code] is [code]false[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns the [code]signal[/code] data of [code]class[/code] or its ancestry. "
+"The returned value is a [Dictionary] with the following keys: [code]args[/"
+"code], [code]default_args[/code], [code]flags[/code], [code]id[/code], "
+"[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, "
+"usage)[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the signals of [code]class[/code] or its ancestry "
+"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
+"array is a [Dictionary] as described in [method class_get_signal]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has an enum called "
+"[code]name[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has an integer constant "
+"called [code]name[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/"
+"code] is [code]false[/code]) has a method called [code]method[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has a signal called "
+"[code]signal[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Returns the names of all the classes available."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns the names of all the classes that directly or indirectly inherit "
+"from [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Returns the parent class of [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Creates an instance of [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Returns whether this [code]class[/code] is enabled or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
+"or not."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "A [Camera] that includes collision."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"This node extends [Camera] to add collisions with [Area] and/or "
+"[PhysicsBody] nodes. The camera cannot move through colliding objects."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"Adds a collision exception so the camera does not collide with the specified "
+"node."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"Adds a collision exception so the camera does not collide with the specified "
+"[RID]."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "Removes all collision exceptions."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "Returns the distance the camera has been offset due to a collision."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"Returns [code]true[/code] if the specified bit index is on.\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "Removes a collision exception with the specified node."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "Removes a collision exception with the specified [RID]."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"Sets the specified bit index to the [code]value[/code].\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "If [code]true[/code], the camera stops on contact with [Area]s."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"The camera's collision mask. Only objects in at least one collision layer "
+"matching the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"The camera's collision margin. The camera can't get closer than this "
+"distance to a colliding object."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "The camera's process callback. See [enum ProcessMode]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Base node for collision objects."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"CollisionObject is the base class for physics objects. It can hold any "
+"number of collision [Shape]s. Each shape must be assigned to a [i]shape "
+"owner[/i]. The CollisionObject can have any number of shape owners. Shape "
+"owners are not nodes and do not appear in the editor, but are accessible "
+"through code using the [code]shape_owner_*[/code] methods."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"Receives unhandled [InputEvent]s. [code]position[/code] is the location in "
+"world space of the mouse pointer on the surface of the shape with index "
+"[code]shape_idx[/code] and [code]normal[/code] is the normal vector of the "
+"surface at that point. Connect to the [signal input_event] signal to easily "
+"pick up these events."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"Creates a new shape owner for the given object. Returns [code]owner_id[/"
+"code] of the new owner for future reference."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns whether or not the specified [code]bit[/code] of the [member "
+"collision_layer] is set."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns whether or not the specified [code]bit[/code] of the [member "
+"collision_mask] is set."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+#: doc/classes/Navigation2D.xml
+msgid "Returns the object's [RID]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
+"ids in other methods that take [code]owner_id[/code] as an argument."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "If [code]true[/code], the shape owner and its shapes are disabled."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Removes the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the the [member collision_layer].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the the [member collision_layer]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the the [member collision_mask].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the the [member collision_mask]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Returns the [code]owner_id[/code] of the given shape."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Adds a [Shape] to the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Removes all shapes from the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Returns the parent object of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Returns the [Shape] with the given id from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Returns the number of shapes the given shape owner contains."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"Returns the child index of the [Shape] with the given id from the given "
+"shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Returns the shape owner's [Transform]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Removes a shape from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "If [code]true[/code], disables the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Sets the [Transform] of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"The physics layers this CollisionObject3D is in. Collision objects can exist "
+"in one or more of 32 different layers. See also [member collision_mask].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"The physics layers this CollisionObject3D scans. Collision objects can scan "
+"one or more of 32 different layers. See also [member collision_layer].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"If [code]true[/code], the [CollisionObject] will continue to receive input "
+"events as the mouse is dragged across its shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"If [code]true[/code], this object is pickable. A pickable object can detect "
+"the mouse pointer entering/leaving, and if the mouse is inside it, report "
+"input events. Requires at least one [member collision_layer] bit to be set."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"Emitted when the object receives an unhandled [InputEvent]. [code]position[/"
+"code] is the location in world space of the mouse pointer on the surface of "
+"the shape with index [code]shape_idx[/code] and [code]normal[/code] is the "
+"normal vector of the surface at that point."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Emitted when the mouse pointer enters any of this object's shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Emitted when the mouse pointer exits all this object's shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Base node for 2D collision objects."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"CollisionObject2D is the base class for 2D physics objects. It can hold any "
+"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
+"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
+"owners are not nodes and do not appear in the editor, but are accessible "
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be "
+"[code]true[/code]. [code]shape_idx[/code] is the child index of the clicked "
+"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
+"these events."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns the [code]one_way_collision_margin[/code] of the shape owner "
+"identified by given [code]owner_id[/code]."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns [code]true[/code] if collisions for the shape owner originating from "
+"this [CollisionObject2D] will not be reported to collided with "
+"[CollisionObject2D]s."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Adds a [Shape2D] to the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Returns the [Shape2D] with the given id from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns the child index of the [Shape2D] with the given id from the given "
+"shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Returns the shape owner's [Transform2D]."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], collisions for the shape owner "
+"originating from this [CollisionObject2D] will not be reported to collided "
+"with [CollisionObject2D]s."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
+"by given [code]owner_id[/code] to [code]margin[/code] pixels."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Sets the [Transform2D] of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"The physics layers this CollisionObject2D is in. Collision objects can exist "
+"in one or more of 32 different layers. See also [member collision_mask].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"The physics layers this CollisionObject2D scans. Collision objects can scan "
+"one or more of 32 different layers. See also [member collision_layer].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Emitted when an input event occurs. Requires [member input_pickable] to be "
+"[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
+"set. See [method _input_event] for details."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Emitted when the mouse pointer enters any of this object's shapes. Requires "
+"[member input_pickable] to be [code]true[/code] and at least one "
+"[code]collision_layer[/code] bit to be set."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Emitted when the mouse pointer exits all this object's shapes. Requires "
+"[member input_pickable] to be [code]true[/code] and at least one "
+"[code]collision_layer[/code] bit to be set."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid "Editor-only class for defining a collision polygon in 3D space."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid ""
+"Allows editing a collision polygon's vertices on a selected plane. Can also "
+"set a depth perpendicular to that plane. This class is only available in the "
+"editor. It will not appear in the scene tree at run-time. Creates a [Shape] "
+"for gameplay. Properties modified during gameplay will have no effect."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid ""
+"Length that the resulting collision extends in either direction "
+"perpendicular to its polygon."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid "If [code]true[/code], no collision will be produced."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid ""
+"The collision margin for the generated [Shape]. See [member Shape.margin] "
+"for more details."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid ""
+"Array of vertices which define the polygon.\n"
+"[b]Note:[/b] The returned value is a copy of the original. Methods which "
+"mutate the size or properties of the return value will not impact the "
+"original polygon. To change properties of the polygon, assign it to a "
+"temporary variable and make changes before reassigning the [code]polygon[/"
+"code] member."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "Defines a 2D collision polygon."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid ""
+"Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
+"can be drawn in the editor or specified by a list of vertices."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "Collision build mode. Use one of the [enum BuildMode] constants."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "If [code]true[/code], no collisions will be detected."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid ""
+"If [code]true[/code], only edges that face up, relative to "
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid ""
+"The margin used for one-way collision (in pixels). Higher values will make "
+"the shape thicker, and work better for colliders that enter the polygon at a "
+"high velocity."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid ""
+"The polygon's list of vertices. The final point will be connected to the "
+"first. The returned value is a clone of the [PoolVector2Array], not a "
+"reference."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "Collisions will include the polygon and its contained area."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "Collisions will only include the polygon edges."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid "Node that represents collision shape data in 3D space."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid ""
+"Editor facility for creating and editing collision shapes in 3D space. You "
+"can use this node to represent all sorts of collision shapes, for example, "
+"add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
+"only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/Physics2DDirectSpaceState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
+msgid "Physics introduction"
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid ""
+"Sets the collision shape's shape to the addition of all its convexed "
+"[MeshInstance] siblings geometry."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid ""
+"If this method exists within a script it will be called whenever the shape "
+"resource has been modified."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid "A disabled collision shape has no effect in the world."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
+msgid "The actual shape owned by this collision shape."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid "Node that represents collision shape data in 2D space."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid ""
+"Editor facility for creating and editing collision shapes in 2D space. You "
+"can use this node to represent all sorts of collision shapes, for example, "
+"add this to an [Area2D] to give it a detection shape, or add it to a "
+"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
+"Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
+#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
+#: doc/classes/TileSet.xml
+msgid "2D Kinematic Character Demo"
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid ""
+"A disabled collision shape has no effect in the world. This property should "
+"be changed with [method Object.set_deferred]."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid ""
+"Sets whether this collision shape should only detect collision on one side "
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid ""
+"The margin used for one-way collision (in pixels). Higher values will make "
+"the shape thicker, and work better for colliders that enter the shape at a "
+"high velocity."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Color in RGBA format using floats on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"A color represented by red, green, blue, and alpha (RGBA) components. The "
+"alpha component is often used for opacity. Values are in floating-point and "
+"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may "
+"accept values greater than 1 (overbright or HDR colors).\n"
+"You can also create a color from standardized color names by using [method "
+"@GDScript.ColorN] or directly using the color constants defined here. The "
+"standardized color set is based on the [url=https://en.wikipedia.org/wiki/"
+"X11_color_names]X11 color names[/url].\n"
+"If you want to supply values in a range of 0 to 255, you should use [method "
+"@GDScript.Color8].\n"
+"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/"
+"code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). "
+"Otherwise, a Color will always evaluate to [code]true[/code].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"color_constants.png]Color constants cheatsheet[/url]"
+msgstr ""
+
+#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
+msgid "2D GD Paint Demo"
+msgstr ""
+
+#: doc/classes/Color.xml doc/classes/ColorPicker.xml
+msgid "Tween Demo"
+msgstr ""
+
+#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
+msgid "GUI Drag And Drop Demo"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from an HTML hexadecimal color string in ARGB or RGB "
+"format. See also [method @GDScript.ColorN].\n"
+"[codeblock]\n"
+"# Each of the following creates the same color RGBA(178, 217, 10, 255).\n"
+"var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n"
+"var c2 = Color(\"ffb2d90a\") # ARGB format.\n"
+"var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n"
+"var c4 = Color(\"b2d90a\") # RGB format.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from a 32-bit integer in RGBA format (each byte "
+"represents a color channel).\n"
+"[codeblock]\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from RGB values, typically between 0 and 1. Alpha will be "
+"1.\n"
+"[codeblock]\n"
+"var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from RGBA values, typically between 0 and 1.\n"
+"[codeblock]\n"
+"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, "
+"204)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns a new color resulting from blending this color over another. If the "
+"color is opaque, the result is also opaque. The second color may have a "
+"range of alpha values.\n"
+"[codeblock]\n"
+"var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n"
+"var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n"
+"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the most contrasting color.\n"
+"[codeblock]\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns a new color resulting from making this color darker by the specified "
+"percentage (ratio from 0 to 1).\n"
+"[codeblock]\n"
+"var green = Color(0.0, 1.0, 0.0)\n"
+"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
+"[code]v[/code] are values between 0 and 1.\n"
+"[codeblock]\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the luminance of the color in the [code][0.0, 1.0][/code] range.\n"
+"This is useful when determining light or dark color. Colors with a luminance "
+"smaller than 0.5 can be generally considered dark."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color's grayscale representation.\n"
+"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
+"[codeblock]\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
+"[codeblock]\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns [code]true[/code] if this color and [code]color[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns a new color resulting from making this color lighter by the "
+"specified percentage (ratio from 0 to 1).\n"
+"[codeblock]\n"
+"var green = Color(0.0, 1.0, 0.0)\n"
+"var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the linear interpolation with another color. The interpolation "
+"factor [code]weight[/code] is between 0 and 1.\n"
+"[codeblock]\n"
+"var c1 = Color(1.0, 0.0, 0.0)\n"
+"var c2 = Color(0.0, 1.0, 0.0)\n"
+"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, "
+"0.0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 32-bit integer in ABGR format (each byte "
+"represents a color channel). ABGR is the reversed version of the default "
+"format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr32()) # Prints 4281565439\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 64-bit integer in ABGR format (each word "
+"represents a color channel). ABGR is the reversed version of the default "
+"format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr64()) # Prints -225178692812801\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 32-bit integer in ARGB format (each byte "
+"represents a color channel). ARGB is more compatible with DirectX.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_argb32()) # Prints 4294934323\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 64-bit integer in ARGB format (each word "
+"represents a color channel). ARGB is more compatible with DirectX.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_argb64()) # Prints -2147470541\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
+"[code]ff34f822[/code]).\n"
+"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
+"the hexadecimal string.\n"
+"[codeblock]\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 32-bit integer in RGBA format (each byte "
+"represents a color channel). RGBA is Godot's default format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_rgba32()) # Prints 4286526463\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 64-bit integer in RGBA format (each word "
+"represents a color channel). RGBA is Godot's default format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_rgba64()) # Prints -140736629309441\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"The color's alpha component, typically on the range of 0 to 1. A value of 0 "
+"means that the color is fully transparent. A value of 1 means that the color "
+"is fully opaque."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The color's blue component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The color's green component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The HSV hue of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The color's red component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The HSV saturation of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The HSV value (brightness) of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Alice blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Antique white color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Aqua color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Aquamarine color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Azure color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Beige color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Bisque color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Black color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Blanche almond color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Blue violet color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Brown color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Burly wood color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Cadet blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Chartreuse color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Chocolate color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Coral color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Cornflower color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Corn silk color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Crimson color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark khaki color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark magenta color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark olive green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark orange color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark violet color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Deep pink color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Deep sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dim gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dodger blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Firebrick color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Floral white color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Forest green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Fuchsia color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Gainsboro color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Ghost white color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Gold color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Green yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Honeydew color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Hot pink color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Indian red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Indigo color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Ivory color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Khaki color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lavender color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lavender blush color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lawn green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lemon chiffon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light coral color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light pink color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light steel blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lime color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lime green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Linen color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Magenta color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Maroon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium aquamarine color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium purple color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium spring green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium violet red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Midnight blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Mint cream color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Misty rose color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Moccasin color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Navajo white color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Navy blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Old lace color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Olive color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Olive drab color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Orange color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Orange red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pale goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pale green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pale turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pale violet red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Papaya whip color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Peach puff color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Peru color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pink color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Plum color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Powder blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Purple color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Rebecca purple color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Rosy brown color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Royal blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Saddle brown color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Sandy brown color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Seashell color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Sienna color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Silver color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Snow color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Spring green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Steel blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Tan color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Teal color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Thistle color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Tomato color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Transparent color (white with no alpha)."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Violet color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Web gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Web green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Web maroon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Web purple color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wheat color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "White color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "White smoke color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Yellow green color."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Color picker control."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"Displays a color picker widget. Useful for selecting a color from an RGB/"
+"RGBA colorspace.\n"
+"[b]Note:[/b] This control is the color picker widget itself. You can use a "
+"[ColorPickerButton] instead if you need a button that brings up a "
+"[ColorPicker] in a pop-up."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"Adds the given color to a list of color presets. The presets are displayed "
+"in the color picker and the user will be able to select them.\n"
+"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"Removes the given color from the list of color presets of this color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Returns the list of colors in the presets of the color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml
+msgid "The currently selected color."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"If [code]true[/code], the color will apply only after the user releases the "
+"mouse button, otherwise it will apply immediately even in mouse motion event "
+"(which can cause performance issues)."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"If [code]true[/code], allows editing the color with Hue/Saturation/Value "
+"sliders.\n"
+"[b]Note:[/b] Cannot be enabled if raw mode is on."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "If [code]true[/code], the \"add preset\" button is enabled."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "If [code]true[/code], saved color presets are visible."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"If [code]true[/code], allows the color R, G, B component values to go beyond "
+"1.0, which can be used for certain special operations that require it (like "
+"tinting without darkening or rendering sprites in HDR).\n"
+"[b]Note:[/b] Cannot be enabled if HSV mode is on."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Emitted when the color is changed."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Emitted when a preset is added."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Emitted when a preset is removed."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The width of the hue selection slider."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The margin around the [ColorPicker]."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The height of the saturation-value selection box."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The width of the saturation-value selection box."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The icon for the \"Add Preset\" button."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Custom texture for the hue selection slider on the right."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"The indicator used to signalize that the color value is outside the 0-1 "
+"range."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The icon for the screen color picker button."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Button that pops out a [ColorPicker]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Encapsulates a [ColorPicker] making it accessible by pressing a button. "
+"Pressing the button will toggle the [ColorPicker] visibility.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node.\n"
+"[b]Note:[/b] By default, the button may not be wide enough for the color "
+"preview swatch to be visible. Make sure to set [member Control."
+"rect_min_size] to a big enough value to give the button enough space."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Returns the [ColorPicker] that this node toggles.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Returns the control's [PopupPanel] which allows you to connect to popup "
+"signals. This allows you to handle events when the ColorPicker is shown or "
+"hidden.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
+"be visible."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Emitted when the color changes."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Emitted when the [ColorPicker] is created (the button is pressed for the "
+"first time)."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Emitted when the [ColorPicker] is closed."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Default text [Color] of the [ColorPickerButton]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Text [Color] used when the [ColorPickerButton] is disabled."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Text [Color] used when the [ColorPickerButton] is focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Text [Color] used when the [ColorPickerButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Text [Color] used when the [ColorPickerButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "The horizontal space between [ColorPickerButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "[Font] of the [ColorPickerButton]'s text."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "The background of the color preview rect on the button."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "[StyleBox] used when the [ColorPickerButton] is disabled."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"[StyleBox] used when the [ColorPickerButton] is focused. It is displayed "
+"over the current [StyleBox], so using [StyleBoxEmpty] will just disable the "
+"focus visual effect."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "[StyleBox] used when the [ColorPickerButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Default [StyleBox] for the [ColorPickerButton]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "[StyleBox] used when the [ColorPickerButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ColorRect.xml
+msgid "Colored rectangle."
+msgstr ""
+
+#: doc/classes/ColorRect.xml
+msgid ""
+"Displays a rectangle filled with a solid [member color]. If you need to "
+"display the border alone, consider using [ReferenceRect] instead."
+msgstr ""
+
+#: doc/classes/ColorRect.xml
+msgid ""
+"The fill color.\n"
+"[codeblock]\n"
+"$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml
+msgid "Concave polygon shape."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml
+msgid ""
+"Concave polygon shape resource, which can be set into a [PhysicsBody] or "
+"area. This shape is created by feeding a list of triangles.\n"
+"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
+"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
+"with [KinematicBody] or [RigidBody] with a mode other than Static."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml
+msgid "Returns the faces (an array of triangles)."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml
+msgid "Sets the faces (an array of triangles)."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml
+msgid "Concave polygon 2D shape resource for physics."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml
+msgid ""
+"Concave polygon 2D shape resource for physics. It is made out of segments "
+"and is optimal for complex polygonal concave collisions. However, it is not "
+"advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex "
+"decomposition mode (solids) or several convex objects are advised for that "
+"instead. Otherwise, a concave polygon 2D shape is better for static "
+"collisions.\n"
+"The main difference between a [ConvexPolygonShape2D] and a "
+"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
+"uses a more complex method of collision detection, and a convex one forces "
+"itself to be convex in order to speed up collision detection."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml
+msgid ""
+"The array of points that make up the [ConcavePolygonShape2D]'s line segments."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml
+msgid "A twist joint between two 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml
+msgid ""
+"The joint can rotate the bodies across an axis defined by the local x-axes "
+"of the [Joint].\n"
+"The twist axis is initiated as the X axis of the [Joint].\n"
+"Once the Bodies swing, the twist axis is calculated as the middle of the x-"
+"axes of the Joint in the local space of the two Bodies. See also "
+"[Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The speed with which the swing or twist will take place.\n"
+"The higher, the faster."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Defines, how fast the swing- and twist-speed-difference on both sides gets "
+"synced."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml
+msgid ""
+"The ease with which the joint starts to twist. If it's too low, it takes "
+"more force to start twisting the joint."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Swing is rotation from side to side, around the axis perpendicular to the "
+"twist axis.\n"
+"The swing span defines, how much rotation will not get corrected along the "
+"swing axis.\n"
+"Could be defined as looseness in the [ConeTwistJoint].\n"
+"If below 0.05, this behavior is locked."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Twist is the rotation around the twist axis, this value defined how far the "
+"joint can twist.\n"
+"Twist is locked if below 0.05."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml
+#: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml
+msgid "Represents the size of the [enum Param] enum."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Helper class to handle INI-style files."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"This helper class can be used to store [Variant] values on the filesystem "
+"using INI-style formatting. The stored values are identified by a section "
+"and a key:\n"
+"[codeblock]\n"
+"[section]\n"
+"some_key=42\n"
+"string_example=\"Hello World!\"\n"
+"a_vector=Vector3( 1, 0, 2 )\n"
+"[/codeblock]\n"
+"The stored data can be saved to or parsed from a file, though ConfigFile "
+"objects can also be used directly without accessing the filesystem.\n"
+"The following example shows how to create a simple [ConfigFile] and save it "
+"on disk:\n"
+"[codeblock]\n"
+"# Create new ConfigFile object.\n"
+"var config = ConfigFile.new()\n"
+"\n"
+"# Store some values.\n"
+"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
+"config.set_value(\"Player1\", \"best_score\", 10)\n"
+"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
+"config.set_value(\"Player2\", \"best_score\", 9001)\n"
+"\n"
+"# Save it to a file (overwrite if already exists).\n"
+"config.save(\"user://scores.cfg\")\n"
+"[/codeblock]\n"
+"This example shows how the above file could be loaded:\n"
+"[codeblock]\n"
+"var score_data = {}\n"
+"var config = ConfigFile.new()\n"
+"\n"
+"# Load data from a file.\n"
+"var err = config.load(\"user://scores.cfg\")\n"
+"\n"
+"# If the file didn't load, ignore it.\n"
+"if err != OK:\n"
+" return\n"
+"\n"
+"# Iterate over all sections.\n"
+"for player in config.get_sections():\n"
+" # Fetch the data for each section.\n"
+" var player_name = config.get_value(player, \"player_name\")\n"
+" var player_score = config.get_value(player, \"best_score\")\n"
+" score_data[player_name] = player_score\n"
+"[/codeblock]\n"
+"Any operation that mutates the ConfigFile such as [method set_value], "
+"[method clear], or [method erase_section], only changes what is loaded in "
+"memory. If you want to write the change to a file, you have to save the "
+"changes with [method save], [method save_encrypted], or [method "
+"save_encrypted_pass].\n"
+"Keep in mind that section and property names can't contain spaces. Anything "
+"after a space will be ignored on save and on load.\n"
+"ConfigFiles can also contain manually written comment lines starting with a "
+"semicolon ([code];[/code]). Those lines will be ignored when parsing the "
+"file. Note that comments will be lost when saving the ConfigFile. This can "
+"still be useful for dedicated server configuration files, which are "
+"typically never overwritten without explicit user action.\n"
+"[b]Note:[/b] The file extension given to a ConfigFile does not have any "
+"impact on its formatting or behavior. By convention, the [code].cfg[/code] "
+"extension is used here, but any other extension such as [code].ini[/code] is "
+"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are "
+"standardized, Godot's ConfigFile formatting may differ from files written by "
+"other programs."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Removes the entire contents of the config."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Deletes the specified section along with all the key-value pairs inside. "
+"Raises an error if the section does not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Deletes the specified key in a section. Raises an error if either the "
+"section or the key do not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Returns an array of all defined key identifiers in the specified section. "
+"Raises an error and returns an empty array if the section does not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Returns an array of all defined section identifiers."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Returns the current value for the specified section and key. If either the "
+"section or the key do not exist, the method returns the fallback "
+"[code]default[/code] value. If [code]default[/code] is not specified or set "
+"to [code]null[/code], an error is also raised."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Returns [code]true[/code] if the specified section exists."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Returns [code]true[/code] if the specified section-key pair exists."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Loads the config file specified as a parameter. The file's contents are "
+"parsed and loaded in the [ConfigFile] object which the method was called "
+"on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Loads the encrypted config file specified as a parameter, using the provided "
+"[code]key[/code] to decrypt it. The file's contents are parsed and loaded in "
+"the [ConfigFile] object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Loads the encrypted config file specified as a parameter, using the provided "
+"[code]password[/code] to decrypt it. The file's contents are parsed and "
+"loaded in the [ConfigFile] object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Parses the passed string as the contents of a config file. The string is "
+"parsed and loaded in the ConfigFile object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Saves the contents of the [ConfigFile] object to the file specified as a "
+"parameter. The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
+"specified as a parameter, using the provided [code]key[/code] to encrypt it. "
+"The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
+"specified as a parameter, using the provided [code]password[/code] to "
+"encrypt it. The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Assigns a value to the specified key of the specified section. If either the "
+"section or the key do not exist, they are created. Passing a [code]null[/"
+"code] value deletes the specified key if it exists, and deletes the section "
+"if it ends up empty once the key has been removed."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml
+msgid "Dialog for confirmation of actions."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml
+msgid ""
+"Dialog for confirmation of actions. This dialog inherits from "
+"[AcceptDialog], but has by default an OK and Cancel button (in host OS "
+"order).\n"
+"To get cancel action, you can use:\n"
+"[codeblock]\n"
+"get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
+"[/codeblock]."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml
+msgid ""
+"Returns the cancel button.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid "Base node for containers."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid ""
+"Base node for containers. A [Container] contains other controls and "
+"automatically arranges them in a certain way.\n"
+"A Control can inherit this to create custom container classes."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid ""
+"Fit a child control in a given rect. This is mainly a helper for creating "
+"custom container classes."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid ""
+"Queue resort of the contained children. This is called automatically anyway, "
+"but can be called upon request."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid "Emitted when sorting the children is needed."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid ""
+"Notification for when sorting the children, it must be obeyed immediately."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"All user interface nodes inherit from Control. A control's anchors and "
+"margins adapt its position and size relative to its parent."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Base class for all UI-related nodes. [Control] features a bounding rectangle "
+"that defines its extents, an anchor position relative to its parent control "
+"or the current viewport, and margins that represent an offset to the anchor. "
+"The margins update automatically when the node, any of its parents, or the "
+"screen size change.\n"
+"For more information on Godot's UI system, anchors, margins, and containers, "
+"see the related tutorials in the manual. To build flexible UIs, you'll need "
+"a mix of UI elements that inherit from [Control] and [Container] nodes.\n"
+"[b]User Interface nodes and input[/b]\n"
+"Godot sends input events to the scene's root node first, by calling [method "
+"Node._input]. [method Node._input] forwards the event down the node tree to "
+"the nodes under the mouse cursor, or on keyboard focus. To do so, it calls "
+"[method MainLoop._input_event]. Call [method accept_event] so no other node "
+"receives the event. Once you accept an input, it becomes handled so [method "
+"Node._unhandled_input] will not process it.\n"
+"Only one [Control] node can be in keyboard focus. Only the node in focus "
+"will receive keyboard events. To get the focus, call [method grab_focus]. "
+"[Control] nodes lose focus when another node grabs it, or if you hide the "
+"node in focus.\n"
+"Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a "
+"[Control] node to ignore mouse or touch events. You'll need it if you place "
+"an icon on top of a button.\n"
+"[Theme] resources change the Control's appearance. If you change the [Theme] "
+"on a [Control] node, it affects all of its children. To override some of the "
+"theme's parameters, call one of the [code]add_*_override[/code] methods, "
+"like [method add_font_override]. You can override the theme with the "
+"inspector.\n"
+"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you "
+"can't access their values using [method Object.get] and [method Object.set]. "
+"Instead, use [method get_color], [method get_constant], [method get_font], "
+"[method get_icon], [method get_stylebox], and the [code]add_*_override[/"
+"code] methods provided by this class."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "GUI tutorial index"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Control node gallery"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "All GUI Demos"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Returns whether [method "
+"_gui_input] should not be called for children controls outside this "
+"control's rectangle. Input will be clipped to the Rect of this [Control]. "
+"Similar to [member rect_clip_content], but doesn't affect visibility.\n"
+"If not overridden, defaults to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Returns the minimum size for "
+"this control. Alternative to [member rect_min_size] for controlling minimum "
+"size via code. The actual minimum size will be the max value of these two "
+"(in each axis separately).\n"
+"If not overridden, defaults to [constant Vector2.ZERO].\n"
+"[b]Note:[/b] This method will not be called when the script is attached to a "
+"[Control] node that already overrides its minimum size (e.g. [Label], "
+"[Button], [PanelContainer] etc.). It can only be used with most basic GUI "
+"nodes, like [Control], [Container], [Panel] etc."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Use this method to process and "
+"accept inputs on UI elements. See [method accept_event].\n"
+"Example: clicking a control.\n"
+"[codeblock]\n"
+"func _gui_input(event):\n"
+" if event is InputEventMouseButton:\n"
+" if event.button_index == BUTTON_LEFT and event.pressed:\n"
+" print(\"I've been clicked D:\")\n"
+"[/codeblock]\n"
+"The event won't trigger if:\n"
+"* clicking outside the control (see [method has_point]);\n"
+"* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
+"* control is obstructed by another [Control] on top of it, which doesn't "
+"have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
+"* control's parent has [member mouse_filter] set to [constant "
+"MOUSE_FILTER_STOP] or has accepted the event;\n"
+"* it happens outside the parent's rectangle and the parent has either "
+"[member rect_clip_content] or [method _clips_input] enabled.\n"
+"[b]Note:[/b] Event position is relative to the control origin."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Returns a [Control] node that "
+"should be used as a tooltip instead of the default one. The [code]for_text[/"
+"code] includes the contents of the [member hint_tooltip] property.\n"
+"The returned node must be of type [Control] or Control-derived. It can have "
+"child nodes of any type. It is freed when the tooltip disappears, so make "
+"sure you always provide a new instance (if you want to use a pre-existing "
+"node from your scene tree, you can duplicate it and pass the duplicated "
+"instance). When [code]null[/code] or a non-Control node is returned, the "
+"default tooltip will be used instead.\n"
+"The returned node will be added as child to a [PopupPanel], so you should "
+"only provide the contents of that panel. That [PopupPanel] can be themed "
+"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] "
+"(see [member hint_tooltip] for an example).\n"
+"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure "
+"it's fully visible, you might want to set its [member rect_min_size] to some "
+"non-zero value.\n"
+"Example of usage with a custom-constructed node:\n"
+"[codeblock]\n"
+"func _make_custom_tooltip(for_text):\n"
+" var label = Label.new()\n"
+" label.text = for_text\n"
+" return label\n"
+"[/codeblock]\n"
+"Example of usage with a custom scene instance:\n"
+"[codeblock]\n"
+"func _make_custom_tooltip(for_text):\n"
+" var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n"
+" tooltip.get_node(\"Label\").text = for_text\n"
+" return tooltip\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Marks an input event as handled. Once you accept an input event, it stops "
+"propagating, even to nodes listening to [method Node._unhandled_input] or "
+"[method Node._unhandled_key_input]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme [Color] with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"See also [method get_color], [method remove_color_override].\n"
+"[b]Example of overriding a label's color and resetting it later:[/b]\n"
+"[codeblock]\n"
+"# Given the child Label node \"MyLabel\", override its font color with a "
+"custom value.\n"
+"$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n"
+"# Reset the font color of the child label.\n"
+"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", "
+"\"Label\"))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme constant with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"See also [method get_constant], [method remove_constant_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme [Font] with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_font_override] instead.\n"
+"See also [method get_font]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme icon with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_icon_override] instead.\n"
+"See also [method get_icon]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme shader with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_shader_override] instead."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme [StyleBox] with the specified "
+"[code]name[/code]. Local overrides always take precedence when fetching "
+"theme items for the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_stylebox_override] instead.\n"
+"See also [method get_stylebox].\n"
+"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
+"[codeblock]\n"
+"# The snippet below assumes the child node MyButton has a StyleBoxFlat "
+"assigned.\n"
+"# Resources are shared across instances, so we need to duplicate it\n"
+"# to avoid modifying the appearance of all other buttons.\n"
+"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
+"new_stylebox_normal.border_width_top = 3\n"
+"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
+"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
+"# Remove the stylebox override.\n"
+"$MyButton.add_stylebox_override(\"normal\", null)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Godot calls this method to test if [code]data[/code] from a control's "
+"[method get_drag_data] can be dropped at [code]position[/code]. "
+"[code]position[/code] is local to this control.\n"
+"This method should only be used to test the data. Process the data in "
+"[method drop_data].\n"
+"[codeblock]\n"
+"func can_drop_data(position, data):\n"
+" # Check position if it is relevant to you\n"
+" # Otherwise, just check data\n"
+" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Godot calls this method to pass you the [code]data[/code] from a control's "
+"[method get_drag_data] result. Godot first calls [method can_drop_data] to "
+"test if [code]data[/code] is allowed to drop at [code]position[/code] where "
+"[code]position[/code] is local to this control.\n"
+"[codeblock]\n"
+"func can_drop_data(position, data):\n"
+" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
+"\n"
+"func drop_data(position, data):\n"
+" color = data[\"color\"]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Finds the next (below in the tree) [Control] that can receive the focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Finds the previous (above in the tree) [Control] that can receive the focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Forces drag and bypasses [method get_drag_data] and [method "
+"set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. "
+"Drag will start even if the mouse is neither over nor pressed on this "
+"control.\n"
+"The methods [method can_drop_data] and [method drop_data] must be "
+"implemented on controls that want to receive drop data."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum. A getter method for [member anchor_bottom], [member "
+"anchor_left], [member anchor_right] and [member anchor_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [member margin_left] and [member margin_top]. See also [member "
+"rect_position]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns a [Color] from the first matching [Theme] in the tree if that "
+"[Theme] has a color item with the specified [code]name[/code] and "
+"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
+"For the current control its local overrides are considered first (see "
+"[method add_color_override]), then its assigned [member theme]. After the "
+"current control, each parent control and its assigned [member theme] are "
+"considered; controls without a [member theme] assigned are skipped. If no "
+"matching [Theme] is found in the tree, a custom project [Theme] (see [member "
+"ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Get the font color defined for the current Control's class, if it "
+"exists.\n"
+" modulate = get_color(\"font_color\")\n"
+" # Get the font color defined for the Button class.\n"
+" modulate = get_color(\"font_color\", \"Button\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns combined minimum size from [member rect_min_size] and [method "
+"get_minimum_size]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns a constant from the first matching [Theme] in the tree if that "
+"[Theme] has a constant item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the mouse cursor shape the control displays on mouse hover. See "
+"[enum CursorShape]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Godot calls this method to get data that can be dragged and dropped onto "
+"controls that expect drop data. Returns [code]null[/code] if there is no "
+"data to drag. Controls that want to receive drop data should implement "
+"[method can_drop_data] and [method drop_data]. [code]position[/code] is "
+"local to this control. Drag may be forced with [method force_drag].\n"
+"A preview that will follow the mouse that should represent the data can be "
+"set with [method set_drag_preview]. A good time to set the preview is in "
+"this method.\n"
+"[codeblock]\n"
+"func get_drag_data(position):\n"
+" var mydata = make_data()\n"
+" set_drag_preview(make_preview(mydata))\n"
+" return mydata\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns [member margin_right] and [member margin_bottom]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the focus neighbour identified by [code]margin[/code] constant from "
+"[enum Margin] enum. A getter method for [member focus_neighbour_bottom], "
+"[member focus_neighbour_left], [member focus_neighbour_right] and [member "
+"focus_neighbour_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the control that has the keyboard focus or [code]null[/code] if none."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
+"has a font item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the position and size of the control relative to the top-left corner "
+"of the screen. See [member rect_position] and [member rect_size]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
+"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum. A getter method for [member margin_bottom], [member "
+"margin_left], [member margin_right] and [member margin_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns the minimum size for this control. See [member rect_min_size]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns the width/height occupied in the parent control."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns the parent control node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the position and size of the control relative to the top-left corner "
+"of the parent Control. See [member rect_position] and [member rect_size]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns the rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
+"[Theme] has a stylebox item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the default font from the first matching [Theme] in the tree if that "
+"[Theme] has a valid [member Theme.default_font] value.\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the tooltip, which will appear when the cursor is resting over this "
+"control. See [member hint_tooltip]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates an [InputEventMouseButton] that attempts to click the control. If "
+"the event is received, the control acquires focus.\n"
+"[codeblock]\n"
+"func _process(delta):\n"
+" grab_click_focus() #when clicking another Control node, this node will "
+"be clicked instead\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Steal the focus from another control and become the focused control (see "
+"[member focus_mode])."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a color item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme [Color] "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_color_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a constant item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme constant "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_constant_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if this is the current focused control. See "
+"[member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a font item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme [Font] "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_font_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme icon with "
+"the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_icon_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Returns whether the given "
+"[code]point[/code] is inside this control.\n"
+"If not overridden, default behavior is checking if the point is within "
+"control's Rect.\n"
+"[b]Note:[/b] If you want to check if a point is inside the control, you can "
+"use [code]get_rect().has_point(point)[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme shader "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_shader_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a stylebox item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme "
+"[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_stylebox_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Invalidates the size cache in this node and in parent nodes up to toplevel. "
+"Intended to be used with [method get_minimum_size] when the return value is "
+"changed. Setting [member rect_min_size] directly calls this method "
+"automatically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Give up the focus. No other control will be able to receive keyboard input."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Removes a theme override for a [Color] with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Removes a theme override for a constant with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Removes a theme override for a [Font] with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Removes a theme override for an icon with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Removes a theme override for a shader with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Removes a theme override for a [StyleBox] with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum to value [code]anchor[/code]. A setter method for [member "
+"anchor_bottom], [member anchor_left], [member anchor_right] and [member "
+"anchor_top].\n"
+"If [code]keep_margin[/code] is [code]true[/code], margins aren't updated "
+"after this operation.\n"
+"If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite "
+"anchor overlaps this anchor, the opposite one will have its value "
+"overridden. For example, when setting left anchor to 1 and the right anchor "
+"has value of 0.5, the right anchor will also get value of 1. If "
+"[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor "
+"would get value 0.5."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Works the same as [method set_anchor], but instead of [code]keep_margin[/"
+"code] argument and automatic update of margin, it allows to set the margin "
+"offset yourself (see [method set_margin])."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets both anchor preset and margin preset. See [method set_anchors_preset] "
+"and [method set_margins_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] "
+"enum. This is the code equivalent to using the Layout menu in the 2D "
+"editor.\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's position will "
+"also be updated."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets [member margin_left] and [member margin_top] at the same time. "
+"Equivalent of changing [member rect_position]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Forwards the handling of this control's drag and drop to [code]target[/code] "
+"control.\n"
+"Forwarding can be implemented in the target control similar to the methods "
+"[method get_drag_data], [method can_drop_data], and [method drop_data] but "
+"with two differences:\n"
+"1. The function name must be suffixed with [b]_fw[/b]\n"
+"2. The function must take an extra argument that is the control doing the "
+"forwarding\n"
+"[codeblock]\n"
+"# ThisControl.gd\n"
+"extends Control\n"
+"func _ready():\n"
+" set_drag_forwarding(target_control)\n"
+"\n"
+"# TargetControl.gd\n"
+"extends Control\n"
+"func can_drop_data_fw(position, data, from_control):\n"
+" return true\n"
+"\n"
+"func drop_data_fw(position, data, from_control):\n"
+" my_handle_data(data)\n"
+"\n"
+"func get_drag_data_fw(position, from_control):\n"
+" set_drag_preview(my_preview)\n"
+" return my_data()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Shows the given control at the mouse pointer. A good time to call this "
+"method is in [method get_drag_data]. The control must not be in the scene "
+"tree. You should not free the control, and you should not keep a reference "
+"to the control beyond the duration of the drag. It will be deleted "
+"automatically after the drag has ended.\n"
+"[codeblock]\n"
+"export (Color, RGBA) var color = Color(1, 0, 0, 1)\n"
+"\n"
+"func get_drag_data(position):\n"
+" # Use a control that is not in the tree\n"
+" var cpb = ColorPickerButton.new()\n"
+" cpb.color = color\n"
+" cpb.rect_size = Vector2(50, 50)\n"
+" set_drag_preview(cpb)\n"
+" return color\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sets [member margin_right] and [member margin_bottom] at the same time."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum to [Control] at [code]neighbor[/code] node path. A setter "
+"method for [member focus_neighbour_bottom], [member focus_neighbour_left], "
+"[member focus_neighbour_right] and [member focus_neighbour_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the [member rect_global_position] to given [code]position[/code].\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the margin identified by [code]margin[/code] constant from [enum "
+"Margin] enum to given [code]offset[/code]. A setter method for [member "
+"margin_bottom], [member margin_left], [member margin_right] and [member "
+"margin_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] "
+"enum. This is the code equivalent to using the Layout menu in the 2D "
+"editor.\n"
+"Use parameter [code]resize_mode[/code] with constants from [enum Control."
+"LayoutPresetMode] to better determine the resulting size of the [Control]. "
+"Constant size will be ignored if used with presets that change size, e.g. "
+"[code]PRESET_LEFT_WIDE[/code].\n"
+"Use parameter [code]margin[/code] to determine the gap between the [Control] "
+"and the edges."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the [member rect_position] to given [code]position[/code].\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sets the rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the size (see [member rect_size]).\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Displays a control as modal. Control must be a subwindow. Modal controls "
+"capture the input signals until closed or the area outside them is accessed. "
+"When a modal control loses focus, or the ESC key is pressed, they "
+"automatically hide. Modal controls are used extensively for popup dialogs "
+"and menus.\n"
+"If [code]exclusive[/code] is [code]true[/code], other controls will not "
+"receive input and clicking outside this control will not close it."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Moves the mouse cursor to [code]to_position[/code], relative to [member "
+"rect_position] of this [Control]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Anchors the bottom edge of the node to the origin, the center, or the end of "
+"its parent control. It changes how the bottom margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Anchors the left edge of the node to the origin, the center or the end of "
+"its parent control. It changes how the left margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Anchors the right edge of the node to the origin, the center or the end of "
+"its parent control. It changes how the right margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Anchors the top edge of the node to the origin, the center or the end of its "
+"parent control. It changes how the top margin updates when the node moves or "
+"changes size. You can use one of the [enum Anchor] constants for convenience."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The focus access mode for the control (None, Click or All). Only one Control "
+"can be focused at the same time, and it will receive keyboard signals."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the down arrow on the keyboard or down on a gamepad by default. You can "
+"change the key by editing the [code]ui_down[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the left arrow on the keyboard or left on a gamepad by default. You can "
+"change the key by editing the [code]ui_left[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the left of this one."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the right arrow on the keyboard or right on a gamepad by default. You can "
+"change the key by editing the [code]ui_right[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the top arrow on the keyboard or top on a gamepad by default. You can change "
+"the key by editing the [code]ui_top[/code] input action. The node must be a "
+"[Control]. If this property is not set, Godot will give focus to the closest "
+"[Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"Tab on a keyboard by default. You can change the key by editing the "
+"[code]ui_focus_next[/code] input action.\n"
+"If this property is not set, Godot will select a \"best guess\" based on "
+"surrounding nodes in the scene tree."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"Shift+Tab on a keyboard by default. You can change the key by editing the "
+"[code]ui_focus_prev[/code] input action.\n"
+"If this property is not set, Godot will select a \"best guess\" based on "
+"surrounding nodes in the scene tree."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Controls the direction on the horizontal axis in which the control should "
+"grow if its horizontal minimum size is changed to be greater than its "
+"current size, as the control always has to be at least the minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Controls the direction on the vertical axis in which the control should grow "
+"if its vertical minimum size is changed to be greater than its current size, "
+"as the control always has to be at least the minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Changes the tooltip text. The tooltip appears when the user's mouse cursor "
+"stays idle over this control for a few moments, provided that the [member "
+"mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change "
+"the time required for the tooltip to appear with [code]gui/timers/"
+"tooltip_delay_sec[/code] option in Project Settings.\n"
+"The tooltip popup will use either a default implementation, or a custom one "
+"that you can provide by overriding [method _make_custom_tooltip]. The "
+"default tooltip includes a [PopupPanel] and [Label] whose theme properties "
+"can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/"
+"code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n"
+"[codeblock]\n"
+"var style_box = StyleBoxFlat.new()\n"
+"style_box.set_bg_color(Color(1, 1, 0))\n"
+"style_box.set_border_width_all(2)\n"
+"# We assume here that the `theme` property has been assigned a custom Theme "
+"beforehand.\n"
+"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
+"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Enables whether input should propagate when you close the control as modal.\n"
+"If [code]false[/code], stops event handling at the viewport input event "
+"handling. The viewport first hides the modal and after marks the input as "
+"handled."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Distance between the node's bottom edge and its parent control, based on "
+"[member anchor_bottom].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Distance between the node's left edge and its parent control, based on "
+"[member anchor_left].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Distance between the node's right edge and its parent control, based on "
+"[member anchor_right].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Distance between the node's top edge and its parent control, based on "
+"[member anchor_top].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The default cursor shape for this control. Useful for Godot plugins and "
+"applications or games that use the system's mouse cursors.\n"
+"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
+"system."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Controls whether the control will be able to receive mouse button input "
+"events through [method _gui_input] and how these events should be handled. "
+"Also controls whether the control can receive the [signal mouse_entered], "
+"and [signal mouse_exited] signals. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Enables whether rendering of [CanvasItem] based children should be clipped "
+"to this control's rectangle. If [code]true[/code], parts of a child which "
+"would be visibly outside of this control's rectangle will not be rendered."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node's global position, relative to the world (usually to the top-left "
+"corner of the window)."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The minimum size of the node's bounding rectangle. If you set it to a value "
+"greater than (0, 0), the node's bounding rectangle will always have at least "
+"this size, even if its content is smaller. If it's set to (0, 0), the node "
+"sizes automatically to fit its content, be it a texture or child nodes."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"By default, the node's pivot is its top-left corner. When you change its "
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node's position, relative to its parent. It corresponds to the "
+"rectangle's top-left corner. The property is not affected by [member "
+"rect_pivot_offset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node's rotation around its pivot, in degrees. See [member "
+"rect_pivot_offset] to change the pivot's position."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node's scale, relative to its [member rect_size]. Change this property "
+"to scale the node around its [member rect_pivot_offset]. The Control's "
+"[member hint_tooltip] will also scale according to this value.\n"
+"[b]Note:[/b] This property is mainly intended to be used for animation "
+"purposes. Text inside the Control will look pixelated or blurry when the "
+"Control is scaled. To support multiple resolutions in your project, use an "
+"appropriate viewport stretch mode as described in the [url=$DOCS_URL/"
+"tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of "
+"scaling Controls individually.\n"
+"[b]Note:[/b] If the Control node is a child of a [Container] node, the scale "
+"will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To "
+"set the Control's scale when it's instanced, wait for one frame using "
+"[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member "
+"rect_scale] property."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The size of the node's bounding rectangle, in pixels. [Container] nodes "
+"update this property automatically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] nodes how they should resize and place the node "
+"on the X axis. Use one of the [enum SizeFlags] constants to change the "
+"flags. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"If the node and at least one of its neighbours uses the [constant "
+"SIZE_EXPAND] size flag, the parent [Container] will let it take more or less "
+"space depending on this property. If this node has a stretch ratio of 2 and "
+"its neighbour a ratio of 1, this node will take two thirds of the available "
+"space."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] nodes how they should resize and place the node "
+"on the Y axis. Use one of the [enum SizeFlags] constants to change the "
+"flags. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Changing this property replaces the current [Theme] resource this node and "
+"all its [Control] children use."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the node gains keyboard focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the node loses keyboard focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the node receives an [InputEvent]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the node's minimum size changes."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Emitted when the mouse enters the control's [code]Rect[/code] area, provided "
+"its [member mouse_filter] lets the event reach it.\n"
+"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters "
+"a child [Control] node before entering the parent's [code]Rect[/code] area, "
+"at least until the mouse is moved to reach the parent's [code]Rect[/code] "
+"area."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Emitted when the mouse leaves the control's [code]Rect[/code] area, provided "
+"its [member mouse_filter] lets the event reach it.\n"
+"[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a "
+"child [Control] node, even if the mouse cursor is still inside the parent's "
+"[code]Rect[/code] area.\n"
+"If you want to check whether the mouse truly left the area, ignoring any top "
+"nodes, you can use code like this:\n"
+"[codeblock]\n"
+"func _on_mouse_exited():\n"
+" if not Rect2(Vector2(), rect_size)."
+"has_point(get_local_mouse_position()):\n"
+" # Not hovering over area.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the control changes size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Emitted when one of the size flags changes. See [member "
+"size_flags_horizontal] and [member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The node cannot grab focus. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node can grab focus on mouse click or using the arrows and the Tab keys "
+"on the keyboard. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sent when the node changes size. Use [member rect_size] to get the new size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when the mouse pointer enters the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when the mouse pointer exits the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when the node grabs focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when the node loses focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sent when the node's [member theme] changes, right before Godot redraws the "
+"control. Happens when you call one of the [code]add_*_override[/code] "
+"methods."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when an open modal dialog closes. See [method show_modal]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sent when this node is inside a [ScrollContainer] which has begun being "
+"scrolled."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sent when this node is inside a [ScrollContainer] which has stopped being "
+"scrolled."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's arrow mouse cursor when the user hovers the node. Use with "
+"[member mouse_default_cursor_shape]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's I-beam mouse cursor when the user hovers the node. The I-"
+"beam pointer has a shape similar to \"I\". It tells the user they can "
+"highlight or insert text."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's pointing hand mouse cursor when the user hovers the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Show the system's cross mouse cursor when the user hovers the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's busy mouse cursor when the user hovers the node. Often an "
+"arrow with a small hourglass."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's drag mouse cursor, often a closed fist or a cross symbol, "
+"when the user hovers the node. It tells the user they're currently dragging "
+"an item, like a node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's drop mouse cursor when the user hovers the node. It can be "
+"an open hand. It tells the user they can drop an item they're currently "
+"grabbing, like a node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's forbidden mouse cursor when the user hovers the node. "
+"Often a crossed circle."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's vertical resize mouse cursor when the user hovers the "
+"node. A double-headed vertical arrow. It tells the user they can resize the "
+"window or the panel vertically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's horizontal resize mouse cursor when the user hovers the "
+"node. A double-headed horizontal arrow. It tells the user they can resize "
+"the window or the panel horizontally."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's window resize mouse cursor when the user hovers the node. "
+"The cursor is a double-headed arrow that goes from the bottom left to the "
+"top right. It tells the user they can resize the window or the panel both "
+"horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's window resize mouse cursor when the user hovers the node. "
+"The cursor is a double-headed arrow that goes from the top left to the "
+"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user "
+"they can resize the window or the panel both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's move mouse cursor when the user hovers the node. It shows "
+"2 double-headed arrows at a 90 degree angle. It tells the user they can move "
+"a UI element freely."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's vertical split mouse cursor when the user hovers the node. "
+"On Windows, it's the same as [constant CURSOR_VSIZE]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's horizontal split mouse cursor when the user hovers the "
+"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's help mouse cursor when the user hovers the node, a "
+"question mark."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
+"with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
+"with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the left edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the top edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the right edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the bottom edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the left edge of the parent control. The left margin "
+"becomes relative to the left edge and the top margin relative to the top "
+"left corner of the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the top edge of the parent control. The left margin "
+"becomes relative to the top left corner, the top margin relative to the top "
+"edge, and the right margin relative to the top right corner of the node's "
+"parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the right edge of the parent control. The right margin "
+"becomes relative to the right edge and the top margin relative to the top "
+"right corner of the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the bottom edge of the parent control. The left margin "
+"becomes relative to the bottom left corner, the bottom margin relative to "
+"the bottom edge, and the right margin relative to the bottom right corner of "
+"the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to a vertical line that cuts the parent control in half. "
+"Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to a horizontal line that cuts the parent control in "
+"half. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the respective corners of the parent control. Set all "
+"4 margins to 0 after you applied this preset and the [Control] will fit its "
+"parent control. This is equivalent to the \"Full Rect\" layout option in the "
+"editor. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The control will be resized to its minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The control's width will not change."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The control's height will not change."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The control's size will not change."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] to expand the bounds of this node to fill all "
+"the available space without pushing any other node. Use with [member "
+"size_flags_horizontal] and [member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] to let this node take all the available space "
+"on the axis you flag. If multiple neighboring nodes are set to expand, "
+"they'll share the space based on their stretch ratio. See [member "
+"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
+"[member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the node's size flags to both fill and expand. See the 2 constants "
+"above for more information."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] to center the node in itself. It centers the "
+"control based on its bounding box, so it doesn't work with the fill or "
+"expand size flags. Use with [member size_flags_horizontal] and [member "
+"size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] to align the node with its end, either the "
+"bottom or the right edge. It doesn't work with the fill or expand size "
+"flags. Use with [member size_flags_horizontal] and [member "
+"size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will receive mouse button input events through [method "
+"_gui_input] if clicked on. And the control will receive the [signal "
+"mouse_entered] and [signal mouse_exited] signals. These events are "
+"automatically marked as handled, and they will not propagate further to "
+"other controls. This also results in blocking signals in other controls."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will receive mouse button input events through [method "
+"_gui_input] if clicked on. And the control will receive the [signal "
+"mouse_entered] and [signal mouse_exited] signals. If this control does not "
+"handle the event, the parent control (if any) will be considered, and so on "
+"until there is no more parent control to potentially handle it. This also "
+"allows signals to fire in other controls. Even if no control handled it at "
+"all, the event will still be handled automatically, so unhandled input will "
+"not be fired."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will not receive mouse button input events through [method "
+"_gui_input]. The control will also not receive the [signal mouse_entered] "
+"nor [signal mouse_exited] signals. This will not block other controls from "
+"receiving these events or firing the signals. Ignored events will not be "
+"handled automatically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will grow to the left or top to make up if its minimum size is "
+"changed to be greater than its current size on the respective axis."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will grow to the right or bottom to make up if its minimum size "
+"is changed to be greater than its current size on the respective axis."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will grow in both directions equally to make up if its minimum "
+"size is changed to be greater than its current size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/"
+"code], in the top left. Use it with one of the [code]anchor_*[/code] member "
+"variables, like [member anchor_left]. To change all 4 anchors at once, use "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/"
+"code], in the bottom right. Use it with one of the [code]anchor_*[/code] "
+"member variables, like [member anchor_left]. To change all 4 anchors at "
+"once, use [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml
+msgid "Convex polygon shape for 3D physics."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml
+msgid ""
+"Convex polygon shape resource, which can be added to a [PhysicsBody] or area."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml
+msgid "The list of 3D points forming the convex polygon shape."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml
+msgid "Convex polygon shape for 2D physics."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml
+msgid ""
+"Convex polygon shape for 2D physics. A convex polygon, whatever its shape, "
+"is internally decomposed into as many convex polygons as needed to ensure "
+"all collision checks against it are always done on convex polygons (which "
+"are faster to check).\n"
+"The main difference between a [ConvexPolygonShape2D] and a "
+"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
+"uses a more complex method of collision detection, and a convex one forces "
+"itself to be convex in order to speed up collision detection."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml
+msgid ""
+"Based on the set of points provided, this creates and assigns the [member "
+"points] property using the convex hull algorithm. Removing all unneeded "
+"points. See [method Geometry.convex_hull_2d] for details."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml
+msgid ""
+"The polygon's list of vertices. Can be in either clockwise or "
+"counterclockwise order. Only set this property with convex hull points, use "
+"[method set_point_cloud] to generate a convex hull shape from concave shape "
+"points."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid "CPU-based 3D particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"CPU-based 3D particle node used to create a variety of particle systems and "
+"effects.\n"
+"See also [Particles], which provides the same functionality with hardware "
+"acceleration, but may not run on older devices.\n"
+"[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
+"and doesn't need to be configured by the user."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Sets this node's properties to match a given [Particles] node with an "
+"assigned [ParticlesMaterial]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Returns the base value of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Returns the randomness factor of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Returns the enabled state of the given flag (see [enum Flags] for options)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Restarts the particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Sets the base value of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets the randomness factor of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Enables or disables the given flag (see [enum Flags] for options)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid ""
+"The number of particles emitted in one emission cycle (corresponding to the "
+"[member lifetime]).\n"
+"[b]Note:[/b] Changing [member amount] will reset the particle emission, "
+"therefore removing all particles that were already emitted before changing "
+"[member amount]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Initial rotation applied to each particle, in degrees."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's rotation will be animated along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Rotation randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Initial angular velocity applied to each particle in [i]degrees[/i] per "
+"second. Sets the speed of rotation of the particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's angular velocity will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Angular velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Particle animation offset."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's animation offset will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Animation offset randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Particle animation speed."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's animation speed will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Animation speed randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Each particle's initial color. To have particle display color in a "
+"[SpatialMaterial] make sure to set [member SpatialMaterial."
+"vertex_color_use_as_albedo] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's initial color will vary along this [GradientTexture] "
+"(multiplied with [member color])."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's color will vary along this [GradientTexture] over its "
+"lifetime (multiplied with [member color])."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "The rate at which particles lose velocity."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Damping will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Damping randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Unit vector specifying the particles' emission direction."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "Particle draw order. Uses [enum DrawOrder] values."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The rectangle's extents if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_BOX]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets the [Color]s to modulate particles by when using [constant "
+"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets the direction the particles will be emitted in when using [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets the initial positions to spawn particles when using [constant "
+"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The axis for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The height for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The inner radius for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The radius for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Particles will be emitted inside this region. See [enum EmissionShape] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The sphere's radius if [enum EmissionShape] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "If [code]true[/code], particles are being emitted."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid ""
+"How rapidly particles in an emission cycle are emitted. If greater than "
+"[code]0[/code], there will be a gap in emissions before the next cycle "
+"begins."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The particle system's frame rate is fixed to a value. For instance, changing "
+"the value to 2 will make the particles render at 2 frames per second. Note "
+"this does not slow down the particle system itself."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Align Y axis of particle with the direction of its velocity."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "If [code]true[/code], particles will not move on the z axis."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "If [code]true[/code], particles rotate around Y axis by [member angle]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
+"particles to X/Z plane."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid ""
+"If [code]true[/code], results in fractional delta calculation which has a "
+"smoother particles display effect."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Gravity applied to every particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Initial hue variation applied to each particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's hue will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Hue variation randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Initial velocity magnitude for each particle. Direction comes from [member "
+"spread] and the node's orientation."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Initial velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "The amount of time each particle will exist (in seconds)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Particle lifetime randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Linear acceleration applied to each particle in the direction of motion."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's linear acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Linear acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid ""
+"If [code]true[/code], particles use the parent node's coordinate space. If "
+"[code]false[/code], they use global coordinates."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The [Mesh] used for each particle. If [code]null[/code], particles will be "
+"spheres."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid ""
+"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
+"code] during a cycle, emission will stop at the cycle's end."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin in the local XY plane. Specified in number of full rotations around "
+"origin per second.\n"
+"This property is only available when [member flag_disable_z] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's orbital velocity will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Orbital velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid "Particle system starts as if it had already run for this many seconds."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Radial acceleration applied to each particle. Makes particle accelerate away "
+"from origin."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's radial acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Radial acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid "Emission lifetime randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Initial scale applied to each particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's scale will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Scale randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid ""
+"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
+"be used to pause the particles."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Each particle's initial direction range from [code]+spread[/code] to [code]-"
+"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Tangential acceleration applied to each particle. Tangential acceleration is "
+"perpendicular to the particle's velocity giving the particles a swirling "
+"motion."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's tangential acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Tangential acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "Particles are drawn in the order emitted."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "Particles are drawn in order of remaining lifetime."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/Particles.xml
+msgid "Particles are drawn in order of depth."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set initial velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set angular velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set orbital velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set linear acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set radial acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set tangential acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set damping properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set angle properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set scale properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set hue variation properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set animation speed properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set animation offset properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Represents the size of the [enum Parameter] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid "Use with [method set_particle_flag] to set [member flag_disable_z]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml
+#: doc/classes/SpatialMaterial.xml
+msgid "Represents the size of the [enum Flags] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "All particles will be emitted from a single point."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "Particles will be emitted in the volume of a sphere."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "Particles will be emitted in the volume of a box."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Particles will be emitted at a position chosen randomly among [member "
+"emission_points]. Particle color will be modulated by [member "
+"emission_colors]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Particles will be emitted at a position chosen randomly among [member "
+"emission_points]. Particle velocity and rotation will be set based on "
+"[member emission_normals]. Particle color will be modulated by [member "
+"emission_colors]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "Particles will be emitted in a ring or cylinder."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Represents the size of the [enum EmissionShape] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid "CPU-based 2D particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"CPU-based 2D particle node used to create a variety of particle systems and "
+"effects.\n"
+"See also [Particles2D], which provides the same functionality with hardware "
+"acceleration, but may not run on older devices.\n"
+"[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
+"fly and doesn't need to be configured by the user."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets this node's properties to match a given [Particles2D] node with an "
+"assigned [ParticlesMaterial]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Each particle's initial color. If [member texture] is defined, it will be "
+"multiplied by this color."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Each particle's color will vary along this [Gradient] (multiplied with "
+"[member color])."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"The rectangle's extents if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_RECTANGLE]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"The sphere's radius if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml
+#: doc/classes/Particles2D.xml
+msgid ""
+"The particle system's frame rate is fixed to a value. For instance, changing "
+"the value to 2 will make the particles render at 2 frames per second. Note "
+"this does not slow down the simulation of the particle system itself."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
+msgid ""
+"Normal map to be used for the [member texture] property.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin. Specified in number of full rotations around origin per second."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's initial direction range from [code]+spread[/code] to [code]-"
+"spread[/code] degrees."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
+msgid "Particle texture. If [code]null[/code], particles will be squares."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid "Present for consistency with 3D particle nodes, not used in 2D."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Particles will be emitted on the surface of a sphere flattened to two "
+"dimensions."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid "Particles will be emitted in the area of a rectangle."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid "Access to advanced cryptographic functionalities."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"The Crypto class allows you to access some more advanced cryptographic "
+"functionalities in Godot.\n"
+"For now, this includes generating cryptographically secure random bytes, RSA "
+"keys and self-signed X509 certificates generation, asymmetric key encryption/"
+"decryption, and signing/verification.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var crypto = Crypto.new()\n"
+"var key = CryptoKey.new()\n"
+"var cert = X509Certificate.new()\n"
+"\n"
+"func _ready():\n"
+" # Generate new RSA key.\n"
+" key = crypto.generate_rsa(4096)\n"
+" # Generate new self-signed certificate with the given key.\n"
+" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
+"O=My Game Company,C=IT\")\n"
+" # Save key and certificate in the user folder.\n"
+" key.save(\"user://generated.key\")\n"
+" cert.save(\"user://generated.crt\")\n"
+" # Encryption\n"
+" var data = \"Some data\"\n"
+" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
+" # Decryption\n"
+" var decrypted = crypto.decrypt(key, encrypted)\n"
+" # Signing\n"
+" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), key)\n"
+" # Verifying\n"
+" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), signature, key)\n"
+" # Checks\n"
+" assert(verified)\n"
+" assert(data.to_utf8() == decrypted)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Compares two [PoolByteArray]s for equality without leaking timing "
+"information in order to prevent timing attacks.\n"
+"See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
+"string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
+"information."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Decrypt the given [code]ciphertext[/code] with the provided private "
+"[code]key[/code].\n"
+"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
+"size."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Encrypt the given [code]plaintext[/code] with the provided public [code]key[/"
+"code].\n"
+"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
+"size."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Generates a [PoolByteArray] of cryptographically secure random bytes with "
+"given [code]size[/code]."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Generates an RSA [CryptoKey] that can be used for creating self-signed "
+"certificates and passed to [method StreamPeerSSL.accept_stream]."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
+"[code]issuer_name[/code]. The certificate validity will be defined by "
+"[code]not_before[/code] and [code]not_after[/code] (first valid date and "
+"last valid date). The [code]issuer_name[/code] must contain at least "
+"\"CN=\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your "
+"company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country "
+"the organization is based in).\n"
+"A small example to generate an RSA key and a X509 self-signed certificate.\n"
+"[codeblock]\n"
+"var crypto = Crypto.new()\n"
+"# Generate 4096 bits RSA key.\n"
+"var key = crypto.generate_rsa(4096)\n"
+"# Generate self-signed certificate using the given key.\n"
+"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
+"Game Company,C=IT\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of "
+"[code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] "
+"parameter is the hashing algorithm that is used for the inner and outer "
+"hashes.\n"
+"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
+"HashingContext.HASH_SHA1] are supported."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Sign a given [code]hash[/code] of type [code]hash_type[/code] with the "
+"provided private [code]key[/code]."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Verify that a given [code]signature[/code] for [code]hash[/code] of type "
+"[code]hash_type[/code] against the provided public [code]key[/code]."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid "A cryptographic key (RSA)."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
+"saved like any other [Resource].\n"
+"They can be used to generate a self-signed [X509Certificate] via [method "
+"Crypto.generate_self_signed_certificate] and as private key in [method "
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Return [code]true[/code] if this CryptoKey only has the public part, and not "
+"the private one."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Loads a key from [code]path[/code]. If [code]public_only[/code] is "
+"[code]true[/code], only the public key will be loaded.\n"
+"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
+"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
+"is [code]true[/code], only the public key will be loaded."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Saves a key to the given [code]path[/code]. If [code]public_only[/code] is "
+"[code]true[/code], only the public key will be saved.\n"
+"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
+"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Returns a string containing the key in PEM format. If [code]public_only[/"
+"code] is [code]true[/code], only the public key will be included."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "A CSG Box shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid ""
+"This node allows you to create a box for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml
+#: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml
+#: modules/csg/doc_classes/CSGPolygon.xml
+#: modules/csg/doc_classes/CSGPrimitive.xml
+#: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "Prototyping levels with CSG"
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "Depth of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "Height of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "The material used to render the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "Width of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCombiner.xml
+msgid "A CSG node that allows you to combine other CSG modifiers."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCombiner.xml
+msgid ""
+"For complex arrangements of shapes, it is sometimes needed to add structure "
+"to your CSG nodes. The CSGCombiner node allows you to create this structure. "
+"The node encapsulates the result of the CSG operations of its children. In "
+"this way, it is possible to do operations on one set of shapes that are "
+"children of one CSGCombiner node, and a set of separate operations on a "
+"second set of shapes that are children of a second CSGCombiner node, and "
+"then do an operation that takes the two end results as its input to create "
+"the final shape.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid "A CSG Cylinder shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid ""
+"This node allows you to create a cylinder (or cone) for use with the CSG "
+"system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid ""
+"If [code]true[/code] a cone is created, the [member radius] will only apply "
+"to one side."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid "The height of the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid "The material used to render the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid "The radius of the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid ""
+"The number of sides of the cylinder, the higher this number the more detail "
+"there will be in the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid ""
+"If [code]true[/code] the normals of the cylinder are set to give a smooth "
+"effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
+"will have a flat shaded look."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml
+msgid "A CSG Mesh shape that uses a mesh resource."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml
+msgid ""
+"This CSG node allows you to use any mesh resource as a CSG shape, provided "
+"it is closed, does not self-intersect, does not contain internal faces and "
+"has no edges that connect to more than two faces. See also [CSGPolygon] for "
+"drawing 2D extruded polygons to be used as CSG nodes.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml
+msgid "The [Material] used in drawing the CSG shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml
+msgid ""
+"The [Mesh] resource to use as a CSG shape.\n"
+"[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals "
+"unless a flat shader is required. By default, CSGMesh will ignore the mesh's "
+"vertex normals and use a smooth shader calculated using the faces' normals. "
+"If a flat shader is required, ensure that all faces' vertex normals are "
+"parallel."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid "Extrudes a 2D polygon shape to create a 3D mesh."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"An array of 2D points is extruded to quickly and easily create a variety of "
+"3D meshes. See also [CSGMesh] for using 3D meshes as CSG nodes.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"Material to use for the resulting mesh. The UV maps the top half of the "
+"material to the extruded shape (U along the the length of the extrusions and "
+"V around the outline of the [member polygon]), the bottom-left quarter to "
+"the front end face, and the bottom-right quarter to the back end face."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid "The [member mode] used to extrude the [member polygon]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], by default, the top half of the "
+"[member material] is stretched along the entire length of the extruded "
+"shape. If [code]false[/code] the top half of the material is repeated every "
+"step of the extrusion."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
+"path points to extrusions."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], this will determine if the "
+"interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
+"subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of "
+"the path are joined, by adding an extrusion between the last and first "
+"points of the path."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], if [code]true[/code] the "
+"[Transform] of the [CSGPolygon] is used as the starting point for the "
+"extrusions, not the [Transform] of the [member path_node]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], the location of the [Path] "
+"object used to extrude the [member polygon]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
+"used to rotate the [member polygon] as it is extruded."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], extrusions that are less than "
+"this angle, will be merged together to reduce polygon count."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], this is the distance along the "
+"path, in meters, the texture coordinates will tile. When set to 0, texture "
+"coordinates will match geometry exactly with no tiling."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The point array that defines the 2D polygon that is extruded. This can be a "
+"convex or concave polygon with 3 or more points. The polygon must [i]not[/i] "
+"have any intersecting edges. Otherwise, triangulation will fail and no mesh "
+"will be generated.\n"
+"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
+"will be generated."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid "If [code]true[/code], applies smooth shading to the extrusions."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_SPIN], the total number of degrees the "
+"[member polygon] is rotated when extruding."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_SPIN], the number of extrusions made."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid "The [member polygon] shape is extruded along the negative Z axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape is extruded by rotating it around the Y axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape is extruded along the [Path] specified in [member "
+"path_node]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape is not rotated.\n"
+"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
+"ensure viable shapes."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape is rotated along the path, but it is not rotated "
+"around the path axis.\n"
+"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
+"ensure viable shapes."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape follows the path and its rotations around the "
+"path axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
+"will determine the distance, in meters, each interval of the path will "
+"extrude."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
+"will subdivide the polygons along the path."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml
+msgid "Base class for CSG primitives."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml
+msgid ""
+"Parent class for various CSG primitives. It contains code and functionality "
+"that is common between them. It cannot be used directly. Instead use one of "
+"the various classes that inherit from it.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml
+msgid "Invert the faces of the mesh."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid "The CSG base class."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"This is the CSG base class that provides CSG operation support to the "
+"various CSG nodes in Godot.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml
+#: doc/classes/SoftBody.xml
+msgid "Returns an individual bit on the collision mask."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Returns an [Array] with two elements, the first is the [Transform] of this "
+"node and the second is the root [Mesh] of this node. Only works when this "
+"node is the root shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Returns [code]true[/code] if this is a root shape and is thus the object "
+"that is rendered."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
+msgid ""
+"Sets individual bits on the layer mask. Use this if you only need to change "
+"one layer's value."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
+msgid ""
+"Sets individual bits on the collision mask. Use this if you only need to "
+"change one layer's value."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Calculate tangents for the CSG shape which allows the use of normal maps. "
+"This is only applied on the root shape, this setting is ignored on any child."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"The physics layers this area is in.\n"
+"Collidable objects can exist in any of 32 different layers. These layers "
+"work like a tagging system, and are not visual. A collidable can use these "
+"layers to select with which objects it can collide, using the collision_mask "
+"property.\n"
+"A contact is detected if object A is in any of the layers that object B "
+"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"The operation that is performed on this shape. This is ignored for the first "
+"CSG child node as the operation is between this node and the previous child "
+"of this nodes parent."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Snap makes the mesh snap to a given distance so that the faces of two meshes "
+"can be perfectly aligned. A lower value results in greater precision but may "
+"be harder to adjust."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Adds a collision shape to the physics engine for our CSG shape. This will "
+"always act like a static body. Note that the collision shape is still active "
+"even if the CSG shape itself is hidden."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Geometry of both primitives is merged, intersecting geometry is removed."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid "Only intersecting geometry remains, the rest is removed."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"The second shape is subtracted from the first, leaving a dent with its shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "A CSG Sphere shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid ""
+"This node allows you to create a sphere for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "The material used to render the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "Number of vertical slices for the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "Radius of the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "Number of horizontal slices for the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid ""
+"If [code]true[/code] the normals of the sphere are set to give a smooth "
+"effect making the sphere seem rounded. If [code]false[/code] the sphere will "
+"have a flat shaded look."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "A CSG Torus shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid ""
+"This node allows you to create a torus for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The inner radius of the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The material used to render the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The outer radius of the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The number of edges each ring of the torus is constructed of."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The number of slices the torus is constructed of."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid ""
+"If [code]true[/code] the normals of the torus are set to give a smooth "
+"effect making the torus seem rounded. If [code]false[/code] the torus will "
+"have a flat shaded look."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml
+msgid ""
+"A script implemented in the C# programming language (Mono-enabled builds "
+"only)."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml
+msgid ""
+"This class represents a C# script. It is the C# equivalent of the [GDScript] "
+"class and is only available in Mono-enabled Godot builds.\n"
+"See also [GodotSharp]."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml
+#: modules/gdnative/doc_classes/PluginScript.xml
+msgid "Returns a new instance of the script."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "A CubeMap is a 6-sided 3D texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"A 6-sided 3D texture typically used for faking reflections. It can be used "
+"to make an object look as if it's reflecting its surroundings. This usually "
+"delivers much better performance than other reflection methods."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Returns the [CubeMap]'s height."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] "
+"constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Returns the [CubeMap]'s width."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] "
+"constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"The render flags for the [CubeMap]. See the [enum Flags] constants for "
+"details."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"The lossy storage quality of the [CubeMap] if the storage mode is set to "
+"[constant STORAGE_COMPRESS_LOSSY]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "The [CubeMap]'s storage mode. See [enum Storage] constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Store the [CubeMap] without any compression."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Store the [CubeMap] with strong compression that reduces image quality."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"Store the [CubeMap] with moderate compression that doesn't reduce image "
+"quality."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the left face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the right face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the bottom face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the top face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the front face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the back face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Generate mipmaps, to enable smooth zooming out of the texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Repeat (instead of clamp to edge)."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Turn on magnifying filter, to enable smooth zooming in of the texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Default flags. Generate mipmaps, repeat, and filter are enabled."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Generate an axis-aligned cuboid [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid ""
+"Generate an axis-aligned cuboid [PrimitiveMesh].\n"
+"The cube's UV layout is arranged in a 3×2 layout that allows texturing each "
+"face individually. To apply the same texture on all faces, change the "
+"material's UV property to [code]Vector3(3, 2, 1)[/code].\n"
+"[b]Note:[/b] When using a large textured [CubeMesh] (e.g. as a floor), you "
+"may stumble upon UV jittering issues depending on the camera angle. To solve "
+"this, increase [member subdivide_depth], [member subdivide_height] and "
+"[member subdivide_width] until you no longer notice UV jittering."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Size of the cuboid mesh."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Number of extra edge loops inserted along the Z axis."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Number of extra edge loops inserted along the Y axis."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Number of extra edge loops inserted along the X axis."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid "Parent of all nodes that can be culled by the Portal system."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Provides common functionality to nodes that can be culled by the [Portal] "
+"system.\n"
+"[code]Static[/code] and [code]Dynamic[/code] objects are the most "
+"efficiently managed objects in the system, but there are some caveats. They "
+"are expected to be present initially when [Room]s are converted using the "
+"[RoomManager] [code]rooms_convert[/code] function, and their lifetime should "
+"be the same as the game level (i.e. present until you call "
+"[code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't "
+"create / delete these objects during gameplay, you can manage their "
+"visibility with the standard [code]hide[/code] and [code]show[/code] "
+"commands.\n"
+"[code]Roaming[/code] objects on the other hand, require extra processing to "
+"keep track of which [Room] they are within. This enables them to be culled "
+"effectively, wherever they are.\n"
+"[code]Global[/code] objects are not culled by the portal system, and use "
+"view frustum culling only.\n"
+"Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be "
+"freely created and deleted during the lifetime of the game level."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"This allows fine control over the mesh merging feature in the "
+"[RoomManager].\n"
+"Setting this option to [code]false[/code] can be used to prevent an instance "
+"being merged."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] "
+"with the highest priority.\n"
+"When set to a value other than [code]0[/code], the system will attempt to "
+"autoplace in a [Room] with the [code]autoplace_priority[/code], if it is "
+"present.\n"
+"This can be used to control autoplacement of building exteriors in an outer "
+"[RoomGroup]."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"When a manual bound has not been explicitly specified for a [Room], the "
+"convex hull bound will be estimated from the geometry of the objects within "
+"the room. This setting determines whether the geometry of an object is "
+"included in this estimate of the room bound.\n"
+"[b]Note:[/b] This setting is only relevant when the object is set to "
+"[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for "
+"[Portal]s."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"When using [Room]s and [Portal]s, this specifies how the [CullInstance] is "
+"processed in the system."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, "
+"floors.\n"
+"[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] "
+"instance while the room graph is loaded (converted), it will unload the room "
+"graph and deactivate portal culling. This is because the [b]room graph[/b] "
+"data has been invalidated. You will need to reconvert the rooms using the "
+"[RoomManager] to activate the system again."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Use for instances within rooms that will move but [b]not change room[/b] - e."
+"g. moving platforms.\n"
+"[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] "
+"instance while the room graph is loaded (converted), it will unload the room "
+"graph and deactivate portal culling. This is because the [b]room graph[/b] "
+"data has been invalidated. You will need to reconvert the rooms using the "
+"[RoomManager] to activate the system again."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Use for instances that will be frustum culled only - e.g. first person "
+"weapon, debug."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Use for instances that will not be shown at all - e.g. [b]manual room "
+"bounds[/b] (specified by prefix [i]'Bound_'[/i])."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "A mathematic curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"A curve that can be saved and re-used for other objects. By default, it "
+"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
+"points relative to the [code]0.5[/code] Y position."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Adds a point to the curve. For each side, if the [code]*_mode[/code] is "
+"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) "
+"uses the slope of the curve halfway to the adjacent point. Allows custom "
+"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is "
+"set to [constant TANGENT_FREE]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Recomputes the baked cache of points for the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
+"to their neighbor on the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid "Removes all points from the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid "Returns the number of points describing the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the left [enum TangentMode] for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the left tangent angle (in degrees) for the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Returns the curve coordinates for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the right [enum TangentMode] for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the right tangent angle (in degrees) for the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the Y value for the point that would exist at the X position "
+"[code]offset[/code] along the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the Y value for the point that would exist at the X position "
+"[code]offset[/code] along the curve using the baked cache. Bakes the curve's "
+"points if not already baked."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Removes the point at [code]index[/code] from the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Sets the left [enum TangentMode] for the point at [code]index[/code] to "
+"[code]mode[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Sets the left tangent angle for the point at [code]index[/code] to "
+"[code]tangent[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Sets the offset from [code]0.5[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Sets the right [enum TangentMode] for the point at [code]index[/code] to "
+"[code]mode[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Sets the right tangent angle for the point at [code]index[/code] to "
+"[code]tangent[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Assigns the vertical position [code]y[/code] to the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The number of points to include in the baked (i.e. cached) curve data."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The maximum value the curve can reach."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The minimum value the curve can reach."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Emitted when [member max_value] or [member min_value] is changed."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The tangent on this side of the point is user-defined."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"The curve calculates the tangent on this side of the point as the slope "
+"halfway towards the adjacent point."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The total number of available tangent modes."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid "Describes a Bézier curve in 2D space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"This class describes a Bézier curve in 2D space. It is mainly used to give a "
+"shape to a [Path2D], but can be manually sampled for other purposes.\n"
+"It keeps a cache of precalculated points along the curve, to speed up "
+"further calculations."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Returns the total length of the curve, based on the cached points. Given "
+"enough density (see [member bake_interval]), it should be approximate enough."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid "Returns the cache of points as a [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
+"be used in [method interpolate_baked].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Returns the closest baked point (in curve's local space) to [code]to_point[/"
+"code].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the position of the control point leading to the vertex [code]idx[/"
+"code]. The returned position is relative to the vertex [code]idx[/code]. If "
+"the index is out of bounds, the function sends an error to the console, and "
+"returns [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the position of the control point leading out of the vertex "
+"[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console, and returns [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the position of the vertex [code]idx[/code]. If the index is out of "
+"bounds, the function sends an error to the console, and returns [code](0, 0)"
+"[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the position between the vertex [code]idx[/code] and the vertex "
+"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
+"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
+"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
+"<=1[/code]) give strange, but predictable results.\n"
+"If [code]idx[/code] is out of bounds it is truncated to the first or last "
+"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
+"function sends an error to the console, and returns [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns a point within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a pixel distance along the curve.\n"
+"To do that, it finds the two cached points where the [code]offset[/code] "
+"lies between, then interpolates the values. This interpolation is cubic if "
+"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
+"[code]false[/code].\n"
+"Cubic interpolation tends to follow the curves better, but linear is faster "
+"(and often, precise enough)."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Returns the position at the vertex [code]fofs[/code]. It calls [method "
+"interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
+"code], and its fractional part as [code]t[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
+"console if [code]idx[/code] is out of bounds."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Sets the position of the control point leading to the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console. The position is relative to the vertex."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Sets the position of the control point leading out of the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console. The position is relative to the vertex."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Sets the position for the vertex [code]idx[/code]. If the index is out of "
+"bounds, the function sends an error to the console."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Returns a list of points along the curve, with a curvature controlled point "
+"density. That is, the curvier parts will have more points than the "
+"straighter parts.\n"
+"This approximation makes straight segments between each point, then "
+"subdivides those segments until the resulting shape is similar enough.\n"
+"[code]max_stages[/code] controls how many subdivisions a curve segment may "
+"face before it is considered approximate enough. Each subdivision splits the "
+"segment in half, so the default 5 stages may mean up to 32 subdivisions per "
+"curve segment. Increase with care!\n"
+"[code]tolerance_degrees[/code] controls how many degrees the midpoint of a "
+"segment may deviate from the real curve, before the segment has to be "
+"subdivided."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"The distance in pixels between two adjacent cached points. Changing it "
+"forces the cache to be recomputed the next time the [method "
+"get_baked_points] or [method get_baked_length] function is called. The "
+"smaller the distance, the more points in the cache and the more memory it "
+"will consume, so use with care."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid "Describes a Bézier curve in 3D space."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"This class describes a Bézier curve in 3D space. It is mainly used to give a "
+"shape to a [Path], but can be manually sampled for other purposes.\n"
+"It keeps a cache of precalculated points along the curve, to speed up "
+"further calculations."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid "Returns the cache of points as a [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid "Returns the cache of tilts as a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the cache of up vectors as a [PoolVector3Array].\n"
+"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
+"be used in [method interpolate_baked] or [method "
+"interpolate_baked_up_vector].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the position of the control point leading to the vertex [code]idx[/"
+"code]. The returned position is relative to the vertex [code]idx[/code]. If "
+"the index is out of bounds, the function sends an error to the console, and "
+"returns [code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the position of the control point leading out of the vertex "
+"[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console, and returns [code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the position of the vertex [code]idx[/code]. If the index is out of "
+"bounds, the function sends an error to the console, and returns [code](0, 0, "
+"0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the tilt angle in radians for the point [code]idx[/code]. If the "
+"index is out of bounds, the function sends an error to the console, and "
+"returns [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the position between the vertex [code]idx[/code] and the vertex "
+"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
+"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
+"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
+"<=1[/code]) give strange, but predictable results.\n"
+"If [code]idx[/code] is out of bounds it is truncated to the first or last "
+"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
+"function sends an error to the console, and returns [code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns a point within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
+"To do that, it finds the two cached points where the [code]offset[/code] "
+"lies between, then interpolates the values. This interpolation is cubic if "
+"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
+"[code]false[/code].\n"
+"Cubic interpolation tends to follow the curves better, but linear is faster "
+"(and often, precise enough)."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns an up vector within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
+"To do that, it finds the two cached up vectors where the [code]offset[/code] "
+"lies between, then interpolates the values. If [code]apply_tilt[/code] is "
+"[code]true[/code], an interpolated tilt is applied to the interpolated up "
+"vector.\n"
+"If the curve has no up vectors, the function sends an error to the console, "
+"and returns [code](0, 1, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Sets the tilt angle in radians for the point [code]idx[/code]. If the index "
+"is out of bounds, the function sends an error to the console.\n"
+"The tilt controls the rotation along the look-at axis an object traveling "
+"the path would have. In the case of a curve controlling a [PathFollow], this "
+"tilt is an offset over the natural tilt the [PathFollow] calculates."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"The distance in meters between two adjacent cached points. Changing it "
+"forces the cache to be recomputed the next time the [method "
+"get_baked_points] or [method get_baked_length] function is called. The "
+"smaller the distance, the more points in the cache and the more memory it "
+"will consume, so use with care."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"If [code]true[/code], the curve will bake up vectors used for orientation. "
+"This is used when [member PathFollow.rotation_mode] is set to [constant "
+"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml
+msgid "A texture that shows a curve."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml
+msgid ""
+"Renders a given [Curve] provided to it. Simplifies the task of drawing "
+"curves and/or saving them as image files."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml
+msgid "The [Curve] that is rendered onto the texture."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid "Class representing a cylindrical [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Class representing a cylindrical [PrimitiveMesh]. This class can be used to "
+"create cones by setting either the [member top_radius] or [member "
+"bottom_radius] properties to [code]0.0[/code]."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
+"will not be generated, resulting in a conic shape."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid "Full height of the cylinder."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Number of radial segments on the cylinder. Higher values result in a more "
+"detailed cylinder/cone at the cost of performance."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Number of edge rings along the height of the cylinder. Changing [member "
+"rings] does not have any visual impact unless a shader or procedural mesh "
+"tool is used to alter the vertex data. Higher values result in more "
+"subdivisions, which can be used to create smoother-looking effects with "
+"shaders or procedural mesh tools (at the cost of performance). When not "
+"altering the vertex data using a shader or procedural mesh tool, [member "
+"rings] should be kept to its default value."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
+"not be generated, resulting in a conic shape."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
+msgid "Cylinder shape for collisions."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
+msgid "The cylinder's height."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
+msgid "The cylinder's radius."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid "Damped spring constraint for 2D physics."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"Damped spring constraint for 2D physics. This resembles a spring joint that "
+"always wants to go back to a given length."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"The spring joint's damping ratio. A value between [code]0[/code] and "
+"[code]1[/code]. When the two bodies move into different directions the "
+"system tries to align them to the spring axis again. A high [code]damping[/"
+"code] value forces the attached bodies to align faster."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"The spring joint's maximum length. The two attached bodies cannot stretch it "
+"past this value."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"When the bodies attached to the spring joint move they stretch or squash it. "
+"The joint always tries to resize towards this length."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"The higher the value, the less the bodies attached to the joint will deform "
+"it. The joint applies an opposing force to the bodies, the product of the "
+"stiffness multiplied by the size difference from its resting length."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Dictionary type."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Dictionary type. Associative container which contains values referenced by "
+"unique keys. Dictionaries are composed of pairs of keys (which must be "
+"unique) and values. Dictionaries will preserve the insertion order when "
+"adding elements, even though this may not be reflected when printing the "
+"dictionary. In other programming languages, this data structure is sometimes "
+"referred to as a hash map or associative array.\n"
+"You can define a dictionary by placing a comma-separated list of [code]key: "
+"value[/code] pairs in curly braces [code]{}[/code].\n"
+"Erasing elements while iterating over them [b]is not supported[/b] and will "
+"result in undefined behavior.\n"
+"[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a "
+"dictionary which can be modified independently of the original dictionary, "
+"use [method duplicate].\n"
+"Creating a dictionary:\n"
+"[codeblock]\n"
+"var my_dict = {} # Creates an empty dictionary.\n"
+"\n"
+"var dict_variable_key = \"Another key name\"\n"
+"var dict_variable_value = \"value2\"\n"
+"var another_dict = {\n"
+" \"Some key name\": \"value1\",\n"
+" dict_variable_key: dict_variable_value,\n"
+"}\n"
+"\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"\n"
+"# Alternative Lua-style syntax.\n"
+"# Doesn't require quotes around keys, but only string constants can be used "
+"as key names.\n"
+"# Additionally, key names must start with a letter or an underscore.\n"
+"# Here, `some_key` is a string literal, not a variable!\n"
+"another_dict = {\n"
+" some_key = 42,\n"
+"}\n"
+"[/codeblock]\n"
+"You can access a dictionary's values by referencing the appropriate key. In "
+"the above example, [code]points_dict[\"White\"][/code] will return [code]50[/"
+"code]. You can also write [code]points_dict.White[/code], which is "
+"equivalent. However, you'll have to use the bracket syntax if the key you're "
+"accessing the dictionary with isn't a fixed string (such as a number or "
+"variable).\n"
+"[codeblock]\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"func _ready():\n"
+" # We can't use dot syntax here as `my_color` is a variable.\n"
+" var points = points_dict[my_color]\n"
+"[/codeblock]\n"
+"In the above code, [code]points[/code] will be assigned the value that is "
+"paired with the appropriate color selected in [code]my_color[/code].\n"
+"Dictionaries can contain more complex data:\n"
+"[codeblock]\n"
+"my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String "
+"key.\n"
+"[/codeblock]\n"
+"To add a key to an existing dictionary, access it like an existing key and "
+"assign to it:\n"
+"[codeblock]\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its "
+"value.\n"
+"[/codeblock]\n"
+"Finally, dictionaries can contain different types of keys and values in the "
+"same dictionary:\n"
+"[codeblock]\n"
+"# This is a valid dictionary.\n"
+"# To access the string \"Nested value\" below, use `my_dict.sub_dict."
+"sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n"
+"# Indexing styles can be mixed and matched depending on your needs.\n"
+"var my_dict = {\n"
+" \"String Key\": 5,\n"
+" 4: [1, 2, 3],\n"
+" 7: \"Hello\",\n"
+" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n"
+"[codeblock]\n"
+"array1 = [1, 2, 3]\n"
+"array2 = [1, 2, 3]\n"
+"\n"
+"func compare_arrays():\n"
+" print(array1 == array2) # Will print true.\n"
+"\n"
+"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"\n"
+"func compare_dictionaries():\n"
+" print(dict1 == dict2) # Will NOT print true.\n"
+"[/codeblock]\n"
+"You need to first calculate the dictionary's hash with [method hash] before "
+"you can compare them:\n"
+"[codeblock]\n"
+"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"\n"
+"func compare_dictionaries():\n"
+" print(dict1.hash() == dict2.hash()) # Will print true.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] When declaring a dictionary with [code]const[/code], the "
+"dictionary itself can still be mutated by defining the values of individual "
+"keys. Using [code]const[/code] will only prevent assigning the constant with "
+"another value after it was initialized."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "GDScript basics: Dictionary"
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Clear the dictionary, removing all key/value pairs."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Creates a copy of the dictionary, and returns it. The [code]deep[/code] "
+"parameter causes inner dictionaries and arrays to be copied recursively, but "
+"does not apply to objects."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Returns [code]true[/code] if the dictionary is empty."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Erase a dictionary key/value pair by key. Returns [code]true[/code] if the "
+"given key was present in the dictionary, [code]false[/code] otherwise.\n"
+"[b]Note:[/b] Don't erase elements while iterating over the dictionary. You "
+"can iterate over the [method keys] array instead."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Returns the current value for the specified key in the [Dictionary]. If the "
+"key does not exist, the method returns the value of the optional default "
+"argument, or [code]null[/code] if it is omitted."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Returns [code]true[/code] if the dictionary has a given key.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
+"follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `true`.\n"
+"if \"godot\" in {\"godot\": \"engine\"}:\n"
+" pass\n"
+"[/codeblock]\n"
+"This method (like the [code]in[/code] operator) will evaluate to [code]true[/"
+"code] as long as the key exists, even if the associated value is [code]null[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Returns [code]true[/code] if the dictionary has all the keys in the given "
+"array."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Returns a hashed 32-bit integer value representing the dictionary contents. "
+"This can be used to compare dictionaries by value:\n"
+"[codeblock]\n"
+"var dict1 = {0: 10}\n"
+"var dict2 = {0: 10}\n"
+"# The line below prints `true`, whereas it would have printed `false` if "
+"both variables were compared directly.\n"
+"print(dict1.hash() == dict2.hash())\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Dictionaries with the same keys/values but in a different order "
+"will have a different hash.\n"
+"[b]Note:[/b] Dictionaries with equal content will always produce identical "
+"hash values. However, the reverse is not true. Returning identical hash "
+"values does [i]not[/i] imply the dictionaries are equal, because different "
+"dictionaries can have identical hash values due to hash collisions."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Returns the list of keys in the [Dictionary]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Returns the number of keys in the dictionary."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Returns the list of values in the [Dictionary]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid "Directional light from a distance, as from the Sun."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"A directional light is a type of [Light] node that models an infinite number "
+"of parallel rays covering the entire scene. It is used for lights with "
+"strong intensity that are located far away from the scene to model sunlight "
+"or moonlight. The worldspace location of the DirectionalLight transform "
+"(origin) is ignored. Only the basis is used to determine light direction."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Amount of extra bias for shadow splits that are far away. If self-shadowing "
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Optimizes shadow rendering for detail versus movement. See [enum "
+"ShadowDepthRange]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Can be used to fix special cases of self shadowing when objects are "
+"perpendicular to the light."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"The distance from camera to shadow split 1. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"The distance from shadow split 1 to split 2. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"The distance from shadow split 2 to split 3. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Renders the entire scene's shadow map from an orthogonal point of view. This "
+"is the fastest directional shadow mode. May result in blurrier shadows on "
+"close objects."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Splits the view frustum in 2 areas, each with its own shadow map. This "
+"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and "
+"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Splits the view frustum in 4 areas, each with its own shadow map. This is "
+"the slowest directional shadow mode."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Keeps the shadow stable when the camera moves, at the cost of lower "
+"effective shadow resolution."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Tries to achieve maximum shadow resolution. May result in saw effect on "
+"shadow edges. This mode typically works best in games where the camera will "
+"often move at high speeds, such as most racing games."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid "Type used to handle the filesystem."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Directory type. It is used to manage directories and their content (not "
+"restricted to the project folder).\n"
+"When creating a new [Directory], its default opened directory will be "
+"[code]res://[/code]. This may change in the future, so it is advised to "
+"always use [method open] to initialize your [Directory] where you want to "
+"operate, with explicit error checking.\n"
+"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
+"files), and their source asset will not be included in the exported game, as "
+"only the imported version is used. Use [ResourceLoader] to access imported "
+"resources.\n"
+"Here is an example on how to iterate through the files of a directory:\n"
+"[codeblock]\n"
+"func dir_contents(path):\n"
+" var dir = Directory.new()\n"
+" if dir.open(path) == OK:\n"
+" dir.list_dir_begin()\n"
+" var file_name = dir.get_next()\n"
+" while file_name != \"\":\n"
+" if dir.current_is_dir():\n"
+" print(\"Found directory: \" + file_name)\n"
+" else:\n"
+" print(\"Found file: \" + file_name)\n"
+" file_name = dir.get_next()\n"
+" else:\n"
+" print(\"An error occurred when trying to access the path.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Changes the currently opened directory to the one passed as an argument. The "
+"argument can be relative to the current directory (e.g. [code]newdir[/code] "
+"or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/"
+"code] or [code]res://somedir/newdir[/code]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Copies the [code]from[/code] file to the [code]to[/code] destination. Both "
+"arguments should be paths to files, either relative or absolute. If the "
+"destination file exists and is not access-protected, it will be "
+"overwritten.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns whether the current item processed with the last [method get_next] "
+"call is a directory ([code].[/code] and [code]..[/code] are considered "
+"directories)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns whether the target directory exists. The argument can be relative to "
+"the current directory, or an absolute path."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns whether the target file exists. The argument can be relative to the "
+"current directory, or an absolute path."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns the absolute path to the currently opened directory (e.g. "
+"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns the currently opened directory's drive index. See [method get_drive] "
+"to convert returned index to the name of the drive."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"On Windows, returns the name of the drive (partition) passed as an argument "
+"(e.g. [code]C:[/code]).\n"
+"On macOS, returns the path to the mounted volume passed as an argument.\n"
+"On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as "
+"an argument.\n"
+"On other platforms, or if the requested drive does not exist, the method "
+"returns an empty String."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"On Windows, returns the number of drives (partitions) mounted on the current "
+"filesystem.\n"
+"On macOS, returns the number of mounted volumes.\n"
+"On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
+"On other platforms, the method returns 0."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns the next element (file or directory) in the current directory "
+"(including [code].[/code] and [code]..[/code], unless "
+"[code]skip_navigational[/code] was given to [method list_dir_begin]).\n"
+"The name of the file or directory is returned (and not its full path). Once "
+"the stream has been fully processed, the method returns an empty String and "
+"closes the stream automatically (i.e. [method list_dir_end] would not be "
+"mandatory in such a case)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"On UNIX desktop systems, returns the available space on the current "
+"directory's disk. On other platforms, this information is not available and "
+"the method returns 0 or -1."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Initializes the stream used to list all files and directories using the "
+"[method get_next] function, closing the currently opened stream if needed. "
+"Once the stream has been processed, it should typically be closed with "
+"[method list_dir_end].\n"
+"If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and "
+"[code]..[/code] are filtered out.\n"
+"If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered "
+"out."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Closes the current stream opened with [method list_dir_begin] (whether it "
+"has been fully processed with [method get_next] does not matter)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Creates a directory. The argument can be relative to the current directory, "
+"or an absolute path. The target directory should be placed in an already "
+"existing directory (to create the full path recursively, see [method "
+"make_dir_recursive]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Creates a target directory and all necessary intermediate directories in its "
+"path, by calling [method make_dir] recursively. The argument can be relative "
+"to the current directory, or an absolute path.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Opens an existing directory of the filesystem. The [code]path[/code] "
+"argument can be within the project tree ([code]res://folder[/code]), the "
+"user directory ([code]user://folder[/code]) or an absolute path of the user "
+"filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Renames (move) the [code]from[/code] file or directory to the [code]to[/"
+"code] destination. Both arguments should be paths to files or directories, "
+"either relative or absolute. If the destination file or directory exists and "
+"is not access-protected, it will be overwritten.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml
+msgid "Helper class to implement a DTLS server."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml
+msgid ""
+"This class is used to store the state of a DTLS server. Upon [method setup] "
+"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
+"[method take_connection] as DTLS clients. Under the hood, this class is used "
+"to store the DTLS state and cookies of the server. The reason of why the "
+"state and cookies are needed is outside of the scope of this documentation.\n"
+"Below a small example of how to use it:\n"
+"[codeblock]\n"
+"# server.gd\n"
+"extends Node\n"
+"\n"
+"var dtls := DTLSServer.new()\n"
+"var server := UDPServer.new()\n"
+"var peers = []\n"
+"\n"
+"func _ready():\n"
+" server.listen(4242)\n"
+" var key = load(\"key.key\") # Your private key.\n"
+" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
+" dtls.setup(key, cert)\n"
+"\n"
+"func _process(delta):\n"
+" while server.is_connection_available():\n"
+" var peer : PacketPeerUDP = server.take_connection()\n"
+" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
+" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
+" continue # It is normal that 50% of the connections fails due to "
+"cookie exchange.\n"
+" print(\"Peer connected!\")\n"
+" peers.append(dtls_peer)\n"
+" for p in peers:\n"
+" p.poll() # Must poll to update the state.\n"
+" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
+" while p.get_available_packet_count() > 0:\n"
+" print(\"Received message from client: %s\" % p.get_packet()."
+"get_string_from_utf8())\n"
+" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# client.gd\n"
+"extends Node\n"
+"\n"
+"var dtls := PacketPeerDTLS.new()\n"
+"var udp := PacketPeerUDP.new()\n"
+"var connected = false\n"
+"\n"
+"func _ready():\n"
+" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
+" dtls.connect_to_peer(udp, false) # Use true in production for "
+"certificate validation!\n"
+"\n"
+"func _process(delta):\n"
+" dtls.poll()\n"
+" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
+" if !connected:\n"
+" # Try to contact server\n"
+" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" while dtls.get_available_packet_count() > 0:\n"
+" print(\"Connected: %s\" % dtls.get_packet()."
+"get_string_from_utf8())\n"
+" connected = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/DTLSServer.xml
+msgid ""
+"Setup the DTLS server to use the given [code]private_key[/code] and provide "
+"the given [code]certificate[/code] to clients. You can pass the optional "
+"[code]chain[/code] parameter to provide additional CA chain information "
+"along with the certificate."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml
+msgid ""
+"Try to initiate the DTLS handshake with the given [code]udp_peer[/code] "
+"which must be already connected (see [method PacketPeerUDP."
+"connect_to_host]).\n"
+"[b]Note:[/b] You must check that the state of the return PacketPeerUDP is "
+"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
+"the new connections will be invalid due to cookie exchange."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "DynamicFont renders vector font files at runtime."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"DynamicFont renders vector font files dynamically at runtime instead of "
+"using a prerendered texture atlas like [BitmapFont]. This trades the faster "
+"loading time of [BitmapFont]s for the ability to change font parameters like "
+"size and spacing during runtime. [DynamicFontData] is used for referencing "
+"the font file paths. DynamicFont also supports defining one or more fallback "
+"fonts, which will be used when displaying a character not supported by the "
+"main font.\n"
+"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
+"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
+"[codeblock]\n"
+"var dynamic_font = DynamicFont.new()\n"
+"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
+"dynamic_font.size = 64\n"
+"$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-"
+"left typesetting, ligatures, text shaping, variable fonts and optional font "
+"features yet. If you wish to \"bake\" an optional font feature into a TTF "
+"font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. "
+"In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose "
+"the desired features then generate the font."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Adds a fallback font."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Returns a string containing all the characters available in the main and all "
+"the fallback fonts.\n"
+"If a given character is included in more than one font, it appears only once "
+"in the returned string."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Returns the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Returns the number of fallback fonts."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Returns the spacing for the given [code]type[/code] (see [enum SpacingType])."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Removes the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Sets the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
+"[code]value[/code] in pixels (not relative to the font size)."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Extra spacing at the bottom in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Extra spacing for each character in pixels.\n"
+"This can be a negative number to make the distance between characters "
+"smaller."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Extra spacing for the space character (in addition to [member "
+"extra_spacing_char]) in pixels.\n"
+"This can be a negative number to make the distance between words smaller."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Extra spacing at the top in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "The font data."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"The font outline's color.\n"
+"[b]Note:[/b] It's recommended to leave this at the default value so that you "
+"can adjust it in individual controls. For example, if the outline is made "
+"black here, it won't be possible to change its color using a Label's font "
+"outline modulate theme item."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "The font outline's thickness in pixels (not relative to the font size)."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "The font size in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"If [code]true[/code], filtering is used. This makes the font blurry instead "
+"of pixelated when scaling it if font oversampling is disabled or "
+"ineffective. It's recommended to enable this when using the font in a "
+"control whose size changes over time, unless a pixel art aesthetic is "
+"desired."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"If [code]true[/code], mipmapping is used. This improves the font's "
+"appearance when downscaling it if font oversampling is disabled or "
+"ineffective."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Spacing at the top."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Spacing at the bottom."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Spacing for each character."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Spacing for the space character."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "Used with [DynamicFont] to describe the location of a font file."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid ""
+"Used with [DynamicFont] to describe the location of a vector font file for "
+"dynamic rendering at runtime."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid ""
+"If [code]true[/code], the font is rendered with anti-aliasing. This property "
+"applies both to the main font and its outline (if it has one)."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "The path to the vector font file."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code], it will override default "
+"font oversampling, ignoring [member SceneTree.use_font_oversampling] value "
+"and viewport stretch mode."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "Disables font hinting (smoother but less crisp)."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "Use the light font hinting mode."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "Use the default font hinting mode (crisper but less smooth)."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid "A script that is executed when exporting the project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"[EditorExportPlugin]s are automatically invoked whenever the user exports "
+"the project. Their most common use is to determine what files are being "
+"included in the exported project. For each plugin, [method _export_begin] is "
+"called at the beginning of the export process and then [method _export_file] "
+"is called for each exported file.\n"
+"To use [EditorExportPlugin], register it using the [method EditorPlugin."
+"add_export_plugin] method first."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Virtual method to be overridden by the user. It is called when the export "
+"starts and provides all information about the export. [code]features[/code] "
+"is the list of features for the export, [code]is_debug[/code] is [code]true[/"
+"code] for debug builds, [code]path[/code] is the target path for the "
+"exported project. [code]flags[/code] is only used when running a runnable "
+"profile, e.g. when using native run on Android."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Virtual method to be overridden by the user. Called when the export is "
+"finished."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Virtual method to be overridden by the user. Called for each exported file, "
+"providing arguments that can be used to identify the file. [code]path[/code] "
+"is the path of the file, [code]type[/code] is the [Resource] represented by "
+"the file (e.g. [PackedScene]) and [code]features[/code] is the list of "
+"features for the export.\n"
+"Calling [method skip] inside this callback will make the file not included "
+"in the export."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a custom file to be exported. [code]path[/code] is the virtual path "
+"that can be used to load the file, [code]file[/code] is the binary data of "
+"the file. If [code]remap[/code] is [code]true[/code], file will not be "
+"exported, but instead remapped to the given [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds an iOS bundle file from the given [code]path[/code] to the exported "
+"project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a C++ code to the iOS export. The final code is created from the code "
+"appended by each active export plugin."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's "
+"Xcode project and embeds it into resulting binary.\n"
+"[b]Note:[/b] For static libraries (*.a) works in same way as [method "
+"add_ios_framework].\n"
+"This method should not be used for System libraries as they are already "
+"present on the device."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to "
+"Linking Phase in iOS's Xcode project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid "Adds linker flags for the iOS export."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid "Adds content for iOS Property List files."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] "
+"directory of macOS app bundle.\n"
+"[b]Note:[/b] This is useful only for macOS exports."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a shared object or a directory containing only shared objects with the "
+"given [code]tags[/code] and destination [code]path[/code].\n"
+"[b]Note:[/b] In case of macOS exports, those shared objects will be added to "
+"[code]Frameworks[/code] directory of app bundle.\n"
+"In case of a directory code-sign will error if you place non code object in "
+"directory."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"To be called inside [method _export_file]. Skips the current file, so it's "
+"not included in the export."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"An editor feature profile which can be used to disable specific features."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"An editor feature profile can be used to disable specific features of the "
+"Godot editor. When disabled, the features won't appear in the editor, which "
+"makes the editor less cluttered. This is useful in education settings to "
+"reduce confusion or when working in a team. For example, artists and level "
+"designers could use a feature profile that disables the script editor to "
+"avoid accidentally making changes to files they aren't supposed to edit.\n"
+"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
+"Profiles...[/b] at the top of the editor window."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid "Returns the specified [code]feature[/code]'s human-readable name."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Returns [code]true[/code] if the class specified by [code]class_name[/code] "
+"is disabled. When disabled, the class won't appear in the Create New Node "
+"dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Returns [code]true[/code] if editing for the class specified by "
+"[code]class_name[/code] is disabled. When disabled, the class will still "
+"appear in the Create New Node dialog but the inspector will be read-only "
+"when selecting a node that extends the class."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Returns [code]true[/code] if [code]property[/code] is disabled in the class "
+"specified by [code]class_name[/code]. When a property is disabled, it won't "
+"appear in the inspector when selecting a node that extends the class "
+"specified by [code]class_name[/code]."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Returns [code]true[/code] if the [code]feature[/code] is disabled. When a "
+"feature is disabled, it will disappear from the editor entirely."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Loads an editor feature profile from a file. The file must follow the JSON "
+"format obtained by using the feature profile manager's [b]Export[/b] button "
+"or the [method save_to_file] method."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Saves the editor feature profile to a file in JSON format. It can then be "
+"imported using the feature profile manager's [b]Import[/b] button or the "
+"[method load_from_file] method."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables the class specified "
+"by [code]class_name[/code]. When disabled, the class won't appear in the "
+"Create New Node dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables editing for the class "
+"specified by [code]class_name[/code]. When disabled, the class will still "
+"appear in the Create New Node dialog but the inspector will be read-only "
+"when selecting a node that extends the class."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables editing for "
+"[code]property[/code] in the class specified by [code]class_name[/code]. "
+"When a property is disabled, it won't appear in the inspector when selecting "
+"a node that extends the class specified by [code]class_name[/code]."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables the editor feature "
+"specified in [code]feature[/code]. When a feature is disabled, it will "
+"disappear from the editor entirely."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The 3D editor. If this feature is disabled, the 3D editor won't display but "
+"3D nodes will still display in the Create New Node dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The Script tab, which contains the script editor and class reference "
+"browser. If this feature is disabled, the Script tab won't display."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
+"display."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Scene tree editing. If this feature is disabled, the Scene tree dock will "
+"still be visible but will be read-only."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The Node dock. If this feature is disabled, signals and groups won't be "
+"visible and modifiable from the editor."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
+"be visible."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The Import dock. If this feature is disabled, the Import dock won't be "
+"visible."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml
+msgid "Represents the size of the [enum Feature] enum."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "A modified version of [FileDialog] used by the editor."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"Adds a comma-delimited file extension filter option to the "
+"[EditorFileDialog] with an optional semi-colon-delimited label.\n"
+"For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text "
+"\"Scenes (*.tscn, *.scn)\"."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "Removes all filters except for \"All Files (*)\"."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"Returns the [code]VBoxContainer[/code] used to display the file system.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"Notify the [EditorFileDialog] that its view of the data is no longer "
+"accurate. Updates the view contents on next view update."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The location from which the user may select a file, including [code]res://[/"
+"code], [code]user://[/code], and the local file system."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The currently occupied directory."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The currently selected file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The file system path in the address bar."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
+"overwriting files."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The view format in which the [EditorFileDialog] displays resources to the "
+"user."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The purpose of the [EditorFileDialog], which defines the allowed behaviors."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"If [code]true[/code], hidden files and directories will be visible in the "
+"[EditorFileDialog]."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "Emitted when a directory is selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "Emitted when a file is selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "Emitted when multiple files are selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select only one file. Accepting the window will "
+"open the file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select multiple files. Accepting the window will "
+"open all files."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select only one directory. Accepting the window "
+"will open the directory."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select a file or directory. Accepting the window "
+"will open it."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select only one file. Accepting the window will "
+"save the file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can only view [code]res://[/code] directory contents."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can only view [code]user://[/code] directory contents."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The [EditorFileDialog] can view the entire local file system."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The [EditorFileDialog] displays resources as thumbnails."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The [EditorFileDialog] displays resources as a list of filenames."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Resource filesystem, as the editor sees it."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid ""
+"This object holds information of all resources in the filesystem, their "
+"types, etc.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_resource_filesystem]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid ""
+"Returns the resource type of the file, given the full path. This returns a "
+"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
+"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Gets the root directory object."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Returns a view into the filesystem at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Scan the filesystem for changes."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Check if the source of any imported resource changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid ""
+"Update a file information. Call this if an external program (not Godot) "
+"modified the file."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Scans the script files and updates the list of custom class names."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Emitted if the filesystem changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Emitted if a resource is reimported."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid ""
+"Emitted if at least one resource is reloaded when the filesystem is scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Emitted if the source of any imported file changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "A directory for the resource filesystem."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "A more generalized, low-level variation of the directory concept."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the index of the directory with name [code]name[/code] or [code]-1[/"
+"code] if not found."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the index of the file with name [code]name[/code] or [code]-1[/code] "
+"if not found."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the name of the file at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the number of files in this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns [code]true[/code] if the file at index [code]idx[/code] imported "
+"properly."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the path to the file at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the base class of the script class defined in the file at index "
+"[code]idx[/code]. If the file doesn't define a script class using the "
+"[code]class_name[/code] syntax, this will return an empty string."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the name of the script class defined in the file at index [code]idx[/"
+"code]. If the file doesn't define a script class using the [code]class_name[/"
+"code] syntax, this will return an empty string."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the resource type of the file at index [code]idx[/code]. This "
+"returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
+"code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the name of this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the parent directory for this directory or [code]null[/code] if "
+"called on a directory at [code]res://[/code] or [code]user://[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the path to this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the subdirectory at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the number of subdirectories in this directory."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Registers a custom resource importer in the editor. Use the class to parse "
+"any file and import it as a new resource type."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"[EditorImportPlugin]s provide a way to extend the editor's resource import "
+"functionality. Use them to import resources from custom files or to provide "
+"alternatives to the editor's existing importers.\n"
+"EditorImportPlugins work by associating with specific file extensions and a "
+"resource type. See [method get_recognized_extensions] and [method "
+"get_resource_type]. They may optionally specify some import presets that "
+"affect the import process. EditorImportPlugins are responsible for creating "
+"the resources and saving them in the [code].import[/code] directory (see "
+"[member ProjectSettings.application/config/"
+"use_hidden_project_data_directory]).\n"
+"Below is an example EditorImportPlugin that imports a [Mesh] from a file "
+"with the extension \".special\" or \".spec\":\n"
+"[codeblock]\n"
+"tool\n"
+"extends EditorImportPlugin\n"
+"\n"
+"func get_importer_name():\n"
+" return \"my.special.plugin\"\n"
+"\n"
+"func get_visible_name():\n"
+" return \"Special Mesh\"\n"
+"\n"
+"func get_recognized_extensions():\n"
+" return [\"special\", \"spec\"]\n"
+"\n"
+"func get_save_extension():\n"
+" return \"mesh\"\n"
+"\n"
+"func get_resource_type():\n"
+" return \"Mesh\"\n"
+"\n"
+"func get_preset_count():\n"
+" return 1\n"
+"\n"
+"func get_preset_name(i):\n"
+" return \"Default\"\n"
+"\n"
+"func get_import_options(i):\n"
+" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
+"\n"
+"func import(source_file, save_path, options, platform_variants, gen_files):\n"
+" var file = File.new()\n"
+" if file.open(source_file, File.READ) != OK:\n"
+" return FAILED\n"
+"\n"
+" var mesh = Mesh.new()\n"
+" # Fill the Mesh with data read in \"file\", left as an exercise to the "
+"reader\n"
+"\n"
+" var filename = save_path + \".\" + get_save_extension()\n"
+" return ResourceSaver.save(filename, mesh)\n"
+"[/codeblock]\n"
+"To use [EditorImportPlugin], register it using the [method EditorPlugin."
+"add_import_plugin] method first."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the options and default values for the preset at this index. Returns an "
+"Array of Dictionaries with the following keys: [code]name[/code], "
+"[code]default_value[/code], [code]property_hint[/code] (optional), "
+"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the order of this importer to be run when importing resources. "
+"Importers with [i]lower[/i] import orders will be called first, and higher "
+"values will be called later. Use this to ensure the importer runs after the "
+"dependencies are already imported. The default import order is [code]0[/"
+"code] unless overridden by a specific importer. See [enum ResourceImporter."
+"ImportOrder] for some predefined values."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid "Gets the unique name of the importer."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"This method can be overridden to hide specific import options if conditions "
+"are met. This is mainly useful for hiding options that depend on others if "
+"one of them is disabled. For example:\n"
+"[codeblock]\n"
+"func get_option_visibility(option, options):\n"
+" # Only show the lossy quality setting if the compression mode is set to "
+"\"Lossy\".\n"
+" if option == \"compress/lossy_quality\" and options.has(\"compress/"
+"mode\"):\n"
+" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
+"\n"
+" return true\n"
+"[/codeblock]\n"
+"Return [code]true[/code] to make all options always visible."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the number of initial presets defined by the plugin. Use [method "
+"get_import_options] to get the default options for the preset and [method "
+"get_preset_name] to get the name of the preset."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid "Gets the name of the options preset at this index."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the priority of this plugin for the recognized extension. Higher "
+"priority plugins will be preferred. The default priority is [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the list of file extensions to associate with this loader (case-"
+"insensitive). e.g. [code][\"obj\"][/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the Godot resource type associated with this loader. e.g. "
+"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the extension used to save this resource in the [code].import[/code] "
+"directory (see [member ProjectSettings.application/config/"
+"use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the name to display in the import window. You should choose this name "
+"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Imports [code]source_file[/code] into [code]save_path[/code] with the import "
+"[code]options[/code] specified. The [code]platform_variants[/code] and "
+"[code]gen_files[/code] arrays will be modified by this function.\n"
+"This method must be overridden to do the actual importing work. See this "
+"class' description for an example of overriding this method."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid "A control used to edit properties of an object."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Refreshes the inspector.\n"
+"[b]Note:[/b] To save on CPU resources, calling this method will do nothing "
+"if the time specified in [code]docks/property_editor/auto_refresh_interval[/"
+"code] editor setting hasn't passed yet since this method was last called. "
+"(By default, this interval is set to 0.3 seconds.)"
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Emitted when the Edit button of an [Object] has been pressed in the "
+"inspector. This is mainly used in the remote scene tree inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid "Emitted when a property is edited in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Emitted when a property is keyed in the inspector. Properties can be keyed "
+"by clicking the \"key\" icon next to a property when the Animation panel is "
+"toggled."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid "Emitted when a property is selected in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Emitted when a boolean property is toggled in the inspector.\n"
+"[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/"
+"code] property enabled. Since this property is always enabled in the editor "
+"inspector, this signal is never emitted by the editor itself."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid "Emitted when a resource is selected in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Emitted when a property that requires a restart to be applied is edited in "
+"the inspector. This is only used in the Project Settings and Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Plugin for adding custom property editors on inspector."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid ""
+"[EditorInspectorPlugin] allows adding custom property editors to "
+"[EditorInspector].\n"
+"When an object is edited, the [method can_handle] function is called and "
+"must return [code]true[/code] if the object type is supported.\n"
+"If supported, the function [method parse_begin] will be called, allowing to "
+"place custom controls at the beginning of the class.\n"
+"Subsequently, the [method parse_category] and [method parse_property] are "
+"called for every category and property. They offer the ability to add custom "
+"controls to the inspector too.\n"
+"Finally, [method parse_end] will be called.\n"
+"On each of these calls, the \"add\" functions can be called.\n"
+"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
+"add_inspector_plugin] method first."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Inspector plugins"
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Adds a custom control, which is not necessarily a property editor."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid ""
+"Adds a property editor for an individual property. The [code]editor[/code] "
+"control must extend [EditorProperty]."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid ""
+"Adds an editor that allows modifying multiple properties. The [code]editor[/"
+"code] control must extend [EditorProperty]."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Returns [code]true[/code] if this object can be handled by this plugin."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Called to allow adding controls at the beginning of the list."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Called to allow adding controls at the beginning of the category."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Called to allow adding controls at the end of the list."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid ""
+"Called to allow adding property specific editors to the inspector. Usually "
+"these inherit [EditorProperty]. Returning [code]true[/code] removes the "
+"built-in editor for this property, otherwise allows to insert a custom "
+"editor before the built-in one."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Godot editor's interface."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"EditorInterface gives you control over Godot editor's window. It allows "
+"customizing the window, saving and (re-)loading scenes, rendering mesh "
+"previews, inspecting and editing resources and objects, and provides access "
+"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
+"[ScriptEditor], the editor viewport, and information about scenes.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorPlugin.get_editor_interface]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Edits the given [Node]. The node will be also selected if it's inside the "
+"scene tree."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Edits the given [Resource]. If the resource is a [Script] you can also edit "
+"it with [method edit_script] to specify the line and column position."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Edits the given [Script]. The line and column on which to open the script "
+"can also be specified. The script will be open with the user-configured "
+"editor for the script's language which may be an external editor."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the main container of Godot editor's window. For example, you can "
+"use it to retrieve the size of the container and place your controls "
+"accordingly.\n"
+"[b]Warning:[/b] Removing and freeing this node will render the editor "
+"useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the current path being viewed in the [FileSystemDock]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the edited (current) scene's root [Node]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the actual scale of the editor UI ([code]1.0[/code] being 100% "
+"scale). This can be used to adjust position and dimensions of the UI added "
+"by plugins.\n"
+"[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/"
+"code] and [code]interface/editor/custom_display_scale[/code] editor "
+"settings. Editor must be restarted for changes to be properly applied."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the editor's [EditorSettings] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the main editor control. Use this as a parent for main screens.\n"
+"[b]Note:[/b] This returns the main editor control containing the whole "
+"editor, not the 2D or 3D viewports specifically.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the editor's [FileSystemDock] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the editor's [EditorInspector] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns an [Array] with the file paths of the currently opened scenes."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the name of the scene that is being played. If no scene is currently "
+"being played, returns an empty string."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the editor's [EditorFileSystem] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the editor's [EditorResourcePreview] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the editor's [ScriptEditor] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the path of the directory currently selected in the "
+"[FileSystemDock]. If a file is selected, its base directory will be returned "
+"using [method String.get_base_dir] instead."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the editor's [EditorSelection] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Shows the given property on the given [code]object[/code] in the editor's "
+"Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins "
+"will not attempt to edit [code]object[/code]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
+"code] otherwise. Paused scenes are considered as being played."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. "
+"The plugin name is the same as its directory name."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns mesh previews rendered at the given size as an [Array] of [Texture]s."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Opens the scene at the given path."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Plays the currently active scene."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Plays the scene specified by its filepath."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Plays the main scene."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Reloads the scene at the given path."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/"
+"code] (see [@GlobalScope] constants)."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Saves the scene as a file at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Selects the file, with the path provided by [code]file[/code], in the "
+"FileSystem dock."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Sets the editor's current main screen to the one specified in [code]name[/"
+"code]. [code]name[/code] must match the text of the tab in question exactly "
+"([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
+"code])."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Sets the enabled status of a plugin. The plugin name is the same as its "
+"directory name."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Stops the scene that is currently playing."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"If [code]true[/code], enables distraction-free mode which hides side docks "
+"to increase the space available for the main view."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Used by the editor to extend its functionality."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Plugins are used by the editor to extend functionality. The most common "
+"types of plugins are those which edit a given node or resource type, import "
+"plugins and export plugins. See also [EditorScript] to add functions to the "
+"editor."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a control to the bottom panel (together with Output, Debug, Animation, "
+"etc). Returns a reference to the button added. It's up to you to hide/show "
+"the button when needed. When your plugin is deactivated, make sure to remove "
+"your custom control with [method remove_control_from_bottom_panel] and free "
+"it with [method Node.queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a custom control to a container (see [enum CustomControlContainer]). "
+"There are many locations where custom controls can be added in the editor "
+"UI.\n"
+"Please remember that you have to manage the visibility of your custom "
+"controls yourself (and likely hide it after adding it).\n"
+"When your plugin is deactivated, make sure to remove your custom control "
+"with [method remove_control_from_container] and free it with [method Node."
+"queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n"
+"If the dock is repositioned and as long as the plugin is active, the editor "
+"will save the dock position on further sessions.\n"
+"When your plugin is deactivated, make sure to remove your custom control "
+"with [method remove_control_from_docks] and free it with [method Node."
+"queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a custom type, which will appear in the list of nodes or resources. An "
+"icon can be optionally passed.\n"
+"When given node or resource is selected, the base type will be instanced "
+"(ie, \"Spatial\", \"Control\", \"Resource\"), then the script will be loaded "
+"and set to this object.\n"
+"You can use the virtual method [method handles] to check if your custom "
+"object is being edited by checking the script or using the [code]is[/code] "
+"keyword.\n"
+"During run-time, this will be a simple object with a script so this function "
+"does not need to be called then."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorExportPlugin]. Export plugins are used to perform "
+"tasks when the project is being exported.\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorImportPlugin]. Import plugins are used to import "
+"custom and unsupported assets as a custom [Resource] type.\n"
+"[b]Note:[/b] If you want to import custom 3D asset formats use [method "
+"add_scene_import_plugin] instead.\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to "
+"extend [EditorInspector] and provide custom configuration tools for your "
+"object's properties.\n"
+"[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the "
+"registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to "
+"prevent leaks and an unexpected behavior.\n"
+"[codeblock]\n"
+"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
+"script.gd\")\n"
+"var inspector_plugin = MyInspectorPlugin.new()\n"
+"\n"
+"func _enter_tree():\n"
+" add_inspector_plugin(inspector_plugin)\n"
+"\n"
+"func _exit_tree():\n"
+" remove_inspector_plugin(inspector_plugin)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorSceneImporter]. Scene importers are used to import "
+"custom 3D asset formats as scenes."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorSpatialGizmoPlugin]. Gizmo plugins are used to add "
+"custom gizmos to the 3D preview viewport for a [Spatial].\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that "
+"calls [code]callback[/code] on an instance of [code]handler[/code] with a "
+"parameter [code]ud[/code] when user activates it."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. "
+"[code]submenu[/code] should be an object of class [PopupMenu]. This submenu "
+"should be cleaned up using [code]remove_tool_menu_item(name)[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is called when the editor is about to save the project, switch "
+"to another tab, etc. It asks the plugin to apply any pending state changes "
+"to ensure consistency.\n"
+"This is used, for example, in shader editors to let the plugin know that it "
+"must apply the shader code being written by the user to the object."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is called when the editor is about to run the project. The "
+"plugin can then perform required operations before the project runs.\n"
+"This method must return a boolean. If this method returns [code]false[/"
+"code], the project will not run. The run is aborted immediately, so this "
+"also prevents all other plugins' [method build] methods from running."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Clear all the state and reset the object being edited to zero. This ensures "
+"your plugin does not keep editing a currently existing node, or a node from "
+"the wrong scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
+"tab of the project settings window."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This function is used for plugins that edit specific object types (nodes or "
+"resources). It requests the editor to edit the given object."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
+"tab of the project settings window."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called by the engine when the 2D editor's viewport is updated. Use the "
+"[code]overlay[/code] [Control] for drawing. You can update the viewport "
+"manually by calling [method update_overlays].\n"
+"[codeblock]\n"
+"func forward_canvas_draw_over_viewport(overlay):\n"
+" # Draw a circle at cursor position.\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color."
+"white)\n"
+"\n"
+"func forward_canvas_gui_input(event):\n"
+" if event is InputEventMouseMotion:\n"
+" # Redraw viewport when cursor is moved.\n"
+" update_overlays()\n"
+" return true\n"
+" return false\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is the same as [method forward_canvas_draw_over_viewport], "
+"except it draws on top of everything. Useful when you need an extra layer "
+"that shows over anything else.\n"
+"You need to enable calling of this method by using [method "
+"set_force_draw_over_forwarding_enabled]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called when there is a root node in the current edited scene, [method "
+"handles] is implemented and an [InputEvent] happens in the 2D viewport. "
+"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
+"consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
+"other Editor classes. Example:\n"
+"[codeblock]\n"
+"# Prevents the InputEvent to reach other Editor classes\n"
+"func forward_canvas_gui_input(event):\n"
+" var forward = true\n"
+" return forward\n"
+"[/codeblock]\n"
+"Must [code]return false[/code] in order to forward the [InputEvent] to other "
+"Editor classes. Example:\n"
+"[codeblock]\n"
+"# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
+"func forward_canvas_gui_input(event):\n"
+" var forward = false\n"
+" if event is InputEventMouseMotion:\n"
+" forward = true\n"
+" return forward\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called by the engine when the 3D editor's viewport is updated. Use the "
+"[code]overlay[/code] [Control] for drawing. You can update the viewport "
+"manually by calling [method update_overlays].\n"
+"[codeblock]\n"
+"func forward_spatial_draw_over_viewport(overlay):\n"
+" # Draw a circle at cursor position.\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
+"\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" if event is InputEventMouseMotion:\n"
+" # Redraw viewport when cursor is moved.\n"
+" update_overlays()\n"
+" return true\n"
+" return false\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is the same as [method forward_spatial_draw_over_viewport], "
+"except it draws on top of everything. Useful when you need an extra layer "
+"that shows over anything else.\n"
+"You need to enable calling of this method by using [method "
+"set_force_draw_over_forwarding_enabled]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called when there is a root node in the current edited scene, [method "
+"handles] is implemented and an [InputEvent] happens in the 3D viewport. "
+"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
+"consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
+"other Editor classes. Example:\n"
+"[codeblock]\n"
+"# Prevents the InputEvent to reach other Editor classes\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = true\n"
+" return forward\n"
+"[/codeblock]\n"
+"Must [code]return false[/code] in order to forward the [InputEvent] to other "
+"Editor classes. Example:\n"
+"[codeblock]\n"
+"# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = false\n"
+" if event is InputEventMouseMotion:\n"
+" forward = true\n"
+" return forward\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This is for editors that edit script-based objects. You can return a list of "
+"breakpoints in the format ([code]script:line[/code]), for example: "
+"[code]res://path_to_script.gd:25[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Returns the [EditorInterface] object that gives you control over Godot "
+"editor's window and its functionalities."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Override this method in your plugin to return a [Texture] in order to give "
+"it an icon.\n"
+"For main screen plugins, this appears at the top of the screen, to the right "
+"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n"
+"Ideally, the plugin icon should be white with a transparent background and "
+"16x16 pixels in size.\n"
+"[codeblock]\n"
+"func get_plugin_icon():\n"
+" # You can use a custom icon:\n"
+" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
+" # Or use a built-in icon:\n"
+" return get_editor_interface().get_base_control().get_icon(\"Node\", "
+"\"EditorIcons\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Override this method in your plugin to provide the name of the plugin when "
+"displayed in the Godot editor.\n"
+"For main screen plugins, this appears at the top of the screen, to the right "
+"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Gets the Editor's dialog used for making scripts.\n"
+"[b]Note:[/b] Users can configure it before use.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Gets the undo/redo object. Most actions in the editor can be undoable, so "
+"use this object to make sure this happens when it's worth it."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Implement this function if your plugin edits a specific type of object "
+"(Resource or Node). If you return [code]true[/code], then you will get the "
+"functions [method edit] and [method make_visible] called when the editor "
+"requests them. If you have declared the methods [method "
+"forward_canvas_gui_input] and [method forward_spatial_gui_input] these will "
+"be called too."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Returns [code]true[/code] if this is a main screen editor plugin (it goes in "
+"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
+"[b]AssetLib[/b])."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Minimizes the bottom panel."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Makes a specific item in the bottom panel visible."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This function will be called when the editor is requested to become visible. "
+"It is used for plugins that edit a specific object type.\n"
+"Remember that you have to manage the visibility of all your editor controls "
+"manually."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Queue save the project's editor layout."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes an Autoload [code]name[/code] from the list."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Removes the control from the bottom panel. You have to manually [method Node."
+"queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Removes the control from the specified container. You have to manually "
+"[method Node.queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Removes the control from the dock. You have to manually [method Node."
+"queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes a custom type added by [method add_custom_type]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes an export plugin registered by [method add_export_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes an import plugin registered by [method add_import_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes an inspector plugin registered by [method add_import_plugin]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Removes a scene importer registered by [method add_scene_import_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is called after the editor saves the project or when it's "
+"closed. It asks the plugin to save edited external scenes/resources."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Enables calling of [method forward_canvas_force_draw_over_viewport] for the "
+"2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D "
+"editor when their viewports are updated. You need to call this method only "
+"once and it will work permanently for this plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Use this method if you always want to receive inputs from 3D view screen "
+"inside [method forward_spatial_gui_input]. It might be especially usable if "
+"your plugin will want to use raycast in the scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Updates the overlays of the 2D and 3D editor viewport. Causes methods "
+"[method forward_canvas_draw_over_viewport], [method "
+"forward_canvas_force_draw_over_viewport], [method "
+"forward_spatial_draw_over_viewport] and [method "
+"forward_spatial_force_draw_over_viewport] to be called."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/"
+"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Emitted when the scene is changed in the editor. The argument will return "
+"the root node of the scene that has just become active. If this scene is new "
+"and empty, the argument will be [code]null[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Emitted when user closes a scene. The argument is file path to a closed "
+"scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Represents the size of the [enum DockSlot] enum."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Custom control to edit properties for adding into the inspector."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"This control allows property editing for one or multiple properties into "
+"[EditorInspector]. It is added via [EditorInspectorPlugin]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"If any of the controls added can gain keyboard focus, add it here. This "
+"ensures that focus will be restored if the inspector is refreshed."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"If one or several properties have changed, this must be called. [code]field[/"
+"code] is used in case your editor can modify fields separately (as an "
+"example, Vector3.x). The [code]changing[/code] argument avoids the editor "
+"requesting this property to be refreshed (leave as [code]false[/code] if "
+"unsure)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Gets the edited object."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Gets the edited property. If your editor is for a single property (added via "
+"[method EditorInspectorPlugin.parse_property]), then this will return the "
+"property."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Must be implemented to provide a custom tooltip to the property editor."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Puts the [code]editor[/code] control below the property label. The control "
+"must be previously added using [method Node.add_child]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "When this virtual function is called, you must update your editor."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is "
+"checkable."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is checked."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is drawn "
+"with the editor theme's warning color. This is used for editable children's "
+"properties."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property can add "
+"keys for animation."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Set this property to change the label (if you want to show one)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is read-"
+"only."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Emit it if you want multiple properties modified at the same time. Do not "
+"use if added via [method EditorInspectorPlugin.parse_property]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Do not emit this manually, use the [method emit_changed] method instead."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Emitted when a property was checked. Used internally."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Emit it if you want to add this value as an animation key (check for keying "
+"being enabled first)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Emit it if you want to key a property with a single value."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Emit it if you want to mark (or unmark) the value of a property for being "
+"saved regardless of being equal to the default value.\n"
+"The default value is the one the property will get when the node is just "
+"instantiated and can come from an ancestor scene in the inheritance/"
+"instancing chain, a script or a builtin class."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"If you want a sub-resource to be edited, emit this signal with the resource."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Emitted when selected. Used internally."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid "Godot editor's control for selecting [Resource] type properties."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"This [Control] node is used in the editor's Inspector dock to allow editing "
+"of [Resource] type properties. It provides options for creating, loading, "
+"saving and converting resources. Can be used with [EditorInspectorPlugin] to "
+"recreate the same behavior.\n"
+"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
+"editing is controlled by the Inspector dock itself or sub-Inspectors."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"Returns a list of all allowed types and subtypes corresponding to the "
+"[member base_type]. If the [member base_type] is empty, an empty list is "
+"returned."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"This virtual method can be implemented to handle context menu items not "
+"handled by default. See [method set_create_options]."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"This virtual method is called when updating the context menu of "
+"[EditorResourcePicker]. Implement this method to override the \"New ...\" "
+"items with your own options. [code]menu_node[/code] is a reference to the "
+"[PopupMenu] node.\n"
+"[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom "
+"items."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"Sets the toggle mode state for the main button. Works only if [member "
+"toggle_mode] is set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"The base type of allowed resource types. Can be a comma-separated list of "
+"several options."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid "If [code]true[/code], the value can be selected and edited."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid "The edited resource value."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"If [code]true[/code], the main button with the resource preview works in the "
+"toggle mode. Use [method set_toggle_pressed] to manually set the state."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid "Emitted when the value of the edited resource was changed."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"Emitted when the resource value was set and user clicked to edit it. When "
+"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
+"menu \"Edit\" option."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid "Helper to generate previews of resources or files."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"This object is used to generate previews for resources of files.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_resource_previewer]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid "Create an own, custom preview generator."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"Check if the resource changed, if so, it will be invalidated and the "
+"corresponding signal emitted."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"Queue the [code]resource[/code] being edited for preview. Once the preview "
+"is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be "
+"called. The [code]receiver_func[/code] must take the following four "
+"arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
+"[Variant] userdata. [code]userdata[/code] can be anything, and will be "
+"returned when [code]receiver_func[/code] is called.\n"
+"[b]Note:[/b] If it was not possible to create the preview the "
+"[code]receiver_func[/code] will still be called, but the preview will be "
+"null."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"Queue a resource file located at [code]path[/code] for preview. Once the "
+"preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] "
+"will be called. The [code]receiver_func[/code] must take the following four "
+"arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
+"[Variant] userdata. [code]userdata[/code] can be anything, and will be "
+"returned when [code]receiver_func[/code] is called.\n"
+"[b]Note:[/b] If it was not possible to create the preview the "
+"[code]receiver_func[/code] will still be called, but the preview will be "
+"null."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid "Removes a custom preview generator."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"Emitted if a preview was invalidated (changed). [code]path[/code] "
+"corresponds to the path of the preview."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid "Custom generator of previews."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"Custom code to generate previews. Please check [code]file_dialog/"
+"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
+"previews at."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"If this function returns [code]true[/code], the generator will call [method "
+"generate] or [method generate_from_path] for small previews as well.\n"
+"By default, it returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"Generate a preview from a given resource with the specified size. This must "
+"always be implemented.\n"
+"Returning an empty texture is an OK way to fail and let another generator "
+"take care.\n"
+"Care must be taken because this function is always called from a thread (not "
+"the main thread)."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"Generate a preview directly from a path with the specified size. "
+"Implementing this is optional, as default code will load and call [method "
+"generate].\n"
+"Returning an empty texture is an OK way to fail and let another generator "
+"take care.\n"
+"Care must be taken because this function is always called from a thread (not "
+"the main thread)."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"If this function returns [code]true[/code], the generator will automatically "
+"generate the small previews from the normal preview texture generated by the "
+"methods [method generate] or [method generate_from_path].\n"
+"By default, it returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"Returns [code]true[/code] if your generator supports the resource of type "
+"[code]type[/code]."
+msgstr ""
+
+#: doc/classes/EditorSceneImporter.xml
+msgid "Imports scenes from third-parties' 3D files."
+msgstr ""
+
+#: doc/classes/EditorSceneImporter.xml
+msgid ""
+"[EditorSceneImporter] allows to define an importer script for a third-party "
+"3D format.\n"
+"To use [EditorSceneImporter], register it using the [method EditorPlugin."
+"add_scene_import_plugin] method first."
+msgstr ""
+
+#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
+msgid "FBX 3D asset importer."
+msgstr ""
+
+#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
+msgid ""
+"This is an FBX 3D asset importer with full support for most FBX features.\n"
+"If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n"
+"[codeblock]\n"
+"- Smoothing Groups\n"
+"- Smooth Mesh\n"
+"- Triangluate (for meshes with blend shapes)\n"
+"- Bake Animation\n"
+"- Resample All\n"
+"- Deformed Models\n"
+"- Skins\n"
+"- Blend Shapes\n"
+"- Curve Filters\n"
+"- Constant Key Reducer\n"
+"- Auto Tangents Only\n"
+"- *Do not check* Constraints (as it will break the file)\n"
+"- Can check Embed Media (embeds textures into the exported FBX file)\n"
+" - Note that when importing embedded media, the texture and mesh will be a "
+"single immutable file.\n"
+" - You will have to re-export then re-import the FBX if the texture has "
+"changed.\n"
+"- Units: Centimeters\n"
+"- Up Axis: Y\n"
+"- Binary format in FBX 2017\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid "Post-processes scenes after import."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid ""
+"Imported scenes can be automatically modified right after import by setting "
+"their [b]Custom Script[/b] Import property to a [code]tool[/code] script "
+"that inherits from this class.\n"
+"The [method post_import] callback receives the imported scene's root node "
+"and returns the modified version of the scene. Usage example:\n"
+"[codeblock]\n"
+"tool # Needed so it runs in editor\n"
+"extends EditorScenePostImport\n"
+"\n"
+"# This sample changes all node names\n"
+"\n"
+"# Called right after the scene is imported and gets the root node\n"
+"func post_import(scene):\n"
+" # Change all node names to \"modified_[oldnodename]\"\n"
+" iterate(scene)\n"
+" return scene # Remember to return the imported scene\n"
+"\n"
+"func iterate(node):\n"
+" if node != null:\n"
+" node.name = \"modified_\" + node.name\n"
+" for child in node.get_children():\n"
+" iterate(child)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid ""
+"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
+"code])."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid "Returns the resource folder the imported scene file is located in."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid ""
+"Called after the scene was imported. This method must return the modified "
+"version of the scene."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid "Base script that can be used to add extension functions to the editor."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid ""
+"Scripts extending this class and implementing its [method _run] method can "
+"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
+"pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is "
+"useful for adding custom in-editor functionality to Godot. For more complex "
+"additions, consider using [EditorPlugin]s instead.\n"
+"[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
+"[b]Example script:[/b]\n"
+"[codeblock]\n"
+"tool\n"
+"extends EditorScript\n"
+"\n"
+"func _run():\n"
+" print(\"Hello from the Godot Editor!\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The script is run in the Editor context, which means the output "
+"is visible in the console window started with the Editor (stdout) instead of "
+"the usual Godot [b]Output[/b] dock."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid ""
+"Adds [code]node[/code] as a child of the root node in the editor context.\n"
+"[b]Warning:[/b] The implementation of this method is currently disabled."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid "Returns the [EditorInterface] singleton instance."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid "Returns the Editor's currently active scene."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml
+msgid ""
+"Godot editor's control for selecting the [code]script[/code] property of a "
+"[Node]."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml
+msgid ""
+"Similar to [EditorResourcePicker] this [Control] node is used in the "
+"editor's Inspector dock, but only to edit the [code]script[/code] property "
+"of a [Node]. Default options for creating new resources of all possible "
+"subtypes are replaced with dedicated buttons that open the \"Attach Node "
+"Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the "
+"same behavior.\n"
+"[b]Note:[/b] You must set the [member script_owner] for the custom context "
+"menu items to work."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml
+msgid "The owner [Node] of the script property that holds the edited resource."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Manages the SceneTree selection in the editor."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid ""
+"This object manages the SceneTree selection in the editor.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_selection]."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid ""
+"Adds a node to the selection.\n"
+"[b]Note:[/b] The newly selected node will not be automatically edited in the "
+"inspector. If you want to edit a node, use [method EditorInterface."
+"edit_node]."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Clear the selection."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Gets the list of selected nodes."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid ""
+"Gets the list of selected nodes, optimized for transform operations (i.e. "
+"moving them, rotating, etc). This list avoids situations where a node is "
+"selected and also child/grandchild."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Removes a node from the selection."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Emitted when the selection changes."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Object that holds the project-independent editor settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Object that holds the project-independent editor settings. These settings "
+"are generally visible in the [b]Editor > Editor Settings[/b] menu.\n"
+"Property names use slash delimiters to distinguish sections. Setting values "
+"can be of any [Variant] type. It's recommended to use [code]snake_case[/"
+"code] for editor settings to be consistent with the Godot editor itself.\n"
+"Accessing the settings can be done using the following methods, such as:\n"
+"[codeblock]\n"
+"# `settings.set(\"some/property\", value)` also works as this class "
+"overrides `_set()` internally.\n"
+"settings.set_setting(\"some/property\",value)\n"
+"\n"
+"# `settings.get(\"some/property\", value)` also works as this class "
+"overrides `_get()` internally.\n"
+"settings.get_setting(\"some/property\")\n"
+"\n"
+"var list_of_settings = settings.get_property_list()\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_editor_settings]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Adds a custom property info to a property. The dictionary must contain:\n"
+"- [code]name[/code]: [String] (the name of the property)\n"
+"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
+"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
+"[code]hint_string[/code]: [String]\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"editor_settings.set(\"category/property_name\", 0)\n"
+"\n"
+"var property_info = {\n"
+" \"name\": \"category/property_name\",\n"
+" \"type\": TYPE_INT,\n"
+" \"hint\": PROPERTY_HINT_ENUM,\n"
+" \"hint_string\": \"one,two,three\"\n"
+"}\n"
+"\n"
+"editor_settings.add_property_info(property_info)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Erases the setting whose name is specified by [code]property[/code]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Returns the list of favorite files and directories for this project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns project-specific metadata for the [code]section[/code] and "
+"[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
+"code] will be returned instead. See also [method set_project_metadata]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns the project-specific settings path. Projects all have a unique "
+"subdirectory inside the settings path where project-specific settings are "
+"saved."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns the list of recently visited folders in the file dialog for this "
+"project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns the value of the setting specified by [code]name[/code]. This is "
+"equivalent to using [method Object.get] on the EditorSettings instance."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Gets the global settings path for the engine. Inside this path, you can find "
+"some standard paths such as:\n"
+"[code]settings/tmp[/code] - Used for temporary storage of files\n"
+"[code]settings/templates[/code] - Where export templates are located"
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns [code]true[/code] if the setting specified by [code]name[/code] "
+"exists, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns [code]true[/code] if the setting specified by [code]name[/code] can "
+"have its value reverted to the default value, [code]false[/code] otherwise. "
+"When this method returns [code]true[/code], a Revert button will display "
+"next to the setting in the Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns the default value of the setting specified by [code]name[/code]. "
+"This is the value that would be applied when clicking the Revert button in "
+"the Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Sets the list of favorite files and directories for this project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Sets the initial value of the setting specified by [code]name[/code] to "
+"[code]value[/code]. This is used to provide a value for the Revert button in "
+"the Editor Settings. If [code]update_current[/code] is true, the current "
+"value of the setting will be set to [code]value[/code] as well."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Sets project-specific metadata with the [code]section[/code], [code]key[/"
+"code] and [code]data[/code] specified. This metadata is stored outside the "
+"project folder and therefore won't be checked into version control. See also "
+"[method get_project_metadata]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Sets the list of recently visited folders in the file dialog for this "
+"project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Sets the [code]value[/code] of the setting specified by [code]name[/code]. "
+"This is equivalent to using [method Object.set] on the EditorSettings "
+"instance."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Emitted after any editor setting has changed."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Emitted after any editor setting has changed. It's used by various editor "
+"plugins to update their visuals on theme changes or logic on configuration "
+"changes."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid "Custom gizmo for editing Spatial objects."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Custom gizmo that is used for providing custom visualization and editing "
+"(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
+"information."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
+"picking. Call this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be "
+"generated from a regular [Mesh] too. Call this function during [method "
+"redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds a list of handles (points) which can be used to deform the object being "
+"edited.\n"
+"There are virtual functions which will be called upon editing of these "
+"handles. Call this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds lines to the gizmo (as sets of 2 points), with a given material. The "
+"lines are used for visualizing the gizmo. Call this function during [method "
+"redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds a mesh to the gizmo with the specified [code]billboard[/code] state, "
+"[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] "
+"is [code]true[/code], the mesh will rotate to always face the camera. Call "
+"this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds an unscaled billboard for visualization. Call this function during "
+"[method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Removes everything in the gizmo including meshes, collisions and handles."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Commit a handle being edited (handles must have been previously added by "
+"[method add_handles]).\n"
+"If the [code]cancel[/code] parameter is [code]true[/code], an option to "
+"restore the edited value to the original is provided."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Gets the name of an edited handle (handles must have been previously added "
+"by [method add_handles]).\n"
+"Handles can be named for reference to the user when editing."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Gets actual value of a handle. This value can be anything and used for "
+"eventually undoing the motion when calling [method commit_handle]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
+"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid "Returns the Spatial node associated with this gizmo."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Returns [code]true[/code] if the handle at index [code]index[/code] is "
+"highlighted by being hovered with the mouse."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"This function is called when the [Spatial] this gizmo refers to changes (the "
+"[method Spatial.update_gizmo] is called)."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"This function is used when the user drags a gizmo handle (previously added "
+"with [method add_handles]) in screen coordinates.\n"
+"The [Camera] is also provided so screen coordinates can be converted to "
+"raycasts."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
+"hidden. If [code]false[/code], it will be shown."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
+"inherit from [Spatial]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid "Used by the editor to define Spatial gizmo types."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There "
+"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the "
+"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the "
+"tutorial in the documentation for more info.\n"
+"To use [EditorSpatialGizmoPlugin], register it using the [method "
+"EditorPlugin.add_spatial_gizmo_plugin] method first."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Adds a new material to the internal material list for the plugin. It can "
+"then be accessed with [method get_material]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to define whether the gizmo can be hidden or not. "
+"Returns [code]true[/code] if not overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to commit gizmo handles. Called for this plugin's "
+"active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to return a custom [EditorSpatialGizmo] for the spatial "
+"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
+"also [method has_gizmo]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Creates a handle material with its variants (selected and/or editable) and "
+"adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo.add_handles]. "
+"Should not be overridden.\n"
+"You can optionally provide a texture to use instead of the default icon."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Creates an icon material with its variants (selected and/or editable) and "
+"adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo."
+"add_unscaled_billboard]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Creates an unshaded material with its variants (selected and/or editable) "
+"and adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
+"[method EditorSpatialGizmo.add_lines]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to provide gizmo's handle names. Called for this "
+"plugin's active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Gets actual value of a handle from gizmo. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Gets material from the internal list of materials. If an "
+"[EditorSpatialGizmo] is provided, it will try to get the corresponding "
+"variant (selected and/or editable)."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to provide the name that will appear in the gizmo "
+"visibility menu."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to set the gizmo's priority. Higher values correspond "
+"to higher priority. If a gizmo with higher priority conflicts with another "
+"gizmo, only the gizmo with higher priority will be used.\n"
+"All built-in editor gizmos return a priority of [code]-1[/code]. If not "
+"overridden, this method will return [code]0[/code], which means custom "
+"gizmos will automatically override built-in gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to define which Spatial nodes have a gizmo from this "
+"plugin. Whenever a [Spatial] node is added to a scene this method is called, "
+"if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
+"assigned and is added to this plugin's list of active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Gets whether a handle is highlighted or not. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to define whether a Spatial with this gizmo should be "
+"selectable even when the gizmo is hidden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Callback to redraw the provided gizmo. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Update the value of a handle after it has been updated. Called for this "
+"plugin's active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpinSlider.xml
+msgid "Godot editor's control for editing numeric values."
+msgstr ""
+
+#: doc/classes/EditorSpinSlider.xml
+msgid ""
+"This [Control] node is used in the editor's Inspector dock to allow editing "
+"of numeric values. Can be used with [EditorInspectorPlugin] to recreate the "
+"same behavior."
+msgstr ""
+
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Version Control System (VCS) interface, which reads and writes to the local "
+"VCS in use."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Defines the API that the editor uses to extract information from the "
+"underlying VCS. The implementation of this API is included in VCS plugins, "
+"which are scripts that inherit [EditorVCSInterface] and are attached (on "
+"demand) to the singleton instance of [EditorVCSInterface]. Instead of "
+"performing the task themselves, all the virtual functions listed below are "
+"calling the internally overridden functions in the VCS plugins to provide a "
+"plug-n-play experience. A custom VCS plugin is supposed to inherit from "
+"[EditorVCSInterface] and override these virtual functions."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Checks out a [code]branch_name[/code] in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Commits the currently staged changes and applies the commit [code]msg[/code] "
+"to the resulting commit."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Creates a new branch named [code]branch_name[/code] in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Creates a new remote destination with name [code]remote_name[/code] and "
+"points it to [code]remote_url[/code]. This can be both an HTTPS remote or an "
+"SSH remote."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Discards the changes made in file present at [code]file_path[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Fetches new changes from the remote, but doesn't write changes to the "
+"current working directory. Equivalent to [code]git fetch[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Gets an instance of an [Array] of [String]s containing available branch "
+"names in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Gets the current branch name defined in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_diff_file], "
+"[method create_diff_hunk], [method create_diff_line], [method "
+"add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), "
+"each containing information about a diff. If [code]identifier[/code] is a "
+"file path, returns a file diff, and if it is a commit identifier, then "
+"returns a commit diff."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), "
+"each containing a line diff between a file at [code]file_path[/code] and the "
+"[code]text[/code] which is passed in."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
+"each containing the status data of every modified file in the project folder."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
+"containing the data for a past commit."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [String]s, each containing the name of a remote "
+"configured in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Returns the name of the underlying VCS provider."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Initializes the VCS plugin when called from the editor. Returns whether or "
+"not the plugin was successfully initialized. A VCS project is initialized at "
+"[code]project_path[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Pulls changes from the remote. This can give rise to merge conflicts."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] "
+"is set to true, a force push will override the change history already "
+"present on the remote."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Remove a branch from the local VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Remove a remote from the local VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Set user credentials in the underlying VCS. [code]username[/code] and "
+"[code]password[/code] are used only during HTTPS authentication unless not "
+"already mentioned in the remote URL. [code]ssh_public_key_path[/code], "
+"[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only "
+"used during SSH authentication."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Shuts down VCS plugin instance. Called when the user either closes the "
+"editor or shuts down the VCS plugin through the editor UI."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Stages the file present at [code]file_path[/code] to the staged area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Unstages the file present at [code]file_path[/code] from the staged area to "
+"the unstaged area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to add an array of [code]diff_hunks[/code] into a "
+"[code]diff_file[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to add an array of [code]line_diffs[/code] into a "
+"[code]diff_hunk[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing old and new "
+"diff file paths."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing diff hunk "
+"data. [code]old_start[/code] is the starting line number in old file. "
+"[code]new_start[/code] is the starting line number in new file. "
+"[code]old_lines[/code] is the number of lines in the old file. "
+"[code]new_lines[/code] is the number of lines in the new file."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing a line diff. "
+"[code]new_line_no[/code] is the line number in the new file (can be "
+"[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the "
+"line number in the old file (can be [code]-1[/code] if the line is added). "
+"[code]content[/code] is the diff text. [code]status[/code] is a single "
+"character string which stores the line origin."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] used by editor to read "
+"the status of a file."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Pops up an error message in the edior."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A new file has been added."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been modified."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been renamed."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been deleted."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been typechanged."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A file is left unmerged."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A commit is encountered from the commit area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A file is encountered from the staged area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A file is encountered from the unstaged area."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml
+msgid "Holds a reference to an [Object]'s instance ID."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml
+msgid ""
+"Utility class which holds a reference to the internal identifier of an "
+"[Object] instance, as given by [method Object.get_instance_id]. This ID can "
+"then be used to retrieve the object instance with [method @GDScript."
+"instance_from_id].\n"
+"This class is used internally by the editor inspector and script debugger, "
+"but can also be used in plugins to pass and display objects as their IDs."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml
+msgid ""
+"The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
+"object instance can be retrieved with [method @GDScript.instance_from_id]."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid "Access to engine properties."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"The [Engine] singleton allows you to query and modify the project's run-time "
+"parameters, such as frames per second, time scale, and others."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns engine author information in a Dictionary.\n"
+"[code]lead_developers[/code] - Array of Strings, lead developer names\n"
+"[code]founders[/code] - Array of Strings, founder names\n"
+"[code]project_managers[/code] - Array of Strings, project manager names\n"
+"[code]developers[/code] - Array of Strings, developer names"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns an Array of copyright information Dictionaries.\n"
+"[code]name[/code] - String, component name\n"
+"[code]parts[/code] - Array of Dictionaries {[code]files[/code], "
+"[code]copyright[/code], [code]license[/code]} describing subsections of the "
+"component"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns a Dictionary of Arrays of donor names.\n"
+"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
+"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
+"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
+"code], [code]bronze_donors[/code]}"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the total number of frames drawn. On headless platforms, or if the "
+"render loop is disabled with [code]--disable-render-loop[/code] via command "
+"line, [method get_frames_drawn] always returns [code]0[/code]. See [method "
+"get_idle_frames]."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid "Returns the frames per second of the running game."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the total number of frames passed since engine initialization which "
+"is advanced on each [b]idle frame[/b], regardless of whether the render loop "
+"is enabled. See also [method get_frames_drawn] and [method "
+"get_physics_frames].\n"
+"[method get_idle_frames] can be used to run expensive logic less often "
+"without relying on a [Timer]:\n"
+"[codeblock]\n"
+"func _process(_delta):\n"
+" if Engine.get_idle_frames() % 2 == 0:\n"
+" pass # Run expensive logic only once every 2 idle (render) frames "
+"here.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns Dictionary of licenses used by Godot and included third party "
+"components."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid "Returns Godot license text."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the total number of frames passed since engine initialization which "
+"is advanced on each [b]physics frame[/b]. See also [method "
+"get_idle_frames].\n"
+"[method get_physics_frames] can be used to run expensive logic less often "
+"without relying on a [Timer]:\n"
+"[codeblock]\n"
+"func _physics_process(_delta):\n"
+" if Engine.get_physics_frames() % 2 == 0:\n"
+" pass # Run expensive logic only once every 2 physics frames here.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the fraction through the current physics tick we are at the time of "
+"rendering the frame. This can be used to implement fixed timestep "
+"interpolation."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns a global singleton with given [code]name[/code]. Often used for "
+"plugins, e.g. [code]GodotPayment[/code] on Android."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the current engine version information in a Dictionary.\n"
+"[code]major[/code] - Holds the major version number as an int\n"
+"[code]minor[/code] - Holds the minor version number as an int\n"
+"[code]patch[/code] - Holds the patch version number as an int\n"
+"[code]hex[/code] - Holds the full version number encoded as a "
+"hexadecimal int with one byte (2 places) per number (see example below)\n"
+"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", "
+"\"rc2\", ... \"stable\") as a String\n"
+"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a "
+"String\n"
+"[code]hash[/code] - Holds the full Git commit hash as a String\n"
+"[code]year[/code] - Holds the year the version was released in as an "
+"int\n"
+"[code]string[/code] - [code]major[/code] + [code]minor[/code] + "
+"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single "
+"String\n"
+"The [code]hex[/code] value is encoded as follows, from left to right: one "
+"byte for the major, one byte for the minor, one byte for the patch version. "
+"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's "
+"still an int internally, and printing it will give you its decimal "
+"representation, which is not particularly meaningful. Use hexadecimal "
+"literals for easy version comparisons from code:\n"
+"[codeblock]\n"
+"if Engine.get_version_info().hex >= 0x030200:\n"
+" # Do things specific to version 3.2 or later\n"
+"else:\n"
+" # Do things specific to versions before 3.2\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns [code]true[/code] if a singleton with given [code]name[/code] exists "
+"in global scope."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns [code]true[/code] if the game is inside the fixed process and "
+"physics phase of the game loop."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"If [code]true[/code], the script is currently running inside the editor. "
+"This is useful for [code]tool[/code] scripts to conditionally draw editor "
+"helpers, or prevent accidentally running \"game\" code that would affect the "
+"scene state while in the editor:\n"
+"[codeblock]\n"
+"if Engine.editor_hint:\n"
+" draw_gizmos()\n"
+"else:\n"
+" simulate_physics()\n"
+"[/codeblock]\n"
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
+"code in the editor[/url] in the documentation for more information.\n"
+"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
+"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
+"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/"
+"code] will evaluate to [code]true[/code] both when the code is running in "
+"the editor and when running the project from the editor, but it will "
+"evaluate to [code]false[/code] when the code is run from an exported project."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"The number of fixed iterations per second. This controls how often physics "
+"simulation and [method Node._physics_process] methods are run. This value "
+"should generally always be set to [code]60[/code] or above, as Godot doesn't "
+"interpolate the physics step. As a result, values lower than [code]60[/code] "
+"will look stuttery. This value can be increased to make input more reactive "
+"or work around collision tunneling issues, but keep in mind doing so will "
+"increase CPU usage. See also [member target_fps] and [member ProjectSettings."
+"physics/common/physics_fps].\n"
+"[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at "
+"most. If more than 8 physics ticks have to be simulated per rendered frame "
+"to keep up with rendering, the game will appear to slow down (even if "
+"[code]delta[/code] is used consistently in physics calculations). Therefore, "
+"it is recommended not to increase [member Engine.iterations_per_second] "
+"above 240. Otherwise, the game will slow down when the rendering framerate "
+"goes below 30 FPS."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Controls how much physics ticks are synchronized with real time. For 0 or "
+"less, the ticks are synchronized. Such values are recommended for network "
+"games, where clock synchronization matters. Higher values cause higher "
+"deviation of the in-game clock and real clock but smooth out framerate "
+"jitters. The default value of 0.5 should be fine for most; values above 2 "
+"could cause the game to react to dropped frames with a noticeable delay and "
+"are not recommended.\n"
+"[b]Note:[/b] For best results, when using a custom physics interpolation "
+"solution, the physics jitter fix should be disabled by setting [member "
+"physics_jitter_fix] to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"If [code]false[/code], stops printing error and warning messages to the "
+"console and editor Output log. This can be used to hide error and warning "
+"messages during unit test suite runs. This property is equivalent to the "
+"[member ProjectSettings.application/run/disable_stderr] project setting.\n"
+"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the "
+"project, important error messages may be hidden even if they are emitted "
+"from other scripts. If this is set to [code]false[/code] in a [code]tool[/"
+"code] script, this will also impact the editor itself. Do [i]not[/i] report "
+"bugs before ensuring error messages are enabled (as they are by default).\n"
+"[b]Note:[/b] This property does not impact the editor's Errors tab when "
+"running a project from the editor."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"The desired frames per second. If the hardware cannot keep up, this setting "
+"may not be respected. A value of 0 means no limit."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Controls how fast or slow the in-game clock ticks versus the real life one. "
+"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as "
+"real life, whilst a value of 0.5 means the game moves at half the regular "
+"speed."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Resource for environment nodes (like [WorldEnvironment]) that define "
+"multiple rendering options."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Resource for environment nodes (like [WorldEnvironment]) that define "
+"multiple environment operations (such as background [Sky] or [Color], "
+"ambient light, fog, depth-of-field...). These parameters affect the final "
+"render of the scene. The order of these operations is:\n"
+"- Depth of Field Blur\n"
+"- Glow\n"
+"- Tonemap (Auto Exposure)\n"
+"- Adjustments\n"
+"If the target [Viewport] is set to \"2D Without Sampling\", all post-"
+"processing effects will be unavailable. With \"3D Without Effects\", the "
+"following options will be unavailable:\n"
+"- Ssao\n"
+"- Ss Reflections\n"
+"This can be configured for the root Viewport with [member ProjectSettings."
+"rendering/quality/intended_usage/framebuffer_allocation], or for specific "
+"Viewports via the [member Viewport.usage] property.\n"
+"Note that [member ProjectSettings.rendering/quality/intended_usage/"
+"framebuffer_allocation] has a mobile platform override to use \"3D Without "
+"Effects\" by default. It improves the performance on mobile devices, but at "
+"the same time affects the screen display on mobile devices."
+msgstr ""
+
+#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
+msgid "Environment and post-processing"
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Light transport in game engines"
+msgstr ""
+
+#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml
+#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml
+msgid "3D Material Testers Demo"
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
+"[code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Enables or disables the glow level at index [code]idx[/code]. Each level "
+"relies on the previous level. This means that enabling higher glow levels "
+"will slow down the glow effect rendering, even if previous levels aren't "
+"enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The global brightness value of the rendered scene. Effective only if "
+"[code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Applies the provided [Texture] resource to affect the global color aspect of "
+"the rendered scene. Effective only if [code]adjustment_enabled[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The global contrast value of the rendered scene (default value is 1). "
+"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], enables the [code]adjustment_*[/code] properties "
+"provided by this resource. If [code]false[/code], modifications to the "
+"[code]adjustment_*[/code] properties will have no effect on the rendered "
+"scene."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The global color saturation value of the rendered scene (default value is "
+"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The ambient light's [Color]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The ambient light's energy. The higher the value, the stronger the light."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Defines the amount of light that the sky brings on the scene. A value of "
+"[code]0.0[/code] means that the sky's light emission has no effect on the "
+"scene illumination, thus all ambient illumination is provided by the ambient "
+"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] "
+"the light that affects the scene is provided by the sky, thus the ambient "
+"light parameter has no effect on the scene.\n"
+"[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
+"between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], enables the tonemapping auto exposure mode of the "
+"scene renderer. If [code]true[/code], the renderer will automatically "
+"determine the exposure setting to adapt to the scene's illumination and the "
+"observed light."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The maximum luminance value for the auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The minimum luminance value for the auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The scale of the auto exposure effect. Affects the intensity of auto "
+"exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The speed of the auto exposure effect. Affects the time needed for the "
+"camera to perform auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The ID of the camera feed to show in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The maximum layer ID to display. Only effective when using the [constant "
+"BG_CANVAS] background mode."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The [Color] displayed for clear areas of the scene. Only effective when "
+"using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The power of the light emitted by the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The background mode. See [enum BGMode] for possible values."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource defined as background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource's custom field of view."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource's rotation expressed as a [Basis]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource's rotation expressed as Euler angles in radians."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource's rotation expressed as Euler angles in degrees."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The amount of far blur for the depth-of-field effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The distance from the camera where the far blur effect affects the rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], enables the depth-of-field far blur effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The depth-of-field far blur's quality. Higher values can mitigate the "
+"visible banding effect seen at higher strengths, but are much slower."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The length of the transition between the no-blur area and far blur."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The amount of near blur for the depth-of-field effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Distance from the camera where the near blur effect affects the rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], enables the depth-of-field near blur effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The depth-of-field near blur's quality. Higher values can mitigate the "
+"visible banding effect seen at higher strengths, but are much slower."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The length of the transition between the near blur and no-blur area."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The fog's [Color]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The fog's depth starting distance from the camera."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The fog depth's intensity curve. A number of presets are available in the "
+"[b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the depth fog effect is enabled. When enabled, fog "
+"will appear in the distance (relative to the camera)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The fog's depth end distance from the camera. If this value is set to 0, it "
+"will be equal to the current camera's [member Camera.far] value."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], fog effects are enabled. [member fog_height_enabled] "
+"and/or [member fog_depth_enabled] must be set to [code]true[/code] to "
+"actually display fog."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The height fog's intensity. A number of presets are available in the "
+"[b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the height fog effect is enabled. When enabled, fog "
+"will appear in a defined height range, regardless of the distance from the "
+"camera. This can be used to simulate \"deep water\" effects with a lower "
+"performance cost compared to a dedicated shader."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The Y coordinate where the height fog will be the most intense. If this "
+"value is greater than [member fog_height_min], fog will be displayed from "
+"bottom to top. Otherwise, it will be displayed from top to bottom."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The Y coordinate where the height fog will be the least intense. If this "
+"value is greater than [member fog_height_max], fog will be displayed from "
+"top to bottom. Otherwise, it will be displayed from bottom to top."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The intensity of the depth fog color transition when looking towards the "
+"sun. The sun's direction is determined automatically using the "
+"DirectionalLight node in the scene."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The depth fog's [Color] when looking towards the sun."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The intensity of the fog light transmittance effect. Amount of light that "
+"the fog transmits."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Enables fog's light transmission effect. If [code]true[/code], light will be "
+"more visible in the fog to simulate light scattering as in real life."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Smooths out the blockiness created by sampling higher levels, at the cost of "
+"performance.\n"
+"[b]Note:[/b] When using the GLES2 renderer, this is only available if the "
+"GPU supports the [code]GL_EXT_gpu_shader4[/code] extension."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The glow blending mode."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The bloom's intensity. If set to a value higher than [code]0[/code], this "
+"will make glow visible in areas darker than the [member glow_hdr_threshold]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The higher threshold of the HDR glow. Areas brighter than this threshold "
+"will be clamped for the purposes of the glow effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The bleed scale of the HDR glow."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The lower threshold of the HDR glow. When using the GLES2 renderer (which "
+"doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be "
+"visible. A value of [code]0.9[/code] works well in this case."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Takes more samples during downsample pass of glow. This ensures that single "
+"pixels are captured by glow which makes the glow look smoother and more "
+"stable during movement. However, it is very expensive and makes the glow "
+"post process take twice as long."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The glow intensity. When using the GLES2 renderer, this should be increased "
+"to 1.5 to compensate for the lack of HDR rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the 1st level of glow is enabled. This is the most "
+"\"local\" level (least blurry)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 2th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 3th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 4th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 5th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 6th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the 7th level of glow is enabled. This is the most "
+"\"global\" level (blurriest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The glow strength. When using the GLES2 renderer, this should be increased "
+"to 1.3 to compensate for the lack of HDR rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The depth tolerance for screen-space reflections."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], screen-space reflections are enabled. Screen-space "
+"reflections are more accurate than reflections from [GIProbe]s or "
+"[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by "
+"others."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The fade-in distance for screen-space reflections. Affects the area from the "
+"reflected material to the screen-space reflection)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The fade-out distance for screen-space reflections. Affects the area from "
+"the screen-space reflection to the \"global\" reflection."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The maximum number of steps for screen-space reflections. Higher values are "
+"slower."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], screen-space reflections will take the material "
+"roughness into account."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion intensity on materials that have an AO "
+"texture defined. Values higher than [code]0[/code] will make the SSAO effect "
+"visible in areas darkened by AO textures."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion bias. This should be kept high enough to "
+"prevent \"smooth\" curves from being affected by ambient occlusion."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The screen-space ambient occlusion color."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The screen-space ambient occlusion edge sharpness."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the screen-space ambient occlusion effect is enabled. "
+"This darkens objects' corners and cavities to simulate ambient light not "
+"reaching the entire object as in real life. This works well for small, "
+"dynamic objects, but baked lighting or ambient occlusion textures will do a "
+"better job at displaying ambient occlusion on large static objects. This is "
+"a costly effect and should be disabled first when running into performance "
+"issues."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The primary screen-space ambient occlusion intensity. See also [member "
+"ssao_radius]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The secondary screen-space ambient occlusion intensity. See also [member "
+"ssao_radius2]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion intensity in direct light. In real life, "
+"ambient occlusion only applies to indirect light, which means its effects "
+"can't be seen in direct light. Values higher than [code]0[/code] will make "
+"the SSAO effect visible in direct light."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion quality. Higher qualities will make "
+"better use of small objects for ambient occlusion, but are slower."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The primary screen-space ambient occlusion radius."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The secondary screen-space ambient occlusion radius. If set to a value "
+"higher than [code]0[/code], enables the secondary screen-space ambient "
+"occlusion effect which can be used to improve the effect's appearance (at "
+"the cost of performance)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The default exposure used for tonemapping."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
+"support rendering on HDR displays yet.)"
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The white reference value for tonemapping. Only effective if the [member "
+"tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Clears the background using the clear color defined in [member "
+"ProjectSettings.rendering/environment/default_clear_color]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Clears the background using a custom clear color."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Displays a user-defined sky in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Clears the background using a custom clear color and allows defining a sky "
+"for shading and reflection. This mode is slightly faster than [constant "
+"BG_SKY] and should be preferred in scenes where reflections can be visible, "
+"but the sky itself never is (e.g. top-down camera)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Displays a [CanvasLayer] in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Displays a camera feed in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Represents the size of the [enum BGMode] enum."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
+"flare, bright sources."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Screen glow blending mode. Increases brightness, used frequently with bloom."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Soft light glow blending mode. Modifies contrast, exposes shadows and "
+"highlights (vivid bloom)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Replace glow blending mode. Replaces all pixels' color by the glow value. "
+"This can be used to simulate a full-screen blur effect by tweaking the glow "
+"parameters to match the original image's brightness."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Linear tonemapper operator. Reads the linear data and passes it on "
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Low depth-of-field blur quality (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Medium depth-of-field blur quality."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "High depth-of-field blur quality (slowest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "No blur for the screen-space ambient occlusion effect (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "1×1 blur for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "2×2 blur for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Medium quality for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid "A class that stores an expression you can execute."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid ""
+"An expression can be made of any arithmetic operation, built-in math "
+"function call, method call of a passed instance, or built-in type "
+"construction call.\n"
+"An example expression text using the built-in math functions could be "
+"[code]sqrt(pow(3,2) + pow(4,2))[/code].\n"
+"In the following example we use a [LineEdit] node to write our expression "
+"and show the result.\n"
+"[codeblock]\n"
+"onready var expression = Expression.new()\n"
+"\n"
+"func _ready():\n"
+" $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n"
+"\n"
+"func _on_text_entered(command):\n"
+" var error = expression.parse(command, [])\n"
+" if error != OK:\n"
+" print(expression.get_error_text())\n"
+" return\n"
+" var result = expression.execute([], null, true)\n"
+" if not expression.has_execute_failed():\n"
+" $LineEdit.text = str(result)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid ""
+"Executes the expression that was previously parsed by [method parse] and "
+"returns the result. Before you use the returned object, you should check if "
+"the method failed by calling [method has_execute_failed].\n"
+"If you defined input variables in [method parse], you can specify their "
+"values in the inputs array, in the same order."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid "Returns the error text if [method parse] has failed."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid "Returns [code]true[/code] if [method execute] has failed."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid ""
+"Parses the expression and returns an [enum Error] code.\n"
+"You can optionally specify names of variables that may appear in the "
+"expression with [code]input_names[/code], so that you can bind them when it "
+"gets executed."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml
+msgid "Enable OpenGL ES external texture extension."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml
+msgid ""
+"Enable support for the OpenGL ES external texture extension as defined by "
+"[url=https://www.khronos.org/registry/OpenGL/extensions/OES/"
+"OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n"
+"[b]Note:[/b] This is only supported for Android platforms."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml
+msgid "Returns the external texture name."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml
+msgid "External texture size."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Type to handle file reading and writing operations."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"File type. This is used to permanently store data into the user device's "
+"file system and to read from it. This can be used to store game save data or "
+"player configuration files, for example.\n"
+"Here's a sample on how to write and read from a file:\n"
+"[codeblock]\n"
+"func save(content):\n"
+" var file = File.new()\n"
+" file.open(\"user://save_game.dat\", File.WRITE)\n"
+" file.store_string(content)\n"
+" file.close()\n"
+"\n"
+"func load():\n"
+" var file = File.new()\n"
+" file.open(\"user://save_game.dat\", File.READ)\n"
+" var content = file.get_as_text()\n"
+" file.close()\n"
+" return content\n"
+"[/codeblock]\n"
+"In the example above, the file will be saved in the user data folder as "
+"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/"
+"url] documentation.\n"
+"[b]Note:[/b] To access project resources once exported, it is recommended to "
+"use [ResourceLoader] instead of the [File] API, as some files are converted "
+"to engine-specific formats and their original source files might not be "
+"present in the exported PCK package.\n"
+"[b]Note:[/b] Files are automatically closed only if the process exits "
+"\"normally\" (such as by clicking the window manager's close button or "
+"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing "
+"[b]F8[/b] while the project is running, the file won't be closed as the game "
+"process will be killed. You can work around this by calling [method flush] "
+"at regular intervals."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "File system"
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Closes the currently opened file and prevents subsequent read/write "
+"operations. Use [method flush] to persist the data to disk without closing "
+"the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns [code]true[/code] if the file cursor has already read past the end "
+"of the file.\n"
+"[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check "
+"whether there is more data available. To loop while there is more data "
+"available, use:\n"
+"[codeblock]\n"
+"while file.get_position() < file.get_len():\n"
+" # Read data\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns [code]true[/code] if the file exists in the given path.\n"
+"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
+"files), and their source asset will not be included in the exported game, as "
+"only the imported version is used. See [method ResourceLoader.exists] for an "
+"alternative approach that takes resource remapping into account."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Writes the file's buffer to disk. Flushing is automatically performed when "
+"the file is closed. This means you don't need to call [method flush] "
+"manually before closing a file using [method close]. Still, calling [method "
+"flush] can be used to ensure the data is safe even if the project crashes "
+"instead of being closed gracefully.\n"
+"[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, "
+"it will decrease performance due to constant disk writes."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next 16 bits from the file as an integer. See [method store_16] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next 32 bits from the file as an integer. See [method store_32] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next 64 bits from the file as an integer. See [method store_64] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next 8 bits from the file as an integer. See [method store_8] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the whole file as a [String].\n"
+"Text is interpreted as being UTF-8 encoded."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next value of the file in CSV (Comma-Separated Values) format. "
+"You can pass a different delimiter [code]delim[/code] to use other than the "
+"default [code]\",\"[/code] (comma). This delimiter must be one-character "
+"long, and cannot be a double quotation mark.\n"
+"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in "
+"double quotes if they include the delimiter character. Double quotes within "
+"a text value can be escaped by doubling their occurrence.\n"
+"For example, the following CSV lines are valid and will be properly parsed "
+"as two strings each:\n"
+"[codeblock]\n"
+"Alice,\"Hello, Bob!\"\n"
+"Bob,Alice! What a surprise!\n"
+"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
+"[/codeblock]\n"
+"Note how the second line can omit the enclosing quotes as it does not "
+"include the delimiter. However it [i]could[/i] very well use quotes, it was "
+"only written without for demonstration purposes. The third line must use "
+"[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
+"such instead of the end of a text value."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the next 64 bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the last error that happened when trying to perform operations. "
+"Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the next 32 bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the size of the file in bytes."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next line of the file as a [String].\n"
+"Text is interpreted as being UTF-8 encoded."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns an MD5 String representing the file at the given path or an empty "
+"[String] on failure."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the last time the [code]file[/code] was modified in unix timestamp "
+"format or returns a [String] \"ERROR IN [code]file[/code]\". This unix "
+"timestamp can be converted to datetime by using [method OS."
+"get_datetime_from_unix_time]."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns a [String] saved in Pascal format from the file.\n"
+"Text is interpreted as being UTF-8 encoded."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the path as a [String] for the current open file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the absolute path as a [String] for the current open file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the file cursor's position."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the next bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns a SHA-256 [String] representing the file at the given path or an "
+"empty [String] on failure."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next [Variant] value from the file. If [code]allow_objects[/"
+"code] is [code]true[/code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns [code]true[/code] if the file is currently opened."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Opens the file for writing or reading, depending on the flags."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens a compressed file for reading or writing.\n"
+"[b]Note:[/b] [method open_compressed] can only read files that were saved by "
+"Godot, not third-party compression formats. See [url=https://github.com/"
+"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens an encrypted file in write or read mode. You need to pass a binary key "
+"to encrypt/decrypt it.\n"
+"[b]Note:[/b] The provided key must be 32 bytes long."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens an encrypted file in write or read mode. You need to pass a password "
+"to encrypt/decrypt it."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Changes the file reading/writing cursor to the specified position (in bytes "
+"from the beginning of the file)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Changes the file reading/writing cursor to the specified position (in bytes "
+"from the end of the file).\n"
+"[b]Note:[/b] This is an offset, so you should use negative numbers or the "
+"cursor will be at the end of the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores an integer as 16 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
+"2^16 - 1][/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64] or store a signed integer "
+"from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for "
+"the signedness) and compute its sign manually when reading. For example:\n"
+"[codeblock]\n"
+"const MAX_15B = 1 << 15\n"
+"const MAX_16B = 1 << 16\n"
+"\n"
+"func unsigned16_to_signed(unsigned):\n"
+" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
+"\n"
+"func _ready():\n"
+" var f = File.new()\n"
+" f.open(\"user://file.dat\", File.WRITE_READ)\n"
+" f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n"
+" f.store_16(121) # In bounds, will store 121.\n"
+" f.seek(0) # Go back to start to read the stored value.\n"
+" var read1 = f.get_16() # 65494\n"
+" var read2 = f.get_16() # 121\n"
+" var converted1 = unsigned16_to_signed(read1) # -42\n"
+" var converted2 = unsigned16_to_signed(read2) # 121\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores an integer as 32 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
+"2^32 - 1][/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64], or convert it manually "
+"(see [method store_16] for an example)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores an integer as 64 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, "
+"2^63 - 1][/code] (i.e. be a valid [int] value)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores an integer as 8 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255]"
+"[/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64], or convert it manually "
+"(see [method store_16] for an example)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Stores the given array of bytes in the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Store the given [PoolStringArray] in the file as a line formatted in the CSV "
+"(Comma-Separated Values) format. You can pass a different delimiter "
+"[code]delim[/code] to use other than the default [code]\",\"[/code] (comma). "
+"This delimiter must be one-character long.\n"
+"Text will be encoded as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Stores a floating-point number as 64 bits in the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Stores a floating-point number as 32 bits in the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Appends [code]line[/code] to the file followed by a line return character "
+"([code]\\n[/code]), encoding the text as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores the given [String] as a line in the file in Pascal format (i.e. also "
+"store the length of the string).\n"
+"Text will be encoded as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Stores a floating-point number in the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Appends [code]string[/code] to the file without a line return, encoding the "
+"text as UTF-8.\n"
+"[b]Note:[/b] This method is intended to be used to write text files. The "
+"string is stored as a UTF-8 encoded buffer without string length or "
+"terminating zero, which means that it can't be loaded back easily. If you "
+"want to store a retrievable string in a binary file, consider using [method "
+"store_pascal_string] instead. For retrieving strings from a text file, you "
+"can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know "
+"the length) or [method get_as_text]."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores any Variant value in the file. If [code]full_objects[/code] is "
+"[code]true[/code], encoding objects is allowed (and can potentially include "
+"code).\n"
+"[b]Note:[/b] Not all properties are included. Only properties that are "
+"configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be "
+"serialized. You can add a new usage flag to a property by overriding the "
+"[method Object._get_property_list] method in your class. You can also check "
+"how property usage is configured by calling [method Object."
+"_get_property_list]. See [enum PropertyUsageFlags] for the possible usage "
+"flags."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"If [code]true[/code], the file is read with big-endian [url=https://en."
+"wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the "
+"file is read with little-endian endianness. If in doubt, leave this to "
+"[code]false[/code] as most files are written with little-endian endianness.\n"
+"[b]Note:[/b] [member endian_swap] is only about the file format, not the CPU "
+"type. The CPU endianness doesn't affect the default endianness for files "
+"written.\n"
+"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open "
+"the file. Therefore, you must set [member endian_swap] [i]after[/i] opening "
+"the file, not before."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens the file for read operations. The cursor is positioned at the "
+"beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens the file for write operations. The file is created if it does not "
+"exist, and truncated if it does."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens the file for read and write operations. Does not truncate the file. "
+"The cursor is positioned at the beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens the file for read and write operations. The file is created if it does "
+"not exist, and truncated if it does. The cursor is positioned at the "
+"beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] "
+"compression method."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
+"method."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Dialog for selecting files or directories in the filesystem."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"FileDialog is a preset dialog used to choose files and directories in the "
+"filesystem. It supports filter masks. The FileDialog automatically sets its "
+"window title according to the [member mode]. If you want to use a custom "
+"title, disable this by setting [member mode_overrides_title] to [code]false[/"
+"code]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"Adds [code]filter[/code] to the list of filters, which restricts what files "
+"can be picked.\n"
+"A [code]filter[/code] should be of the form [code]\"filename.extension ; "
+"Description\"[/code], where filename and extension can be [code]*[/code] to "
+"match any string. Filters starting with [code].[/code] (i.e. empty "
+"filenames) are not allowed.\n"
+"Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project."
+"godot ; Godot Project\"[/code]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Clear all the added filters in the dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Clear currently selected items in the dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"Returns the LineEdit for the selected file.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"Returns the vertical box container of the dialog, custom controls can be "
+"added to it.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Invalidate and update the current dialog content list."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The file system access scope. See enum [code]Access[/code] constants.\n"
+"[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or "
+"sandboxed macOS apps, FileDialog cannot access the host file system. See "
+"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
+"proposals#1123[/url]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The current working directory of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The currently selected file of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The currently selected file path of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The available file type filters. For example, this shows only [code].png[/"
+"code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*."
+"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types "
+"can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; "
+"Supported Images\"[/code] will show both PNG and JPEG files when selected."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The dialog's open or save mode, which affects the selection behavior. See "
+"enum [code]Mode[/code] constants."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"If [code]true[/code], changing the [code]Mode[/code] property will set the "
+"window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] "
+"will change the window title to \"Open a File\")."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "If [code]true[/code], the dialog will show hidden files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Emitted when the user selects a directory."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"Emitted when the user selects a file by double-clicking it or pressing the "
+"[b]OK[/b] button."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Emitted when the user selects multiple files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog allows selecting one, and only one file."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog allows selecting multiple files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The dialog only allows selecting a directory, disallowing the selection of "
+"any file."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog allows selecting one file or directory."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog will warn when a file exists."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The dialog only allows accessing files under the [Resource] path "
+"([code]res://[/code])."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The dialog only allows accessing files under user data path ([code]user://[/"
+"code])."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog allows accessing files on the whole file system."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The color modulation applied to the file icon."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The color tint for disabled files (when the [FileDialog] is used in open "
+"folder mode)."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The color modulation applied to the folder icon."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for folders."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for the parent folder arrow."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for the reload button."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for the toggle hidden button."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid "Float built-in type."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid ""
+"The [float] built-in type is a 64-bit double-precision floating-point "
+"number, equivalent to [code]double[/code] in C++. This type has 14 reliable "
+"decimal digits of precision. The [float] type can be stored in [Variant], "
+"which is the generic type used by the engine. The maximum value of [float] "
+"is approximately [code]1.79769e308[/code], and the minimum is approximately "
+"[code]-1.79769e308[/code].\n"
+"Most methods and properties in the engine use 32-bit single-precision "
+"floating-point numbers instead, equivalent to [code]float[/code] in C++, "
+"which have 6 reliable decimal digits of precision. For data structures such "
+"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers.\n"
+"Math done using the [float] type is not guaranteed to be exact or "
+"deterministic, and will often result in small errors. You should usually use "
+"the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] "
+"methods instead of [code]==[/code] to compare [float] values for equality."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid "Wikipedia: Double-precision floating-point format"
+msgstr ""
+
+#: doc/classes/float.xml
+msgid "Wikipedia: Single-precision floating-point format"
+msgstr ""
+
+#: doc/classes/float.xml
+msgid ""
+"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
+"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid ""
+"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
+"equal to 1.0."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid ""
+"Cast a [String] value to a floating-point value. This method accepts float "
+"value strings like [code]\"1.23\"[/code] and exponential notation strings "
+"for its parameter so calling [code]float(\"1e3\")[/code] will return 1000.0 "
+"and calling [code]float(\"1e-3\")[/code] will return 0.001. Calling this "
+"method with an invalid float string will return 0. This method stops parsing "
+"at the first invalid character and will return the parsed result so far, so "
+"calling [code]float(\"1a3\")[/code] will return 1 while calling "
+"[code]float(\"1e3a2\")[/code] will return 1000.0."
+msgstr ""
+
+#: doc/classes/FlowContainer.xml
+msgid "Base class for flow containers."
+msgstr ""
+
+#: doc/classes/FlowContainer.xml
+msgid ""
+"Arranges child [Control] nodes vertically or horizontally in a left-to-right "
+"or top-to-bottom flow.\n"
+"A line is filled with [Control] nodes until no more fit on the same line, "
+"similar to text in an autowrapped label."
+msgstr ""
+
+#: doc/classes/FlowContainer.xml
+msgid "Returns the current line count."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Internationalized font and text drawing support."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Font contains a Unicode-compatible character set, as well as the ability to "
+"draw it with variable width, ascent, descent and kerning. For creating fonts "
+"from TTF files (or other font formats), see the editor support for fonts.\n"
+"[b]Note:[/b] If a [DynamicFont] doesn't contain a character used in a "
+"string, the character in question will be replaced with codepoint "
+"[code]0xfffd[/code] if it's available in the [DynamicFont]. If this "
+"replacement character isn't available in the DynamicFont, the character will "
+"be hidden without displaying any replacement character in the string.\n"
+"[b]Note:[/b] If a [BitmapFont] doesn't contain a character used in a string, "
+"the character in question will be hidden without displaying any replacement "
+"character in the string.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Draw [code]string[/code] into a canvas item using the font at a given "
+"position, with [code]modulate[/code] color, and optionally clipping the "
+"width. [code]position[/code] specifies the baseline, not the top. To draw "
+"from the top, [i]ascent[/i] must be added to the Y axis.\n"
+"See also [method CanvasItem.draw_string]."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Draw character [code]char[/code] into a canvas item using the font at a "
+"given position, with [code]modulate[/code] color, and optionally kerning if "
+"[code]next[/code] is passed. clipping the width. [code]position[/code] "
+"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
+"must be added to the Y axis. The width used by the character is returned, "
+"making this function useful for drawing strings character by character."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns the font ascent (number of pixels above the baseline)."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Returns the size of a character, optionally taking kerning into account if "
+"the next character is provided. Note that the height returned is the font "
+"height (see [method get_height]) and has no relation to the glyph height."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns the font descent (number of pixels below the baseline)."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns the total font height (ascent plus descent) in pixels."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Returns the size of a string, taking kerning and advance into account. Note "
+"that the height returned is the font height (see [method get_height]) and "
+"has no relation to the string."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Returns the size that the string would have with word wrapping enabled with "
+"a fixed [code]width[/code]."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns [code]true[/code] if the font has an outline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"After editing a font (changing size, ascent, char rects, etc.). Call this "
+"function to propagate changes to controls that might use it."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid "Reference to a function in an object."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid ""
+"In GDScript, functions are not [i]first-class objects[/i]. This means it is "
+"impossible to store them directly as variables, return them from another "
+"function, or pass them as arguments.\n"
+"However, by creating a [FuncRef] using the [method @GDScript.funcref] "
+"function, a reference to a function in a given object can be created, passed "
+"around and called."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid ""
+"Calls the referenced function previously set in [member function] or [method "
+"@GDScript.funcref]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid ""
+"Calls the referenced function previously set in [member function] or [method "
+"@GDScript.funcref]. Contrarily to [method call_func], this method does not "
+"support a variable number of arguments but expects all parameters to be "
+"passed via a single [Array]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid "Returns whether the object still exists and has the function assigned."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid ""
+"The object containing the referenced function. This object must be of a type "
+"actually inheriting from [Object], not a built-in type such as [int], "
+"[Vector2] or [Dictionary]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid "The name of the referenced function."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"An external library containing functions or script classes to use in Godot."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"A GDNative library can implement [NativeScript]s, global functions to call "
+"with the [GDNative] class, or low-level engine extensions through interfaces "
+"such as [ARVRInterfaceGDNative]. The library must be compiled for each "
+"platform and architecture that the project will run on."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"Returns paths to all dependency libraries for the current platform and "
+"architecture."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"Returns the path to the dynamic library file for the current platform and "
+"architecture."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] "
+"files."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"If [code]true[/code], Godot loads only one copy of the library and each "
+"script that references the library will share static data like static or "
+"global variables.\n"
+"If [code]false[/code], Godot loads a separate copy of the library into "
+"memory for each script that references it."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"If [code]true[/code], the editor will temporarily unload the library "
+"whenever the user switches away from the editor window, allowing the user to "
+"recompile the library without restarting Godot.\n"
+"[b]Note:[/b] If the library defines tool scripts that run inside the editor, "
+"[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor "
+"will attempt to unload the tool scripts while they're in use and crash."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"If [code]true[/code], Godot loads the library at startup rather than the "
+"first time a script uses the library, calling [code]{prefix}"
+"gdnative_singleton[/code] after initializing the library (where [code]"
+"{prefix}[/code] is the value of [member symbol_prefix]). The library remains "
+"loaded as long as Godot is running.\n"
+"[b]Note:[/b] A singleton library cannot be [member reloadable]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"The prefix this library's entry point functions begin with. For example, a "
+"GDNativeLibrary would declare its [code]gdnative_init[/code] function as "
+"[code]godot_gdnative_init[/code] by default.\n"
+"On platforms that require statically linking libraries (currently only iOS), "
+"each library must have a different [code]symbol_prefix[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml
+msgid "A script implemented in the GDScript programming language."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml
+msgid ""
+"A script implemented in the GDScript programming language. The script "
+"extends the functionality of all objects that instance it.\n"
+"[method new] creates a new instance of the script. [method Object."
+"set_script] extends an existing object, if that object's class matches one "
+"of the script's base classes."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml
+msgid "Returns byte code for the script source code."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml
+msgid ""
+"Returns a new instance of the script.\n"
+"For example:\n"
+"[codeblock]\n"
+"var MyClass = load(\"myclass.gd\")\n"
+"var instance = MyClass.new()\n"
+"assert(instance.get_script() == MyClass)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
+msgid "State of a function call after yielding."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
+msgid ""
+"Calling [method @GDScript.yield] within a function will cause that function "
+"to yield and return its current state as an object of this type. The yielded "
+"function call can then be resumed later by calling [method resume] on this "
+"state object."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
+msgid ""
+"Check whether the function call may be resumed. This is not the case if the "
+"function state was already resumed.\n"
+"If [code]extended_check[/code] is enabled, it also checks if the associated "
+"script and object still exist. The extended check is done in debug mode as "
+"part of [method GDScriptFunctionState.resume], but you can use this if you "
+"know you may be trying to resume without knowing for sure the object and/or "
+"script have survived up to that point."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
+msgid ""
+"Resume execution of the yielded function call.\n"
+"If handed an argument, return the argument from the [method @GDScript.yield] "
+"call in the yielded function call. You can pass e.g. an [Array] to hand "
+"multiple arguments.\n"
+"This function returns what the resumed function call returns, possibly "
+"another function state if yielded again."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The generic 6-degrees-of-freedom joint can implement a variety of joint "
+"types by locking certain axes' rotation or translation."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The first 3 DOF axes are linear axes, which represent translation of Bodies, "
+"and the latter 3 DOF axes represent the angular motion. Each axis can be "
+"either locked, or limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational damping across the X axis.\n"
+"The lower, the longer an impulse from one side takes to travel to the other "
+"side."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], rotation across the X axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"When rotating across the X axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum amount of force that can occur, when rotating around the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational restitution across the X axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed of all rotations across the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational damping across the Y axis. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], rotation across the Y axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"When rotating across the Y axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum amount of force that can occur, when rotating around the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational restitution across the Y axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed of all rotations across the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational damping across the Z axis. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], rotation across the Z axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"When rotating across the Z axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum amount of force that can occur, when rotating around the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational restitution across the Z axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed of all rotations across the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Maximum acceleration for the motor at the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Target speed for the motor at the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Maximum acceleration for the motor at the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Target speed for the motor at the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Maximum acceleration for the motor at the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Target speed for the motor at the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The amount of damping that happens at the X motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], the linear motion across the X axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The minimum difference between the pivot points' X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of restitution on the X axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"A factor applied to the movement across the X axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The maximum difference between the pivot points' X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The amount of damping that happens at the Y motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], the linear motion across the Y axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The minimum difference between the pivot points' Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of restitution on the Y axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"A factor applied to the movement across the Y axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The maximum difference between the pivot points' Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The amount of damping that happens at the Z motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], the linear motion across the Z axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The minimum difference between the pivot points' Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of restitution on the Z axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"A factor applied to the movement across the Z axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The maximum difference between the pivot points' Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"If [code]true[/code], then there is a linear motor on the X axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum force the linear motor can apply on the X axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed that the linear motor will attempt to reach on the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"If [code]true[/code], then there is a linear motor on the Y axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum force the linear motor can apply on the Y axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed that the linear motor will attempt to reach on the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"If [code]true[/code], then there is a linear motor on the Z axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum force the linear motor can apply on the Z axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed that the linear motor will attempt to reach on the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid "The minimum difference between the pivot points' axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid "The maximum difference between the pivot points' axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"A factor applied to the movement across the axes. The lower, the slower the "
+"movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of restitution on the axes' movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The amount of damping that happens at the linear motion across the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The velocity the linear motor will try to reach."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum force the linear motor will apply while trying to reach the "
+"velocity target."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed of all rotations across the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The amount of rotational damping across the axes. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The amount of rotational restitution across the axes. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The maximum amount of force that can occur, when rotating around the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"When rotating across the axes, this error tolerance factor defines how much "
+"the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid "Target speed for the motor at the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid "Maximum acceleration for the motor at the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If enabled, linear motion is possible within the given limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If enabled, rotational motion is possible within the given limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If enabled, there is a rotational motor across these axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If enabled, there is a linear motor across these axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml
+msgid "Represents the size of the [enum Flag] enum."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Helper node to calculate generic geometry operations."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Geometry provides users with a set of helper functions to create geometric "
+"shapes, compute intersections between shapes, and process various other "
+"geometric operations."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns an array with 6 [Plane]s that describe the sides of a box centered "
+"at the origin. The box size is defined by [code]extents[/code], which "
+"represents one (positive) corner of the box (i.e. half its actual size)."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns an array of [Plane]s closely bounding a faceted capsule centered at "
+"the origin with radius [code]radius[/code] and height [code]height[/code]. "
+"The parameter [code]sides[/code] defines how many planes will be generated "
+"for the side part of the capsule, whereas [code]lats[/code] gives the number "
+"of latitudinal steps at the bottom and top of the capsule. The parameter "
+"[code]axis[/code] describes the axis along which the capsule is oriented (0 "
+"for X, 1 for Y, 2 for Z)."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns an array of [Plane]s closely bounding a faceted cylinder centered at "
+"the origin with radius [code]radius[/code] and height [code]height[/code]. "
+"The parameter [code]sides[/code] defines how many planes will be generated "
+"for the round part of the cylinder. The parameter [code]axis[/code] "
+"describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 "
+"for Z)."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Clips the polygon defined by the points in [code]points[/code] against the "
+"[code]plane[/code] and returns the points of the clipped polygon."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an "
+"array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] "
+"between polygons. Returns an empty array if [code]polygon_b[/code] "
+"completely overlaps [code]polygon_a[/code].\n"
+"If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an "
+"outer polygon (boundary) and inner polygon (hole) which could be "
+"distinguished by calling [method is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Clips [code]polyline[/code] against [code]polygon[/code] and returns an "
+"array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] "
+"between the polyline and the polygon. This operation can be thought of as "
+"cutting a line with a closed shape."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given an array of [Vector2]s, returns the convex hull as a list of points in "
+"counterclockwise order. The last point is the same as the first one."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Mutually excludes common area defined by intersection of [code]polygon_a[/"
+"code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and "
+"returns an array of excluded polygons. This performs [constant "
+"OPERATION_XOR] between polygons. In other words, returns all but common area "
+"between polygons.\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) "
+"that is closest to [code]point[/code]. The returned point will always be "
+"inside the specified segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) "
+"that is closest to [code]point[/code]. The returned point will always be "
+"inside the specified segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/"
+"code]) that is closest to [code]point[/code]. The returned point can be "
+"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
+"somewhere on the line extending from the segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/"
+"code]) that is closest to [code]point[/code]. The returned point can be "
+"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
+"somewhere on the line extending from the segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/"
+"code], [code]q2[/code]), finds those two points on the two segments that are "
+"closest to each other. Returns a [PoolVector3Array] that contains this point "
+"on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on "
+"([code]q1[/code], [code]q2[/code])."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/"
+"code], [code]q2[/code]), finds those two points on the two segments that are "
+"closest to each other. Returns a [PoolVector2Array] that contains this point "
+"on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on "
+"([code]p2[/code], [code]q2[/code])."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Used internally by the engine."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an "
+"array of intersected polygons. This performs [constant "
+"OPERATION_INTERSECTION] between polygons. In other words, returns common "
+"area shared by polygons. Returns an empty array if no intersection occurs.\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Intersects [code]polyline[/code] with [code]polygon[/code] and returns an "
+"array of intersected polylines. This performs [constant "
+"OPERATION_INTERSECTION] between the polyline and the polygon. This operation "
+"can be thought of as chopping a line with a closed shape."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside the circle or if "
+"it's located exactly [i]on[/i] the circle's boundary, otherwise returns "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/"
+"code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise "
+"returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in "
+"clockwise order, otherwise returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
+"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
+"point of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code].\n"
+"[b]Note:[/b] The lines are specified using direction vectors, not end points."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given an array of [Vector2]s representing tiles, builds an atlas. The "
+"returned dictionary has two keys: [code]points[/code] is an array of "
+"[Vector2] that specifies the positions of each tile, [code]size[/code] "
+"contains the overall size of the whole atlas as [Vector2]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and "
+"returns an array of merged polygons. This performs [constant "
+"OPERATION_UNION] between polygons.\n"
+"The operation may result in an outer polygon (boundary) and multiple inner "
+"polygons (holes) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Inflates or deflates [code]polygon[/code] by [code]delta[/code] units "
+"(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. "
+"If [code]delta[/code] is negative, shrinks the polygon inward. Returns an "
+"array of polygons because inflating/deflating may result in multiple "
+"discrete polygons. Returns an empty array if [code]delta[/code] is negative "
+"and the absolute value of it approximately exceeds the minimum bounding "
+"rectangle dimensions of the polygon.\n"
+"Each polygon's vertices will be rounded as determined by [code]join_type[/"
+"code], see [enum PolyJoinType].\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise].\n"
+"[b]Note:[/b] To translate the polygon's vertices specifically, use the "
+"[method Transform2D.xform] method:\n"
+"[codeblock]\n"
+"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
+"100), Vector2(0, 100)])\n"
+"var offset = Vector2(50, 50)\n"
+"polygon = Transform2D(0, offset).xform(polygon)\n"
+"print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
+"150), Vector2(50, 150)]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Inflates or deflates [code]polyline[/code] by [code]delta[/code] units "
+"(pixels), producing polygons. If [code]delta[/code] is positive, makes the "
+"polyline grow outward. Returns an array of polygons because inflating/"
+"deflating may result in multiple discrete polygons. If [code]delta[/code] is "
+"negative, returns an empty array.\n"
+"Each polygon's vertices will be rounded as determined by [code]join_type[/"
+"code], see [enum PolyJoinType].\n"
+"Each polygon's endpoints will be rounded as determined by [code]end_type[/"
+"code], see [enum PolyEndType].\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns if [code]point[/code] is inside the triangle specified by [code]a[/"
+"code], [code]b[/code] and [code]c[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Tests if the 3D ray starting at [code]from[/code] with the direction of "
+"[code]dir[/code] intersects the triangle specified by [code]a[/code], "
+"[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection "
+"as [Vector3]. If no intersection takes place, an empty [Variant] is returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), "
+"returns the position on the segment (as a number between 0 and 1) at which "
+"the segment hits the circle that is located at position "
+"[code]circle_position[/code] and has radius [code]circle_radius[/code]. If "
+"the segment does not intersect the circle, -1 is returned (this is also the "
+"case if the line extending the segment would intersect the circle, but the "
+"segment does not)."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given a convex hull defined though the [Plane]s in the array [code]planes[/"
+"code], tests if the segment ([code]from[/code], [code]to[/code]) intersects "
+"with that hull. If an intersection is found, returns a [PoolVector3Array] "
+"containing the point the intersection and the hull's normal. If no "
+"intersecion is found, an the returned array is empty."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"cylinder with height [code]height[/code] that is centered at the origin and "
+"has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. "
+"If an intersection takes place, the returned array contains the point of "
+"intersection and the cylinder's normal at the point of intersection."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
+"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"sphere that is located at [code]sphere_position[/code] and has radius "
+"[code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If "
+"yes, returns a [PoolVector3Array] containing the point of intersection and "
+"the sphere's normal at the point of intersection."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Tests if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the "
+"point of intersection as [Vector3]. If no intersection takes place, an empty "
+"[Variant] is returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Triangulates the area specified by discrete set of [code]points[/code] such "
+"that no point is inside the circumcircle of any resulting triangle. Returns "
+"a [PoolIntArray] where each triangle consists of three consecutive point "
+"indices into [code]points[/code] (i.e. the returned array will have [code]n "
+"* 3[/code] elements, with [code]n[/code] being the number of found "
+"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Triangulates the polygon specified by the points in [code]polygon[/code]. "
+"Returns a [PoolIntArray] where each triangle consists of three consecutive "
+"point indices into [code]polygon[/code] (i.e. the returned array will have "
+"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Create regions where either subject or clip polygons (or both) are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Create regions where subject polygons are filled except where clip polygons "
+"are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Create regions where both subject and clip polygons are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Create regions where either subject or clip polygons are filled but not "
+"where both are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"While flattened paths can never perfectly trace an arc, they are "
+"approximated by a series of arc chords."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"There's a necessary limit to mitered joins since offsetting edges that join "
+"at very acute angles will produce excessively long and narrow \"spikes\". "
+"For any given edge join, when miter offsetting would exceed that maximum "
+"distance, \"square\" joining is applied."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
+"as a polygon."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
+"as a polyline."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Endpoints are squared off with no extension."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Endpoints are squared off and extended by [code]delta[/code] units."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "Base node for geometry-based visual instances."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Base node for geometry-based visual instances. Shares some common "
+"functionality like visibility and custom materials."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Returns the [enum GeometryInstance.Flags] that have been set for this object."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Overrides the bounding box of this node with a custom one. To remove it, set "
+"an [AABB] with all fields set to zero."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance."
+"Flags] for options."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The selected shadow casting flag. See [enum ShadowCastingSetting] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The extra distance added to the GeometryInstance's bounding box ([AABB]) to "
+"increase its cull box."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"When disabled, the mesh will be taken into account when computing indirect "
+"lighting, but the resulting lightmap will not be saved. Useful for emissive "
+"only materials or shadow casters."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Scale factor for the generated baked lightmap. Useful for adding detail to "
+"certain mesh instances."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The GeometryInstance's max LOD distance.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The GeometryInstance's max LOD margin.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The GeometryInstance's min LOD distance.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The GeometryInstance's min LOD margin.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The material overlay for the whole geometry.\n"
+"If a material is assigned to this property, it will be rendered on top of "
+"any other active material for all the surfaces."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The material override for the whole geometry.\n"
+"If a material is assigned to this property, it will be used instead of any "
+"material set in any material slot of the mesh."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"If [code]true[/code], this GeometryInstance will be used when baking lights "
+"using a [GIProbe] or [BakedLightmap]."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "The generated lightmap texture will have the original size."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "The generated lightmap texture will be twice as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "The generated lightmap texture will be 4 times as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "The generated lightmap texture will be 8 times as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "Will not cast any shadows."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Will cast shadows from all visible faces in the GeometryInstance.\n"
+"Will take culling into account, so faces not being rendered will not be "
+"taken into account when shadow casting."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Will cast shadows from all visible faces in the GeometryInstance.\n"
+"Will not take culling into account, so all faces will be taken into account "
+"when shadow casting."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Will only show the shadows casted from this object.\n"
+"In other words, the actual mesh will not be visible, only the shadows casted "
+"from the mesh will be."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Will allow the GeometryInstance to be used when baking lights using a "
+"[GIProbe] or [BakedLightmap]."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Unused in this class, exposed for consistency with [enum VisualServer."
+"InstanceFlags]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Real-time global illumination (GI) probe."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"[GIProbe]s are used to provide high-quality real-time indirect light to "
+"scenes. They precompute the effect of objects that emit light and the effect "
+"of static geometry to simulate the behavior of complex light in real-time. "
+"[GIProbe]s need to be baked before using, however, once baked, dynamic "
+"objects will receive light from them. Further, lights can be fully dynamic "
+"or baked.\n"
+"Having [GIProbe]s in a scene can be expensive, the quality of the probe can "
+"be turned down in exchange for better performance in the [ProjectSettings] "
+"using [member ProjectSettings.rendering/quality/voxel_cone_tracing/"
+"high_quality].\n"
+"[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, "
+"which makes it suitable for procedurally generated or user-built levels as "
+"long as all the geometry is generated in advance.\n"
+"[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not "
+"suited to low-end hardware such as integrated graphics (consider "
+"[BakedLightmap] instead). To provide a fallback for low-end hardware, "
+"consider adding an option to disable [GIProbe] in your project's options "
+"menus. A [GIProbe] node can be disabled by hiding it.\n"
+"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light "
+"leaks (avoid one-sided walls). For interior levels, enclose your level "
+"geometry in a sufficiently large box and bridge the loops to close the mesh. "
+"To further prevent light leaks, you can also strategically place temporary "
+"[MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] "
+"enabled. These temporary nodes can then be hidden after baking the [GIProbe] "
+"node.\n"
+"[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
+"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
+"emit light in a [GIProbe]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "GI probes"
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Bakes the effect from all [GeometryInstance]s marked with [member "
+"GeometryInstance.use_in_baked_light] and [Light]s marked with either "
+"[constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If "
+"[code]create_visual_debug[/code] is [code]true[/code], after baking the "
+"light, this will generate a [MultiMesh] that has a cube representing each "
+"solid cell with each cube colored to the cell's albedo color. This can be "
+"used to visualize the [GIProbe]'s data and debug any issues that may be "
+"occurring.\n"
+"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
+"This makes it suitable for procedurally generated or user-built levels. "
+"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Offsets the lookup of the light contribution from the [GIProbe]. This can be "
+"used to avoid self-shadowing, but may introduce light leaking at higher "
+"values. This and [member normal_bias] should be played around with to "
+"minimize self-shadowing and light leaking.\n"
+"[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the "
+"size of the voxels."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"[i]Deprecated.[/i] This property has been deprecated due to known bugs and "
+"no longer has any effect when enabled."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "The [GIProbeData] resource that holds the data for this [GIProbe]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"The maximum brightness that the [GIProbe] will recognize. Brightness will be "
+"scaled within this range."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Energy multiplier. Makes the lighting contribution from the [GIProbe] "
+"brighter."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"The size of the area covered by the [GIProbe]. If you make the extents "
+"larger without increasing the subdivisions with [member subdiv], the size of "
+"each cell will increase and result in lower detailed lighting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"If [code]true[/code], ignores the sky contribution when calculating lighting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Offsets the lookup into the [GIProbe] based on the object's normal "
+"direction. Can be used to reduce some self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"How much light propagates through the probe internally. A higher value "
+"allows light to spread further."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Number of times to subdivide the grid that the [GIProbe] operates on. A "
+"higher number results in finer detail and thus higher visual quality, while "
+"lower numbers result in better performance."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Use 64 subdivisions. This is the lowest quality setting, but the fastest. "
+"Use it if you can, but especially use it on lower-end hardware."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Use 128 subdivisions. This is the default quality setting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Use 256 subdivisions."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Use 512 subdivisions. This is the highest quality setting, but the slowest. "
+"On lower-end hardware, this could cause the GPU to stall."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Represents the size of the [enum Subdiv] enum."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The [Color] of the light. Defaults to white. A black color causes the light "
+"to have no effect."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The inner angle of the cone in a spotlight. Must be less than or equal to "
+"the outer cone angle.\n"
+"Within this angle, the light is at full brightness. Between the inner and "
+"outer cone angles, there is a transition from full brightness to zero "
+"brightness. When creating a Godot [SpotLight], the ratio between the inner "
+"and outer cone angles is used to calculate the attenuation of the light."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The intensity of the light. This is expressed in candelas (lumens per "
+"steradian) for point and spot lights, and lux (lumens per m²) for "
+"directional lights. When creating a Godot light, this value is converted to "
+"a unitless multiplier."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The outer angle of the cone in a spotlight. Must be greater than or equal to "
+"the inner angle.\n"
+"At this angle, the light drops off to zero brightness. Between the inner and "
+"outer cone angles, there is a transition from full brightness to zero "
+"brightness. If this angle is a half turn, then the spotlight emits in all "
+"directions. When creating a Godot [SpotLight], the outer cone angle is used "
+"as the angle of the spotlight."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The range of the light, beyond which the light has no effect. GLTF lights "
+"with no range defined behave like physical lights (which have infinite "
+"range). When creating a Godot light, the range is clamped to 4096."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The type of the light. The values accepted by Godot are \"point\", \"spot\", "
+"and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], "
+"and [DirectionalLight] respectively."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"This class is a bridge between Godot and the Mono runtime. It exposes "
+"several low-level operations and is only available in Mono-enabled Godot "
+"builds.\n"
+"See also [CSharpScript]."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid "Attaches the current thread to the Mono runtime."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid "Detaches the current thread from the Mono runtime."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns the current MonoDomain ID.\n"
+"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
+"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
+"initialized at the time this method is called, the engine will crash."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as "
+"[method get_domain_id], unless the scripts domain isn't loaded.\n"
+"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
+"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
+"initialized at the time this method is called, the engine will crash."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns [code]true[/code] if the domain is being finalized, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns [code]true[/code] if the scripts domain is loaded, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"A color interpolator resource which can be used to generate colors between "
+"user-defined color points."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Given a set of colors, this resource will interpolate them in order. This "
+"means that if you have color 1, color 2 and color 3, the ramp will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
+"will initially have 2 colors (black and white), one (black) at ramp lower "
+"offset 0 and the other (white) at the ramp higher offset 1."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Adds the specified color to the end of the ramp, with the specified offset."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Returns the color of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Returns the offset of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Returns the number of colors in the ramp."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Returns the interpolated color specified by [code]offset[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Removes the color at the index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Sets the color of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Sets the offset for the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Gradient's colors returned as a [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Gradient's offsets returned as a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml
+msgid "Gradient-filled texture."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml
+msgid ""
+"GradientTexture uses a [Gradient] to fill the texture data. The gradient "
+"will be filled from left to right using colors obtained from the gradient. "
+"This means the texture does not necessarily represent an exact copy of the "
+"gradient, but instead an interpolation of samples obtained from the gradient "
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml
+msgid "The [Gradient] that will be used to fill the texture."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml
+msgid "The number of color samples that will be obtained from the [Gradient]."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "Gradient-filled 2D texture."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The texture uses a [Gradient] to fill the texture data in 2D space. The "
+"gradient is filled according to the specified [member fill] and [member "
+"repeat] types using colors obtained from the gradient. The texture does not "
+"necessarily represent an exact copy of the gradient, but instead an "
+"interpolation of samples obtained from the gradient at fixed steps (see "
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient fill type, one of the [enum Fill] values. The texture is filled "
+"by interpolating colors starting from [member fill_from] to [member fill_to] "
+"offsets."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The initial offset used to fill the texture specified in UV coordinates."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The final offset used to fill the texture specified in UV coordinates."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The [Gradient] used to fill the texture."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The number of vertical color samples that will be obtained from the "
+"[Gradient], which also represents the texture's height."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient repeat type, one of the [enum Repeat] values. The texture is "
+"filled starting from [member fill_from] to [member fill_to] offsets by "
+"default, but the gradient fill can be repeated to cover the entire texture."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"If [code]true[/code], the generated texture will support high dynamic range "
+"([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work "
+"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/"
+"code], the generated texture will use low dynamic range; overbright colors "
+"will be clamped ([constant Image.FORMAT_RGBA8] format)."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The number of horizontal color samples that will be obtained from the "
+"[Gradient], which also represents the texture's width."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The colors are linearly interpolated in a straight line."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The colors are linearly interpolated in a circular pattern."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient fill is restricted to the range defined by [member fill_from] "
+"to [member fill_to] offsets."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The texture is filled starting from [member fill_from] to [member fill_to] "
+"offsets, repeating the same pattern in both directions."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The texture is filled starting from [member fill_from] to [member fill_to] "
+"offsets, mirroring the pattern in both directions."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"GraphEdit is an area capable of showing various GraphNodes. It manages "
+"connection events between them."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"GraphEdit manages the showing of GraphNodes it contains, as well as "
+"connections and disconnections between them. Signals are sent for each of "
+"these two events. Disconnection between GraphNode slots is disabled by "
+"default.\n"
+"It is greatly advised to enable low-processor usage mode (see [member OS."
+"low_processor_usage_mode]) when using GraphEdits."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Makes possible the connection between two different slot types. The type is "
+"defined with the [method GraphNode.set_slot] method."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Makes possible to disconnect nodes when dragging from the slot at the left "
+"if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Makes possible to disconnect nodes when dragging from the slot at the right "
+"if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Removes all connections between nodes."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Create a connection between the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
+"[code]to[/code] GraphNode. If the connection already exists, no connection "
+"is created."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Removes the connection between the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
+"[code]to[/code] GraphNode. If the connection does not exist, no connection "
+"is removed."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Returns an Array containing the list of connections. A connection consists "
+"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
+"to_port: 1, to: \"GraphNode name 1\" }[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
+"the top left of the graph. You can use this method to reposition the toolbar "
+"or to add your own custom controls to it.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Returns [code]true[/code] if the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of "
+"the [code]to[/code] GraphNode."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Returns whether it's possible to connect slots of the specified types."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Makes it not possible to connect between two different slot types. The type "
+"is defined with the [method GraphNode.set_slot] method."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Removes the possibility to disconnect nodes when dragging from the slot at "
+"the left if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Removes the possibility to disconnect nodes when dragging from the slot at "
+"the right if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Sets the coloration of the connection between [code]from[/code]'s "
+"[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the "
+"color provided in the [code]activity[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Sets the specified [code]node[/code] as the one selected."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "If [code]true[/code], the minimap is visible."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The opacity of the minimap rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"The size of the minimap rectangle. The map itself is based on the size of "
+"the grid area and is scaled to fit this rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"If [code]true[/code], enables disconnection of existing connections in the "
+"GraphEdit by dragging the right end."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The scroll offset."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"If [code]true[/code], makes a label with the current zoom level visible. The "
+"zoom value is displayed in percents."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The snapping distance in pixels."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "If [code]true[/code], enables snapping."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The current zoom value."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The upper zoom limit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The lower zoom limit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The step of each zoom level."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted at the beginning of a GraphNode movement."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted at the end of a GraphNode movement."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when user dragging connection from input port into empty space of "
+"the graph."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted to the GraphEdit when the connection between the [code]from_slot[/"
+"code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] "
+"slot of the [code]to[/code] GraphNode is attempted to be created."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when user dragging connection from output port into empty space of "
+"the graph."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted when the user presses [code]Ctrl + C[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted to the GraphEdit when the connection between [code]from_slot[/code] "
+"slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of "
+"[code]to[/code] GraphNode is attempted to be removed."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted when a GraphNode is selected."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted when the user presses [code]Ctrl + V[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when a popup is requested. Happens on right-clicking in the "
+"GraphEdit. [code]position[/code] is the position of the mouse pointer when "
+"the signal is sent."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when the scroll offset is changed by the user. It will not be "
+"emitted when changed in code."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Color of major grid lines."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Color of minor grid lines."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The fill color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The outline color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"The horizontal range within which a port can be grabbed (on both sides)."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The vertical range within which a port can be grabbed (on both sides)."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The icon for the zoom out button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The icon for the zoom in button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The icon for the zoom reset button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The icon for the snap toggle button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The background drawn under the grid."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"A GraphNode is a container with potentially several input and output slots "
+"allowing connections between GraphNodes. Slots can have different, "
+"incompatible types."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"A GraphNode is a container. Each GraphNode can have several input and output "
+"slots, sometimes referred to as ports, allowing connections between "
+"GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node "
+"to it.\n"
+"After adding at least one child to GraphNode new sections will be "
+"automatically created in the Inspector called 'Slot'. When 'Slot' is "
+"expanded you will see list with index number for each slot. You can click on "
+"each of them to expand further.\n"
+"In the Inspector you can enable (show) or disable (hide) slots. By default, "
+"all slots are disabled so you may not see any slots on your GraphNode "
+"initially. You can assign a type to each slot. Only slots of the same type "
+"will be able to connect to each other. You can also assign colors to slots. "
+"A tuple of input and output slots is defined for each GUI element included "
+"in the GraphNode. Input connections are on the left and output connections "
+"are on the right side of GraphNode. Only enabled slots are counted as "
+"connections."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Disables all input and output slots of the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Disables input and output slot whose index is [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the [Color] of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Returns the number of enabled input slots (connections) to the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the position of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the type of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the [Color] of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Returns the number of enabled output slots (connections) of the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the position of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the type of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the left (input) [Color] of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the left (input) type of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the right (output) type of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
+"is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
+"code] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets properties of the slot with ID [code]idx[/code].\n"
+"If [code]enable_left[/code]/[code]right[/code], a port will appear and the "
+"slot will be able to be connected from this side.\n"
+"[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. "
+"Only ports with the same type values can be connected.\n"
+"[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on "
+"this side.\n"
+"[code]custom_left[/code]/[code]right[/code] is a custom texture for this "
+"side's port.\n"
+"[b]Note:[/b] This method only sets properties of the slot. To create the "
+"slot, add a [Control]-derived child to the GraphNode.\n"
+"Individual properties can be set using one of the [code]set_slot_*[/code] "
+"methods. You must enable at least one side of the slot to do so."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets the [Color] of the left (input) side of the slot [code]idx[/code] to "
+"[code]color_left[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
+"[code]color_right[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Toggles the left (input) side of the slot [code]idx[/code]. If "
+"[code]enable_left[/code] is [code]true[/code], a port will appear on the "
+"left side and the slot will be able to be connected from this side."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Toggles the right (output) side of the slot [code]idx[/code]. If "
+"[code]enable_right[/code] is [code]true[/code], a port will appear on the "
+"right side and the slot will be able to be connected from this side."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/"
+"code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets the right (output) type of the slot [code]idx[/code] to "
+"[code]type_right[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "If [code]true[/code], the GraphNode is a comment node."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The offset of the GraphNode, relative to the scroll offset of the "
+"[GraphEdit].\n"
+"[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a "
+"[Container]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"If [code]true[/code], the user can resize the GraphNode.\n"
+"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
+"signal, the GraphNode needs to be resized manually."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "If [code]true[/code], the GraphNode is selected."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"If [code]true[/code], the close button will be visible.\n"
+"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
+"the GraphNode needs to be removed manually."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The text displayed in the GraphNode's title bar."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Emitted when the GraphNode is requested to be closed. Happens on clicking "
+"the close button (see [member show_close])."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Emitted when the GraphNode is dragged."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Emitted when the GraphNode is moved."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Emitted when the GraphNode is requested to be displayed over other ones. "
+"Happens on focusing (clicking into) the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Emitted when the GraphNode is requested to be resized. Happens on dragging "
+"the resizer handle (see [member resizable])."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Emitted when any GraphNode's slot is updated."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "No overlay is shown."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Show overlay set in the [code]breakpoint[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Show overlay set in the [code]position[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The color modulation applied to the close button icon."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The color modulation applied to the resizer icon."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Color of the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml
+msgid "The vertical offset of the close button."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Horizontal offset for the ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The vertical distance between ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Vertical offset of the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Font used for the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The icon for the close button, visible when [member show_close] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The icon used for representing ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The icon used for resizer, visible when [member resizable] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The background used when [member overlay] is set to [constant "
+"OVERLAY_BREAKPOINT]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The [StyleBox] used when [member comment] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
+"focused."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The default background for [GraphNode]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The background used when [member overlay] is set to [constant "
+"OVERLAY_POSITION]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The background used when the [GraphNode] is selected."
+msgstr ""
+
+#: doc/classes/GridContainer.xml
+msgid ""
+"Grid container used to arrange Control-derived children in a grid like "
+"layout."
+msgstr ""
+
+#: doc/classes/GridContainer.xml
+msgid ""
+"GridContainer will arrange its Control-derived children in a grid like "
+"structure, the grid columns are specified using the [member columns] "
+"property and the number of rows will be equal to the number of children in "
+"the container divided by the number of columns. For example, if the "
+"container has 5 children, and 2 columns, there will be 3 rows in the "
+"container.\n"
+"Notice that grid layout will preserve the columns and rows for every size of "
+"the container, and that empty columns will be expanded automatically.\n"
+"[b]Note:[/b] GridContainer only works with child nodes inheriting from "
+"Control. It won't rearrange child nodes inheriting from Node2D."
+msgstr ""
+
+#: doc/classes/GridContainer.xml
+msgid ""
+"The number of columns in the [GridContainer]. If modified, [GridContainer] "
+"reorders its Control-derived children to accommodate the new layout."
+msgstr ""
+
+#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
+#: doc/classes/VFlowContainer.xml
+msgid "The horizontal separation of children nodes."
+msgstr ""
+
+#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
+#: doc/classes/VFlowContainer.xml
+msgid "The vertical separation of children nodes."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Node for 3D tile-based maps."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"GridMap lets you place meshes on a grid interactively. It works both from "
+"the editor and from scripts, which can help you create in-game level "
+"editors.\n"
+"GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a "
+"mesh with materials plus optional collision and navigation shapes.\n"
+"A GridMap contains a collection of cells. Each grid cell refers to a tile in "
+"the [MeshLibrary]. All cells in the map have the same dimensions.\n"
+"Internally, a GridMap is split into a sparse collection of octants for "
+"efficient rendering and physics processing. Every octant has the same "
+"dimensions and can contain several cells.\n"
+"[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be "
+"hidden or cull masked based on [member VisualInstance.layers]. If you make a "
+"light not affect the first layer, the whole GridMap won't be lit by the "
+"light in question."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Using gridmaps"
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Clear all cells."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns an array of [ArrayMesh]es and [Transform] references of all bake "
+"meshes that exist within the current GridMap."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The [MeshLibrary] item index located at the grid-based X, Y and Z "
+"coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be "
+"returned."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is "
+"returned if the cell is empty."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Returns an individual bit on the [member collision_layer]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Returns an individual bit on the [member collision_mask]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns an array of [Transform] and [Mesh] references corresponding to the "
+"non-empty cells in the grid. The transforms are specified in world space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns an array of [Vector3] with the non-empty cell coordinates in the "
+"grid map."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns an array of all cells with the given item index specified in "
+"[code]item[/code]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns the position of a grid cell in the GridMap's local coordinate space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Sets the mesh index for the cell referenced by its grid-based X, Y and Z "
+"coordinates.\n"
+"A negative item index such as [constant INVALID_CELL_ITEM] will clear the "
+"cell.\n"
+"Optionally, the item's orientation can be passed. For valid orientation "
+"values, see [method Basis.get_orthogonal_index]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Sets an individual bit on the [member collision_layer]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Sets an individual bit on the [member collision_mask]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns the coordinates of the grid cell containing the given point.\n"
+"[code]pos[/code] should be in the GridMap's local coordinate space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "If [code]true[/code], grid items are centered on the X axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "If [code]true[/code], grid items are centered on the Y axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "If [code]true[/code], grid items are centered on the Z axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The size of each octant measured in number of cells. This applies to all "
+"three axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The scale of the cell items.\n"
+"This does not affect the size of the grid cells themselves, only the items "
+"in them. This can be used to make cell items overlap their neighbors."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The dimensions of the grid's cells.\n"
+"This does not affect the size of the meshes. See [member cell_scale]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The physics layers this GridMap is in.\n"
+"GridMaps act as static bodies, meaning they aren't affected by gravity or "
+"other forces. They only affect other physics bodies that collide with them."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The assigned [MeshLibrary]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Overrides the default friction and bounce physics properties for the whole "
+"[GridMap]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Controls whether this GridMap will be baked in a [BakedLightmap] or not."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Emitted when [member cell_size] changes."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Invalid cell item that can be used in [method set_cell_item] to clear cells "
+"(or represent an empty cell in [method get_cell_item])."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml
+msgid "Groove constraint for 2D physics."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml
+msgid ""
+"Groove constraint for 2D physics. This is useful for making a body \"slide\" "
+"through a segment placed in another."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml
+msgid ""
+"The body B's initial anchor position defined by the joint's origin and a "
+"local offset [member initial_offset] along the joint's Y axis (along the "
+"groove)."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml
+msgid ""
+"The groove's length. The groove is from the joint's origin towards [member "
+"length] along the joint's local Y axis."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Context to compute cryptographic hashes over multiple iterations."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid ""
+"The HashingContext class provides an interface for computing cryptographic "
+"hashes over multiple iterations. This is useful for example when computing "
+"hashes of big files (so you don't have to load them all in memory), network "
+"streams, and data streams in general (so you don't have to hold buffers).\n"
+"The [enum HashType] enum shows the supported hashing algorithms.\n"
+"[codeblock]\n"
+"const CHUNK_SIZE = 1024\n"
+"\n"
+"func hash_file(path):\n"
+" var ctx = HashingContext.new()\n"
+" var file = File.new()\n"
+" # Start a SHA-256 context.\n"
+" ctx.start(HashingContext.HASH_SHA256)\n"
+" # Check that file exists.\n"
+" if not file.file_exists(path):\n"
+" return\n"
+" # Open the file to hash.\n"
+" file.open(path, File.READ)\n"
+" # Update the context after reading each chunk.\n"
+" while not file.eof_reached():\n"
+" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
+" # Get the computed hash.\n"
+" var res = ctx.finish()\n"
+" # Print the result as hex string and array.\n"
+" printt(res.hex_encode(), Array(res))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Closes the current context, and return the computed hash."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid ""
+"Starts a new hash computation of the given [code]type[/code] (e.g. [constant "
+"HASH_SHA256] to start computation of a SHA-256)."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Updates the computation with the given [code]chunk[/code] of data."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Hashing algorithm: MD5."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Hashing algorithm: SHA-1."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Hashing algorithm: SHA-256."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml
+msgid "Horizontal box container."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml
+msgid "Horizontal box container. See [BoxContainer]."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml
+msgid "The horizontal space between the [HBoxContainer]'s elements."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid "Height map shape for 3D physics."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid ""
+"Height map shape resource, which can be added to a [PhysicsBody] or [Area]."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid ""
+"Height map data, pool array must be of [member map_width] * [member "
+"map_depth] size."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid ""
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid ""
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
+msgstr ""
+
+#: doc/classes/HFlowContainer.xml
+msgid "Horizontal flow container."
+msgstr ""
+
+#: doc/classes/HFlowContainer.xml
+msgid "Horizontal version of [FlowContainer]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid "A hinge between two 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid ""
+"A HingeJoint normally uses the Z axis of body A as the hinge axis, another "
+"axis can be specified when adding it manually though. See also "
+"[Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
+msgid "Returns the value of the specified flag."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml
+#: doc/classes/PinJoint.xml
+msgid "Returns the value of the specified parameter."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid "If [code]true[/code], enables the specified flag."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml
+msgid "Sets the value of the specified parameter."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The speed with which the rotation across the axis perpendicular to the hinge "
+"gets corrected."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid ""
+"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
+"[member angular_limit/lower] and [member angular_limit/upper] has effects."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid ""
+"The minimum rotation. Only active if [member angular_limit/enable] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid "The lower this value, the more the rotation gets slowed down."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid ""
+"The maximum rotation. Only active if [member angular_limit/enable] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid "When activated, a motor turns the hinge."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid "Maximum acceleration for the motor."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid "Target speed for the motor."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The speed with which the two bodies get pulled together when they move in "
+"different directions."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid "Used to create an HMAC for a message using a key."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid ""
+"The HMACContext class is useful for advanced HMAC use cases, such as "
+"streaming the message as it supports creating the message over time rather "
+"than providing it all at once.\n"
+"[codeblock]\n"
+"extends Node\n"
+"var ctx = HMACContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"supersecret\".to_utf8()\n"
+" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
+" assert(err == OK)\n"
+" var msg1 = \"this is \".to_utf8()\n"
+" var msg2 = \"super duper secret\".to_utf8()\n"
+" err = ctx.update(msg1)\n"
+" assert(err == OK)\n"
+" err = ctx.update(msg2)\n"
+" assert(err == OK)\n"
+" var hmac = ctx.finish()\n"
+" print(hmac.hex_encode())\n"
+"[/codeblock]\n"
+"And in C# we can use the following.\n"
+"[codeblock]\n"
+"using Godot;\n"
+"using System;\n"
+"using System.Diagnostics;\n"
+"\n"
+"public class CryptoNode : Node\n"
+"{\n"
+" private HMACContext ctx = new HMACContext();\n"
+" public override void _Ready()\n"
+" {\n"
+" PoolByteArray key = String(\"supersecret\").to_utf8();\n"
+" Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
+" GD.Assert(err == OK);\n"
+" PoolByteArray msg1 = String(\"this is \").to_utf8();\n"
+" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n"
+" err = ctx.Update(msg1);\n"
+" GD.Assert(err == OK);\n"
+" err = ctx.Update(msg2);\n"
+" GD.Assert(err == OK);\n"
+" PoolByteArray hmac = ctx.Finish();\n"
+" GD.Print(hmac.HexEncode());\n"
+" }\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid ""
+"Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is "
+"returned."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid ""
+"Initializes the HMACContext. This method cannot be called again on the same "
+"HMACContext until [method finish] has been called."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid ""
+"Updates the message to be HMACed. This can be called multiple times before "
+"[method finish] is called to append [code]data[/code] to the message, but "
+"cannot be called until [method start] has been called."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml
+msgid "Horizontal scroll bar."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml
+msgid ""
+"Horizontal version of [ScrollBar], which goes from left (min) to right (max)."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] left. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Displayed when the mouse cursor hovers over the decrement button."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Displayed when the decrement button is being pressed."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] right. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Displayed when the mouse cursor hovers over the increment button."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Displayed when the increment button is being pressed."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid ""
+"Used as texture for the grabber, the draggable element representing current "
+"scroll."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Used when the mouse hovers over the grabber."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Used when the grabber is being dragged."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Used as background of this [ScrollBar]."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Used as background when the [ScrollBar] has the GUI focus."
+msgstr ""
+
+#: doc/classes/HSeparator.xml
+msgid "Horizontal separator."
+msgstr ""
+
+#: doc/classes/HSeparator.xml
+msgid ""
+"Horizontal separator. See [Separator]. Even though it looks horizontal, it "
+"is used to separate objects vertically."
+msgstr ""
+
+#: doc/classes/HSeparator.xml
+msgid ""
+"The height of the area covered by the separator. Effectively works like a "
+"minimum height."
+msgstr ""
+
+#: doc/classes/HSeparator.xml
+msgid "The style for the separator line. Works best with [StyleBoxLine]."
+msgstr ""
+
+#: doc/classes/HSlider.xml
+msgid "Horizontal slider."
+msgstr ""
+
+#: doc/classes/HSlider.xml
+msgid ""
+"Horizontal slider. See [Slider]. This one goes from left (min) to right "
+"(max).\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/HSlider.xml doc/classes/VSlider.xml
+msgid "The texture for the grabber (the draggable element)."
+msgstr ""
+
+#: doc/classes/HSlider.xml doc/classes/VSlider.xml
+msgid "The texture for the grabber when it's disabled."
+msgstr ""
+
+#: doc/classes/HSlider.xml doc/classes/VSlider.xml
+msgid "The texture for the grabber when it's focused."
+msgstr ""
+
+#: doc/classes/HSlider.xml doc/classes/VSlider.xml
+msgid ""
+"The texture for the ticks, visible when [member Slider.tick_count] is "
+"greater than 0."
+msgstr ""
+
+#: doc/classes/HSlider.xml
+msgid "The background of the area to the left of the grabber."
+msgstr ""
+
+#: doc/classes/HSlider.xml
+msgid ""
+"The background for the whole slider. Determines the height of the "
+"[code]grabber_area[/code]."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml
+msgid "Horizontal split container."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml
+msgid ""
+"Horizontal split container. See [SplitContainer]. This goes from left to "
+"right."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
+msgid ""
+"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
+"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
+"visible."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
+msgid "The space between sides of the container."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
+msgid "The icon used for the grabber drawn in the middle area."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Low-level hyper-text transfer protocol client."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
+"to make HTTP requests to download web content, upload files and other data "
+"or to communicate with various services, among other use cases. [b]See the "
+"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"[b]Note:[/b] This client only needs to connect to a host once (see [method "
+"connect_to_host]) to send multiple requests. Because of this, methods that "
+"take URLs usually take just the part after the host instead of the full URL, "
+"as the client is already connected to a host. See [method request] for a "
+"full example and to get started.\n"
+"A [HTTPClient] should be reused between multiple requests or to connect to "
+"different hosts instead of creating one client per request. Supports SSL and "
+"SSL server certificate verification. HTTP status codes in the 2xx range "
+"indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx "
+"something was wrong with the request, and 5xx something went wrong on the "
+"server's side.\n"
+"For more information on HTTP, see https://developer.mozilla.org/en-US/docs/"
+"Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools."
+"ietf.org/html/rfc2616).\n"
+"[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, "
+"keep in mind the remote server may not allow requests from foreign origins "
+"due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/"
+"url]. If you host the server in question, you should modify its backend to "
+"allow requests from foreign origins by adding the [code]Access-Control-Allow-"
+"Origin: *[/code] HTTP header.\n"
+"[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and "
+"TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an "
+"error.\n"
+"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
+"currently not supported. Revoked certificates are accepted as long as they "
+"are otherwise valid. If this is a concern, you may want to use automatically "
+"managed certificates with a short validity period."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Connects to a host. This needs to be done before any requests are sent.\n"
+"The host should not have http:// prepended but will strip the protocol "
+"identifier if provided.\n"
+"If no [code]port[/code] is specified (or [code]-1[/code] is used), it is "
+"automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] "
+"is enabled).\n"
+"[code]verify_host[/code] will check the SSL identity of the host if set to "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Returns the response's body length.\n"
+"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
+"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
+"the body length will also be [code]-1[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Returns the response's HTTP status code."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Returns the response headers."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Returns all response headers as a Dictionary of structure [code]{ \"key\": "
+"\"value1; value2\" }[/code] where the case-sensitivity of the keys and "
+"values is kept like the server delivers it. A value is a simple String, this "
+"string can have more than one value where \"; \" is used as separator.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"{\n"
+" \"content-length\": 12,\n"
+" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Returns a [enum Status] constant. Need to call [method poll] in order to get "
+"status updates."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "If [code]true[/code], this [HTTPClient] has a response available."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"This needs to be called in order to have any request processed. Check "
+"results with [method get_status]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Generates a GET/POST application/x-www-form-urlencoded style query string "
+"from a provided dictionary, e.g.:\n"
+"[codeblock]\n"
+"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"# Returns \"username=user&password=pass\"\n"
+"[/codeblock]\n"
+"Furthermore, if a key has a [code]null[/code] value, only the key itself is "
+"added, without equal sign and value. If the value is an array, for each "
+"value in it a pair with the same key is added.\n"
+"[codeblock]\n"
+"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
+"44]}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"# Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Reads one chunk from the response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Sends a request to the connected host.\n"
+"The URL parameter is usually just the part after the host, so for "
+"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
+"When sending requests to an HTTP proxy server, it should be an absolute URL. "
+"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
+"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
+"authority component ([code]host:port[/code]).\n"
+"Headers are HTTP request headers. For available HTTP methods, see [enum "
+"Method].\n"
+"To create a POST request with query strings to push to the server, do:\n"
+"[codeblock]\n"
+"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"var headers = [\"Content-Type: application/x-www-form-urlencoded\", "
+"\"Content-Length: \" + str(query_string.length())]\n"
+"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
+"headers, query_string)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The [code]request_data[/code] parameter is ignored if "
+"[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET "
+"methods can't contain request data. As a workaround, you can pass request "
+"data as a query string in the URL. See [method String.http_escape] for an "
+"example."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Sends a raw request to the connected host.\n"
+"The URL parameter is usually just the part after the host, so for "
+"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
+"When sending requests to an HTTP proxy server, it should be an absolute URL. "
+"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
+"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
+"authority component ([code]host:port[/code]).\n"
+"Headers are HTTP request headers. For available HTTP methods, see [enum "
+"Method].\n"
+"Sends the body data raw, as a byte array and does not encode it in any way."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
+msgid ""
+"Sets the proxy server for HTTP requests.\n"
+"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
+"is -1."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
+msgid ""
+"Sets the proxy server for HTTPS requests.\n"
+"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
+"is -1."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"If [code]true[/code], execution will block until all data is read from the "
+"response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "The connection to use for this client."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"The size of the buffer used and maximum bytes to read per iteration. See "
+"[method read_response_body_chunk]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP GET method. The GET method requests a representation of the specified "
+"resource. Requests using GET should only retrieve data."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP HEAD method. The HEAD method asks for a response identical to that of a "
+"GET request, but without the response body. This is useful to request "
+"metadata like HTTP headers or to check if a resource exists."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP POST method. The POST method is used to submit an entity to the "
+"specified resource, often causing a change in state or side effects on the "
+"server. This is often used for forms and submitting data or uploading files."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP PUT method. The PUT method asks to replace all current representations "
+"of the target resource with the request payload. (You can think of POST as "
+"\"create or update\" and PUT as \"update\", although many services tend to "
+"not make a clear distinction or change their meaning)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP DELETE method. The DELETE method requests to delete the specified "
+"resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
+"communication options for the target resource. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP TRACE method. The TRACE method performs a message loop-back test along "
+"the path to the target resource. Returns the entire HTTP request received in "
+"the response body. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
+"identified by the target resource. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP PATCH method. The PATCH method is used to apply partial modifications "
+"to a resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Represents the size of the [enum Method] enum."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Disconnected from the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Currently resolving the hostname for the given URL into an IP."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Currently connecting to server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Can't connect to the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Connection established."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Currently sending request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: HTTP body received."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Error in HTTP connection."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Error in SSL handshake."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]100 Continue[/code]. Interim response that indicates "
+"everything so far is OK and that the client should continue with the request "
+"(or ignore this status if already finished)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
+"[code]Upgrade[/code] request header by the client. Indicates the protocol "
+"the server is switching to."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
+"server has received and is processing the request, but no response is "
+"available yet."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
+"response for successful requests. Meaning varies depending on the request. "
+"GET: The resource has been fetched and is transmitted in the message body. "
+"HEAD: The entity headers are in the message body. POST: The resource "
+"describing the result of the action is transmitted in the message body. "
+"TRACE: The message body contains the request message as received by the "
+"server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]201 Created[/code]. The request has succeeded and a "
+"new resource has been created as a result of it. This is typically the "
+"response sent after a PUT request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]202 Accepted[/code]. The request has been received "
+"but not yet acted upon. It is non-committal, meaning that there is no way in "
+"HTTP to later send an asynchronous response indicating the outcome of "
+"processing the request. It is intended for cases where another process or "
+"server handles the request, or for batch processing."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]203 Non-Authoritative Information[/code]. This "
+"response code means returned meta-information set is not exact set as "
+"available from the origin server, but collected from a local or a third "
+"party copy. Except this condition, 200 OK response should be preferred "
+"instead of this response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]204 No Content[/code]. There is no content to send "
+"for this request, but the headers may be useful. The user-agent may update "
+"its cached headers for this resource with the new ones."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled "
+"the request and desires that the client resets the \"document view\" that "
+"caused the request to be sent to its original state as received from the "
+"origin server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]206 Partial Content[/code]. This response code is "
+"used because of a range header sent by the client to separate download into "
+"multiple streams."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
+"response conveys information about multiple resources in situations where "
+"multiple status codes might be appropriate."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
+"DAV: propstat response element to avoid enumerating the internal members of "
+"multiple bindings to the same collection repeatedly."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
+"a GET request for the resource, and the response is a representation of the "
+"result of one or more instance-manipulations applied to the current instance."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
+"one possible responses and there is no standardized way to choose one of the "
+"responses. User-agent or user should choose one of them."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
+"response code means the URI of requested resource has been changed. The new "
+"URI is usually included in the response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]302 Found[/code]. Temporary redirection. This "
+"response code means the URI of requested resource has been changed "
+"temporarily. New changes in the URI might be made in the future. Therefore, "
+"this same URI should be used by the client in future requests."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]303 See Other[/code]. The server is redirecting the "
+"user agent to a different resource, as indicated by a URI in the Location "
+"header field, which is intended to provide an indirect response to the "
+"original request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
+"request has been received and would have resulted in a 200 OK response if it "
+"were not for the fact that the condition evaluated to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
+"i]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
+"resides temporarily under a different URI and the user agent MUST NOT change "
+"the request method if it performs an automatic redirection to that URI."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]308 Permanent Redirect[/code]. The target resource "
+"has been assigned a new permanent URI and any future references to this "
+"resource ought to use one of the enclosed URIs."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
+"server cannot or will not process the request due to something that is "
+"perceived to be a client error (e.g., malformed request syntax, invalid "
+"request message framing, invalid request contents, or deceptive request "
+"routing)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
+"request has not been applied because it lacks valid authentication "
+"credentials for the target resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]402 Payment Required[/code]. This response code is "
+"reserved for future use. Initial aim for creating this code was using it for "
+"digital payment systems, however this is not currently used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]403 Forbidden[/code]. The client does not have access "
+"rights to the content, i.e. they are unauthorized, so server is rejecting to "
+"give proper response. Unlike [code]401[/code], the client's identity is "
+"known to the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]404 Not Found[/code]. The server can not find "
+"requested resource. Either the URL is not recognized or the endpoint is "
+"valid but the resource itself does not exist. May also be sent instead of "
+"403 to hide existence of a resource if the client is not authorized."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
+"method is known by the server but has been disabled and cannot be used. For "
+"example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
+"GET and HEAD, must never be disabled and should not return this error code."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
+"not have a current representation that would be acceptable to the user "
+"agent, according to the proactive negotiation header fields received in the "
+"request. Used when negotiation content."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
+"401 Unauthorized, but it indicates that the client needs to authenticate "
+"itself in order to use a proxy."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]408 Request Timeout[/code]. The server did not "
+"receive a complete request message within the time that it was prepared to "
+"wait."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]409 Conflict[/code]. The request could not be "
+"completed due to a conflict with the current state of the target resource. "
+"This code is used in situations where the user might be able to resolve the "
+"conflict and resubmit the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]410 Gone[/code]. The target resource is no longer "
+"available at the origin server and this condition is likely permanent."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]411 Length Required[/code]. The server refuses to "
+"accept the request without a defined Content-Length header."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]412 Precondition Failed[/code]. One or more "
+"conditions given in the request header fields evaluated to [code]false[/"
+"code] when tested on the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing "
+"to process a request because the request payload is larger than the server "
+"is willing or able to process."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
+"refusing to service the request because the request-target is longer than "
+"the server is willing to interpret."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
+"is refusing to service the request because the payload is in a format not "
+"supported by this method on the target resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
+"the ranges in the request's Range header field overlap the current extent of "
+"the selected resource or the set of ranges requested has been rejected due "
+"to invalid ranges or an excessive request of small or overlapping ranges."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
+"in the request's Expect header field could not be met by at least one of the "
+"inbound servers."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
+"with a teapot should result in the error code \"418 I'm a teapot\". The "
+"resulting entity body MAY be short and stout."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]421 Misdirected Request[/code]. The request was "
+"directed at a server that is not able to produce a response. This can be "
+"sent by a server that is not configured to produce responses for the "
+"combination of scheme and authority that are included in the request URI."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
+"understands the content type of the request entity (hence a 415 Unsupported "
+"Media Type status code is inappropriate), and the syntax of the request "
+"entity is correct (thus a 400 Bad Request status code is inappropriate) but "
+"was unable to process the contained instructions."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
+"resource of a method is locked."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
+"could not be performed on the resource because the requested action depended "
+"on another action and that action failed."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
+"perform the request using the current protocol but might be willing to do so "
+"after the client upgrades to a different protocol."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]428 Precondition Required[/code]. The origin server "
+"requires the request to be conditional."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
+"many requests in a given amount of time (see \"rate limiting\"). Back off "
+"and increase time between requests or try again later."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]431 Request Header Fields Too Large[/code]. The "
+"server is unwilling to process the request because its header fields are too "
+"large. The request MAY be resubmitted after reducing the size of the request "
+"header fields."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. "
+"The server is denying access to the resource as a consequence of a legal "
+"demand."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]500 Internal Server Error[/code]. The server "
+"encountered an unexpected condition that prevented it from fulfilling the "
+"request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]501 Not Implemented[/code]. The server does not "
+"support the functionality required to fulfill the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
+"gateway or proxy, received an invalid response from an inbound server it "
+"accessed while attempting to fulfill the request. Usually returned by load "
+"balancers or proxies."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]503 Service Unavailable[/code]. The server is "
+"currently unable to handle the request due to a temporary overload or "
+"scheduled maintenance, which will likely be alleviated after some delay. Try "
+"again later."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
+"as a gateway or proxy, did not receive a timely response from an upstream "
+"server it needed to access in order to complete the request. Usually "
+"returned by load balancers or proxies."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server "
+"does not support, or refuses to support, the major version of HTTP that was "
+"used in the request message."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
+"internal configuration error: the chosen variant resource is configured to "
+"engage in transparent content negotiation itself, and is therefore not a "
+"proper end point in the negotiation process."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
+"be performed on the resource because the server is unable to store the "
+"representation needed to successfully complete the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
+"operation because it encountered an infinite loop while processing a request "
+"with \"Depth: infinity\". This status indicates that the entire operation "
+"failed."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
+"resource has not been met in the request. The server should send back all "
+"the information necessary for the client to issue an extended request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]511 Network Authentication Required[/code]. The "
+"client needs to authenticate to gain network access."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "A node with the ability to send HTTP(S) requests."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"A node with the ability to send HTTP requests. Uses [HTTPClient] "
+"internally.\n"
+"Can be used to make HTTP requests, i.e. download or upload files or web "
+"content via HTTP.\n"
+"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, "
+"especially regarding SSL security.\n"
+"[b]Example of contacting a REST API and printing one of its returned fields:"
+"[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Create an HTTP request node and connect its completion signal.\n"
+" var http_request = HTTPRequest.new()\n"
+" add_child(http_request)\n"
+" http_request.connect(\"request_completed\", self, "
+"\"_http_request_completed\")\n"
+"\n"
+" # Perform a GET request. The URL below returns JSON as of writing.\n"
+" var error = http_request.request(\"https://httpbin.org/get\")\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+" # Perform a POST request. The URL below returns JSON as of writing.\n"
+" # Note: Don't make simultaneous requests using a single HTTPRequest "
+"node.\n"
+" # The snippet below is provided for reference only.\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
+" error = http_request.request(\"https://httpbin.org/post\", [], true, "
+"HTTPClient.METHOD_POST, body)\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+"\n"
+"# Called when the HTTP request is completed.\n"
+"func _http_request_completed(result, response_code, headers, body):\n"
+" var response = parse_json(body.get_string_from_utf8())\n"
+"\n"
+" # Will print the user agent string used by the HTTPRequest node (as "
+"recognized by httpbin.org).\n"
+" print(response.headers[\"User-Agent\"])\n"
+"[/codeblock]\n"
+"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Create an HTTP request node and connect its completion signal.\n"
+" var http_request = HTTPRequest.new()\n"
+" add_child(http_request)\n"
+" http_request.connect(\"request_completed\", self, "
+"\"_http_request_completed\")\n"
+"\n"
+" # Perform the HTTP request. The URL below returns a PNG image as of "
+"writing.\n"
+" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+"\n"
+"# Called when the HTTP request is completed.\n"
+"func _http_request_completed(result, response_code, headers, body):\n"
+" var image = Image.new()\n"
+" var error = image.load_png_from_buffer(body)\n"
+" if error != OK:\n"
+" push_error(\"Couldn't load the image.\")\n"
+"\n"
+" var texture = ImageTexture.new()\n"
+" texture.create_from_image(image)\n"
+"\n"
+" # Display the image in a TextureRect node.\n"
+" var texture_rect = TextureRect.new()\n"
+" add_child(texture_rect)\n"
+" texture_rect.texture = texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Cancels the current request."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Returns the response body length.\n"
+"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
+"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
+"the body length will also be [code]-1[/code]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Returns the amount of bytes this HTTPRequest downloaded."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Returns the current status of the underlying [HTTPClient]. See [enum "
+"HTTPClient.Status]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Creates request on the underlying [HTTPClient]. If there is no configuration "
+"errors, it tries to connect using [method HTTPClient.connect_to_host] and "
+"passes parameters onto [method HTTPClient.request].\n"
+"Returns [constant OK] if request is successfully created. (Does not imply "
+"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
+"tree, [constant ERR_BUSY] if still processing previous request, [constant "
+"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
+"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
+"connect to host.\n"
+"[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], "
+"the payload sent via [code]request_data[/code] might be ignored by the "
+"server or even cause the server to reject the request (check [url=https://"
+"datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/"
+"url] for more details). As a workaround, you can send data as a query string "
+"in the URL. See [method String.http_escape] for an example."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Creates request on the underlying [HTTPClient] using a raw array of bytes "
+"for the request body. If there is no configuration errors, it tries to "
+"connect using [method HTTPClient.connect_to_host] and passes parameters onto "
+"[method HTTPClient.request].\n"
+"Returns [constant OK] if request is successfully created. (Does not imply "
+"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
+"tree, [constant ERR_BUSY] if still processing previous request, [constant "
+"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
+"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
+"connect to host."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"The size of the buffer used and maximum bytes to read per iteration. See "
+"[member HTTPClient.read_chunk_size].\n"
+"Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
+"to decrease memory usage at the cost of download speeds."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "If [code]true[/code], multithreading is used to improve performance."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Emitted when a request is completed."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request successful."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed while connecting."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed while resolving."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed due to connection (read/write) error."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed on SSL handshake."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request does not have a response (yet)."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed (currently unused)."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "HTTPRequest couldn't open the download file."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "HTTPRequest couldn't write to the download file."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request reached its maximum redirect limit, see [member max_redirects]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Image datatype."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Native image datatype. Contains image data which can be converted to an "
+"[ImageTexture] and provides commonly used [i]image processing[/i] methods. "
+"The maximum width and height for an [Image] are [constant MAX_WIDTH] and "
+"[constant MAX_HEIGHT].\n"
+"An [Image] cannot be assigned to a [code]texture[/code] property of an "
+"object directly (such as [Sprite]), and has to be converted manually to an "
+"[ImageTexture] first.\n"
+"[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
+"hardware limitations. Larger images may fail to import."
+msgstr ""
+
+#: doc/classes/Image.xml doc/classes/ImageTexture.xml
+msgid "Importing images"
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-"
+"pixel, while a normalmap provides a normal direction per pixel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Removes the image's mipmaps."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Compresses the image to use less memory. Can not directly access pixel data "
+"while the image is compressed. Returns error if the chosen compression mode "
+"is not available. See [enum CompressMode] and [enum CompressSource] "
+"constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Converts the image's format. See [enum Format] constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Copies [code]src[/code] image to this image."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Creates an empty image of given size and format. See [enum Format] "
+"constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate "
+"mipmaps for this image. See the [method generate_mipmaps]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Creates a new image of given size and format. See [enum Format] constants. "
+"Fills the image with the given raw data. If [code]use_mipmaps[/code] is "
+"[code]true[/code] then loads mipmaps for this image from [code]data[/code]. "
+"See [method generate_mipmaps]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Crops the image to the given [code]width[/code] and [code]height[/code]. If "
+"the specified size is larger than the current size, the extra area is filled "
+"with black pixels."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Decompresses the image if it is compressed. Returns an error if decompress "
+"function is not available."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
+"Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
+"bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Stretches the image and enlarges it by a factor of 2. No interpolation is "
+"done."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Fills the image with [code]color[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Fills [code]rect[/code] with [code]color[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Blends low-alpha pixels with nearby pixels."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Flips the image horizontally."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Flips the image vertically."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Generates mipmaps for the image. Mipmaps are precalculated lower-resolution "
+"copies of the image that are automatically used if the image needs to be "
+"scaled down when rendered. They help improve image quality and performance "
+"when rendering. This method returns an error if the image is compressed, in "
+"a custom format, or if the image's width/height is [code]0[/code].\n"
+"[b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is "
+"[i]always[/i] done on the main thread. This means generating mipmaps will "
+"result in noticeable stuttering during gameplay, even if [method "
+"generate_mipmaps] is called from a [Thread]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns a copy of the image's raw data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns the image's format. See [enum Format] constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns the image's height."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns the offset where the image's mipmap with index [code]mipmap[/code] "
+"is stored in the [code]data[/code] dictionary."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns the color of the pixel at [code](x, y)[/code] if the image is "
+"locked. If the image is unlocked, it always returns a [Color] with the value "
+"[code](0, 0, 0, 1.0)[/code]. This is the same as [method get_pixelv], but "
+"two integer arguments instead of a Vector2 argument."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns the color of the pixel at [code]src[/code] if the image is locked. "
+"If the image is unlocked, it always returns a [Color] with the value [code]"
+"(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a "
+"Vector2 argument instead of two integer arguments."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns a new image that is a copy of the image's area specified with "
+"[code]rect[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns the image's size (width and height)."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns a [Rect2] enclosing the visible portion of the image, considering "
+"each pixel with a non-zero alpha channel as visible."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns the image's width."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns [code]true[/code] if the image has generated mipmaps."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns [code]true[/code] if the image is compressed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns [code]true[/code] if the image has no data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns [code]true[/code] if all the image's pixels have an alpha value of "
+"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Loads an image from file [code]path[/code]. See [url=$DOCS_URL/tutorials/"
+"assets_pipeline/importing_images.html#supported-image-formats]Supported "
+"image formats[/url] for a list of supported image formats and limitations.\n"
+"[b]Warning:[/b] This method should only be used in the editor or in cases "
+"when you need to load external images at run-time, such as images located at "
+"the [code]user://[/code] directory, and may not work in exported projects.\n"
+"See also [ImageTexture] description for usage examples."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Loads an image from the binary contents of a BMP file.\n"
+"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. "
+"Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Loads an image from the binary contents of a JPEG file."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Loads an image from the binary contents of a PNG file."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Loads an image from the binary contents of a TGA file."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Loads an image from the binary contents of a WebP file."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Locks the data for reading and writing access. Sends an error to the console "
+"if the image is not locked when reading or writing a pixel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Converts the image's data to represent coordinates on a 3D plane. This is "
+"used when the image represents a normalmap. A normalmap can add lots of "
+"detail to a 3D surface without increasing the polygon count."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Multiplies color values with alpha values. Resulting color values for a "
+"pixel are [code](color * alpha)/256[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Resizes the image to the given [code]width[/code] and [code]height[/code]. "
+"New pixels are calculated using the [code]interpolation[/code] mode defined "
+"via [enum Interpolation] constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Resizes the image to the nearest power of 2 for the width and height. If "
+"[code]square[/code] is [code]true[/code] then set width and height to be the "
+"same. New pixels are calculated using the [code]interpolation[/code] mode "
+"defined via [enum Interpolation] constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/"
+"code] is [code]true[/code] and the image has only one channel, it will be "
+"saved explicitly as monochrome rather than one red channel. This function "
+"will return [constant ERR_UNAVAILABLE] if Godot was compiled without the "
+"TinyEXR module.\n"
+"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which "
+"means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is "
+"called from an exported project."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Saves the image as a PNG file to [code]path[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Sets the [Color] of the pixel at [code](x, y)[/code] if the image is locked. "
+"Example:\n"
+"[codeblock]\n"
+"var img = Image.new()\n"
+"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
+"img.lock()\n"
+"img.set_pixel(x, y, color) # Works\n"
+"img.unlock()\n"
+"img.set_pixel(x, y, color) # Does not have an effect\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code] if the image is "
+"locked. Note that the [code]dst[/code] values must be integers. Example:\n"
+"[codeblock]\n"
+"var img = Image.new()\n"
+"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
+"img.lock()\n"
+"img.set_pixelv(Vector2(x, y), color) # Works\n"
+"img.unlock()\n"
+"img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Shrinks the image by a factor of 2."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Converts the raw data from the sRGB colorspace to a linear scale."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Unlocks the data and prevents changes."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Holds all the image's color data in a given format. See [enum Format] "
+"constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "The maximal width allowed for [Image] resources."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "The maximal height allowed for [Image] resources."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Texture format with a single 8-bit depth representing luminance."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format with two values, luminance and alpha each stored with "
+"8 bits."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RED[/code] with a single component and a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel "
+"instead of the red channel for storage."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RG[/code] with two components and a bitdepth of "
+"8 for each."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RGB[/code] with three components, each with a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RGBA[/code] with four components, each with a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RGBA[/code] with four components, each with a "
+"bitdepth of 4."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each "
+"component of RGB and one bit for alpha."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
+"bit floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
+"each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
+"components, each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
+"components, each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-"
+"bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
+"each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
+"components, each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
+"components, each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"A special OpenGL texture format where the three color components have 9 bits "
+"of precision and all three share a single 5-bit exponent."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format that uses Block Compression 1, and is the smallest variation "
+"of S3TC, only providing 1 bit of alpha and color data being premultiplied "
+"with alpha.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format that uses Block Compression 2, and color data is interpreted "
+"as not having been premultiplied by alpha. Well suited for images with sharp "
+"alpha transitions between translucent and opaque areas.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format also known as Block Compression 3 or BC3 that contains 64 "
+"bits of alpha channel data followed by 64 bits of DXT1-encoded color data. "
+"Color data is not premultiplied by alpha, same as DXT3. DXT5 generally "
+"produces superior results for transparent gradients compared to DXT3.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
+"normalizing the red channel data using the same compression algorithm that "
+"DXT5 uses for the alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
+"normalizing the red and green channel data using the same compression "
+"algorithm that DXT5 uses for the alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized "
+"RGBA components.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
+"RGB components."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
+"RGB components."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format used on PowerVR-supported mobile platforms, uses 2-bit color "
+"depth with no alpha. More information can be found [url=https://en.wikipedia."
+"org/wiki/PVRTC]here[/url].\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an "
+"alpha component."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-"
+"bit color depth and no alpha."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an "
+"alpha component."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/"
+"url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics "
+"standard. This format cannot store an alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of "
+"unsigned data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one "
+"channel of signed data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels "
+"of unsigned data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two "
+"channels of signed data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and "
+"compresses RGB888 data.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data "
+"with full alpha support.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which "
+"compresses RGBA data to make alpha either fully transparent or fully "
+"opaque.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Represents the size of the [enum Format] enum."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs nearest-neighbor interpolation. If the image is resized, it will be "
+"pixelated."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs bilinear interpolation. If the image is resized, it will be blurry. "
+"This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
+"lower quality."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs cubic interpolation. If the image is resized, it will be blurry. "
+"This mode often gives better results compared to [constant "
+"INTERPOLATE_BILINEAR], at the cost of being slower."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs bilinear separately on the two most-suited mipmap levels, then "
+"linearly interpolates between them.\n"
+"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-"
+"quality results with far fewer aliasing artifacts.\n"
+"If the image does not have mipmaps, they will be generated and used "
+"internally, but no mipmaps will be generated on the resulting image.\n"
+"[b]Note:[/b] If you intend to scale multiple copies of the original image, "
+"it's better to call [method generate_mipmaps]] on it in advance, to avoid "
+"wasting processing power in generating them again and again.\n"
+"On the other hand, if the image already has mipmaps, they will be used, and "
+"a new set will be generated for the resulting image."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
+"it typically gives the best results, especially when downscalng images."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Image does not have alpha."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Image stores alpha in a single bit."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Image uses alpha."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use S3TC compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use PVRTC2 compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use PVRTC4 compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use ETC compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use ETC2 compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Source texture (before compression) is a regular texture. Default for all "
+"textures."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Source texture (before compression) is in sRGB space."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Source texture (before compression) is a normal texture (e.g. it can be "
+"compressed into two channels)."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Source texture (before compression) is a [TextureLayered]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "A [Texture] based on an [Image]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"A [Texture] based on an [Image]. For an image to be displayed, an "
+"[ImageTexture] has to be created from it using the [method "
+"create_from_image] method:\n"
+"[codeblock]\n"
+"var texture = ImageTexture.new()\n"
+"var image = Image.new()\n"
+"image.load(\"res://icon.png\")\n"
+"texture.create_from_image(image)\n"
+"$Sprite.texture = texture\n"
+"[/codeblock]\n"
+"This way, textures can be created at run-time by loading images both from "
+"within the editor and externally.\n"
+"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript."
+"load] over loading them from within the filesystem dynamically with [method "
+"Image.load], as it may not work in exported projects:\n"
+"[codeblock]\n"
+"var texture = load(\"res://icon.png\")\n"
+"$Sprite.texture = texture\n"
+"[/codeblock]\n"
+"This is because images have to be imported as [StreamTexture] first to be "
+"loaded with [method @GDScript.load]. If you'd still like to load an image "
+"file just like any other [Resource], import it as an [Image] resource "
+"instead, and then load it normally using the [method @GDScript.load] "
+"method.\n"
+"But do note that the image data can still be retrieved from an imported "
+"texture as well using the [method Texture.get_data] method, which returns a "
+"copy of the data:\n"
+"[codeblock]\n"
+"var texture = load(\"res://icon.png\")\n"
+"var image : Image = texture.get_data()\n"
+"[/codeblock]\n"
+"An [ImageTexture] is not meant to be operated from within the editor "
+"interface directly, and is mostly useful for rendering images on screen "
+"dynamically via code. If you need to generate images procedurally from "
+"within the editor, consider saving and importing images as custom texture "
+"resources implementing a new [EditorImportPlugin].\n"
+"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
+"hardware limitations."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"Create a new [ImageTexture] with [code]width[/code] and [code]height[/"
+"code].\n"
+"[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] "
+"is any combination of [enum Texture.Flags]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"Initializes the texture by allocating and setting the data from an [Image] "
+"with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color "
+"space conversion can take place, according to [enum Image.Format]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "Returns the format of the texture, one of [enum Image.Format]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"Loads an image from a file path and creates a texture from it.\n"
+"[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use "
+"[method Image.load] and [method create_from_image] instead."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"Replaces the texture's data with a new [Image].\n"
+"[b]Note:[/b] The texture has to be initialized first with the [method "
+"create_from_image] method before it can be updated. The new image "
+"dimensions, format, and mipmaps configuration should match the existing "
+"texture's image configuration, otherwise it has to be re-created with the "
+"[method create_from_image] method.\n"
+"Use this method over [method create_from_image] if you need to update the "
+"texture frequently, which is faster than allocating additional memory for a "
+"new texture each time."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml
+msgid "Resizes the texture to the specified dimensions."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "The storage type (raw, lossy, or compressed)."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "[Image] data is stored raw and unaltered."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"[Image] data is compressed with a lossy algorithm. You can set the storage "
+"quality with [member lossy_quality]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "[Image] data is compressed with a lossless algorithm."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "Draws simple geometry from code."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid ""
+"Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n"
+"See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh "
+"data that change every frame. It will be slow when handling large amounts of "
+"mesh data. If mesh data doesn't change often, use [ArrayMesh], "
+"[MeshDataTool] or [SurfaceTool] instead.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes.\n"
+"[b]Note:[/b] In case of missing points when handling large amounts of mesh "
+"data, try increasing its buffer size limit under [member ProjectSettings."
+"rendering/limits/buffers/immediate_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid ""
+"Simple helper to draw an UV sphere with given latitude, longitude and radius."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid ""
+"Adds a vertex in local coordinate space with the currently set color/uv/etc."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid ""
+"Begin drawing (and optionally pass a texture override). When done call "
+"[method end]. For more information on how this works, search for "
+"[code]glBegin()[/code] and [code]glEnd()[/code] references.\n"
+"For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "Clears everything that was drawn using begin/end."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "Ends a drawing context and displays the results."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The current drawing color."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The next vertex's normal."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The next vertex's tangent (and binormal facing)."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The next vertex's UV."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The next vertex's second layer UV."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "A singleton that deals with inputs."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"A singleton that deals with inputs. This includes key presses, mouse buttons "
+"and movement, joypads, and input actions. Actions and their events can be "
+"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
+"with the [InputMap] class."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Inputs tutorial index"
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"This will simulate pressing the specified action.\n"
+"The strength can be used for non-boolean actions, it's ranged between 0 and "
+"1 representing the intensity of the given action.\n"
+"[b]Note:[/b] This method will not cause any [method Node._input] calls. It "
+"is intended to be used with [method is_action_pressed] and [method "
+"is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
+"[method parse_input_event] instead."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "If the specified action is already pressed, this will release it."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Adds a new mapping entry (in SDL2 format) to the mapping database. "
+"Optionally update already connected devices."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sends all input events which are in the current buffer to the game loop. "
+"These events may have been buffered as a result of accumulated input "
+"([member use_accumulated_input]) or agile input flushing ([member "
+"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
+"The engine will already do this itself at key execution points (at least "
+"once per frame). However, this can be useful in advanced cases where you "
+"want precise control over the timing of event handling."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the acceleration of the device's accelerometer sensor, if the device "
+"has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
+"Note this method returns an empty [Vector3] when running from the editor "
+"even when your device has an accelerometer. You must export your project to "
+"a supported device to read values from the accelerometer.\n"
+"[b]Note:[/b] This method only works on iOS, Android, and UWP. On other "
+"platforms, it always returns [constant Vector3.ZERO]. On Android the unit of "
+"measurement for each axis is m/s² while on iOS and UWP it's a multiple of "
+"the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns a value between 0 and 1 representing the raw intensity of the given "
+"action, ignoring the action's deadzone. In most cases, you should use "
+"[method get_action_strength] instead.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns a value between 0 and 1 representing the intensity of the given "
+"action. In a joypad, for example, the further away the axis (analog sticks "
+"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
+"1. If the action is mapped to a control that has no axis as the keyboard, "
+"the value returned will be 0 or 1.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Get axis input by specifying two actions, one negative and one positive.\n"
+"This is a shorthand for writing [code]Input."
+"get_action_strength(\"positive_action\") - Input."
+"get_action_strength(\"negative_action\")[/code]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns an [Array] containing the device IDs of all currently connected "
+"joypads."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the gravity of the device's accelerometer sensor, if the device has "
+"one. Otherwise, the method returns [constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
+"it always returns [constant Vector3.ZERO]. On Android the unit of "
+"measurement for each axis is m/s² while on iOS it's a multiple of the "
+"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
+"gyroscope sensor, if the device has one. Otherwise, the method returns "
+"[constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
+"it always returns [constant Vector3.ZERO]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the current value of the joypad axis at given index (see [enum "
+"JoystickList])."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the index of the provided axis name."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Receives a [enum JoystickList] axis and returns its equivalent name as a "
+"string."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the index of the provided button name."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Receives a gamepad button from [enum JoystickList] and returns its "
+"equivalent name as a string."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns a SDL2-compatible device GUID on platforms that use gamepad "
+"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the name of the joypad at the specified device index."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the duration of the current vibration effect in seconds."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the strength of the joypad vibration: x is the strength of the weak "
+"motor, and y is the strength of the strong motor."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the mouse speed for the last time the cursor was moved, and this "
+"until the next frame where the mouse moves. This means that even if the "
+"mouse is not moving, this function will still return the value of the last "
+"motion."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the magnetic field strength in micro-Tesla for all axes of the "
+"device's magnetometer sensor, if the device has one. Otherwise, the method "
+"returns [constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android, iOS and UWP. On other "
+"platforms, it always returns [constant Vector3.ZERO]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
+"the same time, the bits are added together."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Gets an input vector by specifying four actions for the positive and "
+"negative X and Y axes.\n"
+"This method is useful when getting vector input, such as from a joystick, "
+"directional pad, arrows, or WASD. The vector has its length limited to 1 and "
+"has a circular deadzone, which is useful for using vector input as "
+"movement.\n"
+"By default, the deadzone is automatically calculated from the average of the "
+"action deadzones. However, you can override the deadzone to be whatever you "
+"want (on the range of 0 to 1)."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] when the user starts pressing the action event, "
+"meaning it's [code]true[/code] only on the frame that the user pressed down "
+"the button.\n"
+"This is useful for code that needs to run only once when an action is "
+"pressed, instead of every frame while it's pressed.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
+"return [code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] when the user stops pressing the action event, "
+"meaning it's [code]true[/code] only on the frame that the user released the "
+"button.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the action event. Note that if "
+"an action has multiple buttons assigned and more than one of them is "
+"pressed, releasing one button will release the action, even if some other "
+"button assigned to this action is still pressed.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
+"JoystickList])."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if the system knows the specified device. This "
+"means that it sets all button and axis indices exactly as defined in [enum "
+"JoystickList]. Unknown joypads are not expected to match these constants, "
+"but you can still retrieve events from them."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the key in the current "
+"keyboard layout. You can pass a [enum KeyList] constant.\n"
+"[method is_key_pressed] is only recommended over [method "
+"is_physical_key_pressed] in non-game applications. This ensures that "
+"shortcut keys behave as expected depending on the user's keyboard layout, as "
+"keyboard shortcuts are generally dependent on the keyboard layout in non-"
+"game applications. If in doubt, use [method is_physical_key_pressed].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the mouse button specified "
+"with [enum ButtonList]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the key in the physical "
+"location on the 101/102-key US QWERTY keyboard. You can pass a [enum "
+"KeyList] constant.\n"
+"[method is_physical_key_pressed] is recommended over [method is_key_pressed] "
+"for in-game actions, as it will make W/A/S/D layouts work regardless of the "
+"user's keyboard layout. [method is_physical_key_pressed] will also ensure "
+"that the top row number keys work on any keyboard layout. If in doubt, use "
+"[method is_physical_key_pressed].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may "
+"return [code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Notifies the [Input] singleton that a connection has changed, to update the "
+"state for the [code]device[/code] index.\n"
+"This is used internally and should not have to be called from user scripts. "
+"See [signal joy_connection_changed] for the signal emitted when this is "
+"triggered internally."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Feeds an [InputEvent] to the game. Can be used to artificially trigger input "
+"events from code. Also generates [method Node._input] calls.\n"
+"Example:\n"
+"[codeblock]\n"
+"var a = InputEventAction.new()\n"
+"a.action = \"ui_cancel\"\n"
+"a.pressed = true\n"
+"Input.parse_input_event(a)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Removes all mappings from the internal database that match the given GUID."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the acceleration value of the accelerometer sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets a custom mouse cursor image, which is only visible inside the game "
+"window. The hotspot can also be specified. Passing [code]null[/code] to the "
+"image parameter resets to the system cursor. See [enum CursorShape] for the "
+"list of shapes.\n"
+"[code]image[/code]'s size must be lower than 256×256.\n"
+"[code]hotspot[/code] must be within [code]image[/code]'s size.\n"
+"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
+"using an [AnimatedTexture], only the first frame will be displayed.\n"
+"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
+"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
+"compression mode can't be used for custom cursors."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the default cursor shape to be used in the viewport instead of "
+"[constant CURSOR_ARROW].\n"
+"[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
+"nodes, use [member Control.mouse_default_cursor_shape] instead.\n"
+"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
+"cursor immediately."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the gravity value of the accelerometer sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the value of the rotation rate of the gyroscope sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the value of the magnetic field of the magnetometer sensor. Can be used "
+"for debugging on devices without a hardware sensor, for example in an editor "
+"on a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
+"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
+"weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the "
+"strength of the strong motor (between 0 and 1). [code]duration[/code] is the "
+"duration of the effect in seconds (a duration of 0 will try to play the "
+"vibration indefinitely).\n"
+"[b]Note:[/b] Not every hardware is compatible with long effect durations; it "
+"is recommended to restart an effect if it has to be played for more than a "
+"few seconds."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Stops the vibration of the joypad."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Vibrate Android and iOS devices.\n"
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the mouse position to the specified vector, provided in pixels and "
+"relative to an origin at the upper left corner of the game window.\n"
+"Mouse position is clipped to the limits of the screen resolution, or to the "
+"limits of the game window if [enum MouseMode] is set to [constant "
+"MOUSE_MODE_CONFINED]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Emitted when a joypad device has been connected or disconnected."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Makes the mouse cursor visible if it is hidden."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Makes the mouse cursor hidden if it is visible."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Captures the mouse. The mouse will be hidden and its position locked at the "
+"center of the screen.\n"
+"[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
+"need to use [member InputEventMouseMotion.relative]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Makes the mouse cursor visible but confines it to the game window."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Arrow cursor. Standard, default pointing cursor."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"I-beam cursor. Usually used to show where the text cursor will appear when "
+"the mouse is clicked."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
+"other interactable item."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Cross cursor. Typically appears over regions in which a drawing operation "
+"can be performed or for selections."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Wait cursor. Indicates that the application is busy performing an operation. "
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Busy cursor. Indicates that the application is busy performing an operation. "
+"This cursor shape denotes that the application is still usable during the "
+"operation."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Drag cursor. Usually displayed when dragging something."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Can drop cursor. Usually displayed when dragging something to indicate that "
+"it can be dropped at the current position."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Forbidden cursor. Indicates that the current action is forbidden (for "
+"example, when dragging something) or that the control at a position is "
+"disabled."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
+"user they can resize the window or the panel vertically."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
+"the user they can resize the window or the panel horizontally."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
+"from the bottom left to the top right. It tells the user they can resize the "
+"window or the panel both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
+"from the top left to the bottom right, the opposite of [constant "
+"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
+"both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Move cursor. Indicates that something can be moved."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Vertical split mouse cursor. On Windows, it's the same as [constant "
+"CURSOR_VSIZE]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Horizontal split mouse cursor. On Windows, it's the same as [constant "
+"CURSOR_HSIZE]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Help cursor. Usually a question mark."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid "Generic input event."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid "Base class of all sort of input event. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid "InputEvent"
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if the given input event and this input event can "
+"be added together (only for events of type [InputEventMouseMotion]).\n"
+"The given input event's position, global position and speed will be copied. "
+"The resulting [code]relative[/code] is a sum of both events. Both events' "
+"modifiers have to be identical."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid "Returns a [String] representation of the event."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
+"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if this input event matches a pre-defined action "
+"of any type.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if the given action is being pressed (and is not "
+"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
+"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
+"or [InputEventScreenDrag].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if the given action is released (i.e. not "
+"pressed). Not relevant for events of type [InputEventMouseMotion] or "
+"[InputEventScreenDrag].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if this input event's type is one that can be "
+"assigned to an input action."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if this input event is an echo event (only for "
+"events of type [InputEventKey])."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if this input event is pressed. Not relevant for "
+"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if the specified [code]event[/code] matches this "
+"event. Only valid for action events i.e key ([InputEventKey]), button "
+"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
+"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns a copy of the given input event which has been offset by "
+"[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for "
+"events of type [InputEventMouseButton], [InputEventMouseMotion], "
+"[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] "
+"and [InputEventPanGesture]."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"The event's device ID.\n"
+"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated "
+"mouse input from a touchscreen. This can be used to distinguish emulated "
+"mouse input from physical mouse input."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid "Input event type for actions."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid ""
+"Contains a generic action which can be targeted from several types of "
+"inputs. Actions can be created from the [b]Input Map[/b] tab in the "
+"[b]Project > Project Settings[/b] menu. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid "InputEvent: Actions"
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid "The action's name. Actions are accessed via this [String]."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid ""
+"If [code]true[/code], the action's state is pressed. If [code]false[/code], "
+"the action's state is released."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid ""
+"The action's strength between 0 and 1. This value is considered as equal to "
+"0 if pressed is [code]false[/code]. The event strength allows faking analog "
+"joypad motion events, by specifying how strongly the joypad axis is bent or "
+"pressed."
+msgstr ""
+
+#: doc/classes/InputEventGesture.xml
+msgid "Base class for touch control gestures."
+msgstr ""
+
+#: doc/classes/InputEventGesture.xml
+msgid ""
+"The local gesture position relative to the [Viewport]. If used in [method "
+"Control._gui_input], the position is relative to the current [Control] that "
+"received this gesture."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid "Input event for gamepad buttons."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid ""
+"Input event type for gamepad buttons. For gamepad analog sticks and "
+"joysticks, see [InputEventJoypadMotion]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid "Button identifier. One of the [enum JoystickList] button constants."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid ""
+"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
+"the button's state is released."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid ""
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml
+msgid ""
+"Input event type for gamepad joysticks and other motions. For buttons, see "
+"[code]InputEventJoypadButton[/code]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml
+msgid ""
+"Stores information about joystick motions. One [InputEventJoypadMotion] "
+"represents one axis at a time."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml
+msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml
+msgid ""
+"Current position of the joystick on the given axis. The value ranges from "
+"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
+"axis is in its resting position."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid "Input event type for keyboard events."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"Stores key presses on the keyboard. Supports key presses, key releases and "
+"[member echo] events."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"Returns the physical scancode combined with modifier keys such as "
+"[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
+"To get a human-readable representation of the [InputEventKey] with "
+"modifiers, use [code]OS.get_scancode_string(event."
+"get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is "
+"the [InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"Returns the scancode combined with modifier keys such as [code]Shift[/code] "
+"or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
+"To get a human-readable representation of the [InputEventKey] with "
+"modifiers, use [code]OS.get_scancode_string(event."
+"get_scancode_with_modifiers())[/code] where [code]event[/code] is the "
+"[InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"If [code]true[/code], the key was already pressed before this event. It "
+"means the user is holding the key down."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"Key physical scancode, which corresponds to one of the [enum KeyList] "
+"constants. Represent the physical location of a key on the 101/102-key US "
+"QWERTY keyboard.\n"
+"To get a human-readable representation of the [InputEventKey], use [code]OS."
+"get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] "
+"is the [InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
+"key's state is released."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"The key scancode, which corresponds to one of the [enum KeyList] constants. "
+"Represent key in the current keyboard layout.\n"
+"To get a human-readable representation of the [InputEventKey], use [code]OS."
+"get_scancode_string(event.scancode)[/code] where [code]event[/code] is the "
+"[InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"The key Unicode identifier (when relevant). Unicode identifiers for the "
+"composite characters and complex scripts may not be available unless IME "
+"input mode is active. See [method OS.set_ime_active] for more information."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "Input event for MIDI inputs."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"InputEventMIDI allows receiving input events from MIDI devices such as a "
+"piano. MIDI stands for Musical Instrument Digital Interface.\n"
+"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your "
+"device supports both be sure to check the settings in the device to see "
+"which output it's using.\n"
+"To receive input events from MIDI devices, you need to call [method OS."
+"open_midi_inputs]. You can check which devices are detected using [method OS."
+"get_connected_midi_inputs].\n"
+"Note that Godot does not currently support MIDI output, so there is no way "
+"to emit MIDI signals from Godot. Only MIDI input works."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "MIDI Message Status Byte List"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "Wikipedia General MIDI Instrument List"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "Wikipedia Piano Key Frequencies List"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The MIDI channel of this input event. There are 16 channels, so this value "
+"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
+"instruments, the rest of the channels are for non-percussion instruments."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
+"the controller number, otherwise this is zero. Controllers include devices "
+"such as pedals and levers."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
+"the controller value, otherwise this is zero. Controllers include devices "
+"such as pedals and levers."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The instrument of this input event. This value ranges from 0 to 127. Refer "
+"to the instrument list on the General MIDI wikipedia article to see a list "
+"of instruments, except that this value is 0-index, so subtract one from "
+"every number on that chart. A standard piano will have an instrument number "
+"of 0."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"Returns a value indicating the type of message for this MIDI signal. This is "
+"a member of the [enum @GlobalScope.MidiMessageList] enum.\n"
+"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
+"returned as this value, as the other part is the channel (ex: 0x94 becomes "
+"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
+"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they "
+"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, "
+"therefore your code should treat the input as stopped if some period of time "
+"has passed.\n"
+"For more information, see the MIDI message status byte list chart linked "
+"above."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
+"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
+"the piano key frequency chart on Wikipedia for more information."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
+"devices, this value is always zero."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
+"piano, this corresponds to how quickly the key was pressed, and is rarely "
+"above about 110 in practice."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid "Base input event type for mouse events."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid "Stores general mouse events information."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid ""
+"The mouse button mask identifier, one of or a bitwise combination of the "
+"[enum ButtonList] button masks."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid ""
+"When received in [method Node._input] or [method Node._unhandled_input], "
+"returns the mouse's position in the root [Viewport] using the coordinate "
+"system of the root [Viewport].\n"
+"When received in [method Control._gui_input], returns the mouse's position "
+"in the [CanvasLayer] that the [Control] is in using the coordinate system of "
+"the [CanvasLayer]."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid ""
+"When received in [method Node._input] or [method Node._unhandled_input], "
+"returns the mouse's position in the [Viewport] this [Node] is in using the "
+"coordinate system of this [Viewport].\n"
+"When received in [method Control._gui_input], returns the mouse's position "
+"in the [Control] using the local coordinate system of the [Control]."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid "Input event type for mouse button events."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid "Contains mouse click information. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid ""
+"The mouse button identifier, one of the [enum ButtonList] button or button "
+"wheel constants."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid "If [code]true[/code], the mouse button's state is a double-click."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid ""
+"The amount (or delta) of the event. When used for high-precision scroll "
+"events, this indicates the scroll amount (vertical or horizontal). This is "
+"only supported on some platforms; the reported sensitivity varies depending "
+"on the platform. May be [code]0[/code] if not supported."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid ""
+"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
+"code], the mouse button's state is released."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid "Input event type for mouse motion events."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Contains mouse and pen motion information. Supports relative, absolute "
+"positions and speed. See [method Node._input].\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
+"implementing [url=https://en.wikipedia.org/wiki/"
+"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
+"avoid visible gaps in lines if the user is moving the mouse quickly."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid "Mouse and input coordinates"
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
+"code] to [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"The mouse position relative to the previous position (position at the last "
+"frame).\n"
+"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
+"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
+"code] when the user stops moving the mouse."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid "The mouse speed in pixels per second."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Represents the angles of tilt of the pen. Positive X-coordinate value "
+"indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
+"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
+"axes."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid ""
+"Input event type for screen drag events. Only available on mobile devices."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid "Contains screen drag information. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid "The drag event index in the case of a multi-drag event."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid "The drag position."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid ""
+"The drag position relative to the previous position (position at the last "
+"frame)."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid "The drag speed."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid ""
+"Input event type for screen touch events.\n"
+"(only available on mobile devices)"
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid ""
+"Stores multi-touch press/release information. Supports touch press, touch "
+"release and [member index] for multi-touch count and order."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid ""
+"The touch index in the case of a multi-touch event. One index = one finger."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid "The touch position."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid ""
+"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
+"the touch's state is released."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "Base class for keys events with modifiers."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid ""
+"Contains keys events information with modifiers support like [code]Shift[/"
+"code] or [code]Alt[/code]. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Alt[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Command[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Ctrl[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Meta[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Shift[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Singleton that manages [InputEventAction]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Manages all [InputEventAction] which can be created/modified from the "
+"project settings menu [b]Project > Project Settings > Input Map[/b] or in "
+"code with [method add_action] and [method action_add_event]. See [method "
+"Node._input]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Removes an [InputEvent] from an action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Removes all events from an action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Returns a deadzone value for the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Returns [code]true[/code] if the action has the given [InputEvent] "
+"associated with it."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Sets a deadzone value for the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Adds an empty action to the [InputMap] with a configurable [code]deadzone[/"
+"code].\n"
+"An [InputEvent] can then be added to this action with [method "
+"action_add_event]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Removes an action from the [InputMap]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Returns [code]true[/code] if the given event is part of an existing action. "
+"This method ignores keyboard modifiers if the given [InputEvent] is not "
+"pressed (for proper release detection). See [method action_has_event] if you "
+"don't want this behavior.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Returns an array of all actions in the [InputMap]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Returns [code]true[/code] if the [InputMap] has a registered action with the "
+"given name."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Clears all [InputEventAction] in the [InputMap] and load it anew from "
+"[ProjectSettings]."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid "Placeholder for the root [Node] of a [PackedScene]."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Turning on the option [b]Load As Placeholder[/b] for an instanced scene in "
+"the editor causes it to be replaced by an InstancePlaceholder when running "
+"the game. This makes it possible to delay actually loading the scene until "
+"calling [method replace_by_instance]. This is useful to avoid loading large "
+"scenes all at once by loading parts of it selectively.\n"
+"The InstancePlaceholder does not have a transform. This causes any child "
+"nodes to be positioned relatively to the Viewport from point (0,0), rather "
+"than their parent as displayed in the editor. Replacing the placeholder with "
+"a scene with a transform will transform children relatively to their parent "
+"again."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Gets the path to the [PackedScene] resource file that is loaded by default "
+"when calling [method replace_by_instance]. Not thread-safe. Use [method "
+"Object.call_deferred] if calling from a thread."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Replaces this placeholder by the scene handed as an argument, or the "
+"original scene if no argument is given. As for all resources, the scene is "
+"loaded only if it's not loaded already. By manually loading the scene "
+"beforehand, delays caused by this function can be avoided."
+msgstr ""
+
+#: doc/classes/int.xml
+msgid "Integer built-in type."
+msgstr ""
+
+#: doc/classes/int.xml
+msgid ""
+"Signed 64-bit integer type.\n"
+"It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. "
+"[code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those "
+"bounds will wrap around.\n"
+"[int] is a [Variant] type, and will thus be used when assigning an integer "
+"value to a [Variant]. It can also be enforced with the [code]: int[/code] "
+"type hint.\n"
+"[codeblock]\n"
+"var my_variant = 0 # int, value 0.\n"
+"my_variant += 4.2 # float, value 4.2.\n"
+"var my_int: int = 1 # int, value 1.\n"
+"my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n"
+"my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with "
+"int.\n"
+"\n"
+"var max_int = 9223372036854775807\n"
+"print(max_int) # 9223372036854775807, OK.\n"
+"max_int += 1\n"
+"print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/int.xml
+msgid ""
+"Cast a [bool] value to an integer value, [code]int(true)[/code] will be "
+"equals to 1 and [code]int(false)[/code] will be equals to 0."
+msgstr ""
+
+#: doc/classes/int.xml
+msgid ""
+"Cast a float value to an integer value, this method simply removes the "
+"number fractions (i.e. rounds [code]from[/code] towards zero), so for "
+"example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] "
+"will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This "
+"operation is also called truncation."
+msgstr ""
+
+#: doc/classes/int.xml
+msgid ""
+"Cast a [String] value to an integer value, this method is an integer parser "
+"from a string, so calling this method with an invalid integer string will "
+"return 0, a valid string will be something like [code]'1.7'[/code]. This "
+"method will ignore all non-number characters, so calling [code]int('1e3')[/"
+"code] will return 13."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid "[i]Deprecated.[/i] Camera which moves toward another node."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a "
+"[Camera] which smoothly moves to match a target node's position and "
+"rotation.\n"
+"If it is not [member enabled] or does not have a valid target set, "
+"InterpolatedCamera acts like a normal Camera."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid "Sets the node to move toward and orient with."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"If [code]true[/code], and a target is set, the camera will move "
+"automatically."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"How quickly the camera moves toward its target. Higher values will result in "
+"tighter camera motion."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid "The target's [NodePath]."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Internet protocol (IP) support functions such as DNS resolution."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"IP contains support functions for the Internet Protocol (IP). TCP/IP support "
+"is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides "
+"DNS hostname resolution support, both blocking and threaded."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Removes all of a [code]hostname[/code]'s cached references. If no "
+"[code]hostname[/code] is given, all cached IP addresses are removed."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Removes a given item [code]id[/code] from the queue. This should be used to "
+"free a queue after it has completed to enable more queries to happen."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Returns all network adapters as an array.\n"
+"Each adapter is a dictionary of the form:\n"
+"[codeblock]\n"
+"{\n"
+" \"index\": \"1\", # Interface index.\n"
+" \"name\": \"eth0\", # Interface name.\n"
+" \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n"
+" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses "
+"associated to this interface.\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Returns a queued hostname's IP address, given its queue [code]id[/code]. "
+"Returns an empty string on error or if resolution hasn't happened yet (see "
+"[method get_resolve_item_status])."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Return resolved addresses, or an empty array if an error happened or "
+"resolution didn't happen yet (see [method get_resolve_item_status])."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Returns a queued hostname's status as a [enum ResolverStatus] constant, "
+"given its queue [code]id[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type "
+"method). The address type returned depends on the [enum Type] constant given "
+"as [code]ip_type[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Resolves a given hostname in a blocking way. Addresses are returned as an "
+"[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Creates a queue item to resolve a hostname to an IPv4 or IPv6 address "
+"depending on the [enum Type] constant given as [code]ip_type[/code]. Returns "
+"the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "DNS hostname resolver status: No status."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "DNS hostname resolver status: Waiting."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "DNS hostname resolver status: Done."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "DNS hostname resolver status: Error."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Maximum number of concurrent DNS resolver queries allowed, [constant "
+"RESOLVER_INVALID_ID] is returned if exceeded."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Address type: None."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Address type: Internet protocol version 4 (IPv4)."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Address type: Internet protocol version 6 (IPv6)."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Address type: Any."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Control that provides a list of selectable items (and/or icons) in a single "
+"column, or optionally in multiple columns."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"This control provides a selectable list of items that may be in a single (or "
+"multiple columns) with option of text, icons, or both text and icon. "
+"Tooltips are supported and may be different for every item in the list.\n"
+"Selectable items in the list may be selected or deselected and multiple "
+"selection may be enabled. Selection with right mouse button may also be "
+"enabled to allow use of popup context menus. Items may also be \"activated\" "
+"by double-clicking them or by pressing Enter.\n"
+"Item text only supports single-line strings, newline characters (e.g. "
+"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
+"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
+"fully fit its content by default. You need to set [member "
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Adds an item to the item list with no text, only an icon."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Adds an item to the item list with specified text. Specify an [code]icon[/"
+"code], or use [code]null[/code] as the [code]icon[/code] for a list item "
+"with no icon.\n"
+"If selectable is [code]true[/code], the list item will be selectable."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Removes all items from the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Ensure current selection is visible, adjusting the scroll position as "
+"necessary."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns the item index at the given [code]position[/code].\n"
+"When there is no item at that point, -1 will be returned if [code]exact[/"
+"code] is [code]true[/code], and the closest item index will be returned "
+"otherwise."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the number of items currently in the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns the custom background color of the item specified by [code]idx[/"
+"code] index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns the custom foreground color of the item specified by [code]idx[/"
+"code] index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the icon associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns a [Color] modulating item's icon at the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns the region of item's icon used. The whole icon will be used if the "
+"region has no area."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the metadata value of the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the text associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the tooltip hint associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns an array with the indexes of the selected items."
+msgstr ""
+
+#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml
+msgid ""
+"Returns the vertical scrollbar.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns [code]true[/code] if one or more items are selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is disabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. "
+"the X and Y axes are swapped."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is selectable."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the tooltip is enabled for specified item index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is currently "
+"selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Removes the item specified by [code]idx[/code] index from the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Select the item at the specified index.\n"
+"[b]Note:[/b] This method does not trigger the item selection signal."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets the background color of the item specified by [code]idx[/code] index to "
+"the specified [Color]."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets the foreground color of the item specified by [code]idx[/code] index to "
+"the specified [Color]."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Disables (or enables) the item at the specified index.\n"
+"Disabled items cannot be selected and do not trigger activation signals "
+"(when double-clicking or pressing Enter)."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets (or replaces) the icon's [Texture] associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets a modulating [Color] of the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets the region of item's icon used. The whole icon will be used if the "
+"region has no area."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sets whether the item icon will be drawn transposed."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets a value (of any type) to be stored with the item associated with the "
+"specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Allows or disallows selection of the item associated with the specified "
+"index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sets text of the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sets the tooltip hint for the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sets whether the tooltip hint is enabled for specified item index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sorts items in the list by their text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Ensures the item associated with the specified index is not selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Ensures there are no items selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"If [code]true[/code], the currently selected item can be selected again."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "If [code]true[/code], right mouse button click can select items."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"If [code]true[/code], the control will automatically resize the height to "
+"fit its content."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"The width all columns will be adjusted to.\n"
+"A value of zero disables the adjustment, each item will have a width equal "
+"to the width of its content and the columns will have an uneven width."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"The size all icons will be adjusted to.\n"
+"If either X or Y component is not greater than zero, icon size won't be "
+"affected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"The icon position, whether above or to the left of the text. See the [enum "
+"IconMode] constants."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"The scale of icon applied after [member fixed_icon_size] and transposing "
+"takes effect."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Maximum columns the list will have.\n"
+"If greater than zero, the content will be split among the specified "
+"columns.\n"
+"A value of zero means unlimited columns, i.e. all items will be put in the "
+"same row."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Maximum lines of text allowed in each item. Space will be reserved even when "
+"there is not enough lines of text to display.\n"
+"[b]Note:[/b] This property takes effect only when [member icon_mode] is "
+"[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] "
+"should be greater than zero."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Whether all columns will have the same width.\n"
+"If [code]true[/code], the width is equal to the largest column width of all "
+"columns."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Allows single or multiple item selection. See the [enum SelectMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when specified list item is activated via double-clicking or by "
+"pressing Enter."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when specified list item has been selected via right mouse "
+"clicking.\n"
+"The click position is also provided to allow appropriate popup of context "
+"menus at the correct location.\n"
+"[member allow_rmb_select] must be enabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when specified item has been selected.\n"
+"[member allow_reselect] must be enabled to reselect an item."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when a multiple selection is altered on a list allowing multiple "
+"selection."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when a left mouse click is issued within the rect of the list but "
+"on empty space."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when a right mouse click is issued within the rect of the list but "
+"on empty space.\n"
+"[member allow_rmb_select] must be enabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Icon is drawn above the text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Icon is drawn to the left of the text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Only allow selecting a single item."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Allows selecting multiple items by holding Ctrl or Shift."
+msgstr ""
+
+#: doc/classes/ItemList.xml doc/classes/Tree.xml
+msgid "Default text [Color] of the item."
+msgstr ""
+
+#: doc/classes/ItemList.xml doc/classes/Tree.xml
+msgid "Text [Color] used when the item is selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"[Color] of the guideline. The guideline is a line drawn between each row of "
+"items."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "The horizontal spacing between items."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "The spacing between item's icon and text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "The vertical spacing between each line of text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "The vertical spacing between items."
+msgstr ""
+
+#: doc/classes/ItemList.xml doc/classes/Tree.xml
+msgid "[Font] of the item's text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Default [StyleBox] for the [ItemList], i.e. used when the control is not "
+"being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "[StyleBox] used when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"[StyleBox] for the selected items, used when the [ItemList] is not being "
+"focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"[StyleBox] for the selected items, used when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Singleton that connects the engine with the browser's JavaScript context in "
+"HTML5 export."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"The JavaScript singleton is implemented only in the HTML5 export. It's used "
+"to access the browser's JavaScript context. This allows interaction with "
+"embedding pages or calling third-party JavaScript APIs.\n"
+"[b]Note:[/b] This singleton can be disabled at build-time to improve "
+"security. By default, the JavaScript singleton is enabled. Official export "
+"templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/"
+"development/compiling/compiling_for_web.html]Compiling for the Web[/url] in "
+"the documentation for more information."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Creates a reference to a script function that can be used as a callback by "
+"JavaScript. The reference must be kept until the callback happens, or it "
+"won't be called at all. See [JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Creates a new JavaScript object using the [code]new[/code] constructor. The "
+"[code]object[/code] must a valid property of the JavaScript [code]window[/"
+"code]. See [JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Prompts the user to download a file containing the specified [code]buffer[/"
+"code]. The file will have the given [code]name[/code] and [code]mime[/code] "
+"type.\n"
+"[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/"
+"Media_type]MIME type[/url] provided based on the file [code]name[/code]'s "
+"extension.\n"
+"[b]Note:[/b] Browsers might block the download if [method download_buffer] "
+"is not being called from a user interaction (e.g. button click).\n"
+"[b]Note:[/b] Browsers might ask the user for permission or block the "
+"download if multiple download requests are made in a quick succession."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Execute the string [code]code[/code] as JavaScript code within the browser "
+"window. This is a call to the actual global JavaScript function [code]eval()"
+"[/code].\n"
+"If [code]use_global_execution_context[/code] is [code]true[/code], the code "
+"will be evaluated in the global execution context. Otherwise, it is "
+"evaluated in the execution context of a function within the engine's runtime "
+"environment."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Returns an interface to a JavaScript object that can be used by scripts. The "
+"[code]interface[/code] must be a valid property of the JavaScript "
+"[code]window[/code]. The callback must accept a single [Array] argument, "
+"which will contain the JavaScript [code]arguments[/code]. See "
+"[JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Returns [code]true[/code] if a new version of the progressive web app is "
+"waiting to be activated.\n"
+"[b]Note:[/b] Only relevant when exported as a Progressive Web App."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Performs the live update of the progressive web app. Forcing the new version "
+"to be installed and the page to be reloaded.\n"
+"[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n"
+"[b]Note:[/b] Only relevant when exported as a Progressive Web App and "
+"[method pwa_needs_update] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Emitted when an update for this progressive web app has been detected but is "
+"waiting to be activated because a previous version is active. See [method "
+"pwa_update] to force the update to take place immediately."
+msgstr ""
+
+#: doc/classes/JavaScriptObject.xml
+msgid "A wrapper class for native JavaScript objects."
+msgstr ""
+
+#: doc/classes/JavaScriptObject.xml
+msgid ""
+"JavaScriptObject is used to interact with JavaScript objects retrieved or "
+"created via [method JavaScript.get_interface], [method JavaScript."
+"create_object], or [method JavaScript.create_callback].\n"
+"Example:\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # "
+"This reference must be kept\n"
+"var console = JavaScript.get_interface(\"console\")\n"
+"\n"
+"func _init():\n"
+" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new "
+"ArrayBuffer(10)\n"
+" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n"
+" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new "
+"Uint8Array(buf)\n"
+" uint8arr[1] = 255\n"
+" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n"
+" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
+"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
+"\n"
+" # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
+" JavaScript.get_interface(\"Array\").from(uint8arr)."
+"forEach(_my_js_callback)\n"
+"\n"
+"func myCallback(args):\n"
+" # Will be called with the parameters passed to the \"forEach\" callback\n"
+" # [0, 0, [JavaScriptObject:1173]]\n"
+" # [255, 1, [JavaScriptObject:1173]]\n"
+" # ...\n"
+" # [0, 9, [JavaScriptObject:1180]]\n"
+" print(args)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Only available in the HTML5 platform."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml
+msgid ""
+"Singleton that connects the engine with Android plugins to interface with "
+"native Android code."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml
+msgid ""
+"The JNISingleton is implemented only in the Android export. It's used to "
+"call methods and connect signals from an Android plugin written in Java or "
+"Kotlin. Methods and signals can be called and connected to the JNISingleton "
+"as if it is a Node. See [url=https://en.wikipedia.org/wiki/"
+"Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more "
+"information."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml
+msgid "Creating Android plugins"
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid "Base class for all 3D joints."
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid ""
+"Joints are used to bind together two physics bodies. They have a solver "
+"priority and can define if the bodies of the two attached nodes should be "
+"able to collide with each other."
+msgstr ""
+
+#: doc/classes/Joint.xml doc/classes/RigidBody.xml doc/classes/VehicleBody.xml
+#: doc/classes/VehicleWheel.xml
+msgid "3D Truck Town Demo"
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid ""
+"If [code]true[/code], the two bodies of the nodes are not able to collide "
+"with each other."
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid "The node attached to the first side (A) of the joint."
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid "The node attached to the second side (B) of the joint."
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid ""
+"The priority used to define which solver is executed first for multiple "
+"joints. The lower the value, the higher the priority."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid "Base node for all joint constraints in 2D physics."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid ""
+"Base node for all joint constraints in 2D physics. Joints take 2 bodies and "
+"apply a custom constraint."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid ""
+"When [member node_a] and [member node_b] move in different directions the "
+"[code]bias[/code] controls how fast the joint pulls them back to their "
+"original position. The lower the [code]bias[/code] the more the two bodies "
+"can pull on the joint."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid ""
+"If [code]true[/code], [member node_a] and [member node_b] can not collide."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid ""
+"The second body attached to the joint. Must derive from [PhysicsBody2D]."
+msgstr ""
+
+#: doc/classes/JSON.xml
+msgid "Helper class for parsing JSON data."
+msgstr ""
+
+#: doc/classes/JSON.xml
+msgid ""
+"Helper class for parsing JSON data. For usage example and other important "
+"hints, see [JSONParseResult]."
+msgstr ""
+
+#: doc/classes/JSON.xml
+msgid ""
+"Parses a JSON-encoded string and returns a [JSONParseResult] containing the "
+"result."
+msgstr ""
+
+#: doc/classes/JSON.xml
+msgid ""
+"Converts a [Variant] var to JSON text and returns the result. Useful for "
+"serializing data to store or send over the network.\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, converting a Variant to JSON text "
+"will convert all numerical values to [float] types.\n"
+"The [code]indent[/code] parameter controls if and how something is indented, "
+"the string used for this parameter will be used where there should be an "
+"indent in the output, even spaces like [code]\" \"[/code] will work. "
+"[code]\\t[/code] and [code]\\n[/code] can also be used for a tab indent, or "
+"to make a newline for each indent respectively.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+"## JSON.print(my_dictionary)\n"
+"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
+"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
+"\"value_1\"}]}\n"
+"\n"
+"## JSON.print(my_dictionary, \"\\t\")\n"
+"{\n"
+" \"name\": \"my_dictionary\",\n"
+" \"version\": \"1.0.0\",\n"
+" \"entities\": [\n"
+" {\n"
+" \"name\": \"entity_0\",\n"
+" \"value\": \"value_0\"\n"
+" },\n"
+" {\n"
+" \"name\": \"entity_1\",\n"
+" \"value\": \"value_1\"\n"
+" }\n"
+" ]\n"
+"}\n"
+"\n"
+"## JSON.print(my_dictionary, \"...\")\n"
+"{\n"
+"...\"name\": \"my_dictionary\",\n"
+"...\"version\": \"1.0.0\",\n"
+"...\"entities\": [\n"
+"......{\n"
+".........\"name\": \"entity_0\",\n"
+".........\"value\": \"value_0\"\n"
+"......},\n"
+"......{\n"
+".........\"name\": \"entity_1\",\n"
+".........\"value\": \"value_1\"\n"
+"......}\n"
+"...]\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid "Data class wrapper for decoded JSON."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON "
+"or error information if the JSON source wasn't successfully parsed. You can "
+"check if the JSON source was successfully parsed with [code]if json_result."
+"error == OK[/code]."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"The error type if the JSON source was not successfully parsed. See the [enum "
+"Error] constants."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"The line number where the error occurred if the JSON source was not "
+"successfully parsed."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"The error message if the JSON source was not successfully parsed. See the "
+"[enum Error] constants."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the "
+"[code]is[/code] keyword to check if it is what you expect. For example, if "
+"the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] "
+"will be returned. If the JSON source starts with brackets ([code][][/code]), "
+"an [Array] will be returned.\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
+"all numerical values to [float] types.\n"
+"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
+"thus, you should not rely on keys being in a certain order if a dictionary "
+"is constructed from JSON. In contrast, JSON arrays retain the order of their "
+"elements:\n"
+"[codeblock]\n"
+"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
+"if typeof(p.result) == TYPE_ARRAY:\n"
+" print(p.result[0]) # Prints \"hello\"\n"
+"else:\n"
+" push_error(\"Unexpected results.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid "A helper to handle dictionaries which look like JSONRPC documents."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a "
+"method call in a [JSON] object. The object has a particular structure and "
+"identifies which method is called, the parameters to that function, and "
+"carries an ID to keep track of responses. This class implements that "
+"standard on top of [Dictionary]; you will have to convert between a "
+"[Dictionary] and [JSON] with other functions."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"Returns a dictionary in the form of a JSON-RPC notification. Notifications "
+"are one-shot messages which do not expect a response.\n"
+"- [code]method[/code]: Name of the method being called.\n"
+"- [code]params[/code]: An array or dictionary of parameters being passed to "
+"the method."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"Returns a dictionary in the form of a JSON-RPC request. Requests are sent to "
+"a server with the expectation of a response. The ID field is used for the "
+"server to specify which exact request it is responding to.\n"
+"- [code]method[/code]: Name of the method being called.\n"
+"- [code]params[/code]: An array or dictionary of parameters being passed to "
+"the method.\n"
+"- [code]id[/code]: Uniquely identifies this request. The server is expected "
+"to send a response with the same ID."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"When a server has received and processed a request, it is expected to send a "
+"response. If you did not want a response then you need to have sent a "
+"Notification instead.\n"
+"- [code]result[/code]: The return value of the function which was called.\n"
+"- [code]id[/code]: The ID of the request this response is targeted to."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"Creates a response which indicates a previous reply has failed in some way.\n"
+"- [code]code[/code]: The error code corresponding to what kind of error this "
+"is. See the [enum ErrorCode] constants.\n"
+"- [code]message[/code]: A custom message about this error.\n"
+"- [code]id[/code]: The request this error is a response to."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"Given a Dictionary which takes the form of a JSON-RPC request: unpack the "
+"request and run it. Methods are resolved by looking at the field called "
+"\"method\" and looking for an equivalently named function in the JSONRPC "
+"object. If one is found that method is called.\n"
+"To add new supported methods extend the JSONRPC class and call [method "
+"process_action] on your subclass.\n"
+"[code]action[/code]: The action to be run, as a Dictionary in the form of a "
+"JSON-RPC request or notification."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"A method call was requested but no function of that name existed in the "
+"JSONRPC subclass."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid "Kinematic body 3D node."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Kinematic bodies are special types of bodies that are meant to be user-"
+"controlled. They are not affected by physics at all; to other types of "
+"bodies, such as a character or a rigid body, these are the same as a static "
+"body. However, they have two main uses:\n"
+"[b]Simulated motion:[/b] When these bodies are moved manually, either from "
+"code or from an [AnimationPlayer] (with [member AnimationPlayer."
+"playback_process_mode] set to \"physics\"), the physics will automatically "
+"compute an estimate of their linear and angular velocity. This makes them "
+"very useful for moving platforms or other AnimationPlayer-controlled objects "
+"(like a door, a bridge that opens, etc).\n"
+"[b]Kinematic characters:[/b] KinematicBody also has an API for moving "
+"objects (the [method move_and_collide] and [method move_and_slide] methods) "
+"while performing collision tests. This makes them really useful to implement "
+"characters that collide against a world, but don't require advanced physics."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid "Kinematic character (2D)"
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Returns [code]true[/code] if the specified [code]axis[/code] is locked. See "
+"also [member move_lock_x], [member move_lock_y] and [member move_lock_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Returns the floor's collision angle at the last collision point according to "
+"[code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This "
+"value is always positive and only valid after calling [method "
+"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns the surface normal of the floor at the last collision point. Only "
+"valid after calling [method move_and_slide] or [method "
+"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns the linear velocity of the floor at the last collision point. Only "
+"valid after calling [method move_and_slide] or [method "
+"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Returns a [KinematicCollision], which contains information about the latest "
+"collision that occurred during the last call to [method move_and_slide]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Returns a [KinematicCollision], which contains information about a collision "
+"that occurred during the last call to [method move_and_slide] or [method "
+"move_and_slide_with_snap]. Since the body can collide several times in a "
+"single call to [method move_and_slide], you must specify the index of the "
+"collision in the range 0 to ([method get_slide_count] - 1)."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns the number of times the body collided and changed direction during "
+"the last call to [method move_and_slide] or [method "
+"move_and_slide_with_snap]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns [code]true[/code] if the body collided with the ceiling on the last "
+"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
+"Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns [code]true[/code] if the body collided with the floor on the last "
+"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
+"Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns [code]true[/code] if the body collided with a wall on the last call "
+"of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, "
+"returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
+"it collides. Returns a [KinematicCollision], which contains information "
+"about the collision when stopped, or when touching another body along the "
+"motion.\n"
+"If [code]test_only[/code] is [code]true[/code], the body does not move but "
+"the would-be collision information is given."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Moves the body along a vector. If the body collides with another, it will "
+"slide along the other body rather than stop immediately. If the other body "
+"is a [KinematicBody] or [RigidBody], it will also be affected by the motion "
+"of the other body. You can use this to make moving and rotating platforms, "
+"or to make nodes push other nodes.\n"
+"This method should be used in [method Node._physics_process] (or in a method "
+"called by [method Node._physics_process]), as it uses the physics step's "
+"[code]delta[/code] value automatically in calculations. Otherwise, the "
+"simulation will run at an incorrect speed.\n"
+"[code]linear_velocity[/code] is the velocity vector (typically meters per "
+"second). Unlike in [method move_and_collide], you should [i]not[/i] multiply "
+"it by [code]delta[/code] — the physics engine handles applying the "
+"velocity.\n"
+"[code]up_direction[/code] is the up direction, used to determine what is a "
+"wall and what is a floor or a ceiling. If set to the default value of "
+"[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n"
+"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
+"slopes when you include gravity in [code]linear_velocity[/code] and the body "
+"is standing still.\n"
+"If the body collides, it will change direction a maximum of "
+"[code]max_slides[/code] times before it stops.\n"
+"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
+"is still considered a floor (or a ceiling), rather than a wall. The default "
+"value equals 45 degrees.\n"
+"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
+"push [RigidBody] nodes, but it won't also detect any collisions with them. "
+"If [code]false[/code], it will interact with [RigidBody] nodes like with "
+"[StaticBody].\n"
+"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
+"slide collision occurred. To get detailed information about collisions that "
+"occurred, use [method get_slide_collision].\n"
+"When the body touches a moving platform, the platform's velocity is "
+"automatically added to the body motion. If a collision occurs due to the "
+"platform's motion, it will always be first in the slide collisions."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Moves the body while keeping it attached to slopes. Similar to [method "
+"move_and_slide].\n"
+"As long as the [code]snap[/code] vector is in contact with the ground, the "
+"body will remain attached to the surface. This means you must disable snap "
+"in order to jump, for example. You can do this by setting [code]snap[/code] "
+"to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Locks or unlocks the specified [code]axis[/code] depending on the value of "
+"[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and "
+"[member move_lock_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Checks for collisions without moving the body. Virtually sets the node's "
+"position, scale and rotation to that of the given [Transform], then tries to "
+"move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
+"code] if a collision would stop the body from moving along the whole path.\n"
+"Use [method move_and_collide] instead for detecting collision with touching "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid "Lock the body's X axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid "Lock the body's Y axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid "Lock the body's Z axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Extra margin used for collision recovery in motion functions (see [method "
+"move_and_collide], [method move_and_slide], [method "
+"move_and_slide_with_snap]).\n"
+"If the body is at least this close to another body, it will consider them to "
+"be colliding and will be pushed away before performing the actual motion.\n"
+"A higher value means it's more flexible for detecting collision, which helps "
+"with consistently detecting walls and floors.\n"
+"A lower value forces the collision algorithm to use more exact detection, so "
+"it can be used in cases that specifically require precision, e.g at very low "
+"scale to avoid visible jittering, or for stability with a stack of kinematic "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"If [code]true[/code], the body's movement will be synchronized to the "
+"physics frame. This is useful when animating movement via [AnimationPlayer], "
+"for example on moving platforms. Do [b]not[/b] use together with [method "
+"move_and_slide] or [method move_and_collide] functions."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Lock the body's X axis movement. Deprecated alias for [member "
+"axis_lock_motion_x]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Lock the body's Y axis movement. Deprecated alias for [member "
+"axis_lock_motion_y]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Lock the body's Z axis movement. Deprecated alias for [member "
+"axis_lock_motion_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Sets the behavior to apply when you leave a moving platform. By default, to "
+"be physically accurate, when you leave the last platform velocity is "
+"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for "
+"available behavior."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid "Add the last platform velocity when you leave a moving platform."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Add the last platform velocity when you leave a moving platform, but any "
+"downward motion is ignored. It's useful to keep full jump height even when "
+"the platform is moving down."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid "Do nothing when leaving a platform."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid "Kinematic body 2D node."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Kinematic bodies are special types of bodies that are meant to be user-"
+"controlled. They are not affected by physics at all; to other types of "
+"bodies, such as a character or a rigid body, these are the same as a static "
+"body. However, they have two main uses:\n"
+"[b]Simulated motion:[/b] When these bodies are moved manually, either from "
+"code or from an [AnimationPlayer] (with [member AnimationPlayer."
+"playback_process_mode] set to \"physics\"), the physics will automatically "
+"compute an estimate of their linear and angular velocity. This makes them "
+"very useful for moving platforms or other AnimationPlayer-controlled objects "
+"(like a door, a bridge that opens, etc).\n"
+"[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving "
+"objects (the [method move_and_collide] and [method move_and_slide] methods) "
+"while performing collision tests. This makes them really useful to implement "
+"characters that collide against a world, but don't require advanced physics."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid "Using KinematicBody2D"
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns the floor's collision angle at the last collision point according to "
+"[code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This "
+"value is always positive and only valid after calling [method "
+"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns a [KinematicCollision2D], which contains information about the "
+"latest collision that occurred during the last call to [method "
+"move_and_slide]."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns a [KinematicCollision2D], which contains information about a "
+"collision that occurred during the last call to [method move_and_slide] or "
+"[method move_and_slide_with_snap]. Since the body can collide several times "
+"in a single call to [method move_and_slide], you must specify the index of "
+"the collision in the range 0 to ([method get_slide_count] - 1).\n"
+"[b]Example usage:[/b]\n"
+"[codeblock]\n"
+"for i in get_slide_count():\n"
+" var collision = get_slide_collision(i)\n"
+" print(\"Collided with: \", collision.collider.name)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
+"it collides. Returns a [KinematicCollision2D], which contains information "
+"about the collision when stopped, or when touching another body along the "
+"motion.\n"
+"If [code]test_only[/code] is [code]true[/code], the body does not move but "
+"the would-be collision information is given."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Moves the body along a vector. If the body collides with another, it will "
+"slide along the other body rather than stop immediately. If the other body "
+"is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the "
+"motion of the other body. You can use this to make moving and rotating "
+"platforms, or to make nodes push other nodes.\n"
+"This method should be used in [method Node._physics_process] (or in a method "
+"called by [method Node._physics_process]), as it uses the physics step's "
+"[code]delta[/code] value automatically in calculations. Otherwise, the "
+"simulation will run at an incorrect speed.\n"
+"[code]linear_velocity[/code] is the velocity vector in pixels per second. "
+"Unlike in [method move_and_collide], you should [i]not[/i] multiply it by "
+"[code]delta[/code] — the physics engine handles applying the velocity.\n"
+"[code]up_direction[/code] is the up direction, used to determine what is a "
+"wall and what is a floor or a ceiling. If set to the default value of "
+"[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful "
+"for topdown games.\n"
+"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
+"slopes when you include gravity in [code]linear_velocity[/code] and the body "
+"is standing still.\n"
+"If the body collides, it will change direction a maximum of "
+"[code]max_slides[/code] times before it stops.\n"
+"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
+"is still considered a floor (or a ceiling), rather than a wall. The default "
+"value equals 45 degrees.\n"
+"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
+"push [RigidBody2D] nodes, but it won't also detect any collisions with them. "
+"If [code]false[/code], it will interact with [RigidBody2D] nodes like with "
+"[StaticBody2D].\n"
+"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
+"slide collision occurred. To get detailed information about collisions that "
+"occurred, use [method get_slide_collision].\n"
+"When the body touches a moving platform, the platform's velocity is "
+"automatically added to the body motion. If a collision occurs due to the "
+"platform's motion, it will always be first in the slide collisions."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Moves the body while keeping it attached to slopes. Similar to [method "
+"move_and_slide].\n"
+"As long as the [code]snap[/code] vector is in contact with the ground, the "
+"body will remain attached to the surface. This means you must disable snap "
+"in order to jump, for example. You can do this by setting [code]snap[/code] "
+"to [code](0, 0)[/code] or by using [method move_and_slide] instead."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Checks for collisions without moving the body. Virtually sets the node's "
+"position, scale and rotation to that of the given [Transform2D], then tries "
+"to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
+"code] if a collision would stop the body from moving along the whole path.\n"
+"Use [method move_and_collide] instead for detecting collision with touching "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid "Collision data for [KinematicBody] collisions."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid ""
+"Contains collision data for [KinematicBody] collisions. When a "
+"[KinematicBody] is moved using [method KinematicBody.move_and_collide], it "
+"stops if it detects a collision with another body. If a collision is "
+"detected, a KinematicCollision object is returned.\n"
+"This object contains information about the collision, including the "
+"colliding object, the remaining motion, and the collision position. This "
+"information can be used to calculate a collision response."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid ""
+"The collision angle according to [code]up_direction[/code], which is "
+"[code]Vector3.UP[/code] by default. This value is always positive."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding body."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid ""
+"The colliding body's unique instance ID. See [method Object.get_instance_id]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding body's metadata. See [Object]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid "The colliding body's [RID] used by the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding body's shape."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid "The colliding shape's index. See [CollisionObject]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding object's velocity."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The moving object's colliding shape."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding body's shape's normal at the point of collision."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The point of collision, in global coordinates."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The moving object's remaining movement vector."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The distance the moving object traveled before collision."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid "Collision data for [KinematicBody2D] collisions."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid ""
+"Contains collision data for [KinematicBody2D] collisions. When a "
+"[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], "
+"it stops if it detects a collision with another body. If a collision is "
+"detected, a KinematicCollision2D object is returned.\n"
+"This object contains information about the collision, including the "
+"colliding object, the remaining motion, and the collision position. This "
+"information can be used to calculate a collision response."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid ""
+"The collision angle according to [code]up_direction[/code], which is "
+"[code]Vector2.UP[/code] by default. This value is always positive."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid "The colliding body's [RID] used by the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid "The colliding shape's index. See [CollisionObject2D]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Displays plain text in a line or wrapped inside a rectangle. For formatted "
+"text, use [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Label displays plain text on the screen. It gives you control over the "
+"horizontal and vertical alignment and can wrap the text inside the node's "
+"bounding rectangle. It doesn't support bold, italics, or other formatting. "
+"For that, use [RichTextLabel] instead.\n"
+"[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control."
+"mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it "
+"doesn't react to mouse input events). This implies that a label won't "
+"display any configured [member Control.hint_tooltip], unless you change its "
+"mouse filter.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Returns the amount of lines of text the Label has."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Returns the font size in pixels."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Returns the total number of printable characters in the text (excluding "
+"spaces and newlines)."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Returns the number of lines shown. Useful if the [Label]'s height cannot "
+"currently display all lines."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Controls the text's horizontal align. Supports left, center, right, and "
+"fill, or justify. Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"If [code]true[/code], wraps the text inside the node's bounding rectangle. "
+"If you resize the node, it will change its height automatically to show all "
+"the text."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"If [code]true[/code], the Label only shows the text that fits inside its "
+"bounding rectangle and will clip text horizontally."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"The node ignores the first [code]lines_skipped[/code] lines before it starts "
+"to display text."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Limits the lines of text the node shows on screen."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Limits the amount of visible characters. If you set [code]percent_visible[/"
+"code] to 0.5, only up to half of the text's characters will display on "
+"screen. Useful to animate the text in a dialog box."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "The text to display on screen."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
+msgid "If [code]true[/code], all the text displays as UPPERCASE."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Controls the text's vertical align. Supports top, center, bottom, and fill. "
+"Set it to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Restricts the number of characters to display. Set to -1 to disable."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
+msgid "Align rows to the left (default)."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
+msgid "Align rows centered."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
+msgid "Align rows to the right."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Expand row whitespaces to fit the width."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Align the whole text to the top."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Align the whole text to the center."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Align the whole text to the bottom."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Align the whole text by spreading the rows."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Default text [Color] of the [Label]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "[Color] of the text's shadow effect."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Vertical space between lines in multiline [Label]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed "
+"around the whole text as an outline."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "The horizontal offset of the text's shadow."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "The vertical offset of the text's shadow."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "[Font] used for the [Label]'s text."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Background [StyleBox] for the [Label]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
+"offsets."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of "
+"storing many smaller textures with offsets.\n"
+"You can dynamically add pieces ([Texture]s) to this [LargeTexture] using "
+"different offsets."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"Adds [code]texture[/code] to this [LargeTexture], starting on offset "
+"[code]ofs[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Clears the [LargeTexture]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Returns the number of pieces currently in this [LargeTexture]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Returns the offset of the piece with the index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
+"code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"Sets the [Texture] of the piece with index [code]idx[/code] to "
+"[code]texture[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Sets the size of this [LargeTexture]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Provides a base class for different kinds of light nodes."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Light is the [i]abstract[/i] base class for light nodes. As it can't be "
+"instanced, it shouldn't be used directly. Other types of light nodes inherit "
+"from it. Light contains the common variables and parameters used for "
+"lighting."
+msgstr ""
+
+#: doc/classes/Light.xml doc/classes/SpotLight.xml
+msgid "3D lights and shadows"
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Returns the value of the specified [enum Light.Param] parameter."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Sets the value of the specified [enum Light.Param] parameter."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"If [code]true[/code], the light only appears in the editor and will not be "
+"visible at runtime."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "The light's bake mode. See [enum BakeMode]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"The light's color. An [i]overbright[/i] color can be used to achieve a "
+"result equivalent to increasing the light's [member light_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "The light will affect objects in the selected layers."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"The light's strength multiplier (this is not a physical unit). For "
+"[OmniLight] and [SpotLight], changing this value will only change the light "
+"color's intensity, not the light's radius."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Secondary multiplier used with indirect light (light bounces). This works on "
+"both [BakedLightmap] and [GIProbe]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"If [code]true[/code], the light's effect is reversed, darkening areas and "
+"casting bright shadows."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"The size of the light in Godot units. Only considered in baked lightmaps and "
+"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
+"this value will make the shadows appear blurrier. This can be used to "
+"simulate area lights to an extent."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"The intensity of the specular blob in objects affected by the light. At "
+"[code]0[/code], the light becomes a pure diffuse light. When not baking "
+"emission, this can be used to avoid unrealistic reflections when placing "
+"lights above an emissive surface."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Used to adjust shadow appearance. Too small a value results in self-"
+"shadowing (\"shadow acne\"), while too large a value causes shadows to "
+"separate from casters (\"peter-panning\"). Adjust as needed."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "The color of shadows cast by this light."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "If [code]true[/code], the light will cast shadows."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"If [code]true[/code], reverses the backface culling of the mesh. This can be "
+"useful when you have a flat mesh that has a light behind it. If you need to "
+"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
+"shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member light_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member light_indirect_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member light_size]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member light_specular]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member OmniLight.omni_range] or [member SpotLight."
+"spot_range]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member OmniLight.omni_attenuation] or [member "
+"SpotLight.spot_attenuation]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member SpotLight.spot_angle]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member shadow_contact]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_max_distance]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_1]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_2]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_3]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_normal_bias]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member shadow_bias]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_bias_split_scale]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Light is ignored when baking.\n"
+"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Only indirect lighting will be baked (default)."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Both direct and indirect light will be baked.\n"
+"[b]Note:[/b] You should hide the light if you don't want it to appear twice "
+"(dynamic and baked)."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Casts light in a 2D environment."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Casts light in a 2D environment. Light is defined by a (usually grayscale) "
+"texture, a color, an energy value, a mode (see constants), and various other "
+"parameters (range and shadows-related).\n"
+"[b]Note:[/b] Light2D can also be used as a mask."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The Light2D's [Color]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "If [code]true[/code], Light2D will only appear when editing the scene."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "If [code]true[/code], Light2D will emit light."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"The Light2D's energy value. The larger the value, the stronger the light."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The Light2D's mode. See [enum Mode] constants for values."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The offset of the Light2D's [code]texture[/code]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The height of the Light2D. Used with 2D normal mapping."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"The layer mask. Only objects with a matching mask will be affected by the "
+"Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Maximum layer value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Minimum layer value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Maximum [code]z[/code] value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Minimum [code]z[/code] value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Shadow buffer size."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "[Color] of shadows cast by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "If [code]true[/code], the Light2D will cast shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Smoothing value for shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Smooth shadow gradient length."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
+"with a matching light mask will cast shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "[Texture] used for the Light2D's appearance."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The [code]texture[/code]'s scale factor."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Adds the value of pixels corresponding to the Light2D to the values of "
+"pixels under it. This is the common behavior of a light."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Subtracts the value of pixels corresponding to the Light2D to the values of "
+"pixels under it, resulting in inversed light effect."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Mix the value of pixels corresponding to the Light2D to the values of pixels "
+"under it by linear interpolation."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"The light texture of the Light2D is used as a mask, hiding or revealing "
+"parts of the screen underneath depending on the value of each pixel of the "
+"light (mask) texture."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "No filter applies to the shadow map. See [member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (3 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (5 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (7 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (9 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (13 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml
+msgid "Occludes light cast by a Light2D, casting shadows."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml
+msgid ""
+"Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must "
+"be provided with an [OccluderPolygon2D] in order for the shadow to be "
+"computed."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml
+msgid ""
+"The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only "
+"from Light2D(s) that have the same light mask(s)."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml
+msgid "The [OccluderPolygon2D] used to compute the shadow."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "A 2D line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
+"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
+"time. To increase this limit, open the Project Settings and increase [member "
+"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
+"[member ProjectSettings.rendering/limits/buffers/"
+"canvas_polygon_index_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Adds a point at the [code]position[/code]. Appends the point at the end of "
+"the line.\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Removes all points from the line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Returns the Line2D's amount of points."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Returns point [code]i[/code]'s position."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Removes the point at index [code]i[/code] from the line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Overwrites the position in point [code]i[/code] with the supplied "
+"[code]position[/code]."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Controls the style of the line's first point. Use [enum LineCapMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The line's color. Will not be used if a gradient is set."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Controls the style of the line's last point. Use [enum LineCapMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The gradient is drawn through the whole line from start to finish. The "
+"default color will not be used if a gradient is set."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The style for the points between the start and the end."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The points that form the lines. The line is drawn between every point set in "
+"this array. Points are interpreted as local vectors."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The direction difference in radians between vector points. This value is "
+"only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The texture used for the line's texture. Uses [code]texture_mode[/code] for "
+"drawing style."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The style to render the [code]texture[/code] on the line. Use [enum "
+"LineTextureMode] constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The line's width."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The line's width varies with the curve. The original width is simply "
+"multiply by the value of the Curve."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The line's joints will be pointy. If [code]sharp_limit[/code] is greater "
+"than the rotation of a joint, it becomes a bevel joint instead."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The line's joints will be bevelled/chamfered."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The line's joints will be rounded."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Don't draw a line cap."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Draws the line cap as a box."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Draws the line cap as a circle."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Takes the left pixels of the texture and renders it over the whole line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Tiles the texture over the line. The texture must be imported with "
+"[b]Repeat[/b] enabled for it to work properly."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Stretches the texture across the line. Import the texture with [b]Repeat[/b] "
+"disabled for best results."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Control that provides single-line string editing."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"LineEdit provides a single-line string editor, used for text fields.\n"
+"It features many built-in shortcuts which will always be available "
+"([code]Ctrl[/code] here maps to [code]Command[/code] on macOS):\n"
+"- Ctrl + C: Copy\n"
+"- Ctrl + X: Cut\n"
+"- Ctrl + V or Ctrl + Y: Paste/\"yank\"\n"
+"- Ctrl + Z: Undo\n"
+"- Ctrl + Shift + Z: Redo\n"
+"- Ctrl + U: Delete text from the cursor position to the beginning of the "
+"line\n"
+"- Ctrl + K: Delete text from the cursor position to the end of the line\n"
+"- Ctrl + A: Select all text\n"
+"- Up/Down arrow: Move the cursor to the beginning/end of the line\n"
+"On macOS, some extra keyboard shortcuts are available:\n"
+"- Ctrl + F: Like the right arrow key, move the cursor one character right\n"
+"- Ctrl + B: Like the left arrow key, move the cursor one character left\n"
+"- Ctrl + P: Like the up arrow key, move the cursor to the previous line\n"
+"- Ctrl + N: Like the down arrow key, move the cursor to the next line\n"
+"- Ctrl + D: Like the Delete key, delete the character on the right side of "
+"cursor\n"
+"- Ctrl + H: Like the Backspace key, delete the character on the left side of "
+"the cursor\n"
+"- Command + Left arrow: Like the Home key, move the cursor to the beginning "
+"of the line\n"
+"- Command + Right arrow: Like the End key, move the cursor to the end of the "
+"line"
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Adds [code]text[/code] after the cursor. If the resulting value is longer "
+"than [member max_length], nothing happens."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Erases the [LineEdit]'s [member text]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Deletes one character at the cursor's current position (equivalent to "
+"pressing the [code]Delete[/code] key)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Deletes a section of the [member text] going from position "
+"[code]from_column[/code] to [code]to_column[/code]. Both parameters should "
+"be within the text's length."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+msgid "Clears the current selection."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
+"displayed when right-clicking on the [LineEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Returns the scroll offset due to [member caret_position], as a number of "
+"characters."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Executes a given action as defined in the [enum MenuItems] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/"
+"code]. By default, [code]from[/code] is at the beginning and [code]to[/code] "
+"at the end.\n"
+"[codeblock]\n"
+"text = \"Welcome\"\n"
+"select() # Will select \"Welcome\".\n"
+"select(4) # Will select \"ome\".\n"
+"select(2, 5) # Will select \"lco\".\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Selects the whole [String]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Text alignment as defined in the [enum Align] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "If [code]true[/code], the caret (visual cursor) blinks."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Duration (in seconds) of a caret's blinking cycle."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"The cursor's position inside the [LineEdit]. When set, the text may scroll "
+"to accommodate it."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/"
+"code] is not empty, which can be used to clear the text quickly."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "If [code]true[/code], the context menu will appear when right-clicked."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]false[/code], existing text cannot be modified and new text cannot "
+"be added."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]true[/code], the [LineEdit] width will increase to stay longer than "
+"the [member text]. It will [b]not[/b] compress if the [member text] is "
+"shortened."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Maximum amount of characters that can be entered inside the [LineEdit]. If "
+"[code]0[/code], there is no limit.\n"
+"When a limit is defined, characters that would exceed [member max_length] "
+"are truncated. This happens both for existing [member text] contents when "
+"setting the max length, or for new text inserted in the [LineEdit], "
+"including pasting. If any input text is truncated, the [signal "
+"text_change_rejected] signal is emitted with the truncated substring as "
+"parameter.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"text = \"Hello world\"\n"
+"max_length = 5\n"
+"# `text` becomes \"Hello\".\n"
+"max_length = 10\n"
+"text += \" goodbye\"\n"
+"# `text` becomes \"Hello good\".\n"
+"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
+"code]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
+"default value (see [member text])."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Sets the icon that will appear in the right end of the [LineEdit] if there's "
+"no [member text], or always, if [member clear_button_enabled] is set to "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]true[/code], every character is replaced with the secret character "
+"(see [member secret_character])."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"The character to use to mask secret input (defaults to \"*\"). Only a single "
+"character can be used as the secret character."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]false[/code], it's impossible to select the text using mouse nor "
+"keyboard."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "If [code]false[/code], using shortcuts will be disabled."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"String value of the [LineEdit].\n"
+"[b]Note:[/b] Changing text using this property won't emit the [signal "
+"text_changed] signal."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the native virtual keyboard is shown when focused on "
+"platforms that support it."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Emitted when appending text that overflows the [member max_length]. The "
+"appended text is truncated to fit [member max_length], and the part that "
+"couldn't fit is passed as the [code]rejected_substring[/code] argument."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Emitted when the text changes."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Aligns the text on the left-hand side of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Centers the text in the middle of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Aligns the text on the right-hand side of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Stretches whitespaces to fit the [LineEdit]'s width."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Cuts (copies and clears) the selected text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Copies the selected text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Pastes the clipboard text over the selected text (or at the cursor's "
+"position).\n"
+"Non-printable escape characters are automatically stripped from the OS "
+"clipboard via [method String.strip_escapes]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Erases the whole [LineEdit] text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Selects the whole [LineEdit] text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Undoes the previous action."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Reverse the last undo action."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Represents the size of the [enum MenuItems] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Color used as default tint for the clear button."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Color used for the clear button when it's pressed."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Color of the [LineEdit]'s visual cursor (caret)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Default font color."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Font color for selected text (inside the selection rectangle)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Font color when editing is disabled."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Minimum horizontal space for the text (not counting the clear button and "
+"content margins). This value is measured in count of space characters (i.e. "
+"this amount of space characters can be displayed without scrolling)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Font used for the text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Texture for the clear button. See [member clear_button_enabled]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Background used when [LineEdit] has GUI focus."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Default background for the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Background used when [LineEdit] is in read-only mode ([member editable] is "
+"set to [code]false[/code])."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml
+msgid "Line shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml
+msgid ""
+"Line shape for 2D collisions. It works like a 2D plane and will not allow "
+"any physics body to go to the negative side. Not recommended for rigid "
+"bodies, and usually not recommended for static bodies either because it "
+"forces checks against it on every frame."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml
+msgid "The line's distance from the origin."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml
+msgid "The line's normal."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "Simple button used to represent a link to some resource."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"This kind of button is primarily used when the interaction with the button "
+"causes a context change (like linking to a web page).\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"Determines when to show the underline. See [enum UnderlineMode] for options."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "The LinkButton will always show an underline at the bottom of its text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"The LinkButton will show an underline at the bottom of its text when the "
+"mouse cursor is over it."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "The LinkButton will never show an underline at the bottom of its text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "Default text [Color] of the [LinkButton]."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"Text [Color] used when the [LinkButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "Text [Color] used when the [LinkButton] is being hovered."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "Text [Color] used when the [LinkButton] is being pressed."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "The vertical space between the baseline of text and the underline."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "[Font] of the [LinkButton]'s text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"[StyleBox] used when the [LinkButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/Listener.xml doc/classes/Listener2D.xml
+msgid "Overrides the location sounds are heard from."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid ""
+"Once added to the scene tree and enabled using [method make_current], this "
+"node will override the location sounds are heard from. This can be used to "
+"listen from a location different from the [Camera]."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid "Disables the listener to use the current camera's listener instead."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid "Returns the listener's global orthonormalized [Transform]."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid ""
+"Returns [code]true[/code] if the listener was made current using [method "
+"make_current], [code]false[/code] otherwise.\n"
+"[b]Note:[/b] There may be more than one Listener marked as \"current\" in "
+"the scene tree, but only the one that was made current last will be used."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid "Enables the listener. This will override the current camera's listener."
+msgstr ""
+
+#: doc/classes/Listener2D.xml
+msgid ""
+"Once added to the scene tree and enabled using [method make_current], this "
+"node will override the location sounds are heard from. Only one [Listener2D] "
+"can be current. Using [method make_current] will disable the previous "
+"[Listener2D].\n"
+"If there is no active [Listener2D] in the current [Viewport], center of the "
+"screen will be used as a hearing point for the audio. [Listener2D] needs to "
+"be inside [SceneTree] to function."
+msgstr ""
+
+#: doc/classes/Listener2D.xml
+msgid ""
+"Disables the [Listener2D]. If it's not set as current, this method will have "
+"no effect."
+msgstr ""
+
+#: doc/classes/Listener2D.xml
+msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
+msgstr ""
+
+#: doc/classes/Listener2D.xml
+msgid ""
+"Makes the [Listener2D] active, setting it as the hearing point for the "
+"sounds. If there is already another active [Listener2D], it will be "
+"disabled.\n"
+"This method will have no effect if the [Listener2D] is not added to "
+"[SceneTree]."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Abstract base class for the game's main loop."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"[MainLoop] is the abstract base class for a Godot project's game loop. It is "
+"inherited by [SceneTree], which is the default game loop implementation used "
+"in Godot projects, though it is also possible to write and use one's own "
+"[MainLoop] subclass instead of the scene tree.\n"
+"Upon the application start, a [MainLoop] implementation must be provided to "
+"the OS; otherwise, the application will exit. This happens automatically "
+"(and a [SceneTree] is created) unless a main [Script] is provided from the "
+"command line (with e.g. [code]godot -s my_loop.gd[/code], which should then "
+"be a [MainLoop] implementation.\n"
+"Here is an example script implementing a simple [MainLoop]:\n"
+"[codeblock]\n"
+"extends MainLoop\n"
+"\n"
+"var time_elapsed = 0\n"
+"var keys_typed = []\n"
+"var quit = false\n"
+"\n"
+"func _initialize():\n"
+" print(\"Initialized:\")\n"
+" print(\" Starting time: %s\" % str(time_elapsed))\n"
+"\n"
+"func _idle(delta):\n"
+" time_elapsed += delta\n"
+" # Return true to end the main loop.\n"
+" return quit\n"
+"\n"
+"func _input_event(event):\n"
+" # Record keys.\n"
+" if event is InputEventKey and event.pressed and !event.echo:\n"
+" keys_typed.append(OS.get_scancode_string(event.scancode))\n"
+" # Quit on Escape press.\n"
+" if event.scancode == KEY_ESCAPE:\n"
+" quit = true\n"
+" # Quit on any mouse click.\n"
+" if event is InputEventMouseButton:\n"
+" quit = true\n"
+"\n"
+"func _finalize():\n"
+" print(\"Finalized:\")\n"
+" print(\" End time: %s\" % str(time_elapsed))\n"
+" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Called when files are dragged from the OS file manager and dropped in the "
+"game window. The arguments are a list of file paths and the identifier of "
+"the screen where the drag originated."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Called before the program exits."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Called when the user performs an action in the system global menu (e.g. the "
+"Mac OS menu bar)."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Called each idle frame with the time since the last idle frame as argument "
+"(in seconds). Equivalent to [method Node._process].\n"
+"If implemented, the method must return a boolean value. [code]true[/code] "
+"ends the main loop, while [code]false[/code] lets it proceed to the next "
+"frame."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Called once during initialization."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Called whenever an [InputEvent] is received by the main loop."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Deprecated callback, does not do anything. Use [method _input_event] to "
+"parse text input. Will be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Called each physics frame with the time since the last physics frame as "
+"argument ([code]delta[/code], in seconds). Equivalent to [method Node."
+"_physics_process].\n"
+"If implemented, the method must return a boolean value. [code]true[/code] "
+"ends the main loop, while [code]false[/code] lets it proceed to the next "
+"frame."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _finalize] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _idle] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _initialize] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _input_event] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _input_text] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _iteration] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Emitted when a user responds to a permission request."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the mouse enters the game window.\n"
+"Implemented on desktop and web platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the mouse leaves the game window.\n"
+"Implemented on desktop and web platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the game window is focused.\n"
+"Implemented on all platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the game window is unfocused.\n"
+"Implemented on all platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when a quit request is sent (e.g. closing "
+"the window with a \"Close\" button or Alt+F4).\n"
+"Implemented on desktop platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when a go back request is sent (e.g. "
+"pressing the \"Back\" button on Android).\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when an unfocus request is sent (e.g. "
+"another OS window wants to take the focus).\n"
+"No supported platforms currently send this notification."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the application is exceeding its "
+"allocated memory.\n"
+"Specific to the iOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received when translations may have changed. Can be triggered "
+"by the user changing the locale. Can be used to respond to language changes, "
+"for example to change the UI strings on the fly. Useful when working with "
+"the built-in translation support, like [method Object.tr]."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when a request for \"About\" information "
+"is sent.\n"
+"Specific to the macOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from Godot's crash handler when the engine is about to "
+"crash.\n"
+"Implemented on desktop platforms if the crash handler is enabled."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when an update of the Input Method Engine "
+"occurs (e.g. change of IME cursor position or composition string).\n"
+"Specific to the macOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the app is resumed.\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the app is paused.\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid "Simple margin container."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"Adds a top, left, bottom, and right margin to all [Control] nodes that are "
+"direct children of the container. To control the [MarginContainer]'s margin, "
+"use the [code]margin_*[/code] theme properties listed below.\n"
+"[b]Note:[/b] Be careful, [Control] margin values are different than the "
+"constant margin values. If you want to change the custom margin values of "
+"the [MarginContainer] by code, you should use the following examples:\n"
+"[codeblock]\n"
+"# This code sample assumes the current script is extending MarginContainer.\n"
+"var margin_value = 100\n"
+"add_constant_override(\"margin_top\", margin_value)\n"
+"add_constant_override(\"margin_left\", margin_value)\n"
+"add_constant_override(\"margin_bottom\", margin_value)\n"
+"add_constant_override(\"margin_right\", margin_value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"All direct children of [MarginContainer] will have a bottom margin of "
+"[code]margin_bottom[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"All direct children of [MarginContainer] will have a left margin of "
+"[code]margin_left[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"All direct children of [MarginContainer] will have a right margin of "
+"[code]margin_right[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"All direct children of [MarginContainer] will have a top margin of "
+"[code]margin_top[/code] pixels."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid "Data transformation (marshalling) and encoding helpers."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid "Provides data transformation and encoding utility functions."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string "
+"[code]base64_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a decoded string corresponding to the Base64-encoded string "
+"[code]base64_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a decoded [Variant] corresponding to the Base64-encoded string "
+"[code]base64_str[/code]. If [code]allow_objects[/code] is [code]true[/code], "
+"decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a Base64-encoded string of the [Variant] [code]variant[/code]. If "
+"[code]full_objects[/code] is [code]true[/code], encoding objects is allowed "
+"(and can potentially include code)."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid "Abstract base [Resource] for coloring and shading geometry."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid ""
+"Material is a base [Resource] used for coloring and shading geometry. All "
+"materials inherit from it and almost all [VisualInstance] derived nodes "
+"carry a Material. A few flags and parameters are shared between all material "
+"types and are configured here."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid ""
+"Sets the [Material] to be used for the next pass. This renders the object "
+"again using a different material.\n"
+"[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s "
+"with type \"Spatial\"."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid ""
+"Sets the render priority for transparent objects in 3D scenes. Higher "
+"priority objects will be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid "Maximum value for the [member render_priority] parameter."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid "Minimum value for the [member render_priority] parameter."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Special button that brings up a [PopupMenu] when clicked."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"Special button that brings up a [PopupMenu] when clicked.\n"
+"New items can be created inside this [PopupMenu] using [code]get_popup()."
+"add_item(\"My Item Name\")[/code]. You can also create them directly from "
+"the editor. To do so, select the [MenuButton] node, then in the toolbar at "
+"the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the "
+"popup. You will be able to give each item new properties.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/MenuButton.xml doc/classes/OptionButton.xml
+msgid ""
+"Returns the [PopupMenu] contained in this button.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
+"the button."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"If [code]true[/code], when the cursor hovers above another [MenuButton] "
+"within the same parent which also has [code]switch_on_hover[/code] enabled, "
+"it will close the current [MenuButton] and open the other one."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Emitted when [PopupMenu] of this MenuButton is about to show."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Default text [Color] of the [MenuButton]."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Text [Color] used when the [MenuButton] is disabled."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"Text [Color] used when the [MenuButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Text [Color] used when the [MenuButton] is being hovered."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Text [Color] used when the [MenuButton] is being pressed."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "The horizontal space between [MenuButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "[Font] of the [MenuButton]'s text."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "[StyleBox] used when the [MenuButton] is disabled."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"[StyleBox] used when the [MenuButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "[StyleBox] used when the [MenuButton] is being hovered."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Default [StyleBox] for the [MenuButton]."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "[StyleBox] used when the [MenuButton] is being pressed."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "A [Resource] that contains vertex array-based geometry."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Mesh is a type of [Resource] that contains vertex array-based geometry, "
+"divided in [i]surfaces[/i]. Each surface contains a completely separate "
+"array and a material used to draw it. Design wise, a mesh with multiple "
+"surfaces is preferred to a single surface, because objects created in 3D "
+"editing software commonly contain multiple materials."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Calculate a [ConvexPolygonShape] from the mesh.\n"
+"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
+"vertices are removed automatically. You can set it to [code]false[/code] to "
+"make the process faster if not needed.\n"
+"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
+"simplified to reduce the amount of vertices. Disabled by default."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Calculate an outline mesh at a defined offset (margin) from the original "
+"mesh.\n"
+"[b]Note:[/b] This method typically returns the vertices in reverse order (e."
+"g. clockwise to counterclockwise)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Calculate a [ConcavePolygonShape] from the mesh."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Generate a [TriangleMesh] from the mesh."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Returns the smallest [AABB] enclosing this mesh in local space. Not affected "
+"by [code]custom_aabb[/code]. See also [method VisualInstance."
+"get_transformed_aabb].\n"
+"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Returns all the vertices that make up the faces of the mesh. Each three "
+"vertices represent one triangle."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Returns the amount of surfaces that the [Mesh] holds."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Returns the arrays for the vertices, normals, uvs, etc. that make up the "
+"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Returns the blend shape arrays for the requested surface."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Returns a [Material] in a given surface. Surface is rendered using this "
+"material."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Sets a [Material] for a given surface. Surface will be rendered using this "
+"material."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides "
+"[member BakedLightmap.default_texels_per_unit]."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as points (one vertex equals one point)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as lines (every two vertices a line is created)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as line strip."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as line loop (like line strip, but closed)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as triangles (every three vertices a triangle is created)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as triangle strips."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as triangle fans."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Blend shapes are normalized."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Blend shapes are relative to base weight."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Mesh array contains vertices. All meshes require a vertex array so this "
+"should always be present."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains normals."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains tangents."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains colors."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains UVs."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains second UV."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains bones."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains bone weights."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array uses indices."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum "
+"values. Do not use."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) vertex array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) normal array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) tangent array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) UV coordinates array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid ""
+"Flag used to mark a compressed (half float) UV coordinates array for the "
+"second UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed bone array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) weight array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed index array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark that the array contains 2D vertices."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid ""
+"Flag used to mark that the array uses an octahedral representation of normal "
+"and tangent vectors rather than cartesian."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant "
+"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
+"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
+"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of vertices."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of normals."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of tangents as an array of floats, 4 floats per tangent."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of colors."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of second set of UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of bone data."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of weights."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of indices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Helper tool to access and edit [Mesh] data."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"MeshDataTool provides access to individual vertices in a [Mesh]. It allows "
+"users to read and edit vertex data of meshes. It also creates an array of "
+"faces and edges.\n"
+"To use MeshDataTool, load a mesh with [method create_from_surface]. When you "
+"are finished editing the data commit the data to a mesh with [method "
+"commit_to_surface].\n"
+"Below is an example of how MeshDataTool may be used.\n"
+"[codeblock]\n"
+"var mesh = ArrayMesh.new()\n"
+"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()."
+"get_mesh_arrays())\n"
+"var mdt = MeshDataTool.new()\n"
+"mdt.create_from_surface(mesh, 0)\n"
+"for i in range(mdt.get_vertex_count()):\n"
+" var vertex = mdt.get_vertex(i)\n"
+" # In this example we extend the mesh by one unit, which results in "
+"separated faces as it is flat shaded.\n"
+" vertex += mdt.get_vertex_normal(i)\n"
+" # Save your change.\n"
+" mdt.set_vertex(i, vertex)\n"
+"mesh.surface_remove(0)\n"
+"mdt.commit_to_surface(mesh)\n"
+"var mi = MeshInstance.new()\n"
+"mi.mesh = mesh\n"
+"add_child(mi)\n"
+"[/codeblock]\n"
+"See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Clears all data currently in MeshDataTool."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Adds a new surface to specified [Mesh] with edited data."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
+"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the number of edges in this [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns array of faces that touch given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns meta information assigned to given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Returns index of specified vertex connected to given edge.\n"
+"Vertex argument can only be 0 or 1 because edges are comprised of two "
+"vertices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the number of faces in this [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Returns specified edge associated with given face.\n"
+"Edge argument must be either 0, 1, or 2 because a face only has three edges."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the metadata associated with the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Calculates and returns the face normal of the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Returns the specified vertex of the given face.\n"
+"Vertex argument must be either 0, 1, or 2 because faces contain three "
+"vertices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format "
+"flags combined together. For example, a mesh containing both vertices and "
+"normals would return a format of [code]3[/code] because [constant ArrayMesh."
+"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh."
+"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
+"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the material assigned to the [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the vertex at given index."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the bones of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the color of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the total number of vertices in [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns an array of edges that share the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns an array of faces that share the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the metadata associated with the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the normal of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the tangent of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the UV of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the UV2 of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns bone weights of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the metadata of the given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the metadata of the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the material to be used by newly-constructed [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the position of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the bones of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the color of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the metadata associated with the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the normal of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the tangent of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the UV of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the UV2 of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the bone weights of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Node that instances meshes into a scenario."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
+"current scenario by creating an instance of it. This is the class most often "
+"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
+"in many places. This allows to reuse geometry and save on resources. When a "
+"[Mesh] has to be instanced more than thousands of times at close proximity, "
+"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This helper creates a [StaticBody] child node with a [ConvexPolygonShape] "
+"collision shape calculated from the mesh geometry. It's mainly used for "
+"testing.\n"
+"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
+"vertices are removed automatically. You can set it to [code]false[/code] to "
+"make the process faster if not needed.\n"
+"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
+"simplified to reduce the amount of vertices. Disabled by default."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This helper creates a [MeshInstance] child node with gizmos at every vertex "
+"calculated from the mesh geometry. It's mainly used for testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This helper creates a [StaticBody] child node with multiple "
+"[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
+"convex decomposition. It's mainly used for testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This helper creates a [StaticBody] child node with a [ConcavePolygonShape] "
+"collision shape calculated from the mesh geometry. It's mainly used for "
+"testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns the [Material] that will be used by the [Mesh] when drawing. This "
+"can return the [member GeometryInstance.material_override], the surface "
+"override [Material] defined in this [MeshInstance], or the surface "
+"[Material] defined in the [Mesh]. For example, if [member GeometryInstance."
+"material_override] is used, all surfaces will return the override material."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "The [Mesh] resource for the instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "[NodePath] to the [Skeleton] associated with the instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Sets the skin to be used by this instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"If [code]true[/code], normals are transformed when software skinning is "
+"used. Set to [code]false[/code] when normals are not needed for better "
+"performance.\n"
+"See [member ProjectSettings.rendering/quality/skinning/"
+"software_skinning_fallback] for details about how software skinning is "
+"enabled."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml
+msgid "Node used for displaying a [Mesh] in 2D."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml
+msgid ""
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml
+msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
+msgid ""
+"The normal map that will be used if using the default [CanvasItemMaterial].\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
+msgid ""
+"The [Texture] that will be used if using the default [CanvasItemMaterial]. "
+"Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
+msgid "Emitted when the [member texture] is changed."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Library of meshes."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"A library of meshes. Contains a list of [Mesh] resources, each with a name "
+"and ID. Each item can also include collision and navigation shapes. This "
+"resource is used in [GridMap]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Clears the library."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"Creates a new item in the library with the given ID.\n"
+"You can get an unused ID from [method get_last_unused_item_id]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the first item with the given name."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the list of item IDs in use."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the transform applied to the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the item's name."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the transform applied to the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"When running in the editor, returns a generated item preview (a 3D rendering "
+"in isometric perspective). When used in a running project, returns the "
+"manually-defined item preview which can be set using [method "
+"set_item_preview]. Returns an empty [Texture] if no preview was manually set "
+"in a running project."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"Returns an item's collision shapes.\n"
+"The array consists of each [Shape] followed by its [Transform]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Gets an unused ID for a new item."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Removes the item."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets the transform to apply to the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"Sets the item's name.\n"
+"This name is shown in the editor. It can also be used to look up the item "
+"later using [method find_item_by_name]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets the transform to apply to the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets a texture to use as the item's preview icon in the editor."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"Sets an item's collision shapes.\n"
+"The array should consist of [Shape] objects, each followed by a [Transform] "
+"that will be applied to it. For shapes that should not have a transform, use "
+"[constant Transform.IDENTITY]."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid "Simple texture that uses a mesh to draw itself."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid ""
+"Simple texture that uses a mesh to draw itself. It's limited because flags "
+"can't be changed and region drawing is not supported."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid "Sets the base texture that the Mesh will use to draw."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid "Sets the size of the image, needed for reference."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid "Generic mobile VR implementation."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"This is a generic mobile VR implementation where you need to provide details "
+"about the phone and HMD used. It does not rely on any existing framework. "
+"This is the most basic interface we have. For the best effect, you need a "
+"mobile phone with a gyroscope and accelerometer.\n"
+"Note that even though there is no positional tracking, the camera will "
+"assume the headset is at a height of 1.85 meters. You can change this by "
+"setting [member eye_height].\n"
+"You can initialise this interface as follows:\n"
+"[codeblock]\n"
+"var interface = ARVRServer.find_interface(\"Native mobile\")\n"
+"if interface and interface.initialize():\n"
+" get_viewport().arvr = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The distance between the display and the lenses inside of the device in "
+"centimeters."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid "The width of the display in centimeters."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The height at which the camera is placed in relation to the ground (i.e. "
+"[ARVROrigin] node)."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The interocular distance, also known as the interpupillary distance. The "
+"distance between the pupils of the left and right eye."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The k1 lens factor is one of the two constants that define the strength of "
+"the lens used and directly influences the lens distortion effect."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid "The k2 lens factor, see k1."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The oversample setting. Because of the lens distortion we have to render our "
+"buffers at a higher resolution then the screen can natively handle. A value "
+"between 1.5 and 2.0 often provides good results but at the cost of "
+"performance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Provides high-performance mesh instancing."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"MultiMesh provides low-level mesh instancing. Drawing thousands of "
+"[MeshInstance] nodes can be slow, since each object is submitted to the GPU "
+"then drawn individually.\n"
+"MultiMesh is much faster as it can draw thousands of instances with a single "
+"draw call, resulting in less API overhead.\n"
+"As a drawback, if the instances are too far away from each other, "
+"performance may be reduced as every single instance will always render (they "
+"are spatially indexed as one, for the whole object).\n"
+"Since instances may have any behavior, the AABB used for visibility must be "
+"provided by the user."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Returns the visibility axis-aligned bounding box in local space. See also "
+"[method VisualInstance.get_transformed_aabb]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Gets a specific instance's color."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Returns the custom data that has been set for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Returns the [Transform] of a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Returns the [Transform2D] of a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Sets all data related to the instances in one go. This is especially useful "
+"when loading the data from disk or preparing the data from GDNative.\n"
+"All data is packed in one large float array. An array may look like this: "
+"Transform for instance 1, color data for instance 1, custom data for "
+"instance 1, transform for instance 2, color data for instance 2, etc...\n"
+"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
+"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
+"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
+"code] is stored as 4 floats."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
+"existing vertex colors.\n"
+"For the color to take effect, ensure that [member color_format] is non-"
+"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Sets custom data for a specific instance. Although [Color] is used, it is "
+"just a container for 4 floating point numbers. The format of the number can "
+"change depending on the [enum CustomDataFormat] used."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Sets the [Transform] for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Sets the [Transform2D] for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Format of colors in color array that gets passed to shader."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Format of custom data in custom data array that gets passed to shader."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Number of instances that will get drawn. This clears and (re)sizes the "
+"buffers. By default, all instances are drawn but you can limit this with "
+"[member visible_instance_count]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Mesh to be drawn."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Format of transform used to transform mesh, either 2D or 3D."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Limits the number of instances drawn, -1 draws all instances. Changing this "
+"does not change the sizes of the buffers."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Use this when using 2D transforms."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Use this when using 3D transforms."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Use when you are not using per-instance [Color]s."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Compress [Color] data into 8 bits when passing to shader. This uses less "
+"memory and can be faster, but the [Color] loses precision."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"The [Color] passed into [method set_instance_color] will use 4 floats. Use "
+"this for highest precision [Color]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Use when you are not using per-instance custom data."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Compress custom_data into 8 bits when passing to shader. This uses less "
+"memory and can be faster, but loses precision and range. Floats packed into "
+"8 bits can only represent values between 0 and 1, numbers outside that range "
+"will be clamped."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"The [Color] passed into [method set_instance_custom_data] will use 4 floats. "
+"Use this for highest precision."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml
+msgid "Node that instances a [MultiMesh]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml
+msgid ""
+"[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s "
+"based on a [MultiMesh] resource.\n"
+"This is useful to optimize the rendering of a high amount of instances of a "
+"given mesh (for example trees in a forest or grass strands)."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml
+msgid ""
+"The [MultiMesh] resource that will be used and shared among all instances of "
+"the [MultiMeshInstance]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml
+msgid "Node that instances a [MultiMesh] in 2D."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml
+msgid ""
+"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
+"resource in 2D.\n"
+"Usage is the same as [MultiMeshInstance]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml
+msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid "High-level multiplayer API."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"This class implements most of the logic behind the high-level multiplayer "
+"API. See also [NetworkedMultiplayerPeer].\n"
+"By default, [SceneTree] has a reference to this class that is used to "
+"provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n"
+"It is possible to override the MultiplayerAPI instance used by specific "
+"Nodes by setting the [member Node.custom_multiplayer] property, effectively "
+"allowing to run both client and server in the same scene.\n"
+"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
+"detail and isn't meant to be used by non-Godot servers. It may change "
+"without notice."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Clears the current MultiplayerAPI network state (you shouldn't call this "
+"unless you know what you are doing)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
+"network_peer]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Returns the unique peer ID of this MultiplayerAPI's [member network_peer]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Returns the sender's peer ID for the RPC currently being executed.\n"
+"[b]Note:[/b] If not inside an RPC this method will return 0."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
+msgid "Returns [code]true[/code] if there is a [member network_peer] set."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
+"in server mode (listening for connections)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Method used for polling the MultiplayerAPI. You only need to worry about "
+"this if you are using [member Node.custom_multiplayer] override or you set "
+"[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, "
+"[SceneTree] will poll its MultiplayerAPI for you.\n"
+"[b]Note:[/b] This method results in RPCs and RSETs being called, so they "
+"will be executed in the same context of this function (e.g. [code]_process[/"
+"code], [code]physics[/code], [Thread])."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Sends the given raw [code]bytes[/code] to a specific peer identified by "
+"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
+"Default ID is [code]0[/code], i.e. broadcast to all peers."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"If [code]true[/code] (or if the [member network_peer] has [member PacketPeer."
+"allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will "
+"allow encoding and decoding of object during RPCs/RSETs.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"The peer object to handle the RPC system (effectively enabling networking "
+"when set). Depending on the peer itself, the MultiplayerAPI will become a "
+"network server (check with [method is_network_server]) and will set root "
+"node's network mode to master, or it will become a regular peer with root "
+"node set to puppet. All child nodes are set to inherit the network mode by "
+"default. Handling of networking-related events (connection, disconnection, "
+"new clients) is done by connecting to MultiplayerAPI's signals."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new "
+"incoming connections."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"The root node to use for RPCs. Instead of an absolute path, a relative path "
+"will be used to find the node upon which the RPC should be executed.\n"
+"This effectively allows to have different branches of the scene tree to be "
+"managed by different MultiplayerAPI, allowing for example to run both client "
+"and server in the same scene."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] successfully "
+"connected to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] fails to establish "
+"a connection to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] connects with a new "
+"peer. ID is the peer ID of the new peer. Clients get notified when other "
+"clients connect to the same server. Upon connecting to a server, a client "
+"also receives this signal for the server (with ID being 1)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] disconnects from a "
+"peer. Clients get notified when other clients disconnect from the same "
+"server."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] receive a "
+"[code]packet[/code] with custom data (see [method send_bytes]). ID is the "
+"peer ID of the peer that sent the packet."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] disconnects from "
+"server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to disable a "
+"method or property for all RPC calls, making it unavailable. Default for all "
+"methods."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on the remote end, not "
+"locally. Analogous to the [code]remote[/code] keyword. Calls and property "
+"changes are accepted from all remote peers, no matter if they are node's "
+"master or puppets."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on the network master "
+"for this node. Analogous to the [code]master[/code] keyword. Only accepts "
+"calls or property changes from the node's network puppets, see [method Node."
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on puppets for this "
+"node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or "
+"property changes from the node's network master, see [method Node."
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the "
+"[code]slave[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Behave like [constant RPC_MODE_REMOTE] but also make the call or property "
+"change locally. Analogous to the [code]remotesync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to "
+"the [code]sync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Behave like [constant RPC_MODE_MASTER] but also make the call or property "
+"change locally. Analogous to the [code]mastersync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Behave like [constant RPC_MODE_PUPPET] but also make the call or property "
+"change locally. Analogous to the [code]puppetsync[/code] keyword."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid "A synchronization mutex (mutual exclusion)."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid ""
+"A synchronization mutex (mutual exclusion). This is used to synchronize "
+"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
+"that only one thread can ever acquire the lock at a time. A mutex can be "
+"used to protect a critical section; however, be careful to avoid deadlocks."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid ""
+"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
+"[b]Note:[/b] This function returns without blocking if the thread already "
+"has ownership of the mutex."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid ""
+"Tries locking this [Mutex], but does not block. Returns [constant OK] on "
+"success, [constant ERR_BUSY] otherwise.\n"
+"[b]Note:[/b] This function returns [constant OK] if the thread already has "
+"ownership of the mutex."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid ""
+"Unlocks this [Mutex], leaving it to other threads.\n"
+"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
+"times while already having ownership of the mutex, it must also call [method "
+"unlock] the same number of times in order to unlock it correctly."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_class_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_method_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_property_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_signal_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Constructs a new object of the base type with a script of this type already "
+"attached.\n"
+"[b]Note:[/b] Any arguments passed to this function will be ignored and not "
+"passed to the native constructor function. This will change with in a future "
+"API extension."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid "Mesh-based navigation and pathfinding node."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
+"Provides navigation and pathfinding within a collection of "
+"[NavigationMesh]es. By default, these will be automatically collected from "
+"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
+"class also assists with aligning navigation agents with the meshes they are "
+"navigating on."
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
+#: doc/classes/NavigationServer.xml
+msgid "3D Navmesh Demo"
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
+msgid ""
+"Returns the navigation point closest to the point given. Points are in local "
+"coordinate space."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"Returns the surface normal at the navigation point closest to the point "
+"given. Useful for rotating a navigation agent according to the navigation "
+"mesh it moves on."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"Returns the owner of the [NavigationMesh] which contains the navigation "
+"point closest to the point given. This is usually a [NavigationMeshInstance]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"Returns the navigation point closest to the given line segment. When "
+"enabling [code]use_collision[/code], only considers intersection points "
+"between segment and navigation meshes. If multiple intersection points are "
+"found, the one closest to the segment start point is returned."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
+"Returns the path between two given points. Points are in local coordinate "
+"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
+"agent properties associated with each [NavigationMesh] (radius, height, "
+"etc.) are considered in the path calculation, otherwise they are ignored."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid "The cell height to use for fields."
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
+msgid "The XZ plane cell size to use for fields."
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
+msgid ""
+"This value is used to detect the near edges to connect compatible regions."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
+"which is the world's \"up\" direction."
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid "2D navigation and pathfinding node."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
+"Navigation2D provides navigation and pathfinding within a 2D area, specified "
+"as a collection of [NavigationPolygon] resources. By default, these are "
+"automatically collected from child [NavigationPolygonInstance] nodes."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationPolygon.xml
+msgid "2D Navigation Demo"
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid ""
+"Returns the owner of the [NavigationPolygon] which contains the navigation "
+"point closest to the point given. This is usually a "
+"[NavigationPolygonInstance]."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
+"Returns the path between two given points. Points are in local coordinate "
+"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
+"is smoothed by merging path segments where possible."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid "The XY plane cell size to use for fields."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Server interface for low-level 2D navigation access."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Navigation2DServer is the server responsible for all 2D navigation. It "
+"handles several objects, namely maps, regions and agents.\n"
+"Maps are made up of regions, which are made of navigation polygons. "
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
+"To use the collision avoidance system, you may use agents. You can set an "
+"agent's target velocity, then the servers will emit a callback with a "
+"modified velocity.\n"
+"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
+"modified velocity as-is might lead to pushing and agent outside of a "
+"navigable area. This is a limitation of the collision avoidance system, any "
+"more complex situation may require the use of the physics engine.\n"
+"This server keeps tracks of any call and executes them during the sync "
+"phase. This means that you can request any change to the map, using any "
+"thread, without worrying."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Creates the agent."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns [code]true[/code] if the map got changed the previous frame."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Puts the agent in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Sets the maximum number of other agents the agent takes into account in the "
+"navigation. The larger this number, the longer the running time of the "
+"simulation. If the number is too low, the simulation will not be safe."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the maximum speed of the agent. Must be positive."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Sets the maximum distance to other agents this agent takes into account in "
+"the navigation. The larger this number, the longer the running time of the "
+"simulation. If the number is too low, the simulation will not be safe."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the position of the agent in world space."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the radius of the agent."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the new target velocity."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"The minimal amount of time for which the agent's velocities that are "
+"computed by the simulation are safe with respect to other agents. The larger "
+"this number, the sooner this agent will respond to the presence of other "
+"agents, but the less freedom this agent has in choosing its velocities. Must "
+"be positive."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the current velocity of the agent."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Destroys the given RID."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Create a new map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the map cell size."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the point closest to the provided [code]to_point[/code] on the "
+"navigation mesh surface."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the owner region RID for the point returned by [method "
+"map_get_closest_point]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Returns the edge connection margin of the map. The edge connection margin is "
+"a distance used to connect two regions."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns [code]true[/code] if the map is active."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the map active."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Set the map cell size used to weld the navigation mesh polygons."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Set the map edge connection margin used to weld the compatible region edges."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Creates a new region."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the map for the region."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the navigation mesh for the region."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the global transformation for the region."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "3D agent used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"3D agent that is used in navigation to reach a location while avoiding "
+"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
+"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the distance to the target location, using the agent's global "
+"position. The user must set the target location with [method "
+"set_target_location] in order for this to be accurate."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the reachable final location in global coordinates. This can change "
+"if the navigation path is altered in any way. Because of this, it would be "
+"best to check this each frame."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Returns which index the agent is currently on in the navigation path's "
+"[PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Returns the [Navigation] node that the agent is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the user-defined target location (set with [method "
+"set_target_location])."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns [code]true[/code] if the navigation path's final location has been "
+"reached."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns [code]true[/code] if the target location is reachable. The target "
+"location is set using [method set_target_location]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns [code]true[/code] if the target location is reached. The target "
+"location is set using [method set_target_location]. It may not always be "
+"possible to reach the target location. It should always be possible to reach "
+"the final location though. See [method get_final_location]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Sets the [Navigation] node used by the agent. Useful when you don't want to "
+"make the agent a child of a [Navigation] node."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the user desired final location. This will clear the current navigation "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sends the passed in velocity to the collision avoidance algorithm. It will "
+"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
+"is complete, it will emit the [signal velocity_computed] signal."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
+"horizontal plane."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid "The maximum number of neighbors for the agent to consider."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid "The maximum speed that an agent can move."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid "The distance to search for other agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The maximum distance the agent is allowed away from the ideal path to the "
+"final location. This can happen due to trying to avoid collisions. When the "
+"maximum distance is exceeded, it recalculates the ideal path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The minimal amount of time for which this agent's velocities, that are "
+"computed with the collision avoidance algorithm, are safe with respect to "
+"other agents. The larger the number, the sooner the agent will respond to "
+"other agents, but the less freedom in choosing its velocities. Must be "
+"positive."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid "Notifies when the final location is reached."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the navigation path changes. This can be triggered by the "
+"navigation system or by the user changing the path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the player-defined target, set with [method "
+"set_target_location], is reached."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the collision avoidance velocity is calculated after a call to "
+"[method set_velocity]."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid "2D agent used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"2D agent that is used in navigation to reach a location while avoiding "
+"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
+"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns which index the agent is currently on in the navigation path's "
+"[PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [Navigation2D] node that the agent is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the [Navigation2D] node used by the agent. Useful when you don't want "
+"to make the agent a child of a [Navigation2D] node."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "A mesh to approximate the walkable areas and obstacles."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"A navigation mesh is a collection of polygons that define which areas of an "
+"environment are traversable to aid agents in pathfinding through complicated "
+"spaces."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
+msgid ""
+"Adds a polygon using the indices of the vertices you get when calling "
+"[method get_vertices]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Clears the array of polygons, but it doesn't clear the array of vertices."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Initializes the navigation mesh by setting the vertices and indices "
+"according to a [Mesh]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns a [PoolIntArray] containing the indices of the vertices of a created "
+"polygon."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "Returns the number of polygons in the navigation mesh."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Returns a [PoolVector3Array] containing all the vertices being used to "
+"create the polygons."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the [member geometry_collision_mask].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the [member geometry_collision_mask]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
+msgid ""
+"Sets the vertices that can be then indexed to create polygons with the "
+"[method add_polygon] method."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The minimum floor to ceiling height that will still allow the floor area to "
+"be considered walkable.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell_height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The minimum ledge height that is considered to still be traversable.\n"
+"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
+"multiple of [member cell_height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The maximum slope that is considered walkable, in degrees."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The distance to erode/shrink the walkable area of the heightfield away from "
+"obstructions.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell_size]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The Y axis cell size to use for fields."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The sampling distance to use when generating the detail mesh, in cell unit."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The maximum distance the detail mesh surface should deviate from "
+"heightfield, in cell unit."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The maximum distance a simplfied contour's border edges should deviate the "
+"original raw contour."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The maximum allowed length for contour edges along the border of the mesh.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell_size]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The physics layers to scan for static colliders.\n"
+"Only used when [member geometry_parsed_geometry_type] is [constant "
+"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Determines which type of nodes will be parsed as geometry. See [enum "
+"ParsedGeometryType] for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The source of the geometry used when baking. See [enum SourceGeometryMode] "
+"for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The name of the group to scan for geometry.\n"
+"Only used when [member geometry_source_geometry_mode] is [constant "
+"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
+"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The maximum number of vertices allowed for polygons generated during the "
+"contour to polygon conversion process."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Any regions with a size smaller than this will be merged with larger regions "
+"if possible.\n"
+"[b]Note:[/b] This value will be squared to calculate the number of cells. "
+"For example, a value of 20 will set the number of cells to 400."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The minimum size of a region for it to be created.\n"
+"[b]Note:[/b] This value will be squared to calculate the minimum number of "
+"cells allowed to form isolated island areas. For example, a value of 8 will "
+"set the number of cells to 64."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Partitioning algorithm for creating the navigation mesh polys. See [enum "
+"SamplePartitionType] for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Watershed partitioning. Generally the best choice if you precompute the "
+"navigation mesh, use this if you have large open areas."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Monotone partitioning. Use this if you want fast navigation mesh generation."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
+"and small sized tiles."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "Represents the size of the [enum SamplePartitionType] enum."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], "
+"and [GridMap] nodes."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Parses [StaticBody] colliders as geometry. The collider should be in any of "
+"the layers specified by [member geometry_collision_mask]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
+"PARSED_GEOMETRY_STATIC_COLLIDERS]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "Represents the size of the [enum ParsedGeometryType] enum."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Scans the child nodes of [NavigationMeshInstance] recursively for geometry."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Scans nodes in a group and their child nodes recursively for geometry. The "
+"group is specified by [member geometry_source_group_name]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Uses nodes in a group for geometry. The group is specified by [member "
+"geometry_source_group_name]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "Represents the size of the [enum SourceGeometryMode] enum."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid "Helper class for creating and clearing navigation meshes."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "An instance of a [NavigationMesh]."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "The [NavigationMesh] resource to use."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "Notifies when the navigation mesh bake operation is completed."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "Notifies when the [NavigationMesh] has changed."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid "3D obstacle used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"3D obstacle used in navigation for collision avoidance. The obstacle needs "
+"navigation data to work correctly. This can be done by having the obstacle "
+"as a child of a [Navigation] node, or using [method set_navigation]. "
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"Returns the [Navigation] node that the obstacle is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
+"to make the obstacle a child of a [Navigation] node."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Enables radius estimation algorithm which uses parent's collision shapes to "
+"determine the obstacle radius."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
+msgid ""
+"The radius of the agent. Used only if [member estimate_radius] is set to "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid "2D obstacle used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"2D obstacle used in navigation for collision avoidance. The obstacle needs "
+"navigation data to work correctly. This can be done by having the obstacle "
+"as a child of a [Navigation2D] node, or using [method set_navigation]. "
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Returns the [Navigation2D] node that the obstacle is using for its "
+"navigation system."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
+"want to make the obstacle a child of a [Navigation2D] node."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"A node that has methods to draw outlines or use indices of vertices to "
+"create navigation polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"There are two ways to create polygons. Either by using the [method "
+"add_outline] method, or using the [method add_polygon] method.\n"
+"Using [method add_outline]:\n"
+"[codeblock]\n"
+"var polygon = NavigationPolygon.new()\n"
+"var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
+"50), Vector2(50, 0)])\n"
+"polygon.add_outline(outline)\n"
+"polygon.make_polygons_from_outlines()\n"
+"$NavigationPolygonInstance.navpoly = polygon\n"
+"[/codeblock]\n"
+"Using [method add_polygon] and indices of the vertices array.\n"
+"[codeblock]\n"
+"var polygon = NavigationPolygon.new()\n"
+"var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
+"50), Vector2(50, 0)])\n"
+"polygon.set_vertices(vertices)\n"
+"var indices = PoolIntArray([0, 1, 2, 3])\n"
+"polygon.add_polygon(indices)\n"
+"$NavigationPolygonInstance.navpoly = polygon\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Appends a [PoolVector2Array] that contains the vertices of an outline to the "
+"internal array that contains all the outlines. You have to call [method "
+"make_polygons_from_outlines] in order for this array to be converted to "
+"polygons that the engine will use."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Adds a [PoolVector2Array] that contains the vertices of an outline to the "
+"internal array that contains all the outlines at a fixed position. You have "
+"to call [method make_polygons_from_outlines] in order for this array to be "
+"converted to polygons that the engine will use."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Clears the array of the outlines, but it doesn't clear the vertices and the "
+"polygons that were created by them."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Clears the array of polygons, but it doesn't clear the array of outlines and "
+"vertices."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns a [PoolVector2Array] containing the vertices of an outline that was "
+"created in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns the number of outlines that were created in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid "Returns the count of all polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns a [PoolVector2Array] containing all the vertices being used to "
+"create the polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid "Creates polygons from the outlines added in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Removes an outline created in the editor or by script. You have to call "
+"[method make_polygons_from_outlines] for the polygons to update."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Changes an outline created in the editor or by script. You have to call "
+"[method make_polygons_from_outlines] for the polygons to update."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Server interface for low-level 3D navigation access."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"NavigationServer is the server responsible for all 3D navigation. It handles "
+"several objects, namely maps, regions and agents.\n"
+"Maps are made up of regions, which are made of navigation meshes. Together, "
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
+"To use the collision avoidance system, you may use agents. You can set an "
+"agent's target velocity, then the servers will emit a callback with a "
+"modified velocity.\n"
+"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
+"modified velocity as-is might lead to pushing and agent outside of a "
+"navigable area. This is a limitation of the collision avoidance system, any "
+"more complex situation may require the use of the physics engine.\n"
+"This server keeps tracks of any call and executes them during the sync "
+"phase. This means that you can request any change to the map, using any "
+"thread, without worrying."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Returns the map cell height."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Returns the normal for the point returned by [method map_get_closest_point]."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Returns the closest point between the navigation surface and the segment."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Returns the edge connection margin of the map. This distance is the minimum "
+"vertex distance needed to connect two edges from different regions."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Returns the map's up direction."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Set the map cell height used to weld the navigation mesh polygons."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Sets the map up direction."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Process the collision avoidance agents.\n"
+"The result of this process is needed by the physics server, so this must be "
+"called in the main thread.\n"
+"[b]Note:[/b] This function is not thread safe."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Bakes the navigation mesh."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Control activation of this server."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"PacketPeer implementation using the [url=http://enet.bespin.org/index."
+"html]ENet[/url] library."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"A PacketPeer implementation that should be passed to [member SceneTree."
+"network_peer] after being initialized as either a client or server. Events "
+"can then be handled by connecting to [SceneTree] signals.\n"
+"ENet's purpose is to provide a relatively thin, simple and robust network "
+"communication layer on top of UDP (User Datagram Protocol).\n"
+"[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to "
+"make your server accessible on the public Internet, you only need to forward "
+"the server port in UDP. You can use the [UPNP] class to try to forward the "
+"server port automatically when starting the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Closes the connection. Ignored if no connection is currently established. If "
+"this is a server it tries to notify all clients before forcibly "
+"disconnecting them. If this is a client it simply closes the connection to "
+"the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Create client that connects to a server at [code]address[/code] using "
+"specified [code]port[/code]. The given address needs to be either a fully "
+"qualified domain name (e.g. [code]\"www.example.com\"[/code]) or an IP "
+"address in IPv4 or IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The "
+"[code]port[/code] is the port the server is listening on. The "
+"[code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be "
+"used to limit the incoming and outgoing bandwidth to the given number of "
+"bytes per second. The default of 0 means unlimited bandwidth. Note that ENet "
+"will strategically drop packets on specific sides of a connection between "
+"peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth "
+"parameters also determine the window size of a connection which limits the "
+"amount of reliable packets that may be in transit at any given time. Returns "
+"[constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this "
+"NetworkedMultiplayerENet instance already has an open connection (in which "
+"case you need to call [method close_connection] first) or [constant "
+"ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/"
+"code] is specified, the client will also listen to the given port; this is "
+"useful for some NAT traversal techniques."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Create server that listens to connections via [code]port[/code]. The port "
+"needs to be an available, unused port between 0 and 65535. Note that ports "
+"below 1024 are privileged and may require elevated permissions depending on "
+"the platform. To change the interface the server listens on, use [method "
+"set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which "
+"listens on all available interfaces. [code]max_clients[/code] is the maximum "
+"number of clients that are allowed at once, any number up to 4095 may be "
+"used, although the achievable number of simultaneous clients may be far "
+"lower and depends on the application. For additional details on the "
+"bandwidth parameters, see [method create_client]. Returns [constant OK] if a "
+"server was created, [constant ERR_ALREADY_IN_USE] if this "
+"NetworkedMultiplayerENet instance already has an open connection (in which "
+"case you need to call [method close_connection] first) or [constant "
+"ERR_CANT_CREATE] if the server could not be created."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
+"connection will be closed immediately without flushing queued messages."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Returns the channel of the last packet fetched via [method PacketPeer."
+"get_packet]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Returns the channel of the next packet that will be retrieved via [method "
+"PacketPeer.get_packet]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Returns the IP address of the given peer."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Returns the remote port of the given peer."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/"
+"code] by default, which binds to all available interfaces. The given IP "
+"needs to be in IPv4 or IPv6 address format, for example: "
+"[code]\"192.168.1.1\"[/code]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Configure the [X509Certificate] to use when [member use_dtls] is [code]true[/"
+"code]. For servers, you must also setup the [CryptoKey] via [method "
+"set_dtls_key]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Configure the [CryptoKey] to use when [member use_dtls] is [code]true[/"
+"code]. Remember to also call [method set_dtls_certificate] to setup your "
+"[X509Certificate]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Sets the timeout parameters for a peer.The timeout parameters control how "
+"and when a peer will timeout from a failure to acknowledge reliable traffic. "
+"Timeout values are expressed in milliseconds.\n"
+"The [code]timeout_limit[/code] is a factor that, multiplied by a value based "
+"on the average round trip time, will determine the timeout limit for a "
+"reliable packet. When that limit is reached, the timeout will be doubled, "
+"and the peer will be disconnected if that limit has reached "
+"[code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the "
+"other hand, defines a fixed timeout for which any packet must be "
+"acknowledged or the peer will be dropped."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Enforce ordered packets when using [constant NetworkedMultiplayerPeer."
+"TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant "
+"NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the "
+"only way to use ordering with the RPC system."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"The number of channels to be used by ENet. Channels are used to separate "
+"different kinds of data. In reliable or ordered mode, for example, the "
+"packet delivery order is ensured on a per-channel basis. This is done to "
+"combat latency and reduces ordering restrictions on packets. The delivery "
+"status of a packet in one channel won't stall the delivery of other packets "
+"in another channel."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"The compression method used for network packets. These have different "
+"tradeoffs of compression speed versus bandwidth, you may need to test which "
+"one works best for your use case if you use compression at all.\n"
+"[b]Note:[/b] Most games' network design involve sending many small packets "
+"frequently (smaller than 4 KB each). If in doubt, it is recommended to keep "
+"the default compression algorithm as it works best on these small packets.\n"
+"[b]Note:[/b] [member compression_mode] must be set to the same value on both "
+"the server and all its clients. Clients will fail to connect if the [member "
+"compression_mode] set on the client differs from the one set on the server. "
+"Prior to Godot 3.4, the default [member compression_mode] was [constant "
+"COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and "
+"server is not recommended and not officially supported."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"The hostname used for DTLS verification, to be compared against the \"CN\" "
+"value in the certificate provided by the server.\n"
+"When set to an empty string, the [code]address[/code] parameter passed to "
+"[method create_client] is used instead."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Enable or disable certificate verification when [member use_dtls] is "
+"[code]true[/code]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Enable or disable the server feature that notifies clients of other peers' "
+"connection/disconnection, and relays messages between them. When this option "
+"is [code]false[/code], clients won't be automatically notified of other "
+"peers and won't be able to send them packets through the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Set the default channel to be used to transfer data. By default, this value "
+"is [code]-1[/code] which means that ENet will only use 2 channels: one for "
+"reliable packets, and one for unreliable packets. The channel [code]0[/code] "
+"is reserved and cannot be used. Setting this member to any value between "
+"[code]0[/code] and [member channel_count] (excluded) will force ENet to use "
+"that channel for sending data. See [member channel_count] for more "
+"information about ENet channels."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"When enabled, the client or server created by this peer, will use "
+"[PacketPeerDTLS] instead of raw UDP sockets for communicating with the "
+"remote peer. This will make the communication encrypted with DTLS at the "
+"cost of higher resource usage and potentially larger packet size.\n"
+"[b]Note:[/b] When creating a DTLS server, make sure you setup the key/"
+"certificate pair via [method set_dtls_key] and [method "
+"set_dtls_certificate]. For DTLS clients, have a look at the [member "
+"dtls_verify] option, and configure the certificate accordingly via [method "
+"set_dtls_certificate]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"No compression. This uses the most bandwidth, but has the upside of "
+"requiring the fewest CPU resources. This option may also be used to make "
+"network debugging using tools like Wireshark easier."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"ENet's built-in range encoding. Works well on small packets, but is not the "
+"most efficient algorithm on packets larger than 4 KB."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"[url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU "
+"resources compared to [constant COMPRESS_ZLIB], at the expense of using more "
+"bandwidth."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less "
+"bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using "
+"more CPU resources. Note that this algorithm is not very efficient on "
+"packets smaller than 4 KB. Therefore, it's recommended to use other "
+"compression algorithms in most cases."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "A high-level network interface to simplify multiplayer interactions."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Manages the connection to network peers. Assigns unique IDs to each client "
+"connected to the server. See also [MultiplayerAPI].\n"
+"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
+"detail and isn't meant to be used by non-Godot servers. It may change "
+"without notice."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "High-level multiplayer"
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "WebRTC Signaling Demo"
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Returns the current state of the connection. See [enum ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent "
+"packet."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Returns the ID of this [NetworkedMultiplayerPeer]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Waits up to 1 second to receive a new network event."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Sets the peer to which packets will be sent.\n"
+"The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send "
+"to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer "
+"acting as server, a valid peer ID to send to that specific peer, a negative "
+"peer ID to send to all peers except that one. By default, the target peer is "
+"[constant TARGET_PEER_BROADCAST]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new "
+"connections."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"The manner in which to send packets to the [code]target_peer[/code]. See "
+"[enum TransferMode]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted when a connection attempt fails."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted when a connection attempt succeeds."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted by the server when a client connects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted by the server when a client disconnects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted by clients when the server disconnects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Packets are not acknowledged, no resend attempts are made for lost packets. "
+"Packets may arrive in any order. Potentially faster than [constant "
+"TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
+"consider whether the order matters."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Packets are not acknowledged, no resend attempts are made for lost packets. "
+"Packets are received in the order they were sent in. Potentially faster than "
+"[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that "
+"would be outdated if received late due to resend attempt(s) anyway, for "
+"example movement and positional data."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Packets must be received and resend attempts should be made until the "
+"packets are acknowledged. Packets must be received in the order they were "
+"sent in. Most reliable transfer mode, but potentially the slowest due to the "
+"overhead. Use for critical data that must be transmitted and arrive in "
+"order, for example an ability being triggered or a chat message. Consider "
+"carefully if the information really is critical, and use sparingly."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "The ongoing connection disconnected."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "A connection attempt is ongoing."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "The connection attempt succeeded."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Packets are sent to the server and then redistributed to other peers."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Packets are sent to the server alone."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Scalable texture-based frame that tiles the texture's centers and sides, but "
+"keeps the corners' original size. Perfect for panels and dialog boxes."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Also known as 9-slice panels, NinePatchRect produces clean panels of any "
+"size, based on a small texture. To do so, it splits the texture in a 3×3 "
+"grid. When you scale the node, it tiles the texture's sides horizontally or "
+"vertically, the center on both axes but it doesn't scale or tile the corners."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Returns the size of the margin identified by the given [enum Margin] "
+"constant."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Sets the size of the margin identified by the given [enum Margin] constant "
+"to [code]value[/code] in pixels."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The stretch mode to use for horizontal stretching/tiling. See [enum "
+"NinePatchRect.AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The stretch mode to use for vertical stretching/tiling. See [enum "
+"NinePatchRect.AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
+"borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's "
+"bottom corners and side will have a height of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
+"left corners and side will have a width of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
+"right corners and side will have a width of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
+"corners and side will have a height of 16 pixels. You can set all 4 margin "
+"values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Rectangular region of the texture to sample from. If you're working with an "
+"atlas, use this property to define the area the 9-slice should use. All "
+"other properties are relative to this one. If the rect is empty, "
+"NinePatchRect will use the whole texture."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid "The node's texture resource."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid "Emitted when the node's texture changes."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Stretches the center texture across the NinePatchRect. This may cause the "
+"texture to be distorted."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Repeats the center texture across the NinePatchRect. This won't cause any "
+"visible distortion. The texture must be seamless for this to work without "
+"displaying artifacts between edges.\n"
+"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
+"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Repeats the center texture across the NinePatchRect, but will also stretch "
+"the texture to make sure each tile is visible in full. This may cause the "
+"texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. "
+"The texture must be seamless for this to work without displaying artifacts "
+"between edges.\n"
+"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
+"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Base class for all [i]scene[/i] objects."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Nodes are Godot's building blocks. They can be assigned as the child of "
+"another node, resulting in a tree arrangement. A given node can contain any "
+"number of nodes as children with the requirement that all siblings (direct "
+"children of a node) should have unique names.\n"
+"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk "
+"and then instanced into other scenes. This allows for very high flexibility "
+"in the architecture and data model of Godot projects.\n"
+"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
+"node is added to the scene tree, it receives the [constant "
+"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
+"is triggered. Child nodes are always added [i]after[/i] their parent node, i."
+"e. the [method _enter_tree] callback of a parent node will be triggered "
+"before its child's.\n"
+"Once all nodes have been added in the scene tree, they receive the [constant "
+"NOTIFICATION_READY] notification and their respective [method _ready] "
+"callbacks are triggered. For groups of nodes, the [method _ready] callback "
+"is called in reverse order, starting with the children and moving up to the "
+"parent nodes.\n"
+"This means that when adding a node to the scene tree, the following order "
+"will be used for the callbacks: [method _enter_tree] of the parent, [method "
+"_enter_tree] of the children, [method _ready] of the children and finally "
+"[method _ready] of the parent (recursively for the entire scene tree).\n"
+"[b]Processing:[/b] Nodes can override the \"process\" state, so that they "
+"receive a callback on each frame requesting them to process (do something). "
+"Normal processing (callback [method _process], toggled with [method "
+"set_process]) happens as fast as possible and is dependent on the frame "
+"rate, so the processing time [i]delta[/i] (in seconds) is passed as an "
+"argument. Physics processing (callback [method _physics_process], toggled "
+"with [method set_physics_process]) happens a fixed number of times per "
+"second (60 by default) and is useful for code related to the physics "
+"engine.\n"
+"Nodes can also process input events. When present, the [method _input] "
+"function will be called for each input that the program receives. In many "
+"cases, this can be overkill (unless used for simple projects), and the "
+"[method _unhandled_input] function might be preferred; it is called when the "
+"input event was not handled by anyone else (typically, GUI [Control] nodes), "
+"ensuring that the node only receives the events that were meant for it.\n"
+"To keep track of the scene hierarchy (especially when instancing scenes into "
+"other scenes), an \"owner\" can be set for the node with the [member owner] "
+"property. This keeps track of who instanced what. This is mostly useful when "
+"writing editors and tools, though.\n"
+"Finally, when a node is freed with [method Object.free] or [method "
+"queue_free], it will also free all its children.\n"
+"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy "
+"to manage, you could create groups like \"enemies\" or \"collectables\" for "
+"example, depending on your game. See [method add_to_group], [method "
+"is_in_group] and [method remove_from_group]. You can then retrieve all nodes "
+"in these groups, iterate them and even call methods on groups via the "
+"methods on [SceneTree].\n"
+"[b]Networking with nodes:[/b] After connecting to a server (or making one, "
+"see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC "
+"(remote procedure call) system to communicate over the network. By calling "
+"[method rpc] with a method name, it will be called locally and in all "
+"connected peers (peers = clients and the server that accepts connections). "
+"To identify which node receives the RPC call, Godot will use its [NodePath] "
+"(make sure node names are the same on all peers). Also, take a look at the "
+"high-level networking tutorial and corresponding demos."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Nodes and Scenes"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "All Demos"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
+"changing, or after calling [method add_child] in a script). If the node has "
+"children, its [method _enter_tree] callback will be called first, and then "
+"that of the children.\n"
+"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in "
+"[method Object._notification]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
+"scene changing, or after calling [method remove_child] in a script). If the "
+"node has children, its [method _exit_tree] callback will be called last, "
+"after all its children have left the tree.\n"
+"Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method "
+"Object._notification] and signal [signal tree_exiting]. To get notified when "
+"the node has already left the active tree, connect to the [signal "
+"tree_exited]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The string returned from this method is displayed as a warning in the Scene "
+"Dock if the script that overrides it is a [code]tool[/code] script.\n"
+"Returning an empty string produces no warning.\n"
+"Call [method update_configuration_warning] when the warning needs to be "
+"updated for this node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when there is an input event. The input event propagates up through "
+"the node tree until a node consumes it.\n"
+"It is only called if input processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_process_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, [method _unhandled_input] and [method "
+"_unhandled_key_input] are usually a better fit as they allow the GUI to "
+"intercept the events first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called during the physics processing step of the main loop. Physics "
+"processing means that the frame rate is synced to the physics, i.e. the "
+"[code]delta[/code] variable should be constant. [code]delta[/code] is in "
+"seconds.\n"
+"It is only called if physics processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_physics_process].\n"
+"Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in "
+"[method Object._notification].\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called during the processing step of the main loop. Processing happens at "
+"every frame and as fast as possible, so the [code]delta[/code] time since "
+"the previous frame is not constant. [code]delta[/code] is in seconds.\n"
+"It is only called if processing is enabled, which is done automatically if "
+"this method is overridden, and can be toggled with [method set_process].\n"
+"Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method "
+"Object._notification].\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when the node is \"ready\", i.e. when both the node and its children "
+"have entered the scene tree. If the node has children, their [method _ready] "
+"callbacks get triggered first, and the parent node will receive the ready "
+"notification afterwards.\n"
+"Corresponds to the [constant NOTIFICATION_READY] notification in [method "
+"Object._notification]. See also the [code]onready[/code] keyword for "
+"variables.\n"
+"Usually used for initialization. For even earlier initialization, [method "
+"Object._init] may be used. See also [method _enter_tree].\n"
+"[b]Note:[/b] [method _ready] may be called only once for each node. After "
+"removing a node from the scene tree and adding it again, [code]_ready[/code] "
+"will not be called a second time. This can be bypassed by requesting another "
+"call with [method request_ready], which may be called anywhere before adding "
+"the node again."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
+"GUI [Control] item. The input event propagates up through the node tree "
+"until a node consumes it.\n"
+"It is only called if unhandled input processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_process_unhandled_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, this and [method _unhandled_key_input] are usually a "
+"better fit than [method _input] as they allow the GUI to intercept the "
+"events first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when an [InputEventKey] hasn't been consumed by [method _input] or "
+"any GUI [Control] item. The input event propagates up through the node tree "
+"until a node consumes it.\n"
+"It is only called if unhandled key input processing is enabled, which is "
+"done automatically if this method is overridden, and can be toggled with "
+"[method set_process_unhandled_key_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, this and [method _unhandled_input] are usually a better "
+"fit than [method _input] as they allow the GUI to intercept the events "
+"first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Adds a child node. Nodes can have any number of children, but every child "
+"must have a unique name. Child nodes are automatically deleted when the "
+"parent node is deleted, so an entire scene can be removed by deleting its "
+"topmost node.\n"
+"If [code]legible_unique_name[/code] is [code]true[/code], the child node "
+"will have a human-readable name based on the name of the node being "
+"instanced instead of its type.\n"
+"[b]Note:[/b] If the child node already has a parent, the function will fail. "
+"Use [method remove_child] first to remove the node from its current parent. "
+"For example:\n"
+"[codeblock]\n"
+"if child_node.get_parent():\n"
+" child_node.get_parent().remove_child(child_node)\n"
+"add_child(child_node)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Adds [code]child_node[/code] as a child. The child is placed below the given "
+"[code]node[/code] in the list of children.\n"
+"If [code]legible_unique_name[/code] is [code]true[/code], the child node "
+"will have a human-readable name based on the name of the node being "
+"instanced instead of its type."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Adds the node to a group. Groups are helpers to name and organize a subset "
+"of nodes, for example \"enemies\" or \"collectables\". A node can be in any "
+"number of groups. Nodes can be assigned a group at any time, but will not be "
+"added until they are inside the scene tree (see [method is_inside_tree]). "
+"See notes in the description, and the group methods in [SceneTree].\n"
+"The [code]persistent[/code] option is used when packing node to "
+"[PackedScene] and saving to file. Non-persistent groups aren't stored.\n"
+"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
+"guaranteed. The order of node groups should not be relied upon as it can "
+"vary across project runs."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node can process while the scene tree is "
+"paused (see [member pause_mode]). Always returns [code]true[/code] if the "
+"scene tree is not paused, and [code]false[/code] if the node is not in the "
+"tree."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Duplicates the node, returning a new node.\n"
+"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
+"DuplicateFlags]).\n"
+"[b]Note:[/b] It will not work properly if the node contains a script with "
+"constructor arguments (i.e. needs to supply arguments to [method Object."
+"_init] method). In that case, the node will be duplicated without a script."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Finds a descendant of this node whose name matches [code]mask[/code] as in "
+"[method String.match] (i.e. case-sensitive, but [code]\"*\"[/code] matches "
+"zero or more characters and [code]\"?\"[/code] matches any single character "
+"except [code]\".\"[/code]). Returns [code]null[/code] if no matching [Node] "
+"is found.\n"
+"[b]Note:[/b] It does not match against the full path, just against "
+"individual node names.\n"
+"If [code]owned[/code] is [code]true[/code], this method only finds nodes "
+"whose owner is this node. This is especially important for scenes "
+"instantiated through a script, because those scenes don't have an owner.\n"
+"[b]Note:[/b] As this method walks through all the descendants of the node, "
+"it is the slowest way to get a reference to another node. Whenever possible, "
+"consider using [method get_node] instead. To avoid using [method find_node] "
+"too often, consider caching the node reference into a variable."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Finds the first parent of the current node whose name matches [code]mask[/"
+"code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/"
+"code] matches zero or more characters and [code]\"?\"[/code] matches any "
+"single character except [code]\".\"[/code]).\n"
+"[b]Note:[/b] It does not match against the full path, just against "
+"individual node names.\n"
+"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow "
+"in large, deeply nested scene trees. Whenever possible, consider using "
+"[method get_node] instead. To avoid using [method find_parent] too often, "
+"consider caching the node reference into a variable."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns a child node by its index (see [method get_child_count]). This "
+"method is often used for iterating all children of a node.\n"
+"To access a child node via its name, use [method get_node]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Returns the number of child nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Returns an array of references to node's children."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns an array listing the groups that the node is a member of.\n"
+"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
+"guaranteed. The order of node groups should not be relied upon as it can "
+"vary across project runs.\n"
+"[b]Note:[/b] The engine uses some group names internally (all starting with "
+"an underscore). To avoid conflicts with internal groups, do not add custom "
+"groups whose name starts with an underscore. To exclude internal groups "
+"while looping over [method get_groups], use the following snippet:\n"
+"[codeblock]\n"
+"# Stores the node's non-internal groups only (as an array of Strings).\n"
+"var non_internal_groups = []\n"
+"for group in get_groups():\n"
+" if not group.begins_with(\"_\"):\n"
+" non_internal_groups.push_back(group)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the node's index, i.e. its position among the siblings of its parent."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the peer ID of the network master for this node. See [method "
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Fetches a node. The [NodePath] can be either a relative path (from the "
+"current node) or an absolute path (in the scene tree) to a node. If the path "
+"does not exist, [code]null[/code] is returned and an error is logged. "
+"Attempts to access methods on the return value will result in an \"Attempt "
+"to call <method> on a null instance.\" error.\n"
+"[b]Note:[/b] Fetching absolute paths only works when the node is inside the "
+"scene tree (see [method is_inside_tree]).\n"
+"[b]Example:[/b] Assume your current node is Character and the following "
+"tree:\n"
+"[codeblock]\n"
+"/root\n"
+"/root/Character\n"
+"/root/Character/Sword\n"
+"/root/Character/Backpack/Dagger\n"
+"/root/MyGame\n"
+"/root/Swamp/Alligator\n"
+"/root/Swamp/Mosquito\n"
+"/root/Swamp/Goblin\n"
+"[/codeblock]\n"
+"Possible paths are:\n"
+"[codeblock]\n"
+"get_node(\"Sword\")\n"
+"get_node(\"Backpack/Dagger\")\n"
+"get_node(\"../Swamp/Alligator\")\n"
+"get_node(\"/root/MyGame\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Fetches a node and one of its resources as specified by the [NodePath]'s "
+"subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested "
+"resources are specified in the [NodePath], the last one will be fetched.\n"
+"The return value is an array of size 3: the first index points to the [Node] "
+"(or [code]null[/code] if not found), the second index points to the "
+"[Resource] (or [code]null[/code] if not found), and the third index is the "
+"remaining [NodePath], if any.\n"
+"For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid "
+"node and that its [code]shape[/code] property has been assigned a "
+"[RectangleShape2D] resource, one could have this kind of output:\n"
+"[codeblock]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
+"[[CollisionShape2D:1161], Null, ]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
+"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
+"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Similar to [method get_node], but does not log an error if [code]path[/code] "
+"does not point to a valid [Node]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the parent node of the current node, or [code]null[/code] if the "
+"node lacks a parent."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the absolute path of the current node. This only works if the "
+"current node is inside the scene tree (see [method is_inside_tree])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the relative [NodePath] from this node to the specified [code]node[/"
+"code]. Both nodes must be in the same scene or the function will fail."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the time elapsed (in seconds) since the last physics-bound frame "
+"(see [method _physics_process]). This is always a constant value in physics "
+"processing unless the frames per second is changed via [member Engine."
+"iterations_per_second]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the node's order in the scene tree branch. For example, if called on "
+"the first child node the position is [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the time elapsed (in seconds) since the last process callback. This "
+"value may vary from frame to frame."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if this is an instance load placeholder. See "
+"[InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Returns the [SceneTree] that contains this node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Returns the node's [Viewport]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node that the [NodePath] points to exists."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
+"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:"
+"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
+"math types) are not considered resources."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the given node is a direct or indirect child of "
+"the current node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
+"dock."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the given node occurs later in the scene "
+"hierarchy than the current node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if this node is in the specified group. See notes "
+"in the description, and the group methods in [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the local system is the master of this node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics processing is enabled (see [method "
+"set_physics_process])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if internal physics processing is enabled (see "
+"[method set_physics_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if processing is enabled (see [method "
+"set_process])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node is processing input (see [method "
+"set_process_input])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if internal processing is enabled (see [method "
+"set_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node is processing unhandled input (see "
+"[method set_process_unhandled_input])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node is processing unhandled key input (see "
+"[method set_process_unhandled_key_input])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Moves a child node to a different position (order) among the other children. "
+"Since calls, signals, etc are performed by tree order, changing the order of "
+"children nodes may be useful."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. "
+"Works only in debug builds."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Prints the tree to stdout. Used mainly for debugging purposes. This version "
+"displays the path relative to the current node, and is good for copy/pasting "
+"into the [method get_node] function.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+"TheGame\n"
+"TheGame/Menu\n"
+"TheGame/Menu/Label\n"
+"TheGame/Menu/Camera2D\n"
+"TheGame/SplashScreen\n"
+"TheGame/SplashScreen/Camera2D\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Similar to [method print_tree], this prints the tree to stdout. This version "
+"displays a more graphical representation similar to what is displayed in the "
+"scene inspector. It is useful for inspecting larger trees.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+" ┖╴TheGame\n"
+" ┠╴Menu\n"
+" ┃ ┠╴Label\n"
+" ┃ ┖╴Camera2D\n"
+" ┖╴SplashScreen\n"
+" ┖╴Camera2D\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Calls the given method (if present) with the arguments given in [code]args[/"
+"code] on this node and recursively on all its children. If the "
+"[code]parent_first[/code] argument is [code]true[/code], the method will be "
+"called on the current node first, then on all its children. If "
+"[code]parent_first[/code] is [code]false[/code], the children will be called "
+"first."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notifies the current node and all its children recursively by calling "
+"[method Object.notification] on all of them."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Queues a node for deletion at the end of the current frame. When deleted, "
+"all of its child nodes will be deleted as well. This method ensures it's "
+"safe to delete the node, contrary to [method Object.free]. Use [method "
+"Object.is_queued_for_deletion] to check whether a node will be deleted at "
+"the end of the frame.\n"
+"[b]Important:[/b] If you have a variable pointing to a node, it will [i]not[/"
+"i] be assigned to [code]null[/code] once the node is freed. Instead, it will "
+"point to a [i]previously freed instance[/i] and you should validate it with "
+"[method @GDScript.is_instance_valid] before attempting to call its methods "
+"or access its properties."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Moves this node to the bottom of parent node's children hierarchy. This is "
+"often useful in GUIs ([Control] nodes), because their order of drawing "
+"depends on their order in the tree. The top Node is drawn first, then any "
+"siblings below the top Node in the hierarchy are successively drawn on top "
+"of it. After using [code]raise[/code], a Control will be drawn on top of its "
+"siblings."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Removes a node and sets all its children as children of the parent node (if "
+"it exists). All event subscriptions that pass by the removed node will be "
+"unsubscribed."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Removes a child node. The node is NOT deleted and must be deleted manually.\n"
+"[b]Note:[/b] This function may set the [member owner] of the removed Node "
+"(or its descendants) to be [code]null[/code], if that [member owner] is no "
+"longer a parent or ancestor."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Removes a node from a group. See notes in the description, and the group "
+"methods in [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Replaces a node in a scene by the given one. Subscriptions that pass through "
+"this node will be lost.\n"
+"[b]Note:[/b] The given node will become the new parent of any child nodes "
+"that the replaced node had.\n"
+"[b]Note:[/b] The replaced node is not automatically freed, so you either "
+"need to keep it in a variable for later use or free it using [method Object."
+"free]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Requests that [code]_ready[/code] be called again. Note that the method "
+"won't be called immediately, but is scheduled for when the node is added to "
+"the scene tree again (see [method _ready]). [code]_ready[/code] is called "
+"only for the node which requested it, which means that you need to request "
+"ready for each child if you want them to call [code]_ready[/code] too (in "
+"which case, [code]_ready[/code] will be called in the same order as it would "
+"normally)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sends a remote procedure call request for the given [code]method[/code] to "
+"peers on the network (and locally), optionally sending all additional "
+"arguments as arguments to the method called by the RPC. The call request "
+"will only be received by nodes with the same [NodePath], including the exact "
+"same node name. Behaviour depends on the RPC configuration for the given "
+"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
+"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
+"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
+"to keep track of the connection state, either by the [SceneTree] signals "
+"like [code]server_disconnected[/code] or by checking [code]SceneTree."
+"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Changes the RPC mode for the given [code]method[/code] to the given "
+"[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
+"annotating methods and properties with the corresponding keywords "
+"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
+"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
+"By default, methods are not exposed to networking (and RPCs). See also "
+"[method rset] and [method rset_config] for properties."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
+"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
+"set_target_peer]). Returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Remotely changes a property's value on other peers (and locally). Behaviour "
+"depends on the RPC configuration for the given property, see [method "
+"rset_config]. See also [method rpc] for RPCs for methods, most information "
+"applies to this method as well."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Changes the RPC mode for the given [code]property[/code] to the given "
+"[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
+"annotating methods and properties with the corresponding keywords "
+"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
+"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
+"By default, properties are not exposed to networking (and RPCs). See also "
+"[method rpc] and [method rpc_config] for methods."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Remotely changes the property's value on a specific peer identified by "
+"[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Remotely changes the property's value on other peers (and locally) using an "
+"unreliable protocol."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Remotely changes property's value on a specific peer identified by "
+"[code]peer_id[/code] using an unreliable protocol (see [method "
+"NetworkedMultiplayerPeer.set_target_peer])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Sets the folded state of the node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sets the node's network master to the peer with the given peer ID. The "
+"network master is the peer that has authority over the node on the network. "
+"Useful in conjunction with the [code]master[/code] and [code]puppet[/code] "
+"keywords. Inherited from the parent node by default, which ultimately "
+"defaults to peer ID 1 (the server). If [code]recursive[/code], the given "
+"peer is recursively set as the master for all children of this node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disables physics (i.e. fixed framerate) processing. When a node "
+"is being processed, it will receive a [constant "
+"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine."
+"iterations_per_second] to change) interval (and the [method "
+"_physics_process] callback will be called if exists). Enabled automatically "
+"if [method _physics_process] is overridden. Any calls to this before [method "
+"_ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disables internal physics for this node. Internal physics "
+"processing happens in isolation from the normal [method _physics_process] "
+"calls and is used by some nodes internally to guarantee proper functioning "
+"even if the node is paused or physics processing is disabled for scripting "
+"([method set_physics_process]). Only useful for advanced uses to manipulate "
+"built-in nodes' behavior.\n"
+"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
+"logic, so changing this value from your code may lead to unexpected "
+"behavior. Script access to this internal logic is provided for specific "
+"advanced uses, but is unsafe and not supported."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disables processing. When a node is being processed, it will "
+"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
+"[method _process] callback will be called if exists). Enabled automatically "
+"if [method _process] is overridden. Any calls to this before [method _ready] "
+"will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disables input processing. This is not required for GUI controls! "
+"Enabled automatically if [method _input] is overridden. Any calls to this "
+"before [method _ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disabled internal processing for this node. Internal processing "
+"happens in isolation from the normal [method _process] calls and is used by "
+"some nodes internally to guarantee proper functioning even if the node is "
+"paused or processing is disabled for scripting ([method set_process]). Only "
+"useful for advanced uses to manipulate built-in nodes' behavior.\n"
+"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
+"logic, so changing this value from your code may lead to unexpected "
+"behavior. Script access to this internal logic is provided for specific "
+"advanced uses, but is unsafe and not supported."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables unhandled input processing. This is not required for GUI controls! "
+"It enables the node to receive all input that was not previously handled "
+"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
+"is overridden. Any calls to this before [method _ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables unhandled key input processing. Enabled automatically if [method "
+"_unhandled_key_input] is overridden. Any calls to this before [method "
+"_ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Updates the warning displayed for this node in the Scene Dock.\n"
+"Use [method _get_configuration_warning] to setup the warning message to "
+"display."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The override to the default [MultiplayerAPI]. Set to [code]null[/code] to "
+"use the default [SceneTree] one."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"If a scene is instantiated from a file, its topmost node contains the "
+"absolute file path from which it was loaded in [member filename] (e.g. "
+"[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an "
+"empty string."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The [MultiplayerAPI] instance associated with this node. Either the [member "
+"custom_multiplayer], or the default SceneTree one (if inside tree)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The name of the node. This name is unique among the siblings (other child "
+"nodes from the same parent). When set to an existing name, the node will be "
+"automatically renamed.\n"
+"[b]Note:[/b] Auto-generated names might include the [code]@[/code] "
+"character, which is reserved for unique names when using [method add_child]. "
+"When setting the name manually, any [code]@[/code] will be removed."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The node owner. A node can have any other node as owner (as long as it is a "
+"valid parent, grandparent, etc. ascending in the tree). When saving a node "
+"(using [PackedScene]), all the nodes it owns will be saved with it. This "
+"allows for the creation of complex [SceneTree]s, with instancing and "
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The node's priority in the execution order of the enabled processing "
+"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
+"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
+"process priority value is [i]lower[/i] will have their processing callbacks "
+"executed first."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when a child node enters the scene tree, either because it entered "
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Emitted when the node is ready."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Emitted when the node is renamed."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Emitted after the node exits the tree and is no longer active."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when the node is still active but about to exit the tree. This is "
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is moved in the parent."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is ready. See [method _ready]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is paused."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is unpaused."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received every frame when the physics process flag is set (see "
+"[method set_physics_process])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received every frame when the process flag is set (see [method "
+"set_process])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when a node is set as a child of another node.\n"
+"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when a node is unparented (parent removed it from the "
+"list of children)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is instanced."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node's [NodePath] changed."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received every frame when the internal process flag is set (see "
+"[method set_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received every frame when the internal physics process flag is "
+"set (see [method set_physics_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when the node is ready, just before [constant "
+"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
+"node enters tree, instead of only once."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Inherits pause mode from the node's parent. For the root node, it is "
+"equivalent to [constant PAUSE_MODE_STOP]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Stops processing when the [SceneTree] is paused."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Continue to process regardless of the [SceneTree] pause state."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Duplicate the node's signals."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Duplicate the node's groups."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Duplicate the node's scripts."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Duplicate using instancing.\n"
+"An instance stays linked to the original so when the original changes, the "
+"instance changes too."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"A 2D game object, inherited by all 2D-related nodes. Has a position, "
+"rotation, scale, and Z index."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"A 2D game object, with a transform (position, rotation, and scale). All 2D "
+"nodes, including physics objects and sprites, inherit from Node2D. Use "
+"Node2D as a parent node to move, scale and rotate children in a 2D project. "
+"Also gives control of the node's render order."
+msgstr ""
+
+#: doc/classes/Node2D.xml doc/classes/Vector2.xml
+msgid "All 2D Demos"
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Multiplies the current scale by the [code]ratio[/code] vector."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Returns the angle between the node and the [code]point[/code] in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Returns the [Transform2D] relative to this node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Adds the [code]offset[/code] vector to the node's global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Rotates the node so it points towards the [code]point[/code], which is "
+"expected to use global coordinates."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Applies a local translation on the node's X axis based on the [method Node."
+"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
+"code], normalizes the movement."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Applies a local translation on the node's Y axis based on the [method Node."
+"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
+"code], normalizes the movement."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Applies a rotation to the node, in radians, starting from its current "
+"rotation."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Transforms the provided local position into a position in global coordinate "
+"space. The input is expected to be local relative to the [Node2D] it is "
+"called on. e.g. Applying this method to the positions of child nodes will "
+"correctly transform their positions into the global coordinate space, but "
+"applying it to a node's own position will give an incorrect result, as it "
+"will incorporate the node's own transformation into its global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Transforms the provided global position into a position in local coordinate "
+"space. The output will be local relative to the [Node2D] it is called on. e."
+"g. It is appropriate for determining the positions of child nodes, but it is "
+"not appropriate for determining its own position relative to its parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Translates the node by the given [code]offset[/code] in local coordinates."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global rotation in radians."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global rotation in degrees."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global scale."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global [Transform2D]."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Position, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Rotation in radians, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Rotation in degrees, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Local [Transform2D]."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"If [code]true[/code], the node's Z index is relative to its parent's Z "
+"index. If this node's Z index is 2 and its parent's effective Z index is 3, "
+"then this node's effective Z index will be 2 + 3 = 5."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Z index. Controls the order in which the nodes render. A node with a higher "
+"Z index will display in front of others. Must be between [constant "
+"VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer."
+"CANVAS_ITEM_Z_MAX] (inclusive)."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid "Pre-parsed scene tree path."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"A pre-parsed relative or absolute path in a scene tree, for use with [method "
+"Node.get_node] and similar functions. It can reference a node, a resource "
+"within a node, or a property of a node or resource. For instance, "
+"[code]\"Path2D/PathFollow2D/Sprite:texture:size\"[/code] would refer to the "
+"[code]size[/code] property of the [code]texture[/code] resource on the node "
+"named [code]\"Sprite\"[/code] which is a child of the other named nodes in "
+"the path.\n"
+"You will usually just pass a string to [method Node.get_node] and it will be "
+"automatically converted, but you may occasionally want to parse a path ahead "
+"of time with [NodePath] or the literal syntax [code]@\"path\"[/code]. "
+"Exporting a [NodePath] variable will give you a node selection widget in the "
+"properties panel of the editor, which can often be useful.\n"
+"A [NodePath] is composed of a list of slash-separated node names (like a "
+"filesystem path) and an optional colon-separated list of \"subnames\" which "
+"can be resources or properties.\n"
+"Some examples of NodePaths include the following:\n"
+"[codeblock]\n"
+"# No leading slash means it is relative to the current node.\n"
+"@\"A\" # Immediate child A\n"
+"@\"A/B\" # A's child B\n"
+"@\".\" # The current node.\n"
+"@\"..\" # The parent node.\n"
+"@\"../C\" # A sibling node C.\n"
+"# A leading slash means it is absolute from the SceneTree.\n"
+"@\"/root\" # Equivalent to get_tree().get_root().\n"
+"@\"/root/Main\" # If your main scene's root node were named \"Main\".\n"
+"@\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated "
+"when moving, renaming or deleting a node in the scene tree, but they are "
+"never updated at runtime."
+msgstr ""
+
+#: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml
+#: doc/classes/PanelContainer.xml doc/classes/TileMap.xml
+#: doc/classes/TileSet.xml
+msgid "2D Role Playing Game Demo"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite:"
+"texture:size\"[/code]. A path is absolute if it starts with a slash. "
+"Absolute paths are only valid in the global scene tree, not within "
+"individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/"
+"code] indicate the current node and its parent.\n"
+"The \"subnames\" optionally included after the path to the target node can "
+"point to resources or properties, and can also be nested.\n"
+"Examples of valid NodePaths (assuming that those nodes exist and have the "
+"referenced resources or properties):\n"
+"[codeblock]\n"
+"# Points to the Sprite node\n"
+"\"Path2D/PathFollow2D/Sprite\"\n"
+"# Points to the Sprite node and its \"texture\" resource.\n"
+"# get_node() would retrieve \"Sprite\", while get_node_and_resource()\n"
+"# would retrieve both the Sprite node and the \"texture\" resource.\n"
+"\"Path2D/PathFollow2D/Sprite:texture\"\n"
+"# Points to the Sprite node and its \"position\" property.\n"
+"\"Path2D/PathFollow2D/Sprite:position\"\n"
+"# Points to the Sprite node and the \"x\" component of its \"position\" "
+"property.\n"
+"\"Path2D/PathFollow2D/Sprite:position:x\"\n"
+"# Absolute path (from \"root\")\n"
+"\"/root/Level/Path2D\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Returns a node path with a colon character ([code]:[/code]) prepended, "
+"transforming it to a pure property path with no node name (defaults to "
+"resolving from the current node).\n"
+"[codeblock]\n"
+"# This will be parsed as a node path to the \"x\" property in the "
+"\"position\" node\n"
+"var node_path = NodePath(\"position:x\")\n"
+"# This will be parsed as a node path to the \"x\" component of the "
+"\"position\" property in the current node\n"
+"var property_path = node_path.get_as_property_path()\n"
+"print(property_path) # :position:x\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Returns all subnames concatenated with a colon character ([code]:[/code]) as "
+"separator, i.e. the right side of the first colon in a node path.\n"
+"[codeblock]\n"
+"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
+"print(nodepath.get_concatenated_subnames()) # texture:load_path\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Gets the node name indicated by [code]idx[/code] (0 to [method "
+"get_name_count] - 1).\n"
+"[codeblock]\n"
+"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
+"print(node_path.get_name(0)) # Path2D\n"
+"print(node_path.get_name(1)) # PathFollow2D\n"
+"print(node_path.get_name(2)) # Sprite\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Gets the number of node names which make up the path. Subnames (see [method "
+"get_subname_count]) are not included.\n"
+"For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Gets the resource or property name indicated by [code]idx[/code] (0 to "
+"[method get_subname_count]).\n"
+"[codeblock]\n"
+"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
+"print(node_path.get_subname(0)) # texture\n"
+"print(node_path.get_subname(1)) # load_path\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Gets the number of resource or property names (\"subnames\") in the path. "
+"Each subname is listed after a colon character ([code]:[/code]) in the node "
+"path.\n"
+"For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] "
+"has 2 subnames."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Returns [code]true[/code] if the node path is absolute (as opposed to "
+"relative), which means that it starts with a slash character ([code]/[/"
+"code]). Absolute node paths can be used to access the root node ([code]\"/"
+"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
+"autoload was registered)."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid "Returns [code]true[/code] if the node path is empty."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid "[OpenSimplexNoise] filled texture."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"Uses an [OpenSimplexNoise] to fill the texture data. You can specify the "
+"texture size but keep in mind that larger textures will take longer to "
+"generate and seamless noise only works with square sized textures.\n"
+"NoiseTexture can also generate normalmap textures.\n"
+"The class uses [Thread]s to generate the texture data internally, so [method "
+"Texture.get_data] may return [code]null[/code] if the generation process has "
+"not completed yet. In that case, you need to wait for the texture to be "
+"generated before accessing the data:\n"
+"[codeblock]\n"
+"var texture = preload(\"res://noise.tres\")\n"
+"yield(texture, \"changed\")\n"
+"var image = texture.get_data()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"If [code]true[/code], the resulting texture contains a normal map created "
+"from the original noise interpreted as a bump map."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"Strength of the bump maps used in this texture. A higher value will make the "
+"bump maps appear larger while a lower value will make them appear softer."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid "Height of the generated texture."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid "The [OpenSimplexNoise] instance used to generate the noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"An offset used to specify the noise space coordinate of the top left corner "
+"of the generated noise. This value is ignored if [member seamless] is "
+"enabled."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"Whether the texture can be tiled without visible seams or not. Seamless "
+"textures take longer to generate.\n"
+"[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
+"noise. This is due to the way noise uses higher dimensions for generating "
+"seamless noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid "Width of the generated texture."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Base class for all non-built-in types."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Every class which is not a built-in type inherits from this class.\n"
+"You can construct Objects from scripting languages, using [code]Object.new()"
+"[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct "
+"Object\" node in VisualScript.\n"
+"Objects do not manage memory. If a class inherits from Object, you will have "
+"to delete instances of it manually. To do so, call the [method free] method "
+"from your script or delete the instance from C++.\n"
+"Some classes that extend Object add memory management. This is the case of "
+"[Reference], which counts references and deletes itself automatically when "
+"no longer referenced. [Node], another fundamental type, deletes all its "
+"children when freed from memory.\n"
+"Objects export properties, which are mainly useful for storage and editing, "
+"but not really so much in programming. Properties are exported in [method "
+"_get_property_list] and handled in [method _get] and [method _set]. However, "
+"scripting languages and C++ have simpler means to export them.\n"
+"Property membership can be tested directly in GDScript using [code]in[/"
+"code]:\n"
+"[codeblock]\n"
+"var n = Node2D.new()\n"
+"print(\"position\" in n) # Prints \"True\".\n"
+"print(\"other_property\" in n) # Prints \"False\".\n"
+"[/codeblock]\n"
+"The [code]in[/code] operator will evaluate to [code]true[/code] as long as "
+"the key exists, even if the value is [code]null[/code].\n"
+"Objects also receive notifications. Notifications are a simple way to notify "
+"the object about different events, so they can all be handled together. See "
+"[method _notification].\n"
+"[b]Note:[/b] Unlike references to a [Reference], references to an Object "
+"stored in a variable can become invalid without warning. Therefore, it's "
+"recommended to use [Reference] for data classes instead of [Object].\n"
+"[b]Note:[/b] Due to a bug, you can't create a \"plain\" Object using "
+"[code]Object.new()[/code]. Instead, use [code]ClassDB.instance(\"Object\")[/"
+"code]. This bug only applies to Object itself, not any of its descendents "
+"like [Reference]."
+msgstr ""
+
+#: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml
+msgid "When and how to avoid using nodes for everything"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Advanced exports using _get_property_list()"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method get].\n"
+"Returns the given property. Returns [code]null[/code] if the [code]property[/"
+"code] does not exist."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method get_property_list].\n"
+"Returns the object's property list as an [Array] of dictionaries.\n"
+"Each property's [Dictionary] must contain at least [code]name: String[/code] "
+"and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it "
+"can also include [code]hint: int[/code] (see [enum PropertyHint]), "
+"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
+"PropertyUsageFlags])."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Called whenever the object receives a notification, which is identified in "
+"[code]what[/code] by a constant. The base [Object] has two constants "
+"[constant NOTIFICATION_POSTINITIALIZE] and [constant "
+"NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more "
+"notifications which are also received by this method."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method set].\n"
+"Sets a property. Returns [code]true[/code] if the [code]property[/code] "
+"exists."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method to_string], and thus the object's representation where it is "
+"converted to a string, e.g. with [code]print(obj)[/code].\n"
+"Returns a [String] representing the object. If not overridden, defaults to "
+"[code]\"[ClassName:RID]\"[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Adds a user-defined [code]signal[/code]. Arguments are optional, but can be "
+"added as an [Array] of dictionaries, each containing [code]name: String[/"
+"code] and [code]type: int[/code] (see [enum Variant.Type]) entries."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Calls the [code]method[/code] on the object and returns the result. This "
+"method supports a variable number of arguments, so parameters are passed as "
+"a comma separated list. Example:\n"
+"[codeblock]\n"
+"call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
+"defined by a built-in Godot node. This doesn't apply to user-defined methods "
+"where you should use the same convention as in the C# source (typically "
+"PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Calls the [code]method[/code] on the object during idle time. This method "
+"supports a variable number of arguments, so parameters are passed as a comma "
+"separated list. Example:\n"
+"[codeblock]\n"
+"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
+"defined by a built-in Godot node. This doesn't apply to user-defined methods "
+"where you should use the same convention as in the C# source (typically "
+"PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Calls the [code]method[/code] on the object and returns the result. "
+"Contrarily to [method call], this method does not support a variable number "
+"of arguments but expects all parameters to be via a single [Array].\n"
+"[codeblock]\n"
+"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the object can translate strings. See [method "
+"set_message_translation] and [method tr]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/"
+"code] object. Pass optional [code]binds[/code] to the call as an [Array] of "
+"parameters. These parameters will be passed to the method after any "
+"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
+"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
+"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
+"It will print an error if already connected, unless the signal was connected "
+"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
+"is_connected] to check for existing connections.\n"
+"If the [code]target[/code] is destroyed in the game's lifecycle, the "
+"connection will be lost.\n"
+"Examples:\n"
+"[codeblock]\n"
+"connect(\"pressed\", self, \"_on_Button_pressed\") # BaseButton signal\n"
+"connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # LineEdit "
+"signal\n"
+"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # User-"
+"defined signal\n"
+"[/codeblock]\n"
+"An example of the relationship between [code]binds[/code] passed to [method "
+"connect] and parameters used when calling [method emit_signal]:\n"
+"[codeblock]\n"
+"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # "
+"weapon_type and damage are passed last\n"
+"emit_signal(\"hit\", \"Dark lord\", 5) # \"Dark lord\" and 5 are passed "
+"first\n"
+"func _on_Player_hit(hit_by, level, weapon_type, damage):\n"
+" print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, "
+"level, weapon_type, damage])\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
+"[code]target[/code].\n"
+"If you try to disconnect a connection that does not exist, the method will "
+"print an error. Use [method is_connected] to ensure that the connection "
+"exists."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Emits the given [code]signal[/code]. The signal must exist, so it should be "
+"a built-in signal of this class or one of its parent classes, or a user-"
+"defined signal. This method supports a variable number of arguments, so "
+"parameters are passed as a comma separated list. Example:\n"
+"[codeblock]\n"
+"emit_signal(\"hit\", weapon_type, damage)\n"
+"emit_signal(\"game_over\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Deletes the object from memory immediately. For [Node]s, you may want to use "
+"[method Node.queue_free] to queue the node for safe deletion at the end of "
+"the current frame.\n"
+"[b]Important:[/b] If you have a variable pointing to an object, it will "
+"[i]not[/i] be assigned to [code]null[/code] once the object is freed. "
+"Instead, it will point to a [i]previously freed instance[/i] and you should "
+"validate it with [method @GDScript.is_instance_valid] before attempting to "
+"call its methods or access its properties."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the [Variant] value of the given [code]property[/code]. If the "
+"[code]property[/code] doesn't exist, this will return [code]null[/code].\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's class as a [String]. See also [method is_class].\n"
+"[b]Note:[/b] [method get_class] does not take [code]class_name[/code] "
+"declarations into account. If the object has a [code]class_name[/code] "
+"defined, the base class name will be returned instead."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns an [Array] of dictionaries with information about signals that are "
+"connected to the object.\n"
+"Each [Dictionary] contains three String entries:\n"
+"- [code]source[/code] is a reference to the signal emitter.\n"
+"- [code]signal_name[/code] is the name of the connected signal.\n"
+"- [code]method_name[/code] is the name of the method to which the signal is "
+"connected."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Gets the object's property indexed by the given [NodePath]. The node path "
+"should be relative to the current object and can use the colon character "
+"([code]:[/code]) to access nested properties. Examples: [code]\"position:"
+"x\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n"
+"[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't "
+"support actual paths to [Node]s in the scene tree, only colon-separated sub-"
+"property paths. For the purpose of nodes, use [method Node."
+"get_node_and_resource] instead."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's unique instance ID.\n"
+"This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the "
+"object instance with [method @GDScript.instance_from_id]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns the object's metadata as a [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns the object's methods and their signatures as an [Array]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's property list as an [Array] of dictionaries.\n"
+"Each property's [Dictionary] contain at least [code]name: String[/code] and "
+"[code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can "
+"also include [code]hint: int[/code] (see [enum PropertyHint]), "
+"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
+"PropertyUsageFlags])."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's [Script] instance, or [code]null[/code] if none is "
+"assigned."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns an [Array] of connections for the given [code]signal[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns the list of signals as an [Array] of dictionaries."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if a metadata entry is found with the given "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the object contains the given [code]method[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns [code]true[/code] if the given [code]signal[/code] exists."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the given user-defined [code]signal[/code] "
+"exists. Only signals added using [method add_user_signal] are taken into "
+"account."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns [code]true[/code] if signal emission blocking is enabled."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the object inherits from the given [code]class[/"
+"code]. See also [method get_class].\n"
+"[b]Note:[/b] [method is_class] does not take [code]class_name[/code] "
+"declarations into account. If the object has a [code]class_name[/code] "
+"defined, [method is_class] will return [code]false[/code] for that name."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
+"code], [code]target[/code], and [code]method[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the [method Node.queue_free] method was called "
+"for the object."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Send a given notification to the object, which will also trigger a call to "
+"the [method _notification] method of all classes that the object inherits "
+"from.\n"
+"If [code]reversed[/code] is [code]true[/code], [method _notification] is "
+"called first on the object's own class, and then up to its successive parent "
+"classes. If [code]reversed[/code] is [code]false[/code], [method "
+"_notification] is called first on the highest ancestor ([Object] itself), "
+"and then down to its successive inheriting classes."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Notify the editor that the property list has changed, so that editor plugins "
+"can take the new values into account. Does nothing on export builds."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Removes a given entry from the object's metadata. See also [method set_meta]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Assigns a new value to the given property. If the [code]property[/code] does "
+"not exist or the given value's type doesn't match, nothing will happen.\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "If set to [code]true[/code], signal emission is blocked."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Assigns a new value to the given property, after the current frame's physics "
+"step. This is equivalent to calling [method set] via [method call_deferred], "
+"i.e. [code]call_deferred(\"set\", property, value)[/code].\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Assigns a new value to the property identified by the [NodePath]. The node "
+"path should be relative to the current object and can use the colon "
+"character ([code]:[/code]) to access nested properties. Example:\n"
+"[codeblock]\n"
+"set_indexed(\"position\", Vector2(42, 0))\n"
+"set_indexed(\"position:y\", -10)\n"
+"print(position) # (42, -10)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Defines whether the object can translate strings (with calls to [method "
+"tr]). Enabled by default."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Adds, changes or removes a given entry in the object's metadata. Metadata "
+"are serialized and can take any [Variant] value.\n"
+"To remove a given entry from the object's metadata, use [method "
+"remove_meta]. Metadata is also removed if its value is set to [code]null[/"
+"code]. This means you can also use [code]set_meta(\"name\", null)[/code] to "
+"remove metadata for [code]\"name\"[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Assigns a script to the object. Each object can have a single script "
+"assigned to it, which are used to extend its functionality.\n"
+"If the object already had a script, the previous script instance will be "
+"freed and its variables and state will be lost. The new script's [method "
+"_init] method will be called."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns a [String] representing the object. If not overridden, defaults to "
+"[code]\"[ClassName:RID]\"[/code].\n"
+"Override the method [method _to_string] to customize the [String] "
+"representation."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Translates a message using translation catalogs configured in the Project "
+"Settings.\n"
+"Only works if message translation is enabled (which it is by default), "
+"otherwise it returns the [code]message[/code] unchanged. See [method "
+"set_message_translation]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Emitted whenever the object's script is changed."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Called right when the object is initialized. Not available in script."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Called before the object is about to be deleted."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Connects a signal in deferred mode. This way, signal emissions are stored in "
+"a queue, then set on idle time."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Persisting connections are saved when the object is serialized to file."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "One-shot connections disconnect themselves after emission."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Connect a signal as reference-counted. This means that a given signal can be "
+"connected several times to the same target, and will only be fully "
+"disconnected once no references are left."
+msgstr ""
+
+#: doc/classes/Occluder.xml
+msgid "Allows [OccluderShape]s to be used for occlusion culling."
+msgstr ""
+
+#: doc/classes/Occluder.xml
+msgid ""
+"[Occluder]s that are placed within your scene will automatically cull "
+"objects that are hidden from view by the occluder. This can increase "
+"performance by decreasing the amount of objects drawn.\n"
+"[Occluder]s are totally dynamic, you can move them as you wish. This means "
+"you can for example, place occluders on a moving spaceship, and have it "
+"occlude objects as it flies past.\n"
+"You can place a large number of [Occluder]s within a scene. As it would be "
+"counterproductive to cull against hundreds of occluders, the system will "
+"automatically choose a selection of these for active use during any given "
+"frame, based a screen space metric. Larger occluders are favored, as well as "
+"those close to the camera. Note that a small occluder close to the camera "
+"may be a better occluder in terms of screen space than a large occluder far "
+"in the distance.\n"
+"The type of occlusion primitive is determined by the [OccluderShape] that "
+"you add to the [Occluder]. Some [OccluderShape]s may allow more than one "
+"primitive in a single, node, for greater efficiency.\n"
+"Although [Occluder]s work in general use, they also become even more "
+"powerful when used in conjunction with the portal system. Occluders are "
+"placed in rooms (based on their origin), and can block portals (and thus "
+"entire rooms) as well as objects from rendering."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid "Defines a 2D polygon for LightOccluder2D."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"Editor facility that helps you draw a 2D polygon used as resource for "
+"[LightOccluder2D]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D "
+"occludes the light coming from any direction. An opened OccluderPolygon2D "
+"occludes the light only at its outline's direction."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid "The culling mode to use."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"A [Vector2] array with the index for polygon's vertices positions.\n"
+"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
+"than a reference."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid "Culling is disabled. See [member cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"Culling is performed in the clockwise direction. See [member cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"Culling is performed in the counterclockwise direction. See [member "
+"cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderShape.xml
+msgid ""
+"Base class for shapes used for occlusion culling by the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShape.xml
+msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Polygon occlusion primitive for use with the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid ""
+"[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
+"occlusion culling.\n"
+"The polygon must be a convex polygon. The polygon points can be created and "
+"deleted either in the Editor inspector or by calling "
+"[code]set_polygon_points[/code]. The points of the edges can be set by "
+"dragging the handles in the Editor viewport.\n"
+"Additionally each polygon occluder can optionally support a single hole. If "
+"you add at least three points in the Editor inspector to the hole, you can "
+"drag the edge points of the hole in the Editor viewport.\n"
+"In general, the lower the number of edges in polygons and holes, the faster "
+"the system will operate at runtime, so in most cases you will want to use 4 "
+"points for each."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Sets an individual hole point position."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Sets an individual polygon point position."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Allows changing the hole geometry from code."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Allows changing the polygon geometry from code."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid ""
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid "Spherical occlusion primitive for use with the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid ""
+"[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
+"occlusion culling.\n"
+"This shape can include multiple spheres. These can be created and deleted "
+"either in the Editor inspector or by calling [code]set_spheres[/code]. The "
+"sphere positions can be set by dragging the handle in the Editor viewport. "
+"The radius can be set with the smaller handle."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid "Sets an individual sphere's position."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid "Sets an individual sphere's radius."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid ""
+"The sphere data can be accessed as an array of [Plane]s. The position of "
+"each sphere is stored in the [code]normal[/code], and the radius is stored "
+"in the [code]d[/code] value of the plane."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid "Omnidirectional light, such as a light bulb or a candle."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"An Omnidirectional light is a type of [Light] that emits light in all "
+"directions. The light is attenuated by distance and this attenuation can be "
+"configured by changing its energy, radius, and attenuation parameters.\n"
+"[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh "
+"[i]resource[/i] at once. Consider splitting your level into several meshes "
+"to decrease the likelihood that more than 32 lights will affect the same "
+"mesh resource. Splitting the level mesh will also improve frustum culling "
+"effectiveness, leading to greater performance. If you need to use more "
+"lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
+"rendering/max_lights_per_object] at the cost of shader compilation times."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"The light's attenuation (drop-off) curve. A number of presets are available "
+"in the [b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"The light's radius. Note that the effectively lit area may appear to be "
+"smaller depending on the [member omni_attenuation] in use. No matter the "
+"[member omni_attenuation] in use, the light will never reach anything "
+"outside this radius."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid "See [enum ShadowDetail]."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
+"SHADOW_CUBE], but lower-quality."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"Shadows are rendered to a cubemap. Slower than [constant "
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid "Use more detail vertically when computing the shadow."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid "Use more detail horizontally when computing the shadow."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Noise generator based on Open Simplex."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"This resource allows you to configure and sample a fractal noise space. Here "
+"is a brief usage example that configures an OpenSimplexNoise and gets "
+"samples at various positions and dimensions:\n"
+"[codeblock]\n"
+"var noise = OpenSimplexNoise.new()\n"
+"\n"
+"# Configure\n"
+"noise.seed = randi()\n"
+"noise.octaves = 4\n"
+"noise.period = 20.0\n"
+"noise.persistence = 0.8\n"
+"\n"
+"# Sample\n"
+"print(\"Values:\")\n"
+"print(noise.get_noise_2d(1.0, 1.0))\n"
+"print(noise.get_noise_3d(0.5, 3.0, 15.0))\n"
+"print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Generate a noise image in [constant Image.FORMAT_L8] format with the "
+"requested [code]width[/code] and [code]height[/code], based on the current "
+"noise parameters. If [code]noise_offset[/code] is specified, then the offset "
+"value is used as the coordinates of the top-left corner of the generated "
+"noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Returns the 1D noise value [code][-1,1][/code] at the given x-coordinate.\n"
+"[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/"
+"code] with fixed y-coordinate value 0.0."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Returns the 2D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Returns the 3D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Returns the 4D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Generate a tileable noise image in [constant Image.FORMAT_L8] format, based "
+"on the current noise parameters. Generated seamless images are always square "
+"([code]size[/code] × [code]size[/code]).\n"
+"[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
+"noise. This is due to the way noise uses higher dimensions for generating "
+"seamless noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Difference in period between [member octaves]."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Number of OpenSimplex noise layers that are sampled to get the fractal "
+"noise. Higher values result in more detailed noise but take more time to "
+"generate.\n"
+"[b]Note:[/b] The maximum allowed value is 9."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Period of the base octave. A lower period results in a higher-frequency "
+"noise (more value changes across the same distance)."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Contribution factor of the different octaves. A [code]persistence[/code] "
+"value of 1 means all the octaves have the same contribution, a value of 0.5 "
+"means each octave contributes half as much as the previous one."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Seed used to generate random values, different seeds will generate different "
+"noise maps."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Button control that provides selectable options when pressed."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"OptionButton is a type button that provides a selectable list of items when "
+"pressed. The item selected becomes the \"current\" item and is displayed as "
+"the button text.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Adds an item, with a [code]texture[/code] icon, text [code]label[/code] and "
+"(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item "
+"index will be used as the item's ID. New items are appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Adds an item, with text [code]label[/code] and (optionally) [code]id[/code]. "
+"If no [code]id[/code] is passed, the item index will be used as the item's "
+"ID. New items are appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Adds a separator to the list of items. Separators help to group items. "
+"Separator also takes up an index and is appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Clears all the items in the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the amount of items in the OptionButton, including separators."
+msgstr ""
+
+#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
+msgid "Returns the icon of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the ID of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the index of the item with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Retrieves the metadata of an item. Metadata may be any type and can be used "
+"to store extra information about an item, such as an external string ID."
+msgstr ""
+
+#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
+msgid "Returns the text of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Gets the metadata of the selected item. Metadata for items can be set using "
+"[method set_item_metadata]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Removes the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Selects an item by index and makes it the current item. This will work even "
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Sets whether the item at index [code]idx[/code] is disabled.\n"
+"Disabled items are drawn differently in the dropdown and are not selectable "
+"by the user. If the current selected item is set as disabled, it will remain "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Sets the icon of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Sets the ID of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Sets the metadata of an item. Metadata may be of any type and can be used to "
+"store extra information about an item, such as an external string ID."
+msgstr ""
+
+#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
+msgid "Sets the text of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"The index of the currently selected item, or [code]-1[/code] if no item is "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Emitted when the user navigates to an item using the [code]ui_up[/code] or "
+"[code]ui_down[/code] actions. The index of the item selected is passed as "
+"argument."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Emitted when the current item has been changed by the user. The index of the "
+"item selected is passed as argument."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Default text [Color] of the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Text [Color] used when the [OptionButton] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Text [Color] used when the [OptionButton] is focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Text [Color] used when the [OptionButton] is being hovered."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Text [Color] used when the [OptionButton] is being pressed."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"The horizontal space between the arrow icon and the right edge of the button."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "The horizontal space between [OptionButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "[Font] of the [OptionButton]'s text."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "The arrow icon to be drawn on the right end of the button."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "[StyleBox] used when the [OptionButton] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"[StyleBox] used when the [OptionButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "[StyleBox] used when the [OptionButton] is being hovered."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Default [StyleBox] for the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "[StyleBox] used when the [OptionButton] is being pressed."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Operating System functions."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Operating System functions. OS wraps the most common functionality to "
+"communicate with the host operating system, such as the clipboard, video "
+"driver, date and time, timers, environment variables, execution of binaries, "
+"command line, etc."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Displays a modal dialog box using the host OS' facilities. Execution is "
+"blocked until the dialog is closed."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns [code]true[/code] if the host OS allows drawing."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the current host platform is using multiple "
+"threads."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Centers the window on the screen if in windowed mode."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Shuts down system MIDI driver.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Crashes the engine (or the editor if called within a [code]tool[/code] "
+"script). This should [i]only[/i] be used for testing the system's crash "
+"handler, not for any other purpose. For general error reporting, use (in "
+"order of preference) [method @GDScript.assert], [method @GDScript."
+"push_error] or [method alert]. See also [method kill]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Delays execution of the current thread by [code]msec[/code] milliseconds. "
+"[code]msec[/code] must be greater than or equal to [code]0[/code]. "
+"Otherwise, [method delay_msec] will do nothing and will print an error "
+"message.\n"
+"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code "
+"execution. To delay code execution in a non-blocking way, see [method "
+"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
+"delay the execution of code placed below the [code]yield[/code] without "
+"affecting the rest of the project (or editor, for [EditorPlugin]s and "
+"[EditorScript]s).\n"
+"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will "
+"freeze the project and will prevent it from redrawing and registering input "
+"until the delay has passed. When using [method delay_msec] as part of an "
+"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
+"the project if it is currently running (since the project is an independent "
+"child process)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Delays execution of the current thread by [code]usec[/code] microseconds. "
+"[code]usec[/code] must be greater than or equal to [code]0[/code]. "
+"Otherwise, [method delay_usec] will do nothing and will print an error "
+"message.\n"
+"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code "
+"execution. To delay code execution in a non-blocking way, see [method "
+"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
+"delay the execution of code placed below the [code]yield[/code] without "
+"affecting the rest of the project (or editor, for [EditorPlugin]s and "
+"[EditorScript]s).\n"
+"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will "
+"freeze the project and will prevent it from redrawing and registering input "
+"until the delay has passed. When using [method delay_usec] as part of an "
+"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
+"the project if it is currently running (since the project is an independent "
+"child process)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Dumps the memory allocation ringlist to a file (only works in debug).\n"
+"Entry format per line: \"Address - Size - Description\"."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Dumps all used resources to file (only works in debug).\n"
+"Entry format per line: \"Resource Type : Resource Location\".\n"
+"At the end of the file is a statistic of all used Resource Types."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Execute the file at the given path with the arguments passed as an array of "
+"strings. Platform path resolution will take place. The resolved file must "
+"exist and be executable.\n"
+"The arguments are used in the given order and separated by a space, so "
+"[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/"
+"code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's "
+"shell.\n"
+"This method has slightly different behavior based on whether the "
+"[code]blocking[/code] mode is enabled.\n"
+"If [code]blocking[/code] is [code]true[/code], the Godot thread will pause "
+"its execution while waiting for the process to terminate. The shell output "
+"of the process will be written to the [code]output[/code] array as a single "
+"string. When the process terminates, the Godot thread will resume "
+"execution.\n"
+"If [code]blocking[/code] is [code]false[/code], the Godot thread will "
+"continue while the new process runs. It is not possible to retrieve the "
+"shell output in non-blocking mode, so [code]output[/code] will be empty.\n"
+"On Windows, if [code]open_console[/code] is [code]true[/code] and process is "
+"console app, new terminal window will be opened, it's ignored on other "
+"platforms.\n"
+"The return value also depends on the blocking mode. When blocking, the "
+"method will return an exit code of the process. When non-blocking, the "
+"method returns a process ID, which you can use to monitor the process (and "
+"potentially terminate it with [method kill]). If the process forking (non-"
+"blocking) or opening (blocking) fails, the method will return [code]-1[/"
+"code] or another exit code.\n"
+"Example of blocking mode and retrieving the shell output:\n"
+"[codeblock]\n"
+"var output = []\n"
+"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n"
+"[/codeblock]\n"
+"Example of non-blocking mode, running another instance of the project and "
+"storing its process ID:\n"
+"[codeblock]\n"
+"var pid = OS.execute(OS.get_executable_path(), [], false)\n"
+"[/codeblock]\n"
+"If you wish to access a shell built-in or perform a composite command, a "
+"platform-specific shell can be invoked. For example:\n"
+"[codeblock]\n"
+"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows.\n"
+"[b]Note:[/b] To execute a Windows command interpreter built-in command, "
+"specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the "
+"first argument, and the desired command as the second argument.\n"
+"[b]Note:[/b] To execute a PowerShell built-in command, specify "
+"[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as "
+"the first argument, and the desired command as the second argument.\n"
+"[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
+"executable name in [code]path[/code], [code]-c[/code] as the first argument, "
+"and the desired command as the second argument."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the scancode of the given string (e.g. \"Escape\")."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the total number of available audio drivers."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the audio driver name for the given index."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the [i]global[/i] cache data directory according to the operating "
+"system's standards. On desktop platforms, this path can be overridden by "
+"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
+"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
+"Godot projects[/url] in the documentation for more information. See also "
+"[method get_config_dir] and [method get_data_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the command-line arguments passed to the engine.\n"
+"Command-line arguments can be written in any form, including both [code]--"
+"key value[/code] and [code]--key=value[/code] forms so they can be properly "
+"parsed, as long as custom command-line arguments do not conflict with engine "
+"arguments.\n"
+"You can also incorporate environment variables using the [method "
+"get_environment] method.\n"
+"You can set [member ProjectSettings.editor/main_run_args] to define command-"
+"line arguments to be passed by the editor when running the project.\n"
+"Here's a minimal example on how to parse command-line arguments into a "
+"dictionary using the [code]--key=value[/code] form for arguments:\n"
+"[codeblock]\n"
+"var arguments = {}\n"
+"for argument in OS.get_cmdline_args():\n"
+" if argument.find(\"=\") > -1:\n"
+" var key_value = argument.split(\"=\")\n"
+" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the [i]global[/i] user configuration directory according to the "
+"operating system's standards. On desktop platforms, this path can be "
+"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
+"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
+"html]File paths in Godot projects[/url] in the documentation for more "
+"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns an array of MIDI device names.\n"
+"The returned array will be empty if the system MIDI driver has not "
+"previously been initialised with [method open_midi_inputs].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the currently used video driver, using one of the values from [enum "
+"VideoDriver]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the [i]global[/i] user data directory according to the operating "
+"system's standards. On desktop platforms, this path can be overridden by "
+"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
+"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
+"Godot projects[/url] in the documentation for more information. See also "
+"[method get_cache_dir] and [method get_config_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_date_dict_from_system] instead.\n"
+"Returns current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
+"(Daylight Savings Time)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n"
+"Returns current datetime as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
+"(Daylight Savings Time), [code]hour[/code], [code]minute[/code], "
+"[code]second[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n"
+"Gets a dictionary of time values corresponding to the given UNIX epoch time "
+"(in seconds).\n"
+"The returned Dictionary's values will be the same as [method get_datetime], "
+"with the exception of Daylight Savings Time as it cannot be determined from "
+"the epoch."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the total amount of dynamic memory used (only works in debug)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the value of an environment variable. Returns an empty string if the "
+"environment variable doesn't exist.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the path to the current engine executable."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"With this function, you can get the list of dangerous permissions that have "
+"been granted to the Android application.\n"
+"[b]Note:[/b] This method is implemented on Android."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the IME cursor position (the currently-edited portion of the string) "
+"relative to the characters in the composition string.\n"
+"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
+"notify it of changes to the IME cursor position.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the IME intermediate composition string.\n"
+"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
+"notify it of changes to the IME composition string.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current latin keyboard variant as a String.\n"
+"Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/"
+"code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/"
+"code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns "
+"[code]\"QWERTY\"[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the host OS locale as a string of the form "
+"[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the "
+"language code and not the fully specified locale from the OS, you can use "
+"[method get_locale_language].\n"
+"[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
+"List_of_ISO_639-1_codes]language code[/url], in lower case.\n"
+"[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/"
+"ISO_15924]script code[/url], in title case.\n"
+"[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/"
+"wiki/ISO_3166-1]country code[/url], in upper case.\n"
+"[code]VARIANT[/code] - optional, language variant, region and sort order. "
+"Variant can have any number of underscored keywords.\n"
+"[code]extra[/code] - optional, semicolon separated list of additional key "
+"words. Currency, calendar, sort order and numbering system information."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/"
+"wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be "
+"consistent on all platforms. This is equivalent to extracting the "
+"[code]language[/code] part of the [method get_locale] string.\n"
+"This can be used to narrow down fully specified locale strings to only the "
+"\"common\" language code, when you don't need the additional information "
+"about country code or variants. For example, for a French Canadian user with "
+"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the ID of the main thread. See [method get_thread_caller_id].\n"
+"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
+"application restarts."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the model name of the current device.\n"
+"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
+"[code]\"GenericDevice\"[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the host OS. Possible values are: [code]\"Android\"[/"
+"code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], "
+"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
+"[code]\"X11\"[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns internal structure pointers for use in GDNative plugins.\n"
+"[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will "
+"soon be supported)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the amount of battery left in the device as a percentage. Returns "
+"[code]-1[/code] if power state is unknown.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns an estimate of the time left in seconds before the device runs out "
+"of battery. Returns [code]-1[/code] if power state is unknown.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current state of the device regarding battery and power. See "
+"[enum PowerState] constants.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the project's process ID.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the window size including decorations like window borders."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the given scancode as a string (e.g. Return values: "
+"[code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n"
+"See also [member InputEventKey.scancode] and [method InputEventKey."
+"get_scancode_with_modifiers]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the number of displays attached to the host machine."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the dots per inch density of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display "
+"scaling mode is used.\n"
+"[b]Note:[/b] On Android devices, the actual screen densities are grouped "
+"into six generalized densities:\n"
+"[codeblock]\n"
+" ldpi - 120 dpi\n"
+" mdpi - 160 dpi\n"
+" hdpi - 240 dpi\n"
+" xhdpi - 320 dpi\n"
+" xxhdpi - 480 dpi\n"
+"xxxhdpi - 640 dpi\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
+"Windows. Returns [code]72[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Return the greatest scale factor of all screens.\n"
+"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at "
+"least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all "
+"other cases.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the position of the specified screen by index. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Return the scale factor of the specified screen by index. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) "
+"screen, and [code]1.0[/code] for all other cases.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the dimensions in pixels of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the amount of time in milliseconds it took for the boot logo to "
+"appear."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the maximum amount of static memory used (only works in debug)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the amount of static memory being used by the program in bytes (only "
+"works in debug)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the actual path to commonly used folders across different platforms. "
+"Available locations are specified in [enum SystemDir].\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
+"Windows.\n"
+"[b]Note:[/b] Shared storage is implemented on Android and allows to "
+"differentiate between app specific and shared directories. Shared "
+"directories have additional restrictions on Android."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the epoch time of the operating system in milliseconds."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the epoch time of the operating system in seconds."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the total number of available tablet drivers.\n"
+"[b]Note:[/b] This method is implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the tablet driver name for the given index.\n"
+"[b]Note:[/b] This method is implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the ID of the current thread. This can be used in logs to ease "
+"debugging of multi-threaded applications.\n"
+"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
+"application restarts."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_ticks_msec] instead.\n"
+"Returns the amount of time passed in milliseconds since the engine started."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_ticks_usec] instead.\n"
+"Returns the amount of time passed in microseconds since the engine started."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_time_dict_from_system] instead.\n"
+"Returns current time as a dictionary of keys: hour, minute, second."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current time zone as a dictionary with the keys: bias and name."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns a string that is unique to the device.\n"
+"[b]Note:[/b] This string may change without notice if the user reinstalls/"
+"upgrades their operating system or changes their hardware. This means it "
+"should generally not be used to encrypt persistent data as the data saved "
+"before an unexpected ID change would become inaccessible. The returned "
+"string may also be falsified using external programs, so do not rely on the "
+"string returned by [method get_unique_id] for security purposes.\n"
+"[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't "
+"implemented on those platforms yet."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current UNIX epoch timestamp in seconds.\n"
+"[b]Important:[/b] This is the system clock that the user can manually set. "
+"[b]Never use[/b] this method for precise time calculation since its results "
+"are also subject to automatic adjustments by the operating system. [b]Always "
+"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
+"calculation instead, since they are guaranteed to be monotonic (i.e. never "
+"decrease)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Gets an epoch time value from a dictionary of time values.\n"
+"[code]datetime[/code] must be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code], [code]second[/code].\n"
+"If the dictionary is empty [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the UNIX epoch timestamp "
+"0 (1970-01-01 at 00:00:00 UTC).\n"
+"You can pass the output from [method get_datetime_from_unix_time] directly "
+"into this function. Daylight Savings Time ([code]dst[/code]), if present, is "
+"ignored."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the absolute directory path where user data is written ([code]user://"
+"[/code]).\n"
+"On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/"
+"code], or [code]~/.local/share/[custom_name][/code] if "
+"[code]use_custom_user_dir[/code] is set.\n"
+"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/"
+"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/"
+"code] if [code]use_custom_user_dir[/code] is set.\n"
+"On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/"
+"code], or [code]%APPDATA%\\[custom_name][/code] if "
+"[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to "
+"[code]%USERPROFILE%\\AppData\\Roaming[/code].\n"
+"If the project name is empty, [code]user://[/code] falls back to [code]res://"
+"[/code].\n"
+"Not to be confused with [method get_data_dir], which returns the [i]global[/"
+"i] (non-project-specific) user data directory."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the number of video drivers supported on the current platform."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the video driver matching the given [code]driver[/code] "
+"index. This index is a value from [enum VideoDriver], and you can use "
+"[method get_current_video_driver] to get the current backend's index."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
+"keyboard or if it is currently hidden."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns unobscured area of the window where interactive controls should be "
+"rendered."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add "
+"item to the macOS dock icon menu.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Add a separator between items. Separators also occupy an index.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Clear the global menu, in effect removing all items.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Removes the item at index \"idx\" from the global menu. Note that the "
+"indexes of items after the removed item are going to be shifted by one.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns [code]true[/code] if there is content on the clipboard."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the environment variable with the name "
+"[code]variable[/code] exists.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the feature for the given feature tag is "
+"supported in the currently running instance, depending on the platform, "
+"build etc. Can be used to check whether you're currently running a debug "
+"build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/"
+"tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more "
+"details.\n"
+"[b]Note:[/b] Tag names are case-sensitive."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the device has a touchscreen or emulates one."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the platform has a virtual keyboard, "
+"[code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the Godot binary used to run the project is a "
+"[i]debug[/i] export template, or when running in the editor.\n"
+"Returns [code]false[/code] if the Godot binary used to run the project is a "
+"[i]release[/i] export template.\n"
+"To check whether the Godot binary used to run the project is an export "
+"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
+"instead."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
+"and [b]Cancel[/b] on the right."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
+"character."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the engine was executed with [code]-v[/code] "
+"(verbose stdout)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the [code]user://[/code] file system is persistent, so "
+"that its state is the same after a player quits and starts the game again. "
+"Relevant to the HTML5 platform, where this persistence may be unavailable."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the window should always be on top of other "
+"windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the window is currently focused.\n"
+"[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
+"will always return [code]true[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns active keyboard layout index.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the number of keyboard layouts.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
+"[code]index[/code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the localized name of the keyboard layout at position [code]index[/"
+"code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Converts a physical (US QWERTY) [code]scancode[/code] to one in the active "
+"keyboard layout.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets active keyboard layout.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Kill (terminate) the process identified by the given process ID ([code]pid[/"
+"code]), e.g. the one returned by [method execute] in non-blocking mode. See "
+"also [method crash].\n"
+"[b]Note:[/b] This method can also be used to kill processes that were not "
+"spawned by the game.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Moves the window to the front.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if native video is playing.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Pauses native video playback.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Plays native video from the specified path, at the given volume and with "
+"audio and subtitle tracks.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Stops native video playback.\n"
+"[b]Note:[/b] This method is implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Resumes native video playback.\n"
+"[b]Note:[/b] This method is implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Initialises the singleton for the system MIDI driver.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Shows all resources in the game. Optionally, the list can be written to a "
+"file by specifying a file path in [code]tofile[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Shows the list of loaded textures sorted by size in memory."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Shows the number of resources loaded by the game of the given types."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Shows all resources currently used by the game."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Request the user attention to the window. It'll flash the taskbar button on "
+"Windows or bounce the dock icon on OSX.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
+"to request permission for [code]RECORD_AUDIO[/code] on Android."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"With this function, you can request dangerous permissions since normal "
+"permissions are automatically granted at install time in Android "
+"applications.\n"
+"[b]Note:[/b] This method is implemented on Android."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets the value of the environment variable [code]variable[/code] to "
+"[code]value[/code]. The environment variable will be set for the Godot "
+"process and any process executed with [method execute] after running [method "
+"set_environment]. The environment variable will [i]not[/i] persist to "
+"processes run after the Godot process was terminated.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets the game's icon using an [Image] resource.\n"
+"The same image is used for window caption, taskbar/dock and window selection "
+"dialog. Image is scaled as needed.\n"
+"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets whether IME input mode should be enabled.\n"
+"If active IME handles key events before the application and creates an "
+"composition string and suggestion list.\n"
+"Application can retrieve the composition status by using [method "
+"get_ime_selection] and [method get_ime_text] functions.\n"
+"Completed composition string is committed when input is finished.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets position of IME suggestion list popup (in window coordinates).\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets the game's icon using a multi-size platform-specific icon file ([code]*."
+"ico[/code] on Windows and [code]*.icns[/code] on macOS).\n"
+"Appropriate size sub-icons are used for window caption, taskbar/dock and "
+"window selection dialog.\n"
+"[b]Note:[/b] This method is implemented on macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Sets the name of the current thread."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets whether the window should always be on top.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets a polygonal region of the window which accepts mouse events. Mouse "
+"events outside the region will be passed through.\n"
+"Passing an empty array will disable passthrough support (all mouse events "
+"will be intercepted by the window, which is the default behavior).\n"
+"[codeblock]\n"
+"# Set region, using Path2D node.\n"
+"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n"
+"\n"
+"# Set region, using Polygon2D node.\n"
+"OS.set_window_mouse_passthrough($Polygon2D.polygon)\n"
+"\n"
+"# Reset region to default.\n"
+"OS.set_window_mouse_passthrough([])\n"
+"[/codeblock]\n"
+"[b]Note:[/b] On Windows, the portion of a window that lies outside the "
+"region is not drawn, while on Linux and macOS it is.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets the window title to the specified string.\n"
+"[b]Note:[/b] This should be used sporadically. Don't set this every frame, "
+"as that will negatively affect performance on some window managers.\n"
+"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Requests the OS to open a resource with the most appropriate program. For "
+"example:\n"
+"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows "
+"opens the file explorer at the user's Downloads folder.\n"
+"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default "
+"web browser on the official Godot website.\n"
+"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
+"default email client with the \"To\" field set to [code]example@example.com[/"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
+"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
+"or [code]user://[/code] path into a system path for use with this method.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
+"and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Shows the virtual keyboard if the platform has one.\n"
+"The [code]existing_text[/code] parameter is useful for implementing your own "
+"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
+"already been typed (the virtual keyboard uses it for auto-correct and "
+"predictions).\n"
+"The [code]multiline[/code] parameter needs to be set to [code]true[/code] to "
+"be able to enter multiple lines of text, as in [TextEdit].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS and UWP."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The clipboard from the host OS. Might be unavailable on some platforms."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The current screen index (starting from 0)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the engine filters the time delta measured between "
+"each frame, and attempts to compensate for random variation. This will only "
+"operate on systems where V-Sync is active."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The exit code passed to the OS when the main loop exits. By convention, an "
+"exit code of [code]0[/code] indicates success whereas a non-zero exit code "
+"indicates an error. For portability reasons, the exit code should be set "
+"between 0 and 125 (inclusive).\n"
+"[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] "
+"with an [code]exit_code[/code] argument passed."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the engine tries to keep the screen on while the game "
+"is running. Useful on mobile."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the engine optimizes for low processor usage by only "
+"refreshing the screen if needed. Can improve battery consumption on mobile."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The amount of sleeping between frames when the low-processor usage mode is "
+"enabled (in microseconds). Higher values will result in lower CPU usage."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The maximum size of the window (without counting window manager "
+"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
+"reset to the system default value."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The minimum size of the window in pixels (without counting window manager "
+"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
+"reset to the system's default value.\n"
+"[b]Note:[/b] By default, the project window has a minimum size of "
+"[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the "
+"window is resized to a near-zero size."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The current screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The current tablet driver in use."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating "
+"system's window compositor will be used for vsync when the compositor is "
+"enabled and the game is in windowed mode.\n"
+"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
+"experienced by some users. However, some users have experienced a Vsync "
+"framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n"
+"[b]Note:[/b] This property is only implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], removes the window frame.\n"
+"[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] "
+"disables per-pixel transparency."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], the window is fullscreen."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], the window is maximized."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], the window is minimized."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the window background is transparent and the window "
+"frame is removed.\n"
+"Use [code]get_tree().get_root().set_transparent_background(true)[/code] to "
+"disable main viewport background rendering.\n"
+"[b]Note:[/b] This property has no effect if [member ProjectSettings.display/"
+"window/per_pixel_transparency/allowed] setting is disabled.\n"
+"[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, "
+"and Android. It can't be changed at runtime for Android. Use [member "
+"ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at "
+"startup instead."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The window position relative to the screen, the origin is the top left "
+"corner, +Y axis goes to the bottom and +X axis goes to the right."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], the window is resizable by the user."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The size of the window (without counting window manager decorations)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL "
+"2.1 on desktop platforms and WebGL 1.0 on the web."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL "
+"3.3 on desktop platforms and WebGL 2.0 on the web."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Sunday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Monday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Tuesday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Wednesday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Thursday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Friday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Saturday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "January."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "February."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "March."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "April."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "May."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "June."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "July."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "August."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "September."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "October."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "November."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "December."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Application handle:\n"
+"- Windows: [code]HINSTANCE[/code] of the application\n"
+"- MacOS: [code]NSApplication*[/code] of the application (not yet "
+"implemented)\n"
+"- Android: [code]JNIEnv*[/code] of the application (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Display handle:\n"
+"- Linux: [code]X11::Display*[/code] for the display"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Window handle:\n"
+"- Windows: [code]HWND[/code] of the main window\n"
+"- Linux: [code]X11::Window*[/code] of the main window\n"
+"- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n"
+"- Android: [code]jObject[/code] the main android activity (not yet "
+"implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Window view:\n"
+"- Windows: [code]HDC[/code] of the main window drawing context\n"
+"- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"OpenGL Context:\n"
+"- Windows: [code]HGLRC[/code]\n"
+"- Linux: [code]X11::GLXContext[/code]\n"
+"- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Landscape screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Portrait screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Reverse landscape screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Reverse portrait screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Uses landscape or reverse landscape based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Uses portrait or reverse portrait based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Uses most suitable orientation based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Desktop directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "DCIM (Digital Camera Images) directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Documents directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Downloads directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Movies directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Music directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Pictures directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Ringtones directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Unknown powerstate."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Unplugged, running on battery."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Plugged in, no battery available."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Plugged in, battery charging."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Plugged in, battery fully charged."
+msgstr ""
+
+#: doc/classes/PackedDataContainerRef.xml
+msgid "Reference version of [PackedDataContainer]."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid "An abstraction of a serialized scene."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"A simplified interface to a scene file. Provides access to operations and "
+"checks that can be performed on the scene resource itself.\n"
+"Can be used to save a node to a file. When saving, the node as well as all "
+"the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n"
+"[b]Note:[/b] The node doesn't need to own itself.\n"
+"[b]Example of loading a saved scene:[/b]\n"
+"[codeblock]\n"
+"# Use `load()` instead of `preload()` if the path isn't known at compile-"
+"time.\n"
+"var scene = preload(\"res://scene.tscn\").instance()\n"
+"# Add the node as a child of the node the script is attached to.\n"
+"add_child(scene)\n"
+"[/codeblock]\n"
+"[b]Example of saving a node with different owners:[/b] The following example "
+"creates 3 objects: [code]Node2D[/code] ([code]node[/code]), "
+"[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/"
+"code] ([code]collision[/code]). [code]collision[/code] is a child of "
+"[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/"
+"code] is owned by [code]node[/code] and [code]pack[/code] will therefore "
+"only save those two nodes, but not [code]collision[/code].\n"
+"[codeblock]\n"
+"# Create the objects.\n"
+"var node = Node2D.new()\n"
+"var rigid = RigidBody2D.new()\n"
+"var collision = CollisionShape2D.new()\n"
+"\n"
+"# Create the object hierarchy.\n"
+"rigid.add_child(collision)\n"
+"node.add_child(rigid)\n"
+"\n"
+"# Change owner of `rigid`, but not of `collision`.\n"
+"rigid.owner = node\n"
+"\n"
+"var scene = PackedScene.new()\n"
+"# Only `node` and `rigid` are now packed.\n"
+"var result = scene.pack(node)\n"
+"if result == OK:\n"
+" var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or "
+"\"user://...\"\n"
+" if error != OK:\n"
+" push_error(\"An error occurred while saving the scene to disk.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid "Returns [code]true[/code] if the scene file has nodes."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"Returns the [code]SceneState[/code] representing the scene file contents."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"Instantiates the scene's node hierarchy. Triggers child scene "
+"instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] "
+"notification on the root node."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"Pack will ignore any sub-nodes not owned by given node. See [member Node."
+"owner]."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"A dictionary representation of the scene contents.\n"
+"Available keys include \"rnames\" and \"variants\" for resources, "
+"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
+"for base scene children overrides, \"conn_count\" and \"conns\" for signal "
+"connections, and \"version\" for the format style of the PackedScene."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid "If passed to [method instance], blocks edits to the scene state."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"If passed to [method instance], provides local scene resources to the local "
+"scene.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"If passed to [method instance], provides local scene resources to the local "
+"scene. Only the main scene should receive the main edit state.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
+"scene is being instantiated to be the base of another one.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid "Abstraction and base class for packet-based protocols."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"PacketPeer is an abstraction and base class for packet-based protocols (such "
+"as UDP). It provides an API for sending and receiving packets both as raw "
+"data or variables. This makes it easy to transfer data over a protocol, "
+"without having to encode data as low-level bytes or having to worry about "
+"network ordering."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid "Returns the number of packets currently available in the ring-buffer."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid "Gets a raw packet."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"Returns the error state of the last packet received (via [method get_packet] "
+"and [method get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"Gets a Variant. If [code]allow_objects[/code] (or [member "
+"allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid "Sends a raw packet."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member "
+"allow_object_decoding]) is [code]true[/code], encoding objects is allowed "
+"(and can potentially include code)."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
+"parameters instead.\n"
+"If [code]true[/code], the PacketPeer will allow encoding and decoding of "
+"object via [method get_var] and [method put_var].\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
+"support heavier memory allocations.\n"
+"The [method put_var] method allocates memory on the stack, and the buffer "
+"used will grow automatically to the closest power of two to match the size "
+"of the [Variant]. If the [Variant] is bigger than "
+"[code]encode_buffer_max_size[/code], the method will error out with "
+"[constant ERR_OUT_OF_MEMORY]."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid "DTLS packet peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"This class represents a DTLS peer connection. It can be used to connect to a "
+"DTLS server, and is returned by [method DTLSServer.take_connection].\n"
+"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
+"currently not supported. Revoked certificates are accepted as long as they "
+"are otherwise valid. If this is a concern, you may want to use automatically "
+"managed certificates with a short validity period."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"Connects a [code]peer[/code] beginning the DTLS handshake using the "
+"underlying [PacketPeerUDP] which must be connected (see [method "
+"PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is "
+"[code]true[/code], [PacketPeerDTLS] will validate that the certificate "
+"presented by the remote peer and match it with the [code]for_hostname[/code] "
+"argument. You can specify a custom [X509Certificate] to use for validation "
+"via the [code]valid_certificate[/code] argument."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid "Disconnects this peer, terminating the DTLS session."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml
+msgid "Returns the status of the connection. See [enum Status] for values."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"Poll the connection to check for incoming packets. Call this frequently to "
+"update the status and keep the connection working."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid "A status representing a [PacketPeerDTLS] that is disconnected."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"A status representing a [PacketPeerDTLS] that is currently performing the "
+"handshake with a remote peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid "A status representing a [PacketPeerDTLS] in a generic error state."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"An error status that shows a mismatch in the DTLS certificate domain "
+"presented by the host and the domain requested for validation."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml
+msgid "Wrapper to use a PacketPeer over a StreamPeer."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml
+msgid ""
+"PacketStreamPeer provides a wrapper for working using packets over a stream. "
+"This allows for using packet based code with StreamPeers. PacketPeerStream "
+"implements a custom protocol over the StreamPeer, so the user should not "
+"read or write to the wrapped StreamPeer directly."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml
+msgid "The wrapped [StreamPeer] object."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid "UDP packet peer."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Calling this method connects this UDP peer to the given [code]host[/code]/"
+"[code]port[/code] pair. UDP is in reality connectionless, so this option "
+"only means that incoming packets from different addresses are automatically "
+"discarded, and that outgoing packets are always sent to the connected "
+"address (future calls to [method set_dest_address] are not allowed). This "
+"method does not send any data to the remote peer, to do that, use [method "
+"PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also "
+"[UDPServer].\n"
+"[b]Note:[/b] Connecting to the remote peer does not help to protect from "
+"malicious attacks like IP spoofing, etc. Think about using an encryption "
+"technique like SSL or DTLS if you feel like your application is transferring "
+"sensitive information."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Returns the IP of the remote peer that sent the last packet(that was "
+"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Returns the port of the remote peer that sent the last packet(that was "
+"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Returns [code]true[/code] if the UDP socket is open and has been connected "
+"to a remote address. See [method connect_to_host]."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid "Returns whether this [PacketPeerUDP] is listening."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Joins the multicast group specified by [code]multicast_address[/code] using "
+"the interface identified by [code]interface_name[/code].\n"
+"You can join the same multicast group with multiple interfaces. Use [method "
+"IP.get_local_interfaces] to know which are available.\n"
+"[b]Note:[/b] Some Android devices might require the "
+"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Removes the interface identified by [code]interface_name[/code] from the "
+"multicast group specified by [code]multicast_address[/code]."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to "
+"[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n"
+"If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the "
+"peer will listen on all available addresses (both IPv4 and IPv6).\n"
+"If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) "
+"or [code]\"::\"[/code] (for IPv6), the peer will listen on all available "
+"addresses matching that IP type.\n"
+"If [code]bind_address[/code] is set to any valid address (e.g. "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will "
+"only listen on the interface with that addresses (or fail if no interface "
+"with the given address exists)."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Enable or disable sending of broadcast packets (e.g. "
+"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
+"disabled by default.\n"
+"[b]Note:[/b] Some Android devices might require the "
+"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
+"enabled to receive broadcast packets too."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Sets the destination address and port for sending packets and variables. A "
+"hostname will be resolved using DNS if needed.\n"
+"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
+"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Waits for a packet to arrive on the listening port. See [method listen].\n"
+"[b]Note:[/b] [method wait] can't be interrupted once it has been called. "
+"This can be worked around by allowing the other party to send a specific "
+"\"death pill\" packet like this:\n"
+"[codeblock]\n"
+"# Server\n"
+"socket.set_dest_address(\"127.0.0.1\", 789)\n"
+"socket.put_packet(\"Time to stop\".to_ascii())\n"
+"\n"
+"# Client\n"
+"while socket.wait() == OK:\n"
+" var data = socket.get_packet().get_string_from_ascii()\n"
+" if data == \"Time to stop\":\n"
+" return\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Panel.xml
+msgid "Provides an opaque background for [Control] children."
+msgstr ""
+
+#: doc/classes/Panel.xml
+msgid ""
+"Panel is a [Control] that displays an opaque background. It's commonly used "
+"as a parent and container for other types of [Control] nodes."
+msgstr ""
+
+#: doc/classes/Panel.xml
+msgid "2D Finite State Machine Demo"
+msgstr ""
+
+#: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml
+msgid "3D Inverse Kinematics Demo"
+msgstr ""
+
+#: doc/classes/Panel.xml
+msgid "The style of this [Panel]."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml
+msgid "Panel container type."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml
+msgid ""
+"Panel container type. This container fits controls inside of the delimited "
+"area of a stylebox. It's useful for giving controls an outline."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml
+msgid "The style of [PanelContainer]'s background."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml
+msgid "A type of [Sky] used to draw a background texture."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml
+msgid ""
+"A resource referenced in an [Environment] that is used to draw a background. "
+"The Panorama sky functions similar to skyboxes in other engines, except it "
+"uses an equirectangular sky map instead of a cube map.\n"
+"Using an HDR panorama is strongly recommended for accurate, high-quality "
+"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
+"([code].exr[/code]) image formats for this purpose.\n"
+"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
+"cubemap_to_panorama.html]this tool[/url] to convert a cube map to an "
+"equirectangular sky map."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml
+msgid "[Texture] to be applied to the PanoramaSky."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid "A node used to create a parallax scrolling background."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create "
+"a parallax effect. Each [ParallaxLayer] can move at a different speed using "
+"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
+"2D game. If not used with a [Camera2D], you must manually calculate the "
+"[member scroll_offset]."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid "The base position offset for all [ParallaxLayer] children."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid "The base motion scale for all [ParallaxLayer] children."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
+"the zoom level of the camera."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"Top-left limits for scrolling to begin. If the camera is outside of this "
+"limit, the background will stop scrolling. Must be lower than [member "
+"scroll_limit_end] to work."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"Bottom-right limits for scrolling to end. If the camera is outside of this "
+"limit, the background will stop scrolling. Must be higher than [member "
+"scroll_limit_begin] to work."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"The ParallaxBackground's scroll value. Calculated automatically when using a "
+"[Camera2D], but can be used to manually manage scrolling when no camera is "
+"present."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid ""
+"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
+"ParallaxLayer can be set to move at different speeds relative to the camera "
+"movement or the [member ParallaxBackground.scroll_offset] value.\n"
+"This node's children will be affected by its scroll offset.\n"
+"[b]Note:[/b] Any changes to this node's position and scale made after it "
+"enters the scene will be ignored."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid ""
+"The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite "
+"scrolling background. If an axis is set to [code]0[/code], the [Texture] "
+"will not be mirrored."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid ""
+"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
+"[member ParallaxBackground.scroll_offset]."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid ""
+"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
+"it will not scroll."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "GPU-based 3D particle emitter."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"3D particle node used to create a variety of particle systems and effects. "
+"[Particles] features an emitter that generates some number of particles at a "
+"given rate.\n"
+"Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
+"to configure particle appearance and behavior. Alternatively, you can add a "
+"[ShaderMaterial] which will be applied to all particles.\n"
+"[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using "
+"the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] "
+"to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu "
+"at the top of the 3D editor viewport then choosing [b]Convert to "
+"CPUParticles[/b].\n"
+"[b]Note:[/b] On macOS, [Particles] rendering is much slower than "
+"[CPUParticles] due to transform feedback being implemented on the CPU "
+"instead of the GPU. Consider using [CPUParticles] instead when targeting "
+"macOS.\n"
+"[b]Note:[/b] After working on a Particles node, remember to update its "
+"[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu "
+"at the top of the 3D editor viewport then choose [b]Generate Visibility "
+"AABB[/b]. Otherwise, particles may suddenly disappear depending on the "
+"camera position and angle."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Controlling thousands of fish with Particles"
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"Returns the axis-aligned bounding box that contains all the particles that "
+"are active in the current frame."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Restarts the particle emission, clearing existing particles."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "[Mesh] that is drawn for the first draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "[Mesh] that is drawn for the second draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "[Mesh] that is drawn for the third draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "[Mesh] that is drawn for the fourth draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "The number of draw passes when rendering particles."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"Time ratio between each emission. If [code]0[/code], particles are emitted "
+"continuously. If [code]1[/code], all particles are emitted simultaneously."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"If [code]true[/code], only [code]amount[/code] particles will be emitted."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"Amount of time to preprocess the particles before animation starts. Lets you "
+"start the animation some time after particles have started emitting."
+msgstr ""
+
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid ""
+"[Material] for processing particles. Can be a [ParticlesMaterial] or a "
+"[ShaderMaterial]."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Emission randomness ratio."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
+"particles."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"The [AABB] that determines the node's region which needs to be visible on "
+"screen for the particle system to be active.\n"
+"Grow the box if particles suddenly appear/disappear when the node enters/"
+"exits the screen. The [AABB] can be grown via code or with the [b]Particles "
+"→ Generate AABB[/b] editor tool.\n"
+"[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast "
+"shadows, you may want to enlarge this AABB to ensure the shadow is updated "
+"when particles are off-screen."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Maximum number of draw passes supported."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "GPU-based 2D particle emitter."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D particle node used to create a variety of particle systems and effects. "
+"[Particles2D] features an emitter that generates some number of particles at "
+"a given rate.\n"
+"Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
+"to configure particle appearance and behavior. Alternatively, you can add a "
+"[ShaderMaterial] which will be applied to all particles.\n"
+"[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using "
+"the GLES2 renderer, use [CPUParticles2D] instead. You can convert "
+"[Particles2D] to [CPUParticles2D] by selecting the node, clicking the "
+"[b]Particles[/b] menu at the top of the 2D editor viewport then choosing "
+"[b]Convert to CPUParticles2D[/b].\n"
+"[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than "
+"[CPUParticles2D] due to transform feedback being implemented on the CPU "
+"instead of the GPU. Consider using [CPUParticles2D] instead when targeting "
+"macOS.\n"
+"[b]Note:[/b] After working on a Particles node, remember to update its "
+"[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu "
+"at the top of the 2D editor viewport then choose [b]Generate Visibility "
+"Rect[/b]. Otherwise, particles may suddenly disappear depending on the "
+"camera position and angle.\n"
+"[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the "
+"texture region defined in [AtlasTexture]s."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "Particle systems (2D)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "Returns a rectangle containing the positions of all existing particles."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "Restarts all the existing particles."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"The [Rect2] that determines the node's region which needs to be visible on "
+"screen for the particle system to be active.\n"
+"Grow the rect if particles suddenly appear/disappear when the node enters/"
+"exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
+"→ Generate Visibility Rect[/b] editor tool."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Particle properties for [Particles] and [Particles2D] nodes."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"ParticlesMaterial defines particle properties and behavior. It is used in "
+"the [code]process_material[/code] of [Particles] and [Particles2D] emitter "
+"nodes.\n"
+"Some of this material's properties are applied to each particle when "
+"emitted, while others can have a [CurveTexture] applied to vary values over "
+"the lifetime of the particle.\n"
+"When a randomness ratio is applied to a property it is used to scale that "
+"property by a random amount. The random ratio is used to interpolate between "
+"[code]1.0[/code] and a random number less than one, the result is multiplied "
+"by the property to obtain the randomized property. For example a random "
+"ratio of [code]0.4[/code] would scale the original property between "
+"[code]0.4-1.0[/code] of its original value."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Returns [code]true[/code] if the specified flag is enabled."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Returns the randomness ratio associated with the specified parameter."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Returns the [Texture] used by the specified parameter."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"If [code]true[/code], enables the specified flag. See [enum Flags] for "
+"options."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Sets the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Sets the randomness ratio for the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Sets the [Texture] for the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Initial rotation applied to each particle, in degrees.\n"
+"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
+"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
+"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's rotation will be animated along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Initial angular velocity applied to each particle in [i]degrees[/i] per "
+"second. Sets the speed of rotation of the particle.\n"
+"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
+"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
+"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's angular velocity will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's animation offset will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's animation speed will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's initial color. If the [Particles2D]'s [code]texture[/code] "
+"is defined, it will be multiplied by this color. To have particle display "
+"color in a [SpatialMaterial] make sure to set [member SpatialMaterial."
+"vertex_color_use_as_albedo] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Damping will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The box's extents if [code]emission_shape[/code] is set to [constant "
+"EMISSION_SHAPE_BOX]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particle color will be modulated by color determined by sampling this "
+"texture at the same point as the [member emission_point_texture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particle velocity and rotation will be set by sampling this texture at the "
+"same point as the [member emission_point_texture]. Used only in [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
+"node by selecting \"Create Emission Points from Mesh/Node\" under the "
+"\"Particles\" tool in the toolbar."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The number of emission points if [code]emission_shape[/code] is set to "
+"[constant EMISSION_SHAPE_POINTS] or [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particles will be emitted at positions determined by sampling this texture "
+"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and "
+"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from "
+"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under "
+"the \"Particles\" tool in the toolbar."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The inner radius of the ring when using the emitter [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particles will be emitted inside this region. Use [enum EmissionShape] "
+"constants for values."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The sphere's radius if [code]emission_shape[/code] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Amount of [member spread] along the Y axis."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's hue will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's linear acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin. Specified in number of full rotations around origin per second.\n"
+"[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's radial acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's scale will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's tangential acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Trail particles' color will vary along this [GradientTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] "
+"particles. The remaining particles will be used as trail(s)."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Trail particles' size will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set initial velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set angular velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set orbital velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set linear acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set radial acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set tangential acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set damping properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set angle properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set scale properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set hue variation properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set animation speed properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set animation offset properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Use with [method set_flag] to set [member flag_align_y]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Use with [method set_flag] to set [member flag_rotate_y]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Use with [method set_flag] to set [member flag_disable_z]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particles will be emitted at a position determined by sampling a random "
+"point on the [member emission_point_texture]. Particle color will be "
+"modulated by [member emission_color_texture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particles will be emitted at a position determined by sampling a random "
+"point on the [member emission_point_texture]. Particle velocity and rotation "
+"will be set based on [member emission_normal_texture]. Particle color will "
+"be modulated by [member emission_color_texture]."
+msgstr ""
+
+#: doc/classes/Path.xml
+msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
+msgstr ""
+
+#: doc/classes/Path.xml
+msgid ""
+"Can have [PathFollow] child nodes moving along the [Curve3D]. See "
+"[PathFollow] for more information on the usage.\n"
+"Note that the path is considered as relative to the moved nodes (children of "
+"[PathFollow]). As such, the curve should usually start with a zero vector "
+"[code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Path.xml
+msgid "A [Curve3D] describing the path."
+msgstr ""
+
+#: doc/classes/Path.xml
+msgid "Emitted when the [member curve] changes."
+msgstr ""
+
+#: doc/classes/Path2D.xml
+msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
+msgstr ""
+
+#: doc/classes/Path2D.xml
+msgid ""
+"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
+"[PathFollow2D] for more information on usage.\n"
+"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
+"of [PathFollow2D]). As such, the curve should usually start with a zero "
+"vector ([code](0, 0)[/code])."
+msgstr ""
+
+#: doc/classes/Path2D.xml
+msgid "A [Curve2D] describing the path."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Point sampler for a [Path]."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"This node takes its parent [Path], and returns the coordinates of a point "
+"within it, given a distance from the first vertex.\n"
+"It is useful for making other nodes follow a path, without coding the "
+"movement pattern. For that, the nodes must be children of this node. The "
+"descendant nodes will then move accordingly when setting an offset in this "
+"node."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"If [code]true[/code], the position between two cached points is interpolated "
+"cubically, and linearly otherwise.\n"
+"The points along the [Curve3D] of the [Path] are precomputed before use, for "
+"faster calculations. The point at the requested offset is then calculated "
+"interpolating between two adjacent cached points. This may present a problem "
+"if the curve makes sharp turns, as the cached points may not follow the "
+"curve closely enough.\n"
+"There are two answers to this problem: either increase the number of cached "
+"points and increase memory consumption, or make a cubic interpolation "
+"between two points at the cost of (slightly) slower calculations."
+msgstr ""
+
+#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
+msgid "The node's offset along the curve."
+msgstr ""
+
+#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
+msgid ""
+"If [code]true[/code], any offset outside the path's length will wrap around, "
+"instead of stopping at the ends. Use it for cyclic paths."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"The distance from the first vertex, measured in 3D units along the path. "
+"This sets this node's position to a point within the path."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"Allows or forbids rotation on one or more axes, depending on the [enum "
+"RotationMode] constants being used."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"The distance from the first vertex, considering 0.0 as the first vertex and "
+"1.0 as the last. This is just another way of expressing the offset within "
+"the path, as the offset supplied is multiplied internally by the path's "
+"length."
+msgstr ""
+
+#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
+msgid "The node's offset perpendicular to the curve."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Forbids the PathFollow to rotate."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Allows the PathFollow to rotate in the Y axis only."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Allows the PathFollow to rotate in both the X, and Y axes."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Allows the PathFollow to rotate in any axis."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"Uses the up vector information in a [Curve3D] to enforce orientation. This "
+"rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] "
+"property to be set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid "Point sampler for a [Path2D]."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"This node takes its parent [Path2D], and returns the coordinates of a point "
+"within it, given a distance from the first vertex.\n"
+"It is useful for making other nodes follow a path, without coding the "
+"movement pattern. For that, the nodes must be children of this node. The "
+"descendant nodes will then move accordingly when setting an offset in this "
+"node."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"If [code]true[/code], the position between two cached points is interpolated "
+"cubically, and linearly otherwise.\n"
+"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
+"for faster calculations. The point at the requested offset is then "
+"calculated interpolating between two adjacent cached points. This may "
+"present a problem if the curve makes sharp turns, as the cached points may "
+"not follow the curve closely enough.\n"
+"There are two answers to this problem: either increase the number of cached "
+"points and increase memory consumption, or make a cubic interpolation "
+"between two points at the cost of (slightly) slower calculations."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"How far to look ahead of the curve to calculate the tangent if the node is "
+"rotating. E.g. shorter lookaheads will lead to faster rotations."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid "The distance along the path in pixels."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"If [code]true[/code], this node rotates to follow the path, making its "
+"descendants rotate."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"The distance along the path as a number in the range 0.0 (for the first "
+"vertex) to 1.0 (for the last). This is just another way of expressing the "
+"offset within the path, as the offset supplied is multiplied internally by "
+"the path's length."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid "Creates packages that can be loaded into a running project."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid ""
+"The [PCKPacker] is used to create packages that can be loaded into a running "
+"project using [method ProjectSettings.load_resource_pack].\n"
+"[codeblock]\n"
+"var packer = PCKPacker.new()\n"
+"packer.pck_start(\"test.pck\")\n"
+"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
+"packer.flush()\n"
+"[/codeblock]\n"
+"The above [PCKPacker] creates package [code]test.pck[/code], then adds a "
+"file named [code]text.txt[/code] at the root of the package."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid ""
+"Adds the [code]source_path[/code] file to the current PCK package at the "
+"[code]pck_path[/code] internal path (should start with [code]res://[/code])."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid ""
+"Writes the files specified using all [method add_file] calls since the last "
+"flush. If [code]verbose[/code] is [code]true[/code], a list of files added "
+"will be printed to the console for easier debugging."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid ""
+"Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/"
+"code] file extension isn't added automatically, so it should be part of "
+"[code]pck_name[/code] (even though it's not required)."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Exposes performance-related data."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"This class provides access to a number of different monitors related to "
+"performance, such as memory usage, draw calls, and FPS. These are the same "
+"as the values displayed in the [b]Monitor[/b] tab in the editor's "
+"[b]Debugger[/b] panel. By using the [method get_monitor] method of this "
+"class, you can access this data from your code.\n"
+"[b]Note:[/b] A few of these monitors are only available in debug mode and "
+"will always return 0 when used in a release build.\n"
+"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
+"may be a short delay between changes."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Returns the value of one of the available monitors. You should provide one "
+"of the [enum Monitor] constants as the argument, like this:\n"
+"[codeblock]\n"
+"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
+"console\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of frames per second."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Time it took to complete one frame, in seconds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Time it took to complete one physics frame, in seconds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Static memory currently used, in bytes. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Dynamic memory currently used, in bytes. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Available static memory. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Available dynamic memory. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Largest amount of memory the message queue buffer has used, in bytes. The "
+"message queue is used for deferred functions calls and notifications."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of objects currently instanced (including nodes)."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of resources currently used."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Number of nodes currently instanced in the scene tree. This also includes "
+"the root node."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
+"scene tree."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "3D objects drawn per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Vertices drawn per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Material changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Shader changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Render surface changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Draw calls per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Items or joined items drawn per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Draw calls per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml doc/classes/VisualServer.xml
+msgid ""
+"The amount of video memory used, i.e. texture and vertex memory combined."
+msgstr ""
+
+#: doc/classes/Performance.xml doc/classes/VisualServer.xml
+msgid "The amount of texture memory used."
+msgstr ""
+
+#: doc/classes/Performance.xml doc/classes/VisualServer.xml
+msgid "The amount of vertex memory used."
+msgstr ""
+
+#: doc/classes/Performance.xml doc/classes/VisualServer.xml
+msgid ""
+"Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of active [RigidBody2D] nodes in the game."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of collision pairs in the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of islands in the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of collision pairs in the 3D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of islands in the 3D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Output latency of the [AudioServer]."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Represents the size of the [enum Monitor] enum."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml
+msgid "Optimized translation."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml
+msgid ""
+"Optimized translation. Uses real-time compressed translations, which results "
+"in very small dictionaries."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml
+msgid ""
+"Generates and sets an optimized translation from the given [Translation] "
+"resource."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid "Direct access object to a physics body in the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Provides direct access to a physics body in the [Physics2DServer], allowing "
+"safe changes to physics properties. This object is passed via the direct "
+"state callback of rigid/character bodies, and is intended for changing the "
+"direct state of that body. See [method RigidBody2D._integrate_forces]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/Physics2DDirectSpaceState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
+msgid "Ray-casting"
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "Adds a constant directional force without affecting rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid ""
+"Adds a positioned force to the body. Both the force and the offset from the "
+"body origin are in global coordinates."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "Adds a constant rotational force."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "Applies a directional impulse without affecting rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason, it should only be used when simulating one-time impacts "
+"(use the \"_force\" functions otherwise). The offset uses the rotation of "
+"the global coordinate system, but is centered at the object's origin."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "Applies a rotational impulse to the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the collider's [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the collider's object id."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Returns the collider object. This depends on how it was created (will return "
+"a scene node if such was used to create it)."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the contact position in the collider."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the collider's shape index."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Returns the collided shape's metadata. This metadata is different from "
+"[method Object.get_meta], and is set with [method Physics2DServer."
+"shape_set_data]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the linear velocity vector at the collider's contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Returns the number of contacts this body has with other bodies.\n"
+"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
+"monitor contacts. See [member RigidBody2D.contact_monitor]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the local normal at the contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the local position of the contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the local shape index of the collision."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the current state of the space, useful for queries."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Returns the body's velocity at the given relative position, including both "
+"translation and rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Calls the built-in force integration code."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "The body's rotational velocity in [i]radians[/i] per second."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The inverse of the inertia of the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The inverse of the mass of the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid "The body's linear velocity in pixels per second."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "If [code]true[/code], this body is currently sleeping (not active)."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The timestep (delta) used for the simulation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"The rate at which the body stops rotating, if there are not any other forces "
+"moving it."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The total gravity vector being currently applied to this body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"The rate at which the body stops moving, if there are not any other forces "
+"moving it."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The body's transformation matrix."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid "Direct access object to a space in the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Direct access object to a space in the [Physics2DServer]. It's used mainly "
+"to do queries against objects and areas residing in a given space."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks how far a [Shape2D] can move without colliding. All the parameters "
+"for the query, including the shape and the motion, are supplied through a "
+"[Physics2DShapeQueryParameters] object.\n"
+"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
+"the motion. The safe proportion is the maximum fraction of the motion that "
+"can be made without a collision. The unsafe proportion is the minimum "
+"fraction of the distance that must be moved for a collision. If no collision "
+"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
+"[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. "
+"inside of, will be ignored. Use [method collide_shape] to determine the "
+"[Shape2D]s that the shape is already colliding with."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] object, against the space. The resulting "
+"array contains a list of points where the shape intersects another. Like "
+"with [method intersect_shape], the number of returned results can be limited "
+"to save processing time."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] object, against the space. If it collides "
+"with more than one shape, the nearest one is selected. If the shape did not "
+"intersect anything, then an empty dictionary is returned instead.\n"
+"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
+"property of the object. The returned object is a dictionary containing the "
+"following fields:\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If "
+"the object is an [Area2D], the result is [code](0, 0)[/code].\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]point[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks whether a point is inside any solid shape. The shapes the point is "
+"inside of are returned in an array containing dictionaries with the "
+"following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively.\n"
+"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
+"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
+"not be detected."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks whether a point is inside any solid shape, in a specific canvas layer "
+"given by [code]canvas_instance_id[/code]. The shapes the point is inside of "
+"are returned in an array containing dictionaries with the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively.\n"
+"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
+"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
+"not be detected."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Intersects a ray in a given space. The returned object is a dictionary with "
+"the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]position[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the ray did not intersect anything, then an empty dictionary is returned "
+"instead.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] object, against the space. The intersected "
+"shapes are returned in an array containing dictionaries with the following "
+"fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Server interface for low-level 2D physics access."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Physics2DServer is the server responsible for all 2D physics. It can create "
+"many kinds of physics objects, but does not insert them on the node tree."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Adds a shape to the area, along with a transform matrix. Shapes are usually "
+"referenced by their index, so you should track which shape has a given index."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Assigns the area to a descendant of [Object], so it can exist in the node "
+"tree."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Removes all shapes from an area. It does not delete the shapes, so they can "
+"be reassigned later."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Creates an [Area2D]. After creating an [Area2D] with this method, assign it "
+"to a space using [method area_set_space] to use the created [Area2D] in the "
+"physics world."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Gets the instance ID of the object the area is assigned to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns an area parameter value. See [enum AreaParameter] for a list of "
+"available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the [RID] of the nth shape of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the number of shapes assigned to an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the transform matrix of a shape within an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the space assigned to the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the space override mode for the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the transform matrix for an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Removes a shape from an area. It does not delete the shape, so it can be "
+"reassigned later."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Assigns the area to one or many physics layers."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets which physics layers the area will monitor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the function to call when any body/area enters or exits the area. This "
+"callback will be called for any object interacting with the area, and takes "
+"five parameters:\n"
+"1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on "
+"whether the object entered or exited the area.\n"
+"2: [RID] of the object that entered/exited the area.\n"
+"3: Instance ID of the object that entered/exited the area.\n"
+"4: The shape index of the object that entered/exited the area.\n"
+"5: The shape index of the area where the object entered/exited."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the value for an area parameter. See [enum AreaParameter] for a list of "
+"available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Substitutes a given area shape by another. The old shape is selected by its "
+"index, the new one by its [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Disables a given shape in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the transform matrix for an area shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Assigns a space to the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] "
+"for a list of available modes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the transform matrix for an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Adds a body to the list of bodies exempt from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Adds a positioned force to the applied force and torque. As with [method "
+"body_apply_impulse], both the force and the offset from the body origin are "
+"in global coordinates. A force differs from an impulse in that, while the "
+"two are forces, the impulse clears itself after being applied."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Adds a shape to the body, along with a transform matrix. Shapes are usually "
+"referenced by their index, so you should track which shape has a given index."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Adds a positioned impulse to the applied force and torque. Both the force "
+"and the offset from the body origin are in global coordinates."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Removes all shapes from a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Creates a physics body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the physics layer or layers a body belongs to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the physics layer or layers a body can collide with."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns the continuous collision detection mode."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/"
+"code] if the body is destroyed or removed from the physics space."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Returns the maximum contacts that can be reported. See [method "
+"body_set_max_contacts_reported]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the body mode."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns the value of a body parameter. See [enum BodyParameter] for a list "
+"of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the [RID] of the nth shape of a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the number of shapes assigned to a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns the metadata of a shape of a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the transform matrix of a body shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the [RID] of the space assigned to a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns a body state."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Returns whether a body uses a callback function to calculate its own physics "
+"(see [method body_set_force_integration_callback])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Removes a body from the list of bodies exempt from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Removes a shape from a body. The shape is not deleted, so it can be reused "
+"afterwards."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+#: doc/classes/RigidBody.xml
+msgid ""
+"Sets an axis velocity. The velocity in the given vector axis will be set as "
+"the given vector length. This is useful for jumping behavior."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the physics layer or layers a body belongs to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the physics layer or layers a body can collide with."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the continuous collision detection mode using one of the [enum CCDMode] "
+"constants.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the function used to calculate physics for an object, if that object "
+"allows it (see [method body_set_omit_force_integration])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the maximum contacts to report. Bodies can keep a log of the contacts "
+"with other bodies, this is enabled by setting the maximum amount of contacts "
+"reported to a number greater than 0."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Sets the body mode using one of the [enum BodyMode] constants."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets whether a body uses a callback function to calculate its own physics "
+"(see [method body_set_force_integration_callback])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets a body parameter. See [enum BodyParameter] for a list of available "
+"parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Substitutes a given body shape by another. The old shape is selected by its "
+"index, the new one by its [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Enables one way collision on body if [code]enable[/code] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets metadata of a shape within a body. This metadata is different from "
+"[method Object.set_meta], and can be retrieved on shape queries."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the transform matrix for a body shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Assigns a space to the body (see [method space_create])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets a body state using one of the [enum BodyState] constants.\n"
+"Note that the method doesn't take effect immediately. The state will change "
+"on the next physics frame."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given direction from a given point in space. Margin increases the size of "
+"the shapes involved in the collision detection. [Physics2DTestMotionResult] "
+"can be passed to return additional information in."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Creates a damped spring joint between two bodies. If not specified, the "
+"second body is assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns the value of a damped spring joint parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
+"list of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Destroys any of the objects created by Physics2DServer. If the [RID] passed "
+"is not one of the objects that can be created by Physics2DServer, an error "
+"will be sent to the console."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns information about the current state of the 2D physics engine. See "
+"[enum ProcessInfo] for a list of available states."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Creates a groove joint between two bodies. If not specified, the bodies are "
+"assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns the value of a joint parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns a joint's type (see [enum JointType])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets a joint parameter. See [enum JointParam] for a list of available "
+"parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Creates a pin joint between two bodies. If not specified, the second body is "
+"assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Activates or deactivates the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the amount of iterations for calculating velocities of colliding "
+"bodies. The greater the amount of iterations, the more accurate the "
+"collisions will be. However, a greater amount of iterations requires more "
+"CPU power, which can decrease performance. The default value is [code]8[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the shape data."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns a shape's type (see [enum ShapeType])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the shape data that defines its shape and size. The data to be passed "
+"depends on the kind of shape created [method shape_get_type]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Creates a space. A space is a collection of parameters for the physics "
+"engine that can be assigned to an area or a body. It can be assigned to an "
+"area with [method area_set_space], or to a body with [method body_set_space]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns the state of a space, a [Physics2DDirectSpaceState]. This object can "
+"be used to make collision/intersection queries."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the value of a space parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns whether the space is active."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Marks a space as active. It will not have an effect, unless it is assigned "
+"to an area or body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the value for a space parameter. See [enum SpaceParameter] for a list "
+"of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the maximum distance a pair of bodies has to move before "
+"their collision status has to be recalculated."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the maximum distance a shape can be from another before "
+"they are considered separated."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the maximum distance a shape can penetrate another shape "
+"before it is considered a collision."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the threshold linear velocity of activity. A body marked "
+"as potentially inactive for both linear and angular velocity will be put to "
+"sleep after the time given."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the threshold angular velocity of activity. A body "
+"marked as potentially inactive for both linear and angular velocity will be "
+"put to sleep after the time given."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the maximum time of activity. A body marked as "
+"potentially inactive for both linear and angular velocity will be put to "
+"sleep after this time."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the default solver bias for all physics constraints. A "
+"solver bias is a factor controlling how much two objects \"rebound\", after "
+"violating a constraint, to avoid leaving them in that state because of "
+"numerical imprecision."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating line shapes. A line shape is an infinite "
+"line with an origin point, and a normal. Thus, it can be used for front/"
+"behind checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating segment shapes. A segment shape is a line "
+"from a point A to a point B. It can be checked for intersections."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating circle shapes. A circle shape only has a "
+"radius. It can be used for intersections and inside/outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating rectangle shapes. A rectangle shape is "
+"defined by a width and a height. It can be used for intersections and inside/"
+"outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating capsule shapes. A capsule shape is defined "
+"by a radius and a length. It can be used for intersections and inside/"
+"outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating convex polygon shapes. A polygon is "
+"defined by a list of points. It can be used for intersections and inside/"
+"outside checks. Unlike the [member CollisionPolygon2D.polygon] property, "
+"polygons modified with [method shape_set_data] do not verify that the points "
+"supplied form is a convex polygon."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating concave polygon shapes. A polygon is "
+"defined by a list of points. It can be used for intersections checks, but "
+"not for inside/outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This constant is used internally by the engine. Any attempt to create this "
+"kind of shape results in an error."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get gravity strength in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get gravity vector/center in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get whether the gravity vector of an area is a direction, or "
+"a center point."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the falloff factor for point gravity of an area. The "
+"greater this value is, the faster the strength of gravity decreases with the "
+"square of distance."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This constant was used to set/get the falloff factor for point gravity. It "
+"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the linear dampening factor of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the angular dampening factor of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the priority (order of processing) of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area does not affect gravity/damp. These are generally areas that exist "
+"only to detect collisions, and objects entering or exiting them."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area adds its gravity/damp values to whatever has been calculated so "
+"far. This way, many overlapping areas can combine their physics to make "
+"interesting effects."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area adds its gravity/damp values to whatever has been calculated so "
+"far. Then stops taking into account the rest of the areas, even the default "
+"one."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area replaces any gravity/damp, even the default one, and stops taking "
+"into account the rest of the areas."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area replaces any gravity/damp calculated so far, but keeps calculating "
+"the rest of the areas, down to the default one."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant for static bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant for kinematic bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant for rigid bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant for rigid bodies in character mode. In this mode, a body can not "
+"rotate, and only its linear velocity is affected by physics."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's bounce factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's friction."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's mass."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Constant to set/get a body's inertia."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's gravity multiplier."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's linear dampening factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's angular dampening factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Represents the size of the [enum BodyParameter] enum."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the current transform matrix of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the current linear velocity of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the current angular velocity of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get whether the body can sleep."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Constant to create pin joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Constant to create groove joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Constant to create damped spring joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the resting length of the spring joint. The joint will always try to go "
+"to back this length when pulled apart."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the stiffness of the spring joint. The joint applies a force equal to "
+"the stiffness times the distance from its resting length."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the damping ratio of the spring joint. A value of 0 indicates an "
+"undamped spring, while 1 causes the system to reach equilibrium as fast as "
+"possible (critical damping)."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Disables continuous collision detection. This is the fastest way to detect "
+"body collisions, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Enables continuous collision detection by raycasting. It is faster than "
+"shapecasting, but less precise."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Enables continuous collision detection by shapecasting. It is the slowest "
+"CCD method, and the most precise."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The value of the first parameter and area callback function receives, when "
+"an object enters one of its shapes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The value of the first parameter and area callback function receives, when "
+"an object exits one of its shapes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to get the number of objects that are not sleeping."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to get the number of possible collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to get the number of space regions where a collision could occur."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid "Parameters to be sent to a 2D shape physics query."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid ""
+"This class contains the shape and other parameters for 2D intersection/"
+"collision queries."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid ""
+"Sets the [Shape2D] that will be used for collision/intersection queries."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid "If [code]true[/code], the query will take [Area2D]s into account."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid ""
+"If [code]true[/code], the query will take [PhysicsBody2D]s into account."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid ""
+"The physics layer(s) the query will take into account (as a bitmask). See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid ""
+"The list of objects or object [RID]s that will be excluded from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "The collision margin for the shape."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid "The motion of the shape being queried for."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "The queried shape's [RID]. See also [method set_shape]."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "The queried shape's transform matrix."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml
+msgid "Base class for all objects affected by physics in 3D space."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml
+msgid ""
+"PhysicsBody is an abstract base class for implementing a physics body. All "
+"*Body types inherit from it."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
+#: doc/classes/SoftBody.xml
+msgid "Adds a body to the list of bodies that this body can't collide with."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
+#: doc/classes/SoftBody.xml
+msgid ""
+"Returns an array of nodes that were added as collision exceptions for this "
+"body."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
+#: doc/classes/SoftBody.xml
+msgid ""
+"Removes a body from the list of bodies that this body can't collide with."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml
+msgid "Base class for all objects affected by physics in 2D space."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml
+msgid ""
+"PhysicsBody2D is an abstract base class for implementing a physics body. All "
+"*Body2D types inherit from it."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml
+msgid ""
+"Both collision_layer and collision_mask. Returns collision_layer when "
+"accessed. Updates collision_layer and collision_mask when modified."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Direct access object to a physics body in the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Provides direct access to a physics body in the [PhysicsServer], allowing "
+"safe changes to physics properties. This object is passed via the direct "
+"state callback of rigid/character bodies, and is intended for changing the "
+"direct state of that body. See [method RigidBody._integrate_forces]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Adds a constant directional force without affecting rotation.\n"
+"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Adds a constant rotational force without affecting position."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Applies a single directional impulse without affecting rotation.\n"
+"This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts. The "
+"position uses the rotation of the global coordinate system, but is centered "
+"at the object's origin."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Apply a torque impulse (which will be affected by the body mass and shape). "
+"This will rotate the body around the vector [code]j[/code] passed as "
+"parameter."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the collider object."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Returns the number of contacts this body has with other bodies.\n"
+"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
+"monitor contacts. See [member RigidBody.contact_monitor]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Impulse created by the contact. Only implemented for Bullet physics."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml
+msgid ""
+"The body's rotational velocity in axis-angle format. The magnitude of the "
+"vector is the rotation rate in [i]radians[/i] per second."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The body's linear velocity in units per second."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid "Direct access object to a space in the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Direct access object to a space in the [PhysicsServer]. It's used mainly to "
+"do queries against objects and areas residing in a given space."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks how far a [Shape] can move without colliding. All the parameters for "
+"the query, including the shape, are supplied through a "
+"[PhysicsShapeQueryParameters] object.\n"
+"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
+"the motion. The safe proportion is the maximum fraction of the motion that "
+"can be made without a collision. The unsafe proportion is the minimum "
+"fraction of the distance that must be moved for a collision. If no collision "
+"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
+"[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. "
+"inside of, will be ignored. Use [method collide_shape] to determine the "
+"[Shape]s that the shape is already colliding with."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] object, against the space. The resulting array "
+"contains a list of points where the shape intersects another. Like with "
+"[method intersect_shape], the number of returned results can be limited to "
+"save processing time."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] object, against the space. If it collides with "
+"more than one shape, the nearest one is selected. The returned object is a "
+"dictionary containing the following fields:\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If "
+"the object is an [Area], the result is [code](0, 0, 0)[/code].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]point[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the shape did not intersect anything, then an empty dictionary is "
+"returned instead."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks whether a point is inside any solid shape. The shapes the point is "
+"inside of are returned in an array containing dictionaries with the "
+"following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Intersects a ray in a given space. The returned object is a dictionary with "
+"the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]position[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the ray did not intersect anything, then an empty dictionary is returned "
+"instead.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] object, against the space. The intersected "
+"shapes are returned in an array containing dictionaries with the following "
+"fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid "A material for physics properties."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"Provides a means of modifying the collision properties of a [PhysicsBody]."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"If [code]true[/code], subtracts the bounciness from the colliding object's "
+"bounciness instead of adding it."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
+"[code]1[/code] (full bounciness)."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"The body's friction. Values range from [code]0[/code] (frictionless) to "
+"[code]1[/code] (maximum friction)."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"If [code]true[/code], the physics engine will use the friction of the object "
+"marked as \"rough\" when two objects collide. If [code]false[/code], the "
+"physics engine will use the lowest friction of all colliding objects "
+"instead. If [code]true[/code] for both colliding objects, the physics engine "
+"will use the highest friction."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Server interface for low-level physics access."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"PhysicsServer is the server responsible for all 3D physics. It can create "
+"many kinds of physics objects, but does not insert them on the node tree."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates an [Area]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns an area parameter value. A list of available parameters is on the "
+"[enum AreaParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If [code]true[/code], area collides with rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the value for an area parameter. A list of available parameters is on "
+"the [enum AreaParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets object pickable with rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the space override mode for the area. The modes are described in the "
+"[enum AreaSpaceOverrideMode] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Gives the body a push at a [code]position[/code] in the direction of the "
+"[code]impulse[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gives the body a push to rotate it."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Creates a physics body. The first parameter can be any value from [enum "
+"BodyMode] constants, for the type of body created. Additionally, the body "
+"can be created in sleeping state to save processing time."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] "
+"if the body is destroyed or removed from the physics space."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns the value of a body parameter. A list of available parameters is on "
+"the [enum BodyParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"If [code]true[/code], the continuous collision detection mode is enabled."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If [code]true[/code], the body can be detected by rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Removes a body from the list of bodies exempt from collisions.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"If [code]true[/code], the continuous collision detection mode is enabled.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets the body mode, from one of the [enum BodyMode] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets a body parameter. A list of available parameters is on the [enum "
+"BodyParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets a body state (see [enum BodyState] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given direction from a given point in space. [PhysicsTestMotionResult] can "
+"be passed to return additional information in."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Destroys any of the objects created by PhysicsServer. If the [RID] passed is "
+"not one of the objects that can be created by PhysicsServer, an error will "
+"be sent to the console."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
+"constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
+"constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [ConeTwistJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [HingeJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [PinJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [SliderJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets the priority value of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Returns the type of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets the priority value of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns position of the joint in the local space of body a of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns position of the joint in the local space of body b of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets position of the joint in the local space of body a of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets position of the joint in the local space of body b of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Activates or deactivates the 3D physics engine."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the amount of iterations for calculating velocities of colliding "
+"bodies. The greater the amount of iterations, the more accurate the "
+"collisions will be. However, a greater amount of iterations requires more "
+"CPU power, which can decrease performance. The default value is [code]8[/"
+"code].\n"
+"[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the "
+"default Bullet physics engine."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Creates a shape of a type from [enum ShapeType]. Does not assign it to a "
+"body or an area. To do so, you must use [method area_set_shape] or [method "
+"body_set_shape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Returns the type of shape (see [enum ShapeType] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns the state of a space, a [PhysicsDirectSpaceState]. This object can "
+"be used to make collision/intersection queries."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the value for a space parameter. A list of available parameters is on "
+"the [enum SpaceParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [PinJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [HingeJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [SliderJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [ConeTwistJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The strength with which the pinned objects try to stay in positional "
+"relation to each other.\n"
+"The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The strength with which the pinned objects try to stay in velocity relation "
+"to each other.\n"
+"The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"If above 0, this value is the maximum value for an impulse that this Joint "
+"puts on its ends."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The maximum rotation across the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The minimum rotation across the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If [code]true[/code], a motor turns the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The maximum difference between the pivot points on their X axis before "
+"damping happens."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The minimum difference between the pivot points on their X axis before "
+"damping happens."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"A factor applied to the movement across the slider axis once the limits get "
+"surpassed. The lower, the slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution once the limits are surpassed. The lower, the more "
+"velocityenergy gets lost."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of damping once the slider limits are surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"A factor applied to the movement across the slider axis as long as the "
+"slider is in the limits. The lower, the slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of restitution inside the slider limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of damping inside the slider limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "A factor applied to the movement across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution when movement is across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of damping when movement is across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The upper limit of rotation in the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The lower limit of rotation in the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "A factor applied to the all rotation once the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of restitution of the rotation when the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of damping of the rotation when the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "A factor that gets applied to the all rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of restitution of the rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of damping of the rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"A factor that gets applied to the all rotation across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution of the rotation across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of damping of the rotation across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Represents the size of the [enum SliderJointParam] enum."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The ease with which the Joint twists, if it's too low, it takes more force "
+"to twist the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"A factor that gets applied to the movement across the axes. The lower, the "
+"slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The amount of restitution on the axes movement. The lower, the more velocity-"
+"energy gets lost."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The velocity that the joint's linear motor will attempt to reach."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The maximum force that the linear motor can apply while trying to reach the "
+"target velocity."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "A factor that gets multiplied onto all rotations across the axes."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"When correcting the crossing of limits in rotation across the axes, this "
+"error tolerance factor defines how much the correction gets slowed down. The "
+"lower, the slower."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If set, linear motion is possible within the given limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If set, rotational motion is possible."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If set, there is a rotational motor across these axes."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"If set, there is a linear motor on this axis that targets a specific "
+"velocity."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [PlaneShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [RayShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [SphereShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [BoxShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [CapsuleShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [CylinderShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [ConvexPolygonShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [ConcavePolygonShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [HeightMapShape]."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "Parameters to be sent to a 3D shape physics query."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid ""
+"This class contains the shape and other parameters for 3D intersection/"
+"collision queries."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "Sets the [Shape] that will be used for collision/intersection queries."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "If [code]true[/code], the query will take [Area]s into account."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid "Pin joint for 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid ""
+"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
+"See also [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid ""
+"The force with which the pinned objects stay in positional relation to each "
+"other. The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid ""
+"The force with which the pinned objects stay in velocity relation to each "
+"other. The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid ""
+"If above 0, this value is the maximum value for an impulse that this Joint "
+"produces."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml
+msgid "Pin Joint for 2D shapes."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml
+msgid ""
+"Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml
+msgid ""
+"The higher this value, the more the bond to the pinned partner can flex."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Plane in hessian form."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Plane represents a normalized plane equation. Basically, \"normal\" is the "
+"normal of the plane (a,b,c normalized), and \"d\" is the distance from the "
+"origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" "
+"the plane is considered the side of the plane towards where the normal is "
+"pointing."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Creates a plane from the four parameters. The three components of the "
+"resulting plane's [member normal] are [code]a[/code], [code]b[/code] and "
+"[code]c[/code], and the plane has a distance of [code]d[/code] from the "
+"origin."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Creates a plane from the three points, given in clockwise order."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Creates a plane from the normal and the plane's distance to the origin."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Returns the center of the plane."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the shortest distance from the plane to the position [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the center of the plane.\n"
+"This method is deprecated, please use [method center] instead."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside the plane. "
+"Comparison uses a custom minimum [code]epsilon[/code] threshold."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the intersection point of the three planes [code]b[/code], [code]c[/"
+"code] and this plane. If no intersection is found, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the intersection point of a ray consisting of the position "
+"[code]from[/code] and the direction normal [code]dir[/code] with this plane. "
+"If no intersection is found, [code]null[/code] is returned."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the intersection point of a segment from position [code]begin[/code] "
+"to position [code]end[/code] with this plane. If no intersection is found, "
+"[code]null[/code] is returned."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns [code]true[/code] if this plane and [code]plane[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is located above the plane."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Returns a copy of the plane, normalized."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the orthogonal projection of [code]point[/code] into a point in the "
+"plane."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"The distance from the origin to the plane, in the direction of [member "
+"normal]. This value is typically non-negative.\n"
+"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
+"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
+"by the [member normal] property."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"The normal of the plane, which must be normalized.\n"
+"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
+"the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] "
+"property."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "The X component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "The Y component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "The Z component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Class representing a planar [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid ""
+"Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
+"thickness. By default, this mesh is aligned on the X and Z axes; this "
+"default rotation isn't suited for use with billboarded materials. For "
+"billboarded materials, use [QuadMesh] instead.\n"
+"[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
+"may stumble upon UV jittering issues depending on the camera angle. To solve "
+"this, increase [member subdivide_depth] and [member subdivide_width] until "
+"you no longer notice UV jittering."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Offset from the origin of the generated plane. Useful for particles."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Size of the generated plane."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Number of subdivision along the Z axis."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Number of subdivision along the X axis."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml
+msgid "Infinite plane shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml
+msgid ""
+"An infinite plane shape for 3D collisions. Note that the [Plane]'s normal "
+"matters; anything \"below\" the plane will collide with it. If the "
+"[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects "
+"placed \"below\" it to teleport \"above\" the plane."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml
+msgid "The [Plane] used by the [PlaneShape] for collision."
+msgstr ""
+
+#: doc/classes/PointMesh.xml
+msgid "Mesh with a single Point primitive."
+msgstr ""
+
+#: doc/classes/PointMesh.xml
+msgid ""
+"The PointMesh is made from a single point. Instead of relying on triangles, "
+"points are rendered as a single rectangle on the screen with a constant "
+"size. They are intended to be used with Particle systems, but can be used as "
+"a cheap way to render constant size billboarded sprites (for example in a "
+"point cloud).\n"
+"PointMeshes, must be used with a material that has a point size. Point size "
+"can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
+"[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] "
+"and the variable [member SpatialMaterial.params_point_size].\n"
+"When using PointMeshes, properties that normally alter vertices will be "
+"ignored, including billboard mode, grow, and cull face."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "A 2D polygon."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"A Polygon2D is defined by a set of points. Each point is connected to the "
+"next, with the final point being connected to the first, resulting in a "
+"closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
+"filled with a given texture.\n"
+"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
+"time. To increase this limit, open the Project Settings and increase [member "
+"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
+"[member ProjectSettings.rendering/limits/buffers/"
+"canvas_polygon_index_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Adds a bone with the specified [code]path[/code] and [code]weights[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Removes all bones from this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Removes the specified bone from this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Returns the number of bones in this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Returns the path to the node associated with the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Returns the height values of the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Sets the path to the node associated with the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Sets the weight values for the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"The polygon's fill color. If [code]texture[/code] is defined, it will be "
+"multiplied by this color. It will also be the default color for vertices not "
+"set in [code]vertex_colors[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Added padding applied to the bounding box when using [code]invert[/code]. "
+"Setting this value too small may result in a \"Bad Polygon\" error."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"If [code]true[/code], polygon will be inverted, containing the area outside "
+"the defined points and extending to the [code]invert_border[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "The offset applied to each vertex."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"The polygon's list of vertices. The final point will be connected to the "
+"first.\n"
+"[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a "
+"reference."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"The polygon's fill texture. Use [code]uv[/code] to set texture coordinates."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] "
+"the texture's origin (its top-left corner) will be placed at the polygon's "
+"[code]position[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "The texture's rotation in radians."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "The texture's rotation in degrees."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Amount to multiply the [code]uv[/code] coordinates when using a "
+"[code]texture[/code]. Larger values make the texture smaller, and vice versa."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Texture coordinates for each vertex of the polygon. There should be one "
+"[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices "
+"will use [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Color for each vertex. Colors are interpolated between vertices, resulting "
+"in smooth gradients. There should be one per polygon vertex. If there are "
+"fewer, undefined vertices will use [code]color[/code]."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid "A pooled array of bytes."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"An array specifically designed to hold bytes. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid "Appends a [PoolByteArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a new [PoolByteArray] with the data compressed. Set the compression "
+"mode using one of [enum File.CompressionMode]'s constants."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a new [PoolByteArray] with the data decompressed. Set "
+"[code]buffer_size[/code] to the size of the uncompressed data. Set the "
+"compression mode using one of [enum File.CompressionMode]'s constants."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a new [PoolByteArray] with the data decompressed. Set the "
+"compression mode using one of [enum File.CompressionMode]'s constants. "
+"[b]This method only accepts gzip and deflate compression modes.[/b]\n"
+"This method is potentially slower than [code]decompress[/code], as it may "
+"have to re-allocate its output buffer multiple times while decompressing, "
+"where as [code]decompress[/code] knows its output buffer size from the "
+"beginning.\n"
+"\n"
+"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
+"for a small compressed payload to decompress to a potentially very large "
+"output. To guard against this, you may provide a maximum size this function "
+"is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
+"will allow for unbounded output. If any positive value is passed, and the "
+"decompression exceeds that amount in bytes, then an error will be returned."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a copy of the array's contents as [String]. Fast alternative to "
+"[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 "
+"function this function maps every byte to a character in the array. "
+"Multibyte sequences will not be interpreted correctly. For parsing user "
+"input always use [method get_string_from_utf8]."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a copy of the array's contents as [String]. Slower than [method "
+"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
+"you are unsure about the source of the data. For user input this function "
+"should always be preferred."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a hexadecimal representation of this array as a [String].\n"
+"[codeblock]\n"
+"var array = PoolByteArray([11, 46, 255])\n"
+"print(array.hex_encode()) # Prints: 0b2eff\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Inserts a new element at a given position in the array. The position must be "
+"valid, or at the end of the array ([code]idx == size()[/code])."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml
+msgid "Appends an element at the end of the array."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Removes an element from the array by index."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml
+msgid ""
+"Sets the size of the array. If the array is grown, reserves elements at the "
+"end of the array. If the array is shrunk, truncates the array to the new "
+"size.\n"
+"[b]Note:[/b] Added elements are not automatically initialized to 0 and will "
+"contain garbage, i.e. indeterminate values."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid "Changes the byte at the given index."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
+"new [PoolByteArray]. Any negative index is considered to be from the end of "
+"the array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid "A pooled array of [Color]s."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid ""
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid ""
+"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid "Appends a [PoolColorArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+msgid "Appends a value to the array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Sets the size of the array. If the array is grown, reserves elements at the "
+"end of the array. If the array is shrunk, truncates the array to the new "
+"size."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid "Changes the [Color] at the given index."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid "A pooled array of integers ([int])."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid ""
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
+"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
+"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
+"around. In comparison, [int] uses signed 64-bit integers which can hold much "
+"larger values."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid ""
+"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid "Appends a [PoolIntArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid ""
+"Inserts a new int at a given position in the array. The position must be "
+"valid, or at the end of the array ([code]idx == size()[/code])."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid "Changes the int at the given index."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid "A pooled array of real numbers ([float])."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid ""
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
+"[PoolRealArray] are 32-bit floats. This means values stored in "
+"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
+"need to store 64-bit floats in an array, use a generic [Array] with [float] "
+"elements as these will still be 64-bit. However, using a generic [Array] to "
+"store [float]s will use roughly 6 times more memory compared to a "
+"[PoolRealArray]."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid ""
+"Constructs a new [PoolRealArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid "Appends a [PoolRealArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid "Changes the float at the given index."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid "A pooled array of [String]s."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid ""
+"An array specifically designed to hold [String]s. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid ""
+"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid "Appends a [PoolStringArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid ""
+"Returns a [String] with each element of the array joined with the given "
+"[code]delimiter[/code]."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid "Appends a string element at end of the array."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid "Changes the [String] at the given index."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid "A pooled array of [Vector2]s."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid ""
+"An array specifically designed to hold [Vector2]. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
+#: doc/classes/TileSet.xml
+msgid "2D Navigation Astar Demo"
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid ""
+"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid "Appends a [PoolVector2Array] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid "Inserts a [Vector2] at the end."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid "Changes the [Vector2] at the given index."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid "A pooled array of [Vector3]."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"An array specifically designed to hold [Vector3]. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid "Appends a [PoolVector3Array] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid "Inserts a [Vector3] at the end."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid "Changes the [Vector3] at the given index."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Base container control for popups and dialogs."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup is a base [Control] used to show dialogs and popups. It's a subwindow "
+"and modal by default (see [Control]) and has helpers for custom popup "
+"behavior. All popup methods ensure correct placement within the viewport."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Popup (show the control in modal form)."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to its current canvas transform, at the current size, or at a size "
+"determined by [code]size[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, clamping the size to [code]size[/code], "
+"then ensuring the popup is no larger than the viewport size multiplied by "
+"[code]fallback_ratio[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, ensuring the size is never smaller than "
+"[code]minsize[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, scaled at a ratio of size of the screen."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Shrink popup to keep to the minimum size of content."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"If [code]true[/code], the popup will not be hidden when a click event occurs "
+"outside of it, or when it receives the [code]ui_cancel[/code] action event.\n"
+"[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel "
+"buttons' behavior in dialogs that inherit from this class. As a workaround, "
+"you can use [method WindowDialog.get_close_button] or [method "
+"ConfirmationDialog.get_cancel] and hide the buttons in question by setting "
+"their [member CanvasItem.visible] property to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Emitted when a popup is about to be shown. This is often used in [PopupMenu] "
+"to clear the list of options then create a new one according to the current "
+"context."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Emitted when a popup is hidden."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Notification sent right after the popup is shown."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Notification sent right after the popup is hidden."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml
+msgid "Base class for popup dialogs."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml
+msgid ""
+"PopupDialog is a base class for popup dialogs, along with [WindowDialog]."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml
+msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "PopupMenu displays a list of options."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"[PopupMenu] is a [Control] that displays a list of options. They are popular "
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new checkable item with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new checkable item and assigns the specified [ShortCut] to it. Sets "
+"the label of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new checkable item with text [code]label[/code] and icon "
+"[code]texture[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new checkable item and assigns the specified [ShortCut] and icon "
+"[code]texture[/code] to it. Sets the label of the checkbox to the "
+"[ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new item with text [code]label[/code] and icon [code]texture[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Same as [method add_icon_check_item], but uses a radio check button."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Same as [method add_icon_check_shortcut], but uses a radio check button."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/"
+"code] to it. Sets the label of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new item with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new multistate item with text [code]label[/code].\n"
+"Contrarily to normal binary items, multistate items can have more than two "
+"states, as defined by [code]max_states[/code]. Each press or activate of the "
+"item will increase the state by one. The default value is defined by "
+"[code]default_state[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new radio check button with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new radio check button and assigns a [ShortCut] to it. Sets the label "
+"of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a separator between items. Separators also occupy an index, which you "
+"can set by using the [code]id[/code] parameter.\n"
+"A [code]label[/code] can optionally be provided, which will appear at the "
+"center of the separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a [ShortCut].\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds an item that will act as a submenu of the parent [PopupMenu] node when "
+"clicked. The [code]submenu[/code] argument is the name of the child "
+"[PopupMenu] node that will be shown when the item is clicked.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Removes all items from the [PopupMenu]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the index of the currently focused item. Returns [code]-1[/code] if "
+"no item is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the accelerator of the item at index [code]idx[/code]. Accelerators "
+"are special combinations of keys that activate the item, no matter which "
+"control is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Returns the number of items in the [PopupMenu]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
+"manually assigned, while index can not."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the index of the item containing the specified [code]id[/code]. "
+"Index is automatically assigned to each item by the engine. Index can not be "
+"set manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the metadata of the specified item, which might be of any type. You "
+"can set it with [method set_item_metadata], which provides a simple way of "
+"assigning context data to items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the [ShortCut] associated with the specified [code]idx[/code] item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the submenu name of the item at index [code]idx[/code]. See [method "
+"add_submenu_item] for more info on how to add a submenu."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the popup will be hidden when the window loses "
+"focus or not."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is checkable "
+"in some way, i.e. if it has a checkbox or radio button.\n"
+"[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
+"don't have any built-in checking behavior and must be checked/unchecked "
+"manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. "
+"When it is disabled it can't be selected, or its action invoked.\n"
+"See [method set_item_disabled] for more info on how to disable an item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] has radio "
+"button-style checkability.\n"
+"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
+"unchecking items in radio groups."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item is a separator. If it is, it will be "
+"displayed as a line. See [method add_separator] for more info on how to add "
+"a separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Removes the item at index [code]idx[/code] from the menu.\n"
+"[b]Note:[/b] The indices of items after the removed item will be shifted by "
+"one."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Sets the currently focused item as the given [code]index[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Hides the [PopupMenu] when the window loses focus."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the accelerator of the item at index [code]idx[/code]. Accelerators are "
+"special combinations of keys that activate the item, no matter which control "
+"is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets whether the item at index [code]idx[/code] has a checkbox. If "
+"[code]false[/code], sets the type of the item to plain text.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the type of the item at the specified index [code]idx[/code] to radio "
+"button. If [code]false[/code], sets the type of the item to plain text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Mark the item at index [code]idx[/code] as a separator, which means that it "
+"would be displayed as a line. If [code]false[/code], sets the type of the "
+"item to plain text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Sets the checkstate status of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
+"can't be selected and its action can't be invoked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the metadata of an item, which may be of any type. You can later get it "
+"with [method get_item_metadata], which provides a simple way of assigning "
+"context data to items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the state of a multistate item. See [method add_multistate_item] for "
+"details."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Sets a [ShortCut] for the specified item [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Disables the [ShortCut] of the specified index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the submenu of the item at index [code]idx[/code]. The submenu is the "
+"name of a child [PopupMenu] node that would be shown when the item is "
+"clicked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the [String] tooltip of the item at the specified index [code]idx[/"
+"code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Toggles the check state of the item of the specified index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Cycle to the next state of a multistate item. See [method "
+"add_multistate_item] for details."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
+"is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the delay time in seconds for the submenu item to popup on mouse "
+"hovering. If the popup menu is added as a child of another (acting as a "
+"submenu), it will inherit the delay time of the parent menu item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Emitted when user navigated to an item of some [code]id[/code] using "
+"[code]ui_up[/code] or [code]ui_down[/code] action."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Emitted when an item of some [code]id[/code] is pressed or its accelerator "
+"is activated."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Emitted when an item of some [code]index[/code] is pressed or its "
+"accelerator is activated."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "The default text [Color] for menu items' names."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"The text [Color] used for shortcuts and accelerators that show next to the "
+"menu item name when defined. See [method get_item_accelerator] for more info "
+"on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Color] used for disabled menu items' text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Color] used for the hovered text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Color] used for labeled separators' text. See [method add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"The horizontal space between the item's name and the shortcut text/submenu "
+"arrow."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "The vertical space between each menu item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the menu items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the checked checkbox items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the checked radio button items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the unchecked radio button items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the submenu arrow."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the unchecked checkbox items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"[StyleBox] for the left side of labeled separator. See [method "
+"add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"[StyleBox] for the right side of labeled separator. See [method "
+"add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Default [StyleBox] of the [PopupMenu] items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[StyleBox] used when the [PopupMenu] item is disabled."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[StyleBox] used for the separators. See [method add_separator]."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml
+msgid "Class for displaying popups with a panel background."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml
+msgid ""
+"Class for displaying popups with a panel background. In some cases it might "
+"be simpler to use than [Popup], since it provides a configurable background. "
+"If you are making windows, better check [WindowDialog]."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml
+msgid "The background panel style of this [PopupPanel]."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid "Portal nodes are used to enable visibility between [Room]s."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"[Portal]s are a special type of [MeshInstance] that allow the portal culling "
+"system to 'see' from one room to the next. They often correspond to doors "
+"and windows in level geometry. By only allowing [Camera]s to see through "
+"portals, this allows the system to cull out all the objects in rooms that "
+"cannot be seen through portals. This is a form of [b]occlusion culling[/b], "
+"and can greatly increase performance.\n"
+"There are some limitations to the form of portals:\n"
+"They must be single sided convex polygons, and usually you would orientate "
+"their front faces [b]outward[/b] from the [Room] they are placed in. The "
+"vertices should be positioned on a single plane (although their positioning "
+"does not have to be perfect).\n"
+"There is no need to place an opposite portal in an adjacent room, links are "
+"made two-way automatically."
+msgstr ""
+
+#: doc/classes/Portal.xml doc/classes/Room.xml
+msgid "Sets individual points. Primarily for use by the editor."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"This is a shortcut for setting the linked [Room] in the name of the [Portal] "
+"(the name is used during conversion)."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"The points defining the shape of the [Portal] polygon (which should be "
+"convex).\n"
+"These are defined in 2D, with [code]0,0[/code] being the origin of the "
+"[Portal] node's [member Spatial.global_transform].\n"
+"[b]Note:[/b] These raw points are sanitized for winding order internally."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"Visibility through [Portal]s can be turned on and off at runtime - this is "
+"useful for having closable doors."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"Some objects are so big that they may be present in more than one [Room] "
+"('sprawling'). As we often don't want objects that *just* breach the edges "
+"to be assigned to neighbouring rooms, you can assign an extra margin through "
+"the [Portal] to allow objects to breach without sprawling."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"Portals default to being two way - see through in both directions, however "
+"you can make them one way, visible from the source room only."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"In most cases you will want to use the default [Portal] margin in your "
+"portals (this is set in the [RoomManager]).\n"
+"If you want to override this default, set this value to [code]false[/code], "
+"and the local [member portal_margin] will take effect."
+msgstr ""
+
+#: doc/classes/Position2D.xml
+msgid "Generic 2D position hint for editing."
+msgstr ""
+
+#: doc/classes/Position2D.xml
+msgid ""
+"Generic 2D position hint for editing. It's just like a plain [Node2D], but "
+"it displays as a cross in the 2D editor at all times. You can set cross' "
+"visual size by using the gizmo in the 2D editor while the node is selected."
+msgstr ""
+
+#: doc/classes/Position3D.xml
+msgid "Generic 3D position hint for editing."
+msgstr ""
+
+#: doc/classes/Position3D.xml
+msgid ""
+"Generic 3D position hint for editing. It's just like a plain [Spatial], but "
+"it displays as a cross in the 3D editor at all times."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid ""
+"Base class for all primitive meshes. Handles applying a [Material] to a "
+"primitive mesh."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid ""
+"Base class for all primitive meshes. Handles applying a [Material] to a "
+"primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], "
+"[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid ""
+"Returns mesh arrays used to constitute surface of [Mesh]. The result can be "
+"passed to [method ArrayMesh.add_surface_from_arrays] to create a new "
+"surface. For example:\n"
+"[codeblock]\n"
+"var c := CylinderMesh.new()\n"
+"var arr_mesh := ArrayMesh.new()\n"
+"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
+"get_mesh_arrays())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid ""
+"If set, the order of the vertices in each triangle are reversed resulting in "
+"the backside of the mesh being drawn.\n"
+"This gives the same result as using [constant SpatialMaterial.CULL_BACK] in "
+"[member SpatialMaterial.params_cull_mode]."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid "The current [Material] of the primitive mesh."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Class representing a prism-shaped [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid ""
+"Displacement of the upper edge along the X axis. 0.0 positions edge straight "
+"above the bottom-left edge."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Size of the prism."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Number of added edge loops along the Z axis."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Number of added edge loops along the Y axis."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Number of added edge loops along the X axis."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"Type of [Sky] that is generated procedurally based on user input parameters."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"ProceduralSky provides a way to create an effective background quickly by "
+"defining procedural parameters for the sun, the sky and the ground. The sky "
+"and ground are very similar, they are defined by a color at the horizon, "
+"another color, and finally an easing curve to interpolate between these two "
+"colors. Similarly, the sun is described by a position in the sky, a color, "
+"and an easing curve. However, the sun also defines a minimum and maximum "
+"angle, these two values define at what distance the easing curve begins and "
+"ends from the sun, and thus end up defining the size of the sun in the sky.\n"
+"The ProceduralSky is updated on the CPU after the parameters change. It is "
+"stored in a texture and then displayed as a background in the scene. This "
+"makes it relatively unsuitable for real-time updates during gameplay. "
+"However, with a small enough texture size, it can still be updated "
+"relatively frequently, as it is updated on a background thread when multi-"
+"threading is available."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Color of the ground at the bottom."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"How quickly the [member ground_horizon_color] fades into the [member "
+"ground_bottom_color]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Amount of energy contribution from the ground."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Color of the ground at the horizon."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"How quickly the [member sky_horizon_color] fades into the [member "
+"sky_top_color]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Amount of energy contribution from the sky."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Color of the sky at the horizon."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Color of the sky at the top."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Distance from center of sun where it fades out completely."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Distance from sun where it goes from solid to starting to fade."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "The sun's color."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"How quickly the sun fades away between [member sun_angle_min] and [member "
+"sun_angle_max]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Amount of energy contribution from the sun."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "The sun's height using polar coordinates."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "The direction of the sun using polar coordinates."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"Size of [Texture] that the ProceduralSky will generate. The size is set "
+"using [enum TextureSize]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 256x128."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 512x256."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 1024x512. This is the default size."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 2048x1024."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 4096x2048."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Represents the size of the [enum TextureSize] enum."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "General-purpose progress bar."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "General-purpose progress bar. Shows fill percentage from right to left."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "If [code]true[/code], the fill percentage is displayed on the bar."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "The color of the text."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "The color of the text's shadow."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid ""
+"Font used to draw the fill percentage if [member percent_visible] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "The style of the background."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "The style of the progress (i.e. the part that fills the bar)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Contains global variables accessible from everywhere."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Contains global variables accessible from everywhere. Use [method "
+"get_setting], [method set_setting] or [method has_setting] to access them. "
+"Variables stored in [code]project.godot[/code] are also loaded into "
+"ProjectSettings, making this object very useful for reading custom game "
+"configuration options.\n"
+"When naming a Project Settings property, use the full path to the setting "
+"including the category. For example, [code]\"application/config/name\"[/"
+"code] for the project name. Category and property names can be viewed in the "
+"Project Settings dialog.\n"
+"[b]Feature tags:[/b] Project settings can be overridden for specific "
+"platforms and configurations (debug, release, ...) using [url=$DOCS_URL/"
+"tutorials/export/feature_tags.html]feature tags[/url].\n"
+"[b]Overriding:[/b] Any project setting can be overridden by creating a file "
+"named [code]override.cfg[/code] in the project's root directory. This can "
+"also be used in exported projects by placing this file in the same directory "
+"as the project binary. Overriding will still take the base project "
+"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/"
+"url] in account. Therefore, make sure to [i]also[/i] override the setting "
+"with the desired feature tags if you want them to override base project "
+"settings on all platforms and configurations."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Adds a custom property info to a property. The dictionary must contain:\n"
+"- [code]name[/code]: [String] (the property's name)\n"
+"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
+"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
+"[code]hint_string[/code]: [String]\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"ProjectSettings.set(\"category/property_name\", 0)\n"
+"\n"
+"var property_info = {\n"
+" \"name\": \"category/property_name\",\n"
+" \"type\": TYPE_INT,\n"
+" \"hint\": PROPERTY_HINT_ENUM,\n"
+" \"hint_string\": \"one,two,three\"\n"
+"}\n"
+"\n"
+"ProjectSettings.add_property_info(property_info)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Clears the whole configuration (not recommended, may break things)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the order of a configuration value (influences when saved to the "
+"config file)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the value of a setting.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the absolute, native OS path corresponding to the localized "
+"[code]path[/code] (starting with [code]res://[/code] or [code]user://[/"
+"code]). The returned path will vary depending on the operating system and "
+"user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths "
+"in Godot projects[/url] to see what those paths convert to. See also [method "
+"localize_path].\n"
+"[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
+"in an exported project. Instead, prepend the executable's base directory to "
+"the path when running from an exported project:\n"
+"[codeblock]\n"
+"var path = \"\"\n"
+"if OS.has_feature(\"editor\"):\n"
+" # Running from an editor binary.\n"
+" # `path` will contain the absolute path to `hello.txt` located in the "
+"project root.\n"
+" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
+"else:\n"
+" # Running from an exported project.\n"
+" # `path` will contain the absolute path to `hello.txt` next to the "
+"executable.\n"
+" # This is *not* identical to using `ProjectSettings.globalize_path()` "
+"with a `res://` path,\n"
+" # but is close enough in spirit.\n"
+" path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Returns [code]true[/code] if a configuration value is present."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Loads the contents of the .pck or .zip file specified by [code]pack[/code] "
+"into the resource filesystem ([code]res://[/code]). Returns [code]true[/"
+"code] on success.\n"
+"[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file "
+"already in the resource filesystem, any attempts to load that file will use "
+"the file from [code]pack[/code] unless [code]replace_files[/code] is set to "
+"[code]false[/code].\n"
+"[b]Note:[/b] The optional [code]offset[/code] parameter can be used to "
+"specify the offset in bytes to the start of the resource pack. This is only "
+"supported for .pck files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the localized path (starting with [code]res://[/code]) corresponding "
+"to the absolute, native OS [code]path[/code]. See also [method "
+"globalize_path]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns [code]true[/code] if the specified property exists and its initial "
+"value differs from the current value."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the specified property's initial value. Returns [code]null[/code] if "
+"the property does not exist."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Saves the configuration to the [code]project.godot[/code] file.\n"
+"[b]Note:[/b] This method is intended to be used by editor plugins, as "
+"modified [ProjectSettings] can't be loaded back in the running app. If you "
+"want to change project settings in exported projects, use [method "
+"save_custom] to save [code]override.cfg[/code] file."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Saves the configuration to a custom file. The file extension must be [code]."
+"godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
+"code] (to save in binary format). You can also save [code]override.cfg[/"
+"code] file, which is also text, but can be used in exported projects unlike "
+"other formats."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the specified property's initial value. This is the value the property "
+"reverts to."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the order of a configuration value (influences when saved to the config "
+"file)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the value of a setting.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
+"[/codeblock]\n"
+"This can also be used to erase custom project settings. To do this change "
+"the setting value to [code]null[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Comma-separated list of custom Android modules (which must have been built "
+"in the Android export templates) using their Java package path, e.g. "
+"[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/"
+"FrenchFriesFactory\"[/code].\n"
+"[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/"
+"GodotPaymentV3[/code] module was deprecated and replaced by the "
+"[code]GodotPayment[/code] plugin which should be enabled in the Android "
+"export preset under [code]Plugins[/code] section. The singleton to access in "
+"code was also renamed to [code]GodotPayment[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Background color for the boot splash."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], scale the boot splash image to the full window size "
+"(preserving the aspect ratio) when the engine starts. If [code]false[/code], "
+"the engine will leave it at the default pixel size."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Path to an image used as the boot splash. If left empty, the default Godot "
+"Engine splash will be displayed instead.\n"
+"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] "
+"is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], displays the image specified in [member application/"
+"boot_splash/image] when the engine starts. If [code]false[/code], only "
+"displays the plain color specified in [member application/boot_splash/"
+"bg_color]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], applies linear filtering when scaling the image "
+"(recommended for high-resolution artwork). If [code]false[/code], uses "
+"nearest-neighbor interpolation (recommended for pixel art)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"This user directory is used for storing persistent data ([code]user://[/"
+"code] filesystem). If left empty, [code]user://[/code] resolves to a project-"
+"specific folder in Godot's own configuration folder (see [method OS."
+"get_user_data_dir]). If a custom directory name is defined, this name will "
+"be used instead and appended to the system-specific user data directory "
+"(same parent folder as the Godot configuration folder documented in [method "
+"OS.get_user_data_dir]).\n"
+"The [member application/config/use_custom_user_dir] setting must be enabled "
+"for this to take effect."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The project's description, displayed as a tooltip in the Project Manager "
+"when hovering the project."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Icon used for the project, set when project loads. Exporters will also use "
+"this icon when possible."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
+"This is done automatically on start by calling [method OS.set_native_icon]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The project's name. It is used both by the Project Manager and by exporters. "
+"The project name can be translated by translating its value in localization "
+"files. The window title will be set to match the project name automatically "
+"on startup.\n"
+"[b]Note:[/b] Changing this value will also change the user data folder's "
+"path if [member application/config/use_custom_user_dir] is [code]false[/"
+"code]. After renaming the project, you will no longer be able to access "
+"existing data in [code]user://[/code] unless you rename the old folder to "
+"match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths."
+"html]Data paths[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Specifies a file to override project settings. For example: [code]user://"
+"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] "
+"class description at the top for more information.\n"
+"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
+"code] will still be read to override the project settings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the project will save user data to its own user "
+"directory (see [member application/config/custom_user_dir_name]). This "
+"setting is only effective on desktop platforms. A name must be set in the "
+"[member application/config/custom_user_dir_name] setting for this to take "
+"effect. If [code]false[/code], the project will save user data to [code](OS "
+"user data directory)/Godot/app_userdata/(project name)[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the project will use a hidden directory ([code]."
+"import[/code]) for storing project-specific data (metadata, shader cache, "
+"etc.).\n"
+"If [code]false[/code], a non-hidden directory ([code]import[/code]) will be "
+"used instead.\n"
+"[b]Note:[/b] Restart the application after changing this setting.\n"
+"[b]Note:[/b] Changing this value can help on platforms or with third-party "
+"tools where hidden directory patterns are disallowed. Only modify this "
+"setting if you know that your environment requires it, as changing the "
+"default can impact compatibility with some external tools or plugins which "
+"expect the default [code].import[/code] folder."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
+"This is done automatically on start by calling [method OS.set_native_icon]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Time samples for frame deltas are subject to random variation introduced by "
+"the platform, even when frames are displayed at regular intervals thanks to "
+"V-Sync. This can lead to jitter. Delta smoothing can often give a better "
+"result by filtering the input deltas to correct for minor fluctuations from "
+"the refresh rate.\n"
+"[b]Note:[/b] Delta smoothing is only attempted when [member display/window/"
+"vsync/use_vsync] is switched on, as it does not work well without V-Sync.\n"
+"It may take several seconds at a stable frame rate before the smoothing is "
+"initially activated. It will only be active on machines where performance is "
+"adequate to render frames at the refresh rate."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] Shifts the measurement of delta time for each frame to "
+"just after the drawing has taken place. This may lead to more consistent "
+"deltas and a reduction in frame stutters."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], disables printing to standard error. If [code]true[/"
+"code], this also hides error and warning messages printed by [method "
+"@GDScript.push_error] and [method @GDScript.push_warning]. See also [member "
+"application/run/disable_stdout].\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], disables printing to standard output. This is "
+"equivalent to starting the editor or project with the [code]--quiet[/code] "
+"command line argument. See also [member application/run/disable_stderr].\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], flushes the standard output stream every time a line "
+"is printed. This affects both terminal logging and file logging.\n"
+"When running a project, this setting must be enabled if you want logs to be "
+"collected by service managers such as systemd/journalctl. This setting is "
+"disabled by default on release builds, since flushing on every printed line "
+"will negatively affect performance if lots of lines are printed in a rapid "
+"succession. Also, if this setting is enabled, logged files will still be "
+"written successfully if the application crashes or is otherwise killed by "
+"the user (without being closed \"normally\").\n"
+"[b]Note:[/b] Regardless of this setting, the standard error stream "
+"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Debug build override for [member application/run/flush_stdout_on_print], as "
+"performance is less important during debugging.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Forces a delay between frames in the main loop (in milliseconds). This may "
+"be useful if you plan to disable vertical synchronization."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables low-processor usage mode. This setting only "
+"works on desktop platforms. The screen is not redrawn if nothing changes "
+"visually. This is meant for writing applications and editors, but is pretty "
+"useless (and can hurt performance) in most games."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of sleeping between frames when the low-processor usage mode is "
+"enabled (in microseconds). Higher values will result in lower CPU usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Path to the main scene file that will be loaded when the project runs."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Audio buses will disable automatically when sound goes below a given dB "
+"threshold for a given time. This saves CPU as effects assigned to that bus "
+"will no longer do any processing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [AudioBusLayout] resource file to use in the project, unless "
+"overridden by the scene."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Specifies the audio driver to use. This setting is platform-dependent as "
+"each platform supports different audio drivers. If left empty, the default "
+"audio driver will be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], microphone input will be allowed. This requires "
+"appropriate permissions to be set when exporting to Android or iOS."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The mixing rate used for audio (in Hz). In general, it's better to not touch "
+"this and leave it to the host operating system."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Safer override for [member audio/mix_rate] in the Web platform. Here "
+"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
+"like forcing the mix rate)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Specifies the preferred output latency in milliseconds for audio. Lower "
+"values will result in lower audio latency at the cost of increased CPU "
+"usage. Low values may result in audible cracking on slower hardware.\n"
+"Audio output latency may be constrained by the host operating system and "
+"audio hardware drivers. If the host can not provide the specified audio "
+"output latency then Godot will attempt to use the nearest latency allowed by "
+"the host. As such you should always use [method AudioServer."
+"get_output_latency] to determine the actual audio output latency.\n"
+"[b]Note:[/b] This setting is ignored on Windows."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Safer override for [member audio/output_latency] in the Web platform, to "
+"avoid audio issues especially on mobile devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Setting to hardcode audio delay when playing video. Best to leave this "
+"untouched unless you know what you are doing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default compression level for gzip. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level. "
+"[code]-1[/code] uses the default gzip compression level, which is identical "
+"to [code]6[/code] but could change in the future due to underlying zlib "
+"updates."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default compression level for Zlib. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level. "
+"[code]-1[/code] uses the default gzip compression level, which is identical "
+"to [code]6[/code] but could change in the future due to underlying zlib "
+"updates."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default compression level for Zstandard. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
+"distance matching[/url] in Zstandard."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Largest size limit (in power of 2) allowed when compressing using long-"
+"distance matching with Zstandard. Higher values can result in better "
+"compression, but will require more memory when compressing and decompressing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], displays getters and setters in autocompletion results "
+"in the script editor. This setting is meant to be used when porting old "
+"projects (Godot 2), as using member variables is the preferred style from "
+"Godot 3 onwards."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a constant is used as a function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when deprecated keywords such as "
+"[code]slave[/code] are used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
+"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
+"GDScript warnings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
+"not generate warnings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a function is declared with the "
+"same name as a constant."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a function is declared with the "
+"same name as a variable. This will turn into an error in a future version "
+"when first-class functions become supported in GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a function assigned to a "
+"variable may yield and return a function state instead of a value."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when using a function as if it was a "
+"property."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a ternary operator may emit "
+"values with incompatible types."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when dividing an integer by another "
+"integer (the decimal part will be discarded)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when passing a floating-point value "
+"to a function that expects an integer (it will be converted and lose "
+"precision)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when using a property as if it was a "
+"function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when calling a function without using "
+"its return value (by assigning it to a variable or using it as a function "
+"argument). Such return values are sometimes used to denote possible errors "
+"using the [enum Error] enum."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when defining a local or subclass "
+"member variable that would shadow a variable at an upper level (such as a "
+"member variable)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when calling an expression that has "
+"no effect on the surrounding code, such as writing [code]2 + 2[/code] as a "
+"statement."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when calling a ternary expression "
+"that has no effect on the surrounding code, such as writing [code]42 if "
+"active else 0[/code] as a statement."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], all warnings will be reported as if they were errors."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when using a variable that wasn't "
+"previously assigned."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when assigning a variable using an "
+"assignment operator like [code]+=[/code] if the variable wasn't previously "
+"assigned."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when unreachable code is detected "
+"(such as after a [code]return[/code] statement that will always be executed)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when using an expression whose type "
+"may not be compatible with the function parameter expected."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], enables warnings when performing an unsafe cast."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when calling a method whose presence "
+"is not guaranteed at compile-time in the class."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when accessing a property whose "
+"presence is not guaranteed at compile-time in the class."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a function parameter is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a member variable is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], enables warnings when a signal is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], enables warnings when a local variable is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a variable is declared with the "
+"same name as a function. This will turn into an error in a future version "
+"when first-class functions become supported in GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when assigning the result of a "
+"function that returns [code]void[/code] to a variable."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum number of frames per second allowed. The actual number of frames per "
+"second may still be below this value if the game is lagging. See also "
+"[member physics/common/physics_fps].\n"
+"If [member display/window/vsync/use_vsync] is enabled, it takes precedence "
+"and the forced FPS number cannot exceed the monitor's refresh rate.\n"
+"This setting is therefore mostly relevant for lowering the maximum FPS below "
+"VSync, e.g. to perform non-real-time rendering of static frames, or test the "
+"project under lag conditions.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the rendering FPS cap at runtime, set [member Engine.target_fps] instead."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum call stack allowed for debugging GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum amount of functions per frame allowed when profiling."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Print frames per second to standard output every second."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Print more information to standard output when running. It displays "
+"information such as memory leaks, which scenes and resources are being "
+"loaded, etc."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum call stack in visual scripting, to avoid infinite recursion."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Color of the contact points between collision shapes, visible when \"Visible "
+"Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets whether 2D physics will display collision outlines in game when "
+"\"Visible Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum number of contact points between collision shapes to display when "
+"\"Visible Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
+"enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Color of the disabled navigation geometry, visible when \"Visible "
+"Navigation\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Color of the navigation geometry, visible when \"Visible Navigation\" is "
+"enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Custom image for the mouse cursor (limited to 256×256)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Hotspot for the custom mouse cursor image."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 "
+"platform. This setting has no effect on desktop Linux, as DPI-awareness "
+"fallbacks are not supported there."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
+"the screensaver does not take over. Works on desktop and mobile platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default screen orientation to use on mobile devices.\n"
+"[b]Note:[/b] When set to a portrait orientation, this project setting does "
+"not flip the project resolution's width and height automatically. Instead, "
+"you have to set [member display/window/size/width] and [member display/"
+"window/size/height] accordingly."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the home indicator is hidden automatically. This only "
+"affects iOS devices without a physical home button."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allows per-pixel transparency for the window "
+"background. This affects performance, so leave it on [code]false[/code] "
+"unless you need it.\n"
+"See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
+"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
+"and Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the window background to transparent when it starts.\n"
+"See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
+"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
+"and Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Forces the main window to be always on top.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Forces the main window to be borderless.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the main window to full screen when the project starts. Note that this "
+"is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless "
+"window is used to emulate fullscreen. On macOS, a new desktop is used to "
+"display the running project.\n"
+"Regardless of the platform, enabling fullscreen will change the window size "
+"to match the monitor's size. Therefore, make sure your project supports "
+"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple "
+"resolutions[/url] when enabling fullscreen mode.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the game's main viewport height. On desktop platforms, this is the "
+"default window size. Stretch mode settings also use this as a reference when "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Allows the window to be resizable by default.\n"
+"[b]Note:[/b] This setting is ignored on iOS."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If greater than zero, overrides the window height when running the game. "
+"Useful for testing stretch modes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If greater than zero, overrides the window width when running the game. "
+"Useful for testing stretch modes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the game's main viewport width. On desktop platforms, this is the "
+"default window size. Stretch mode settings also use this as a reference when "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Specifies the tablet driver to use. If left empty, the default driver will "
+"be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables vertical synchronization. This eliminates "
+"tearing that may appear in moving scenes, at the cost of higher input "
+"latency and stuttering at lower framerates. If [code]false[/code], vertical "
+"synchronization will be disabled, however, many platforms will enforce it "
+"regardless (such as mobile platforms and HTML5)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], "
+"enables vertical synchronization via the operating system's window "
+"compositor when in windowed mode and the compositor is enabled. This will "
+"prevent stutter in certain situations. (Windows only.)\n"
+"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
+"experienced by some users. However, some users have experienced a Vsync "
+"framerate halving (e.g. from 60 FPS to 30 FPS) when using it."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The command-line arguments to append to Godot's own command line when "
+"running the project. This doesn't affect the editor itself.\n"
+"It is possible to make another executable run Godot by using the "
+"[code]%command%[/code] placeholder. The placeholder will be replaced with "
+"Godot's own command line. Program-specific arguments should be placed "
+"[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
+"placed [i]after[/i] the placeholder.\n"
+"For example, this can be used to force the project to run on the dedicated "
+"GPU in a NVIDIA Optimus system on Linux:\n"
+"[codeblock]\n"
+"prime-run %command%\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Search path for project-specific script templates. Godot will search for "
+"script templates both in the editor-specific path and in this project-"
+"specific path."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Text-based file extensions to include in the script editor's \"Find in "
+"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also "
+"parse your scene files, especially if you use built-in scripts which are "
+"serialized in the scene files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Load the previously opened VCS plugin when the editor starts up. This is set "
+"to [code]true[/code] whenever a new VCS plugin is initialized."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Last loaded VCS plugin name. Used to autoload the plugin when the editor "
+"starts up."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default value for [member ScrollContainer.scroll_deadzone], which will be "
+"used for all [ScrollContainer]s unless overridden."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
+"UWP to follow interface conventions."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Path to a custom [Theme] resource file to use for the project ([code]theme[/"
+"code] or generic [code]tres[/code]/[code]res[/code] extension)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Path to a custom [Font] resource to use as default for all GUI elements of "
+"the project."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], makes sure the theme used works with HiDPI."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Timer setting for incremental search in [Tree], [ItemList], etc. controls "
+"(in milliseconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Timer for detecting idle in [TextEdit] (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Default delay for tooltips (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to confirm a focused button, menu or list item, "
+"or validate input.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to discard a modal or pending input.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to move down in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to go to the end position of a [Control] (e.g. "
+"last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
+"KEY_END] on typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to focus the next [Control] in the scene. The "
+"focus behavior can be configured via [member Control.focus_next].\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to focus the previous [Control] in the scene. The "
+"focus behavior can be configured via [member Control.focus_previous].\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to go to the start position of a [Control] (e.g. "
+"first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
+"KEY_HOME] on typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to move left in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
+"typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
+"typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to move right in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to select an item in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]).\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to move up in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], key/touch/joystick events will be flushed just before "
+"every idle and physics frame.\n"
+"If [code]false[/code], such events will be flushed only once per idle frame, "
+"between iterations of the engine.\n"
+"Enabling this can greatly improve the responsiveness to input, specially in "
+"devices that need to run multiple physics frames per visible (idle) frame, "
+"because they can't run at the target frame rate.\n"
+"[b]Note:[/b] Currently implemented only in Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], sends mouse input events when tapping or swiping on "
+"the touchscreen."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], sends touch input events when clicking or dragging the "
+"mouse."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Default delay for touch events. This only affects iOS devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 21."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 22."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 23."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 24."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 25."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 26."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 27."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 28."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 29."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 30."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 31."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 32."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 21."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 22."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 23."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 24."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 25."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 26."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 27."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 28."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 29."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 30."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 31."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 32."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The locale to fall back to if a translation isn't available in a given "
+"language. If left empty, [code]en[/code] (English) will be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If non-empty, this locale will be used when running the project from the "
+"editor."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], logs all output to files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Desktop override for [member logging/file_logging/enable_file_logging], as "
+"log files are not readily accessible on mobile/Web platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Path to logs within the project. Using an [code]user://[/code] path is "
+"recommended."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Specifies the maximum amount of log files allowed (used for rotation)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Godot uses a message queue to defer some function calls. If you run out of "
+"space on it (you will see an error), you can increase the size here."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"This is used by servers when used in multi-threading mode (servers and "
+"visual). RIDs are preallocated to avoid stalling the server requesting them "
+"on threads. If servers get stalled too often when loading resources in a "
+"thread, increase this number."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The policy to use for unhandled Mono (C#) exceptions. The default "
+"\"Terminate Application\" exits the project as soon as an unhandled "
+"exception is thrown. \"Log Error\" logs an error message to the console "
+"instead, and will not interrupt the project execution when an unhandled "
+"exception is thrown.\n"
+"[b]Note:[/b] The unhandled exception policy is always set to \"Log Error\" "
+"in the editor, which also includes C# [code]tool[/code] scripts running "
+"within the editor as well as editor plugin code."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum amount of characters allowed to send as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum number of errors allowed to be sent as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum amount of messages allowed to send as output from the debugger. Over "
+"this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum number of warnings allowed to be sent as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default size of packet peer stream for deserializing Godot data (in bytes, "
+"specified as a power of two). The default value [code]16[/code] is equal to "
+"65,536 bytes. Over this size, data is dropped."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Timeout (in seconds) for connection attempts using TCP."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum number of concurrent input packets for [WebSocketClient]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum number of concurrent output packets for [WebSocketClient]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum number of concurrent input packets for [WebSocketServer]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum number of concurrent output packets for [WebSocketServer]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of read ahead used by remote filesystem. Higher values decrease the "
+"effects of latency at the cost of higher bandwidth usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Page size used by remote filesystem (in bytes)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The CA certificates bundle to use for SSL connections. If this is set to a "
+"non-empty value, this will [i]override[/i] Godot's default [url=https://"
+"github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates."
+"crt]Mozilla certificate bundle[/url]. If left empty, the default certificate "
+"bundle will be used.\n"
+"If in doubt, leave this setting empty."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"When creating node names automatically, set the type of casing in this "
+"project. This is mostly an editor setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"What to use to separate node name from number. This is mostly an editor "
+"setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size of the hash table used for the broad-phase 2D hash grid algorithm.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Additional expansion applied to object bounds in the 2D physics bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"coarser broadphase, which can stress the physics more in some situations.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default angular damp in 2D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default gravity strength in 2D (in pixels per second squared).\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity strength to 98.\n"
+"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
+"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default gravity direction in 2D.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity vector at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity direction to `Vector2(0, 1)`.\n"
+"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
+"Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default linear damp in 2D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Threshold defining the surface size that constitutes a large object with "
+"regard to cells in the broad-phase 2D hash grid algorithm.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets which physics engine to use for 2D physics.\n"
+"\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no "
+"alternative 2D physics server implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Threshold angular velocity under which a 2D physics body will be considered "
+"inactive. See [constant Physics2DServer."
+"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Threshold linear velocity under which a 2D physics body will be considered "
+"inactive. See [constant Physics2DServer."
+"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets whether physics is run on the main thread or a separate one. Running "
+"the server on a thread increases performance, but restricts API access to "
+"only physics process.\n"
+"[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a "
+"Multi-Threaded thread model for physics. Be sure to assess whether it does "
+"give you extra performance and no regressions when using it."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Time (in seconds) of inactivity before which a 2D physics body will put to "
+"sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables the use of bounding volume hierarchy instead of hash grid for 2D "
+"physics spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets whether the 3D physics world will be created with support for "
+"[SoftBody] physics. Only applies to the Bullet physics engine."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default angular damp in 3D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default gravity strength in 3D (in meters per second squared).\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity strength to 9.8.\n"
+"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
+"PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default gravity direction in 3D.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity vector at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
+"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
+"PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default linear damp in 3D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Additional expansion applied to object bounds in the 3D physics bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"coarser broadphase, which can stress the physics more in some situations.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/"
+"use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables the use of bounding volume hierarchy instead of octree for 3D "
+"physics spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets which physics engine to use for 3D physics.\n"
+"\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] "
+"physics engine. The \"GodotPhysics\" engine is still supported as an "
+"alternative."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If enabled, 2D and 3D physics picking behaves this way in relation to "
+"pause:\n"
+"- When pause is started, every collision object that is hovered or captured "
+"(3D only) is released from that condition, getting the relevant mouse-exit "
+"callback, unless its pause mode makes it immune to pause.\n"
+"- During pause, picking only considers collision objects immune to pause, "
+"sending input events and enter/exit callbacks to them as expected.\n"
+"If disabled, the legacy behavior is used, which consists in queuing the "
+"picking input events during pause (so nodes won't get them) and flushing "
+"that queue on resume, against the state of the 2D/3D world at that point."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The number of fixed iterations per second. This controls how often physics "
+"simulation and [method Node._physics_process] methods are run. See also "
+"[member debug/settings/fps/force_fps].\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the physics FPS at runtime, set [member Engine.iterations_per_second] "
+"instead.\n"
+"[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at "
+"most. If more than 8 physics ticks have to be simulated per rendered frame "
+"to keep up with rendering, the game will appear to slow down (even if "
+"[code]delta[/code] is used consistently in physics calculations). Therefore, "
+"it is recommended not to increase [member physics/common/physics_fps] above "
+"240. Otherwise, the game will slow down when the rendering framerate goes "
+"below 30 FPS."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Controls how much physics ticks are synchronized with real time. For 0 or "
+"less, the ticks are synchronized. Such values are recommended for network "
+"games, where clock synchronization matters. Higher values cause higher "
+"deviation of in-game clock and real clock, but allows smoothing out "
+"framerate jitters. The default value of 0.5 should be fine for most; values "
+"above 2 could cause the game to react to dropped frames with a noticeable "
+"delay and are not recommended.\n"
+"[b]Note:[/b] For best results, when using a custom physics interpolation "
+"solution, the physics jitter fix should be disabled by setting [member "
+"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to "
+"uploading batching data. This may not be necessary but can be used for "
+"safety.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
+"for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
+"flag.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] If set to on, this applies buffer orphaning - "
+"[code]glBufferData[/code] is called with NULL data and the full buffer size "
+"prior to uploading new data. This can be important to avoid stalling on some "
+"hardware.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
+"for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
+"flag.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Choose between fixed mode where corner scalings are preserved matching the "
+"artwork, and scaling mode.\n"
+"Not available in GLES3 when [member rendering/batching/options/use_batching] "
+"is off."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Some NVIDIA GPU drivers have a bug which produces flickering issues for the "
+"[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to "
+"[url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/"
+"url] for details.\n"
+"If [code]true[/code], this option enables a \"safe\" code path for such "
+"NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 "
+"rendering, but only on desktop platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. "
+"This provides greater compatibility with a wide range of hardware, and also "
+"may be faster in some circumstances.\n"
+"Currently only available when [member rendering/batching/options/"
+"use_batching] is active.\n"
+"[b]Note:[/b] Antialiased software skinned polys are not supported, and will "
+"be rendered without antialiasing.\n"
+"[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in "
+"operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas "
+"with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] "
+"skinning."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. "
+"May help in some pixel art styles.\n"
+"This snapping is performed on the GPU in the vertex shader.\n"
+"Consider using the project setting [member rendering/batching/precision/"
+"uv_contract] to prevent artifacts."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"When batching is on, this regularly prints a frame diagnosis log. Note that "
+"this will degrade performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] For regression testing against the old renderer. If "
+"this is switched on, and [code]use_batching[/code] is set, the renderer will "
+"swap alternately between using the old renderer, and the batched renderer, "
+"on each frame. This makes it easy to identify visual differences. "
+"Performance will be degraded."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lights have the potential to prevent joining items, and break many of the "
+"performance benefits of batching. This setting enables some complex logic to "
+"allow joining items if their lighting is similar, and overlap tests pass. "
+"This can significantly improve performance in some games. Set to 0 to switch "
+"off. With large values the cost of overlap tests may lead to diminishing "
+"returns."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the proportion of the total screen area (in pixels) that must be saved "
+"by a scissor operation in order to activate light scissoring. This can "
+"prevent parts of items being rendered outside the light area. Lower values "
+"scissor more aggressively. A value of 1 scissors none of the items, a value "
+"of 0 scissors every item. The power of 4 of the value is used, in order to "
+"emphasize the lower range, and multiplied by the total screen area in pixels "
+"to give the threshold. This can reduce fill rate requirements in scenes with "
+"a lot of lighting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enabling this setting uses the legacy method to draw batches containing only "
+"one rect. The legacy method is faster (approx twice as fast), but can cause "
+"flicker on some systems. In order to directly compare performance with the "
+"non-batching renderer you can set this to true, but it is recommended to "
+"turn this off unless you can guarantee your target hardware will work with "
+"this method."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Turns 2D batching on and off. Batching increases performance by reducing the "
+"amount of graphics API drawcalls."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Switches on 2D batching within the editor."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size of buffer reserved for batched vertices. Larger size enables larger "
+"batches, but there are diminishing returns for the memory used. This should "
+"only have a minor effect on performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Including color in the vertex format has a cost, however, not including "
+"color prevents batching across color changes. This threshold determines the "
+"ratio of [code]number of vertex color changes / total number of vertices[/"
+"code] above which vertices will be translated to colored format. A value of "
+"0 will always use colored vertices, 1 will never use colored vertices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"In certain circumstances, the batcher can reorder items in order to better "
+"join them. This may result in better performance. An overlap test is needed "
+"however for each item lookahead, so there is a trade off, with diminishing "
+"returns. If you are getting no benefit, setting this to 0 will switch it off."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the number of commands to lookahead to determine whether to batch "
+"render items. A value of 1 can join items consisting of single commands, 0 "
+"turns off joining. Higher values are in theory more likely to join, however "
+"this has diminishing returns and has a runtime cost so a small value is "
+"recommended."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"On some platforms (especially mobile), precision issues in shaders can lead "
+"to reading 1 texel outside of bounds, particularly where rects are scaled. "
+"This can particularly lead to border artifacts around tiles in tilemaps.\n"
+"This adjustment corrects for this by making a small contraction to the UV "
+"coordinates used. Note that this can result in a slight squashing of border "
+"texels."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The amount of UV contraction. This figure is divided by 1000000, and is a "
+"proportion of the total texture dimensions, where the width and height are "
+"both ranged from 0.0 to 1.0.\n"
+"Use the default unless correcting for a problem on particular hardware."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_HIGH]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_LOW]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_MEDIUM]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_ULTRA]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default background clear color. Overridable per [Viewport] using its "
+"[Environment]. See [member Environment.background_mode] and [member "
+"Environment.background_color] in particular. To change this default color "
+"programmatically, use [method VisualServer.set_default_clear_color]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[Environment] that will be used as a fallback environment in case a scene "
+"does not specify its own environment. The default environment is loaded in "
+"at scene load time regardless of whether you have set an environment or not. "
+"If you do not rely on the fallback environment, it is best to delete "
+"[code]default_env.tres[/code], or to specify a different default environment "
+"here."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The use of half-float vertex compression may be producing rendering errors "
+"on some platforms (especially iOS). These have been seen particularly in "
+"particles. Disabling half-float may resolve these problems."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"iOS specific override for [member rendering/gles2/compatibility/"
+"disable_half_float], due to poor support for half-float vertex compression "
+"on many devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code] and available on the target Android device, enables "
+"high floating point precision for all shader computations in GLES2.\n"
+"[b]Warning:[/b] High floating point precision can be extremely slow on older "
+"devices and is often not available at all. Use with caution."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], every time an asynchronous shader compilation or an "
+"asynchronous shader reconstruction from cache starts or finishes, a line "
+"will be logged telling how many of those are happening.\n"
+"If the platform doesn't support parallel shader compile, but only the "
+"compile queue via a secondary GL context, what the message will tell is the "
+"number of shader compiles currently queued.\n"
+"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
+"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"This is the maximum number of shaders that can be compiled (or reconstructed "
+"from cache) at the same time.\n"
+"At runtime, while that count is reached, other shaders that can be "
+"asynchronously compiled will just use their fallback, without their setup "
+"being started until the count gets lower.\n"
+"This is a way to balance the CPU work between running the game and compiling "
+"the shaders. The goal is to have as many asynchronous compiles in flight as "
+"possible without impacting the responsiveness of the game, which beyond some "
+"point would destroy the benefits of asynchronous compilation. In other "
+"words, you may be able to afford that the FPS lowers a bit, and that will "
+"already be better than the stalling that synchronous compilation could "
+"cause.\n"
+"The default value is a conservative one, so you are advised to tweak it "
+"according to the hardware you are targeting.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific devices you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
+"startup, the least recently used entries will be deleted until the total "
+"size is within bounds.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If set to [code]Asynchronous[/code] and available on the target device, "
+"asynchronous compilation of shaders is enabled (in contrast to "
+"[code]Asynchronous[/code]).\n"
+"That means that when a shader is first used under some new rendering "
+"situation, the game won't stall while such shader is being compiled. "
+"Instead, a fallback will be used and the real shader will be compiled in the "
+"background. Once the actual shader is compiled, it will be used the next "
+"times it's used to draw a frame.\n"
+"Depending on the async mode configured for a given material/shader, the "
+"fallback will be an \"ubershader\" (the default) or just skip rendering any "
+"item it is applied to.\n"
+"An ubershader is a very complex shader, slow but suited to any rendering "
+"situation, that the engine generates internally so it can be used from the "
+"beginning while the traditional conditioned, optimized version of it is "
+"being compiled.\n"
+"To reduce loading times after the project has been launched at least once, "
+"you can use [code]Asynchronous + Cache[/code]. This also causes the "
+"ubershaders to be cached into storage so they can be ready faster next time "
+"they are used (provided the platform provides support for it).\n"
+"[b]Note:[/b] Asynchronous compilation is currently only supported for "
+"spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will "
+"not use asynchronous compilation even if this setting is set to "
+"[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max buffer size for blend shapes. Any blend shape bigger than this will not "
+"work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max buffer size for drawing polygons. Any polygon bigger than this will not "
+"work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max index buffer size for drawing polygons. Any polygon bigger than this "
+"will not work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max buffer size for drawing immediate objects (ImmediateGeometry nodes). "
+"Nodes using more than this size will not work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max number of lights renderable per object. This is further limited by "
+"hardware support. Most devices only support 409 lights, while many devices "
+"(especially mobile) only support 102. Setting this low will slightly reduce "
+"memory usage and may decrease shader compile times."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max amount of elements renderable in a frame. If more elements than this are "
+"visible per frame, they will not be drawn. Keep in mind elements refer to "
+"mesh surfaces and not meshes themselves. Setting this low will slightly "
+"reduce memory usage and may decrease shader compile times, particularly on "
+"web. For most uses, the default value is suitable, but consider lowering as "
+"much as possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max number of lights renderable in a frame. If more lights than this number "
+"are used, they will be ignored. Setting this low will slightly reduce memory "
+"usage and may decrease shader compile times, particularly on web. For most "
+"uses, the default value is suitable, but consider lowering as much as "
+"possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max number of reflection probes renderable in a frame. If more reflection "
+"probes than this number are used, they will be ignored. Setting this low "
+"will slightly reduce memory usage and may decrease shader compile times, "
+"particularly on web. For most uses, the default value is suitable, but "
+"consider lowering as much as possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Shaders have a time variable that constantly increases. At some point, it "
+"needs to be rolled back to zero to avoid precision errors on shader "
+"animations. This setting specifies when (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import lossless textures "
+"using the PNG format. Otherwise, it will default to using WebP."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default compression level for lossless WebP. Higher levels result in "
+"smaller files at the cost of compression speed. Decompression speed is "
+"mostly unaffected by the compression level. Supported values are 0 to 9. "
+"Note that compression levels above 6 are very slow and offer very little "
+"savings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"On import, mesh vertex data will be split into two streams within a single "
+"vertex buffer, one for position data and the other for interleaved "
+"attributes data. Recommended to be enabled if targeting mobile devices. "
+"Requires manual reimport of meshes after toggling."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Determines the maximum number of polygon occluders that will be used at any "
+"one time.\n"
+"Although you can have many occluders in a scene, each frame the system will "
+"choose from these the most relevant based on a screen space metric, in order "
+"to give the best overall performance.\n"
+"A greater number of polygons can potentially cull more objects, however the "
+"cost of culling calculations scales with the number of occluders."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Determines the maximum number of sphere occluders that will be used at any "
+"one time.\n"
+"Although you can have many occluders in a scene, each frame the system will "
+"choose from these the most relevant based on a screen space metric, in order "
+"to give the best overall performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default convention is for portal normals to point outward (face outward) "
+"from the source room.\n"
+"If you accidentally build your level with portals facing the wrong way, this "
+"setting can fix the problem.\n"
+"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
+"conversion to [Portal] nodes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Show conversion logs.\n"
+"[b]Note:[/b] This will automatically be disabled in exports."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], gameplay callbacks will be sent as [code]signals[/"
+"code]. If [code]false[/code], they will be sent as [code]notifications[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If enabled, while merging meshes, the system will also attempt to remove "
+"[Spatial] nodes that no longer have any children.\n"
+"Reducing the number of [Node]s in the scene tree can make traversal more "
+"efficient, but can be switched off in case you wish to use empty [Spatial]s "
+"for markers or some other purpose."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Show logs during PVS generation.\n"
+"[b]Note:[/b] This will automatically be disabled in exports."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Uses a simplified method of generating PVS (potentially visible set) data. "
+"The results may not be accurate where more than one portal join adjacent "
+"rooms.\n"
+"[b]Note:[/b] Generally you should only use this option if you encounter bugs "
+"when it is set to [code]false[/code], i.e. there are problems with the "
+"default method."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
+"dynamic range. High dynamic range allows the use of [Color] values greater "
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also "
+"enabled.\n"
+"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
+"full floating-point precision is slower, and is generally only needed for "
+"advanced shaders that require a high level of precision. To reduce banding, "
+"enable [member rendering/quality/filters/use_debanding] instead.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Disables depth pre-pass for some GPU vendors (usually mobile), as their "
+"architecture already does this."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], performs a previous depth pass before rendering "
+"materials. This increases performance in scenes with high overdraw, when "
+"complex materials and lighting are used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The directional shadow's size in pixels. Higher values will result in "
+"sharper shadows, at the cost of performance. The value will be rounded up to "
+"the nearest power of 2. This setting can be changed at run-time; the change "
+"will be applied immediately."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/directional_shadow/size] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The video driver to use (\"GLES2\" or \"GLES3\").\n"
+"[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--"
+"video-driver[/code] command line argument, or by the [member rendering/"
+"quality/driver/fallback_to_gles2] option if the target system does not "
+"support GLES3 and falls back to GLES2. In such cases, this property is not "
+"updated, so use [method OS.get_current_video_driver] to query it at run-time."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 "
+"driver is not supported.\n"
+"[b]Note:[/b] The two video drivers are not drop-in replacements for each "
+"other, so a game designed for GLES3 might not work properly when falling "
+"back to GLES2. In particular, some features of the GLES3 backend are not "
+"available in GLES2. Enabling this setting also means that both ETC and ETC2 "
+"VRAM-compressed textures will be exported on Android and iOS, increasing the "
+"data pack's size."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum anisotropic filter level used for textures with anisotropy enabled. "
+"Higher values will result in sharper textures when viewed from oblique "
+"angles, at the cost of performance. Only power-of-two values are valid (2, "
+"4, 8, 16)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the number of MSAA samples to use. MSAA is used to reduce aliasing "
+"around the edges of polygons. A higher MSAA value results in smoother edges "
+"but can be significantly slower on some hardware.\n"
+"[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code], contrast-adaptive "
+"sharpening will be applied to the 3D viewport. This has a low performance "
+"cost and can be used to recover some of the sharpness lost from using FXAA. "
+"Values around [code]0.5[/code] generally give the best results. See also "
+"[member rendering/quality/filters/use_fxaa]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible. In some cases, debanding may introduce a "
+"slightly noticeable dithering pattern. It's recommended to enable debanding "
+"only when actually needed since the dithering pattern will make lossless-"
+"compressed screenshots larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
+"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
+"[b]Note:[/b] There are known issues with debanding breaking rendering on "
+"mobile platforms. Due to this, it is recommended to leave this option "
+"disabled when targeting mobile platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables FXAA in the root Viewport. FXAA is a popular screen-space "
+"antialiasing method, which is fast but will make the image look blurry, "
+"especially at lower resolutions. It can still work relatively well at large "
+"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [member rendering/"
+"quality/filters/sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses nearest-neighbor mipmap filtering when using "
+"mipmaps (also called \"bilinear filtering\"), which will result in visible "
+"seams appearing between mipmap stages. This may increase performance in "
+"mobile as less memory bandwidth is used. If [code]false[/code], linear "
+"mipmap filtering (also called \"trilinear filtering\") is used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Strategy used for framebuffer allocation. The simpler it is, the less "
+"resources it uses (but the less features it supports). If set to \"2D "
+"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
+"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/intended_usage/"
+"framebuffer_allocation] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enable usage of bicubic sampling in baked lightmaps. This results in "
+"smoother looking lighting at the expense of more bandwidth usage. On GLES2, "
+"changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/lightmapping/"
+"use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size of the atlas used by reflection probes. A larger size can result in "
+"higher visual quality, while a smaller size will be faster and take up less "
+"memory."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Number of subdivisions to use for the reflection atlas. A higher number "
+"lowers the quality of each atlas, but allows you to use more."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses a high amount of samples to create blurred "
+"variants of reflection probes and panorama backgrounds (sky). Those blurred "
+"variants are used by rough materials."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/reflections/"
+"high_quality_ggx] on mobile devices, due to performance concerns or driver "
+"support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Limits the size of the irradiance map which is normally determined by "
+"[member Sky.radiance_size]. A higher size results in a higher quality "
+"irradiance map similarly to [member rendering/quality/reflections/"
+"high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, "
+"otherwise keep this as low as possible.\n"
+"[b]Note:[/b] Low and mid range hardware do not support complex irradiance "
+"maps well and may crash if this is set too high."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
+"probes and panorama backgrounds (sky). This reduces jitter noise on "
+"reflections, but costs more performance and memory."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/reflections/"
+"texture_array_reflections] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses faster but lower-quality Blinn model to generate "
+"blurred reflections instead of the GGX model."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses faster but lower-quality Lambert material "
+"lighting model instead of Burley."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_lambert_over_burley] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_vertex_shading] on mobile devices, due to performance concerns or "
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables new physical light attenuation for "
+"[OmniLight]s and [SpotLight]s. This results in more realistic lighting "
+"appearance with a very small performance cost. When physical light "
+"attenuation is enabled, lights will appear to be darker as a result of the "
+"new attenuation formula. This can be compensated by adjusting the lights' "
+"energy or attenuation values.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size for cubemap into which the shadow is rendered before being copied into "
+"the shadow atlas. A higher number can result in higher resolution shadows "
+"when used with a higher [member rendering/quality/shadow_atlas/size]. "
+"Setting higher than a quarter of the [member rendering/quality/shadow_atlas/"
+"size] will not result in a perceptible increase in visual quality."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Subdivision quadrant size for shadow mapping. See shadow mapping "
+"documentation."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shadow_atlas/size] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Shadow filter mode. Higher-quality settings result in smoother shadows that "
+"flicker less when moving. \"Disabled\" is the fastest option, but also has "
+"the lowest quality. \"PCF5\" is smoother but is also slower. \"PCF13\" is "
+"the smoothest option, but is also the slowest.\n"
+"[b]Note:[/b] When using the GLES2 backend, the \"PCF13\" option actually "
+"uses 16 samples to emulate linear filtering in the shader. This results in a "
+"shadow appearance similar to the one produced by the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shadows/filter_mode] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Forces [MeshInstance] to always perform skinning on the CPU (applies to both "
+"GLES2 and GLES3).\n"
+"See also [member rendering/quality/skinning/software_skinning_fallback]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Allows [MeshInstance] to perform skinning on the CPU when the hardware "
+"doesn't support the default GPU skinning process with GLES2.\n"
+"If [code]false[/code], an alternative skinning process on the GPU is used in "
+"this case (slower in most cases).\n"
+"See also [member rendering/quality/skinning/force_software_skinning].\n"
+"[b]Note:[/b] When the software skinning fallback is triggered, custom vertex "
+"shaders will behave in a different way, because the bone transform will be "
+"already applied to the modelview matrix."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Additional expansion applied to object bounds in the 3D rendering bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"reduced accuracy.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/"
+"spatial_partitioning/use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The rendering octree balance can be changed to favor smaller ([code]0[/"
+"code]), or larger ([code]1[/code]) branches.\n"
+"Larger branches can increase performance significantly in some projects.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/"
+"spatial_partitioning/use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables the use of bounding volume hierarchy instead of octree for rendering "
+"spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Improves quality of subsurface scattering, but cost significantly increases."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Quality setting for subsurface scattering (samples taken)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Max radius used for subsurface scattering samples."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Weight subsurface scattering samples. Helps to avoid reading samples from "
+"unrelated parts of the screen."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Use high-quality voxel cone tracing. This results in better-looking "
+"reflections, but is much more expensive on the GPU."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Thread model for rendering. Rendering on a thread can vastly improve "
+"performance, but synchronizing to the main thread can cause a bit more "
+"jitter."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], a thread safe version of BVH (bounding volume "
+"hierarchy) will be used in rendering and Godot physics.\n"
+"Try enabling this option if you see any visual anomalies in 3D (such as "
+"incorrect object visibility)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the BPTC algorithm. This texture compression algorithm is "
+"only supported on desktop platforms, and only when using the GLES3 "
+"renderer.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the Ericsson Texture Compression algorithm. This algorithm "
+"doesn't support alpha channels in textures.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the Ericsson Texture Compression 2 algorithm. This texture "
+"compression algorithm is only supported when using the GLES3 renderer.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the PowerVR Texture Compression algorithm. This texture "
+"compression algorithm is only supported on iOS.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the S3 Texture Compression algorithm. This algorithm is only "
+"supported on desktop platforms and consoles.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in "
+"pixels)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Objects can use this signal to restrict reading of settings only to "
+"situations where a change has been made."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml
+msgid "Class representing a square mesh."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml
+msgid ""
+"Class representing a square [PrimitiveMesh]. This flat mesh does not have a "
+"thickness. By default, this mesh is aligned on the X and Y axes; this "
+"default rotation is more suited for use with billboarded materials. Unlike "
+"[PlaneMesh], this mesh doesn't provide subdivision options."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml doc/classes/Viewport.xml
+#: doc/classes/ViewportTexture.xml
+msgid "2D in 3D Demo"
+msgstr ""
+
+#: doc/classes/QuadMesh.xml
+msgid "Offset of the generated Quad. Useful for particles."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml
+msgid "Size on the X and Y axes."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"A unit quaternion used for representing 3D rotations. Quaternions need to be "
+"normalized to be used for rotation.\n"
+"It is similar to Basis, which implements matrix representation of rotations, "
+"and can be parametrized using both an axis-angle pair or Euler angles. Basis "
+"stores rotation, scale, and shearing, while Quat only stores rotation.\n"
+"Due to its compactness and the way it is stored in memory, certain "
+"operations (obtaining axis-angle and performing SLERP, in particular) are "
+"more efficient and robust against floating-point errors."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Constructs a quaternion from the given [Basis]."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Constructs a quaternion that will perform a rotation specified by Euler "
+"angles (in the YXZ convention: when decomposing, first Z, then X, and Y "
+"last), given in the vector format as (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Constructs a quaternion that will rotate around the given axis by the "
+"specified angle. The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Constructs a quaternion defined by the given values."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns the angle between this quaternion and [code]to[/code]. This is the "
+"magnitude of the angle you would need to rotate by to get from one to the "
+"other.\n"
+"[b]Note:[/b] This method has an abnormally high amount of floating-point "
+"error, so methods such as [method @GDScript.is_zero_approx] will not work "
+"reliably."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Performs a cubic spherical interpolation between quaternions [code]pre_a[/"
+"code], this vector, [code]b[/code], and [code]post_b[/code], by the given "
+"amount [code]weight[/code]."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns the dot product of two quaternions."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns Euler angles (in the YXZ convention: when decomposing, first Z, then "
+"X, and Y last) corresponding to the rotation represented by the unit "
+"quaternion. Returned vector contains the rotation angles in the format (X "
+"angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns the inverse of the quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns whether the quaternion is normalized or not."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns the length of the quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns the length of the quaternion, squared."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns a copy of the quaternion, normalized to unit length."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Sets the quaternion to a rotation which rotates around axis by the specified "
+"angle, in radians. The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Sets the quaternion to a rotation specified by Euler angles (in the YXZ "
+"convention: when decomposing, first Z, then X, and Y last), given in the "
+"vector format as (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns the result of the spherical linear interpolation between this "
+"quaternion and [code]to[/code] by amount [code]weight[/code].\n"
+"[b]Note:[/b] Both quaternions must be normalized."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns the result of the spherical linear interpolation between this "
+"quaternion and [code]to[/code] by amount [code]weight[/code], but without "
+"checking if the rotation path is not bigger than 90 degrees."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns a vector transformed (multiplied) by this quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"W component of the quaternion (real part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"The identity quaternion, representing no rotation. Equivalent to an identity "
+"[Basis] matrix. If a vector is transformed by an identity quaternion, it "
+"will not change."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid "A class for generating pseudo-random numbers."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"RandomNumberGenerator is a class for generating pseudo-random numbers. It "
+"currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n"
+"[b]Note:[/b] The underlying algorithm is an implementation detail. As a "
+"result, it should not be depended upon for reproducible random streams "
+"across Godot versions.\n"
+"To generate a random float number (within a given range) based on a time-"
+"dependant seed:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"func _ready():\n"
+" rng.randomize()\n"
+" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The default values of [member seed] and [member state] "
+"properties are pseudo-random, and changes when calling [method randomize]. "
+"The [code]0[/code] value documented here is a placeholder, and not the "
+"actual default seed."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid "Random number generation"
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
+"code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a pseudo-random float between [code]from[/code] and [code]to[/"
+"code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
+"distributed[/url] pseudo-random number, using Box-Muller transform with the "
+"specified [code]mean[/code] and a standard [code]deviation[/code]. This is "
+"also called Gaussian distribution."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
+"[code]4294967295[/code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a pseudo-random 32-bit signed integer between [code]from[/code] "
+"and [code]to[/code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid "Setups a time-based seed to generator."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Initializes the random number generator state based on the given seed value. "
+"A given seed will give a reproducible sequence of pseudo-random numbers.\n"
+"[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
+"similar random streams given similar seeds. Consider using a hash function "
+"to improve your seed quality if they're sourced externally.\n"
+"[b]Note:[/b] Setting this property produces a side effect of changing the "
+"internal [member state], so make sure to initialize the seed [i]before[/i] "
+"modifying the [member state]:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"rng.seed = hash(\"Godot\")\n"
+"rng.state = 100 # Restore to some previously saved state.\n"
+"[/codeblock]\n"
+"[b]Warning:[/b] the getter of this property returns the previous [member "
+"state], and not the initial seed value, which is going to be fixed in Godot "
+"4.0."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"The current state of the random number generator. Save and restore this "
+"property to restore the generator to a previous state:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"print(rng.randf())\n"
+"var saved_state = rng.state # Store current state.\n"
+"print(rng.randf()) # Advance internal state.\n"
+"rng.state = saved_state # Restore the state.\n"
+"print(rng.randf()) # Prints the same value as in previous.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
+"generator requires the state to have certain qualities to behave properly. "
+"It should only be set to values that came from the state property itself. To "
+"initialize the random number generator with arbitrary input, use [member "
+"seed] instead."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid "Abstract base class for range-based controls."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Range is a base class for [Control] nodes that change a floating-point "
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Binds two [Range]s together along with any ranges previously grouped with "
+"either of them. When any of range's member variables change, it will share "
+"the new value with all other ranges in its group."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid "Stops the [Range] from sharing its member variables with any other."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If [code]true[/code], [member value] may be greater than [member max_value]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If [code]true[/code], [member value] may be less than [member min_value]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If [code]true[/code], and [code]min_value[/code] is greater than 0, "
+"[code]value[/code] will be represented exponentially rather than linearly."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Maximum value. Range is clamped if [code]value[/code] is greater than "
+"[code]max_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Minimum value. Range is clamped if [code]value[/code] is less than "
+"[code]min_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
+"multiplied by [code]page[/code] over the difference between [code]min_value[/"
+"code] and [code]max_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid "The value mapped between 0 and 1."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If [code]true[/code], [code]value[/code] will always be rounded to the "
+"nearest integer."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If greater than 0, [code]value[/code] will always be rounded to a multiple "
+"of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], "
+"[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
+"then rounded to the nearest integer."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid "Range's current value."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Emitted when [member min_value], [member max_value], [member page], or "
+"[member step] change."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid "Query the closest object intersecting a ray."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"A RayCast represents a line from its origin to its destination position, "
+"[code]cast_to[/code]. It is used to query the 3D space in order to find the "
+"closest object along the path of the ray.\n"
+"RayCast can ignore some objects by adding them to the exception list via "
+"[code]add_exception[/code] or by setting proper filtering with collision "
+"layers and masks.\n"
+"RayCast can be configured to report collisions with [Area]s ([member "
+"collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n"
+"Only enabled raycasts will be able to query the space and report "
+"collisions.\n"
+"RayCast calculates intersection every physics frame (see [Node]), and the "
+"result is cached so it can be used later until the next frame. If multiple "
+"queries are required between physics frames (or during the same frame), use "
+"[method force_raycast_update] after adjusting the raycast."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified node."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified [RID]."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid "Removes all collision exceptions for this ray."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Updates the collision information for the ray. Use this method to update the "
+"collision information immediately instead of waiting for the next "
+"[code]_physics_process[/code] call, for example if the ray or its parent has "
+"changed state.\n"
+"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns the first object that the ray intersects, or [code]null[/code] if no "
+"object is intersecting the ray (i.e. [method is_colliding] returns "
+"[code]false[/code])."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns the shape ID of the first object that the ray intersects, or "
+"[code]0[/code] if no object is intersecting the ray (i.e. [method "
+"is_colliding] returns [code]false[/code])."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"Returns [code]true[/code] if the bit index passed is turned on.\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns the normal of the intersecting object's shape at the collision point."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns the collision point at which the ray intersects the closest object.\n"
+"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns whether any object is intersecting with the ray's vector "
+"(considering the vector length)."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified node."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified [RID]."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"Sets the bit index passed to the [code]value[/code] passed.\n"
+"[b]Note:[/b] Bit indexes range from 0-19."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"The ray's destination point, relative to the RayCast's [code]position[/code]."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid "If [code]true[/code], collision with [Area]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"The ray's collision mask. Only objects in at least one collision layer "
+"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"The custom color to use to draw the shape in the editor and at run-time if "
+"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
+"color will be highlighted at run-time if the [RayCast] is colliding with "
+"something.\n"
+"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
+"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
+"truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible "
+"Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
+"shape to be visible at run-time."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid "If [code]true[/code], collisions will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"If [code]true[/code], collisions will be ignored for this RayCast's "
+"immediate parent."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid ""
+"A RayCast represents a line from its origin to its destination position, "
+"[code]cast_to[/code]. It is used to query the 2D space in order to find the "
+"closest object along the path of the ray.\n"
+"RayCast2D can ignore some objects by adding them to the exception list via "
+"[code]add_exception[/code], by setting proper filtering with collision "
+"layers, or by filtering object types with type masks.\n"
+"RayCast2D can be configured to report collisions with [Area2D]s ([member "
+"collide_with_areas]) and/or [PhysicsBody2D]s ([member "
+"collide_with_bodies]).\n"
+"Only enabled raycasts will be able to query the space and report "
+"collisions.\n"
+"RayCast2D calculates intersection every physics frame (see [Node]), and the "
+"result is cached so it can be used later until the next frame. If multiple "
+"queries are required between physics frames (or during the same frame) use "
+"[method force_raycast_update] after adjusting the raycast."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid ""
+"Sets or clears individual bits on the collision mask. This makes selecting "
+"the areas scanned easier."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid "If [code]true[/code], collision with [Area2D]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid ""
+"If [code]true[/code], the parent node will be excluded from collision "
+"detection."
+msgstr ""
+
+#: doc/classes/RayShape.xml
+msgid "Ray shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/RayShape.xml
+msgid ""
+"Ray shape for 3D collisions, which can be set into a [PhysicsBody] or "
+"[Area]. A ray is not really a collision body; instead, it tries to separate "
+"itself from whatever is touching its far endpoint. It's often useful for "
+"characters."
+msgstr ""
+
+#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
+msgid "The ray's length."
+msgstr ""
+
+#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
+msgid "If [code]true[/code], allow the shape to return the correct normal."
+msgstr ""
+
+#: doc/classes/RayShape2D.xml
+msgid "Ray shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/RayShape2D.xml
+msgid ""
+"Ray shape for 2D collisions. A ray is not really a collision body; instead, "
+"it tries to separate itself from whatever is touching its far endpoint. It's "
+"often useful for characters."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "2D axis-aligned bounding box."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"[Rect2] consists of a position, a size, and several utility functions. It is "
+"typically used for fast overlap tests.\n"
+"It uses floating-point coordinates.\n"
+"The 3D counterpart to [Rect2] is [AABB]."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Constructs a [Rect2] by position and size."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Constructs a [Rect2] by x, y, width, and height."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a [Rect2] with equivalent position and area, modified so that the "
+"top-left corner is the origin and [code]width[/code] and [code]height[/code] "
+"are positive."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Returns the intersection of this [Rect2] and b."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if this [Rect2] completely encloses another one."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a copy of this [Rect2] expanded to include a given point.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"# position (-3, 2), size (1, 1)\n"
+"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n"
+"# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n"
+"var rect2 = rect.expand(Vector2(0, -1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Returns the area of the [Rect2]. See also [method has_no_area]."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns the center of the [Rect2], which is equal to [member position] + "
+"([member size] / 2)."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards all the "
+"sides."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards each "
+"direction individually."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards the "
+"[enum Margin] direction."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/"
+"code] otherwise. See also [method get_area].\n"
+"[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
+"[method has_no_area] will return [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if the [Rect2] contains a point. By convention, "
+"the right and bottom edges of the [Rect2] are considered exclusive, so "
+"points on these edges are [b]not[/b] included.\n"
+"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative "
+"size[/i]. Use [method abs] to get a positive sized equivalent rectangle to "
+"check for contained points."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. "
+"they have at least one point in common).\n"
+"If [code]include_borders[/code] is [code]true[/code], they will also be "
+"considered overlapping if their borders touch, even without intersection."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are "
+"approximately equal, by calling [code]is_equal_approx[/code] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml
+msgid "Rectangle shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml
+msgid ""
+"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
+"like 2D objects."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml
+msgid ""
+"The rectangle's half extents. The width and height of this shape is twice "
+"the half extents."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid "Base class for reference-counted objects."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid ""
+"Base class for any object that keeps a reference count. [Resource] and many "
+"other helper objects inherit this class.\n"
+"Unlike other [Object] types, References keep an internal reference counter "
+"so that they are automatically released when no longer in use, and only "
+"then. References therefore do not need to be freed manually with [method "
+"Object.free].\n"
+"In the vast majority of use cases, instantiating and using [Reference]-"
+"derived types is all you need to do. The methods provided in this class are "
+"only for advanced users, and can cause issues if misused.\n"
+"[b]Note:[/b] In C#, references will not be freed instantly after they are no "
+"longer in use. Instead, garbage collection will run periodically and will "
+"free references that are no longer in use. This means that unused references "
+"will linger on for a while before being removed."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid ""
+"Initializes the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns whether the initialization was successful."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid ""
+"Increments the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns [code]true[/code] if the increment was successful, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid ""
+"Decrements the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns [code]true[/code] if the decrement was successful, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid "Reference frame for GUI."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid ""
+"A rectangle box that displays only a [member border_color] border color "
+"around its rectangle. [ReferenceRect] has no fill [Color]. If you need to "
+"display a rectangle filled with a solid color, consider using [ColorRect] "
+"instead."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid "Sets the border [Color] of the [ReferenceRect]."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid ""
+"Sets the border width of the [ReferenceRect]. The border grows both inwards "
+"and outwards with respect to the rectangle box."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid ""
+"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
+"in editor. Otherwise, [ReferenceRect] will be visible in game."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Captures its surroundings to create fast, accurate reflections from a given "
+"point."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Capture its surroundings as a dual paraboloid image, and stores versions of "
+"it with increasing levels of blur to simulate different material "
+"roughnesses.\n"
+"The [ReflectionProbe] is used to create high-quality reflections at a low "
+"performance cost (when [member update_mode] is [constant UPDATE_ONCE]). "
+"[ReflectionProbe]s can be blended together and with the rest of the scene "
+"smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-"
+"space reflections ([member Environment.ss_reflections_enabled]) to get more "
+"accurate reflections in specific areas. [ReflectionProbe]s render all "
+"objects within their [member cull_mask], so updating them can be quite "
+"expensive. It is best to update them once with the important static objects "
+"and then leave them as-is.\n"
+"[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their "
+"environment from a [WorldEnvironment] node. If you specify an [Environment] "
+"resource within a [Camera] node, it will be ignored by the "
+"[ReflectionProbe]. This can lead to incorrect lighting within the "
+"[ReflectionProbe].\n"
+"[b]Note:[/b] By default, Godot will only render 16 reflection probes. If you "
+"need more, increase the number of atlas subdivisions. This setting can be "
+"found in [member ProjectSettings.rendering/quality/reflections/"
+"atlas_subdiv].\n"
+"[b]Note:[/b] The GLES2 backend will only display two reflection probes at "
+"the same time for a single mesh. If possible, split up large meshes that "
+"span over multiple reflection probes into smaller ones."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"If [code]true[/code], enables box projection. This makes reflections look "
+"more correct in rectangle-shaped rooms by offsetting the reflection center "
+"depending on the camera's location.\n"
+"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to "
+"the grid, you can rotate the [ReflectionProbe] node."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the cull mask which determines what objects are drawn by this probe. "
+"Every [VisualInstance] with a layer included in this cull mask will be "
+"rendered by the probe. To improve performance, it is best to only include "
+"large objects which are likely to take up a lot of space in the reflection."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"If [code]true[/code], computes shadows in the reflection probe. This makes "
+"the reflection probe slower to render; you may want to disable this if using "
+"the [constant UPDATE_ALWAYS] [member update_mode]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"The size of the reflection probe. The larger the extents the more space "
+"covered by the probe which will lower the perceived resolution. It is best "
+"to keep the extents only as large as you need them.\n"
+"[b]Note:[/b] To better fit areas that are not aligned to the grid, you can "
+"rotate the [ReflectionProbe] node."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Defines the reflection intensity. Intensity modulates the strength of the "
+"reflection."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the ambient light color to be used when this probe is set to [member "
+"interior_enable]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the contribution value for how much the reflection affects the ambient "
+"light for this reflection probe when set to [member interior_enable]. Useful "
+"so that ambient light matches the color of the room."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the energy multiplier for this reflection probe's ambient light "
+"contribution when set to [member interior_enable]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"If [code]true[/code], reflections will ignore sky contribution. Ambient "
+"lighting is then controlled by the [code]interior_ambient_*[/code] "
+"properties."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"The maximum distance away from the [ReflectionProbe] an object can be before "
+"it is culled. Decrease this to improve performance, especially when using "
+"the [constant UPDATE_ALWAYS] [member update_mode].\n"
+"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
+"[member extents]. This means that decreasing [member max_distance] will not "
+"always cull objects from reflections, especially if the reflection probe's "
+"[member extents] are already large."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the origin offset to be used when this [ReflectionProbe] is in [member "
+"box_projection] mode. This can be set to a non-zero value to ensure a "
+"reflection fits a rectangle-shaped room, while reducing the amount of "
+"objects that \"get in the way\" of the reflection."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
+"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Update the probe once on the next frame (recommended for most objects). The "
+"corresponding radiance map will be generated over the following six frames. "
+"This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
+"lower performance cost and can result in higher-quality reflections. The "
+"ReflectionProbe is updated when its transform changes, but not when nearby "
+"geometry changes. You can force a [ReflectionProbe] update by moving the "
+"[ReflectionProbe] slightly in any direction."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Update the probe every frame. This provides better results for fast-moving "
+"dynamic objects (such as cars). However, it has a significant performance "
+"cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
+"[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
+"[constant UPDATE_ONCE]."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid "Class for searching text for patterns using regular expressions."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"A regular expression (or regex) is a compact language that can be used to "
+"recognise strings that follow a specific pattern, such as URLs, email "
+"addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/"
+"code] would find any string that is [code]ab[/code] followed by any number "
+"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can "
+"easily find various tutorials and detailed explanations on the Internet.\n"
+"To begin, the RegEx object needs to be compiled with the search pattern "
+"using [method compile] before it can be used.\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\w-(\\\\d+)\")\n"
+"[/codeblock]\n"
+"The search pattern must be escaped first for GDScript before it is escaped "
+"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be "
+"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\"
+"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/"
+"code].\n"
+"Using [method search], you can find the pattern within the given text. If a "
+"pattern is found, [RegExMatch] is returned and you can retrieve details of "
+"the results using methods such as [method RegExMatch.get_string] and [method "
+"RegExMatch.get_start].\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\w-(\\\\d+)\")\n"
+"var result = regex.search(\"abc n-0123\")\n"
+"if result:\n"
+" print(result.get_string()) # Would print n-0123\n"
+"[/codeblock]\n"
+"The results of capturing groups [code]()[/code] can be retrieved by passing "
+"the group number to the various methods in [RegExMatch]. Group 0 is the "
+"default and will always refer to the entire pattern. In the above example, "
+"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n"
+"This version of RegEx also supports named capturing groups, and the names "
+"can be used to retrieve the results. If two or more groups have the same "
+"name, the name would only refer to the first one with a match.\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
+"var result = regex.search(\"the number is x2f\")\n"
+"if result:\n"
+" print(result.get_string(\"digit\")) # Would print 2f\n"
+"[/codeblock]\n"
+"If you need to process multiple results, [method search_all] generates a "
+"list of all non-overlapping results. This can be combined with a [code]for[/"
+"code] loop for convenience.\n"
+"[codeblock]\n"
+"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
+" print(result.get_string(\"digit\"))\n"
+"# Would print 01 03 0 3f 42\n"
+"[/codeblock]\n"
+"[b]Example of splitting a string using a RegEx:[/b]\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n"
+"var results = []\n"
+"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
+" results.push_back(result.get_string())\n"
+"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www."
+"pcre.org/]PCRE2[/url] library. You can view the full pattern reference "
+"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n"
+"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test "
+"regular expressions online."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"This method resets the state of the object, as if it was freshly created. "
+"Namely, it unassigns the regular expression of this object."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Compiles and assign the search pattern to use. Returns [constant OK] if the "
+"compilation is successful. If an error is encountered, details are printed "
+"to standard output and an error is returned."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid "Returns the number of capturing groups in compiled pattern."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Returns an array of names of named capturing groups in the compiled pattern. "
+"They are ordered by appearance."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid "Returns the original search pattern that was compiled."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid "Returns whether this object has a valid search pattern assigned."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
+"of the first matching result if found, otherwise [code]null[/code]. The "
+"region to search within can be specified without modifying where the start "
+"and end anchor would be."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
+"containers for each non-overlapping result. If no results were found, an "
+"empty array is returned instead. The region to search within can be "
+"specified without modifying where the start and end anchor would be."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Searches the text for the compiled pattern and replaces it with the "
+"specified string. Escapes and backreferences such as [code]$1[/code] and "
+"[code]$name[/code] are expanded and resolved. By default, only the first "
+"instance is replaced, but it can be changed for all instances (global "
+"replacement). The region to search within can be specified without modifying "
+"where the start and end anchor would be."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid "Contains the results of a [RegEx] search."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"Contains the results of a single [RegEx] match returned by [method RegEx."
+"search] and [method RegEx.search_all]. It can be used to find the position "
+"and range of the match and its capturing groups, and it can extract its "
+"substring for you."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"Returns the end position of the match within the source string. The end "
+"position of capturing groups can be retrieved by providing its group number "
+"as an integer or its string name (if it's a named group). The default value "
+"of 0 refers to the whole pattern.\n"
+"Returns -1 if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid "Returns the number of capturing groups."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"Returns the starting position of the match within the source string. The "
+"starting position of capturing groups can be retrieved by providing its "
+"group number as an integer or its string name (if it's a named group). The "
+"default value of 0 refers to the whole pattern.\n"
+"Returns -1 if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"Returns the substring of the match from the source string. Capturing groups "
+"can be retrieved by providing its group number as an integer or its string "
+"name (if it's a named group). The default value of 0 refers to the whole "
+"pattern.\n"
+"Returns an empty string if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"A dictionary of named groups and its corresponding group number. Only groups "
+"that were matched are included. If multiple groups have the same name, that "
+"name would refer to the first matching one."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid "An [Array] of the match and its capturing groups."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"The source string used with the search pattern to find this matching result."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml
+msgid ""
+"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
+"in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml
+msgid ""
+"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
+"(called the remote node) in the scene.\n"
+"It can be set to update another Node's position, rotation and/or scale. It "
+"can use either global or local coordinates."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml
+msgid ""
+"[RemoteTransform] caches the remote node. It may not notice if the remote "
+"node disappears; [method force_update_cache] forces it to update the cache "
+"again."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml
+msgid ""
+"The [NodePath] to the remote node, relative to the RemoteTransform's "
+"position in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
+msgid "If [code]true[/code], the remote node's position is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
+msgid "If [code]true[/code], the remote node's rotation is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
+msgid "If [code]true[/code], the remote node's scale is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
+msgid ""
+"If [code]true[/code], global coordinates are used. If [code]false[/code], "
+"local coordinates are used."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml
+msgid ""
+"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
+"derived Node in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml
+msgid ""
+"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
+"derived Node (called the remote node) in the scene.\n"
+"It can be set to update another Node's position, rotation and/or scale. It "
+"can use either global or local coordinates."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml
+msgid ""
+"[RemoteTransform2D] caches the remote node. It may not notice if the remote "
+"node disappears; [method force_update_cache] forces it to update the cache "
+"again."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml
+msgid ""
+"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
+"position in the scene."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid "Base class for all resources."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Resource is the base class for all Godot-specific resource types, serving "
+"primarily as data containers. Since they inherit from [Reference], resources "
+"are reference-counted and freed when no longer in use. They are also cached "
+"once loaded from disk, so that any further attempts to load a resource from "
+"a given path will return the same reference (all this in contrast to a "
+"[Node], which is not reference-counted and can be instanced from disk as "
+"many times as desired). Resources can be saved externally on disk or bundled "
+"into another object, such as a [Node] or another resource.\n"
+"[b]Note:[/b] In C#, resources will not be freed instantly after they are no "
+"longer in use. Instead, garbage collection will run periodically and will "
+"free resources that are no longer in use. This means that unused resources "
+"will linger on for a while before being removed."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid "Resources"
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Virtual function which can be overridden to customize the behavior value of "
+"[method setup_local_to_scene]."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Duplicates the resource, returning a new resource with the exported members "
+"copied. [b]Note:[/b] To duplicate the resource the constructor is called "
+"without arguments. This method will error when the constructor doesn't have "
+"default values.\n"
+"By default, sub-resources are shared between resource copies for efficiency. "
+"This can be changed by passing [code]true[/code] to the [code]subresources[/"
+"code] argument which will copy the subresources.\n"
+"[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method "
+"will only perform a shallow copy. Nested resources within subresources will "
+"not be duplicated and will still be shared.\n"
+"[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed "
+"properties are copied. Other properties will be set to their default value "
+"in the new resource."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Emits the [signal changed] signal.\n"
+"If external objects which depend on this resource should be updated, this "
+"method must be called manually whenever the state of this resource has "
+"changed (such as modification of properties).\n"
+"The method is equivalent to:\n"
+"[codeblock]\n"
+"emit_signal(\"changed\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is called automatically for built-in resources."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"If [member resource_local_to_scene] is enabled and the resource was loaded "
+"from a [PackedScene] instantiation, returns the local scene where this "
+"resource's unique copy is in use. Otherwise, returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Returns the RID of the resource (or an empty RID). Many resources (such as "
+"[Texture], [Mesh], etc) are high-level abstractions of resources stored in a "
+"server, so this function will return the original RID."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"This method is called when a resource with [member resource_local_to_scene] "
+"enabled is loaded from a [PackedScene] instantiation. Its behavior can be "
+"customized by overriding [method _setup_local_to_scene] from script.\n"
+"For most resources, this method performs no base logic. [ViewportTexture] "
+"performs custom logic to properly set the proxy texture and flags in the "
+"local viewport."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Sets the path of the resource, potentially overriding an existing cache "
+"entry for this path. This differs from setting [member resource_path], as "
+"the latter would error out if another resource was already cached for the "
+"given path."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"If [code]true[/code], the resource will be made unique in each instance of "
+"its local scene. It can thus be modified in a scene instance without "
+"impacting other instances of that same scene."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"The name of the resource. This is an optional identifier. If [member "
+"resource_name] is not empty, its value will be displayed to represent the "
+"current resource in the editor inspector. For built-in scripts, the [member "
+"resource_name] will be displayed as the tab name in the script editor."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"The path to the resource. In case it has its own file, it will return its "
+"filepath. If it's tied to the scene, it will return the scene's path, "
+"followed by the resource's index."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Emitted whenever the resource changes.\n"
+"[b]Note:[/b] This signal is not emitted automatically for custom resources, "
+"which means that you need to create a setter and emit the signal yourself."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid "Loads a specific resource type from a file."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"Godot loads resources in the editor or in exported games using "
+"ResourceFormatLoaders. They are queried automatically via the "
+"[ResourceLoader] singleton, or when a resource with internal dependencies is "
+"loaded. Each file type may load as a different resource type, so multiple "
+"ResourceFormatLoaders are registered in the engine.\n"
+"Extending this class allows you to define your own loader. Be sure to "
+"respect the documented return types and values. You should give it a global "
+"class name with [code]class_name[/code] for it to be registered. Like built-"
+"in ResourceFormatLoaders, it will be called automatically when loading "
+"resources of its handled type(s). You may also implement a "
+"[ResourceFormatSaver].\n"
+"[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
+"you need exists but Godot is unable to load its format. Choosing one way "
+"over another depends on if the format is suitable or not for the final "
+"exported game. For example, it's better to import [code].png[/code] textures "
+"as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with "
+"better efficiency on the graphics card."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"If implemented, gets the dependencies of a given resource. If "
+"[code]add_types[/code] is [code]true[/code], paths should be appended "
+"[code]::TypeName[/code], where [code]TypeName[/code] is the class name of "
+"the dependency.\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid "Gets the list of extensions for files this loader is able to read."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"Gets the class name of the resource associated with the given path. If the "
+"loader cannot handle it, it should return [code]\"\"[/code].\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"Tells which resource class this loader can load.\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"Loads a resource when the engine finds this loader to be compatible. If the "
+"loaded resource is the result of an import, [code]original_path[/code] will "
+"target the source file. Returns a [Resource] object on success, or an [enum "
+"Error] constant in case of failure."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"If implemented, renames dependencies within the given resource and saves it. "
+"[code]renames[/code] is a dictionary [code]{ String => String }[/code] "
+"mapping old dependency paths to new paths.\n"
+"Returns [constant OK] on success, or an [enum Error] constant in case of "
+"failure."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid "Saves a specific resource type to a file."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid ""
+"The engine can save resources when you do it from the editor, or when you "
+"use the [ResourceSaver] singleton. This is accomplished thanks to multiple "
+"[ResourceFormatSaver]s, each handling its own format and called "
+"automatically by the engine.\n"
+"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
+"res[/code] (binary) or another built-in format, but you can choose to create "
+"your own format by extending this class. Be sure to respect the documented "
+"return types and values. You should give it a global class name with "
+"[code]class_name[/code] for it to be registered. Like built-in "
+"ResourceFormatSavers, it will be called automatically when saving resources "
+"of its recognized type(s). You may also implement a [ResourceFormatLoader]."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid ""
+"Returns the list of extensions available for saving the resource object, "
+"provided it is recognized (see [method recognize])."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid "Returns whether the given resource object can be saved by this saver."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid ""
+"Saves the given resource object to a file at the target [code]path[/code]. "
+"[code]flags[/code] is a bitmask composed with [enum ResourceSaver."
+"SaverFlags] constants.\n"
+"Returns [constant OK] on success, or an [enum Error] constant in case of "
+"failure."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid "Base class for the implementation of core resource importers."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid ""
+"This is the base class for the resource importers implemented in core. To "
+"implement your own resource importers using editor plugins, see "
+"[EditorImportPlugin]."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid "Import plugins"
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid "The default import order."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid ""
+"The import order for scenes, which ensures scenes are imported [i]after[/i] "
+"all other core resources such as textures. Custom importers should generally "
+"have an import order lower than [code]100[/code] to avoid issues when "
+"importing scenes that rely on custom resources."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid "Interactive [Resource] loader."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Interactive [Resource] loader. This object is returned by [ResourceLoader] "
+"when performing an interactive load. It allows loading resources with high "
+"granularity, which makes it mainly useful for displaying loading bars or "
+"percentages."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Returns the loaded resource if the load operation completed successfully, "
+"[code]null[/code] otherwise."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Returns the load stage. The total amount of stages can be queried with "
+"[method get_stage_count]."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Returns the total amount of stages (calls to [method poll]) needed to "
+"completely load this resource."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Polls the loading operation, i.e. loads a data chunk up to the next stage.\n"
+"Returns [constant OK] if the poll is successful but the load operation has "
+"not finished yet (intermediate stage). This means [method poll] will have to "
+"be called again until the last stage is completed.\n"
+"Returns [constant ERR_FILE_EOF] if the load operation has completed "
+"successfully. The loaded resource can be obtained by calling [method "
+"get_resource].\n"
+"Returns another [enum Error] code if the poll has failed."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Polls the loading operation successively until the resource is completely "
+"loaded or a [method poll] fails.\n"
+"Returns [constant ERR_FILE_EOF] if the load operation has completed "
+"successfully. The loaded resource can be obtained by calling [method "
+"get_resource].\n"
+"Returns another [enum Error] code if a poll has failed, aborting the "
+"operation."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid "Singleton used to load resource files."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Singleton used to load resource files from the filesystem.\n"
+"It uses the many [ResourceFormatLoader] classes registered in the engine "
+"(either built-in or from a plugin) to load files into memory and convert "
+"them to a format that can be used by the engine."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Returns whether a recognized resource exists for the given [code]path[/"
+"code].\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Returns the dependencies for the resource at the given [code]path[/code]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid "Returns the list of recognized extensions for a resource type."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Returns whether a cached resource is available for the given [code]path[/"
+"code].\n"
+"Once a resource has been loaded by the engine, it is cached in memory for "
+"faster access, and future calls to the [method load] or [method "
+"load_interactive] methods will use the cached version. The cached resource "
+"can be overridden by using [method Resource.take_over_path] on a new "
+"resource for that same path."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Loads a resource at the given [code]path[/code], caching the result for "
+"further access.\n"
+"The registered [ResourceFormatLoader]s are queried sequentially to find the "
+"first one which can handle the file's extension, and then attempt loading. "
+"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]. "
+"Anything that inherits from [Resource] can be used as a type hint, for "
+"example [Image].\n"
+"If [code]no_cache[/code] is [code]true[/code], the resource cache will be "
+"bypassed and the resource will be loaded anew. Otherwise, the cached "
+"resource will be returned if it exists.\n"
+"Returns an empty resource if no [ResourceFormatLoader] could handle the "
+"file.\n"
+"GDScript has a simplified [method @GDScript.load] built-in method which can "
+"be used in most situations, leaving the use of [ResourceLoader] for more "
+"advanced scenarios."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Starts loading a resource interactively. The returned "
+"[ResourceInteractiveLoader] object allows to load with high granularity, "
+"calling its [method ResourceInteractiveLoader.poll] method successively to "
+"load chunks.\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]. "
+"Anything that inherits from [Resource] can be used as a type hint, for "
+"example [Image]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Changes the behavior on missing sub-resources. The default behavior is to "
+"abort loading."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid "Resource Preloader Node."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"This node is used to preload sub-resources inside a scene, so when the scene "
+"is loaded, all the resources are ready to use and can be retrieved from the "
+"preloader.\n"
+"GDScript has a simplified [method @GDScript.preload] built-in method which "
+"can be used in most situations, leaving the use of [ResourcePreloader] for "
+"more advanced scenarios."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"Adds a resource to the preloader with the given [code]name[/code]. If a "
+"resource with the given [code]name[/code] already exists, the new resource "
+"will be renamed to \"[code]name[/code] N\" where N is an incrementing number "
+"starting from 2."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid "Returns the resource associated to [code]name[/code]."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid "Returns the list of resources inside the preloader."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"Returns [code]true[/code] if the preloader contains a resource associated to "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"Removes the resource associated to [code]name[/code] from the preloader."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"Renames a resource inside the preloader from [code]name[/code] to "
+"[code]newname[/code]."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid "Singleton for saving Godot-specific resource types."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Singleton for saving Godot-specific resource types to the filesystem.\n"
+"It uses the many [ResourceFormatSaver] classes registered in the engine "
+"(either built-in or from a plugin) to save engine-specific resource data to "
+"text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files "
+"(e.g. [code].res[/code] or [code].scn[/code])."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Returns the list of extensions available for saving a resource of a given "
+"type."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Saves a resource to disk to the given path, using a [ResourceFormatSaver] "
+"that recognizes the resource object.\n"
+"The [code]flags[/code] bitmask can be specified to customize the save "
+"behavior.\n"
+"Returns [constant OK] on success."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid "Save the resource with a path relative to the scene which uses it."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid "Bundles external resources."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Changes the [member Resource.resource_path] of the saved resource to match "
+"its new location."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Do not save editor-specific metadata (identified by their [code]__editor[/"
+"code] prefix)."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid "Save as big endian (see [member File.endian_swap])."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only "
+"available for binary resource types."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Take over the paths of the saved subresources (see [method Resource."
+"take_over_path])."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml
+msgid "A custom effect for use with [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml
+msgid ""
+"A custom effect for use with [RichTextLabel].\n"
+"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be "
+"defined as a member variable called [code]bbcode[/code] in the script.\n"
+"[codeblock]\n"
+"# The RichTextEffect will be usable like this: `[example]Some text[/"
+"example]`\n"
+"var bbcode = \"example\"\n"
+"[/codeblock]\n"
+"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one "
+"[RichTextEffect], it will continuously process the effect unless the project "
+"is paused. This may impact battery life negatively."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml
+msgid ""
+"Override this method to modify properties in [code]char_fx[/code]. The "
+"method must return [code]true[/code] if the character could be transformed "
+"successfully. If the method returns [code]false[/code], it will skip "
+"transformation to avoid displaying broken text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Label that displays rich text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Rich text can contain custom text, fonts, images and some basic formatting. "
+"The label manages these as an internal tag stack. It also adapts itself to "
+"given width/heights.\n"
+"[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and "
+"reconstruct it from the property's contents. Any edits made to [member "
+"bbcode_text] will erase previous edits made from other manual sources such "
+"as [method append_bbcode] and the [code]push_*[/code] / [method pop] "
+"methods.\n"
+"[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For "
+"example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], "
+"use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n"
+"[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n"
+"[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to "
+"horizontally align text to the center. Instead, enable [member "
+"bbcode_enabled] and surround the text in a [code][center][/code] tag as "
+"follows: [code][center]Example[/center][/code]. There is currently no built-"
+"in way to vertically align text either, but this can be emulated by relying "
+"on anchors/containers and the [member fit_content_height] property.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "BBCode in RichTextLabel"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "GUI Rich Text/BBcode Demo"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds an image's opening and closing tags to the tag stack, optionally "
+"providing a [code]width[/code] and [code]height[/code] to resize the image.\n"
+"If [code]width[/code] or [code]height[/code] is set to 0, the image size "
+"will be adjusted in order to keep the original aspect ratio."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds raw non-BBCode-parsed text to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
+"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
+"previous [method append_bbcode] call. This is done to improve performance, "
+"especially when updating large RichTextLabels since rebuilding the whole "
+"BBCode every time would be slower. If you absolutely need to close a tag in "
+"a future method call, append the [member bbcode_text] instead of using "
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the height of the content."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Returns the total number of newlines in the tag stack's text tags. Considers "
+"wrapped text as one line."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Returns the total number of characters from text tags. Does not include "
+"BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the number of visible lines."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Installs a custom effect. [code]effect[/code] should be a valid "
+"[RichTextEffect]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a newline tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The assignment version of [method append_bbcode]. Clears the tag stack and "
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Terminates the current tag. Use after [code]push_*[/code] methods to close "
+"BBCodes manually. Does not need to follow [code]add_*[/code] methods."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds an [code][align][/code] tag based on the given [code]align[/code] "
+"value. See [enum Align] for possible values."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][font][/code] tag with a bold font to the tag stack. This is "
+"the same as adding a [code][b][/code] tag if not currently in a [code][i][/"
+"code] tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][font][/code] tag with a bold italics font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]"
+"[table][/code] tag. See [method push_table] for details."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][color][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
+"its duration."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/"
+"code] by current [member tab_size] to determine new margin length."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][font][/code] tag with a italics font to the tag stack. This is "
+"the same as adding a [code][i][/code] tag if not currently in a [code][b][/"
+"code] tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes "
+"[code][ol][/code] or [code][ul][/code], but supports more list types. Not "
+"fully implemented!"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]"
+"[url=something]{text}[/url][/code], but supports non-[String] metadata types."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][s][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][table=columns][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][u][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Removes a line of content from the label. Returns [code]true[/code] if the "
+"line exists.\n"
+"The [code]line[/code] argument is the index of the line to remove, it can "
+"take values in the interval [code][0, get_line_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Scrolls the window's top line to match [code]line[/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Edits the selected column's expansion options. If [code]expand[/code] is "
+"[code]true[/code], the column expands in proportion to its expansion ratio "
+"versus the other columns' ratios.\n"
+"For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width "
+"would expand 30 and 40 pixels, respectively.\n"
+"If [code]expand[/code] is [code]false[/code], the column will not contribute "
+"to the total ratio."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the label uses BBCode formatting.\n"
+"[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method "
+"add_text] will reset this to [code]false[/code]. Use instead [method "
+"append_bbcode] to preserve BBCode formatting."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The label's text in BBCode format. Is not representative of manual "
+"modifications to the internal tag stack. Erases changes made by other "
+"methods when edited.\n"
+"[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with "
+"[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) "
+"as it replaces the whole text and can cause slowdowns. It will also erase "
+"all BBCode that was added to stack using [code]push_*[/code] methods. Use "
+"[method append_bbcode] for adding text instead, unless you absolutely need "
+"to close a tag that was opened in an earlier method call."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The currently installed custom effects. This is an array of "
+"[RichTextEffect]s.\n"
+"To add a custom effect, it's more convenient to use [method install_effect]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the label's height will be automatically updated to "
+"fit its content.\n"
+"[b]Note:[/b] This property is used as a workaround to fix issues with "
+"[RichTextLabel] in [Container]s, but it's unreliable in some cases and will "
+"be removed in future versions."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the label underlines meta tags such as [code][url]"
+"{text}[/url][/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "If [code]true[/code], the label uses the custom font color."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The range of characters to display, as a [float] between 0.0 and 1.0. When "
+"assigned an out of range value, it's the same as assigning 1.0.\n"
+"[b]Note:[/b] Setting this property updates [member visible_characters] based "
+"on current [method get_total_character_count]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
+"code] does not block scrolling completely. See [method scroll_to_line]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the window scrolls down to display new content "
+"automatically."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "If [code]true[/code], the label allows text selection."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The number of spaces associated with a single tab length. Does not affect "
+"[code]\\t[/code] in text tags, only indent tags."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The raw text of the label.\n"
+"When set, clears the tag stack and adds a raw text tag to the top of it. "
+"Does not parse BBCodes. Does not modify [member bbcode_text]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The restricted number of characters to display in the label. If [code]-1[/"
+"code], all characters will be displayed.\n"
+"[b]Note:[/b] Setting this property updates [member percent_visible] based on "
+"current [method get_total_character_count]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Triggered when the user clicks on content between meta tags. If the meta is "
+"defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the "
+"parameter for this signal will be a [String] type. If a particular type or "
+"an object is desired, the [method push_meta] method must be used to manually "
+"insert the data into the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Triggers when the mouse exits a meta tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Triggers when the mouse enters a meta tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Makes text left aligned."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Makes text centered."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Makes text right aligned."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Makes text fill width."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Each list item has a number marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Each list item has a letter marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Each list item has a filled circle marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The default text color."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The color of selected text, used when [member selection_enabled] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The color of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The color of the selection box."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The vertical space between lines."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around "
+"the whole text as an outline."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The horizontal offset of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The vertical offset of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The horizontal separation of elements in a table."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The vertical separation of elements in a table."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The font used for bold text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The font used for bold italics text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The font used for italics text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The font used for monospace text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The default text font."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The background used when the [RichTextLabel] is focused."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The normal background for the [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/RID.xml
+msgid "Handle for a [Resource]'s unique ID."
+msgstr ""
+
+#: doc/classes/RID.xml
+msgid ""
+"The RID type is used to access the unique integer ID of a resource. They are "
+"opaque, which means they do not grant access to the associated resource by "
+"themselves. They are used by and with the low-level Server classes such as "
+"[VisualServer]."
+msgstr ""
+
+#: doc/classes/RID.xml
+msgid ""
+"Creates a new RID instance with the ID of a given resource. When not handed "
+"a valid resource, silently stores the unused ID 0."
+msgstr ""
+
+#: doc/classes/RID.xml
+msgid "Returns the ID of the referenced resource."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Physics Body whose position is determined through physics simulation in 3D "
+"space."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"This is the node that implements full 3D physics. This means that you do not "
+"control a RigidBody directly. Instead, you can apply forces to it (gravity, "
+"impulses, etc.), and the physics simulation will calculate the resulting "
+"movement, collision, bouncing, rotating, etc.\n"
+"A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and "
+"Kinematic.\n"
+"[b]Note:[/b] Don't change a RigidBody's position every frame or very often. "
+"Sporadic changes work fine, but physics runs at a different granularity "
+"(fixed Hz) than usual rendering (process callback) and maybe even in a "
+"separate thread, so changing this from a process loop may result in strange "
+"behavior. If you need to directly affect the body's state, use [method "
+"_integrate_forces], which allows you to directly access the physics state.\n"
+"If you need to override the default physics behavior, you can write a custom "
+"force integration function. See [member custom_integrator].\n"
+"With Bullet physics (the default), the center of mass is the RigidBody3D "
+"center. With GodotPhysics, the center of mass is the average of the "
+"[CollisionShape] centers."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Called during physics processing, allowing you to read and safely modify the "
+"simulation state for the object. By default, it works in addition to the "
+"usual physics behavior, but the [member custom_integrator] property allows "
+"you to disable the default behavior and do fully custom force integration "
+"for a body."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Adds a constant directional force (i.e. acceleration) without affecting "
+"rotation.\n"
+"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Adds a constant directional force (i.e. acceleration).\n"
+"The position uses the rotation of the global coordinate system, but is "
+"centered at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Adds a constant rotational force (i.e. a motor) without affecting position."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Applies a directional impulse without affecting rotation.\n"
+"This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts. The "
+"position uses the rotation of the global coordinate system, but is centered "
+"at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Applies a torque impulse which will be affected by the body mass and shape. "
+"This will rotate the body around the [code]impulse[/code] vector passed."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Returns [code]true[/code] if the specified linear or rotational axis is "
+"locked."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+msgid ""
+"Returns a list of the bodies colliding with this one. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of collisions is updated once per frame and before the "
+"physics step. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Returns the inverse inertia tensor basis. This is used to calculate the "
+"angular acceleration resulting from a torque applied to the RigidBody."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Locks the specified linear or rotational axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
+"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's rotation in the X axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's rotation in the Y axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's rotation in the Z axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's movement in the X axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's movement in the Y axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's movement in the Z axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
+msgid ""
+"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
+"[code]1[/code] (full bounciness).\n"
+"Deprecated, use [member PhysicsMaterial.bounce] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"If [code]true[/code], the body can enter sleep mode when there is no "
+"movement. See [member sleeping].\n"
+"[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its "
+"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
+"manually by setting its [member sleeping] property to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"If [code]true[/code], the RigidBody will emit signals when it collides with "
+"another RigidBody. See also [member contacts_reported]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The maximum number of contacts that will be recorded. Requires [member "
+"contact_monitor] to be set to [code]true[/code].\n"
+"[b]Note:[/b] The number of contacts is different from the number of "
+"collisions. Collisions between parallel edges will result in two contacts "
+"(one at each end), and collisions between parallel faces will result in four "
+"contacts (one at each corner)."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"If [code]true[/code], continuous collision detection is used.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided. "
+"Continuous collision detection is more precise, and misses fewer impacts by "
+"small, fast-moving objects. Not using continuous collision detection is "
+"faster to compute, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"If [code]true[/code], internal force integration will be disabled (like "
+"gravity or air friction) for this body. Other than collision response, the "
+"body will only move as determined by the [method _integrate_forces] "
+"function, if defined."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The body's friction, from 0 (frictionless) to 1 (max friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"This is multiplied by the global 3D gravity setting found in [b]Project > "
+"Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For "
+"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
+"and 0.5 will apply half gravity to this object."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The body's linear damp. Cannot be less than -1.0. If this value is different "
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
+"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The body's linear velocity in units per second. Can be used sporadically, "
+"but [b]don't set this every frame[/b], because physics may run in another "
+"thread and runs at a different granularity. Use [method _integrate_forces] "
+"as your process loop for precise control of the body state."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+msgid "The body's mass."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "The body mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
+msgid ""
+"The physics material override for the body.\n"
+"If a material is assigned to this property, it will be used instead of any "
+"other physics material, such as an inherited one."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+msgid ""
+"If [code]true[/code], the body will not move and will not calculate forces "
+"until woken up by another body through, for example, a collision, or by "
+"using the [method apply_impulse] or [method add_force] methods."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The body's weight based on its mass and the global 3D gravity. Global values "
+"are set in [b]Project > Project Settings > Physics > 3d[/b]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Emitted when a collision with another [PhysicsBody] or [GridMap] occurs. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Emitted when the collision with another [PhysicsBody] or [GridMap] ends. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Emitted when one of this RigidBody's [Shape]s collides with another "
+"[PhysicsBody] or [GridMap]'s [Shape]s. Requires [member contact_monitor] to "
+"be set to [code]true[/code] and [member contacts_reported] to be set high "
+"enough to detect all the collisions. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
+"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the other "
+"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
+"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
+"[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code].\n"
+"[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
+"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
+"[ConcavePolygonShape] with Bullet physics if you need shape indices."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Emitted when the collision between one of this RigidBody's [Shape]s and "
+"another [PhysicsBody] or [GridMap]'s [Shape]s ends. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
+"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s "
+"are detected if the Meshes have [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the other "
+"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
+"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
+"[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code].\n"
+"[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
+"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
+"[ConcavePolygonShape] with Bullet physics if you need shape indices."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when the physics engine changes the body's sleeping state.\n"
+"[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
+"signal. It is only emitted if the sleeping state is changed by the physics "
+"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
+"affected by forces, and can move, rotate, and be affected by user code."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Static mode. The body behaves like a [StaticBody], and can only move by user "
+"code."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Character body mode. This behaves like a rigid body, but can not rotate."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
+"move by user code."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "A body that is controlled by the 2D physics engine."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"This node implements simulated 2D physics. You do not control a RigidBody2D "
+"directly. Instead, you apply forces to it (gravity, impulses, etc.) and the "
+"physics simulation calculates the resulting movement based on its mass, "
+"friction, and other physical properties.\n"
+"A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and "
+"Kinematic.\n"
+"[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or "
+"[code]linear_velocity[/code] every frame or even very often. If you need to "
+"directly affect the body's state, use [method _integrate_forces], which "
+"allows you to directly access the physics state.\n"
+"Please also keep in mind that physics bodies manage their own transform "
+"which overwrites the ones you set. So any direct or indirect transformation "
+"(including scaling of the node or its parent) will be visible in the editor "
+"only, and immediately reset at runtime.\n"
+"If you need to override the default physics behavior or add a transformation "
+"at runtime, you can write a custom force integration. See [member "
+"custom_integrator].\n"
+"The center of mass is always located at the node's origin without taking "
+"into account the [CollisionShape2D] centroid offsets."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "2D Physics Platformer Demo"
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml
+msgid "Instancing Demo"
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Allows you to read and safely modify the simulation state for the object. "
+"Use this instead of [method Node._physics_process] if you need to directly "
+"change the body's [code]position[/code] or other physics properties. By "
+"default, it works in addition to the usual physics behavior, but [member "
+"custom_integrator] allows you to disable the default behavior and write "
+"custom force integration for a body."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts (use "
+"the \"_force\" functions otherwise). The position uses the rotation of the "
+"global coordinate system, but is centered at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Sets the body's velocity on the given axis. The velocity in the given vector "
+"axis will be set as the given vector length. This is useful for jumping "
+"behavior."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given vector. [code]margin[/code] increases the size of the shapes involved "
+"in the collision detection, and [code]result[/code] is an object of type "
+"[Physics2DTestMotionResult], which contains additional information about the "
+"collision (should there be one)."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
+"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
+"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "The body's total applied force."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "The body's total applied torque."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"If [code]true[/code], the body can enter sleep mode when there is no "
+"movement. See [member sleeping].\n"
+"[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its "
+"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
+"manually by setting its [member sleeping] property to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"If [code]true[/code], the body will emit signals when it collides with "
+"another RigidBody2D. See also [member contacts_reported]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The maximum number of contacts that will be recorded. Requires [member "
+"contact_monitor] to be set to [code]true[/code].\n"
+"[b]Note:[/b] The number of contacts is different from the number of "
+"collisions. Collisions between parallel edges will result in two contacts "
+"(one at each end)."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Continuous collision detection mode.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide instead of moving it and correcting its movement after collision. "
+"Continuous collision detection is slower, but more precise and misses fewer "
+"collisions with small, fast-moving objects. Raycasting and shapecasting "
+"methods are available. See [enum CCDMode] for details."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"If [code]true[/code], internal force integration is disabled for this body. "
+"Aside from collision response, the body will only move as determined by the "
+"[method _integrate_forces] function."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The body's friction. Values range from [code]0[/code] (frictionless) to "
+"[code]1[/code] (maximum friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Multiplies the gravity applied to the body. The body's gravity is calculated "
+"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
+"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The body's moment of inertia. This is like mass, but for rotation: it "
+"determines how much torque it takes to rotate the body. The moment of "
+"inertia is usually computed automatically from the mass and the shapes, but "
+"this function allows you to set a custom value. Set 0 inertia to return to "
+"automatically computing it."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
+"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
+"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The body's linear velocity in pixels per second. Can be used sporadically, "
+"but [b]don't set this every frame[/b], because physics may run in another "
+"thread and runs at a different granularity. Use [method _integrate_forces] "
+"as your process loop for precise control of the body state."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "The body's mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The body's weight based on its mass and the [b]Default Gravity[/b] value in "
+"[b]Project > Project Settings > Physics > 2d[/b]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when one of this RigidBody2D's [Shape2D]s collides with another "
+"[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] "
+"to be set to [code]true[/code] and [member contacts_reported] to be set high "
+"enough to detect all the collisions. [TileMap]s are detected if the "
+"[TileSet] has Collision [Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the other "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this "
+"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
+"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when the collision between one of this RigidBody2D's [Shape2D]s and "
+"another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the other "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this "
+"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
+"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Rigid mode. The body behaves as a physical object. It collides with other "
+"bodies and responds to forces applied to it. This is the default mode."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Character mode. Similar to [constant MODE_RIGID], but the body can not "
+"rotate."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
+"by code."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Continuous collision detection disabled. This is the fastest way to detect "
+"body collisions, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Continuous collision detection enabled using raycasting. This is faster than "
+"shapecasting but less precise."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Continuous collision detection enabled using shapecasting. This is the "
+"slowest CCD method and the most precise."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid "Room node, used to group objects together locally for [Portal] culling."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid ""
+"The [Portal] culling system requires levels to be built using objects "
+"grouped together by location in areas called [Room]s. In many cases these "
+"will correspond to actual rooms in buildings, but not necessarily (a canyon "
+"area may be treated as a room).\n"
+"Any [VisualInstance] that is a child or grandchild of a [Room] will be "
+"assigned to that room, if the [code]portal_mode[/code] of that "
+"[VisualInstance] is set to [code]STATIC[/code] (does not move) or "
+"[code]DYNAMIC[/code] (moves only within the room).\n"
+"Internally the room boundary must form a [b]convex hull[/b], and by default "
+"this is determined automatically by the geometry of the objects you place "
+"within the room.\n"
+"You can alternatively precisely specify a [b]manual bound[/b]. If you place "
+"a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn "
+"off the bound generation from geometry, and instead use the vertices of this "
+"MeshInstance to directly calculate a convex hull during the conversion stage "
+"(see [RoomManager]).\n"
+"In order to see from one room into an adjacent room, [Portal]s must be "
+"placed over non-occluded openings between rooms. These will often be placed "
+"over doors and windows."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid ""
+"If [code]points[/code] are set, the [Room] bounding convex hull will be "
+"built from these points. If no points are set, the room bound will either be "
+"derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/"
+"code]), or from the geometry within the room.\n"
+"Note that you can use the [code]Generate Points[/code] editor button to get "
+"started. This will use either the geometry or manual bound to generate the "
+"room hull, and save the resulting points, allowing you to edit them to "
+"further refine the bound."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid ""
+"The [code]simplify[/code] value determines to what degree room hulls "
+"(bounds) are simplified, by removing similar planes. A value of 0 gives no "
+"simplification, 1 gives maximum simplification."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid ""
+"The room hull simplification can either use the default value set in the "
+"[RoomManager], or override this and use the per room setting."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml
+msgid "Groups [Room]s together to allow common functionality."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml
+msgid ""
+"Although [Room] behavior can be specified individually, sometimes it is "
+"faster and more convenient to write functionality for a group of rooms.\n"
+"[RoomGroup]s should be placed as children of the [b]room list[/b] (the "
+"parent [Node] of your [Room]s), and [Room]s should be placed in turn as "
+"children of a [RoomGroup] in order to assign them to the RoomGroup.\n"
+"A [RoomGroup] can for example be used to specify [Room]s that are "
+"[b]outside[/b], and switch on or off a directional light, sky, or rain "
+"effect as the player enters / exits the area.\n"
+"[RoomGroup]s receive [b]gameplay callbacks[/b] when the "
+"[code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or "
+"[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] "
+"(see [RoomManager] for details)."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml
+msgid ""
+"This priority will be applied to [Room]s within the group. The [Room] "
+"priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] "
+"another room or rooms.\n"
+"When the [Camera] is within more than one room (regular and internal), the "
+"higher priority room will take precedence. So with for example, a house "
+"inside a terrain 'room', you would make the house higher priority, so that "
+"when the camera is within the house, the house is used as the source room, "
+"but outside the house, the terrain room would be used instead."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid "The RoomManager node is used to control the portal culling system."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"In order to utilize the portal occlusion culling system, you must build your "
+"level using [Room]s and [Portal]s. Before these can be used at runtime, they "
+"must undergo a short conversion process to build the [code]room graph[/"
+"code], runtime data needed for portal culling. The [code]room graph[/code] "
+"is controlled by the [RoomManager] node, and the [RoomManager] also contains "
+"settings that are common throughout the portal system."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"This function clears all converted data from the [b]room graph[/b]. Use this "
+"before unloading a level, when transitioning from level to level, or "
+"returning to a main menu."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"This is the most important function in the whole portal culling system. "
+"Without it, the system cannot function.\n"
+"First it goes through every [Room] that is a child of the [code]room list[/"
+"code] node (and [RoomGroup]s within) and converts and adds it to the "
+"[code]room graph[/code].\n"
+"This works for both [Room] nodes, and [Spatial] nodes that follow a special "
+"naming convention. They should begin with the prefix [i]'Room_'[/i], "
+"followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. "
+"This will automatically convert such [Spatial]s to [Room] nodes for you. "
+"This is useful if you want to build you entire room system in e.g. Blender, "
+"and reimport multiple times as you work on the level.\n"
+"The conversion will try to assign [VisualInstance]s that are children and "
+"grandchildren of the [Room] to the room. These should be given a suitable "
+"[code]portal mode[/code] (see the [CullInstance] documentation). The default "
+"[code]portal mode[/code] is [code]STATIC[/code] - objects which are not "
+"expected to move while the level is played, which will typically be most "
+"objects.\n"
+"The conversion will usually use the geometry of these [VisualInstance]s (and "
+"the [Portal]s) to calculate a convex hull bound for the room. These bounds "
+"will be shown in the editor with a wireframe. Alternatively you can specify "
+"a manual custom bound for any room, see the [Room] documentation.\n"
+"By definition, [Camera]s within a room can see everything else within the "
+"room (that is one advantage to using convex hulls). However, in order to see "
+"from one room into adjacent rooms, you must place [Portal]s, which represent "
+"openings that the camera can see through, like windows and doors.\n"
+"[Portal]s are really just specialized [MeshInstance]s. In fact you will "
+"usually first create a portal by creating a [MeshInstance], especially a "
+"[code]plane[/code] mesh instance. You would move the plane in the editor to "
+"cover a window or doorway, with the front face pointing outward from the "
+"room. To let the conversion process know you want this mesh to be a portal, "
+"again we use a special naming convention. [MeshInstance]s to be converted to "
+"a [Portal] should start with the prefix [i]'Portal_'[/i].\n"
+"You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow "
+"the system to automatically detect the nearest [Room] to link. In most cases "
+"this will work fine.\n"
+"An alternative method is to specify the [Room] to link to manually, "
+"appending a suffix to the portal name, which should be the name of the room "
+"you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to "
+"link to the room named [i]'Room_lounge'[/i].\n"
+"There is a special case here - Godot does not allow two nodes to share the "
+"same name. What if you want to manually have more than one portal leading "
+"into the same room? Surely they will need to both be called, e.g. "
+"[i]'Portal_lounge'[/i]?\n"
+"The solution is a wildcard character. After the room name, if you use the "
+"character [i]'*'[/i], this character and anything following it will be "
+"ignored. So you can use for example [i]'Portal_lounge*0'[/i], "
+"[i]'Portal_lounge*1'[/i] etc.\n"
+"Note that [Portal]s that have already been converted to [Portal] nodes "
+"(rather than [MeshInstance]s) still need to follow the same naming "
+"convention, as they will be relinked each time during conversion.\n"
+"It is recommended that you only place objects in rooms that are desired to "
+"stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] "
+"or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and "
+"[code]ROAMING[/code] objects are best placed in another part of the scene "
+"tree, to avoid confusion. See [CullInstance] for a full description of "
+"portal modes."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Switches the portal culling system on and off.\n"
+"It is important to note that when portal culling is active, it is "
+"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
+"more difficult to use, so switching the active flag is intended to be used "
+"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"Switching to [code]active[/code] will have no effect when the [code]room "
+"graph[/code] is unloaded (the rooms have not yet been converted)."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Large objects can 'sprawl' over (be present in) more than one room. It can "
+"be useful to visualize which objects are sprawling outside the current "
+"room.\n"
+"Toggling this setting turns this debug view on and off."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Usually we don't want objects that only [b]just[/b] cross a boundary into an "
+"adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has "
+"an extra margin, or tolerance zone where objects can enter without sprawling "
+"to a neighbouring room.\n"
+"In most cases you can set this here for all portals. It is possible to "
+"override the margin for each portal."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"When using a partial or full PVS, the gameplay monitor allows you to receive "
+"callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/"
+"b]. The gameplay area is defined as either the primary, or secondary PVS.\n"
+"These callbacks allow you to, for example, reduce processing for objects "
+"that are far from the player, or turn on and off AI.\n"
+"You can either choose to receive callbacks as notifications through the "
+"[code]_notification[/code] function, or as signals.\n"
+"[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n"
+"[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n"
+"Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]"
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"If enabled, the system will attempt to merge similar meshes (particularly in "
+"terms of materials) within [Room]s during conversion. This can significantly "
+"reduce the number of drawcalls and state changes required during rendering, "
+"albeit at a cost of reduced culling granularity.\n"
+"[b]Note:[/b] This operates at runtime during the conversion process, and "
+"will only operate on exported or running projects, in order to prevent "
+"accidental alteration to the scene and loss of data."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"When converting rooms, the editor will warn you if overlap is detected "
+"between rooms. Overlap can interfere with determining the room that cameras "
+"and objects are within. A small amount can be acceptable, depending on your "
+"level. Here you can alter the threshold at which the editor warning appears. "
+"There are no other side effects."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Portal rendering is recursive - each time a portal is seen through an "
+"earlier portal there is some cost. For this reason, and to prevent the "
+"possibility of infinite loops, this setting provides a hard limit on the "
+"recursion depth.\n"
+"[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Portal culling normally operates using the current [Camera] / [Camera]s, "
+"however for debugging purposes within the editor, you can use this setting "
+"to override this behavior and force it to use a particular camera to get a "
+"better idea of what the occlusion culling is doing."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Optionally during conversion the potentially visible set (PVS) of rooms that "
+"are potentially visible from each room can be calculated. This can be used "
+"either to aid in dynamic portal culling, or to totally replace portal "
+"culling.\n"
+"In [code]Full[/code] PVS Mode, all objects within the potentially visible "
+"rooms will be frustum culled, and rendered if they are within the view "
+"frustum."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"In order to reduce processing for roaming objects, an expansion is applied "
+"to their AABB as they move. This expanded volume is used to calculate which "
+"rooms the roaming object is within. If the object's exact AABB is still "
+"within this expanded volume on the next move, there is no need to reprocess "
+"the object, which can save considerable CPU.\n"
+"The downside is that if the expansion is too much, the object may end up "
+"unexpectedly sprawling into neighbouring rooms and showing up where it might "
+"otherwise be culled.\n"
+"In order to balance roaming performance against culling accuracy, this "
+"expansion margin can be customized by the user. It will typically depend on "
+"your room and object sizes, and movement speeds. The default value should "
+"work reasonably in most circumstances."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"During the conversion process, the geometry of objects within [Room]s, or a "
+"custom specified manual bound, are used to generate a [b]convex hull bound[/"
+"b].\n"
+"This convex hull is [b]required[/b] in the visibility system, and is used "
+"for many purposes. Most importantly, it is used to decide whether the "
+"[Camera] (or an object) is within a [Room]. The convex hull generating "
+"algorithm is good, but occasionally it can create too many (or too few) "
+"planes to give a good representation of the room volume.\n"
+"The [code]room_simplify[/code] value can be used to gain fine control over "
+"this process. It determines how similar planes can be for them to be "
+"considered the same (and duplicates removed). The value can be set between 0 "
+"(no simplification) and 1 (maximum simplification).\n"
+"The value set here is the default for all rooms, but individual rooms can "
+"override this value if desired.\n"
+"The room convex hulls are shown as a wireframe in the editor."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"For the [Room] conversion process to succeed, you must point the "
+"[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which "
+"we refer to as the [code]roomlist[/code] (the roomlist is not a special node "
+"type, it is normally just a [Spatial])."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"When receiving gameplay callbacks when objects enter and exit gameplay, the "
+"[b]gameplay area[/b] can be defined by either the primary PVS (potentially "
+"visible set) of [Room]s, or the secondary PVS (the primary PVS and their "
+"neighbouring [Room]s).\n"
+"Sometimes using the larger gameplay area of the secondary PVS may be "
+"preferable."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Use only [Portal]s at runtime to determine visibility. PVS will not be "
+"generated at [Room]s conversion, and gameplay notifications cannot be used."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Use a combination of PVS and [Portal]s to determine visibility (this is "
+"usually fastest and most accurate)."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Use only the PVS (potentially visible set) of [Room]s to determine "
+"visibility."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "Editor-only helper for setting up root motion in [AnimationTree]."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid ""
+"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
+"is used to give impulse to a character. When working with 3D animations, a "
+"popular technique is for animators to use the root skeleton bone to give "
+"motion to the rest of the skeleton. This allows animating characters in a "
+"way where steps actually match the floor below. It also allows precise "
+"interaction with objects during cinematics. See also [AnimationTree].\n"
+"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
+"hidden automatically in the running project, and will also be converted to a "
+"plain [Node] in the running project. This means a script attached to a "
+"[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of "
+"[code]extends RootMotionView[/code]. Additionally, it must not be a "
+"[code]tool[/code] script."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "Using AnimationTree - Root motion"
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "Path to an [AnimationTree] node to use as a basis for root motion."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "The grid's cell size in 3D units."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "The grid's color."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid ""
+"The grid's radius in 3D units. The grid's opacity will fade gradually as the "
+"distance from the origin increases until this [member radius] is reached."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid ""
+"If [code]true[/code], the grid's points will all be on the same Y coordinate "
+"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
+"coordinate is preserved."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "A script interface to a scene file's data."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Maintains a list of resources, nodes, exported, and overridden properties, "
+"and built-in scripts associated with a scene.\n"
+"This class cannot be instantiated directly, it is retrieved for a given "
+"scene as the result of [method PackedScene.get_state]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the list of bound parameters for the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the number of signal connections in the scene.\n"
+"The [code]idx[/code] argument used to query connection metadata in other "
+"[code]get_connection_*[/code] methods in the interval [code][0, "
+"get_connection_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the connection flags for the signal at [code]idx[/code]. See [enum "
+"Object.ConnectFlags] constants."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "Returns the method connected to the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "Returns the name of the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the node that owns the signal at [code]idx[/code], "
+"relative to the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the node that owns the method connected to the signal at "
+"[code]idx[/code], relative to the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the number of nodes in the scene.\n"
+"The [code]idx[/code] argument used to query node data in other "
+"[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
+"1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the list of group names associated with the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the node's index, which is its position relative to its siblings. "
+"This is only relevant and saved in scenes for cases where new nodes are "
+"added to an instanced or inherited scene among siblings from the base scene. "
+"Despite the name, this index is not related to the [code]idx[/code] argument "
+"used here and in other methods."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns a [PackedScene] for the node at [code]idx[/code] (i.e. the whole "
+"branch starting at this node, with its child nodes and resources), or "
+"[code]null[/code] if the node is not an instance."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the represented scene file if the node at [code]idx[/"
+"code] is an [InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "Returns the name of the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the owner of the node at [code]idx[/code], relative to "
+"the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the node at [code]idx[/code].\n"
+"If [code]for_parent[/code] is [code]true[/code], returns the path of the "
+"[code]idx[/code] node's parent instead."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the number of exported or overridden properties for the node at "
+"[code]idx[/code].\n"
+"The [code]prop_idx[/code] argument used to query node property data in other "
+"[code]get_node_property_*[/code] methods in the interval [code][0, "
+"get_node_property_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the name of the property at [code]prop_idx[/code] for the node at "
+"[code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the value of the property at [code]prop_idx[/code] for the node at "
+"[code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "Returns the type of the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns [code]true[/code] if the node at [code]idx[/code] is an "
+"[InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"If passed to [method PackedScene.instance], blocks edits to the scene state."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"If passed to [method PackedScene.instance], provides inherited scene "
+"resources to the local scene.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"If passed to [method PackedScene.instance], provides local scene resources "
+"to the local scene. Only the main scene should receive the main edit state.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"If passed to [method PackedScene.instance], it's similar to [constant "
+"GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated "
+"to be the base of another one.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Manages the game loop via a hierarchy of nodes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"As one of the most important classes, the [SceneTree] manages the hierarchy "
+"of nodes in a scene as well as scenes themselves. Nodes can be added, "
+"retrieved and removed. The whole scene tree (and thus the current scene) can "
+"be paused. Scenes can be loaded, switched and reloaded.\n"
+"You can also use the [SceneTree] to organize your nodes into groups: every "
+"node can be assigned as many groups as you want to create, e.g. an \"enemy\" "
+"group. You can then iterate these groups or even call methods and set "
+"properties on all the group's members at once.\n"
+"[SceneTree] is the default [MainLoop] implementation used by scenes, and is "
+"thus in charge of the game loop."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Calls [code]method[/code] on each member of the given group. You can pass "
+"arguments to [code]method[/code] by specifying them at the end of the method "
+"call. This method is equivalent of calling [method call_group_flags] with "
+"[constant GROUP_CALL_DEFAULT] flag.\n"
+"[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 "
+"arguments passed to this method in total).\n"
+"[b]Note:[/b] Due to design limitations, [method call_group] will fail "
+"silently if one of the arguments is [code]null[/code].\n"
+"[b]Note:[/b] [method call_group] will always call methods with an one-frame "
+"delay, in a way similar to [method Object.call_deferred]. To call methods "
+"immediately, use [method call_group_flags] with the [constant "
+"GROUP_CALL_REALTIME] flag."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Calls [code]method[/code] on each member of the given group, respecting the "
+"given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] "
+"by specifying them at the end of the method call.\n"
+"[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 "
+"arguments passed to this method in total).\n"
+"[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail "
+"silently if one of the arguments is [code]null[/code].\n"
+"[codeblock]\n"
+"# Call the method immediately and in reverse order.\n"
+"get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree."
+"GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Changes the running scene to the one at the given [code]path[/code], after "
+"loading it into a [PackedScene] and creating a new instance.\n"
+"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the "
+"[code]path[/code] cannot be loaded into a [PackedScene], or [constant "
+"ERR_CANT_CREATE] if that scene cannot be instantiated.\n"
+"[b]Note:[/b] The scene change is deferred, which means that the new scene "
+"node is added on the next idle frame. You won't be able to access it "
+"immediately after the [method change_scene] call."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Changes the running scene to a new instance of the given [PackedScene].\n"
+"Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene "
+"cannot be instantiated.\n"
+"[b]Note:[/b] The scene change is deferred, which means that the new scene "
+"node is added on the next idle frame. You won't be able to access it "
+"immediately after the [method change_scene_to] call."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after "
+"the given time in seconds elapsed in this [SceneTree]. If "
+"[code]pause_mode_process[/code] is set to [code]false[/code], pausing the "
+"[SceneTree] will also pause the timer.\n"
+"Commonly used to create a one-shot delay timer as in the following example:\n"
+"[codeblock]\n"
+"func some_function():\n"
+" print(\"start\")\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(\"end\")\n"
+"[/codeblock]\n"
+"The timer will be automatically freed after its time elapses."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns the current frame number, i.e. the total frame count since the "
+"application started."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns the peer IDs of all connected peers of this [SceneTree]'s [member "
+"network_peer]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns the number of nodes in this [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns a list of all nodes assigned to the given group."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns the sender's peer ID for the most recently received RPC call."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns [code]true[/code] if the given group exists."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns [code]true[/code] if the most recent [InputEvent] was marked as "
+"handled with [method set_input_as_handled]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in "
+"server mode (listening for connections)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Sends the given notification to all members of the [code]group[/code]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Sends the given notification to all members of the [code]group[/code], "
+"respecting the given [enum GroupCallFlags]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Queues the given object for deletion, delaying the call to [method Object."
+"free] to after the current frame."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Quits the application at the end of the current iteration. A process "
+"[code]exit_code[/code] can optionally be passed as an argument. If this "
+"argument is [code]0[/code] or greater, it will override the [member OS."
+"exit_code] defined before quitting the application.\n"
+"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
+"iOS Human Interface Guidelines, the user is expected to close apps via the "
+"Home button."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Reloads the currently active scene.\n"
+"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
+"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
+"current_scene] cannot be loaded into a [PackedScene], or [constant "
+"ERR_CANT_CREATE] if the scene cannot be instantiated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Sets the given [code]property[/code] to [code]value[/code] on all members of "
+"the given group."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Sets the given [code]property[/code] to [code]value[/code] on all members of "
+"the given group, respecting the given [enum GroupCallFlags]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Marks the most recent [InputEvent] as handled."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "The current scene."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], collision shapes will be visible when running the game "
+"from the editor for debugging purposes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], navigation polygons will be visible when running the "
+"game from the editor for debugging purposes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "The root of the edited scene."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "The default [MultiplayerAPI] instance for this [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code] (default value), enables automatic polling of the "
+"[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n"
+"If [code]false[/code], you need to manually call [method MultiplayerAPI."
+"poll] to process network packets and deliver RPCs/RSETs. This allows running "
+"RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) "
+"and for manual [Mutex] protection when accessing the [MultiplayerAPI] from "
+"threads."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"The peer object to handle the RPC system (effectively enabling networking "
+"when set). Depending on the peer itself, the [SceneTree] will become a "
+"network server (check with [method is_network_server]) and will set the root "
+"node's network mode to master, or it will become a regular peer with the "
+"root node set to puppet. All child nodes are set to inherit the network mode "
+"by default. Handling of networking-related events (connection, "
+"disconnection, new clients) is done by connecting to [SceneTree]'s signals."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the [SceneTree] is paused. Doing so will have the "
+"following behavior:\n"
+"- 2D and 3D physics will be stopped. This includes signals and collision "
+"detection.\n"
+"- [method Node._process], [method Node._physics_process] and [method Node."
+"_input] will not be called anymore in nodes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
+"incoming connections."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "The [SceneTree]'s root [Viewport]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], font oversampling is enabled. This means that "
+"[DynamicFont]s will be rendered at higher or lower size than configured "
+"based on the viewport's scaling ratio. For example, in a viewport scaled "
+"with a factor 1.5, a font configured with size 14 would be rendered with "
+"size 21 ([code]14 * 1.5[/code]).\n"
+"[b]Note:[/b] Font oversampling is only used if the viewport stretch mode is "
+"[constant STRETCH_MODE_VIEWPORT], and if the stretch aspect mode is "
+"different from [constant STRETCH_ASPECT_IGNORE].\n"
+"[b]Note:[/b] This property is set automatically for the active [SceneTree] "
+"when the project starts based on the configuration of [code]rendering/"
+"quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The "
+"property can however be overridden at runtime as needed."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] successfully "
+"connected to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] fails to establish "
+"a connection to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted when files are dragged from the OS file manager and dropped in the "
+"game window. The arguments are a list of file paths and the identifier of "
+"the screen where the drag originated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Emitted whenever global menu item is clicked."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted immediately before [method Node._process] is called on every node in "
+"the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] connects with a "
+"new peer. ID is the peer ID of the new peer. Clients get notified when other "
+"clients connect to the same server. Upon connecting to a server, a client "
+"also receives this signal for the server (with ID being 1)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a "
+"peer. Clients get notified when other clients disconnect from the same "
+"server."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Emitted whenever a node is added to the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted when a node's configuration changed. Only emitted in [code]tool[/"
+"code] mode."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Emitted whenever a node is removed from the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Emitted whenever a node is renamed."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted immediately before [method Node._physics_process] is called on every "
+"node in the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted when the screen resolution (fullscreen) or window size (windowed) "
+"changes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] disconnected from "
+"server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever the [SceneTree] hierarchy changed (children being moved or "
+"renamed, etc.)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Call a group with no flags (default)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Call a group in reverse scene order."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Call a group immediately (calls are normally made on idle)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Call a group only once even if the call is executed many times."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "No stretching."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Render stretching in higher resolution (interpolated)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Keep the specified display resolution. No interpolation. Content may appear "
+"pixelated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Fill the window with the content stretched to cover excessive space. Content "
+"may appear stretched."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Retain the same aspect ratio by padding with black bars on either axis. This "
+"prevents distortion."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Expand vertically. Left/right black bars may appear if the window is too "
+"wide."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Expand horizontally. Top/bottom black bars may appear if the window is too "
+"tall."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Expand in both directions, retaining the same aspect ratio. This prevents "
+"distortion while avoiding black bars."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml
+msgid "One-shot timer."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml
+msgid ""
+"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
+"completion. See also [method SceneTree.create_timer].\n"
+"As opposed to [Timer], it does not require the instantiation of a node. "
+"Commonly used to create a one-shot delay timer as in the following example:\n"
+"[codeblock]\n"
+"func some_function():\n"
+" print(\"Timer started.\")\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(\"Timer ended.\")\n"
+"[/codeblock]\n"
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml
+msgid "The time remaining (in seconds)."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml
+msgid "Emitted when the timer reaches 0."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "A class stored as a resource."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"A class stored as a resource. A script extends the functionality of all "
+"objects that instance it.\n"
+"The [code]new[/code] method of a script subclass creates a new instance. "
+"[method Object.set_script] extends an existing object, if that object's "
+"class matches one of the script's base classes."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns [code]true[/code] if the script can be instanced."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the script directly inherited by this script."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the script's base type."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the default value of the specified property."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns a dictionary containing constant names and their values."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the list of methods in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the list of properties in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the list of user signals defined in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"Returns [code]true[/code] if the script, or a base class, defines a signal "
+"with the given name."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns [code]true[/code] if the script contains non-empty source code."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"Returns [code]true[/code] if [code]base_object[/code] is an instance of this "
+"script."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"Returns [code]true[/code] if the script is a tool script. A tool script can "
+"run in the editor."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Reloads the script's class implementation. Returns an error code."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"The script source code or an empty string if source code is not available. "
+"When set, does not reload the class implementation automatically."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml
+msgid "The Editor's popup dialog for creating new [Script] files."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml
+msgid ""
+"The [ScriptCreateDialog] creates script files according to a given template "
+"for a given scripting language. The standard use is to configure its fields "
+"prior to calling one of the [method Popup.popup] methods.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n"
+" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
+"# For script types\n"
+" dialog.popup_centered()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml
+msgid "Prefills required fields to configure the ScriptCreateDialog for use."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml
+msgid "Emitted when the user clicks the OK button."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid "Godot editor's script editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_script_editor]."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid "Returns a [Script] that is currently active in editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Returns an array with all [Script] objects which are currently open in "
+"editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid "Goes to the specified line in the current script."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Opens the script create dialog. The script will extend [code]base_name[/"
+"code]. The file extension can be omitted from [code]base_path[/code]. It "
+"will be added based on the selected scripting language."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Reload all currently opened scripts from disk in case the file contents are "
+"newer."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Emitted when user changed active script. Argument is a freshly activated "
+"[Script]."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Emitted when editor is about to close the active script. Argument is a "
+"[Script] that is going to be closed."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml
+msgid "Base class for scroll bars."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml
+msgid ""
+"Scrollbars are a [Range]-based [Control], that display a draggable area (the "
+"size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) "
+"versions are available."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml
+msgid ""
+"Overrides the step used when clicking increment and decrement buttons or "
+"when using arrow keys when the [ScrollBar] is focused."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml
+msgid "Emitted when the scrollbar is being scrolled."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "A helper node for displaying scrollable elements such as lists."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"A ScrollContainer node meant to contain a [Control] child. ScrollContainers "
+"will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or "
+"both) when needed and will only draw the Control within the ScrollContainer "
+"area. Scrollbars will automatically be drawn at the right (for vertical) or "
+"bottom (for horizontal) and will enable dragging to move the viewable "
+"Control (and its children) within the ScrollContainer. Scrollbars will also "
+"automatically resize the grabber based on the [member Control.rect_min_size] "
+"of the Control relative to the ScrollContainer. Works great with a [Panel] "
+"control. You can set [code]EXPAND[/code] on the children's size flags, so "
+"they will upscale to the ScrollContainer's size if it's larger (scroll is "
+"invisible for the chosen dimension)."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"Ensures the given [code]control[/code] is visible (must be a direct or "
+"indirect child of the ScrollContainer). Used by [member follow_focus].\n"
+"[b]Note:[/b] This will not work on a node that was just added during the "
+"same frame. If you want to scroll to a newly added child, you must wait "
+"until the next frame using [signal SceneTree.idle_frame]:\n"
+"[codeblock]\n"
+"add_child(child_node)\n"
+"yield(get_tree(), \"idle_frame\")\n"
+"ensure_control_visible(child_node)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to disable the horizontal scrollbar, use "
+"[member scroll_horizontal_enabled]. If you want to only hide it instead, use "
+"its [member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to disable the vertical scrollbar, use "
+"[member scroll_vertical_enabled]. If you want to only hide it instead, use "
+"its [member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"If [code]true[/code], the ScrollContainer will automatically scroll to "
+"focused children (including indirect children) to make sure they are fully "
+"visible."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "The current horizontal scroll value."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "If [code]true[/code], enables horizontal scrolling."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "The current vertical scroll value."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "If [code]true[/code], enables vertical scrolling."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "Emitted when scrolling stops."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "Emitted when scrolling is started."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "The background [StyleBox] of the [ScrollContainer]."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml
+msgid "Segment shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml
+msgid ""
+"Segment shape for 2D collisions. Consists of two points, [code]a[/code] and "
+"[code]b[/code]."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml
+msgid "The segment's first point position."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml
+msgid "The segment's second point position."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid "A synchronization semaphore."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"A synchronization semaphore which can be used to synchronize multiple "
+"[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. "
+"For a binary version, see [Mutex]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Separator.xml
+msgid "Base class for separators."
+msgstr ""
+
+#: doc/classes/Separator.xml
+msgid ""
+"Separator is a [Control] used for separating other controls. It's purely a "
+"visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) "
+"versions are available."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid "A custom shader program."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"This class allows you to define a custom shader program that can be used by "
+"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for "
+"rendering objects or updating particle information. For a detailed "
+"explanation and usage, please see the tutorials linked below."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns the texture that is set as default for the specified parameter.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], "
+"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns [code]true[/code] if the shader has this param defined as a uniform "
+"in its code.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Sets the default texture to be used with a texture uniform. The default is "
+"used if a texture is not set in the [ShaderMaterial].\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns the shader's code as the user has written it, not the full generated "
+"code used internally."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns the shader's custom defines. Custom defines can be used in Godot to "
+"add GLSL preprocessor directives (e.g: extensions) required for the shader "
+"logic.\n"
+"[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so "
+"care should be taken when using them."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid "Mode used to draw all 3D objects."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid "Mode used to draw all 2D objects."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Mode used to calculate particle information on a per-particle basis. Not "
+"used for drawing."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid "A material that uses a custom [Shader] program."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"A material that uses a custom [Shader] program to render either items to "
+"screen or process particles. You can create multiple materials for the same "
+"shader but configure different values for the uniforms defined in the "
+"shader.\n"
+"[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
+"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
+"emit light in a [GIProbe]."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"Returns the current value set for this material of a uniform in the shader."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"Returns [code]true[/code] if the property identified by [code]name[/code] "
+"can be reverted to a default value."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"Returns the default value of the material property with given [code]name[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"Changes the value set for this material of a uniform in the shader.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid "The [Shader] program used to render this material."
+msgstr ""
+
+#: doc/classes/Shape.xml
+msgid "Base class for all 3D shape resources."
+msgstr ""
+
+#: doc/classes/Shape.xml
+msgid ""
+"Base class for all 3D shape resources. Nodes that inherit from this can be "
+"used as shapes for a [PhysicsBody] or [Area] objects."
+msgstr ""
+
+#: doc/classes/Shape.xml
+msgid ""
+"Returns the [ArrayMesh] used to draw the debug collision for this [Shape]."
+msgstr ""
+
+#: doc/classes/Shape.xml
+msgid ""
+"The collision margin for the shape. Used in Bullet Physics only.\n"
+"Collision margins allow collision detection to be more efficient by adding "
+"an extra shell around shapes. Collision algorithms are more expensive when "
+"objects overlap by more than their margin, so a higher value for margins is "
+"better for performance, at the cost of accuracy around edges as it makes "
+"them less sharp."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid "Base class for all 2D shapes."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid "Base class for all 2D shapes. All 2D shape types inherit from this."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Returns [code]true[/code] if this shape is colliding with another.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), and the transformation matrix of that shape "
+"([code]shape_xform[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), and the transformation matrix of that shape "
+"([code]shape_xform[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Returns whether this shape would collide with another, if a given movement "
+"was applied.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the movement to test on this shape "
+"([code]local_motion[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), the transformation matrix of that shape "
+"([code]shape_xform[/code]), and the movement to test onto the other object "
+"([code]shape_motion[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the movement to test on this shape "
+"([code]local_motion[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), the transformation matrix of that shape "
+"([code]shape_xform[/code]), and the movement to test onto the other object "
+"([code]shape_motion[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled "
+"with the specified [code]color[/code]. The exact drawing method is specific "
+"for each shape and cannot be configured."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid "The shape's custom solver bias."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid "A shortcut for binding input."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid ""
+"A shortcut for binding input.\n"
+"Shortcuts are commonly used for interacting with a [Control] element from a "
+"[InputEvent]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid "Returns the shortcut's [InputEvent] as a [String]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid ""
+"Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid "If [code]true[/code], this shortcut is valid."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid ""
+"The shortcut's [InputEvent].\n"
+"Generally the [InputEvent] is a keyboard key, though it can be any "
+"[InputEvent]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Skeleton for characters and animated objects."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Skeleton provides a hierarchical interface for managing bones, including "
+"pose, rest and animation (see [Animation]). It can also use ragdoll "
+"physics.\n"
+"The overall transform of a bone with respect to the skeleton is determined "
+"by the following hierarchical order: rest pose, custom pose and pose.\n"
+"Note that \"global pose\" below refers to the overall transform of the bone "
+"with respect to skeleton, so it not the actual global/world transform of the "
+"bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Adds a bone, with name [code]name[/code]. [method get_bone_count] will "
+"become the bone index."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "[i]Deprecated soon.[/i]"
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Clear all the bones in this skeleton."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Returns the bone index that matches [code]name[/code] as its name."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Returns the amount of bones in the skeleton."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the custom pose of the specified bone. Custom pose is applied on top "
+"of the rest pose."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the overall transform of the specified bone, with respect to the "
+"skeleton. Being relative to the skeleton frame, this is not the actual "
+"\"global\" transform of the bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the overall transform of the specified bone, with respect to the "
+"skeleton, but without any global pose overrides. Being relative to the "
+"skeleton frame, this is not the actual \"global\" transform of the bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Returns the name of the bone at index [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the bone index which is the parent of the bone at [code]bone_idx[/"
+"code]. If -1, then bone has no parent.\n"
+"[b]Note:[/b] The parent bone returned will always be less than "
+"[code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the pose transform of the specified bone. Pose is applied on top of "
+"the custom pose, which is applied on top the rest pose."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Returns the rest transform for a bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Sets the bone index [code]parent_idx[/code] as the parent of the bone at "
+"[code]bone_idx[/code]. If -1, then bone has no parent.\n"
+"[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Sets the pose transform for bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Sets the rest transform for bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid "Skeleton for 2D characters and animated objects."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid ""
+"Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of "
+"[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and "
+"acts as a single point of access to its bones."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid ""
+"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The "
+"object to return is identified by the parameter [code]idx[/code]. Bones are "
+"indexed by descending the node hierarchy from top to bottom, adding the "
+"children of each branch before moving to the next sibling."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid ""
+"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
+"Skeleton2D."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid "Returns the [RID] of a Skeleton2D instance."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
+"certain point in 3D by rotating all bones in the chain accordingly."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
+"certain point in 3D by rotating all bones in the chain accordingly. A "
+"typical scenario for IK in games is to place a characters feet on the ground "
+"or a characters hands on a currently hold object. SkeletonIK uses "
+"FabrikInverseKinematic internally to solve the bone chain and applies the "
+"results to the [Skeleton] [code]bones_global_pose_override[/code] property "
+"for all affected bones in the chain. If fully applied this overwrites any "
+"bone transform from [Animation]s or bone custom poses set by users. The "
+"applied amount can be controlled with the [code]interpolation[/code] "
+"property.\n"
+"[codeblock]\n"
+"# Apply IK effect automatically on every new frame (not the current)\n"
+"skeleton_ik_node.start()\n"
+"\n"
+"# Apply IK effect only on the current frame\n"
+"skeleton_ik_node.start(true)\n"
+"\n"
+"# Stop IK effect and reset bones_global_pose_override on Skeleton\n"
+"skeleton_ik_node.stop()\n"
+"\n"
+"# Apply full IK effect\n"
+"skeleton_ik_node.set_interpolation(1.0)\n"
+"\n"
+"# Apply half IK effect\n"
+"skeleton_ik_node.set_interpolation(0.5)\n"
+"\n"
+"# Apply zero IK effect (a value at or below 0.01 also removes "
+"bones_global_pose_override on Skeleton)\n"
+"skeleton_ik_node.set_interpolation(0.0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Returns the parent [Skeleton] Node that was present when SkeletonIK entered "
+"the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node "
+"when SkeletonIK entered the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Returns [code]true[/code] if SkeletonIK is applying IK effects on continues "
+"frames to the [Skeleton] bones. Returns [code]false[/code] if SkeletonIK is "
+"stopped or [method start] was used with the [code]one_time[/code] parameter "
+"set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Starts applying IK effects on each frame to the [Skeleton] bones but will "
+"only take effect starting on the next frame. If [code]one_time[/code] is "
+"[code]true[/code], this will take effect immediately but also reset on the "
+"next frame."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Stops applying IK effects on each frame to the [Skeleton] bones and also "
+"calls [method Skeleton.clear_bones_global_pose_override] to remove existing "
+"overrides on all bones."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Interpolation value for how much the IK results are applied to the current "
+"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton "
+"bone transforms completely while a value of [code]0.0[/code] will visually "
+"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls "
+"[method Skeleton.clear_bones_global_pose_override]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Secondary target position (first is [member target] property or [member "
+"target_node]) for the IK chain. Use magnet position (pole target) to control "
+"the bending of the IK chain. Only works if the bone chain has more than 2 "
+"bones. The middle chain bone position will be linearly interpolated with the "
+"magnet position."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Number of iteration loops used by the IK solver to produce more accurate "
+"(and elegant) bone chain results."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"The minimum distance between bone and goal target. If the distance is below "
+"this value, the IK solver stops further iterations."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"If [code]true[/code] overwrites the rotation of the tip bone with the "
+"rotation of the [member target] (or [member target_node] if defined)."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid "The name of the current root bone, the first bone in the IK chain."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"First target of the IK chain where the tip bone is placed and, if [member "
+"override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
+"[member target_node] path is available the nodes transform is used instead "
+"and this property is ignored."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Target node [NodePath] for the IK chain. If available, the node's current "
+"[Transform] is used instead of the [member target] property."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"The name of the current tip bone, the last bone in the IK chain placed at "
+"the [member target] transform (or [member target_node] if defined)."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"If [code]true[/code], instructs the IK solver to consider the secondary "
+"magnet target (pole target) when calculating the bone chain. Use the magnet "
+"position (pole target) to control the bending of the IK chain."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "The base class for [PanoramaSky] and [ProceduralSky]."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid ""
+"The [Sky]'s radiance map size. The higher the radiance map size, the more "
+"detailed the lighting from the [Sky] will be.\n"
+"See [enum RadianceSize] constants for values.\n"
+"[b]Note:[/b] You will only benefit from high radiance sizes if you have "
+"perfectly sharp reflective surfaces in your project and are not using "
+"[ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member "
+"radiance_size] to the default value is the best compromise between visuals "
+"and performance. Be careful when using high radiance size values as these "
+"can cause crashes on low-end GPUs."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 32×32 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 64×64 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 128×128 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 256×256 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 512×512 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid ""
+"Radiance texture size is 1024×1024 pixels.\n"
+"[b]Note:[/b] [constant RADIANCE_SIZE_1024] is not exposed in the inspector "
+"as it is known to cause GPU hangs on certain systems."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid ""
+"Radiance texture size is 2048×2048 pixels.\n"
+"[b]Note:[/b] [constant RADIANCE_SIZE_2048] is not exposed in the inspector "
+"as it is known to cause GPU hangs on certain systems."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Represents the size of the [enum RadianceSize] enum."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid "Base class for GUI sliders."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"Base class for GUI sliders.\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"If [code]true[/code], the slider can be interacted with. If [code]false[/"
+"code], the value can be changed only by code."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid "If [code]true[/code], the value can be changed using the mouse wheel."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"Number of ticks displayed on the slider, including border ticks. Ticks are "
+"uniformly-distributed value markers."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"If [code]true[/code], the slider will display ticks for minimum and maximum "
+"values."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"Emitted when dragging stops. If [code]value_changed[/code] is true, [member "
+"Range.value] is different from the value when you started the dragging."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid "Emitted when dragging is started."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid "Slider between two PhysicsBodies in 3D."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"Slides across the X axis of the pivot object. See also [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"The amount of damping of the rotation when the limit is surpassed.\n"
+"A lower damping value allows a rotation initiated by body A to travel to "
+"body B slower."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution of the rotation when the limit is surpassed.\n"
+"Does not affect damping."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"A factor applied to the all rotation once the limit is surpassed.\n"
+"Makes all rotation slower when between 0 and 1."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid "A factor applied to the all rotation in the limits."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"A factor applied to the all rotation across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"The amount of damping that happens once the limit defined by [member "
+"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
+"surpassed."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution once the limits are surpassed. The lower, the more "
+"velocity-energy gets lost."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "A soft mesh physics body."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"A deformable physics body. Used to create elastic or deformable objects such "
+"as cloth, rubber, or other flexible materials.\n"
+"[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not "
+"recommended to use them for things that can affect gameplay (such as a "
+"player character made entirely out of soft bodies)."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "Returns local translation of a vertex in the surface array."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "Returns [code]true[/code] if vertex is set to pinned."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"Sets the pinned state of a surface vertex. When set to [code]true[/code], "
+"the optional [code]attachment_path[/code] can define a [Spatial] the pinned "
+"vertex will be attached to."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"The physics layers this SoftBody is in.\n"
+"Collidable objects can exist in any of 32 different layers. These layers "
+"work like a tagging system, and are not visual. A collidable can use these "
+"layers to select with which objects it can collide, using the collision_mask "
+"property.\n"
+"A contact is detected if object A is in any of the layers that object B "
+"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to "
+"[code]false[/code] to pause the physics simulation."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"Increasing this value will improve the resulting simulation, but can affect "
+"performance. Use with care."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "The SoftBody's mass."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Most basic 3D game object, parent of all 3D-related nodes."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Most basic 3D game object, with a 3D [Transform] and visibility settings. "
+"All other 3D game objects inherit from Spatial. Use [Spatial] as a parent "
+"node to move, scale, rotate and show/hide children in a 3D project.\n"
+"Affine operations (rotate, scale, translate) happen in parent's local "
+"coordinate system, unless the [Spatial] object is set as top-level. Affine "
+"operations in this coordinate system correspond to direct affine operations "
+"on the [Spatial]'s transform. The word local below refers to this coordinate "
+"system. The coordinate system that is attached to the [Spatial] object "
+"itself is referred to as object-local coordinate system.\n"
+"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
+"parameters must have angles specified as [i]radians[/i]. To convert degrees "
+"to radians, use [method @GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Introduction to 3D"
+msgstr ""
+
+#: doc/classes/Spatial.xml doc/classes/Vector3.xml
+msgid "All 3D Demos"
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
+"parent is not of type [Spatial]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns the current [World] resource this [Spatial] node is registered to."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotates the global (world) transformation around axis, a unit [Vector3], by "
+"specified angle in radians. The rotation axis is in global coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Scales the global (world) transformation by the given [Vector3] scale "
+"factors."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Moves the global (world) transformation by [Vector3] offset. The offset is "
+"in global coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Disables rendering of this node. Changes [member visible] to [code]false[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns whether node notifies about its local transformation changes. "
+"[Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its "
+"local transformation scale."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns whether this node is set as Toplevel, that is whether it ignores its "
+"parent nodes transformations."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns whether the node notifies about its global and local transformation "
+"changes. [Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotates the node so that the local forward axis (-Z) points toward the "
+"[code]target[/code] position.\n"
+"The local up axis (+Y) points as close to the [code]up[/code] vector as "
+"possible while staying perpendicular to the local forward axis. The "
+"resulting transform is orthogonal, and the scale is preserved. Non-uniform "
+"scaling may not work correctly.\n"
+"The [code]target[/code] position cannot be the same as the node's position, "
+"the [code]up[/code] vector cannot be zero, and the direction from the node's "
+"position to the [code]target[/code] vector cannot be parallel to the "
+"[code]up[/code] vector.\n"
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Moves the node to the specified [code]position[/code], and then rotates "
+"itself to point toward the [code]target[/code] as per [method look_at]. "
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Resets this node's transformations (like scale, skew and taper) preserving "
+"its rotation and translation by performing Gram-Schmidt orthonormalization "
+"on this node's [Transform]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotates the local transformation around axis, a unit [Vector3], by specified "
+"angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotates the local transformation around axis, a unit [Vector3], by specified "
+"angle in radians. The rotation axis is in object-local coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Rotates the local transformation around the X axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Rotates the local transformation around the Y axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Rotates the local transformation around the Z axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Scales the local transformation by given 3D scale factors in object-local "
+"coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Makes the node ignore its parents transformations. Node transformations are "
+"only in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
+"transformation scale. Changes to the local transformation scale are "
+"preserved."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Reset all transformations for this node (sets its [Transform] to the "
+"identity matrix)."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Sets whether the node ignores notification that its transformation (global "
+"or local) changed."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Sets whether the node notifies about its local transformation changes. "
+"[Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Sets whether the node notifies about its global and local transformation "
+"changes. [Spatial] will not propagate this by default, unless it is in the "
+"editor context and it has a valid gizmo."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Enables rendering of this node. Changes [member visible] to [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Transforms [code]local_point[/code] from this node's local space to world "
+"space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Transforms [code]global_point[/code] from world space to this node's local "
+"space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Changes the node's position by the given offset [Vector3].\n"
+"Note that the translation [code]offset[/code] is affected by the node's "
+"scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an "
+"offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) "
+"to the X coordinate."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Changes the node's position by the given offset [Vector3] in local space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Updates the [SpatialGizmo] of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] "
+"as custom visualization and editing handles in Editor."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "World space (global) [Transform] of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the local transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the local transformation in degrees, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Local space [Transform] of this node, with respect to the parent node."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Local translation of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"If [code]true[/code], this node is drawn. The node is only visible if all of "
+"its antecedents are visible as well (in other words, [method "
+"is_visible_in_tree] must return [code]true[/code])."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Emitted by portal system gameplay monitor when a node enters the gameplay "
+"area."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Emitted by portal system gameplay monitor when a node exits the gameplay "
+"area."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Emitted when node visibility changes."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification when their global transform "
+"changes. This means that either the current or a parent node changed its "
+"transform.\n"
+"In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first "
+"need to ask for it, with [method set_notify_transform]. The notification is "
+"also sent if the node is in the editor context and it has a valid gizmo."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification when they are registered to new "
+"[World] resource."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification when they are unregistered from "
+"current [World] resource."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Spatial nodes receives this notification when their visibility changes."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification if the portal system gameplay "
+"monitor detects they have entered the gameplay area."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification if the portal system gameplay "
+"monitor detects they have exited the gameplay area."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default 3D rendering material."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"This provides a default material with a wide variety of rendering features "
+"and properties without the need to write shader code. See the tutorial below "
+"for details."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Returns [code]true[/code], if the specified flag is enabled. See [enum "
+"Flags] enumerator for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Returns the [Texture] associated with the specified [enum TextureParam]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the specified [enum Feature]. Many features "
+"that are available in [SpatialMaterial]s need to be enabled before use. This "
+"way the cost for using the feature is only incurred when specified. Features "
+"can also be enabled by setting the corresponding member to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the specified flag. Flags are optional "
+"behavior that can be turned on and off. Only one flag can be enabled at a "
+"time with this function, the flag enumerators cannot be bit-masked together "
+"to enable or disable multiple flags at once. Flags can also be enabled by "
+"setting the corresponding member to [code]true[/code]. See [enum Flags] "
+"enumerator for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets the [Texture] to be used by the specified [enum TextureParam]. This "
+"function is called when setting members ending in [code]*_texture[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The material's base color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture to multiply by [member albedo_color]. Used for basic texturing of "
+"objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The strength of the anisotropy effect. This is multiplied by [member "
+"anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
+"texture contains an alpha channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of "
+"the specular blob and aligns it to tangent space. This is useful for brushed "
+"aluminium and hair reflections.\n"
+"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh "
+"does not contain tangents, the anisotropy effect will appear broken.\n"
+"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
+"texture filtering. Anisotropic texture filtering can be enabled by selecting "
+"a texture in the FileSystem dock, going to the Import dock, checking the "
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that offsets the tangent map for anisotropy calculations and "
+"optionally controls the anisotropy effect (if an alpha channel is present). "
+"The flowmap texture is expected to be a derivative map, with the red channel "
+"representing distortion on the X axis and green channel representing "
+"distortion on the Y axis. Values below 0.5 will result in negative "
+"distortion, whereas values above 0.5 will result in positive distortion.\n"
+"If present, the texture's alpha channel will be used to multiply the "
+"strength of the [member anisotropy] effect. Fully opaque pixels will keep "
+"the anisotropy effect's original strength while fully transparent pixels "
+"will disable the anisotropy effect entirely. The flowmap texture's blue "
+"channel is ignored."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion "
+"darkens areas based on the [member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Amount that ambient occlusion affects lighting from lights. If [code]0[/"
+"code], ambient occlusion only affects ambient light. If [code]1[/code], "
+"ambient occlusion affects lights just as much as it affects ambient light. "
+"This can be used to impact the strength of the ambient occlusion effect, but "
+"typically looks unrealistic."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
+"[member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that defines the amount of ambient occlusion for a given point on "
+"the object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies the channel of the [member ao_texture] in which the ambient "
+"occlusion information is stored. This is useful when you store the "
+"information for multiple effects in a single texture. For example if you "
+"stored metallic in the red channel, roughness in the blue, and ambient "
+"occlusion in the green you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] "
+"is [code]Synchronous[/code] (with or without cache), this determines how "
+"this material must behave in regards to asynchronous shader compilation.\n"
+"[constant ASYNC_MODE_VISIBLE] is the default and the best for most cases."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks "
+"the same as disabling the clearcoat effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], clearcoat rendering is enabled. Adds a secondary "
+"transparent pass to the lighting calculation resulting in an added specular "
+"blob. This makes materials appear as if they have a clear layer on them that "
+"can be either glossy or rough.\n"
+"[b]Note:[/b] Clearcoat rendering is not visible if the material has [member "
+"flags_unshaded] set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets the roughness of the clearcoat pass. A higher value results in a "
+"smoother clearcoat while a lower value results in a rougher clearcoat."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that defines the strength of the clearcoat effect and the glossiness "
+"of the clearcoat. Strength is specified in the red channel while glossiness "
+"is specified in the green channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the shader will read depth texture at multiple points "
+"along the view ray to determine occlusion and parrallax. This can be very "
+"performance demanding, but results in more realistic looking depth mapping."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], depth mapping is enabled (also called \"parallax "
+"mapping\" or \"height mapping\"). See also [member normal_enabled].\n"
+"[b]Note:[/b] Depth mapping is not supported if triplanar mapping is used on "
+"the same material. The value of [member depth_enabled] will be ignored if "
+"[member uv1_triplanar] is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], direction of the binormal is flipped before using in "
+"the depth effect. This may be necessary if you have encoded your binormals "
+"in a way that is conflicting with the depth effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], direction of the tangent is flipped before using in "
+"the depth effect. This may be necessary if you have encoded your tangents in "
+"a way that is conflicting with the depth effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Number of layers to use when using [member depth_deep_parallax] and the view "
+"direction is perpendicular to the surface of the object. A higher number "
+"will be more performance demanding while a lower number may not look as "
+"crisp."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Number of layers to use when using [member depth_deep_parallax] and the view "
+"direction is parallel to the surface of the object. A higher number will be "
+"more performance demanding while a lower number may not look as crisp."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Scales the depth offset effect. A higher number will create a larger depth."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to determine depth at a given pixel. Depth is always stored in "
+"the red channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture that specifies the color of the detail overlay."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies how the [member detail_albedo] should blend with the current "
+"[code]ALBEDO[/code]. See [enum BlendMode] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the detail overlay. Detail is a second texture "
+"that gets mixed over the surface of the object based on [member "
+"detail_mask]. This can be used to add variation to objects, or to blend "
+"between two different albedo/normal textures."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to specify how the detail textures get blended with the base "
+"textures."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that specifies the per-pixel normal of the detail overlay.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
+"layer. See [enum DetailUV] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Distance at which the object appears fully opaque.\n"
+"[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than "
+"[code]distance_fade_min_distance[/code], the behavior will be reversed. The "
+"object will start to fade away at [code]distance_fade_max_distance[/code] "
+"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Distance at which the object starts to become visible. If the object is less "
+"than this distance away, it will be invisible.\n"
+"[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than "
+"[code]distance_fade_max_distance[/code], the behavior will be reversed. The "
+"object will start to fade away at [code]distance_fade_max_distance[/code] "
+"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies which type of fade to use. Can be any of the [enum "
+"DistanceFadeMode]s."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The emitted light's color. See [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the body emits light. Emitting light makes the object "
+"appear brighter. The object can also cast light on other objects if a "
+"[GIProbe] or [BakedLightmap] is used and this object is used in baked "
+"lighting."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The emitted light's strength. See [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets how [member emission] interacts with [member emission_texture]. Can "
+"either add or multiply. See [enum EmissionOperator] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture that specifies how much surface emits light at a given point."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Forces a conversion of the [member albedo_texture] from sRGB space to linear "
+"space."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the object receives no ambient light."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the object receives no shadow that would otherwise be "
+"cast onto it."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the shader will compute extra operations to make sure "
+"the normal stays correct when using a non-uniform scale. Only enable if "
+"using non-uniform scaling."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the object is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], transparency is enabled on the body. See also [member "
+"params_blend_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the object is unaffected by lighting."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], render point size can be changed.\n"
+"[b]Note:[/b] This is only effective for objects whose geometry is point-"
+"based rather than triangle-based. See also [member params_point_size]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the \"shadow to opacity\" render mode where "
+"lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
+"areas are transparent. Useful for overlaying shadows onto a camera feed in "
+"AR."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], lighting is calculated per vertex rather than per "
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], triplanar mapping is calculated in world space rather "
+"than object local space. See also [member uv1_triplanar]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"A high value makes the material appear more like a metal. Non-metals use "
+"their albedo as the diffuse color and add diffuse to the specular "
+"reflection. With non-metals, the reflection appears on top of the albedo "
+"color. Metals use their albedo as a multiplier to the specular reflection "
+"and set the diffuse color to black resulting in a tinted reflection. "
+"Materials work better when fully metal or fully non-metal, values between "
+"[code]0[/code] and [code]1[/code] should only be used for blending between "
+"metal and non-metal sections. To alter the amount of reflection use [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets the size of the specular lobe. The specular lobe is the bright spot "
+"that is reflected from light sources.\n"
+"[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it "
+"should be left at [code]0.5[/code] in most cases. See also [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to specify metallic for an object. This is multiplied by "
+"[member metallic]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies the channel of the [member metallic_texture] in which the metallic "
+"information is stored. This is useful when you store the information for "
+"multiple effects in a single texture. For example if you stored metallic in "
+"the red channel, roughness in the blue, and ambient occlusion in the green "
+"you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], normal mapping is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The strength of the normal map's effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to specify the normal at a given pixel. The "
+"[code]normal_texture[/code] only uses the red and green channels; the blue "
+"and alpha channels are ignored. The normal read from [code]normal_texture[/"
+"code] is oriented around the surface normal provided by the [Mesh].\n"
+"[b]Note:[/b] The mesh must have both normals and tangents defined in its "
+"vertex data. Otherwise, the normal map won't render correctly and will only "
+"appear to darken the whole surface. If creating geometry with [SurfaceTool], "
+"you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
+"generate_tangents] to automatically generate normals and tangents "
+"respectively.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the shader will keep the scale set for the mesh. "
+"Otherwise the scale is lost when billboarding. Only applies when [member "
+"params_billboard_mode] is [constant BILLBOARD_ENABLED]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Controls how the object faces the camera. See [enum BillboardMode].\n"
+"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
+"vector of the camera is not horizontal when the screen is attached to your "
+"head instead of on the table. See [url=https://github.com/godotengine/godot/"
+"issues/41567]GitHub issue #41567[/url] for details."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The material's blend mode.\n"
+"[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
+"transparent pipeline. See [enum BlendMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Which side of the object is not drawn when backfaces are rendered. See [enum "
+"CullMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
+"also [member flags_transparent]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the vertex grow setting. See [member "
+"params_grow_amount]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Grows object vertices in the direction of their normals."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Currently unimplemented in Godot."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The point size in pixels. See [member flags_use_point_size]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The method for rendering the specular blob. See [enum SpecularMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the shader will discard all pixels that have an alpha "
+"value less than [member params_alpha_scissor_threshold]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The number of horizontal frames in the particle sprite sheet. Only enabled "
+"when using [constant BILLBOARD_PARTICLES]. See [member "
+"params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], particle animations are looped. Only enabled when "
+"using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The number of vertical frames in the particle sprite sheet. Only enabled "
+"when using [constant BILLBOARD_PARTICLES]. See [member "
+"params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Distance over which the fade effect takes place. The larger the distance the "
+"longer it takes for an object to fade."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the proximity fade effect is enabled. The proximity "
+"fade effect fades out each pixel based on its distance to another object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the refraction effect is enabled. Refraction distorts "
+"transparency based on light from behind the object. When using the GLES3 "
+"backend, the material's roughness value will affect the blurriness of the "
+"refraction. Higher roughness values will make the refraction look blurrier."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The strength of the refraction effect. Higher values result in a more "
+"distorted appearance for the refraction."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that controls the strength of the refraction per-pixel. Multiplied "
+"by [member refraction_scale]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies the channel of the [member refraction_texture] in which the "
+"refraction information is stored. This is useful when you store the "
+"information for multiple effects in a single texture. For example if you "
+"stored metallic in the red channel, roughness in the blue, and ambient "
+"occlusion in the green you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Sets the strength of the rim lighting effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], rim effect is enabled. Rim lighting increases the "
+"brightness at glancing angles on an object.\n"
+"[b]Note:[/b] Rim lighting is not visible if the material has [member "
+"flags_unshaded] set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to set the strength of the rim lighting effect per-pixel. "
+"Multiplied by [member rim]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The amount of to blend light and albedo color when rendering rim effect. If "
+"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
+"color is used. An intermediate value generally works best."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Surface reflection. A value of [code]0[/code] represents a perfect mirror "
+"while a value of [code]1[/code] completely blurs the reflection. See also "
+"[member metallic]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to control the roughness per-pixel. Multiplied by [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
+"penetrates an object's surface, is scattered, and then emerges."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The strength of the subsurface scattering effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to control the subsurface scattering strength. Stored in the "
+"red texture channel. Multiplied by [member subsurf_scatter_strength]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The color used by the transmission effect. Represents the light passing "
+"through an object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the transmission effect is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to control the transmission effect per-pixel. Added to [member "
+"transmission]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"How much to offset the [code]UV[/code] coordinates. This amount will be "
+"added to [code]UV[/code] in the vertex function. This can be used to offset "
+"a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
+"[code]UV[/code] in the vertex function."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], instead of using [code]UV[/code] textures will use a "
+"triplanar texture lookup to determine how to apply textures. Triplanar uses "
+"the orientation of the object's surface to blend between texture "
+"coordinates. It reads from the source texture 3 times, once for each axis "
+"and then blends between the results based on how closely the pixel aligns "
+"with each axis. This is often used for natural features to get a realistic "
+"blend of materials. Because triplanar texturing requires many more texture "
+"reads per-pixel it is much slower than normal UV texturing. Additionally, "
+"because it is blending the texture between the three axes, it is unsuitable "
+"when you are trying to achieve crisp texturing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"A lower number blends the texture more softly while a higher number blends "
+"the texture more sharply."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"How much to offset the [code]UV2[/code] coordinates. This amount will be "
+"added to [code]UV2[/code] in the vertex function. This can be used to offset "
+"a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
+"[code]UV2[/code] in the vertex function."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], instead of using [code]UV2[/code] textures will use a "
+"triplanar texture lookup to determine how to apply textures. Triplanar uses "
+"the orientation of the object's surface to blend between texture "
+"coordinates. It reads from the source texture 3 times, once for each axis "
+"and then blends between the results based on how closely the pixel aligns "
+"with each axis. This is often used for natural features to get a realistic "
+"blend of materials. Because triplanar texturing requires many more texture "
+"reads per-pixel it is much slower than normal UV texturing. Additionally, "
+"because it is blending the texture between the three axes, it is unsuitable "
+"when you are trying to achieve crisp texturing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the model's vertex colors are processed as sRGB mode."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the vertex color is used as albedo color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel metallic value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel roughness value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel emission color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel normal vector."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel rim value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel clearcoat value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture specifying per-pixel flowmap direction for use with [member "
+"anisotropy]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel ambient occlusion value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel depth."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel subsurface scattering."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel transmission color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel refraction strength."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel detail mask blending value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel detail color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel detail normal."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Represents the size of the [enum TextureParam] enum."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Use [code]UV[/code] with the detail texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Use [code]UV2[/code] with the detail texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member flags_transparent]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member normal_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member rim_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member clearcoat_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member anisotropy_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member ao_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member depth_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member subsurf_scatter_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member transmission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member refraction_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member detail_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Default blend mode. The color of the object is blended over the background "
+"based on the object's alpha value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The color of the object is added to the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The color of the object is subtracted from the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The color of the object is multiplied by the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default depth draw mode. Depth is drawn only for opaque objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Depth draw is calculated for both opaque and transparent objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "No depth draw."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"For transparent objects, an opaque pass is made first with the opaque parts, "
+"then transparency is drawn."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default cull mode. The back of the object is culled when not visible."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The front of the object is culled when not visible."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "No culling is performed."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"No lighting is used on the object. Color comes directly from [code]ALBEDO[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Lighting is calculated per-vertex rather than per-pixel. This can be used to "
+"increase the speed of the shader at the cost of quality."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Vertex color is in sRGB space and needs to be converted to linear. Only "
+"applies in the GLES3 renderer."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Uses point size to alter the size of primitive points. Also changes the "
+"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Object is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Shader will keep the scale set for the mesh. Otherwise the scale is lost "
+"when billboarding. Only applies when [member params_billboard_mode] is "
+"[constant BILLBOARD_ENABLED]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use triplanar texture lookup for all texture lookups that would normally use "
+"[code]UV[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use triplanar texture lookup for all texture lookups that would normally use "
+"[code]UV2[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use [code]UV2[/code] coordinates to look up from the [member "
+"emission_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use world coordinates in the triplanar texture lookup instead of local "
+"coordinates."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Forces the shader to convert albedo from sRGB space to linear space."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Disables receiving shadows from other objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Disables receiving ambient light."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Ensures that normals appear correct, even with non-uniform scaling."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Enables the shadow to opacity feature."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default diffuse scattering algorithm."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Diffuse scattering ignores roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Attempts to use roughness to emulate microsurfacing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default specular blob."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Older specular algorithm, included for compatibility."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Toon blob which changes size based on roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "No specular blob."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Billboard mode is disabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The object's Z axis will always face the camera."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The object's X axis will always face the camera."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Used for particle systems when assigned to [Particles] and [CPUParticles] "
+"nodes. Enables [code]particles_anim_*[/code] properties.\n"
+"The [member ParticlesMaterial.anim_speed] or [member CPUParticles."
+"anim_speed] should also be set to a positive value for the animation to play."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Used to read from the red channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Used to read from the green channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Used to read from the blue channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Used to read from the alpha channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Adds the emission color to the color from the emission texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Multiplies the emission color by the color from the emission texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Do not use distance fade."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Smoothly fades the object out based on each pixel's distance from the camera "
+"using the alpha channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Smoothly fades the object out based on each pixel's distance from the camera "
+"using a dither approach. Dithering discards pixels based on a set pattern to "
+"smoothly fade without enabling transparency. On certain hardware this can be "
+"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Smoothly fades the object out based on the object's distance from the camera "
+"using a dither approach. Dithering discards pixels based on a set pattern to "
+"smoothly fade without enabling transparency. On certain hardware this can be "
+"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The real conditioned shader needed on each situation will be sent for "
+"background compilation. In the meantime, a very complex shader that adapts "
+"to every situation will be used (\"ubershader\"). This ubershader is much "
+"slower to render, but will keep the game running without stalling to "
+"compile. Once shader compilation is done, the ubershader is replaced by the "
+"traditional optimized shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Anything with this material applied won't be rendered while this material's "
+"shader is being compiled.\n"
+"This is useful for optimization, in cases where the visuals won't suffer "
+"from having certain non-essential elements missing during the short time "
+"their shaders are being compiled."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Class representing a spherical [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Full height of the sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid ""
+"If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
+"[b]Note:[/b] To get a regular hemisphere, the height and radius of the "
+"sphere must be equal."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Number of radial segments on the sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Radius of sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Number of segments along the height of the sphere."
+msgstr ""
+
+#: doc/classes/SphereShape.xml
+msgid "Sphere shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/SphereShape.xml
+msgid ""
+"Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or "
+"[Area]. This shape is useful for modeling sphere-like 3D objects."
+msgstr ""
+
+#: doc/classes/SphereShape.xml
+msgid "The sphere's radius. The shape's diameter is double the radius."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid "Numerical input text field."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"SpinBox is a numerical input text field. It allows entering integers and "
+"floats.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var spin_box = SpinBox.new()\n"
+"add_child(spin_box)\n"
+"var line_edit = spin_box.get_line_edit()\n"
+"line_edit.context_menu_enabled = false\n"
+"spin_box.align = LineEdit.ALIGN_RIGHT\n"
+"[/codeblock]\n"
+"The above code will create a [SpinBox], disable context menu on it and set "
+"the text alignment to right.\n"
+"See [Range] class for more options over the [SpinBox].\n"
+"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid "Applies the current value of this [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"Returns the [LineEdit] instance from this [SpinBox]. You can use it to "
+"access properties and methods of [LineEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid "Sets the text alignment of the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
+"read only."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"Adds the specified [code]prefix[/code] string before the numerical value of "
+"the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"Adds the specified [code]suffix[/code] string after the numerical value of "
+"the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "Container for splitting and adjusting."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"Container for splitting two [Control]s vertically or horizontally, with a "
+"grabber that allows adjusting the split offset or ratio."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"Clamps the [member split_offset] value to not go outside the currently "
+"possible minimal and maximum values."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"If [code]true[/code], the area of the first [Control] will be collapsed and "
+"the dragger will be disabled."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"Determines the dragger's visibility. See [enum DraggerVisibility] for "
+"details."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"The initial offset of the splitting between the two [Control]s, with "
+"[code]0[/code] being at the end of the first [Control]."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "Emitted when the dragger is dragged by user."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "The split dragger is visible when the cursor hovers it."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "The split dragger is never visible."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "The split dragger is never visible and its space collapsed."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid "A spotlight, such as a reflector spotlight or a lantern."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid ""
+"A Spotlight is a type of [Light] node that emits lights in a specific "
+"direction, in the shape of a cone. The light is attenuated through the "
+"distance. This attenuation can be configured by changing the energy, radius "
+"and attenuation parameters of [Light].\n"
+"[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh "
+"[i]resource[/i] at once. Consider splitting your level into several meshes "
+"to decrease the likelihood that more than 32 lights will affect the same "
+"mesh resource. Splitting the level mesh will also improve frustum culling "
+"effectiveness, leading to greater performance. If you need to use more "
+"lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
+"rendering/max_lights_per_object] at the cost of shader compilation times."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid "The spotlight's angle in degrees."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid "The spotlight's angular attenuation curve."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid "The spotlight's light energy attenuation curve."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid ""
+"The maximal range that can be reached by the spotlight. Note that the "
+"effectively lit area may appear to be smaller depending on the [member "
+"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
+"the light will never reach anything outside this range."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid "A helper node, mostly used in 3rd person cameras."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"The SpringArm node is a node that casts a ray (or collision shape) along its "
+"z axis and moves all its direct children to the collision point, minus a "
+"margin.\n"
+"The most common use case for this is to make a 3rd person camera that reacts "
+"to collisions in the environment.\n"
+"The SpringArm will either cast a ray, or if a shape is given, it will cast "
+"the shape in the direction of its z axis.\n"
+"If you use the SpringArm as a camera controller for your player, you might "
+"need to exclude the player's collider from the SpringArm's collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"Adds the [PhysicsBody] object with the given [RID] to the list of "
+"[PhysicsBody] objects excluded from the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"Clears the list of [PhysicsBody] objects excluded from the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid "Returns the spring arm's current length."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"Removes the given [RID] from the list of [PhysicsBody] objects excluded from "
+"the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"The layers against which the collision check shall be done. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"When the collision check is made, a candidate length for the SpringArm is "
+"given.\n"
+"The margin is then subtracted to this length and the translation is applied "
+"to the child objects of the SpringArm.\n"
+"This margin is useful for when the SpringArm has a [Camera] as a child node: "
+"without the margin, the [Camera] would be placed on the exact point of "
+"collision, while with the margin the [Camera] would be placed close to the "
+"point of collision."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"The [Shape] to use for the SpringArm.\n"
+"When the shape is set, the SpringArm will cast the [Shape] on its z axis "
+"instead of performing a ray cast."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"The maximum extent of the SpringArm. This is used as a length for both the "
+"ray and the shape cast used internally to calculate the desired position of "
+"the SpringArm's child nodes.\n"
+"To know more about how to perform a shape cast or a ray cast, please consult "
+"the [PhysicsDirectSpaceState] documentation."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "General-purpose sprite node."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"A node that displays a 2D texture. The texture displayed can be a region "
+"from a larger atlas texture, or a frame from a sprite sheet animation."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"Returns a [Rect2] representing the Sprite's boundary in local coordinates. "
+"Can be used to detect if the Sprite was clicked. Example:\n"
+"[codeblock]\n"
+"func _input(event):\n"
+" if event is InputEventMouseButton and event.pressed and event."
+"button_index == BUTTON_LEFT:\n"
+" if get_rect().has_point(to_local(event.position)):\n"
+" print(\"A click!\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"Returns [code]true[/code], if the pixel at the given position is opaque and "
+"[code]false[/code] in other case.\n"
+"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
+"[code]null[/code] or if the given position is invalid."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "If [code]true[/code], texture is centered."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid ""
+"Current frame to display from sprite sheet. [member hframes] or [member "
+"vframes] must be greater than 1."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid ""
+"Coordinates of the frame to display from sprite sheet. This is as an alias "
+"for the [member frame] property. [member hframes] or [member vframes] must "
+"be greater than 1."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid "The number of columns in the sprite sheet."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"The normal map gives depth to the Sprite.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"If [code]true[/code], texture is cut from a larger atlas texture. See "
+"[member region_rect]."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "If [code]true[/code], the outermost pixels get blurred out."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid ""
+"The region of the atlas texture to display. [member region_enabled] must be "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "[Texture] object to draw."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid "The number of rows in the sprite sheet."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid "Emitted when the [member frame] changes."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "Emitted when the [member texture] changes."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml
+msgid "2D sprite node in a 3D world."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml
+msgid ""
+"A node that displays a 2D texture in a 3D environment. The texture displayed "
+"can be a region from a larger atlas texture, or a frame from a sprite sheet "
+"animation."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml
+msgid ""
+"If [code]true[/code], texture will be cut from a larger atlas texture. See "
+"[member region_rect]."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml
+msgid ""
+"[Texture] object to draw. If [member GeometryInstance.material_override] is "
+"used, this will be overridden."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "2D sprite node in 3D environment."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "A node that displays 2D texture information in a 3D environment."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "Returns the rectangle representing this sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "If [code]true[/code], the specified flag will be enabled."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "The direction in which the front of the texture faces."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], texture can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"A color value used to [i]multiply[/i] the texture's colors. Can be used for "
+"mood-coloring or to simulate the color of light.\n"
+"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
+"the [SpriteBase3D], the material override must be configured to take vertex "
+"colors into account for albedo. Otherwise, the color defined in [member "
+"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
+"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
+"shader's [code]fragment()[/code] function."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"The texture's visibility on a scale from [code]0[/code] (fully invisible) to "
+"[code]1[/code] (fully visible). [member opacity] is a multiplier for the "
+"[member modulate] color's alpha channel.\n"
+"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
+"the [SpriteBase3D], the material override must be configured to take vertex "
+"colors into account for albedo. Otherwise, the opacity defined in [member "
+"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
+"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
+"shader's [code]fragment()[/code] function."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "The size of one pixel's width on the sprite to scale it in 3D."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the texture's transparency and the opacity are used to "
+"make those parts of the sprite invisible."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If set, the texture's transparency and the opacity are used to make those "
+"parts of the sprite invisible."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "If set, lights in the environment affect the sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If set, texture can be seen from the back as well, if not, it is invisible "
+"when looking at it from behind."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid ""
+"Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. "
+"Contains frames and animation data for playback.\n"
+"[b]Note:[/b] You can associate a set of normal maps by creating additional "
+"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
+"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
+"code] will make it so the [code]run[/code] animation uses the normal map."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Adds a new animation to the library."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Adds a frame to the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Removes all frames from the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Removes all animations. A \"default\" animation will be created."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid ""
+"Returns [code]true[/code] if the given animation is configured to loop when "
+"it finishes playing. Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid ""
+"Returns an array containing the names associated to each animation. Values "
+"are placed in alphabetical order."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "The animation's speed in frames per second."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Returns the animation's selected frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Returns the number of frames in the animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "If [code]true[/code], the named animation exists."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Removes the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Removes the animation's selected frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Changes the animation's name to [code]newname[/code]."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "If [code]true[/code], the animation will loop."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Sets the texture of the given frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Compatibility property, always equals to an empty array."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid "Static body for 3D physics."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid ""
+"Static body for 3D physics. A static body is a simple body that is not "
+"intended to move. In contrast to [RigidBody], they don't consume any CPU "
+"resources as long as they don't move.\n"
+"Additionally, a constant linear or angular velocity can be set for the "
+"static body, so even if it doesn't move, it affects other bodies as if it "
+"was moving (this is useful for simulating conveyor belts or conveyor wheels)."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid ""
+"The body's constant angular velocity. This does not rotate the body, but "
+"affects other bodies that touch it, as if it was in a state of rotation."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid ""
+"The body's constant linear velocity. This does not move the body, but "
+"affects other bodies that touch it, as if it was in a state of movement."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid ""
+"The body's friction, from 0 (frictionless) to 1 (full friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid "Static body for 2D physics."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid ""
+"Static body for 2D physics. A StaticBody2D is a body that is not intended to "
+"move. It is ideal for implementing objects in the environment, such as walls "
+"or platforms.\n"
+"Additionally, a constant linear or angular velocity can be set for the "
+"static body, which will affect colliding bodies as if it were moving (for "
+"example, a conveyor belt)."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid ""
+"The body's constant angular velocity. This does not rotate the body, but "
+"affects colliding bodies, as if it were rotating."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid ""
+"The body's constant linear velocity. This does not move the body, but "
+"affects colliding bodies, as if it were moving."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid ""
+"The body's friction. Values range from [code]0[/code] (no friction) to "
+"[code]1[/code] (full friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Abstraction and base class for stream-based protocols."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"StreamPeer is an abstraction and base class for stream-based protocols (such "
+"as TCP). It provides an API for sending and receiving data through streams "
+"as raw data or strings."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a signed 16-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a signed 32-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a signed 64-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a signed byte from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Returns the amount of bytes this [StreamPeer] has available."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Returns a chunk data with the received bytes. The amount of bytes to be "
+"received can be requested in the [code]bytes[/code] argument. If not enough "
+"bytes are available, the function will block until the desired amount is "
+"received. This function returns two values, an [enum @GlobalScope.Error] "
+"code and a data array."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a double-precision float from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a single-precision float from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Returns a chunk data with the received bytes. The amount of bytes to be "
+"received can be requested in the \"bytes\" argument. If not enough bytes are "
+"available, the function will return how many were actually received. This "
+"function returns two values, an [enum @GlobalScope.Error] code, and a data "
+"array."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If "
+"[code]bytes[/code] is negative (default) the length will be read from the "
+"stream using the reverse process of [method put_string]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets an unsigned 16-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets an unsigned 32-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets an unsigned 64-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets an unsigned byte from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Gets an UTF-8 string with byte-length [code]bytes[/code] from the stream "
+"(this decodes the string sent as UTF-8). If [code]bytes[/code] is negative "
+"(default) the length will be read from the stream using the reverse process "
+"of [method put_utf8_string]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Gets a Variant from the stream. If [code]allow_objects[/code] is [code]true[/"
+"code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a signed 16-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a signed 32-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a signed 64-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a signed byte into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Sends a chunk of data through the connection, blocking if necessary until "
+"the data is done sending. This function returns an [enum @GlobalScope.Error] "
+"code."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a double-precision float into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a single-precision float into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Sends a chunk of data through the connection. If all the data could not be "
+"sent at once, only part of it will. This function returns two values, an "
+"[enum @GlobalScope.Error] code and an integer, describing how much data was "
+"actually sent."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit "
+"unsigned integer representing its size.\n"
+"[b]Note:[/b] To put an ASCII string without prepending its size, you can use "
+"[method put_data]:\n"
+"[codeblock]\n"
+"put_data(\"Hello world\".to_ascii())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts an unsigned 16-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts an unsigned 32-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts an unsigned 64-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts an unsigned byte into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits "
+"unsigned integer representing its size.\n"
+"[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use "
+"[method put_data]:\n"
+"[codeblock]\n"
+"put_data(\"Hello world\".to_utf8())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/"
+"code] encoding objects is allowed (and can potentially include code)."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"If [code]true[/code], this [StreamPeer] will using big-endian format for "
+"encoding and decoding."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Data buffer stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Data buffer stream peer that uses a byte array as the stream. This object "
+"can be used to handle binary data from network sessions. To handle binary "
+"data stored in files, [File] can be used directly.\n"
+"A [StreamPeerBuffer] object keeps an internal cursor which is the offset in "
+"bytes to the start of the buffer. Get and put operations are performed at "
+"the cursor position and will move the cursor accordingly."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Clears the [member data_array] and resets the cursor."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Returns the current cursor position."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Returns the size of [member data_array]."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Moves the cursor to the specified position. [code]position[/code] must be a "
+"valid index of [member data_array]."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "The underlying data buffer. Setting this value resets the cursor."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "SSL stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"SSL stream peer. This object can be used to connect to an SSL server or "
+"accept a single SSL client connection."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"Accepts a peer connection as a server using the given [code]private_key[/"
+"code] and providing the given [code]certificate[/code] to the client. You "
+"can pass the optional [code]chain[/code] parameter to provide additional CA "
+"chain information along with the certificate."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If "
+"[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will "
+"validate that the certificate presented by the peer matches the "
+"[code]for_hostname[/code].\n"
+"[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not "
+"supported in HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml
+msgid "Disconnects from host."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"Poll the connection to check for incoming bytes. Call this right before "
+"[method StreamPeer.get_available_bytes] for it to work properly."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "A status representing a [StreamPeerSSL] that is disconnected."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "A status representing a [StreamPeerSSL] during handshaking."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "A status representing a [StreamPeerSSL] that is connected to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "A status representing a [StreamPeerSSL] in error state."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"An error status that shows a mismatch in the SSL certificate domain "
+"presented by the host and the domain requested for validation."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "TCP stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"TCP stream peer. This object can be used to connect to TCP servers, or also "
+"is returned by a TCP server."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"Connects to the specified [code]host:port[/code] pair. A hostname will be "
+"resolved if valid. Returns [constant OK] on success or [constant FAILED] on "
+"failure."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "Returns the IP of this peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "Returns the port of this peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "Returns the status of the connection, see [enum Status]."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"Returns [code]true[/code] if this peer is currently connected or is "
+"connecting to a host, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"If [code]enabled[/code] is [code]true[/code], packets will be sent "
+"immediately. If [code]enabled[/code] is [code]false[/code] (the default), "
+"packet transfers will be delayed and combined using [url=https://en."
+"wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n"
+"[b]Note:[/b] It's recommended to leave this disabled for applications that "
+"send large packets or need to transfer a lot of data, as enabling this can "
+"decrease the total available bandwidth."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"The initial status of the [StreamPeerTCP]. This is also the status after "
+"disconnecting."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "A status representing a [StreamPeerTCP] that is connected to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "A status representing a [StreamPeerTCP] in error state."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml
+msgid "A [code].stex[/code] texture."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml
+msgid "A texture that is loaded from a [code].stex[/code] file."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml
+msgid "Loads the texture from the given path."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml
+msgid "The StreamTexture's file path to a [code].stex[/code] file."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Built-in string class."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"This is the built-in string class (and the one used by GDScript). It "
+"supports Unicode and provides all necessary means for string handling. "
+"Strings are reference-counted and use a copy-on-write approach, so passing "
+"them around is cheap in resources."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [bool]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [int]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [float]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Vector2]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Rect2]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Vector3]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Transform2D]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Plane]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Quat]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [AABB]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Basis]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Transform]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Color]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [NodePath]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [RID]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Dictionary]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Array]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns [code]true[/code] if the string begins with the given string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with special characters escaped using the C "
+"language standard."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with escaped characters replaced by their "
+"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/"
+"code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/"
+"code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/"
+"code], [code]\\v[/code].\n"
+"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
+"[code]\\uXXXX[/code] escape sequence."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Changes the case of some letters. Replaces underscores with spaces, adds "
+"spaces before in-word uppercase characters, converts all letters to "
+"lowercase, then capitalizes the first letter and every letter following a "
+"space character. For [code]capitalize camelCase mixed_with_underscores[/"
+"code], it will return [code]Capitalize Camel Case Mixed With Underscores[/"
+"code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-sensitive comparison to another string. Returns [code]-1[/"
+"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
+"equal. \"less than\" or \"greater than\" are determined by the [url=https://"
+"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
+"of each string, which roughly matches the alphabetical order.\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method nocasecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the number of occurrences of substring [code]what[/code] between "
+"[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and "
+"[code]to[/code] equals 0 the whole string will be used. If only [code]to[/"
+"code] equals 0 the remained substring will be used."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the number of occurrences of substring [code]what[/code] (ignoring "
+"case) between [code]from[/code] and [code]to[/code] positions. If "
+"[code]from[/code] and [code]to[/code] equals 0 the whole string will be "
+"used. If only [code]to[/code] equals 0 the remained substring will be used."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with indentation (leading tabs and spaces) "
+"removed. See also [method indent] to add indentation."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if the length of the string equals [code]0[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns [code]true[/code] if the string ends with the given string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Erases [code]chars[/code] characters from the string starting from "
+"[code]position[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Finds the first occurrence of a substring. Returns the starting position of "
+"the substring or [code]-1[/code] if not found. Optionally, the initial "
+"search index can be passed.\n"
+"[b]Note:[/b] If you just want to know whether a string contains a substring, "
+"use the [code]in[/code] operator as follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `false`.\n"
+"if \"i\" in \"team\":\n"
+" pass\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Finds the last occurrence of a substring. Returns the starting position of "
+"the substring or [code]-1[/code] if not found."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Finds the first occurrence of a substring, ignoring case. Returns the "
+"starting position of the substring or [code]-1[/code] if not found. "
+"Optionally, the initial search index can be passed."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Formats the string by replacing all occurrences of [code]placeholder[/code] "
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "If the string is a valid file path, returns the base directory name."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"If the string is a valid file path, returns the full file path without the "
+"extension."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the extension without the leading period character ([code].[/code]) "
+"if the string is a valid file name or path. If the string does not contain "
+"an extension, returns an empty string instead.\n"
+"[codeblock]\n"
+"print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n"
+"print(\"file.txt\".get_extension()) # \"txt\"\n"
+"print(\"file.sample.txt\".get_extension()) # \"txt\"\n"
+"print(\".txt\".get_extension()) # \"txt\"\n"
+"print(\"file.txt.\".get_extension()) # \"\" (empty string)\n"
+"print(\"file.txt..\".get_extension()) # \"\" (empty string)\n"
+"print(\"txt\".get_extension()) # \"\" (empty string)\n"
+"print(\"\".get_extension()) # \"\" (empty string)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "If the string is a valid file path, returns the filename."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Splits a string using a [code]delimiter[/code] and returns a substring at "
+"index [code]slice[/code]. Returns an empty string if the index doesn't "
+"exist.\n"
+"This is a more performant alternative to [method split] for cases when you "
+"need only one element from the array at a fixed index.\n"
+"Example:\n"
+"[codeblock]\n"
+"print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the 32-bit hash value representing the string's contents.\n"
+"[b]Note:[/b] [String]s with equal content will always produce identical hash "
+"values. However, the reverse is not true. Returning identical hash values "
+"does [i]not[/i] imply the strings are equal, because different strings can "
+"have identical hash values due to hash collisions."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts a string containing a hexadecimal number into an integer. "
+"Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" "
+"otherwise [code]0[/code] is returned.\n"
+"[codeblock]\n"
+"print(\"0xff\".hex_to_int()) # Print \"255\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Escapes (encodes) a string to URL friendly format. Also referred to as 'URL "
+"encode'.\n"
+"[codeblock]\n"
+"print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"."
+"http_escape())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL "
+"decode'.\n"
+"[codeblock]\n"
+"print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"."
+"http_unescape())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts [code]size[/code] represented as number of bytes to human-readable "
+"format using internationalized set of data size units, namely: B, KiB, MiB, "
+"GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically "
+"to hold at most 1024 units.\n"
+"[codeblock]\n"
+"var bytes = 133790307\n"
+"var size = String.humanize_size(bytes)\n"
+"print(size) # prints \"127.5 MiB\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with lines indented with [code]prefix[/code].\n"
+"For example, the string can be indented with two tabs using "
+"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The "
+"prefix can be any string so it can also be used to comment out strings with "
+"e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n"
+"[b]Note:[/b] Empty lines are kept empty."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with the substring [code]what[/code] inserted "
+"at the given position."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"If the string is a path to a file or directory, returns [code]true[/code] if "
+"the path is absolute."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"If the string is a path to a file or directory, returns [code]true[/code] if "
+"the path is relative."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string is a subsequence of the given "
+"string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string is a subsequence of the given "
+"string, without considering case."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string is free from characters that aren't "
+"allowed in file names, those being:\n"
+"[code]: / \\ ? * \" | % < >[/code]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains a valid hexadecimal "
+"number. If [code]with_prefix[/code] is [code]true[/code], then a validity of "
+"the hexadecimal number is determined by [code]0x[/code] prefix, for "
+"instance: [code]0xDEADC0DE[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains a valid color in "
+"hexadecimal HTML notation. Other HTML notations such as named colors or "
+"[code]hsl()[/code] colors aren't considered valid by this method and will "
+"return [code]false[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string is a valid identifier. A valid "
+"identifier may contain only letters, digits and underscores ([code]_[/code]) "
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains only a well-formatted IPv4 "
+"or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
+"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/"
+"code] as valid."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Return a [String] which is the concatenation of the [code]parts[/code]. The "
+"separator between elements is the string providing this method.\n"
+"Example:\n"
+"[codeblock]\n"
+"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with special characters escaped using the JSON "
+"standard."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns a number of characters from the left of the string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the string's amount of characters."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with characters removed from the left. The "
+"[code]chars[/code] argument is a string specifying the set of characters to "
+"be removed.\n"
+"[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method "
+"trim_prefix] method that will remove a single prefix string rather than a "
+"set of characters."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
+"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
+"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the MD5 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the MD5 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-insensitive [i]natural order[/i] comparison to another "
+"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater "
+"than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are "
+"determined by the [url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
+"roughly matches the alphabetical order. Internally, lowercase characters "
+"will be converted to uppercase during the comparison.\n"
+"When used for sorting, natural order comparison will order suites of numbers "
+"as expected by most people. If you sort the numbers from 1 to 10 using "
+"natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, "
+"10, 2, 3, ...][/code].\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method nocasecmp_to] and [method casecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-insensitive comparison to another string. Returns [code]-1[/"
+"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
+"equal. \"less than\" or \"greater than\" are determined by the [url=https://"
+"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
+"of each string, which roughly matches the alphabetical order. Internally, "
+"lowercase characters will be converted to uppercase during the comparison.\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method casecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the character code at position [code]at[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Formats a number to have an exact number of [code]digits[/code] after the "
+"decimal point."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Formats a number to have an exact number of [code]digits[/code] before the "
+"decimal point."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Decode a percent-encoded string. See [method percent_encode]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Percent-encodes a string. Encodes parameters in a URL when sending a HTTP "
+"GET request (and bodies of form-urlencoded POST requests)."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"If the string is a path, this concatenates [code]file[/code] at the end of "
+"the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == "
+"\"this/is/path\"[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns original string repeated a number of times. The number of "
+"repetitions is given by the argument."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Replaces occurrences of a case-sensitive substring with the given one inside "
+"the string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Replaces occurrences of a case-insensitive substring with the given one "
+"inside the string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-sensitive search for a substring, but starts from the end of "
+"the string instead of the beginning."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-insensitive search for a substring, but starts from the end "
+"of the string instead of the beginning."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the right side of the string from a given position."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Splits the string by a [code]delimiter[/code] string and returns an array of "
+"the substrings, starting from right.\n"
+"The splits in the returned array are sorted in the same order as the "
+"original string, from left to right.\n"
+"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
+"from the right up to [code]maxsplit[/code]. The default value of 0 means "
+"that all items are split, thus giving the same result as [method split].\n"
+"Example:\n"
+"[codeblock]\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.rsplit(\",\", true, 1)\n"
+"print(some_array.size()) # Prints 2\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with characters removed from the right. The "
+"[code]chars[/code] argument is a string specifying the set of characters to "
+"be removed.\n"
+"[b]Note:[/b] The [code]chars[/code] is not a suffix. See [method "
+"trim_suffix] method that will remove a single suffix string rather than a "
+"set of characters."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the SHA-1 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the SHA-1 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the SHA-256 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the SHA-256 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns a simplified canonical path."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Splits the string by a [code]delimiter[/code] string and returns an array of "
+"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
+"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
+"code] means that all items are split.\n"
+"If you need only one element from the array at a specific index, [method "
+"get_slice] is a more performant option.\n"
+"Example:\n"
+"[codeblock]\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.split(\",\", true, 1)\n"
+"print(some_array.size()) # Prints 2\n"
+"print(some_array[0]) # Prints \"One\"\n"
+"print(some_array[1]) # Prints \"Two,Three,Four\"\n"
+"[/codeblock]\n"
+"If you need to split strings with more complex rules, use the [RegEx] class "
+"instead."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Splits the string in floats by using a delimiter string and returns an array "
+"of the substrings.\n"
+"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
+"split by [code]\",\"[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string stripped of any non-printable character "
+"(including tabulations, spaces and line breaks) at the beginning and the "
+"end. The optional arguments are used to toggle stripping on the left and "
+"right edges respectively."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string stripped of any escape character. These include "
+"all non-printable control characters of the first page of the ASCII table (< "
+"32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/"
+"code] and [code]\\r[/code]) characters, but not spaces."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns part of the string from the position [code]from[/code] with length "
+"[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/"
+"code] will return remaining characters from given position."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts the String (which is a character array) to [PoolByteArray] (which "
+"is an array of bytes). The conversion is faster compared to [method "
+"to_utf8], as this method assumes that all the characters in the String are "
+"ASCII characters."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts a string containing a decimal number into a [code]float[/code]. The "
+"method will stop on the first non-number character except the first [code].[/"
+"code] (decimal point), and [code]e[/code] which is used for exponential.\n"
+"[codeblock]\n"
+"print(\"12.3\".to_float()) # 12.3\n"
+"print(\"1.2.3\".to_float()) # 1.2\n"
+"print(\"12ab3\".to_float()) # 12\n"
+"print(\"1e3\".to_float()) # 1000\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts a string containing an integer number into an [code]int[/code]. The "
+"method will remove any non-number character and stop if it encounters a "
+"[code].[/code].\n"
+"[codeblock]\n"
+"print(\"123\".to_int()) # 123\n"
+"print(\"a1b2c3\".to_int()) # 123\n"
+"print(\"1.2.3\".to_int()) # 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the string converted to lowercase."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the string converted to uppercase."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts the String (which is an array of characters) to [PoolByteArray] "
+"(which is an array of bytes). The conversion is a bit slower than [method "
+"to_ascii], but supports all UTF-8 characters. Therefore, you should prefer "
+"this function over [method to_ascii]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts the String (which is an array of characters) to [PoolByteArray] "
+"(which is an array of bytes)."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Removes a given string from the start if it starts with it or leaves the "
+"string unchanged."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Removes a given string from the end if it ends with it or leaves the string "
+"unchanged."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Removes any characters from the string that are prohibited in [Node] names "
+"([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/"
+"code])."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with special characters escaped using the XML "
+"standard."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with escaped characters replaced by their "
+"meanings according to the XML standard."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Base class for drawing stylized boxes for the UI."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"StyleBox is [Resource] that provides an abstract base class for drawing "
+"stylized boxes for the UI. StyleBoxes are used for drawing the styles of "
+"buttons, line edit backgrounds, tree backgrounds, etc. and also for testing "
+"a transparency mask for pointer signals. If mask test fails on a StyleBox "
+"assigned as mask to a control, clicks and motion signals will go through it "
+"to the one below.\n"
+"[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], "
+"the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], "
+"[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the "
+"[code]focus[/code] [StyleBox] more reusable across different nodes."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Returns the size of this [StyleBox] without the margins."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Returns the [CanvasItem] that handles its [constant CanvasItem."
+"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Returns the default value of the specified [enum Margin]."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Returns the content margin offset for the specified [enum Margin].\n"
+"Positive values reduce size inwards, unlike [Control]'s margin values."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Returns the minimum size that this stylebox can be shrunk to."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Returns the \"offset\" of a stylebox. This helper function returns a value "
+"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
+"get_margin(MARGIN_TOP))[/code]."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Sets the default value of the specified [enum Margin] to given [code]offset[/"
+"code] in pixels."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Test a position in a rectangle, return whether it passes the mask test."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"The bottom margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the bottom.\n"
+"If this value is negative, it is ignored and a child-specific margin is used "
+"instead. For example for [StyleBoxFlat] the border thickness (if any) is "
+"used instead.\n"
+"It is up to the code using this style box to decide what these contents are: "
+"for example, a [Button] respects this content margin for the textual "
+"contents of the button.\n"
+"[method get_margin] should be used to fetch this value as consumer instead "
+"of reading these properties directly. This is because it correctly respects "
+"negative values and the fallback mentioned above."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"The left margin for the contents of this style box.Increasing this value "
+"reduces the space available to the contents from the left.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"The right margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the right.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"The top margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the top.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBoxEmpty.xml
+msgid "Empty stylebox (does not display anything)."
+msgstr ""
+
+#: doc/classes/StyleBoxEmpty.xml
+msgid "Empty stylebox (really does not display anything)."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Customizable [StyleBox] with a given set of parameters (no texture required)."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"This [StyleBox] can be used to achieve all kinds of looks without the need "
+"of a texture. The following properties are customizable:\n"
+"- Color\n"
+"- Border width (individual width for each border)\n"
+"- Rounded corners (individual radius for each corner)\n"
+"- Shadow (with blur and offset)\n"
+"Setting corner radius to high values is allowed. As soon as corners overlap, "
+"the stylebox will switch to a relative system. Example:\n"
+"[codeblock]\n"
+"height = 30\n"
+"corner_radius_top_left = 50\n"
+"corner_radius_bottom_left = 100\n"
+"[/codeblock]\n"
+"The relative system now would take the 1:2 ratio of the two left corners to "
+"calculate the actual corner width. Both corners added will [b]never[/b] be "
+"more than the height. Result:\n"
+"[codeblock]\n"
+"corner_radius_top_left: 10\n"
+"corner_radius_bottom_left: 20\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Returns the given [code]margin[/code]'s border width. See [enum Margin] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Returns the smallest border width out of all four borders."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Returns the given [code]corner[/code]'s radius. See [enum Corner] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
+msgid ""
+"Returns the size of the given [code]margin[/code]'s expand margin. See [enum "
+"Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Sets the border width to [code]width[/code] pixels for the given "
+"[code]margin[/code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Sets the border width to [code]width[/code] pixels for all margins."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Sets the corner radius to [code]radius[/code] pixels for the given "
+"[code]corner[/code]. See [enum Corner] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Sets the corner radius to [code]radius[/code] pixels for all corners."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Sets the corner radius for each corner to [code]radius_top_left[/code], "
+"[code]radius_top_right[/code], [code]radius_bottom_right[/code], and "
+"[code]radius_bottom_left[/code] pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
+msgid ""
+"Sets the expand margin to [code]size[/code] pixels for the given "
+"[code]margin[/code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
+msgid "Sets the expand margin to [code]size[/code] pixels for all margins."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
+msgid ""
+"Sets the expand margin for each margin to [code]size_left[/code], "
+"[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] "
+"pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Antialiasing draws a small ring around the edges, which fades to "
+"transparency. As a result, edges look much smoother. This is only noticeable "
+"when using rounded corners or [member skew].\n"
+"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
+"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
+"[code]false[/code] to ensure crisp visuals and avoid possible visual "
+"glitches."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"This changes the size of the faded ring. Higher values can be used to "
+"achieve a \"blurry\" effect."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "The background color of the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "If [code]true[/code], the border will fade into the background color."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Sets the color of the border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Border width for the bottom border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Border width for the left border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Border width for the right border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Border width for the top border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"This sets the number of vertices used for each corner. Higher values result "
+"in rounder corners but take more processing power to compute. When choosing "
+"a value, you should take the corner radius ([method set_corner_radius_all]) "
+"into account.\n"
+"For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
+"enough. For corner radii less than 30, values between [code]8[/code] and "
+"[code]12[/code] should be enough.\n"
+"A corner detail of [code]1[/code] will result in chamfered corners instead "
+"of rounded corners, which is useful for some artistic effects."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The bottom-left corner's radius. If [code]0[/code], the corner is not "
+"rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The bottom-right corner's radius. If [code]0[/code], the corner is not "
+"rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Toggles drawing of the inner part of the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Expands the stylebox outside of the control rect on the bottom edge. Useful "
+"in combination with [member border_width_bottom] to draw a border outside "
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Expands the stylebox outside of the control rect on the left edge. Useful in "
+"combination with [member border_width_left] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Expands the stylebox outside of the control rect on the right edge. Useful "
+"in combination with [member border_width_right] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Expands the stylebox outside of the control rect on the top edge. Useful in "
+"combination with [member border_width_top] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The color of the shadow. This has no effect if [member shadow_size] is lower "
+"than 1."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The shadow offset in pixels. Adjusts the position of the shadow relatively "
+"to the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "The shadow size in pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid "[StyleBox] that displays a single line."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid ""
+"[StyleBox] that displays a single line of a given color and thickness. It "
+"can be used to draw things like separators."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid "The line's color."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid ""
+"The number of pixels the line will extend before the [StyleBoxLine]'s "
+"bounds. If set to a negative value, the line will begin inside the "
+"[StyleBoxLine]'s bounds."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid ""
+"The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
+"If set to a negative value, the line will end inside the [StyleBoxLine]'s "
+"bounds."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid "The line's thickness in pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid ""
+"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
+"line will be horizontal."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid "Texture-based nine-patch [StyleBox]."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
+"This stylebox performs a 3×3 scaling of a texture, where only the center "
+"cell is fully stretched. This makes it possible to design bordered styles "
+"regardless of the stylebox's size."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Returns the size of the given [code]margin[/code]. See [enum Margin] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Sets the margin to [code]size[/code] pixels for the given [code]margin[/"
+"code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Controls how the stylebox's texture will be stretched or tiled horizontally. "
+"See [enum AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Controls how the stylebox's texture will be stretched or tiled vertically. "
+"See [enum AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"If [code]true[/code], the nine-patch texture's center tile will be drawn."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Expands the bottom margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Expands the left margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Expands the right margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Expands the top margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Increases the bottom margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the bottom border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_bottom] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Increases the left margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the left border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_left] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Increases the right margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the right border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_right] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Increases the top margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the top border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_top] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid "Modulates the color of the texture when this style box is drawn."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"The normal map to use when drawing this style box.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Species a sub-region of the texture to use.\n"
+"This is equivalent to first wrapping the texture in an [AtlasTexture] with "
+"the same region."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid "The texture to use when drawing this style box."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid "Emitted when the stylebox's texture is changed."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Stretch the stylebox's texture. This results in visible distortion unless "
+"the texture size matches the stylebox's size perfectly."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Repeats the stylebox's texture to match the stylebox's size according to the "
+"nine-patch system."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Repeats the stylebox's texture to match the stylebox's size according to the "
+"nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
+"be slightly stretched to make the nine-patch texture tile seamlessly."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Helper tool to create geometry."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"The [SurfaceTool] is used to construct a [Mesh] by specifying vertex "
+"attributes individually. It can be used to construct a [Mesh] from a script. "
+"All properties except indices need to be added before calling [method "
+"add_vertex]. For example, to add vertex colors and UVs:\n"
+"[codeblock]\n"
+"var st = SurfaceTool.new()\n"
+"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
+"st.add_color(Color(1, 0, 0))\n"
+"st.add_uv(Vector2(0, 0))\n"
+"st.add_vertex(Vector3(0, 0, 0))\n"
+"[/codeblock]\n"
+"The above [SurfaceTool] now contains one vertex of a triangle which has a UV "
+"coordinate and a specified [Color]. If another vertex were added without "
+"calling [method add_uv] or [method add_color], then the last values would be "
+"used.\n"
+"Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. "
+"Failure to do so will result in an error when committing the vertex "
+"information to a mesh.\n"
+"Additionally, the attributes used before the first vertex is added determine "
+"the format of the mesh. For example, if you only add UVs to the first "
+"vertex, you cannot add color to any of the subsequent vertices.\n"
+"See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/"
+"code] must contain 4 integers."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all.\n"
+"[b]Note:[/b] The material must have [member SpatialMaterial."
+"vertex_color_use_as_albedo] enabled for the vertex color to be visible."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Adds an index to index array if you are using indexed vertices. Does not "
+"need to be called before adding vertices."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies whether the current vertex (if using only vertex arrays) or "
+"current index (if also using index arrays) should use smooth normals for "
+"normal calculation."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Inserts a triangle fan made of array data into [Mesh] being constructed.\n"
+"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If "
+"every vertex needs to have this information set and you fail to submit it "
+"for the first vertex, this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies an optional second set of UV coordinates to use for the [i]next[/"
+"i] vertex. If every vertex needs to have this information set and you fail "
+"to submit it for the first vertex, this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies the position of current vertex. Should be called after specifying "
+"other vertex properties (e.g. Color, UV)."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/"
+"code] must contain 4 values. If every vertex needs to have this information "
+"set and you fail to submit it for the first vertex, this information may not "
+"be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Append vertices from a given [Mesh] surface onto the current vertex array "
+"with specified [Transform].\n"
+"[b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the "
+"GPU must communicate data back to the CPU, while also causing the main "
+"thread to stall (as OpenGL is not thread-safe). Consider requesting a copy "
+"of the mesh, converting it to an [ArrayMesh] and adding vertices manually "
+"instead."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Called before adding any vertices. Takes the primitive type as an argument "
+"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Clear all information passed into the surface tool so far."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Returns a constructed [ArrayMesh] from current information passed in. If an "
+"existing [ArrayMesh] is passed in as an argument, will add an extra surface "
+"to the existing [ArrayMesh].\n"
+"Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT] if compression is "
+"enabled. If compression is disabled the default flag is [constant Mesh."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]. See [code]ARRAY_COMPRESS_*[/code] "
+"constants in [enum Mesh.ArrayFormat] for other flags."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Commits the data to the same format used by [method ArrayMesh."
+"add_surface_from_arrays]. This way you can further process the mesh data "
+"using the [ArrayMesh] API."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Creates a vertex array from an existing [Mesh]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Creates a vertex array from the specified blend shape of an existing [Mesh]. "
+"This can be used to extract a specific pose from a blend shape."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Removes the index array by expanding the vertex array."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Generates normals from vertices so you do not have to do it manually. If "
+"[code]flip[/code] is [code]true[/code], the resulting normals will be "
+"inverted. [method generate_normals] should be called [i]after[/i] generating "
+"geometry and [i]before[/i] committing the mesh using [method commit] or "
+"[method commit_to_arrays]. For correct display of normal-mapped surfaces, "
+"you will also have to generate tangents using [method generate_tangents].\n"
+"[b]Note:[/b] [method generate_normals] only works if the primitive type to "
+"be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Generates a tangent vector for each vertex. Requires that each vertex have "
+"UVs and normals set already (see [method generate_normals])."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Shrinks the vertex array by creating an index array. This can improve "
+"performance by avoiding vertex reuse."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Sets [Material] to be used by the [Mesh] you are constructing."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Tabbed container."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Arranges [Control] children into a tabbed view, creating a tab for each one. "
+"The active tab's corresponding [Control] has its [code]visible[/code] "
+"property set to [code]true[/code], and all other children's to [code]false[/"
+"code].\n"
+"Ignores non-[Control] children.\n"
+"[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this "
+"node. Adding [Tabs] as children is not needed."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Returns the child [Control] node located at the active tab index."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Returns the [Popup] node instance if one has been set already with [method "
+"set_popup].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Returns the previously active tab index."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Returns the number of tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is "
+"disabled."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Returns the [Texture] for the tab at index [code]tab_idx[/code] or "
+"[code]null[/code] if the tab has no [Texture]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Returns the index of the tab at local coordinates [code]point[/code]. "
+"Returns [code]-1[/code] if the point is outside the control boundaries or if "
+"there's no tab at the queried position."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Returns the title of the tab at index [code]tab_idx[/code]. Tab titles "
+"default to the name of the indexed child node, but this can be overridden "
+"with [method set_tab_title]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Returns the [TabContainer] rearrange group id."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If set on a [Popup] node instance, a popup menu icon appears in the top-"
+"right corner of the [TabContainer]. Clicking it will expand the [Popup] node."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"If [code]disabled[/code] is [code]true[/code], disables the tab at index "
+"[code]tab_idx[/code], making it non-interactable."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If [code]hidden[/code] is [code]true[/code], hides the tab at index "
+"[code]tab_idx[/code], making it disappear from the tab area."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Sets an icon for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default "
+"to the name of the indexed child node."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Defines rearrange group id, choose for each [TabContainer] the same value to "
+"enable tab drag between [TabContainer]. Enable drag with [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If [code]true[/code], all tabs are drawn in front of the panel. If "
+"[code]false[/code], inactive tabs are drawn behind the panel."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"The current tab index. When set, this index's [Control] node's "
+"[code]visible[/code] property is set to [code]true[/code] and all others are "
+"set to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"The alignment of all tabs in the tab container. See the [enum TabAlign] "
+"constants for details."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
+"and titles are hidden."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If [code]true[/code], children [Control] nodes that are hidden have their "
+"minimum size take into account in the total, instead of only the currently "
+"visible one."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
+"set_popup] for details."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Emitted when switching to another tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Emitted when a tab is selected, even if it is the current tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Align the tabs to the left."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Align the tabs to the center."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Align the tabs to the right."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Font color of inactive tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Font color of disabled tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Font color of the currently selected tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Horizontal separation between tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The space at the left and right edges of the tab bar."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "The font used to draw tab names."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Icon for the left arrow button that appears when there are too many tabs to "
+"fit in the container width. When the button is disabled (i.e. the first tab "
+"is visible), it appears semi-transparent."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Icon for the left arrow button that appears when there are too many tabs to "
+"fit in the container width. Used when the button is being hovered with the "
+"cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Icon for the right arrow button that appears when there are too many tabs to "
+"fit in the container width. When the button is disabled (i.e. the last tab "
+"is visible) it appears semi-transparent."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Icon for the right arrow button that appears when there are too many tabs to "
+"fit in the container width. Used when the button is being hovered with the "
+"cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The icon for the menu button (see [method set_popup])."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"The icon for the menu button (see [method set_popup]) when it's being "
+"hovered with the cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The style for the background fill."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The style of inactive tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The style of disabled tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "The style of the currently selected tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Tabs control."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Simple tabs control, similar to [TabContainer] but is only in charge of "
+"drawing tabs, not interacting with children."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Adds a new tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Moves the scroll view to make the tab visible."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Returns [code]true[/code] if the offset buttons (the ones that appear when "
+"there's not enough space for all tabs) are visible."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns [code]true[/code] if select with right mouse button is enabled."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns the number of hidden tabs offsetted to the left."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns tab [Rect2] with local position and size."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns the title of the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns the [Tabs]' rearrange group ID."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Moves a tab from [code]from[/code] to [code]to[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Removes the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"If [code]true[/code], enables selecting a tab with the right mouse button."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Defines the rearrange group ID. Choose for each [Tabs] the same value to "
+"dragging tabs between [Tabs]. Enable drag with [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Select tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
+"scroll view."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The alignment of all tabs. See [enum TabAlign] for details."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Sets when the close button will appear on the tabs. See [enum "
+"CloseButtonDisplayPolicy] for details."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Emitted when the active tab is rearranged via mouse drag. See [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Emitted when a tab is right-clicked."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Emitted when a tab is clicked, even if it is the current tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Emitted when a tab is closed."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Emitted when a tab is hovered by the mouse."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Represents the size of the [enum TabAlign] enum."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Never show the close buttons."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Only show the close button on the currently active tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Show the close button on all tabs."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The horizontal separation between the tabs."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The icon for the close button (see [member tab_close_display_policy])."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Background of the close button when it's being hovered with the cursor."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Background of the close button when it's being pressed."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The style of an inactive tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The style of a disabled tab"
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid "A TCP server."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid ""
+"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
+"when it gets an incoming connection."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid "Returns [code]true[/code] if a connection is available for taking."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid ""
+"Returns [code]true[/code] if the server is currently listening for "
+"connections."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid ""
+"Listen on the [code]port[/code] binding to [code]bind_address[/code].\n"
+"If [code]bind_address[/code] is set as [code]\"*\"[/code] (default), the "
+"server will listen on all available addresses (both IPv4 and IPv6).\n"
+"If [code]bind_address[/code] is set as [code]\"0.0.0.0\"[/code] (for IPv4) "
+"or [code]\"::\"[/code] (for IPv6), the server will listen on all available "
+"addresses matching that IP type.\n"
+"If [code]bind_address[/code] is set to any valid address (e.g. "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will "
+"only listen on the interface with that addresses (or fail if no interface "
+"with the given address exists)."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid "Stops listening."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid ""
+"If a connection is available, returns a StreamPeerTCP with the connection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Multiline text editing control."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"TextEdit is meant for editing large, multiline text. It also has facilities "
+"for editing code, such as syntax highlighting support and multiple levels of "
+"undo/redo.\n"
+"[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel "
+"will scroll 5 times as fast as it would normally do. This also works in the "
+"Godot script editor."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Adds color region (given the delimiters) and its colors."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Adds a [code]keyword[/code] and its [Color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns if the given line is foldable, that is, it has indented lines right "
+"below it."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Centers the viewport on the line the editing cursor is at. This also resets "
+"the [member scroll_horizontal] value to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Clears all custom syntax coloring information previously added with [method "
+"add_color_region] or [method add_keyword_color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Clears the undo history."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Copy's the current text selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the column the editing cursor is at."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the line the editing cursor is at."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Moves the cursor at the specified [code]column[/code] index.\n"
+"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
+"will center at the cursor position after the move occurs."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Moves the cursor at the specified [code]line[/code] index.\n"
+"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
+"will center at the cursor position after the move occurs.\n"
+"If [code]can_be_hidden[/code] is set to [code]true[/code], the specified "
+"[code]line[/code] can be hidden using [method set_line_as_hidden]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Cut's the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Deselects the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Folds all lines that are possible to be folded (see [method can_fold])."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Folds the given line, if possible (see [method can_fold])."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns an array containing the line number of each breakpoint."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the [Color] of the specified [code]keyword[/code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the text of a specific line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the line and column at the given position. In the returned vector, "
+"[code]x[/code] is the column, [code]y[/code] is the line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the amount of total lines in the text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the height of a largest line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/"
+"code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the number of times the given line is wrapped."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns an array of [String]s representing each wrapped index."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
+"displayed when right-clicking on the [TextEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the local position for the given [code]line[/code] and [code]column[/"
+"code]. If [code]x[/code] or [code]y[/code] of the returned vector equal "
+"[code]-1[/code], the position is outside of the viewable area of the "
+"control.\n"
+"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
+"[method get_rect_at_line_column] to get the top side position."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the local position and size for the grapheme at the given "
+"[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/"
+"code] position of the returned rect equal [code]-1[/code], the position is "
+"outside of the viewable area of the control.\n"
+"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
+"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
+"side."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the selection begin line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the text inside the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the selection end line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the total width of all gutters and internal padding."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the total amount of lines that could be drawn."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns a [String] text with the word under the caret (text cursor) location."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the specified [code]keyword[/code] has a color set to it or "
+"not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
+msgid "Returns [code]true[/code] if a \"redo\" action is available."
+msgstr ""
+
+#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
+msgid "Returns [code]true[/code] if an \"undo\" action is available."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Insert the specified text at the cursor position."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns whether the line at the specified index is folded or not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns whether the line at the specified index is hidden or not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] is bookmarked."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] has a "
+"breakpoint."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
+"safe."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns if the given line is wrapped."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns [code]true[/code] if the selection is active."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Triggers a right-click menu action by the specified index. See [enum "
+"MenuItems] for a list of available indexes."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Paste the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Perform redo operation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Removes all the breakpoints. This will not fire the [signal "
+"breakpoint_toggled] signal."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Perform a search inside the text. Search flags can be specified in the [enum "
+"SearchFlags] enum.\n"
+"Returns an empty [code]PoolIntArray[/code] if no result was found. "
+"Otherwise, the result line and column can be accessed at indices specified "
+"in the [enum SearchResult] enum, e.g:\n"
+"[codeblock]\n"
+"var result = search(key, flags, line, column)\n"
+"if result.size() > 0:\n"
+" # Result found.\n"
+" var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n"
+" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Perform selection, from line/column to line/column.\n"
+"If [member selecting_enabled] is [code]false[/code], no selection will occur."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Select all the text.\n"
+"If [member selecting_enabled] is [code]false[/code], no selection will occur."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the text for a specific line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
+"Bookmarks are shown in the [member breakpoint_gutter]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown "
+"in the [member breakpoint_gutter]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], hides the line of the specified index."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], marks the [code]line[/code] as safe.\n"
+"This will show the line number with the color provided in the "
+"[code]safe_line_number_color[/code] theme property."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Toggle the folding of the code block at the given line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Perform undo operation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Unfolds the given line, if folded."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Unhide all lines that were previously set to hidden by [method "
+"set_line_as_hidden]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], the bookmark gutter is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], the breakpoint gutter is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the caret displays as a rectangle.\n"
+"If [code]false[/code], the caret displays as a bar."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], a right-click moves the cursor at the mouse position "
+"before displaying the context menu.\n"
+"If [code]false[/code], the context menu disregards mouse location."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], a right-click displays the context menu."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the \"space\" character will have a visible "
+"representation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the \"tab\" character will have a visible "
+"representation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the fold gutter is visible. This enables folding "
+"groups of indented lines."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], all lines that have been set to hidden by [method "
+"set_line_as_hidden], will not be visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], all occurrences of the selected text will be "
+"highlighted."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], the line containing the cursor is highlighted."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], a minimap is shown, providing an outline of your "
+"source code."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "The width, in pixels, of the minimap."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], custom [code]font_color_selected[/code] will be used "
+"for selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], read-only mode is enabled. Existing text cannot be "
+"modified and new text cannot be added."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If there is a horizontal scrollbar, this determines the current horizontal "
+"scroll value in pixels."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If there is a vertical scrollbar, this determines the current vertical "
+"scroll value in line numbers, starting at 0 for the top line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], text can be selected.\n"
+"If [code]false[/code], text can not be selected by the user or by the "
+"[method select] or [method select_all] methods."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], shortcut keys for context menu items are enabled, even "
+"if the context menu is disabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], line numbers are displayed to the left of the text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], sets the [code]step[/code] of the scrollbars to "
+"[code]0.25[/code] which results in smoother scrolling."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], any custom color properties that have been set for "
+"this [TextEdit] will be visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "String value of the [TextEdit]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Vertical scroll sensitivity."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], enables text wrapping when it goes beyond the edge of "
+"what is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Emitted when a breakpoint is placed via the breakpoint gutter."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Emitted when the cursor changes."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Emitted when the info icon is clicked."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Match case when searching."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Match whole words when searching."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Search from end to beginning."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Used to access the result column from [method search]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Used to access the result line from [method search]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Pastes the clipboard text over the selected text (or at the cursor's "
+"position)."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Erases the whole [TextEdit] text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Selects the whole [TextEdit] text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Redoes the previous action."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] "
+"has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to "
+"be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be "
+"enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the font [Color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [Color] of the selected text. [member override_selected_font_color] "
+"has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [Color] of the line numbers. [member show_line_numbers] has to be "
+"enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the [Color] of marked text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the highlight [Color] of text selections."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the highlight [Color] of multiple occurrences. [member "
+"highlight_all_occurrences] has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the spacing between the lines."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the default [Font]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets a custom [Texture] for tab text characters."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the [StyleBox] of this [TextEdit]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Texture for 2D and 3D."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"A texture works by registering an image in the video hardware, which then "
+"can be used in 3D models or 2D [Sprite] or GUI [Control].\n"
+"Textures are often created by loading them from a file. See [method "
+"@GDScript.load].\n"
+"[Texture] is a base for other resources. It cannot be used directly.\n"
+"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
+"hardware limitations. Larger textures may fail to import."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Draws the texture using a [CanvasItem] with the [VisualServer] API at the "
+"specified [code]position[/code]. Equivalent to [method VisualServer."
+"canvas_item_add_texture_rect] with a rect at [code]position[/code] and the "
+"size of this [Texture]."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Draws the texture using a [CanvasItem] with the [VisualServer] API. "
+"Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
+"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
+"be accessed and manipulated directly."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Returns the texture height."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Returns the texture size."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Returns the texture width."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Returns [code]true[/code] if this [Texture] has an alpha channel."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"The texture's [enum Flags]. [enum Flags] are used to set various properties "
+"of the [Texture]."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant "
+"FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/VisualServer.xml
+msgid ""
+"Generates mipmaps, which are smaller versions of the same texture to use "
+"when zoomed out, keeping the aspect ratio."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Repeats the texture (instead of clamp to edge).\n"
+"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
+"repetition."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/VisualServer.xml
+msgid "Uses a magnifying filter, to enable smooth zooming in of the texture."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/TextureLayered.xml
+#: doc/classes/VisualServer.xml
+msgid ""
+"Uses anisotropic mipmap filtering. Generates smaller versions of the same "
+"texture with different aspect ratios.\n"
+"This results in better-looking textures when viewed from oblique angles."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/VisualServer.xml
+msgid "Converts the texture to the sRGB color space."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Repeats the texture with alternate sections mirrored.\n"
+"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
+"repetition."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/VisualServer.xml
+msgid "Texture is a video surface."
+msgstr ""
+
+#: doc/classes/Texture3D.xml
+msgid "Texture with 3 dimensions."
+msgstr ""
+
+#: doc/classes/Texture3D.xml
+msgid ""
+"Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. "
+"See also [TextureArray].\n"
+"[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 "
+"backend. In GLES2, their data can be accessed via scripting, but there is no "
+"way to render them in a hardware-accelerated manner."
+msgstr ""
+
+#: doc/classes/Texture3D.xml
+msgid ""
+"Creates the Texture3D with specified [code]width[/code], [code]height[/"
+"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
+"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
+"code] options."
+msgstr ""
+
+#: doc/classes/TextureArray.xml
+msgid "Array of textures stored in a single primitive."
+msgstr ""
+
+#: doc/classes/TextureArray.xml
+msgid ""
+"[TextureArray]s store an array of [Image]s in a single [Texture] primitive. "
+"Each layer of the texture array has its own mipmap chain. This makes it is a "
+"good alternative to texture atlases. See also [Texture3D].\n"
+"[TextureArray]s must be displayed using shaders. After importing your file "
+"as a [TextureArray] and setting the appropriate Horizontal and Vertical "
+"Slices, display it by setting it as a uniform to a shader, for example "
+"(2D):\n"
+"[codeblock]\n"
+"shader_type canvas_item;\n"
+"\n"
+"uniform sampler2DArray tex;\n"
+"uniform int index;\n"
+"\n"
+"void fragment() {\n"
+" COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
+"}\n"
+"[/codeblock]\n"
+"Set the integer uniform \"index\" to show a particular part of the texture "
+"as defined by the Horizontal and Vertical Slices in the importer.\n"
+"[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the "
+"sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to "
+"prevent colors from looking washed out:\n"
+"[codeblock]\n"
+"shader_type spatial;\n"
+"\n"
+"uniform sampler2DArray tex : hint_albedo;\n"
+"uniform int index;\n"
+"\n"
+"void fragment() {\n"
+" ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 "
+"backend. In GLES2, their data can be accessed via scripting, but there is no "
+"way to render them in a hardware-accelerated manner."
+msgstr ""
+
+#: doc/classes/TextureArray.xml
+msgid ""
+"Creates the TextureArray with specified [code]width[/code], [code]height[/"
+"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
+"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
+"code] options."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"[TextureButton] has the same functionality as [Button], except it uses "
+"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
+"doesn't support localization like more complex [Control]s.\n"
+"The \"normal\" state must contain a texture ([member texture_normal]); other "
+"textures are optional.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"If [code]true[/code], the texture stretches to the edges of the node's "
+"bounding rectangle using the [member stretch_mode]. If [code]false[/code], "
+"the texture will not scale with the node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Controls the texture's behavior when you resize the node's bounding "
+"rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to "
+"one of the [enum StretchMode] constants. See the constants to learn more."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Pure black and white [BitMap] image to use for click detection. On the mask, "
+"white pixels represent the button's clickable area. Use it to create buttons "
+"with curved shapes."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Texture to display when the node is disabled. See [member BaseButton."
+"disabled]."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid "Texture to display when the node has mouse or keyboard focus."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid "Texture to display when the mouse hovers the node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Texture to display by default, when the node is [b]not[/b] in the disabled, "
+"focused, hover or pressed state."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Texture to display on mouse down over the node, if the node has keyboard "
+"focus and the player presses the Enter key or if the player presses the "
+"[member BaseButton.shortcut] key."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid "Scale to fit the node's bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid "Tile inside the node's bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid ""
+"The texture keeps its original size and stays in the bounding rectangle's "
+"top-left corner."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid ""
+"The texture keeps its original size and stays centered in the node's "
+"bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, but maintain the "
+"texture's aspect ratio."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, center it, and "
+"maintain its aspect ratio."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid ""
+"Scale the texture so that the shorter side fits the bounding rectangle. The "
+"other side clips to the node's limits."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Base class for 3D texture types."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but "
+"contains all the functions necessary for accessing and using [Texture3D] and "
+"[TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the "
+"layer specifies the depth or Z-index, they can be treated as a bunch of 2D "
+"slices. Similarly, for [TextureArray]s, the layer specifies the array layer."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns the depth of the texture. Depth is the 3rd dimension (typically Z-"
+"axis)."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns the current format being used by this texture. See [enum Image."
+"Format] for details."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns the height of the texture. Height is typically represented by the Y-"
+"axis."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns an [Image] resource with the data from specified [code]layer[/code]."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns the width of the texture. Width is typically represented by the X-"
+"axis."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Partially sets the data for a specified [code]layer[/code] by overwriting "
+"using the data of the specified [code]image[/code]. [code]x_offset[/code] "
+"and [code]y_offset[/code] determine where the [Image] is \"stamped\" over "
+"the texture. The [code]image[/code] must fit within the texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Sets the data for the specified layer. Data takes the form of a 2-"
+"dimensional [Image] resource."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Returns a dictionary with all the data used by this texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Specifies which [enum Flags] apply to this texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant "
+"FLAG_REPEAT] and [constant FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Texture will generate mipmaps on creation."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Texture will repeat when UV used is outside the 0-1 range."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Use filtering when reading from texture. Filtering smooths out pixels. "
+"Turning filtering off is slightly faster and more appropriate when you need "
+"access to individual pixels."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Texture-based progress bar. Useful for loading screens and life or stamina "
+"bars."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"TextureProgress works like [ProgressBar], but uses up to 3 textures instead "
+"of Godot's [Theme] resource. It can be used to create horizontal, vertical "
+"and radial progress bars."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The fill direction. See [enum FillMode] for possible values."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"If [code]true[/code], Godot treats the bar's textures like in "
+"[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
+"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
+"using a radial [member fill_mode], this setting will enable stretching."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Offsets [member texture_progress] if [member fill_mode] is [constant "
+"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Upper limit for the fill of [member texture_progress] if [member fill_mode] "
+"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the "
+"node's [code]value[/code] is equal to its [code]max_value[/code], the "
+"texture fills up to this angle.\n"
+"See [member Range.value], [member Range.max_value]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Starting angle for the fill of [member texture_progress] if [member "
+"fill_mode] is [constant FILL_CLOCKWISE] or [constant "
+"FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its "
+"[code]min_value[/code], the texture doesn't show up at all. When the "
+"[code]value[/code] increases, the texture fills and tends towards [member "
+"radial_fill_degrees]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's "
+"bottom corners and side will have a height of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The width of the 9-patch's left column."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The width of the 9-patch's right column."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The height of the 9-patch's top row."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"[Texture] that draws over the progress bar. Use it to add highlights or an "
+"upper-frame that hides part of [member texture_progress]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"[Texture] that clips based on the node's [code]value[/code] and [member "
+"fill_mode]. As [code]value[/code] increased, the texture fills up. It shows "
+"entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't "
+"show at all if [code]value[/code] is equal to [code]min_value[/code].\n"
+"The [code]value[/code] property comes from [Range]. See [member Range."
+"value], [member Range.min_value], [member Range.max_value]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"The offset of [member texture_progress]. Useful for [member texture_over] "
+"and [member texture_under] with fancy borders, to avoid transparent margins "
+"in your progress texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "[Texture] that draws under the progress bar. The bar's background."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Multiplies the color of the bar's [code]texture_over[/code] texture. The "
+"effect is similar to [member CanvasItem.modulate], except it only affects "
+"this specific texture instead of the entire node."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Multiplies the color of the bar's [code]texture_progress[/code] texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "Multiplies the color of the bar's [code]texture_under[/code] texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The [member texture_progress] fills from left to right."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The [member texture_progress] fills from right to left."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The [member texture_progress] fills from top to bottom."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The [member texture_progress] fills from bottom to top."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"clockwise. See [member radial_center_offset], [member radial_initial_angle] "
+"and [member radial_fill_degrees] to control the way the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"counterclockwise. See [member radial_center_offset], [member "
+"radial_initial_angle] and [member radial_fill_degrees] to control the way "
+"the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the left and the right."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the top and the bottom."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"radially from the center, expanding both clockwise and counterclockwise. See "
+"[member radial_center_offset], [member radial_initial_angle] and [member "
+"radial_fill_degrees] to control the way the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid "Control for drawing textures."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid ""
+"Used to draw icons and sprites in a user interface. The texture's placement "
+"can be controlled with the [member stretch_mode] property. It can scale, "
+"tile, or stay centered inside its bounding rectangle.\n"
+"[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to "
+"display a [ViewportTexture]. Alternatively, you can enable [member Viewport."
+"render_target_v_flip] on the Viewport. Otherwise, the image will appear "
+"upside down."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid "If [code]true[/code], the texture scales to fit its bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid ""
+"Controls the texture's behavior when resizing the node's bounding rectangle. "
+"See [enum StretchMode]."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid "The node's [Texture] resource."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid ""
+"Scale to fit the node's bounding rectangle, only if [code]expand[/code] is "
+"[code]true[/code]. Default [code]stretch_mode[/code], for backwards "
+"compatibility. Until you set [code]expand[/code] to [code]true[/code], the "
+"texture will behave like [constant STRETCH_KEEP]."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, center it and "
+"maintain its aspect ratio."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme for controls."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"A theme for skinning controls. Controls can be skinned individually, but for "
+"complex applications, it's more practical to just create a global theme that "
+"defines everything. This theme can be applied to any [Control]; the Control "
+"and its children will automatically use it.\n"
+"Theme resources can alternatively be loaded by writing them in a [code]."
+"theme[/code] file, see the documentation for more information."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Clears all values on the theme."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
+"theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Sets the theme's values to a copy of the default theme values."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Sets the theme's values to a copy of a given theme."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
+"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [Color] types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_color] and/or [method get_color_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the constants as a [PoolStringArray] filled with each constant's "
+"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the constant types as a [PoolStringArray] filled with unique "
+"type names, for use in [method get_constant] and/or [method "
+"get_constant_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"code]. If such item does not exist and [member default_font] is set on the "
+"theme, the default font will be returned."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
+"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [Font] types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_font] and/or [method get_font_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the icon [Texture] at [code]name[/code] if the theme has "
+"[code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
+"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the icon types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_icon] and/or [method get_icon_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the [StyleBox] at [code]name[/code] if the theme has "
+"[code]node_type[/code].\n"
+"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
+"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
+"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
+"[code]node_type[/code].\n"
+"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [StyleBox] types as a [PoolStringArray] filled with unique "
+"type names, for use in [method get_stylebox] and/or [method "
+"get_stylebox_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
+"theme has [code]node_type[/code].\n"
+"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
+"a data type specific method. Valid [code]node_type[/code]s may be found "
+"using [method get_theme_item_types] or a data type specific method."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
+"filled with each theme items's name, for use in [method get_theme_item] or a "
+"data type specific method, if the theme has [code]node_type[/code].\n"
+"Valid [code]node_type[/code]s may be found using [method "
+"get_theme_item_types] or a data type specific method."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the theme items of [code]data_type[/code] types as a "
+"[PoolStringArray] filled with unique type names, for use in [method "
+"get_theme_item], [method get_theme_item_list] or data type specific methods."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the theme types as a [PoolStringArray] filled with unique type "
+"names, for use in other [code]get_*[/code] functions of this theme.\n"
+"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"future version."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if constant with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if this theme has a valid [member default_font] "
+"value."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
+"[code]name[/code] is in [code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Adds missing and overrides existing definitions with values from the "
+"[code]other[/code] [Theme].\n"
+"[b]Note:[/b] This modifies the current theme. If you want to merge two "
+"themes together without modifying either one, create a new empty theme and "
+"merge the other two into it one after another."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
+"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
+"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"code] is already taken, this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
+"[code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
+"[code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
+"[code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
+"in [code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
+"[code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
+"[code]name[/code] in [code]node_type[/code].\n"
+"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
+"code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"The default font of this [Theme] resource. Used as a fallback value for font "
+"items defined in this theme, but having invalid values. If this value is "
+"also invalid, the global default value is used.\n"
+"Use [method has_default_font] to check if this value is valid."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's [Color] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's constant item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's [Font] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's icon [Texture] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's [StyleBox] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Maximum value for the DataType enum."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "A unit of execution in a process."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"A unit of execution in a process. Can run methods on [Object]s "
+"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
+"advised if working with shared objects.\n"
+"[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. "
+"This is a current limitation of the GDScript debugger."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "Using multiple threads"
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "Thread-safe APIs"
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Returns the current [Thread]'s ID, uniquely identifying it among all "
+"threads. If the [Thread] is not running this returns an empty string."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Returns [code]true[/code] if this [Thread] has been started. Once started, "
+"this will return [code]true[/code] until it is joined using [method "
+"wait_to_finish]. For checking if a [Thread] is still executing its task, use "
+"[method is_alive]."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Returns [code]true[/code] if this [Thread] is currently running. This is "
+"useful for determining if [method wait_to_finish] can be called without "
+"blocking the calling thread.\n"
+"To check if a [Thread] is joinable, use [method is_active]."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Starts a new [Thread] that runs [code]method[/code] on object "
+"[code]instance[/code] with [code]userdata[/code] passed as an argument. Even "
+"if no userdata is passed, [code]method[/code] must accept one argument and "
+"it will be null. The [code]priority[/code] of the [Thread] can be changed by "
+"passing a value from the [enum Priority] enum.\n"
+"Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Joins the [Thread] and waits for it to finish. Returns the output of the "
+"method passed to [method start].\n"
+"Should either be used when you want to retrieve the value returned from the "
+"method called by the [Thread] or before freeing the instance that contains "
+"the [Thread].\n"
+"To determine if this can be called without blocking the calling thread, "
+"check if [method is_alive] is [code]false[/code].\n"
+"[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you "
+"want to use it again you will have to create a new instance of it."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "A thread running with lower priority than normally."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "A thread with a standard priority."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "A thread running with higher priority than normally."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Node for 2D tile-based maps."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list "
+"of tiles (textures plus optional collision, navigation, and/or occluder "
+"shapes) which are used to create grid-based maps.\n"
+"When doing physics queries against the tilemap, the cell coordinates are "
+"encoded as [code]metadata[/code] for each detected collision shape returned "
+"by methods such as [method Physics2DDirectSpaceState.intersect_shape], "
+"[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc."
+msgstr ""
+
+#: doc/classes/TileMap.xml doc/classes/TileSet.xml
+msgid "Using Tilemaps"
+msgstr ""
+
+#: doc/classes/TileMap.xml doc/classes/TileSet.xml
+msgid "2D Hexagonal Demo"
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Clears all cells."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Clears cells that do not exist in the tileset."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the tile index of the given cell. If no tile exists in the cell, "
+"returns [constant INVALID_CELL]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the coordinate (subtile column and row) of the autotile variation in "
+"the tileset. Returns a zero vector if the cell doesn't have autotiling."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the tile index of the cell given by a Vector2. If no tile exists in "
+"the cell, returns [constant INVALID_CELL]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns [code]true[/code] if the given collision layer bit is set."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns [code]true[/code] if the given collision mask bit is set."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns a [Vector2] array with the positions of all cells containing a tile "
+"from the tileset (i.e. a tile index different from [code]-1[/code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns an array of all cells with the given tile index specified in "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y "
+"axes are swapped."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns [code]true[/code] if the given cell is flipped in the X axis."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the local position of the top left corner of the cell corresponding "
+"to the given tilemap (grid-based) coordinates.\n"
+"To get the global position, use [method Node2D.to_global]:\n"
+"[codeblock]\n"
+"var local_position = my_tilemap.map_to_world(map_position)\n"
+"var global_position = my_tilemap.to_global(local_position)\n"
+"[/codeblock]\n"
+"Optionally, the tilemap's half offset can be ignored."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Sets the tile index for the given cell.\n"
+"An index of [code]-1[/code] clears the cell.\n"
+"Optionally, the tile can also be flipped, transposed, or given autotile "
+"coordinates. The autotile coordinate refers to the column and row of the "
+"subtile.\n"
+"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
+"immediately updated for performance reasons.\n"
+"If you need these to be immediately updated, you can call [method "
+"update_dirty_quadrants].\n"
+"Overriding this method also overrides it internally, allowing custom logic "
+"to be implemented when tiles are placed/removed:\n"
+"[codeblock]\n"
+"func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, "
+"autotile_coord=Vector2()):\n"
+" # Write your custom logic here.\n"
+" # To call the default method:\n"
+" .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Sets the tile index for the cell given by a Vector2.\n"
+"An index of [code]-1[/code] clears the cell.\n"
+"Optionally, the tile can also be flipped, transposed, or given autotile "
+"coordinates. The autotile coordinate refers to the column and row of the "
+"subtile.\n"
+"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
+"immediately updated for performance reasons.\n"
+"If you need these to be immediately updated, you can call [method "
+"update_dirty_quadrants]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Sets the given collision layer bit."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Sets the given collision mask bit."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Applies autotiling rules to the cell (and its adjacent cells) referenced by "
+"its grid-based X and Y coordinates."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Applies autotiling rules to the cells in the given region (specified by grid-"
+"based X and Y coordinates).\n"
+"Calling with invalid (or missing) parameters applies autotiling rules for "
+"the entire tilemap."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Updates the tile map's quadrants, allowing things such as navigation and "
+"collision shapes to be immediately used if modified."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the tilemap (grid-based) coordinates corresponding to the given "
+"local position.\n"
+"To use this with a global position, first determine the local position with "
+"[method Node2D.to_local]:\n"
+"[codeblock]\n"
+"var local_position = my_tilemap.to_local(global_position)\n"
+"var map_position = my_tilemap.world_to_map(local_position)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], the cell's UVs will be clipped."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The custom [Transform2D] to be applied to the TileMap's cells."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Amount to offset alternating tiles. See [enum HalfOffset] for possible "
+"values."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
+"this size."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The TileMap's cell size."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Position for tile origin. See [enum TileOrigin] for possible values."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], the TileMap's direct children will be drawn in order "
+"of their Y coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], the textures will be centered in the middle of each "
+"tile. This is useful for certain isometric or top-down modes when textures "
+"are made larger or smaller than the tiles (e.g. to avoid flickering on tile "
+"edges). The offset is still applied, but from the center of the tile. If "
+"used, [member compatibility_mode] is ignored.\n"
+"If [code]false[/code], the texture position start in the top-left corner "
+"unless [member compatibility_mode] is enabled."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Bounce value for static body collisions (see [code]collision_use_kinematic[/"
+"code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Friction value for static body collisions (see "
+"[code]collision_use_kinematic[/code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], TileMap collisions will be handled as a kinematic "
+"body. If [code]false[/code], collisions will be handled as static body."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], this tilemap's collision shape will be added to the "
+"collision shape of the parent. The parent has to be a [CollisionObject2D]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 "
+"or earlier is maintained (textures move when the tile origin changes and "
+"rotate if the texture size is not homogeneous). This mode presents problems "
+"when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/"
+"code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in "
+"which the texture could not coincide with the collision, thus it is not "
+"recommended for isometric or non-square tiles.\n"
+"If [code]false[/code], the textures do not move when doing [code]flip_h[/"
+"code], [code]flip_v[/code] operations if no offset is used, nor when "
+"changing the tile origin.\n"
+"The compatibility mode doesn't work with the [member centered_textures] "
+"option, because displacing textures with the [member cell_tile_origin] "
+"option or in irregular tiles is not relevant when centering those textures."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The TileMap orientation mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"The light mask assigned to all light occluders in the TileMap. The TileSet's "
+"light occluders will cast shadows only from Light2D(s) that have the same "
+"light mask(s)."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], collision shapes are visible in the editor. Doesn't "
+"affect collision shapes visibility at runtime. To show collision shapes at "
+"runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu "
+"instead."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The assigned [TileSet]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Emitted when a tilemap setting has changed."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returned when a cell doesn't exist."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Orthogonal orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Isometric orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Custom orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset on the X coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset on the Y coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset disabled."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset on the X coordinate (negative)."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset on the Y coordinate (negative)."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Tile origin at its top-left corner."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Tile origin at its center."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Tile origin at its bottom-left corner."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Tile library for tilemaps."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"A TileSet is a library of tiles for a [TileMap]. It contains a list of "
+"tiles, each consisting of a sprite and optional collision shapes.\n"
+"Tiles are referenced by a unique integer ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Determines when the auto-tiler should consider two different auto-tile IDs "
+"to be bound together.\n"
+"[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant "
+"TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Clears all bitmask information of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the bitmask of the subtile from an autotile given its coordinates.\n"
+"The value is the sum of the values in [enum AutotileBindings] present in the "
+"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
+"left and top right)."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the [enum BitmaskMode] of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the subtile that's being used as an icon in an atlas/autotile given "
+"its coordinates.\n"
+"The subtile defined as the icon will be used as a fallback when the atlas/"
+"autotile's bitmask information is incomplete. It will also be used to "
+"represent it in the TileSet editor."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the light occluder of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the navigation polygon of the subtile from an atlas/autotile given "
+"its coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the size of the subtiles in an atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the spacing between subtiles of the atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the priority of the subtile from an autotile given its coordinates.\n"
+"When more than one subtile has the same bitmask value, one of them will be "
+"picked randomly for drawing. Its priority will define how often it will be "
+"picked."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the drawing index of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the bitmask of the subtile from an autotile given its coordinates.\n"
+"The value is the sum of the values in [enum AutotileBindings] present in the "
+"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
+"left and top right)."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the [enum BitmaskMode] of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the subtile that will be used as an icon in an atlas/autotile given its "
+"coordinates.\n"
+"The subtile defined as the icon will be used as a fallback when the atlas/"
+"autotile's bitmask information is incomplete. It will also be used to "
+"represent it in the TileSet editor."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the light occluder of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the navigation polygon of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the size of the subtiles in an atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the spacing between subtiles of the atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the priority of the subtile from an autotile given its coordinates.\n"
+"When more than one subtile has the same bitmask value, one of them will be "
+"picked randomly for drawing. Its priority will define how often it will be "
+"picked."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the drawing index of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Clears all tiles."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Creates a new tile with the given ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the first tile matching the given name."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the ID following the last currently used ID, useful when creating a "
+"new tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns an array of all currently used tile IDs."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Removes the given tile ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Adds a shape to the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's material."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's modulation color."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's name."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the navigation polygon of the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the offset of the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's normal map texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the offset of the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile sub-region in the texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns a tile's given shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the number of shapes assigned to a tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the offset of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the one-way collision value of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the [Transform2D] of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns an array of dictionaries describing the tile's shapes.\n"
+"[b]Dictionary structure in the array returned by this method:[/b]\n"
+"[codeblock]\n"
+"{\n"
+" \"autotile_coord\": Vector2,\n"
+" \"one_way\": bool,\n"
+" \"one_way_margin\": int,\n"
+" \"shape\": CollisionShape2D,\n"
+" \"shape_transform\": Transform2D,\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the texture offset of the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's [enum TileMode]."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's Z index (drawing layer)."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets a light occluder for the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's material."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the tile's modulation color.\n"
+"[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To "
+"access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/"
+"code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] "
+"property)."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's name."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets an offset for the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the tile's normal map texture.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets an offset for the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the tile's sub-region in the texture. This is common in texture atlases."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets a shape for the tile, enabling collision."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the offset of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Enables one-way collision on a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets a [Transform2D] on a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets an array of shapes for the tile, enabling collision."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's texture offset."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's [enum TileMode]."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's drawing index."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "Time singleton for working with time."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"The Time singleton allows converting time between various formats and also "
+"getting time information from the system.\n"
+"This class conforms with as many of the ISO 8601 standards as possible. All "
+"dates follow the Proleptic Gregorian calendar. As such, the day before "
+"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
+"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
+"year before that (2 BC) being [code]-1[/code], etc.\n"
+"Conversion methods assume \"the same timezone\", and do not handle timezone "
+"conversions or DST automatically. Leap seconds are also not handled, they "
+"must be done manually if desired. Suffixes such as \"Z\" are not handled, "
+"you need to strip them away manually.\n"
+"When getting time information from the system, the time can either be in the "
+"local timezone or UTC depending on the [code]utc[/code] parameter. However, "
+"the [method get_unix_time_from_system] method always returns the time in "
+"UTC.\n"
+"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
+"that the user can manually set. [b]Never use[/b] this method for precise "
+"time calculation since its results are subject to automatic adjustments by "
+"the user or the operating system. [b]Always use[/b] [method get_ticks_usec] "
+"or [method get_ticks_msec] for precise time calculation instead, since they "
+"are guaranteed to be monotonic (i.e. never decrease)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/"
+"code] (Daylight Savings Time).\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], and [code]weekday[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a "
+"dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], "
+"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
+"[code]second[/code].\n"
+"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
+"code], [code]minute[/code], and [code]second[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
+"The returned Dictionary's values will be the same as the [method "
+"get_datetime_dict_from_system] if the Unix timestamp is the current time, "
+"with the exception of Daylight Savings Time as it cannot be determined from "
+"the epoch."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given dictionary of keys to an ISO 8601 date and time string "
+"(YYYY-MM-DDTHH:MM:SS).\n"
+"The given dictionary can be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]. Any other entries (including "
+"[code]dst[/code]) are ignored.\n"
+"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the Unix epoch timestamp "
+"0 (1970-01-01 at 00:00:00).\n"
+"If [code]use_space[/code] is true, use a space instead of the letter T in "
+"the middle."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current date and time as an ISO 8601 date and time string (YYYY-"
+"MM-DDTHH:MM:SS).\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC.\n"
+"If [code]use_space[/code] is true, use a space instead of the letter T in "
+"the middle."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-"
+"MM-DDTHH:MM:SS).\n"
+"If [code]use_space[/code] is true, use a space instead of the letter T in "
+"the middle."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the amount of time passed in milliseconds since the engine started.\n"
+"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
+"roughly 500 million years)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the amount of time passed in microseconds since the engine started.\n"
+"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
+"roughly half a million years)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current time as a dictionary of keys: [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code].\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given time to a dictionary of keys: [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current time as an ISO 8601 time string (HH:MM:SS).\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current time zone as a dictionary of keys: [code]bias[/code] and "
+"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
+"minutes, since not all time zones are multiples of an hour from UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts a dictionary of time values to a Unix timestamp.\n"
+"The given dictionary can be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]. Any other entries (including "
+"[code]dst[/code]) are ignored.\n"
+"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the Unix epoch timestamp "
+"0 (1970-01-01 at 00:00:00).\n"
+"You can pass the output from [method get_datetime_dict_from_unix_time] "
+"directly into this function and get the same as what was put in.\n"
+"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
+"timezone conversion, so the timestamp will be in the same timezone as the "
+"given datetime dictionary."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
+"string can contain a date only, a time only, or both.\n"
+"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
+"timezone conversion, so the timestamp will be in the same timezone as the "
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current Unix timestamp in seconds based on the system time in "
+"UTC. This method is implemented by the operating system and always returns "
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of January, represented numerically as [code]01[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of February, represented numerically as [code]02[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of March, represented numerically as [code]03[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of April, represented numerically as [code]04[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of May, represented numerically as [code]05[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of June, represented numerically as [code]06[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of July, represented numerically as [code]07[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of August, represented numerically as [code]08[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of September, represented numerically as [code]09[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of October, represented numerically as [code]10[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of November, represented numerically as [code]11[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of December, represented numerically as [code]12[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The day of the week Monday, represented numerically as [code]1[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"The day of the week Wednesday, represented numerically as [code]3[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"The day of the week Thursday, represented numerically as [code]4[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The day of the week Friday, represented numerically as [code]5[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"The day of the week Saturday, represented numerically as [code]6[/code]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "A countdown timer."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"Counts down a specified interval and emits a signal on reaching 0. Can be "
+"set to repeat or \"one-shot\" mode.\n"
+"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
+"[method SceneTree.create_timer]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "Returns [code]true[/code] if the timer is stopped."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if "
+"[code]time_sec > 0[/code]. This also resets the remaining time to "
+"[code]wait_time[/code].\n"
+"[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "Stops the timer."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"If [code]true[/code], the timer will automatically start when entering the "
+"scene tree.\n"
+"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
+"the timer enters the scene tree and starts."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
+"code], it will restart."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"If [code]true[/code], the timer is paused and will not process until it is "
+"unpaused again, even if [method start] is called."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "Processing mode. See [enum TimerProcessMode]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n"
+"[b]Note:[/b] You cannot set this value. To change the timer's remaining "
+"time, use [method start]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"The wait time in seconds.\n"
+"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
+"per physics frame if [member process_mode] is [constant "
+"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
+"seconds) will behave in significantly different ways depending on the "
+"rendered framerate. For very low wait times, it is recommended to use a "
+"process loop in a script instead of using a Timer node."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"Update the timer during the physics step at each frame (fixed framerate "
+"processing)."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "Update the timer during the idle time at each frame."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Flat button helper class."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid ""
+"This is a helper class to generate a flat [Button] (see [member Button."
+"flat]), creating a [ToolButton] is equivalent to:\n"
+"[codeblock]\n"
+"var btn = Button.new()\n"
+"btn.flat = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Default text [Color] of the [ToolButton]."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Text [Color] used when the [ToolButton] is disabled."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid ""
+"Text [Color] used when the [ToolButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Text [Color] used when the [ToolButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Text [Color] used when the [ToolButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "The horizontal space between [ToolButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "[Font] of the [ToolButton]'s text."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "[StyleBox] used when the [ToolButton] is disabled."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid ""
+"[StyleBox] used when the [ToolButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "[StyleBox] used when the [ToolButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Default [StyleBox] for the [ToolButton]."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "[StyleBox] used when the [ToolButton] is being pressed."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Button for touch screen devices for gameplay use."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid ""
+"TouchScreenButton allows you to create on-screen buttons for touch devices. "
+"It's intended for gameplay use, such as a unit you have to touch to move. "
+"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
+"Several TouchScreenButtons can be pressed at the same time with touch "
+"input.\n"
+"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot "
+"set anchors on it. If you want to create menus or user interfaces, you may "
+"want to use [Button] nodes instead. To make button nodes react to touch "
+"events, you can enable the Emulate Mouse option in the Project Settings.\n"
+"You can configure TouchScreenButton to be visible only on touch devices, "
+"helping you develop your game both for desktop and mobile devices."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Returns [code]true[/code] if this button is currently pressed."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's action. Actions can be handled with [InputEventAction]."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's bitmask."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's texture for the normal state."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid ""
+"If [code]true[/code], the [signal pressed] and [signal released] signals are "
+"emitted whenever a pressed finger goes in and out of the button, even if the "
+"pressure started outside the active area of the button.\n"
+"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's texture for the pressed state."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's shape."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid ""
+"If [code]true[/code], the button's shape is centered in the provided "
+"texture. If no texture is used, this property has no effect."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "If [code]true[/code], the button's shape is visible."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid ""
+"The button's visibility mode. See [enum VisibilityMode] for possible values."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Emitted when the button is pressed (down)."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Emitted when the button is released (up)."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Always visible."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Visible on touch screens only."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "3D transformation (3×4 matrix)."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can "
+"represent transformations such as translation, rotation, or scaling. It "
+"consists of a [member basis] (first 3 columns) and a [Vector3] for the "
+"[member origin] (last column).\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Constructs a Transform from four [Vector3] values (matrix columns). Each "
+"axis corresponds to local basis vectors (some of which may be scaled)."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "Constructs a Transform from a [Basis] and [Vector3]."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "Constructs a Transform from a [Transform2D]."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, "
+"0)[/code]."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns the inverse of the transform, under the assumption that the "
+"transformation is composed of rotation, scaling and translation."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns a transform interpolated between this transform and another by a "
+"given [code]weight[/code] (on the range of 0.0 to 1.0)."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns the inverse of the transform, under the assumption that the "
+"transformation is composed of rotation and translation (no scaling, use "
+"[method affine_inverse] for transforms with scaling)."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns [code]true[/code] if this transform and [code]transform[/code] are "
+"approximately equal, by calling [code]is_equal_approx[/code] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Returns a copy of the transform rotated such that its -Z axis points towards "
+"the [code]target[/code] position.\n"
+"The transform will first be rotated around the given [code]up[/code] vector, "
+"and then fully aligned to the target by a further rotation around an axis "
+"perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n"
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns the transform with the basis orthogonal (90 degrees), and normalized "
+"axis vectors (scale of 1 or -1)."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
+"Unlike [method rotated] and [method scaled], this does not use matrix "
+"multiplication."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by "
+"this transform."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Inverse-transforms the given [Vector3], [Plane], [AABB], or "
+"[PoolVector3Array] by this transform, under the assumption that the "
+"transformation is composed of rotation and translation (no scaling). "
+"Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For "
+"affine transformations (e.g. with scaling) see [method affine_inverse] "
+"method."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, "
+"and Z axis. These vectors can be interpreted as the basis vectors of local "
+"coordinate system traveling with the object."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"The translation offset of the transform (column 3, the fourth column). "
+"Equivalent to array index [code]3[/code]."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"[Transform] with no translation, rotation or scaling applied. When applied "
+"to other data structures, [constant IDENTITY] performs no transformation."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "[Transform] with mirroring applied perpendicular to the YZ plane."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "[Transform] with mirroring applied perpendicular to the XZ plane."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "[Transform] with mirroring applied perpendicular to the XY plane."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "2D transformation (2×3 matrix)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can "
+"represent transformations such as translation, rotation, or scaling. It "
+"consists of three [Vector2] values: [member x], [member y], and the [member "
+"origin].\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Constructs the transform from a 3D [Transform]."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Constructs the transform from 3 [Vector2] values representing [member x], "
+"[member y], and the [member origin] (the three column vectors)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Constructs the transform from a given angle (in radians) and position."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Returns a vector transformed (multiplied) by the basis matrix.\n"
+"This method does not account for translation (the origin vector)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Returns a vector transformed (multiplied) by the inverse basis matrix.\n"
+"This method does not account for translation (the origin vector)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Returns the transform's origin (translation)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Returns the transform's rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Returns the scale."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this "
+"transform."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by "
+"this transform, under the assumption that the transformation is composed of "
+"rotation and translation (no scaling). Equivalent to calling [code]inverse()."
+"xform(v)[/code] on this transform. For affine transformations (e.g. with "
+"scaling) see [method affine_inverse] method."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"The origin vector (column 2, the third column). Equivalent to array index "
+"[code]2[/code]. The origin vector represents translation."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"The identity [Transform2D] with no translation, rotation or scaling applied. "
+"When applied to other data structures, [constant IDENTITY] performs no "
+"transformation."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "The [Transform2D] that will flip something along the X axis."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "The [Transform2D] that will flip something along the Y axis."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Language Translation."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid ""
+"Translations are resources that can be loaded and unloaded on demand. They "
+"map a string to another string."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Virtual method to override [method get_message]."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Adds a message if nonexistent, followed by its translation."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Erases a message."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Returns a message's translation."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Returns the number of existing messages."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Returns all the messages (keys)."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "The locale of the translation."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Server that manages all translations."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid ""
+"Server that manages all translations. Translations can be set to it and "
+"removed from it."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Adds a [Translation] resource."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Clears the server from all translations."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Returns an array of all loaded locales of the project."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid ""
+"Returns the current locale of the project.\n"
+"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
+"the locale of the user system."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid ""
+"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
+"would return [code]\"English (United States)\"[/code])."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Removes the given translation from the server."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid ""
+"Sets the locale of the project. The [code]locale[/code] string will be "
+"standardized to match known locales (e.g. [code]en-US[/code] would be "
+"matched to [code]en_US[/code]).\n"
+"If translations have been loaded beforehand for the new locale, they will be "
+"applied."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Returns the current locale's translation for the given message (key)."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Control to show a tree of items."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"This shows a tree of items that can be selected, expanded and collapsed. The "
+"tree can have multiple columns with custom controls like text editing, "
+"buttons and popups. It can be useful for structured displays and "
+"interactions.\n"
+"Trees are built via code, using [TreeItem] objects to create the structure. "
+"They have a single root but multiple roots can be simulated if a dummy "
+"hidden root is added.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tree = Tree.new()\n"
+" var root = tree.create_item()\n"
+" tree.set_hide_root(true)\n"
+" var child1 = tree.create_item(root)\n"
+" var child2 = tree.create_item(root)\n"
+" var subchild1 = tree.create_item(child1)\n"
+" subchild1.set_text(0, \"Subchild1\")\n"
+"[/codeblock]\n"
+"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
+"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
+"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Clears the tree. This removes all items."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Creates an item in the tree and adds it as a child of [code]parent[/code], "
+"which can be either a valid [TreeItem] or [code]null[/code].\n"
+"If [code]parent[/code] is [code]null[/code], the root item will be the "
+"parent, or the new item will be the root itself if the tree is empty.\n"
+"The new item will be the [code]idx[/code]th child of parent, or it will be "
+"the last child if there are not enough siblings."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Edits the selected tree item as if it was clicked. The item must be set "
+"editable with [method TreeItem.set_editable]. Returns [code]true[/code] if "
+"the item could be edited. Fails if no item is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Makes the currently focused cell visible.\n"
+"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
+"will not do horizontal scrolling, as all the cells in the selected row is "
+"focused logically.\n"
+"[b]Note:[/b] Despite the name of this method, the focus cursor itself is "
+"only visible in [constant SELECT_MULTI] mode."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the button id at [code]position[/code], or -1 if no button is there."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the column index at [code]position[/code], or -1 if no item is there."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the column's title."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the column's width in pixels."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the rectangle for custom popups. Helper to create custom cell "
+"controls that display a popup. See [method TreeItem.set_cell_mode]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the drop section at [code]position[/code], or -100 if no item is "
+"there.\n"
+"Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
+"\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
+"description of each drop section.\n"
+"To get the item which the returned drop section is relative to, use [method "
+"get_item_at_position]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the currently edited item. Can be used with [signal item_edited] to "
+"get the item that was modified.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
+"\n"
+"func on_Tree_item_edited():\n"
+" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the column for the currently edited item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the rectangle area for the specified [TreeItem]. If [code]column[/"
+"code] is specified, only get the position and size of that column, otherwise "
+"get the rectangle containing all columns."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the tree item at the specified position (relative to the tree origin "
+"position)."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the next selected [TreeItem] after the given one, or [code]null[/"
+"code] if the end is reached.\n"
+"If [code]from[/code] is [code]null[/code], this returns the first selected "
+"item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the last pressed button's index."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the tree's root item, or [code]null[/code] if the tree is empty."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the current scrolling position."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the currently focused item, or [code]null[/code] if no item is "
+"focused.\n"
+"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused "
+"item is same as the selected item. In [constant SELECT_MULTI] mode, the "
+"focused item is the item under the focus cursor, not necessarily selected.\n"
+"To get the currently selected item(s), use [method get_next_selected]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the currently focused column, or -1 if no column is focused.\n"
+"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
+"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
+"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
+"under the focus cursor, and there are not necessarily any column selected.\n"
+"To tell whether a column of an item is selected, use [method TreeItem."
+"is_selected]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Causes the [Tree] to jump to the specified [TreeItem]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"If [code]true[/code], the column will have the \"Expand\" flag of [Control]. "
+"Columns that have the \"Expand\" flag will use their \"min_width\" in a "
+"similar fashion to [member Control.size_flags_stretch_ratio]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Sets the minimum width of a column. Columns that have the \"Expand\" flag "
+"will use their \"min_width\" in a similar fashion to [member Control."
+"size_flags_stretch_ratio]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Sets the title of a column."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"If [code]true[/code], the currently selected cell may be selected again."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "If [code]true[/code], a right mouse button click can select items."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "If [code]true[/code], column titles are visible."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The number of columns."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The drop mode as an OR combination of flags. See [enum DropModeFlags] "
+"constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. "
+"Setting this during [method Control.can_drop_data] is recommended.\n"
+"This controls the drop sections, i.e. the decision and drawing of possible "
+"drop locations based on the mouse position."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "If [code]true[/code], the folding arrow is hidden."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "If [code]true[/code], the tree's root is hidden."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Allows single or multiple selection. See the [enum SelectMode] constants."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when a button on the tree was pressed (see [method TreeItem."
+"add_button])."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when a cell is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when a column's title is pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
+"to be edited."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when the right mouse button is pressed in the empty space of the "
+"tree."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when the right mouse button is pressed if right mouse button "
+"selection is active and the tree is empty."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item's label is double-clicked."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is collapsed by a click on the folding arrow."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when a custom button is pressed (i.e. in a [constant TreeItem."
+"CELL_MODE_CUSTOM] mode cell)."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item's icon is double-clicked."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is edited."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is edited using the right mouse button."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is selected with the right mouse button."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
+"[constant SELECT_MULTI]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when a left mouse button click does not select any item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Allows selection of a single cell at a time. From the perspective of items, "
+"only a single item is allowed to be selected. And there is only one column "
+"selected in the selected item.\n"
+"The focus cursor is always hidden in this mode, but it is positioned at the "
+"current selection, making the currently selected item the currently focused "
+"item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Allows selection of a single row at a time. From the perspective of items, "
+"only a single items is allowed to be selected. And all the columns are "
+"selected in the selected item.\n"
+"The focus cursor is always hidden in this mode, but it is positioned at the "
+"first column of the current selection, making the currently selected item "
+"the currently focused item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Allows selection of multiple cells at the same time. From the perspective of "
+"items, multiple items are allowed to be selected. And there can be multiple "
+"columns selected in each selected item.\n"
+"The focus cursor is visible in this mode, the item or column under the "
+"cursor is not necessarily selected."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Disables all drop sections, but still allows to detect the \"on item\" drop "
+"section by [method get_drop_section_at_position].\n"
+"[b]Note:[/b] This is the default flag, it has no effect when combined with "
+"other flags."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Enables the \"on item\" drop section. This drop section covers the entire "
+"item.\n"
+"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
+"the height and stays centered vertically."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
+"drop section covers the top half of the item, and the \"below item\" drop "
+"section covers the bottom half.\n"
+"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
+"the height and stays on top / bottom accordingly."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
+"constants for further description of drop locations."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[Color] of the guideline."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[Color] of the relationship lines."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Default text [Color] of the title button."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The horizontal space between each button in a cell."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
+"horizontal line drawn at the bottom of each item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Draws the relationship lines if not zero, this acts as a boolean. "
+"Relationship lines are drawn at the start of child items to show hierarchy."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The horizontal space between item cells. This is also used as the margin at "
+"the start of an item when folding is disabled."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The horizontal margin at the start of an item. This is used when folding is "
+"enabled for the item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The maximum distance between the mouse cursor and the control's border to "
+"trigger border scrolling when dragging."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The speed of border scrolling."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The vertical padding inside each item, i.e. the distance between the item's "
+"content and top/bottom border."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[Font] of the title button's text."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The arrow icon used when a foldable item is not collapsed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The arrow icon used when a foldable item is collapsed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is checked."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
+"cell."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is unchecked."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
+"mode cell."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Default [StyleBox] for the [Tree], i.e. used when the control is not being "
+"focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used when a button in the tree is pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[StyleBox] for the selected items, used when the [Tree] is not being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[StyleBox] for the selected items, used when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used when the title button is being hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Default [StyleBox] for the title button."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used when the title button is being pressed."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Control for a single item inside a [Tree]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Control for a single item inside a [Tree]. May have child [TreeItem]s and be "
+"styled as well as contain buttons.\n"
+"You can remove a [TreeItem] by using [method Object.free]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
+"code]. The [code]id[/code] is used to identify the button. If not specified, "
+"the next available index is used, which may be retrieved by calling [method "
+"get_button_count] immediately before this method. Optionally, the button can "
+"be [code]disabled[/code] and have a [code]tooltip[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Calls the [code]method[/code] on the actual TreeItem and its children "
+"recursively. Pass parameters as a comma separated list."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Resets the background color for the given column to default."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Resets the color for the given column to default."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Deselects the given column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Removes the button at index [code]button_idx[/code] in column [code]column[/"
+"code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the [Texture] of the button at index [code]button_idx[/code] in "
+"column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the button index if there is a button with id [code]id[/code] in "
+"column [code]column[/code], otherwise returns -1."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the id for the button at index [code]button_idx[/code] in column "
+"[code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the tooltip string for the button at index [code]button_idx[/code] "
+"in column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the column's cell mode."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the TreeItem's first child item or a null object if there is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the custom background color of column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the custom color of column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the given column's icon [Texture]. Error if no icon is set."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the column's icon's maximum width."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the [Color] modulating the column's icon."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the icon [Texture] region as [Rect2]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the metadata value that was set for the given column using [method "
+"set_metadata]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
+"If [code]wrap[/code] is enabled, the method will wrap around to the first "
+"visible element in the tree when called on the last visible element, "
+"otherwise it returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the parent TreeItem or a null object if there is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
+"If [code]wrap[/code] is enabled, the method will wrap around to the last "
+"visible element in the tree when called on the first visible element, "
+"otherwise it returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns a dictionary containing the range parameters for a given column. The "
+"keys are \"min\", \"max\", \"step\", and \"expr\"."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Gets the suffix string shown after the column value."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the given column's text."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the given column's text alignment."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the given column's tooltip."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
+"the given column is disabled."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if the given column is checked."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if column [code]column[/code] is editable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Moves this TreeItem to the top in the [Tree] hierarchy."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Removes the given child [TreeItem] and all its children from the [Tree]. "
+"Note that it doesn't free the item from memory, so it can be reused later. "
+"To completely remove a [TreeItem] use [method Object.free]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Selects the column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's button [Texture] at index [code]button_idx[/code] to "
+"[code]button[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"If [code]true[/code], disables the button at index [code]button_idx[/code] "
+"in column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's cell mode to [code]mode[/code]. See [enum "
+"TreeCellMode] constants."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], the column [code]column[/code] is checked."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's custom background color and whether to just use it "
+"as an outline."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's custom color."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's custom draw callback to [code]callback[/code] method "
+"on [code]object[/code].\n"
+"The [code]callback[/code] should accept two arguments: the [TreeItem] that "
+"is drawn and its position and size as a [Rect2]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], column [code]column[/code] is editable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"If [code]true[/code], column [code]column[/code] is expanded to the right."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's icon [Texture]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's icon's maximum width."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Modulates the given column's icon with [code]modulate[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's icon's texture region."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the metadata value for the given column, which can be retrieved later "
+"using [method get_metadata]. This can be used, for example, to store a "
+"reference to the original data."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the range of accepted values for a column. The column must be in the "
+"[constant CELL_MODE_RANGE] mode.\n"
+"If [code]expr[/code] is [code]true[/code], the edit mode slider will use an "
+"exponential scale as with [member Range.exp_edit]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], the given column is selectable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets a string to be shown after a column's value (for example, a unit "
+"abbreviation)."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's text value."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's text alignment. See [enum TextAlign] for possible "
+"values."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's tooltip text."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], the TreeItem is collapsed."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "The custom minimum height."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], folding is disabled for this TreeItem."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Cell contains a string."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Cell contains a checkbox."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Cell contains a range."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Cell contains an icon."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Align text to the left. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Center text. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Align text to the right. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TriangleMesh.xml
+msgid "Internal mesh type."
+msgstr ""
+
+#: doc/classes/TriangleMesh.xml
+msgid "Mesh type used internally for collision calculations."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Smoothly animates a node's properties over time."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Tweens are useful for animations requiring a numerical property to be "
+"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
+"betweening[/i], an animation technique where you specify [i]keyframes[/i] "
+"and the computer interpolates the frames that appear between them.\n"
+"[Tween] is more suited than [AnimationPlayer] for animations where you don't "
+"know the final values in advance. For example, interpolating a dynamically-"
+"chosen camera zoom value is best done with a [Tween] node; it would be "
+"difficult to do the same thing with an [AnimationPlayer] node.\n"
+"Here is a brief usage example that makes a 2D node move smoothly between two "
+"positions:\n"
+"[codeblock]\n"
+"var tween = get_node(\"Tween\")\n"
+"tween.interpolate_property($Node2D, \"position\",\n"
+" Vector2(0, 0), Vector2(100, 100), 1,\n"
+" Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n"
+"tween.start()\n"
+"[/codeblock]\n"
+"Many methods require a property name, such as [code]\"position\"[/code] "
+"above. You can find the correct property name by hovering over the property "
+"in the Inspector. You can also provide the components of a property directly "
+"by using [code]\"property:component\"[/code] (e.g. [code]position:x[/code]), "
+"where it would only apply to that particular component.\n"
+"Many of the methods accept [code]trans_type[/code] and [code]ease_type[/"
+"code]. The first accepts an [enum TransitionType] constant, and refers to "
+"the way the timing of the animation is handled (see [url=https://easings."
+"net/]easings.net[/url] for some examples). The second accepts an [enum "
+"EaseType] constant, and controls where the [code]trans_type[/code] is "
+"applied to the interpolation (in the beginning, the end, or both). If you "
+"don't know which transition and easing to pick, you can try different [enum "
+"TransitionType] constants with [constant EASE_IN_OUT], and use the one that "
+"looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Follows [code]method[/code] of [code]object[/code] and applies the returned "
+"value on [code]target_method[/code] of [code]target[/code], beginning from "
+"[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
+"code] later. Methods are called with consecutive values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Follows [code]property[/code] of [code]object[/code] and applies it on "
+"[code]target_property[/code] of [code]target[/code], beginning from "
+"[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
+"code] seconds later.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Returns the total time needed for all tweens to end. If you have two tweens, "
+"one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, "
+"as by that time all tweens would have finished."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
+"code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
+"callback."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
+"code] on the main thread (similar to [method Object.call_deferred]). "
+"[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
+"callback."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/"
+"code] to [code]final_val[/code] for [code]duration[/code] seconds, "
+"[code]delay[/code] seconds later. Methods are called with consecutive "
+"values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Animates [code]property[/code] of [code]object[/code] from "
+"[code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] "
+"seconds, [code]delay[/code] seconds later. Setting the initial value to "
+"[code]null[/code] uses the current value of the property.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Returns [code]true[/code] if any tweens are currently running.\n"
+"[b]Note:[/b] This method doesn't consider tweens that have ended."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Stops animation and removes a tween, given its object and property/method "
+"pair. By default, all tweens are removed, unless [code]key[/code] is "
+"specified."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Stops animation and removes all tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Resets a tween to its initial value (the one given, not the one before the "
+"tween), given its object and property/method pair. By default, all tweens "
+"are reset, unless [code]key[/code] is specified."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Resets all tweens to their initial values (the ones given, not those before "
+"the tween)."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Continues animating a stopped tween, given its object and property/method "
+"pair. By default, all tweens are resumed, unless [code]key[/code] is "
+"specified."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Continues animating all stopped tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Sets the interpolation to the given [code]time[/code] in seconds."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Activates/deactivates the tween. See also [method stop_all] and [method "
+"resume_all]."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Starts the tween. You can define animations both before and after this."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Stops a tween, given its object and property/method pair. By default, all "
+"tweens are stopped, unless [code]key[/code] is specified."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Stops animating all tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Animates [code]method[/code] of [code]object[/code] from the value returned "
+"by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/"
+"code] seconds, [code]delay[/code] seconds later. Methods are animated by "
+"calling them with consecutive values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Animates [code]property[/code] of [code]object[/code] from the current value "
+"of the [code]initial_val[/code] property of [code]initial[/code] to "
+"[code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] "
+"seconds later.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Returns the current time of the tween."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The tween's animation process thread. See [enum TweenProcessMode]."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The tween's speed multiplier. For example, set it to [code]1.0[/code] for "
+"normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/"
+"code] for half of the normal speed. A value of [code]0[/code] pauses the "
+"animation, but see also [method set_active] or [method stop_all] for this."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "If [code]true[/code], the tween loops."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Emitted when all processes in a tween end."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Emitted when a tween ends."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Emitted when a tween starts."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Emitted at each step of the animation."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The tween updates with the [code]_physics_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The tween updates with the [code]_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated linearly."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated using a sine function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with a quintic (to the power of 5) function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with a quartic (to the power of 4) function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with a quadratic (to the power of 2) function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with an exponential (to the power of x) "
+"function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with elasticity, wiggling around the edges."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with a cubic (to the power of 3) function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated with a function using square roots."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated by bouncing at the end."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated backing out at ends."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The interpolation starts slowly and speeds up towards the end."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The interpolation starts quickly and slows down towards the end."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
+"interpolation is slowest at both ends."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
+"interpolation is fastest at both ends."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid "Helper class to implement a UDP server."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"A simple server that opens a UDP socket and returns connected "
+"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP."
+"connect_to_host].\n"
+"After starting the server ([method listen]), you will need to [method poll] "
+"it at regular intervals (e.g. inside [method Node._process]) for it to "
+"process new packets, delivering them to the appropriate [PacketPeerUDP], and "
+"taking new connections.\n"
+"Below a small example of how it can be used:\n"
+"[codeblock]\n"
+"# server.gd\n"
+"extends Node\n"
+"\n"
+"var server := UDPServer.new()\n"
+"var peers = []\n"
+"\n"
+"func _ready():\n"
+" server.listen(4242)\n"
+"\n"
+"func _process(delta):\n"
+" server.poll() # Important!\n"
+" if server.is_connection_available():\n"
+" var peer : PacketPeerUDP = server.take_connection()\n"
+" var pkt = peer.get_packet()\n"
+" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
+"get_packet_port()])\n"
+" print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n"
+" # Reply so it knows we received the message.\n"
+" peer.put_packet(pkt)\n"
+" # Keep a reference so we can keep contacting the remote peer.\n"
+" peers.append(peer)\n"
+"\n"
+" for i in range(0, peers.size()):\n"
+" pass # Do something with the connected peers.\n"
+"\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# client.gd\n"
+"extends Node\n"
+"\n"
+"var udp := PacketPeerUDP.new()\n"
+"var connected = false\n"
+"\n"
+"func _ready():\n"
+" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
+"\n"
+"func _process(delta):\n"
+" if !connected:\n"
+" # Try to contact server\n"
+" udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" if udp.get_available_packet_count() > 0:\n"
+" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
+" connected = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Returns [code]true[/code] if a packet with a new address/port combination "
+"was received on the socket."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Returns [code]true[/code] if the socket is open and listening on a port."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Starts the server by opening a UDP socket listening on the given port. You "
+"can optionally specify a [code]bind_address[/code] to only listen for "
+"packets sent to that address. See also [method PacketPeerUDP.listen]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Call this method at regular intervals (e.g. inside [method Node._process]) "
+"to process new packets. And packet from known address/port pair will be "
+"delivered to the appropriate [PacketPeerUDP], any packet received from an "
+"unknown address/port pair will be added as a pending connection (see [method "
+"is_connection_available], [method take_connection]). The maximum number of "
+"pending connection is defined via [member max_pending_connections]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Stops the server, closing the UDP socket if open. Will close all connected "
+"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
+"be notified)."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Returns the first pending connection (connected to the appropriate address/"
+"port). Will return [code]null[/code] if no new connection is available. See "
+"also [method is_connection_available], [method PacketPeerUDP."
+"connect_to_host]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Define the maximum number of pending connections, during [method poll], any "
+"new pending connection exceeding that value will be automatically dropped. "
+"Setting this value to [code]0[/code] effectively prevents any new pending "
+"connection to be accepted (e.g. when all your players have connected)."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Helper to manage undo/redo operations in the editor or custom tools."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Helper to manage undo/redo operations in the editor or custom tools. It "
+"works by registering methods and property changes inside \"actions\".\n"
+"Common behavior is to create an action, then add do/undo calls to functions "
+"or property changes, then committing the action.\n"
+"Here's an example on how to add an action to the Godot editor's own "
+"[UndoRedo], from a plugin:\n"
+"[codeblock]\n"
+"var undo_redo = get_undo_redo() # Method of EditorPlugin.\n"
+"\n"
+"func do_something():\n"
+" pass # Put your code here.\n"
+"\n"
+"func undo_something():\n"
+" pass # Put here the code that reverts what's done by "
+"\"do_something()\".\n"
+"\n"
+"func _on_MyButton_pressed():\n"
+" var node = get_node(\"MyNode2D\")\n"
+" undo_redo.create_action(\"Move the node\")\n"
+" undo_redo.add_do_method(self, \"do_something\")\n"
+" undo_redo.add_undo_method(self, \"undo_something\")\n"
+" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
+" undo_redo.add_undo_property(node, \"position\", node.position)\n"
+" undo_redo.commit_action()\n"
+"[/codeblock]\n"
+"[method create_action], [method add_do_method], [method add_undo_method], "
+"[method add_do_property], [method add_undo_property], and [method "
+"commit_action] should be called one after the other, like in the example. "
+"Not doing so could lead to crashes.\n"
+"If you don't need to register a method, you can leave [method add_do_method] "
+"and [method add_undo_method] out; the same goes for properties. You can also "
+"register more than one method/property."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Register a method that will be called when the action is committed."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Register a property value change for \"do\"."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Register a reference for \"do\" that will be erased if the \"do\" history is "
+"lost. This is useful mostly for new nodes created for the \"do\" call. Do "
+"not use for resources."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Register a method that will be called when the action is undone."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Register a property value change for \"undo\"."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Register a reference for \"undo\" that will be erased if the \"undo\" "
+"history is lost. This is useful mostly for nodes removed with the \"do\" "
+"call (not the \"undo\" call!)."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Clear the undo/redo history and associated references.\n"
+"Passing [code]false[/code] to [code]increase_version[/code] will prevent the "
+"version number to be increased from this."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Commit the action. All \"do\" methods/properties are called/set when this "
+"function is called."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Create a new action. After this is called, do all your calls to [method "
+"add_do_method], [method add_undo_method], [method add_do_property], and "
+"[method add_undo_property], then commit the action with [method "
+"commit_action].\n"
+"The way actions are merged is dictated by the [code]merge_mode[/code] "
+"argument. See [enum MergeMode] for details."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Gets the name of the current action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Gets the version. Every time a new action is committed, the [UndoRedo]'s "
+"version number is increased automatically.\n"
+"This is useful mostly to check if something changed from a saved version."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Returns [code]true[/code] if the [UndoRedo] is currently committing the "
+"action, i.e. running its \"do\" method or property change (see [method "
+"commit_action])."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Redo the last action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Undo the last action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Called when [method undo] or [method redo] was called."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Makes so that the action's \"do\" operation is from the first action created "
+"and the \"undo\" operation is from the last subsequent action with the same "
+"name."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Makes subsequent actions with the same name be merged into one."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "UPNP network functions."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
+"and execute commands on them, like managing port mappings (port forwarding) "
+"and querying the local and remote network IP address. Note that methods on "
+"this class are synchronous and block the calling thread.\n"
+"To forward a specific port:\n"
+"[codeblock]\n"
+"const PORT = 7777\n"
+"var upnp = UPNP.new()\n"
+"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
+"upnp.add_port_mapping(port)\n"
+"[/codeblock]\n"
+"To close a specific port (e.g. after you have finished using it):\n"
+"[codeblock]\n"
+"upnp.delete_port_mapping(port)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery "
+"without blocking the main thread, use [Thread]s like this:\n"
+"[codeblock]\n"
+"# Emitted when UPnP port mapping setup is completed (regardless of success "
+"or failure).\n"
+"signal upnp_completed(error)\n"
+"\n"
+"# Replace this with your own server port number between 1025 and 65535.\n"
+"const SERVER_PORT = 3928\n"
+"var thread = null\n"
+"\n"
+"func _upnp_setup(server_port):\n"
+" # UPNP queries take some time.\n"
+" var upnp = UPNP.new()\n"
+" var err = upnp.discover()\n"
+"\n"
+" if err != OK:\n"
+" push_error(str(err))\n"
+" emit_signal(\"upnp_completed\", err)\n"
+" return\n"
+"\n"
+" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
+" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
+"get_setting(\"application/config/name\"), \"UDP\")\n"
+" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
+"get_setting(\"application/config/name\"), \"TCP\")\n"
+" emit_signal(\"upnp_completed\", OK)\n"
+"\n"
+"func _ready():\n"
+" thread = Thread.new()\n"
+" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
+"\n"
+"func _exit_tree():\n"
+" # Wait for thread finish here to handle game exit while the thread is "
+"running.\n"
+" thread.wait_to_finish()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Adds the given [UPNPDevice] to the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Adds a mapping to forward the external [code]port[/code] (between 1 and "
+"65535) on the default gateway (see [method get_gateway]) to the "
+"[code]internal_port[/code] on the local machine for the given protocol "
+"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
+"being the default). If a port mapping for the given port and protocol "
+"combination already exists on that gateway device, this method tries to "
+"overwrite it. If that is not desired, you can retrieve the gateway manually "
+"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
+"number is used for both the external and the internal port (the [code]port[/"
+"code] value).\n"
+"The description ([code]desc[/code]) is shown in some router UIs and can be "
+"used to point out which application added the mapping. The mapping's lease "
+"duration can be limited by specifying a [code]duration[/code] (in seconds). "
+"However, some routers are incompatible with one or both of these, so use "
+"with caution and add fallback logic in case of errors to retry without them "
+"if in doubt.\n"
+"See [enum UPNPResult] for possible return values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Clears the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Deletes the port mapping for the given port and protocol combination on the "
+"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
+"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
+"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
+"return values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Discovers local [UPNPDevice]s. Clears the list of previously discovered "
+"devices.\n"
+"Filters for IGD (InternetGatewayDevice) type devices by default, as those "
+"manage port forwarding. [code]timeout[/code] is the time to wait for "
+"responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch "
+"this if you know what you're doing.\n"
+"See [enum UPNPResult] for possible return values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Returns the number of discovered [UPNPDevice]s."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Returns the default gateway. That is the first discovered [UPNPDevice] that "
+"is also a valid IGD (InternetGatewayDevice)."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Returns the external [IP] address of the default gateway (see [method "
+"get_gateway]) as string. Returns an empty string on error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Removes the device at [code]index[/code] from the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Sets the device at [code]index[/code] from the list of discovered devices to "
+"[code]device[/code]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"If [code]0[/code], the local port to use for discovery is chosen "
+"automatically by the system. If [code]1[/code], discovery will be done from "
+"the source port 1900 (same as destination port). Otherwise, the value will "
+"be used as the port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Multicast interface to use for discovery. Uses the default multicast "
+"interface if empty."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "UPNP command or discovery was successful."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Not authorized to use the command on the [UPNPDevice]. May be returned when "
+"the user disabled UPNP on their router."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No port mapping was found for the given port, protocol combination on the "
+"given [UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Inconsistent parameters."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No such entry in array. May be returned if a given port, protocol "
+"combination is not found on an [UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The action failed."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"The [UPNPDevice] does not allow wildcard values for the source IP address."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The [UPNPDevice] does not allow wildcard values for the external port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The remote host value must be a wildcard."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The external port value must be a wildcard."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No port maps are available. May also be returned if port mapping "
+"functionality is not available."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Conflict with other mechanism. May be returned instead of [constant "
+"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
+"existing one."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Conflict with an existing port mapping."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "External and internal port values must be the same."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Only permanent leases are supported. Do not use the [code]duration[/code] "
+"parameter when adding port mappings."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid gateway."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid protocol."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid duration."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid arguments."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid response."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid parameter."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
+msgid "HTTP error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Socket error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Error allocating memory."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No gateway available. You may need to call [method discover] first, or "
+"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No devices available. You may need to call [method discover] first, or "
+"discovery didn't detect any valid [UPNPDevice]s."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Unknown error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "UPNP device."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
+"low-level access to UPNP control commands. Allows to manage port mappings "
+"(port forwarding) and to query network information of the device (like local "
+"and external IP address and status). Note that methods on this class are "
+"synchronous and block the calling thread."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Adds a port mapping to forward the given external port on this [UPNPDevice] "
+"for the given protocol to the local machine. See [method UPNP."
+"add_port_mapping]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Deletes the port mapping identified by the given port and protocol "
+"combination on this device. See [method UPNP.delete_port_mapping]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
+"which potentially supports port forwarding."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Returns the external IP address of this [UPNPDevice] or an empty string."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "URL to the device description."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "IDG control URL."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Address of the local machine in the network connecting it to this "
+"[UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "IGD service type."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "IGD status. See [enum IGDStatus]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Service type."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "OK."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Empty HTTP response."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Returned response contained no URLs."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Not a valid IGD."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Disconnected."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Unknown device."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Invalid control."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Memory allocation error."
+msgstr ""
+
+#: doc/classes/Variant.xml
+msgid "The most important data type in Godot."
+msgstr ""
+
+#: doc/classes/Variant.xml
+msgid ""
+"In computer programming, a Variant class is a class that is designed to "
+"store a variety of other types. Dynamic programming languages like PHP, Lua, "
+"JavaScript and GDScript like to use them to store variables' data on the "
+"backend. With these Variants, properties are able to change value types "
+"freely.\n"
+"[codeblock]\n"
+"var foo = 2 # foo is dynamically an integer\n"
+"foo = \"Now foo is a string!\"\n"
+"foo = Reference.new() # foo is an Object\n"
+"var bar: int = 2 # bar is a statically typed integer.\n"
+"# bar = \"Uh oh! I can't make static variables become a different type!\"\n"
+"[/codeblock]\n"
+"Godot tracks all scripting API variables within Variants. Without even "
+"realizing it, you use Variants all the time. When a particular language "
+"enforces its own rules for keeping data typed, then that language is "
+"applying its own custom logic over the base Variant scripting API.\n"
+"- GDScript automatically wrap values in them. It keeps all data in plain "
+"Variants by default and then optionally enforces custom static typing rules "
+"on variable types.\n"
+"- VisualScript tracks properties inside Variants as well, but it also uses "
+"static typing. The GUI interface enforces that properties have a particular "
+"type that doesn't change over time.\n"
+"- C# is statically typed, but uses the Mono [code]object[/code] type in "
+"place of Godot's Variant class when it needs to represent a dynamic value. "
+"[code]object[/code] is the Mono runtime's equivalent of the same concept.\n"
+"- The statically-typed language NativeScript C++ does not define a built-in "
+"Variant-like class. Godot's GDNative bindings provide their own godot::"
+"Variant class for users; Any point at which the C++ code starts interacting "
+"with the Godot runtime is a place where you might have to start wrapping "
+"data inside Variant objects.\n"
+"The global [method @GDScript.typeof] function returns the enumerated value "
+"of the Variant type stored in the current variable (see [enum Variant."
+"Type]).\n"
+"[codeblock]\n"
+"var foo = 2\n"
+"match typeof(foo):\n"
+" TYPE_NIL:\n"
+" print(\"foo is null\")\n"
+" TYPE_INTEGER:\n"
+" print(\"foo is an integer\")\n"
+" TYPE_OBJECT:\n"
+" # Note that Objects are their own special category.\n"
+" # To get the name of the underlying Object type, you need the "
+"`get_class()` method.\n"
+" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name "
+"into a formatted string.\n"
+" # Note also that there is not yet any way to get a script's "
+"`class_name` string easily.\n"
+" # To fetch that value, you need to dig deeply into a hidden "
+"ProjectSettings setting: an Array of Dictionaries called "
+"\"_global_script_classes\".\n"
+" # Open your project.godot file to see it up close.\n"
+"[/codeblock]\n"
+"A Variant takes up only 20 bytes and can store almost any engine datatype "
+"inside of it. Variants are rarely used to hold information for long periods "
+"of time. Instead, they are used mainly for communication, editing, "
+"serialization and moving data around.\n"
+"Godot has specifically invested in making its Variant class as flexible as "
+"possible; so much so that it is used for a multitude of operations to "
+"facilitate communication between all of Godot's systems.\n"
+"A Variant:\n"
+"- Can store almost any datatype.\n"
+"- Can perform operations between many variants. GDScript uses Variant as its "
+"atomic/native datatype.\n"
+"- Can be hashed, so it can be compared quickly to other variants.\n"
+"- Can be used to convert safely between datatypes.\n"
+"- Can be used to abstract calling methods and their arguments. Godot exports "
+"all its functions through variants.\n"
+"- Can be used to defer calls or move data between threads.\n"
+"- Can be serialized as binary and stored to disk, or transferred via "
+"network.\n"
+"- Can be serialized to text and use it for printing values and editable "
+"settings.\n"
+"- Can work as an exported property, so the editor can edit it universally.\n"
+"- Can be used for dictionaries, arrays, parsers, etc.\n"
+"[b]Containers (Array and Dictionary):[/b] Both are implemented using "
+"variants. A [Dictionary] can match any datatype used as key to any other "
+"datatype. An [Array] just holds an array of Variants. Of course, a Variant "
+"can also hold a [Dictionary] and an [Array] inside, making it even more "
+"flexible.\n"
+"Modifications to a container will modify all references to it. A [Mutex] "
+"should be created to lock it if multi-threaded access is desired."
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml
+msgid "Vertical box container."
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml
+msgid "Vertical box container. See [BoxContainer]."
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml
+msgid "The vertical space between the [VBoxContainer]'s elements."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Vector used for 2D math."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"2-element structure that can be used to represent positions in 2D space or "
+"any other pair of numeric values.\n"
+"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
+"always evaluate to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "3Blue1Brown Essence of Linear Algebra"
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with all components in absolute values (i.e. positive)."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns this vector's angle with respect to the positive X axis, or [code]"
+"(1, 0)[/code] vector, in radians.\n"
+"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
+"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
+"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
+"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle.png]Illustration of the returned angle.[/url]\n"
+"Equivalent to the result of [method @GDScript.atan2] when called with the "
+"vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the angle to the given vector, in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the angle between the line connecting the two points and the X axis, "
+"in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
+"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
+"y]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the vector \"bounced off\" from a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with all components rounded up (towards positive "
+"infinity)."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Deprecated, please use [method limit_length] instead.\n"
+"Returns the vector with a maximum length by limiting its length to "
+"[code]length[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the 2D analog of the cross product for this vector and [code]with[/"
+"code].\n"
+"This is the signed area of the parallelogram formed by the two vectors. If "
+"the second vector is clockwise from the first vector, then the cross product "
+"is the positive area. If counter-clockwise, the cross product is the "
+"negative area.\n"
+"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
+"embeds the 2D vectors in the XY plane of 3D space and uses their cross "
+"product's Z component as the analog."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Cubically interpolates between this vector and [code]b[/code] using "
+"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
+"result at position [code]weight[/code]. [code]weight[/code] is on the range "
+"of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the normalized vector pointing from this vector to [code]b[/code]. "
+"This is equivalent to using [code](b - a).normalized()[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the squared distance between this vector and [code]b[/code].\n"
+"This method runs faster than [method distance_to], so prefer it if you need "
+"to compare vectors or need the squared distance for some formula."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Returns the distance between this vector and [code]to[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the dot product of this vector and [code]with[/code]. This can be "
+"used to compare the angle between two vectors. For example, this can be used "
+"to determine whether an enemy is facing the player.\n"
+"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
+"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
+"angles wider than 90 degrees.\n"
+"When using unit (normalized) vectors, the result will always be between "
+"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
+"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
+"aligned.\n"
+"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with all components rounded down (towards negative "
+"infinity)."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns [code]true[/code] if this vector and [code]v[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
+"otherwise."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Returns the length (magnitude) of this vector."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the squared length (squared magnitude) of this vector.\n"
+"This method runs faster than [method length], so prefer it if you need to "
+"compare vectors or need the squared distance for some formula."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the vector with a maximum length by limiting its length to "
+"[code]length[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the result of the linear interpolation between this vector and "
+"[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the "
+"range of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
+"code] amount. Will not go past the final value."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the vector scaled to unit length. Equivalent to [code]v / v.length()"
+"[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
+"components and [code]mod[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
+"components and [code]modv[/code]'s components."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Returns this vector projected onto the vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the vector reflected (i.e. mirrored, or symmetric) over a line "
+"defined by the given direction vector [code]n[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with all components rounded to the nearest integer, "
+"with halfway cases rounded away from zero."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with each component set to one or negative one, "
+"depending on the signs of the components. If a component is zero, it returns "
+"positive one."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the result of spherical linear interpolation between this vector and "
+"[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on "
+"the range of 0.0 to 1.0, representing the amount of interpolation.\n"
+"[b]Note:[/b] Both vectors must be normalized."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Returns this vector slid along a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns this vector with each component snapped to the nearest multiple of "
+"[code]step[/code]. This can also be used to round to an arbitrary number of "
+"decimals."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
+"to the original, with the same length."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"The vector's X component. Also accessible by using the index position [code]"
+"[0][/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"The vector's Y component. Also accessible by using the index position [code]"
+"[1][/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Enumerated value for the X axis."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Enumerated value for the Y axis."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Zero vector, a vector with all components set to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "One vector, a vector with all components set to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Infinity vector, a vector with all components set to [constant @GDScript."
+"INF]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Left unit vector. Represents the direction of left."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Right unit vector. Represents the direction of right."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Vector used for 3D math."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"3-element structure that can be used to represent positions in 3D space or "
+"any other triplet of numeric values.\n"
+"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns a Vector3 with the given components."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns the unsigned minimum angle to the given vector, in radians."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns the cross product of this vector and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Performs a cubic interpolation between this vector and [code]b[/code] using "
+"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
+"result at position [code]weight[/code]. [code]weight[/code] is on the range "
+"of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns the distance between this vector and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the dot product of this vector and [code]b[/code]. This can be used "
+"to compare the angle between two vectors. For example, this can be used to "
+"determine whether an enemy is facing the player.\n"
+"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
+"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
+"angles wider than 90 degrees.\n"
+"When using unit (normalized) vectors, the result will always be between "
+"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
+"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
+"aligned.\n"
+"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
+"v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the result of the linear interpolation between this vector and "
+"[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the "
+"range of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the axis of the vector's largest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant "
+"AXIS_X]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant "
+"AXIS_Z]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns the outer product with [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns this vector reflected from a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the signed angle to the given vector, in radians. The sign of the "
+"angle is positive in a counter-clockwise direction and negative in a "
+"clockwise direction when viewed from the side specified by the [code]axis[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns a diagonal matrix with the vector as main diagonal.\n"
+"This is equivalent to a Basis with no rotation or shearing and this vector's "
+"components set as the scale."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"The vector's Z component. Also accessible by using the index position [code]"
+"[2][/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Enumerated value for the X axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Enumerated value for the Y axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Enumerated value for the Z axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Left unit vector. Represents the local direction of left, and the global "
+"direction of west."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Right unit vector. Represents the local direction of right, and the global "
+"direction of east."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Up unit vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Down unit vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Forward unit vector. Represents the local direction of forward, and the "
+"global direction of north."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Back unit vector. Represents the local direction of back, and the global "
+"direction of south."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid "Physics body that simulates the behavior of a car."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid ""
+"This node implements all the physics logic needed to simulate a car. It is "
+"based on the raycast vehicle system commonly found in physics engines. You "
+"will need to add a [CollisionShape] for the main body of your vehicle and "
+"add [VehicleWheel] nodes for the wheels. You should also add a "
+"[MeshInstance] to this node for the 3D model of your car but this model "
+"should not include meshes for the wheels. You should control the vehicle by "
+"using the [member brake], [member engine_force], and [member steering] "
+"properties and not change the position or orientation of this node "
+"directly.\n"
+"[b]Note:[/b] The origin point of your VehicleBody will determine the center "
+"of gravity of your vehicle so it is better to keep this low and move the "
+"[CollisionShape] and [MeshInstance] upwards.\n"
+"[b]Note:[/b] This class has known issues and isn't designed to provide "
+"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
+"probably have to write your own physics integration using another "
+"[PhysicsBody] class."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid ""
+"Slows down the vehicle by applying a braking force. The vehicle is only "
+"slowed down if the wheels are in contact with a surface. The force you need "
+"to apply to adequately slow down your vehicle depends on the [member "
+"RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a "
+"value in the 25 - 30 range for hard braking."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid ""
+"Accelerates the vehicle by applying an engine force. The vehicle is only "
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
+"[b]Note:[/b] The simulation does not take the effect of gears into account, "
+"you will need to add logic for this if you wish to simulate gears.\n"
+"A negative value will result in the vehicle reversing."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid ""
+"The steering angle for the vehicle. Setting this to a non-zero value will "
+"result in the vehicle turning when it's moving. Wheels that have [member "
+"VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be "
+"rotated."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid "Physics object that simulates the behavior of a wheel."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This node needs to be used as a child node of [VehicleBody] and simulates "
+"the behavior of one of its wheels. This node also acts as a collider to "
+"detect if the wheel is touching a surface.\n"
+"[b]Note:[/b] This class has known issues and isn't designed to provide "
+"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
+"probably have to write your own physics integration using another "
+"[PhysicsBody] class."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"Returns the contacting body node if valid in the tree, as [Spatial]. At the "
+"moment, [GridMap] is not supported so the node will be always of type "
+"[PhysicsBody].\n"
+"Returns [code]null[/code] if the wheel is not in contact with a surface, or "
+"the contact body is not a [PhysicsBody]."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid "Returns the rotational speed of the wheel in revolutions per minute."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
+"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
+"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"Slows down the wheel by applying a braking force. The wheel is only slowed "
+"down if it is in contact with a surface. The force you need to apply to "
+"adequately slow down your vehicle depends on the [member RigidBody.mass] of "
+"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
+"30 range for hard braking."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"The damping applied to the spring when the spring is being compressed. This "
+"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
+"car will keep bouncing as the spring keeps its energy. A good value for this "
+"is around 0.3 for a normal car, 0.5 for a race car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"The damping applied to the spring when relaxing. This value should be "
+"between 0.0 (no damping) and 1.0. This value should always be slightly "
+"higher than the [member damping_compression] property. For a [member "
+"damping_compression] value of 0.3, try a relaxation value of 0.5."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
+"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
+"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
+"[b]Note:[/b] The simulation does not take the effect of gears into account, "
+"you will need to add logic for this if you wish to simulate gears.\n"
+"A negative value will result in the wheel reversing."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"The steering angle for the wheel. Setting this to a non-zero value will "
+"result in the vehicle turning when it's moving."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"The maximum force the spring can resist. This value should be higher than a "
+"quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring "
+"will not carry the weight of the vehicle. Good results are often obtained by "
+"a value that is about 3× to 4× this number."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This value defines the stiffness of the suspension. Use a value lower than "
+"50 for an off-road car, a value between 50 and 100 for a race car and try "
+"something around 200 for something like a Formula 1 car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This is the distance the suspension can travel. As Godot units are "
+"equivalent to meters, keep this setting relatively low. Try a value between "
+"0.1 and 0.3 depending on the type of car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"If [code]true[/code], this wheel will be turned when the car steers. This "
+"value is used in conjunction with [member VehicleBody.steering] and ignored "
+"if you are using the per-wheel [member steering] value instead."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"If [code]true[/code], this wheel transfers engine force to the ground to "
+"propel the vehicle forward. This value is used in conjunction with [member "
+"VehicleBody.engine_force] and ignored if you are using the per-wheel [member "
+"engine_force] value instead."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This determines how much grip this wheel has. It is combined with the "
+"friction setting of the surface the wheel is in contact with. 0.0 means no "
+"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
+"rear wheels slightly lower than the front wheels, or use a lower value to "
+"simulate tire wear.\n"
+"It's best to set this to 1.0 when starting out."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid "The radius of the wheel in meters."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This is the distance in meters the wheel is lowered from its origin point. "
+"Don't set this to 0.0 and move the wheel into position, instead move the "
+"origin point of your wheel (the gizmo in Godot) to the position the wheel "
+"will take when bottoming out, then use the rest length to move the wheel "
+"down to the position it should be in when the car is in rest."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
+"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
+"body roll."
+msgstr ""
+
+#: doc/classes/VFlowContainer.xml
+msgid "Vertical flow container."
+msgstr ""
+
+#: doc/classes/VFlowContainer.xml
+msgid "Vertical version of [FlowContainer]."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Control for playing video streams."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Control node for playing video streams using [VideoStream] resources.\n"
+"Supported video formats are [url=https://www.webmproject.org/]WebM[/url] "
+"([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg "
+"Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format "
+"exposed via a GDNative plugin using [VideoStreamGDNative].\n"
+"[b]Note:[/b] Due to a bug, VideoPlayer does not support localization "
+"remapping yet.\n"
+"[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to "
+"missing architecture-specific assembly optimizations, especially for VP8/VP9."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
+"stream is assigned."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Returns the current frame as a [Texture]."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Returns [code]true[/code] if the video is playing.\n"
+"[b]Note:[/b] The video is still considered playing if paused during playback."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Starts the video playback from the beginning. If the video is paused, this "
+"will not unpause the video."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Stops the video playback and sets the stream position to 0.\n"
+"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
+"of the video stream won't become the current frame."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "The embedded audio track to play."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "If [code]true[/code], playback starts when the scene loads."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Amount of time in milliseconds to store in buffer while playing."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Audio bus to use for sound playback."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"If [code]true[/code], the video scales to the control size. Otherwise, the "
+"control minimum size will be automatically adjusted to match the video "
+"stream's dimensions."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "If [code]true[/code], the video is paused."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "The assigned video stream. See description for supported formats."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"The current position of the stream, in seconds.\n"
+"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
+"implemented yet, except in video formats implemented by a GDNative add-on."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Audio volume as a linear value."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Audio volume in dB."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Emitted when playback is finished."
+msgstr ""
+
+#: doc/classes/VideoStream.xml
+msgid "Base resource for video streams."
+msgstr ""
+
+#: doc/classes/VideoStream.xml
+msgid ""
+"Base resource type for all video streams. Classes that derive from "
+"[VideoStream] can all be used as resource types to play back videos in "
+"[VideoPlayer]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+msgid "[VideoStream] resource for video formats implemented via GDNative."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+msgid ""
+"[VideoStream] resource for video formats implemented via GDNative.\n"
+"It can be used via [url=https://github.com/KidRigger/godot-"
+"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
+"org]FFmpeg[/url] library."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+msgid "Returns the video file handled by this [VideoStreamGDNative]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+msgid ""
+"Sets the video file that this [VideoStreamGDNative] resource handles. The "
+"supported extensions depend on the GDNative plugins used to expose video "
+"formats."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml
+msgid "[VideoStream] resource for Ogg Theora videos."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml
+msgid ""
+"[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/"
+"url] video format with [code].ogv[/code] extension. The Theora codec is less "
+"efficient than [VideoStreamWebm]'s VP8 and VP9, but it requires less CPU "
+"resources to decode. The Theora codec is decoded on the CPU.\n"
+"[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] "
+"extension, you will have to rename the extension to [code].ogv[/code] to use "
+"those videos within Godot."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml
+msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml
+msgid ""
+"Sets the Ogg Theora video file that this [VideoStreamTheora] resource "
+"handles. The [code]file[/code] name should have the [code].ogv[/code] "
+"extension."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml
+msgid "[VideoStream] resource for WebM videos."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml
+msgid ""
+"[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/"
+"url] video format with [code].webm[/code] extension. Both the VP8 and VP9 "
+"codecs are supported. The VP8 and VP9 codecs are more efficient than "
+"[VideoStreamTheora], but they require more CPU resources to decode "
+"(especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.\n"
+"[b]Note:[/b] Alpha channel (also known as transparency) is not supported. "
+"The video will always appear to have a black background, even if it "
+"originally contains an alpha channel.\n"
+"[b]Note:[/b] There are known bugs and performance issues with WebM video "
+"playback in Godot. If you run into problems, try using the Ogg Theora format "
+"instead: [VideoStreamTheora]"
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml
+msgid "Returns the WebM video file handled by this [VideoStreamWebm]."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml
+msgid ""
+"Sets the WebM video file that this [VideoStreamWebm] resource handles. The "
+"[code]file[/code] name should have the [code].webm[/code] extension."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Creates a sub-view into the screen."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"A Viewport creates a different view into the screen, or a sub-view inside "
+"another viewport. Children 2D Nodes will display on it, and children Camera "
+"3D nodes will render on it too.\n"
+"Optionally, a viewport can have its own 2D or 3D world, so they don't share "
+"what they draw with other viewports.\n"
+"If a viewport is a child of a [ViewportContainer], it will automatically "
+"take up its size, otherwise it must be set manually.\n"
+"Viewports can also choose to be audio listeners, so they generate positional "
+"audio depending on a 2D or 3D camera child of it.\n"
+"Also, viewports can be assigned to different screens in case the devices "
+"have multiple screens.\n"
+"Finally, viewports can also behave as render targets, in which case they "
+"will not be visible unless the associated texture is used to draw.\n"
+"[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear "
+"to be upside down. Enabling [member render_target_v_flip] will display the "
+"Viewport with the correct orientation."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Viewports tutorial index"
+msgstr ""
+
+#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
+msgid "3D in 2D Demo"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Screen Capture Demo"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Dynamic Split Screen Demo"
+msgstr ""
+
+#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
+msgid "3D Viewport Scaling Demo"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the first valid [World] for this viewport, searching the [member "
+"world] property of itself and any Viewport ancestor."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the first valid [World2D] for this viewport, searching the [member "
+"world_2d] property of itself and any Viewport ancestor."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the active 3D camera."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the total transform of the viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the topmost modal in the stack."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the mouse's position in this [Viewport] using the coordinate system "
+"of this [Viewport]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns information about the viewport from the rendering pipeline."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the size override set with [method set_size_override]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the viewport's texture.\n"
+"[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is "
+"flipped vertically. You can use [method Image.flip_y] on the result of "
+"[method Texture.get_data] to flip it back, for example:\n"
+"[codeblock]\n"
+"var img = get_viewport().get_texture().get_data()\n"
+"img.flip_y()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the viewport's RID from the [VisualServer]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the visible rectangle in global screen coordinates."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the drag data from the GUI, that was previously returned by [method "
+"Control.get_drag_data]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if there are visible modals on-screen."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns [code]true[/code] if the viewport is currently performing a drag "
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns [code]true[/code] if the size override is enabled. See [method "
+"set_size_override]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Attaches this [Viewport] to the root [Viewport] with the specified "
+"rectangle. This bypasses the need for another node to display this "
+"[Viewport] but makes you responsible for updating the position of this "
+"[Viewport] manually."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Stops the input from propagating further down the [SceneTree]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Sets the number of subdivisions to use in the specified quadrant. A higher "
+"number of subdivisions allows you to have more shadows in the scene at once, "
+"but reduces the quality of the shadows. A good practice is to have quadrants "
+"with a varying number of subdivisions and to have as few subdivisions as "
+"possible."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Sets the size override of the viewport. If the [code]enable[/code] parameter "
+"is [code]true[/code] the override is used, otherwise it uses the default "
+"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
+"size."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Forces update of the 2D and 3D worlds."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Moves the mouse pointer to the specified position in this [Viewport] using "
+"the coordinate system of this [Viewport]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the viewport will be used in AR/VR process."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the viewport will process 2D audio streams."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the viewport will process 3D audio streams."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The canvas transform of the viewport, useful for changing the on-screen "
+"positions of all child [CanvasItem]s. This is relative to the global canvas "
+"transform of the viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible. In some cases, debanding may introduce a "
+"slightly noticeable dithering pattern. It's recommended to enable debanding "
+"only when actually needed since the dithering pattern will make lossless-"
+"compressed screenshots larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
+"[code]true[/code] for debanding to be effective."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The overlay mode for test rendered geometry in debug purposes."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the viewport will disable 3D rendering. For actual "
+"disabling use [code]usage[/code]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Enables fast approximate antialiasing. FXAA is a popular screen-space "
+"antialiasing method, which is fast but will make the image look blurry, "
+"especially at lower resolutions. It can still work relatively well at large "
+"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [member "
+"sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The global canvas transform of the viewport. The canvas transform is "
+"relative to this."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the viewport will not receive input events."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the GUI controls on the viewport will lay pixel "
+"perfectly."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the viewport rendering will receive benefits from High "
+"Dynamic Range algorithm. High Dynamic Range allows the viewport to receive "
+"values that are outside the 0-1 range. In Godot, HDR uses half floating-"
+"point precision (16-bit) by default. To use full floating-point precision "
+"(32-bit), enable [member use_32_bpc_depth].\n"
+"[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or "
+"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the result after 3D rendering will not have a linear "
+"to sRGB color conversion applied. This is important when the viewport is "
+"used as a render target where the result is used as a texture on a 3D object "
+"rendered in another viewport. It is also important if the viewport is used "
+"to create data that is not color based (noise, heightmaps, pickmaps, etc.). "
+"Do not enable this when the viewport is used as a texture on a 2D object or "
+"if the viewport is your final output. For the GLES2 driver this will convert "
+"the sRGB output to linear, this should only be used for VR plugins that "
+"require input in linear color space!"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The multisample anti-aliasing mode. A higher number results in smoother "
+"edges at the cost of significantly worse performance. A value of 4 is best "
+"unless targeting very high-end systems."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the objects rendered by viewport become subjects of "
+"mouse picking process."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], renders the Viewport directly to the screen instead of "
+"to the root viewport. Only available in GLES2. This is a low-level "
+"optimization and should not be used in most cases. If used, reading from the "
+"Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more "
+"information see [method VisualServer.viewport_set_render_direct_to_screen]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The clear mode when viewport used as a render target.\n"
+"[b]Note:[/b] This property is intended for 2D usage."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The update mode when viewport used as a render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the result of rendering will be flipped vertically. "
+"Since Viewports in Godot 3.x render upside-down, it's recommended to set "
+"this to [code]true[/code] in most situations."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The subdivision amount of the first quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The subdivision amount of the second quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The subdivision amount of the third quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The shadow atlas' resolution (used for omni and spot lights). The value will "
+"be rounded up to the nearest power of 2.\n"
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code], contrast-adaptive "
+"sharpening will be applied to the 3D viewport. This has a low performance "
+"cost and can be used to recover some of the sharpness lost from using FXAA. "
+"Values around [code]0.5[/code] generally give the best results. See also "
+"[member fxaa]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The width and height of viewport. Must be set to a value greater than or "
+"equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the size override affects stretch as well."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the viewport should render its background as "
+"transparent."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective when [member hdr] is also enabled.\n"
+"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
+"full floating-point precision is slower, and is generally only needed for "
+"advanced shaders that require a high level of precision. To reduce banding, "
+"enable [member debanding] instead.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The custom [World] which can be used as 3D environment source."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The custom [World2D] which can be used as 2D environment source."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Emitted when a Control node grabs keyboard focus."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Emitted when the size of the viewport is changed, whether by [method "
+"set_size_override], resize of window, or some other means."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Do not update the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Update the render target once, then switch to [constant UPDATE_DISABLED]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Update the render target only when it is visible. This is the default value."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Always update the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will not be used."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will only be used by one shadow map."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"This quadrant will be split 256 ways and used by up to 256 shadow maps. "
+"Unless the [member shadow_atlas_size] is very high, the shadows in this "
+"quadrant will be very low resolution."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"This quadrant will be split 1024 ways and used by up to 1024 shadow maps. "
+"Unless the [member shadow_atlas_size] is very high, the shadows in this "
+"quadrant will be very low resolution."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of objects in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of vertices in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of material changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of shader changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of surface changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of draw calls in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of items or joined items in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Represents the size of the [enum RenderInfo] enum."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Objects are displayed normally."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Objects are displayed without light information."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Objected are displayed semi-transparent with additive blending so you can "
+"see where they intersect."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Objects are displayed in wireframe style."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Multisample anti-aliasing mode disabled. This is the default value."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Use 2x Multisample Antialiasing."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Use 4x Multisample Antialiasing."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Use 8x Multisample Antialiasing. Likely unsupported on low-end and older "
+"hardware."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end "
+"hardware."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Allocates all buffers needed for drawing 2D scenes. This takes less VRAM "
+"than the 3D usage modes. Note that 3D rendering effects such as glow and HDR "
+"are not available when using this mode."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Allocates buffers needed for 2D scenes without allocating a buffer for "
+"screen copy. Accordingly, you cannot read from the screen. Of the [enum "
+"Usage] types, this requires the least VRAM. Note that 3D rendering effects "
+"such as glow and HDR are not available when using this mode."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Allocates full buffers for drawing 3D scenes and all 3D effects including "
+"buffers needed for 2D scenes and effects."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Allocates buffers needed for drawing 3D scenes. But does not allocate "
+"buffers needed for reading from the screen and post-processing effects. "
+"Saves some VRAM."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Always clear the render target before drawing."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Never clear the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Clear the render target next frame, then switch to [constant "
+"CLEAR_MODE_NEVER]."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml
+msgid "Control for holding [Viewport]s."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml
+msgid ""
+"A [Container] node that holds a [Viewport], automatically setting its size.\n"
+"[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will "
+"cause its contents to appear distorted. To change its visual size without "
+"causing distortion, adjust the node's margins instead (if it's not already "
+"in a container)."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml
+msgid ""
+"If [code]true[/code], the viewport will be scaled to the control's size."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml
+msgid ""
+"Divides the viewport's effective resolution by this value while preserving "
+"its scale. This can be used to speed up rendering.\n"
+"For example, a 1280×720 viewport with [member stretch_shrink] set to "
+"[code]2[/code] will be rendered at 640×360 while occupying the same size in "
+"the container.\n"
+"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
+"work."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml
+msgid "Texture which displays the content of a [Viewport]."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml
+msgid ""
+"Displays the content of a [Viewport] node as a dynamic [Texture]. This can "
+"be used to mix controls, 2D, and 3D elements in the same scene.\n"
+"To create a ViewportTexture in code, use the [method Viewport.get_texture] "
+"method on the target viewport."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml
+msgid ""
+"The path to the [Viewport] node to display. This is relative to the scene "
+"root, not to the node which uses the texture."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid "Enables certain nodes only when approximately visible."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml
+msgid ""
+"The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes "
+"when they are not visible. It will only affect other nodes within the same "
+"scene as the VisibilityEnabler itself.\n"
+"If you just want to receive notifications, use [VisibilityNotifier] "
+"instead.\n"
+"[b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance "
+"reasons. It doesn't take walls and other occlusion into account (unless you "
+"are using [Portal]s). The heuristic is an implementation detail and may "
+"change in future versions. If you need precise visibility checking, use "
+"another method such as adding an [Area] node as a child of a [Camera] node "
+"and/or [method Vector3.dot].\n"
+"[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene "
+"initialization."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"Returns whether the enabler identified by given [enum Enabler] constant is "
+"active."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"Sets active state of the enabler identified by given [enum Enabler] constant."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml
+msgid "If [code]true[/code], [RigidBody] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will pause [AnimationPlayer] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml
+msgid "This enabler will freeze [RigidBody] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid "Represents the size of the [enum Enabler] enum."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and "
+"other nodes when they are not visible. It will only affect nodes with the "
+"same root node as the VisibilityEnabler2D, and the root node itself.\n"
+"If you just want to receive notifications, use [VisibilityNotifier2D] "
+"instead.\n"
+"[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an "
+"approximate heuristic with precision determined by [member ProjectSettings."
+"world/2d/cell_size]. If you need precise visibility checking, use another "
+"method such as adding an [Area2D] node as a child of a [Camera2D] node.\n"
+"[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene "
+"initialization."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "If [code]true[/code], [Particles2D] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"If [code]true[/code], the parent's [method Node._physics_process] will be "
+"stopped."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"If [code]true[/code], the parent's [method Node._process] will be stopped."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will freeze [RigidBody2D] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will stop [Particles2D] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will stop the parent's [method Node._process] function."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will stop [AnimatedSprite] nodes animations."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml
+msgid "Detects approximately when the node is visible on screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"The VisibilityNotifier detects when it is visible on the screen. It also "
+"notifies when its bounding rectangle enters or exits the screen or a "
+"[Camera]'s view.\n"
+"If you want nodes to be disabled automatically when they exit the screen, "
+"use [VisibilityEnabler] instead.\n"
+"[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for "
+"performance reasons. It doesn't take walls and other occlusion into account "
+"(unless you are using [Portal]s). The heuristic is an implementation detail "
+"and may change in future versions. If you need precise visibility checking, "
+"use another method such as adding an [Area] node as a child of a [Camera] "
+"node and/or [method Vector3.dot]."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"If [code]true[/code], the bounding box is on the screen.\n"
+"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
+"once added to the scene tree, so this method will return [code]false[/code] "
+"right after it is instantiated, even if it will be on screen in the draw "
+"pass."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "The VisibilityNotifier's bounding box."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "Emitted when the VisibilityNotifier enters the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "Emitted when the VisibilityNotifier exits the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid ""
+"The VisibilityNotifier2D detects when it is visible on the screen. It also "
+"notifies when its bounding rectangle enters or exits the screen or a "
+"viewport.\n"
+"If you want nodes to be disabled automatically when they exit the screen, "
+"use [VisibilityEnabler2D] instead.\n"
+"[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an "
+"approximate heuristic with precision determined by [member ProjectSettings."
+"world/2d/cell_size]. If you need precise visibility checking, use another "
+"method such as adding an [Area2D] node as a child of a [Camera2D] node."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid ""
+"If [code]true[/code], the bounding rectangle is on the screen.\n"
+"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
+"once added to the scene tree, so this method will return [code]false[/code] "
+"right after it is instantiated, even if it will be on screen in the draw "
+"pass."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "The VisibilityNotifier2D's bounding rectangle."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "Emitted when the VisibilityNotifier2D enters the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "Emitted when the VisibilityNotifier2D exits the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid "Parent of all visual 3D nodes."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The [VisualInstance] is used to connect a resource to a visual "
+"representation. All visual 3D nodes inherit from the [VisualInstance]. In "
+"general, you should not access the [VisualInstance] properties directly as "
+"they are accessed and managed by the nodes that inherit from "
+"[VisualInstance]. [VisualInstance] is the node representation of the "
+"[VisualServer] instance."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns the [AABB] (also known as the bounding box) for this "
+"[VisualInstance]. See also [method get_transformed_aabb]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns the RID of the resource associated with this [VisualInstance]. For "
+"example, if the Node is a [MeshInstance], this will return the RID of the "
+"associated [Mesh]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns the RID of this instance. This RID is the same as the RID returned "
+"by [method VisualServer.instance_create]. This RID is needed if you want to "
+"call [VisualServer] functions directly on this [VisualInstance]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns [code]true[/code] when the specified layer is enabled in [member "
+"layers] and [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns the transformed [AABB] (also known as the bounding box) for this "
+"[VisualInstance].\n"
+"Transformed in this case means the [AABB] plus the position, rotation, and "
+"scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Sets the resource that is instantiated by this [VisualInstance], which "
+"changes how the engine handles the [VisualInstance] under the hood. "
+"Equivalent to [method VisualServer.instance_set_base]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid "Enables a particular layer in [member layers]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The render layer(s) this [VisualInstance] is drawn on.\n"
+"This object will only be visible for [Camera]s whose cull mask includes the "
+"render object this [VisualInstance] is set to."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "A script implemented in the Visual Script programming environment."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"A script implemented in the Visual Script programming environment. The "
+"script extends the functionality of all objects that instance it.\n"
+"[method Object.set_script] extends an existing object, if that object's "
+"class matches one of the script's base classes.\n"
+"You are most likely to use this class via the Visual Script editor or when "
+"writing plugins for it."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Add a custom signal with the specified name to the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Add a function with the specified name to the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Add a node to a function of the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Add a variable to the VisualScript, optionally giving it a default value or "
+"marking it as exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Add an argument to a custom signal added with [method add_custom_signal]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Get the count of a custom signal's arguments."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Get the name of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Get the type of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a specific custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Rename a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the type of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Swap two of the arguments of a custom signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Connect two data ports. The value of [code]from_node[/code]'s "
+"[code]from_port[/code] would be fed into [code]to_node[/code]'s "
+"[code]to_port[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Disconnect two data ports previously connected with [method data_connect]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns the id of a function's entry point node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns the position of the center of the screen for a given function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns a node given its id and its function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns a node's position in pixels."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns the default (initial) value of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a variable is exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Returns the information for a given variable as a dictionary. The "
+"information includes its name, type, hint and usage."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a signal exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether the specified data ports are connected."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a function exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a node exists with the given id."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether the specified sequence ports are connected."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a variable exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a custom signal with the given name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a specific function and its nodes from the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a specific node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a variable with the given name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the name of a custom signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the name of a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the name of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Connect two sequence ports. The execution will flow from of [code]from_node[/"
+"code]'s [code]from_output[/code] into [code]to_node[/code].\n"
+"Unlike [method data_connect], there isn't a [code]to_port[/code], since the "
+"target node can have only one sequence port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Disconnect two sequence ports previously connected with [method "
+"sequence_connect]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Position the center of the screen for a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Set the base type of the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Position a node on the screen."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the default (initial) value of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change whether a variable is exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Set a variable's info, using the same format as [method get_variable_info]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Emitted when the ports of a node are changed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
+msgid "A Visual Script node representing a constant from the base types."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
+msgid ""
+"A Visual Script node representing a constant from base types, such as "
+"[constant Vector3.AXIS_X]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
+msgid "The type to get the constant from."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
+msgid "The name of the constant to return."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "A Visual Script node used to call built-in functions."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"A built-in function used inside a [VisualScript]. It is usually a math "
+"function or an utility function.\n"
+"See also [@GDScript], for the same functions in the GDScript language."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "The function to be executed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the hyperbolic sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the hyperbolic cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the hyperbolic tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the arc sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the arc cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the arc tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the arc tangent of the input, using the signs of both parameters to "
+"determine the exact angle."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the square root of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the remainder of one input divided by the other, using floating-point "
+"numbers."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the positive remainder of one input divided by the other, using "
+"floating-point numbers."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input rounded down."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input rounded up."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input rounded to the nearest integer."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the absolute value of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the sign of the input, turning it into 1, -1, or 0. Useful to "
+"determine if the input is positive or negative."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input raised to a given power."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the natural logarithm of the input. Note that this is not the typical "
+"base-10 logarithm function calculators use."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the mathematical constant [b]e[/b] raised to the specified power of "
+"the input. [b]e[/b] has an approximate value of 2.71828."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return whether the input is NaN (Not a Number) or not. NaN is usually "
+"produced by dividing 0 by 0, though other ways exist."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return whether the input is an infinite floating-point number or not. "
+"Infinity is usually produced by dividing a number by 0, though other ways "
+"exist."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is "
+"ease-in, 1+ is ease out. Negative values are in-out/out in."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the number of digit places after the decimal that the first non-zero "
+"digit occurs."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input snapped to a given step."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return a number linearly interpolated between the first two inputs, based on "
+"the third input. Uses the formula [code]a + (a - b) * t[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Moves the number toward a value, based on the third input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the result of [code]value[/code] decreased by [code]step[/code] * "
+"[code]amount[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Randomize the seed (or the internal state) of the random number generator. "
+"Current implementation reseeds using a number based on time."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return a random 32 bits integer value. To obtain a random value between 0 to "
+"N (where N is smaller than 2^32 - 1), you can use it with the remainder "
+"function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return a random floating-point value between 0 and 1. To obtain a random "
+"value between 0 to N, you can use it with multiplication."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return a random floating-point value between the two inputs."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Set the seed for the random number generator."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return a random value from the given seed, along with the new seed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input from degrees to radians."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input from radians to degrees."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input from linear volume to decibel volume."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input from decibel volume to linear volume."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the greater of the two numbers, also known as their maximum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the lesser of the two numbers, also known as their minimum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the input clamped inside the given range, ensuring the result is "
+"never outside it. Equivalent to [code]min(max(input, range_low), range_high)"
+"[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the nearest power of 2 to the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Create a [WeakRef] from the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Create a [FuncRef] from the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert between types."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the type of the input as an integer. Check [enum Variant.Type] for "
+"the integers that might be returned."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Checks if a type is registered in the [ClassDB]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return a character with the given ascii value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input to a string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Print the given string to the output window."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Print the given string to the standard error output."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Print the given string to the standard output, without adding a newline."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Serialize a [Variant] to a string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Serialize a [Variant] to a [PoolByteArray]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Deserialize a [Variant] from a [PoolByteArray] serialized using [constant "
+"VAR_TO_BYTES]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the [Color] with the given name and alpha ranging from 0 to 1.\n"
+"[b]Note:[/b] Names are defined in [code]color_names.inc[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return a number smoothly interpolated between the first two inputs, based on "
+"the third input. Similar to [constant MATH_LERP], but interpolates faster at "
+"the beginning and slower at the end. Using Hermite interpolation formula:\n"
+"[codeblock]\n"
+"var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n"
+"return t * t * (3.0 - 2.0 * t)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Represents the size of the [enum BuiltinFunc] enum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
+msgid "Gets a constant from a given class."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
+msgid ""
+"This node returns a constant from a given class, such as [constant "
+"TYPE_INT]. See the given class' documentation for available constants.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]value[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
+msgid "The constant's parent class."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
+msgid ""
+"The constant to return. See the given class for its available constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid "A Visual Script node used to annotate the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid ""
+"A Visual Script node used to display annotations in the script, so that code "
+"may be documented.\n"
+"Comment nodes can be resized so they encompass a group of nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid "The text inside the comment node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid "The comment node's size (in pixels)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid "The comment node's title."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
+msgid "A Visual Script Node used to create array from a list of items."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
+msgid ""
+"A Visual Script Node used to compose array from the list of elements "
+"provided with custom in-graph UI hard coded in the VisualScript Editor."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCondition.xml
+msgid "A Visual Script node which branches the flow."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCondition.xml
+msgid ""
+"A Visual Script node that checks a [bool] input port. If [code]true[/code], "
+"it will exit via the \"true\" sequence port. If [code]false[/code], it will "
+"exit via the \"false\" sequence port. After exiting either, it exits via the "
+"\"done\" port. Sequence ports may be left disconnected.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]if (cond) is[/code]\n"
+"- Data (boolean): [code]cond[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]true[/code]\n"
+"- Sequence: [code]false[/code]\n"
+"- Sequence: [code]done[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml
+msgid "Gets a contant's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml
+msgid ""
+"This node returns a constant's value.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml
+msgid "The constant's type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml
+msgid "The constant's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
+msgid "A Visual Script node which calls a base type constructor."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
+msgid ""
+"A Visual Script node which calls a base type constructor. It can be used for "
+"type conversion as well."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "A scripted Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "A custom Visual Script node which can be scripted in powerful ways."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the node's title."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the node's category."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the count of input value ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the specified input port's hint. See the [enum @GlobalScope."
+"PropertyHint] hints."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified input port's hint string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified input port's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the specified input port's type. See the [enum Variant.Type] values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the amount of output [b]sequence[/b] ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified [b]sequence[/b] output's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the amount of output value ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the specified output port's hint. See the [enum @GlobalScope."
+"PropertyHint] hints."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified output port's hint string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified output port's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the specified output port's type. See the [enum Variant.Type] values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the custom node's text, which is shown right next to the input "
+"[b]sequence[/b] port (if there is none, on the place that is usually taken "
+"by it)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the size of the custom node's working memory. See [method _step] for "
+"more details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return whether the custom node has an input [b]sequence[/b] port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Execute the custom node's logic, returning the index of the output sequence "
+"port to use or a [String] when there is an error.\n"
+"The [code]inputs[/code] array contains the values of the input ports.\n"
+"[code]outputs[/code] is an array whose indices should be set to the "
+"respective outputs.\n"
+"The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], "
+"unless you have used the [code]STEP_*[/code] constants.\n"
+"[code]working_mem[/code] is an array which can be used to persist "
+"information between runs of the custom node. The size needs to be predefined "
+"using [method _get_working_memory_size].\n"
+"When returning, you can mask the returned value with one of the "
+"[code]STEP_*[/code] constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "The start mode used the first time when [method _step] is called."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"The start mode used when [method _step] is called after coming back from a "
+"[constant STEP_PUSH_STACK_BIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"The start mode used when [method _step] is called after resuming from "
+"[constant STEP_YIELD_BIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Hint used by [method _step] to tell that control should return to it when "
+"there is no other node left to execute.\n"
+"This is used by [VisualScriptCondition] to redirect the sequence to the "
+"\"Done\" port after the [code]true[/code]/[code]false[/code] branch has "
+"finished execution."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Hint used by [method _step] to tell that control should return back, either "
+"hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Hint used by [method _step] to tell that control should stop and exit the "
+"function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Hint used by [method _step] to tell that the function should be yielded.\n"
+"Using this requires you to have at least one working memory slot, which is "
+"used for the [VisualScriptFunctionState]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
+msgid ""
+"A Visual Script node which deconstructs a base type instance into its parts."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
+msgid "The type to deconstruct."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml
+msgid ""
+"Add a custom Visual Script node to the editor. It'll be placed under "
+"\"Custom Nodes\" with the [code]category[/code] as the parameter."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml
+msgid ""
+"Remove a custom Visual Script node from the editor. Custom nodes already "
+"placed on scripts won't be removed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml
+msgid "Emitted when a custom Visual Script node is added or removed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
+msgid "Emits a specified signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
+msgid ""
+"Emits a specified signal when it is executed.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]emit[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
+msgid "The signal to emit."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
+msgid "A Visual Script node returning a singleton from [@GlobalScope]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
+msgid "The singleton's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptExpression.xml
+msgid "A Visual Script node that can execute a custom expression."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptExpression.xml
+msgid ""
+"A Visual Script node that can execute a custom expression. Values can be "
+"provided for the input and the expression result can be retrieved from the "
+"output."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunction.xml
+msgid "A Visual Script node representing a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunction.xml
+msgid ""
+"[VisualScriptFunction] represents a function header. It is the starting "
+"point for the function body and can be used to tweak the function's "
+"properties (e.g. RPC mode)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "A Visual Script node for calling a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"[VisualScriptFunctionCall] is created when you add or drag and drop a "
+"function onto the Visual Script graph. It allows to tweak parameters of the "
+"call, e.g. what object the function is called on."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The script to be used when [member call_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid ""
+"The base type to be used when [member call_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The type to be used when [member call_mode] is set to [constant "
+"CALL_MODE_BASIC_TYPE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"[code]call_mode[/code] determines the target object on which the method will "
+"be called. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The name of the function to be called."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid ""
+"The node path to use when [member call_mode] is set to [constant "
+"CALL_MODE_NODE_PATH]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The mode for RPC calls. See [method Node.rpc] for more details and [enum "
+"RPCCallMode] for available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The singleton to call the method on. Used when [member call_mode] is set to "
+"[constant CALL_MODE_SINGLETON]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"Number of default arguments that will be used when calling the function. "
+"Can't be higher than the number of available default arguments in the "
+"method's declaration."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"If [code]false[/code], call errors (e.g. wrong number of arguments) will be "
+"ignored."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called on this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called on the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The method will be called on an instanced node with the given type and "
+"script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called on a singleton."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called locally."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called remotely."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called remotely using an unreliable protocol."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called remotely for the given peer."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The method will be called remotely for the given peer, using an unreliable "
+"protocol."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid "A Visual Script node representing a function state."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid ""
+"[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be "
+"used to resume a paused function call."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid ""
+"Connects this [VisualScriptFunctionState] to a signal in the given object to "
+"automatically resume when it's emitted."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid "Returns whether the function state is valid."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid "Resumes the function to run from the point it was yielded."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
+msgid "A Visual Script node returning a constant from [@GlobalScope]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
+msgid "The constant to be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
+msgid "A Visual Script node for getting a value from an array or a dictionary."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
+msgid ""
+"[VisualScriptIndexGet] will return the value stored in an array or a "
+"dictionary under the given index."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
+msgid "A Visual Script node for setting a value in an array or a dictionary."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
+msgid ""
+"[VisualScriptIndexSet] will set the value stored in an array or a dictionary "
+"under the given index to the provided new value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "A Visual Script node returning a state of an action."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid ""
+"[VisualScriptInputAction] can be used to check if an action is pressed or "
+"released."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "Name of the action."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "State of the action to check. See [enum Mode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "[code]True[/code] if action is pressed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "[code]True[/code] if action is released (i.e. not pressed)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "[code]True[/code] on the frame the action was pressed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "[code]True[/code] on the frame the action was released."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIterator.xml
+msgid "Steps through items in a given input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIterator.xml
+msgid ""
+"This node steps through each item in a given input. Input can be any "
+"sequence data type, such as an [Array] or [String]. When each item has been "
+"processed, execution passed out the [code]exit[/code] Sequence port.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]for (elem) in (input)[/code]\n"
+"- Data (variant): [code]input[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]each[/code]\n"
+"- Sequence: [code]exit[/code]\n"
+"- Data (variant): [code]elem[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "A Visual Script virtual class for in-graph editable nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid ""
+"A Visual Script virtual class that defines the shape and the default "
+"behavior of the nodes that have to be in-graph editable nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Adds an input port to the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Adds an output port to the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Removes an input port from the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Removes an output port from the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Sets the name of an input port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Sets the type of an input port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Sets the name of an output port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Sets the type of an output port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
+msgid "Gets a local variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
+msgid ""
+"Returns a local variable's value. \"Var Name\" must be supplied, with an "
+"optional type.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
+msgid "The local variable's type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
+msgid "The local variable's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
+msgid "Changes a local variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
+msgid ""
+"Changes a local variable's value to the given input. The new value is also "
+"provided on an output Data port.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]set[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Commonly used mathematical constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid ""
+"Provides common math constants, such as Pi, on an output Data port.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "The math constant."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Unity: [code]1[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Pi: [code]3.141593[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Pi divided by two: [code]1.570796[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Tau: [code]6.283185[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid ""
+"Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Square root of two: [code]1.414214[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Infinity: [code]inf[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Not a number: [code]nan[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Represents the size of the [enum MathConstant] enum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid "A node which is part of a [VisualScript]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid ""
+"A node which is part of a [VisualScript]. Not to be confused with [Node], "
+"which is a part of a [SceneTree]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid ""
+"Returns the default value of a given port. The default value is used when "
+"nothing is connected to the port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid "Returns the [VisualScript] instance the node is bound to."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid ""
+"Notify that the node's ports have changed. Usually used in conjunction with "
+"[VisualScriptCustomNode] ."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid "Change the default value of a given port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid "Emitted when the available input/output ports are changed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml
+msgid "A Visual Script node that performs an operation on two values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml
+msgid ""
+"[b]Input Ports:[/b]\n"
+"- Data (variant): [code]A[/code]\n"
+"- Data (variant): [code]B[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]result[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml
+msgid ""
+"The operation to be performed. See [enum Variant.Operator] for available "
+"options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml
+msgid ""
+"The type of the values for this operation. See [enum Variant.Type] for "
+"available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml
+msgid "Creates a new [Resource] or loads one from the filesystem."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml
+msgid ""
+"Creates a new [Resource] or loads one from the filesystem.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (object): [code]res[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml
+msgid "The [Resource] to load."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid "A Visual Script node returning a value of a property from an [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"[VisualScriptPropertyGet] can return a value of any property from the "
+"current object or other objects."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The script to be used when [member set_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The base type to be used when [member set_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The type to be used when [member set_mode] is set to [constant "
+"CALL_MODE_BASIC_TYPE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"The indexed name of the property to retrieve. See [method Object."
+"get_indexed] for details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The node path to use when [member set_mode] is set to [constant "
+"CALL_MODE_NODE_PATH]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"The name of the property to retrieve. Changing this will clear [member "
+"index]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"[code]set_mode[/code] determines the target object from which the property "
+"will be retrieved. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid "The property will be retrieved from this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid "The property will be retrieved from the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"The property will be retrieved from an instanced node with the given type "
+"and script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"The property will be retrieved from a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "A Visual Script node that sets a property of an [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"[VisualScriptPropertySet] can set the value of any property from the current "
+"object or other objects."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The additional operation to perform when assigning. See [enum AssignOp] for "
+"options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The indexed name of the property to set. See [method Object.set_indexed] for "
+"details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The name of the property to set. Changing this will clear [member index]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"[code]set_mode[/code] determines the target object on which the property "
+"will be set. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "The property will be set on this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "The property will be set on the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be set on an instanced node with the given type and script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "The property will be set on a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "The property will be assigned regularly."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The value will be added to the property. Equivalent of doing [code]+=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The value will be subtracted from the property. Equivalent of doing [code]-"
+"=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be multiplied by the value. Equivalent of doing [code]*=[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be divided by the value. Equivalent of doing [code]/=[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"A modulo operation will be performed on the property and the value. "
+"Equivalent of doing [code]%=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be binarly shifted to the left by the given value. "
+"Equivalent of doing [code]<<[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be binarly shifted to the right by the given value. "
+"Equivalent of doing [code]>>[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"A binary [code]AND[/code] operation will be performed on the property. "
+"Equivalent of doing [code]&=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"A binary [code]OR[/code] operation will be performed on the property. "
+"Equivalent of doing [code]|=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"A binary [code]XOR[/code] operation will be performed on the property. "
+"Equivalent of doing [code]^=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml
+msgid "Exits a function and returns an optional value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml
+msgid ""
+"Ends the execution of a function and returns control to the calling "
+"function. Optionally, it can return a [Variant] value.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]result[/code] (optional)\n"
+"[b]Output Ports:[/b]\n"
+"none"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml
+msgid "If [code]true[/code], the [code]return[/code] input port is available."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml
+msgid "The return value's data type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
+msgid "Node reference."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
+msgid ""
+"A direct reference to a node.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data: [code]node[/code] (obj)"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
+msgid "The node's path in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneTree.xml
+msgid "A Visual Script node for accessing [SceneTree] methods."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml
+msgid "Chooses between two input values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml
+msgid ""
+"Chooses between two input values based on a Boolean condition.\n"
+"[b]Input Ports:[/b]\n"
+"- Data (boolean): [code]cond[/code]\n"
+"- Data (variant): [code]a[/code]\n"
+"- Data (variant): [code]b[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]out[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml
+msgid "The input variables' type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelf.xml
+msgid "Outputs a reference to the current instance."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelf.xml
+msgid ""
+"Provides a reference to the node running the visual script.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (object): [code]instance[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml
+msgid "Executes a series of Sequence ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml
+msgid ""
+"Steps through a series of one or more output Sequence ports. The "
+"[code]current[/code] data port outputs the currently executing item.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]in order[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]1[/code]\n"
+"- Sequence: [code]2 - n[/code] (optional)\n"
+"- Data (int): [code]current[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml
+msgid "The number of steps in the sequence."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
+msgid "Calls a method called [code]_subcall[/code] in this object."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
+msgid ""
+"[VisualScriptSubCall] will call method named [code]_subcall[/code] in the "
+"current script. It will fail if the method doesn't exist or the provided "
+"arguments are wrong."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
+msgid "Called by this node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSwitch.xml
+msgid "Branches program flow based on a given input's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSwitch.xml
+msgid ""
+"Branches the flow based on an input's value. Use [b]Case Count[/b] in the "
+"Inspector to set the number of branches and each comparison's optional "
+"type.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]'input' is[/code]\n"
+"- Data (variant): [code]=[/code]\n"
+"- Data (variant): [code]=[/code] (optional)\n"
+"- Data (variant): [code]input[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence\n"
+"- Sequence (optional)\n"
+"- Sequence: [code]done[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
+msgid "A Visual Script node that casts the given value to another type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
+msgid ""
+"[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived "
+"type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
+msgid ""
+"The target script class to be converted to. If none, only the [member "
+"base_type] will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
+msgid "The target type to be converted to."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
+msgid "Gets a variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
+msgid ""
+"Returns a variable's value. \"Var Name\" must be supplied, with an optional "
+"type.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]value[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
+msgid "The variable's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
+msgid "Changes a variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
+msgid ""
+"Changes a variable's value to the given input.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]set[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptWhile.xml
+msgid "Conditional loop."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptWhile.xml
+msgid ""
+"Loops while a condition is [code]true[/code]. Execution continues out the "
+"[code]exit[/code] Sequence port when the loop terminates.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]while(cond)[/code]\n"
+"- Data (bool): [code]cond[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]repeat[/code]\n"
+"- Sequence: [code]exit[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "A Visual Script node used to pause a function execution."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid ""
+"[VisualScriptYield] will pause the function call and return "
+"[VisualScriptFunctionState], which can be used to resume the function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid ""
+"The mode to use for yielding. See [enum YieldMode] for available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "Yields during an idle frame."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "Yields during a physics frame."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "Yields a function and waits the given time."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "A Visual Script node yielding for a signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid ""
+"[VisualScriptYieldSignal] will pause the function execution until the "
+"provided signal is emitted."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid ""
+"[code]call_mode[/code] determines the target object to wait for the signal "
+"emission. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "The signal name to be waited for."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "A signal from this [Object] will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "A signal from the given [Node] in the scene tree will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "A signal from an instanced node with the given type will be used."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Server for anything visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Server for anything visible. The visual server is the API backend for "
+"everything visible. The whole scene system mounts on it to display.\n"
+"The visual server is completely opaque, the internals are entirely "
+"implementation specific and cannot be accessed.\n"
+"The visual server can be used to bypass the scene system entirely.\n"
+"Resources are created using the [code]*_create[/code] functions.\n"
+"All objects are drawn to a viewport. You can use the [Viewport] attached to "
+"the [SceneTree] or you can create one yourself with [method "
+"viewport_create]. When using a custom scenario or canvas, the scenario or "
+"canvas needs to be attached to the viewport using [method "
+"viewport_set_scenario] or [method viewport_attach_canvas].\n"
+"In 3D, all visual objects must be associated with a scenario. The scenario "
+"is a visual representation of the world. If accessing the visual server from "
+"a running game, the scenario can be accessed from the scene tree from any "
+"[Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be "
+"created with [method scenario_create].\n"
+"Similarly, in 2D, a canvas is needed to draw all canvas items.\n"
+"In 3D, all visible objects are comprised of a resource and an instance. A "
+"resource can be a mesh, a particle system, a light, or any other 3D object. "
+"In order to be visible resources must be attached to an instance using "
+"[method instance_set_base]. The instance must also be attached to the "
+"scenario using [method instance_set_scenario] in order to be visible.\n"
+"In 2D, all visible objects are some form of canvas item. In order to be "
+"visible, a canvas item needs to be the child of a canvas attached to a "
+"viewport, or it needs to be the child of another canvas item that is "
+"eventually attached to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets images to be rendered in the window margin."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets margin size, where black bars (or images, if [method "
+"black_bars_set_images] was used) are rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a camera and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]camera_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the cull mask associated with this camera. The cull mask describes "
+"which 3D layers are rendered by this camera. Equivalent to [member Camera."
+"cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the environment used by this camera. Equivalent to [member Camera."
+"environment]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets camera to use frustum projection. This mode allows adjusting the "
+"[code]offset[/code] argument to create \"tilted frustum\" effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets camera to use orthogonal projection, also known as orthographic "
+"projection. Objects remain the same size on the screen no matter how far "
+"away they are."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets camera to use perspective projection. Objects on the screen becomes "
+"smaller when they are far away."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets [Transform] of camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], preserves the horizontal aspect ratio which is "
+"equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves "
+"the vertical aspect ratio which is equivalent to [constant Camera."
+"KEEP_HEIGHT]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
+"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a circle command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If ignore is [code]true[/code], the VisualServer does not perform clipping."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a line command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a mesh command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its "
+"aabb at the moment."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a nine patch image to the [CanvasItem]'s draw commands.\n"
+"See [NinePatchRect] for more explanation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a particle system to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a polygon to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a polyline, which is a line from multiple points with a width, to the "
+"[CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a primitive to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n"
+"This sets the extra_matrix uniform when executed. This affects the later "
+"commands of the canvas item."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a textured rect to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a texture rect with region setting to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a triangle array to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Clears the [CanvasItem] and removes all commands in it."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new [CanvasItem] and returns its [RID]. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]canvas_item_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets clipping for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Defines a custom drawing rectangle for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Enables the use of distance fields for GUI elements that are rendering "
+"distance field based fonts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets [CanvasItem] to be drawn behind its parent."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the index for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The light mask. See [LightOccluder2D] for more information on light masks."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a new material to the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color that modulates the [CanvasItem] and its children."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the parent for the [CanvasItem]. The parent can be another canvas item, "
+"or it can be the root canvas that is attached to the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color that modulates the [CanvasItem] without children."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets if [CanvasItem]'s children should be sorted by y-position."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the [CanvasItem]'s [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets if the [CanvasItem] uses its parent's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets if the canvas item (including its children) is visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If this is enabled, the Z index of the parent will be added to the "
+"children's Z index."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are "
+"drawn first)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Attaches the canvas light to the canvas. Removes it from its previous canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a canvas light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]canvas_light_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Attaches a light occluder to the canvas. Removes it from its previous canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a light occluder and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]canvas_light_ocluder_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Enables or disables light occluder."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a light occluder's polygon."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a light occluder's [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color for a light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Enables or disables a canvas light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a canvas light's energy."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a canvas light's height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The binary mask used to determine which layers this canvas light's shadows "
+"affects. See [LightOccluder2D] for more information on light masks."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The layer range that gets rendered with this light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The mode of the light, see [enum CanvasLightMode] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the texture's scale factor of the light. Equivalent to [member Light2D."
+"texture_scale]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the width of the shadow buffer, size gets scaled to the next power of "
+"two for this."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color of the canvas light's shadow."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Enables or disables the canvas light's shadow."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] "
+"constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the length of the shadow's gradient."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Smoothens the shadow. The lower, the smoother."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets texture to be used by light. Equivalent to [member Light2D.texture]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the offset of the light's texture. Equivalent to [member Light2D."
+"offset]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the canvas light's [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the Z range of objects that will be affected by this light. Equivalent "
+"to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new light occluder polygon and adds it to the VisualServer. It can "
+"be accessed with the RID that is returned. This RID will be used in all "
+"[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets an occluder polygons cull mode. See [enum "
+"CanvasOccluderPolygonCullMode] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the shape of the occluder polygon."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the shape of the occluder polygon as lines."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"A copy of the canvas item will be drawn with a local offset of the mirroring "
+"[Vector2]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Modulates all colors in the given canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a directional light and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID can be used in most "
+"[code]light_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this directional light to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Draws a frame. [i]This method is deprecated[/i], please use [method "
+"force_draw] instead."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an environment and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]environment_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the values to be used with the \"Adjustment\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the ambient light parameters. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
+"background_mode]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Color displayed for clear areas of the scene (if using Custom color or "
+"Color+Sky background modes)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the intensity of the background color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the maximum layer to use if using Canvas background mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the values to be used with the \"DoF Far Blur\" post-process effect. "
+"See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the values to be used with the \"DoF Near Blur\" post-process effect. "
+"See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the scene fog. See [Environment] for more "
+"details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the fog depth effect. See [Environment] "
+"for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the fog height effect. See [Environment] "
+"for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the \"glow\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [Sky] to be used as the environment's background when using "
+"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a custom field of view for the background [Sky]. Equivalent to [member "
+"Environment.background_sky_custom_fov]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
+"to [member Environment.background_sky_orientation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the \"Screen Space Ambient Occlusion "
+"(SSAO)\" post-process effect. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the \"screen space reflections\" post-"
+"process effect. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the \"tonemap\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Removes buffers and clears testcubes."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Forces a frame to be drawn when the function is called. Drawing a frame "
+"updates all [Viewport]s that are set to update. Use with extreme caution."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Synchronizes threads."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Tries to free an object in the VisualServer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a certain information, see [enum RenderInfo] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the id of the test cube. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the id of the test texture. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/"
+"SSE2\").\n"
+"[b]Note:[/b] When running a headless or server binary, this function returns "
+"an empty string."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
+"[b]Note:[/b] When running a headless or server binary, this function returns "
+"an empty string."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the id of a white texture. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a GI probe and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]gi_probe_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this GI probe to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the bias value for the GI probe. Bias is used to avoid self "
+"occlusion. Equivalent to [member GIProbeData.bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the axis-aligned bounding box that covers the full extent of the GI "
+"probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the data used by the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the dynamic range set for this GI probe. Equivalent to [member "
+"GIProbe.dynamic_range]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the energy multiplier for this GI probe. Equivalent to [member "
+"GIProbe.energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the normal bias for this GI probe. Equivalent to [member GIProbe."
+"normal_bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the propagation value for this GI probe. Equivalent to [member "
+"GIProbe.propagation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if the GI probe data associated with this GI probe "
+"is compressed. Equivalent to [member GIProbe.compress]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if the GI probe is set to interior, meaning it "
+"does not account for sky light. Equivalent to [member GIProbe.interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe."
+"bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the axis-aligned bounding box that covers the extent of the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the size of individual cells within the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the compression setting for the GI probe data. Compressed data will "
+"take up less space but may look worse. Equivalent to [member GIProbe."
+"compress]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the data to be used in the GI probe for lighting calculations. Normally "
+"this is created and called internally within the [GIProbe] node. You should "
+"not try to set this yourself."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the dynamic range of the GI probe. Dynamic range sets the limit for how "
+"bright lights can be. A smaller range captures greater detail but limits how "
+"bright lights can be. Equivalent to [member GIProbe.dynamic_range]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the energy multiplier for this GI probe. A higher energy makes the "
+"indirect light from the GI probe brighter. Equivalent to [member GIProbe."
+"energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the interior value of this GI probe. A GI probe set to interior does "
+"not include the sky when calculating lighting. Equivalent to [member GIProbe."
+"interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the normal bias for this GI probe. Normal bias behaves similar to the "
+"other form of bias and may help reduce self-occlusion. Equivalent to [member "
+"GIProbe.normal_bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the propagation of light within this GI probe. Equivalent to [member "
+"GIProbe.propagation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the to cell [Transform] for this GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if changes have been made to the VisualServer's "
+"data. [method draw] is usually called if this happens.\n"
+"As changes are registered as either high or low priority (e.g. dynamic "
+"shaders), this function takes an optional argument to query either low or "
+"high priority changes, or any changes."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Not yet implemented. Always returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if the OS supports a certain feature. Features "
+"might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], "
+"[code]pvrtc[/code] and [code]skinning_fallback[/code].\n"
+"When rendering with GLES2, returns [code]true[/code] with "
+"[code]skinning_fallback[/code] in case the hardware doesn't support the "
+"default GPU skinning process."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
+"[method ImmediateGeometry.begin]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Clears everything that was set up between [method immediate_begin] and "
+"[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the color to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an immediate geometry and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]immediate_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this immediate geometry to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
+"ImmediateGeometry.end]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the material assigned to the [ImmediateGeometry]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the normal to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_normal]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the material to be used to draw the [ImmediateGeometry]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the tangent to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_tangent]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the UV to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_uv]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the UV2 to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_uv2]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds the next vertex using the information provided in advance. Equivalent "
+"to [method ImmediateGeometry.add_vertex]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds the next vertex using the information provided in advance. This is a "
+"helper class that calls [method immediate_vertex] under the hood. Equivalent "
+"to [method ImmediateGeometry.add_vertex]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Initializes the visual server. This function is called internally by "
+"platform-dependent code during engine initialization. If called from a "
+"running game, it will not do anything."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Attaches a unique Object ID to instance. Object ID must be attached to "
+"instance for proper culling with [method instances_cull_aabb], [method "
+"instances_cull_convex], and [method instances_cull_ray]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Attaches a skeleton to an instance. Removes the previous skeleton from the "
+"instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a visual instance and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]instance_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"An instance is a way of placing a 3D object in the scenario. Objects like "
+"particles, meshes, and reflection probes need to be associated with an "
+"instance to be visible in the scenario using [method instance_set_base]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a visual instance, adds it to the VisualServer, and sets both base "
+"and scenario. It can be accessed with the RID that is returned. This RID "
+"will be used in all [code]instance_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Not implemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
+"Equivalent to [member GeometryInstance.cast_shadow]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
+"more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a material that will be rendered for all surfaces on top of active "
+"materials for the mesh associated with this instance. Equivalent to [member "
+"GeometryInstance.material_overlay]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a material that will override the material for all surfaces on the mesh "
+"associated with this instance. Equivalent to [member GeometryInstance."
+"material_override]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the base of the instance. A base can be any of the 3D objects that are "
+"created in the VisualServer that can be displayed. For example, any of the "
+"light types, mesh, multimesh, immediate geometry, particle system, "
+"reflection probe, lightmap capture, and the GI probe are all types that can "
+"be set as the base of an instance in order to be displayed in the scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the weight for a given blend shape associated with this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a custom AABB to use when culling objects from the view frustum. "
+"Equivalent to [method GeometryInstance.set_custom_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Function not implemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a margin to increase the size of the AABB when culling objects from the "
+"view frustum. This allows you to avoid culling objects that fall outside the "
+"view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the render layers that this instance will be drawn to. Equivalent to "
+"[member VisualInstance.layers]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the scenario that the instance is in. The scenario is the 3D world that "
+"the objects will be displayed in."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the material of a specific surface. Equivalent to [method MeshInstance."
+"set_surface_material]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the world space transform of the instance. Equivalent to [member "
+"Spatial.transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the lightmap to use with this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets whether an instance is drawn or not. Equivalent to [member Spatial."
+"visible]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns an array of object IDs intersecting with the provided AABB. Only "
+"visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns an array of object IDs intersecting with the provided convex shape. "
+"Only visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns an array of object IDs intersecting with the provided 3D ray. Only "
+"visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], this directional light will blend between shadow map "
+"splits resulting in a smoother transition between them. Equivalent to "
+"[member DirectionalLight.directional_shadow_blend_splits]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the shadow depth range mode for this directional light. Equivalent to "
+"[member DirectionalLight.directional_shadow_depth_range]. See [enum "
+"LightDirectionalShadowDepthRangeMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the shadow mode for this directional light. Equivalent to [member "
+"DirectionalLight.directional_shadow_mode]. See [enum "
+"LightDirectionalShadowMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets whether to use vertical or horizontal detail for this omni light. This "
+"can be used to alleviate artifacts in the shadow map. Equivalent to [member "
+"OmniLight.omni_shadow_detail]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual "
+"paraboloid is faster but may suffer from artifacts. Equivalent to [member "
+"OmniLight.omni_shadow_mode]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the bake mode for this light, see [enum LightBakeMode] for options. The "
+"bake mode affects how the light will be baked in [BakedLightmap]s and "
+"[GIProbe]s."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color of the light. Equivalent to [member Light.light_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the cull mask for this Light. Lights only affect objects in the "
+"selected layers. Equivalent to [member Light.light_cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], light will subtract light instead of adding light. "
+"Equivalent to [member Light.light_negative]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the specified light parameter. See [enum LightParam] for options. "
+"Equivalent to [method Light.set_param]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], reverses the backface culling of the mesh. This can be "
+"useful when you have a flat mesh that has a light behind it. If you need to "
+"cast a shadow on both sides of the mesh, set the mesh to use double sided "
+"shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
+"to [member Light.shadow_reverse_cull_face]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], light will cast shadows. Equivalent to [member Light."
+"shadow_enabled]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the color of the shadow cast by the light. Equivalent to [member Light."
+"shadow_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets whether GI probes capture light information from this light. "
+"[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This "
+"method is only kept for compatibility reasons and calls [method "
+"light_set_bake_mode] internally, setting the bake mode to [constant "
+"LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the "
+"given parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a lightmap capture and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]lightmap_capture_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this lightmap capture to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the size of the lightmap capture area."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the energy multiplier used by the lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the octree used by the lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the cell subdivision amount used by this lightmap capture's octree."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the cell transform for this lightmap capture's octree."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the size of the area covered by the lightmap capture. Equivalent to "
+"[member BakedLightmapData.bounds]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the energy multiplier for this lightmap capture. Equivalent to [member "
+"BakedLightmapData.energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the \"interior\" mode for this lightmap capture. Equivalent to [member "
+"BakedLightmapData.interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the octree to be used by this lightmap capture. This function is "
+"normally used by the [BakedLightmap] node. Equivalent to [member "
+"BakedLightmapData.octree]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the subdivision level of this lightmap capture's octree. Equivalent to "
+"[member BakedLightmapData.cell_subdiv]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the octree cell transform for this lightmap capture's octree. "
+"Equivalent to [member BakedLightmapData.cell_space_transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns a mesh of a sphere with the given amount of horizontal and vertical "
+"subdivisions."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty material and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]material_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the value of a certain material's parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the shader of a certain material's shader. Returns an empty RID if "
+"the material doesn't have a shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a material's line width."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets an object's next material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a material's parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a material's render priority."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a shader material's shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] "
+"constants for types."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Removes all surfaces from a mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new mesh and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]mesh_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this mesh to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's blend shape count."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's blend shape mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's custom aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's number of surfaces."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Removes a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a mesh's blend shape count."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a mesh's blend shape mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a mesh's custom aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's vertex buffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's amount of indices."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's amount of vertices."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's buffer arrays."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's arrays for blend shapes."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the format of a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Function is unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's index buffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the primitive type of a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the aabb of a mesh's surface's skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a mesh's surface's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Updates a specific region of a vertex buffer for the specified surface. "
+"Warning: this function alters the vertex buffer directly with no safety "
+"mechanisms, you can easily corrupt your mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Allocates space for the multimesh data. Format parameters determine how the "
+"data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum "
+"MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. "
+"Equivalent to [member MultiMesh.instance_count]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new multimesh on the VisualServer and returns an [RID] handle. "
+"This RID will be used in all [code]multimesh_*[/code] VisualServer "
+"functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this multimesh to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Calculates and returns the axis-aligned bounding box that encloses all "
+"instances within the multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the number of instances allocated for this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the RID of the mesh that will be used in drawing this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the number of visible instances for this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the color by which the specified instance will be modulated."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the custom data associated with the specified instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the [Transform] of the specified instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the [Transform2D] of the specified instance. For use when the "
+"multimesh is set to use 2D transforms."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the color by which this instance will be modulated. Equivalent to "
+"[method MultiMesh.set_instance_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the custom data for this instance. Custom data is passed as a [Color], "
+"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
+"[method MultiMesh.set_instance_custom_data]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [Transform] for this instance. Equivalent to [method MultiMesh."
+"set_instance_transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [Transform2D] for this instance. For use when multimesh is used in "
+"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets all data related to the instances in one go. This is especially useful "
+"when loading the data from disk or preparing the data from GDNative.\n"
+"\n"
+"All data is packed in one large float array. An array may look like this: "
+"Transform for instance 1, color data for instance 1, custom data for "
+"instance 1, transform for instance 2, color data for instance 2, etc.\n"
+"\n"
+"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
+"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
+"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
+"code] is stored as 4 floats."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
+"mesh]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the number of instances visible at a given time. If -1, all instances "
+"that have been allocated are drawn. Equivalent to [member MultiMesh."
+"visible_instance_count]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new omni light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID can be used in most [code]light_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this omni light to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a particle system and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]particles_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach these particles to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Calculates and returns the axis-aligned bounding box that contains all the "
+"particles. Equivalent to [method Particles.capture_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns [code]true[/code] if particles are currently set to emitting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if particles are not emitting and particles are "
+"set to inactive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Add particle system to list of particle systems that need to be updated. "
+"Update will take place on the next frame, or on the next call to [method "
+"instances_cull_aabb], [method instances_cull_convex], or [method "
+"instances_cull_ray]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Reset the particles on the next update. Equivalent to [method Particles."
+"restart]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the number of particles to be drawn and allocates the memory for them. "
+"Equivalent to [member Particles.amount]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a custom axis-aligned bounding box for the particle system. Equivalent "
+"to [member Particles.visibility_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the draw order of the particles to one of the named enums from [enum "
+"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent "
+"to [member Particles.draw_order]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the mesh to be used for the specified draw pass. Equivalent to [member "
+"Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles."
+"draw_pass_3], and [member Particles.draw_pass_4]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the number of draw passes to use. Equivalent to [member Particles."
+"draw_passes]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [Transform] that will be used by the particles when they first emit."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], particles will emit over time. Setting to false does "
+"not reset the particles, but only stops their emission. Equivalent to "
+"[member Particles.emitting]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the frame rate that the particle system rendering will be fixed to. "
+"Equivalent to [member Particles.fixed_fps]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], uses fractional delta which smooths the movement of "
+"the particles. Equivalent to [member Particles.fract_delta]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the lifetime of each particle in the system. Equivalent to [member "
+"Particles.lifetime]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], particles will emit once and then stop. Equivalent to "
+"[member Particles.one_shot]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the preprocess time for the particles' animation. This lets you delay "
+"starting an animation until after the particles have begun emitting. "
+"Equivalent to [member Particles.preprocess]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the material for processing the particles.\n"
+"[b]Note:[/b] This is not the material used to draw the materials. Equivalent "
+"to [member Particles.process_material]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the emission randomness ratio. This randomizes the emission of "
+"particles within their phase. Equivalent to [member Particles.randomness]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the speed scale of the particle system. Equivalent to [member Particles."
+"speed_scale]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], particles use local coordinates. If [code]false[/code] "
+"they use global coordinates. Equivalent to [member Particles.local_coords]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a reflection probe and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]reflection_probe_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this reflection probe to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
+"to [member ReflectionProbe.interior_enable]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the render cull mask for this reflection probe. Only instances with a "
+"matching cull mask will be rendered by this probe. Equivalent to [member "
+"ReflectionProbe.cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], uses box projection. This can make reflections look "
+"more correct in certain situations. Equivalent to [member ReflectionProbe."
+"box_projection]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], computes shadows in the reflection probe. This makes "
+"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
+"enable_shadows]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the size of the area that the reflection probe will capture. Equivalent "
+"to [member ReflectionProbe.extents]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the intensity of the reflection probe. Intensity modulates the strength "
+"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the ambient light color for this reflection probe when set to interior "
+"mode. Equivalent to [member ReflectionProbe.interior_ambient_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the energy multiplier for this reflection probes ambient light "
+"contribution when set to interior mode. Equivalent to [member "
+"ReflectionProbe.interior_ambient_energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the contribution value for how much the reflection affects the ambient "
+"light for this reflection probe when set to interior mode. Useful so that "
+"ambient light matches the color of the room. Equivalent to [member "
+"ReflectionProbe.interior_ambient_contrib]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the max distance away from the probe an object can be before it is "
+"culled. Equivalent to [member ReflectionProbe.max_distance]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the origin offset to be used when this reflection probe is in box "
+"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets how often the reflection probe updates. Can either be once or every "
+"frame. See [enum ReflectionProbeUpdateMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Schedules a callback to the corresponding named [code]method[/code] on "
+"[code]where[/code] after a frame has been drawn.\n"
+"The callback method must use only 1 argument which will be called with "
+"[code]userdata[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a scenario and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]scenario_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"The scenario is the 3D world that all the visual instances exist in."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [enum ScenarioDebugMode] for this scenario. See [enum "
+"ScenarioDebugMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the environment that will be used with this scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the fallback environment to be used by this scenario. The fallback "
+"environment is used if no environment is set. Internally, this is used by "
+"the editor to provide a default environment."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the size of the reflection atlas shared by all reflection probes in "
+"this scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a boot image. The color defines the background color. If [code]scale[/"
+"code] is [code]true[/code], the image will be scaled to fit the screen size. "
+"If [code]use_filter[/code] is [code]true[/code], the image will be scaled "
+"with linear interpolation. If [code]use_filter[/code] is [code]false[/code], "
+"the image will be scaled with nearest-neighbor interpolation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the engine will generate wireframes for use with the "
+"wireframe debug mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the default clear color which is used when a specific clear color has "
+"not been selected."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If asynchronous shader compilation is enabled, this controls whether "
+"[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n"
+"For instance, you may want to enable this temporarily before taking a "
+"screenshot. This ensures everything is visible even if shaders with async "
+"mode [i]hidden[/i] are not ready yet.\n"
+"Reflection probes use this internally to ensure they capture everything "
+"regardless the shaders are ready or not."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the scale to apply to the passage of time for the shaders' [code]TIME[/"
+"code] builtin.\n"
+"The default value is [code]1.0[/code], which means [code]TIME[/code] will "
+"count the real time as it goes by, without narrowing or stretching it."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Enables or disables occlusion culling."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty shader and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]shader_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a shader's code."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a default texture from a shader searched by name."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the parameters of a shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a shader's code."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a shader's default texture. Overwrites the texture given by name."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Allocates the GPU buffers for this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the [Transform] set for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the [Transform] for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the [Transform2D] for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a skeleton and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]skeleton_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the number of bones allocated for this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty sky and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]sky_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a sky's texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a spot light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID can be used in most [code]light_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this spot light to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Allocates the GPU memory for the texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Binds the texture to a texture slot."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty texture and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]texture_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a texture, allocates the space for an image, and fills in the image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a list of all the textures and their information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns a copy of a texture's image unless it's a CubeMap, in which case it "
+"returns the [RID] of the image at one of the cubes sides."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the depth of the texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the flags of a texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the format of the texture's image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the texture's height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the texture's path."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the opengl id of the texture's image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the type of the texture, can be any of the [enum TextureType]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the texture's width."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the texture's image data. If it's a CubeMap, it sets the image data at "
+"a cube side."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a part of the data for a texture. Warning: this function calls the "
+"underlying graphics API directly and may corrupt your texture if used "
+"improperly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the texture's flags. See [enum TextureFlags] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the texture's path."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], sets internal processes to shrink all image data to "
+"half the size."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the image will be stored in the texture's images array "
+"if overwritten."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a viewport's camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a viewport's canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
+"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
+"viewport does not use a framebuffer and the contents of the viewport are "
+"rendered directly to screen. However, note that the root viewport is drawn "
+"last, therefore it will draw over the screen. Accordingly, you must set the "
+"root viewport to an area that does not cover the area that you have attached "
+"this viewport to.\n"
+"For example, you can set the root viewport to not render at all with the "
+"following code:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" get_viewport().set_attach_to_screen_rect(Rect2())\n"
+" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
+"[/codeblock]\n"
+"Using this can result in significant optimization, especially on lower-end "
+"devices. However, it comes at the cost of having to manage your viewports "
+"manually. For further optimization, see [method "
+"viewport_set_render_direct_to_screen]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty viewport and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]viewport_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Detaches the viewport from the screen."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns a viewport's render information. For options, see the [enum "
+"ViewportRenderInfo] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the viewport's last rendered frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Detaches a viewport from a canvas and vice versa."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the stacking order for a viewport's canvas.\n"
+"[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] "
+"specifies the stacking order of the canvas among those in the same layer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the transformation of a viewport's canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], rendering of a viewport's environment is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the viewport's global transformation matrix."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "If [code]true[/code], the viewport's canvas is not rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Currently unimplemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the viewport's parent to another viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], render the contents of the viewport directly to "
+"screen. This allows a low-level optimization where you can skip drawing a "
+"viewport to the root viewport. While this optimization can result in a "
+"significant increase in speed (especially on older devices), it comes at a "
+"cost of usability. When this is enabled, you cannot read from the viewport "
+"or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of "
+"certain window settings, such as the various stretch modes. Another "
+"consequence to be aware of is that in 2D the rendering happens in window "
+"coordinates, so if you have a viewport that is double the size of the "
+"window, and you set this, then only the portion that fits within the window "
+"will be drawn, no automatic scaling is possible, even if your game scene is "
+"significantly larger than the window size."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a viewport's scenario.\n"
+"The scenario contains information about the [enum ScenarioDebugMode], "
+"environment information, reflection atlas etc."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the shadow atlas quadrant's subdivision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the size of the shadow atlas's images (used for omni and spot lights). "
+"The value will be rounded up to the nearest power of 2."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If "
+"set to a value greater than [code]0.0[/code], contrast-adaptive sharpening "
+"will be applied to the 3D viewport. This has a low performance cost and can "
+"be used to recover some of the sharpness lost from using FXAA. Values around "
+"[code]0.5[/code] generally give the best results. See also [method "
+"viewport_set_use_fxaa]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the viewport's width and height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the viewport renders its background as transparent."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
+"constants for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the viewport uses augmented or virtual reality "
+"technologies. See [ARVRInterface]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible. In some cases, debanding may introduce a "
+"slightly noticeable dithering pattern. It's recommended to enable debanding "
+"only when actually needed since the dithering pattern will make lossless-"
+"compressed screenshots larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must "
+"also be [code]true[/code] for debanding to be effective."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Enables fast approximate antialiasing for this viewport. FXAA is a popular "
+"screen-space antialiasing method, which is fast but will make the image look "
+"blurry, especially at lower resolutions. It can still work relatively well "
+"at large resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [method "
+"viewport_set_sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]false[/code], disables rendering completely, but the engine logic "
+"is still being processed. You can call [method force_draw] to draw a frame "
+"even with rendering disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Emitted at the end of the frame, after the VisualServer has finished "
+"updating all the Viewports."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Emitted at the beginning of the frame, before the VisualServer updates all "
+"the Viewports."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks an error that shows that the index array is empty."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of weights/bones per vertex."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The minimum Z-layer for canvas items."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The maximum Z-layer for canvas items."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Max number of glow levels that can be used with glow post-process effect."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Unused enum in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The minimum renderpriority of all materials."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The maximum renderpriority of all materials."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the left side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the right side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the bottom side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the top side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the front side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the back side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Normal texture with 2 dimensions, width and height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Texture made up of six faces, can be looked up with a [code]vec3[/code] in "
+"shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "An array of 2-dimensional textures."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "A 3-dimensional texture with width, height, and depth."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Repeats the texture (instead of clamp to edge)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Repeats the texture with alternate sections mirrored."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant "
+"TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Shader is a 3D shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Shader is a 2D shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Shader is a particle shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum ShaderMode] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is a vertex array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is a normal array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is a tangent array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is a color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is an UV coordinates array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is an UV coordinates array for the second UV coordinates."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array contains bone information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is weight information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is index array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a vertex array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a normal array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a tangent array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark an UV coordinates array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Flag used to mark an UV coordinates array for the second UV coordinates."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a bone information array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a weights array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark an index array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
+"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
+"ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant "
+"ARRAY_COMPRESS_WEIGHTS], and [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Primitive to draw consists of points."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Primitive to draw consists of lines."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Primitive to draw consists of a line strip from start to end."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Primitive to draw consists of a line loop (a line strip with a line between "
+"the last and the first vertex)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Primitive to draw consists of triangles."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Primitive to draw consists of a triangle strip (the last 3 vertices are "
+"always combined to make a triangle)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Primitive to draw consists of a triangle strip (the last 2 vertices are "
+"always combined with the first to make a triangle)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum PrimitiveType] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Is a directional (sun) light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Is an omni light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Is a spot light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light's energy."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Secondary multiplier used with indirect light (light bounces)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The light's size, currently only used for soft shadows in baked lightmaps."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light's influence on specularity."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light's range."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light's attenuation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The spotlight's angle."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The spotlight's attenuation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Scales the shadow color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Max distance that shadows will be rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Proportion of shadow atlas occupied by the first split."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Proportion of shadow atlas occupied by the second split."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Proportion of shadow atlas occupied by the third split. The fourth split "
+"occupies the rest."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Normal bias used to offset shadow lookup by object normal. Can be used to "
+"fix self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Bias the shadow lookup to fix self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Increases bias on further splits to fix self-shadowing that only occurs far "
+"away from the camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum LightParam] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use a dual paraboloid shadow map for omni lights."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use a cubemap shadow map for omni lights. Slower but better quality than "
+"dual paraboloid."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use more detail vertically when computing shadow map."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use more detail horizontally when computing shadow map."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use orthogonal shadow projection for directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use 2 splits for shadow projection when using directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use 4 splits for shadow projection when using directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Keeps shadows stable as camera moves but has lower effective resolution."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Optimize use of shadow maps, increasing the effective resolution. But may "
+"result in shadows moving or flickering slightly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Do not update the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Update the viewport once then set to disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Update the viewport whenever it is visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Always update the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The viewport is always cleared before drawing."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The viewport is never cleared before drawing."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The viewport is cleared once, then the clear mode is set to [constant "
+"VIEWPORT_CLEAR_NEVER]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is set to 2×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is set to 4×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is set to 8×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is set to 16×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Multisample antialiasing is set to 2× on external texture. Special mode for "
+"GLES2 Android VR (Oculus Quest and Go)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Multisample antialiasing is set to 4× on external texture. Special mode for "
+"GLES2 Android VR (Oculus Quest and Go)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The Viewport does not render 3D but samples."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The Viewport does not render 3D and does not sample."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The Viewport renders 3D with effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The Viewport renders 3D but without effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of objects drawn in a single frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of vertices drawn in a single frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of material changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of shader changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of surface changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of draw calls during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of 2d items drawn this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of 2d draw calls during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum ViewportRenderInfo] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Debug draw is disabled. Default setting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Debug draw sets objects to unshaded."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Overwrites clear color to [code](0,0,0,0)[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Debug draw draws objects in wireframe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Do not use a debug mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Draw all objects as wireframe models."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Draw all objects in a way that displays how much overdraw is occurring. "
+"Overdraw occurs when a section of pixels is drawn and shaded and then "
+"another object covers it up. To optimize a scene, you should reduce overdraw."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Draw all objects without shading. Equivalent to setting all objects shaders "
+"to [code]unshaded[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance does not have a type."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is an immediate geometry."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a particle emitter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a reflection probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum InstanceType] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"A combination of the flags of geometry instances (mesh, multimesh, immediate "
+"and particles)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Allows the instance to be used in baked lighting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "When set, manually requests to draw geometry on next frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum InstanceFlags] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Disable shadows from this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Cast shadows from this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Disable backface culling when rendering the shadow of the object. This is "
+"slightly slower but may result in more correct shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Only render the shadows from the object. The object itself will not be drawn."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The nine patch gets stretched where needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The nine patch gets filled with tiles where needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The nine patch gets filled with tiles where needed and stretches them a bit "
+"if needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds light color additive to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds light color subtractive to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light adds color depending on transparency."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light adds color depending on mask."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Do not apply a filter to canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF3 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF5 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF7 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF9 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF13 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Culling of the canvas occluder is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Culling of the canvas occluder is clockwise."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Culling of the canvas occluder is counterclockwise."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of objects in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of vertices in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of modified materials in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of shader rebinds in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of surface changes in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of draw calls in frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of 2d items in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of 2d draw calls in frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use [Transform2D] to store MultiMesh transform."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use [Transform] to store MultiMesh transform."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "MultiMesh does not use per-instance color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"MultiMesh color uses 8 bits per component. This packs the color into a "
+"single float."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "MultiMesh color uses a float per channel."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "MultiMesh does not use custom data."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"MultiMesh custom data uses 8 bits per component. This packs the 4-component "
+"custom data into a single float."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "MultiMesh custom data uses a float per component."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Reflection probe will update reflections once and then stop."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Reflection probe will update each frame. This mode is necessary to capture "
+"moving objects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Draw particles in the order that they appear in the particles array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sort particles based on their lifetime."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sort particles based on their distance to the camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use the clear color as background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use a specified color as the background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use a sky resource for the background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use a custom color for background, but use a sky for shading and reflections."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use a specified canvas layer as the background. This can be useful for "
+"instantiating a 2D scene in a 3D world."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Do not clear the background, use whatever was rendered last frame as the "
+"background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum EnvironmentBG] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use lowest blur quality. Fastest, but may look bad."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use medium blur quality."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Used highest blur quality. Looks the best, but is the slowest."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Add the effect of the glow on top of the scene."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Blends the glow effect with the screen. Does not get as bright as additive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Produces a subtle color disturbance around objects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Shows the glow effect by itself without the underlying scene."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Lowest quality of screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Medium quality screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Highest quality screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Disables the blur set for SSAO. Will make SSAO look noisier."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Perform a 1x1 blur on the SSAO output."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Performs a 2x2 blur on the SSAO output."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Used to query for any changes that request a redraw, whatever the priority."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Registered changes which have low priority can be optionally prevented from "
+"causing editor redraws. Examples might include dynamic shaders (typically "
+"using the [code]TIME[/code] built-in)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Registered changes which can cause a redraw default to high priority."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "A custom shader program with a visual editor."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"This class allows you to define a custom shader program that can be used for "
+"various materials to render objects.\n"
+"The visual shader editor creates the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Adds the specified node to the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"Returns [code]true[/code] if the specified nodes and ports can be connected "
+"together."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Connects the specified nodes and ports."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"Connects the specified nodes and ports, even if they can't be connected. "
+"Such connection is invalid and will not function properly."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"Returns the shader node instance with specified [code]type[/code] and "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Returns the list of connected nodes with the specified type."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Returns the list of all nodes in the shader with the specified type."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Returns the position of the specified node within the shader graph."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"Returns [code]true[/code] if the specified node and port connection exist."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Removes the specified node from the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Sets the mode of this shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Sets the position of the specified node."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "The offset vector of the whole graph."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "A vertex shader, operating on vertices."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "A fragment shader, operating on fragments (pixels)."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "A shader for light calculations."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Represents the size of the [enum Type] enum."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Base class for nodes in a visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Visual shader graphs consist of various nodes. Each node in the graph is a "
+"separate object and they are represented as a rectangular boxes with title "
+"and a set of properties. Each node has also connection ports that allow to "
+"connect it to another nodes and control the flow of the shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Returns an [Array] containing default values for all of the input ports of "
+"the node in the form [code][index0, value0, index1, value1, ...][/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Returns the default value of the input [code]port[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Sets the default input ports values using an [Array] of the form [code]"
+"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
+"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Sets the default value for the selected input [code]port[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Sets the output port index which will be showed for preview. If set to "
+"[code]-1[/code] no port will be open for preview."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Emitted when the node requests an editor refresh. Currently called only in "
+"setter of [member VisualShaderNodeTexture.source], "
+"[VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their "
+"derivatives)."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Floating-point scalar. Translated to [code]float[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"3D vector of floating-point values. Translated to [code]vec3[/code] type in "
+"shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Boolean type. Translated to [code]bool[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Transform type. Translated to [code]mat4[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Sampler type. Translated to reference of sampler uniform in shader code. Can "
+"only be used for input ports in non-uniform nodes."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Represents the size of the [enum PortType] enum."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml
+msgid "A boolean constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml
+msgid ""
+"Has only one output port and no inputs.\n"
+"Translated to [code]bool[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml
+msgid "A boolean constant which represents a state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+msgid "A boolean uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+msgid "Translated to [code]uniform bool[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+#: doc/classes/VisualShaderNodeColorUniform.xml
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "A default value to be assigned within the shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+#: doc/classes/VisualShaderNodeColorUniform.xml
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "Enables usage of the [member default_value]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml
+msgid "A [Color] constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml
+msgid ""
+"Has two output ports representing RGB and alpha channels of [Color].\n"
+"Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
+"shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml
+msgid "A [Color] constant which represents a state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid "A [Color] function to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid ""
+"Accept a [Color] to the input port and transform it according to [member "
+"function]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid ""
+"A function to be applied to the input color. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid ""
+"Converts the color to grayscale using the following formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float max1 = max(c.r, c.g);\n"
+"float max2 = max(max1, c.b);\n"
+"float max3 = max(max1, max2);\n"
+"return vec3(max3, max3, max3);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid ""
+"Applies sepia tone effect using the following formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
+"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
+"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
+"return vec3(r, g, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid "A [Color] operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid "Applies [member operator] to two color inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"An operator to be applied to the inputs. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a screen effect with the following formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a difference effect with the following formula:\n"
+"[codeblock]\n"
+"result = abs(a - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a darken effect with the following formula:\n"
+"[codeblock]\n"
+"result = min(a, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a lighten effect with the following formula:\n"
+"[codeblock]\n"
+"result = max(a, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce an overlay effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = 2.0 * base * blend;\n"
+" } else {\n"
+" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a dodge effect with the following formula:\n"
+"[codeblock]\n"
+"result = a / (vec3(1.0) - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a burn effect with the following formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a soft light effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (blend + 0.5);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a hard light effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (2.0 * blend);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorUniform.xml
+msgid "A [Color] uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorUniform.xml
+msgid "Translated to [code]uniform vec4[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A comparison function for common types within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
+"function]. Returns a boolean scalar. Translates to [code]if[/code] "
+"instruction in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Extra condition which is applied if [member type] is set to [constant "
+"CTYPE_VECTOR]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A comparison function. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"The type to be used in the comparison. See [enum ComparisonType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A floating-point scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A 3D vector type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A boolean type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A transform ([code]mat4[/code]) type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "Comparison for equality ([code]a == b[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "Comparison for inequality ([code]a != b[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
+"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used "
+"if [member type] set to [constant CTYPE_BOOLEAN] or [constant "
+"CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
+"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Comparison for less than or equal ([code]a < b[/code]). Cannot be used if "
+"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"The result will be true if all of component in vector satisfy the comparison "
+"condition."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"The result will be true if any of component in vector satisfy the comparison "
+"condition."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid "A [CubeMap] sampling node to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
+"Returns a color vector and alpha channel as scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as "
+"[member source]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"Defines which source should be used for the sampling. See [enum Source] for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Defines the type of data provided by the source texture. See [enum "
+"TextureType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"Use the [CubeMap] set via [member cube_map]. If this is set to [member "
+"source], the [code]samplerCube[/code] port is ignored."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] "
+"port. If this is set to [member source], the [member cube_map] texture is "
+"ignored."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+#: doc/classes/VisualShaderNodeTexture.xml
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "No hints are added to the uniform declaration."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+#: doc/classes/VisualShaderNodeTexture.xml
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
+"sRGB to linear conversion."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+#: doc/classes/VisualShaderNodeTexture.xml
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
+"internally converts the texture for proper usage as normal map."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMapUniform.xml
+msgid "A [CubeMap] uniform node to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMapUniform.xml
+msgid ""
+"Translated to [code]uniform samplerCube[/code] in the shader language. The "
+"output value can be used as port for [VisualShaderNodeCubeMap]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
+"Shader Editor."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"By inheriting this class you can create a custom [VisualShader] script addon "
+"which will be automatically added to the Visual Shader Editor. The "
+"[VisualShaderNode]'s behavior is defined by overriding the provided virtual "
+"methods.\n"
+"In order for the node to be registered as an editor addon, you must use the "
+"[code]tool[/code] keyword and provide a [code]class_name[/code] for your "
+"custom script. For example:\n"
+"[codeblock]\n"
+"tool\n"
+"extends VisualShaderNodeCustom\n"
+"class_name VisualShaderNodeNoise\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the category of the associated custom node in "
+"the Visual Shader Editor's members dialog. The path may look like "
+"[code]\"MyGame/MyFunctions/Noise\"[/code].\n"
+"Defining this method is [b]optional[/b]. If not overridden, the node will be "
+"filed under the \"Custom\" category."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the actual shader code of the associated "
+"custom node. The shader code should be returned as a string, which can have "
+"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
+"used for convenience).\n"
+"The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the "
+"string names of the various input and output variables, as defined by "
+"[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in "
+"this class.\n"
+"The output ports can be assigned values in the shader code. For example, "
+"[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n"
+"You can customize the generated code based on the shader [code]mode[/code] "
+"(see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader."
+"Type]).\n"
+"Defining this method is [b]required[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the description of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to add shader code on top of the global shader, to "
+"define your own standard library of reusable methods, varyings, constants, "
+"uniforms, etc. The shader code should be returned as a string, which can "
+"have multiple lines (the [code]\"\"\"[/code] multiline string construct can "
+"be used for convenience).\n"
+"Be careful with this functionality as it can cause name conflicts with other "
+"custom nodes, so be sure to give the defined entities unique names.\n"
+"You can customize the generated code based on the shader [code]mode[/code] "
+"(see [enum Shader.Mode]).\n"
+"Defining this method is [b]optional[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the amount of input ports of the associated "
+"custom node.\n"
+"Defining this method is [b]required[/b]. If not overridden, the node has no "
+"input ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the names of input ports of the associated "
+"custom node. The names are used both for the input slots in the editor and "
+"as identifiers in the shader code, and are passed in the [code]input_vars[/"
+"code] array in [method _get_code].\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"input ports are named as [code]\"in\" + str(port)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the returned type of each input port of the "
+"associated custom node (see [enum VisualShaderNode.PortType] for possible "
+"types).\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
+"type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the name of the associated custom node in the "
+"Visual Shader Editor's members dialog and graph.\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"the node will be named as \"Unnamed\"."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the amount of output ports of the associated "
+"custom node.\n"
+"Defining this method is [b]required[/b]. If not overridden, the node has no "
+"output ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the names of output ports of the associated "
+"custom node. The names are used both for the output slots in the editor and "
+"as identifiers in the shader code, and are passed in the [code]output_vars[/"
+"code] array in [method _get_code].\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"output ports are named as [code]\"out\" + str(port)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the returned type of each output port of the "
+"associated custom node (see [enum VisualShaderNode.PortType] for possible "
+"types).\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
+"type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the return icon of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]. If not overridden, no return icon "
+"is shown."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the subcategory of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]. If not overridden, the node will be "
+"filed under the root of the main category (see [method _get_category])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDeterminant.xml
+msgid ""
+"Calculates the determinant of a [Transform] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDeterminant.xml
+msgid "Translates to [code]determinant(x)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDotProduct.xml
+msgid "Calculates a dot product of two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDotProduct.xml
+msgid "Translates to [code]dot(a, b)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml
+msgid ""
+"A custom visual shader graph expression written in Godot Shading Language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml
+msgid ""
+"Custom Godot Shading Language expression, with a custom amount of input and "
+"output ports.\n"
+"The provided code is directly injected into the graph's matching shader "
+"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/"
+"code]), so it cannot be used to declare functions, varyings, uniforms, or "
+"global constants. See [VisualShaderNodeGlobalExpression] for such global "
+"definitions."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml
+msgid ""
+"An expression in Godot Shading Language, which will be injected at the start "
+"of the graph's matching shader function ([code]vertex[/code], "
+"[code]fragment[/code], or [code]light[/code]), and thus cannot be used to "
+"declare functions, varyings, uniforms, or global constants."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFaceForward.xml
+msgid ""
+"Returns the vector that points in the same direction as a reference vector "
+"within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFaceForward.xml
+msgid ""
+"Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
+"The function has three vector parameters: [code]N[/code], the vector to "
+"orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
+"reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
+"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-"
+"N[/code] is returned."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFresnel.xml
+msgid "A Fresnel effect to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFresnel.xml
+msgid ""
+"Returns falloff based on the dot product of surface normal and view "
+"direction of camera (pass associated inputs to it)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGlobalExpression.xml
+msgid ""
+"A custom global visual shader graph expression written in Godot Shading "
+"Language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGlobalExpression.xml
+msgid ""
+"Custom Godot Shader Language expression, which is placed on top of the "
+"generated shader. You can place various function definitions inside to call "
+"later in [VisualShaderNodeExpression]s (which are injected in the main "
+"shader functions). You can also declare varyings, uniforms and global "
+"constants."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Base class for a family of nodes with variable amount of input and output "
+"ports within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Currently, has no direct usage, use the derived classes instead."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Adds an input port with the specified [code]type[/code] (see [enum "
+"VisualShaderNode.PortType]) and [code]name[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Adds an output port with the specified [code]type[/code] (see [enum "
+"VisualShaderNode.PortType]) and [code]name[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Removes all previously specified input ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Removes all previously specified output ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns a free input port ID which can be used in [method add_input_port]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns a free output port ID which can be used in [method add_output_port]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns the number of input ports in use. Alternative for [method "
+"get_free_input_port_id]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns a [String] description of the input ports as a colon-separated list "
+"using the format [code]id,type,name;[/code] (see [method add_input_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns the number of output ports in use. Alternative for [method "
+"get_free_output_port_id]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns a [String] description of the output ports as a colon-separated list "
+"using the format [code]id,type,name;[/code] (see [method add_output_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Returns [code]true[/code] if the specified input port exists."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Returns [code]true[/code] if the specified output port exists."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns [code]true[/code] if the specified port name does not override an "
+"existed port name and is valid within the shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Removes the specified input port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Removes the specified output port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Renames the specified input port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Defines all input ports using a [String] formatted as a colon-separated "
+"list: [code]id,type,name;[/code] (see [method add_input_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Renames the specified output port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Defines all output ports using a [String] formatted as a colon-separated "
+"list: [code]id,type,name;[/code] (see [method add_output_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "The size of the node in the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeInput.xml
+msgid ""
+"Gives access to input variables (built-ins) available for the shader. See "
+"the shading reference for the list of available built-ins for each shader "
+"type (check [code]Tutorials[/code] section for link)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeInput.xml
+msgid ""
+"One of the several input constants in lower-case style like: "
+"\"vertex\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid ""
+"A boolean comparison operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid ""
+"Returns the boolean result of the comparison between [code]INF[/code] or "
+"[code]NaN[/code] and a scalar parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid "The comparison function. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid "Comparison with [code]INF[/code] (Infinity)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid ""
+"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric "
+"results, e.g. division by zero)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOuterProduct.xml
+msgid ""
+"Calculates an outer product of two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOuterProduct.xml
+msgid ""
+"[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a "
+"column vector (matrix with one column) and the second parameter [code]r[/"
+"code] as a row vector (matrix with one row) and does a linear algebraic "
+"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows "
+"is the number of components in [code]c[/code] and whose number of columns is "
+"the number of components in [code]r[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOutput.xml
+msgid "Represents the output shader parameters within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOutput.xml
+msgid ""
+"This visual shader node is present in all shader graphs in form of "
+"\"Output\" block with multiple output value ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarClamp.xml
+msgid "Clamps a scalar value within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarClamp.xml
+msgid ""
+"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
+"values."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+msgid "Calculates a scalar derivative within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid ""
+"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
+"visual shaders."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+msgid "The derivative type. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "Derivative in [code]x[/code] using local differencing."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "Derivative in [code]y[/code] using local differencing."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarInterp.xml
+msgid ""
+"Linearly interpolates between two scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarInterp.xml
+msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
+msgid "Calculates a scalar SmoothStep function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSwitch.xml
+msgid "A boolean/scalar function for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSwitch.xml
+msgid ""
+"Returns an associated scalar if the provided boolean value is [code]true[/"
+"code] or [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A hint applied to the uniform, which controls the values it can take when "
+"set through the inspector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Minimum value for range hints. Used if [member hint] is set to [constant "
+"HINT_RANGE] or [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Maximum value for range hints. Used if [member hint] is set to [constant "
+"HINT_RANGE] or [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Step (increment) value for the range hint with step. Used if [member hint] "
+"is set to [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid "No hint used."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A range hint for scalar value, which limits possible input values between "
+"[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
+"code] in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A range hint for scalar value with step, which limits possible input values "
+"between [member min] and [member max], with a step (increment) of [member "
+"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid "Represents the size of the [enum Hint] enum."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeSwitch.xml
+msgid "A boolean/vector function for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeSwitch.xml
+msgid ""
+"Returns an associated vector if the provided boolean value is [code]true[/"
+"code] or [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Performs a texture lookup within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid ""
+"Performs a lookup operation on the provided texture, with support for "
+"multiple texture sources to choose from."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Determines the source for the lookup. See [enum Source] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "The source texture, if needed for the selected [member source]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid ""
+"Specifies the type of the texture if [member source] is set to [constant "
+"SOURCE_TEXTURE]. See [enum TextureType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the texture given as an argument for this function."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the current viewport's texture as the source."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid ""
+"Use the texture from this shader's texture built-in (e.g. a texture of a "
+"[Sprite])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the texture from this shader's normal map built-in."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the depth texture available for this shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the texture provided in the input port for this function."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "Performs a uniform texture lookup within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Performs a lookup operation on the texture provided as a uniform for the "
+"shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "Sets the default color if no texture is assigned to the uniform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a "
+"flowmap."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "Defaults to white color."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "Defaults to black color."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
+msgid ""
+"Performs a uniform texture lookup with triplanar within the visual shader "
+"graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
+msgid ""
+"Performs a lookup operation on the texture provided as a uniform for the "
+"shader, with support for triplanar mapping."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformCompose.xml
+msgid ""
+"Composes a [Transform] from four [Vector3]s within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformCompose.xml
+msgid ""
+"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. "
+"Each vector is one row in the matrix and the last column is a [code]vec4(0, "
+"0, 0, 1)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml
+msgid "A [Transform] constant for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml
+msgid "A constant [Transform], which can be used as an input node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml
+msgid "A [Transform] constant which represents the state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformDecompose.xml
+msgid ""
+"Decomposes a [Transform] into four [Vector3]s within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformDecompose.xml
+msgid ""
+"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] "
+"values, one from each row of the matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "Computes a [Transform] function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "Computes an inverse or transpose function on the provided [Transform]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "The function to be computed. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "Perform the inverse operation on the [Transform] matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "Perform the transpose operation on the [Transform] matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid "Multiplies [Transform] by [Transform] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid ""
+"A multiplication operation on two transforms (4x4 matrices), with support "
+"for different multiplication operators."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid ""
+"The multiplication type to be performed on the transforms. See [enum "
+"Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid ""
+"Performs a component-wise multiplication of transform [code]a[/code] by the "
+"transform [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid ""
+"Performs a component-wise multiplication of transform [code]b[/code] by the "
+"transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+msgid "A [Transform] uniform for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+msgid "Translated to [code]uniform mat4[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"Multiplies a [Transform] and a [Vector3] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"A multiplication operation on a transform (4x4 matrix) and a vector, with "
+"support for different multiplication operators."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"The multiplication type to be performed. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
+"the last row and column of the transform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
+"the last row and column of the transform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml
+msgid "A base type for the uniforms within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml
+msgid ""
+"A uniform represents a variable in the shader which is set externally, i.e. "
+"from the [ShaderMaterial]. Uniforms are exposed as properties in the "
+"[ShaderMaterial] and can be assigned from the inspector or from a script."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml
+msgid ""
+"Name of the uniform, by which it can be accessed through the "
+"[ShaderMaterial] properties."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml
+msgid "A reference to an existing [VisualShaderNodeUniform]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml
+msgid ""
+"Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this "
+"uniform in different shaders or shader stages easily."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml
+msgid "The name of the uniform which this reference points to."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml
+msgid "A [Vector3] constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml
+msgid "A constant [Vector3], which can be used as an input node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml
+msgid "A [Vector3] constant which represents the state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "A [Vector3] uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "Translated to [code]uniform vec3[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorClamp.xml
+msgid "Clamps a vector value within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorClamp.xml
+msgid ""
+"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
+"values. The operation is performed on each component of the vector "
+"individually."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorCompose.xml
+msgid "Composes a [Vector3] from three scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorCompose.xml
+msgid ""
+"Creates a [code]vec3[/code] using three scalar values that can be provided "
+"from separate inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDecompose.xml
+msgid ""
+"Decomposes a [Vector3] into three scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDecompose.xml
+msgid ""
+"Takes a [code]vec3[/code] and decomposes it into three scalar values that "
+"can be used as separate inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "Calculates a vector derivative within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "A derivative type. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDistance.xml
+msgid ""
+"Returns the distance between two points. To be used within the visual shader "
+"graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDistance.xml
+msgid ""
+"Calculates distance from point represented by vector [code]p0[/code] to "
+"vector [code]p1[/code].\n"
+"Translated to [code]distance(p0, p1)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "A vector function to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "A visual shader node able to perform different functions using vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "The function to be performed. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid ""
+"Normalizes the vector so that it has a length of [code]1[/code] but points "
+"in the same direction."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the opposite value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns [code]1/vector[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Converts RGB vector to HSV equivalent."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Converts HSV vector to RGB equivalent."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the absolute value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the arc-cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the inverse hyperbolic cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the arc-sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the inverse hyperbolic sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the arc-tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the inverse hyperbolic tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid ""
+"Finds the nearest integer that is greater than or equal to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the hyperbolic cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Converts a quantity in radians to degrees."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Base-e Exponential."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Base-2 Exponential."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Finds the nearest integer less than or equal to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Computes the fractional part of the argument."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the inverse of the square root of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Natural logarithm."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Base-2 logarithm."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Converts a quantity in degrees to radians."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Finds the nearest integer to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Finds the nearest even integer to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid ""
+"Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the "
+"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
+"otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the hyperbolic sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the square root of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the hyperbolic tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid ""
+"Returns a value equal to the nearest integer to the parameter whose absolute "
+"value is not larger than the absolute value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns [code]1.0 - vector[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorInterp.xml
+msgid ""
+"Linearly interpolates between two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorInterp.xml
+msgid ""
+"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
+"[code]weight[/code] is a [Vector3] with weights for each component."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorLen.xml
+msgid "Returns the length of a [Vector3] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorLen.xml
+msgid "Translated to [code]length(p0)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "A vector operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid ""
+"A visual shader node for use of vector operators. Operates on vector "
+"[code]a[/code] and vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "The operator to be used. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Adds two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Subtracts a vector from a vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Multiplies two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Divides vector by vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Returns the remainder of the two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid ""
+"Returns the value of the first parameter raised to the power of the second, "
+"for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Returns the greater of two values, for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Returns the lesser of two values, for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Calculates the cross product of two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Returns the arc-tangent of the parameters."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid ""
+"Returns the vector that points in the direction of reflection. [code]a[/"
+"code] is incident vector and [code]b[/code] is the normal vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid ""
+"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
+"than [code]b[/code] and [code]1.0[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorRefract.xml
+msgid ""
+"Returns the [Vector3] that points in the direction of refraction. For use "
+"within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorRefract.xml
+msgid ""
+"Translated to [code]refract(I, N, eta)[/code] in the shader language, where "
+"[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
+"and [code]eta[/code] is the ratio of the indices of the refraction."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarMix.xml
+msgid ""
+"Linearly interpolates between two vectors using a scalar. For use within the "
+"visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarMix.xml
+msgid ""
+"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
+"[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a "
+"scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
+msgid ""
+"Calculates a vector SmoothStep function using scalar within the visual "
+"shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language, where [code]x[/code] is a scalar.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarStep.xml
+msgid "Calculates a vector Step function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarStep.xml
+msgid ""
+"Translates to [code]step(edge, x)[/code] in the shader language.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
+"and [code]1.0[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
+msgid "Calculates a vector SmoothStep function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language, where [code]x[/code] is a vector.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml
+msgid "Vertical scroll bar."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml
+msgid ""
+"Vertical version of [ScrollBar], which goes from top (min) to bottom (max)."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] up. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] down. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/VSeparator.xml
+msgid "Vertical version of [Separator]."
+msgstr ""
+
+#: doc/classes/VSeparator.xml
+msgid ""
+"Vertical version of [Separator]. Even though it looks vertical, it is used "
+"to separate objects horizontally."
+msgstr ""
+
+#: doc/classes/VSeparator.xml
+msgid ""
+"The width of the area covered by the separator. Effectively works like a "
+"minimum width."
+msgstr ""
+
+#: doc/classes/VSeparator.xml
+msgid ""
+"The style for the separator line. Works best with [StyleBoxLine] (remember "
+"to enable [member StyleBoxLine.vertical])."
+msgstr ""
+
+#: doc/classes/VSlider.xml
+msgid "Vertical slider."
+msgstr ""
+
+#: doc/classes/VSlider.xml
+msgid ""
+"Vertical slider. See [Slider]. This one goes from bottom (min) to top "
+"(max).\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/VSlider.xml
+msgid "The background of the area below the grabber."
+msgstr ""
+
+#: doc/classes/VSlider.xml
+msgid ""
+"The background for the whole slider. Determines the width of the "
+"[code]grabber_area[/code]."
+msgstr ""
+
+#: doc/classes/VSplitContainer.xml
+msgid "Vertical split container."
+msgstr ""
+
+#: doc/classes/VSplitContainer.xml
+msgid ""
+"Vertical split container. See [SplitContainer]. This goes from top to bottom."
+msgstr ""
+
+#: doc/classes/WeakRef.xml
+msgid ""
+"Holds an [Object], but does not contribute to the reference count if the "
+"object is a reference."
+msgstr ""
+
+#: doc/classes/WeakRef.xml
+msgid ""
+"A weakref can hold a [Reference], without contributing to the reference "
+"counter. A weakref can be created from an [Object] using [method @GDScript."
+"weakref]. If this object is not a reference, weakref still works, however, "
+"it does not have any effect on the object. Weakrefs are useful in cases "
+"where multiple classes have variables that refer to each other. Without "
+"weakrefs, using these classes could lead to memory leaks, since both "
+"references keep each other from being released. Making part of the variables "
+"a weakref can prevent this cyclic dependency, and allows the references to "
+"be released."
+msgstr ""
+
+#: doc/classes/WeakRef.xml
+msgid "Returns the [Object] this weakref is referring to."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "Closes this data channel, notifying the other peer."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the number of bytes currently queued to be sent over this channel."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the id assigned to this channel during creation (or auto-assigned "
+"during negotiation).\n"
+"If the channel is not negotiated out-of-band the id will only be available "
+"after the connection is established (will return [code]65535[/code] until "
+"then)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "Returns the label assigned to this channel during creation."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the [code]maxPacketLifeTime[/code] value assigned to this channel "
+"during creation.\n"
+"Will be [code]65535[/code] if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the [code]maxRetransmits[/code] value assigned to this channel "
+"during creation.\n"
+"Will be [code]65535[/code] if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the sub-protocol assigned to this channel during creation. An empty "
+"string if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "Returns the current state of this channel, see [enum ChannelState]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns [code]true[/code] if this channel was created with out-of-band "
+"configuration."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns [code]true[/code] if this channel was created with ordering enabled "
+"(default)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "Reserved, but not used for now."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns [code]true[/code] if the last received packet was transferred as "
+"text. See [member write_mode]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"The transfer mode to use when sending outgoing packet. Either text or binary."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Tells the channel to send data over this channel as text. An external peer "
+"(non-Godot) would receive this as a string."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Tells the channel to send data over this channel as binary. An external peer "
+"(non-Godot) would receive this as array buffer or blob."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "The channel was created, but it's still trying to connect."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "The channel is currently open, and data can flow over it."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"The channel is being closed, no new messages will be accepted, but those "
+"already in queue will be flushed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "The channel was closed, or connection failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"A simple interface to create a peer-to-peer mesh network composed of "
+"[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"This class constructs a full mesh of [WebRTCPeerConnection] (one connection "
+"for each peer) that can be used as a [member MultiplayerAPI.network_peer].\n"
+"You can add each [WebRTCPeerConnection] via [method add_peer] or remove them "
+"via [method remove_peer]. Peers must be added in [constant "
+"WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate "
+"channels. This class will not create offers nor set descriptions, it will "
+"only poll them, and notify connections and disconnections.\n"
+"[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal "
+"NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless "
+"[code]server_compatibility[/code] is [code]true[/code] in [method "
+"initialize]. Beside that data transfer works like in a "
+"[NetworkedMultiplayerPeer]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Add a new peer to the mesh with the given [code]peer_id[/code]. The "
+"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
+"STATE_NEW].\n"
+"Three channels will be created for reliable, unreliable, and ordered "
+"transport. The value of [code]unreliable_lifetime[/code] will be passed to "
+"the [code]maxPacketLifetime[/code] option when creating unreliable and "
+"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid "Close all the add peer connections and channels, freeing all resources."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Return a dictionary representation of the peer with given [code]peer_id[/"
+"code] with three keys. [code]connection[/code] containing the "
+"[WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three "
+"[WebRTCDataChannel], and [code]connected[/code] a boolean representing if "
+"the peer connection is currently connected (all three channels are open)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Returns a dictionary which keys are the peer ids and values the peer "
+"representation as in [method get_peer]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers "
+"map (it might not be connected though)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Initialize the multiplayer peer with the given [code]peer_id[/code] (must be "
+"between 1 and 2147483647).\n"
+"If [code]server_compatibilty[/code] is [code]false[/code] (default), the "
+"multiplayer peer will be immediately in state [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal "
+"NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.\n"
+"If [code]server_compatibilty[/code] is [code]true[/code] the peer will "
+"suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until "
+"a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] "
+"connects and then emit [signal NetworkedMultiplayerPeer."
+"connection_succeeded]. After that the signal [signal "
+"NetworkedMultiplayerPeer.peer_connected] will be emitted for every already "
+"connected peer, and any new peer that might connect. If the server peer "
+"disconnects after that, signal [signal NetworkedMultiplayerPeer."
+"server_disconnected] will be emitted and state will become [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTED]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Remove the peer with given [code]peer_id[/code] from the mesh. If the peer "
+"was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was "
+"emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] "
+"will be emitted."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "Interface to a WebRTC peer connection."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"A WebRTC connection between the local computer and a remote peer. Provides "
+"an interface to connect, maintain and monitor the connection.\n"
+"Setting up a WebRTC connection between two peers from now on) may not seem a "
+"trivial task, but it can be broken down into 3 main steps:\n"
+"- The peer that wants to initiate the connection ([code]A[/code] from now "
+"on) creates an offer and send it to the other peer ([code]B[/code] from now "
+"on).\n"
+"- [code]B[/code] receives the offer, generate and answer, and sends it to "
+"[code]A[/code]).\n"
+"- [code]A[/code] and [code]B[/code] then generates and exchange ICE "
+"candidates with each other.\n"
+"After these steps, the connection should become connected. Keep on reading "
+"or look into the tutorial for more information."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Add an ice candidate generated by a remote peer (and received over the "
+"signaling server). See [signal ice_candidate_created]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Close the peer connection and all data channels associated with it.\n"
+"[b]Note:[/b] You cannot reuse this object for a new connection unless you "
+"call [method initialize]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
+"given [code]label[/code] and optionally configured via the [code]options[/"
+"code] dictionary. This method can only be called when the connection is in "
+"state [constant STATE_NEW].\n"
+"There are two ways to create a working data channel: either call [method "
+"create_data_channel] on only one of the peer and listen to [signal "
+"data_channel_received] on the other, or call [method create_data_channel] on "
+"both peers, with the same values, and the [code]negotiated[/code] option set "
+"to [code]true[/code].\n"
+"Valid [code]options[/code] are:\n"
+"[codeblock]\n"
+"{\n"
+" \"negotiated\": true, # When set to true (default off), means the "
+"channel is negotiated out of band. \"id\" must be set too. "
+"\"data_channel_received\" will not be called.\n"
+" \"id\": 1, # When \"negotiated\" is true this value must also be set to "
+"the same value on both peer.\n"
+"\n"
+" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
+"both. They make the channel unreliable (but also better at real time).\n"
+" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
+"will make to retransmits packets if they are not acknowledged.\n"
+" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
+"giving up retransmitions of unacknowledged packets (in milliseconds).\n"
+" \"ordered\": true, # When in unreliable mode (i.e. either "
+"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
+"default) specify if packet ordering is to be enforced.\n"
+"\n"
+" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
+"this channel.\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] You must keep a reference to channels created this way, or it "
+"will be closed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
+"least one [WebRTCDataChannel] must have been created before calling this "
+"method.\n"
+"If this functions returns [constant OK], [signal "
+"session_description_created] will be called when the session is ready to be "
+"sent."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "Returns the connection state. See [enum ConnectionState]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Re-initialize this peer connection, closing any previously active "
+"connection, and going back to state [constant STATE_NEW]. A dictionary of "
+"[code]options[/code] can be passed to configure the peer connection.\n"
+"Valid [code]options[/code] are:\n"
+"[codeblock]\n"
+"{\n"
+" \"iceServers\": [\n"
+" {\n"
+" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN "
+"servers.\n"
+" },\n"
+" {\n"
+" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN "
+"servers.\n"
+" \"username\": \"a_username\", # Optional username for the TURN "
+"server.\n"
+" \"credential\": \"a_password\", # Optional password for the TURN "
+"server.\n"
+" }\n"
+" ]\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Call this method frequently (e.g. in [method Node._process] or [method Node."
+"_physics_process]) to properly receive signals."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Sets the SDP description of the local peer. This should be called in "
+"response to [signal session_description_created].\n"
+"After calling this function the peer will start emitting [signal "
+"ice_candidate_created] (unless an [enum Error] different from [constant OK] "
+"is returned)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Sets the SDP description of the remote peer. This should be called with the "
+"values generated by a remote peer and received over the signaling server.\n"
+"If [code]type[/code] is [code]offer[/code] the peer will emit [signal "
+"session_description_created] with the appropriate answer.\n"
+"If [code]type[/code] is [code]answer[/code] the peer will start emitting "
+"[signal ice_candidate_created]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Emitted when a new in-band channel is received, i.e. when the channel was "
+"created with [code]negotiated: false[/code] (default).\n"
+"The object will be an instance of [WebRTCDataChannel]. You must keep a "
+"reference of it or it will be closed automatically. See [method "
+"create_data_channel]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Emitted when a new ICE candidate has been created. The three parameters are "
+"meant to be passed to the remote peer over the signaling server."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Emitted after a successful call to [method create_offer] or [method "
+"set_remote_description] (when it generates an answer). The parameters are "
+"meant to be passed to [method set_local_description] on this object, and "
+"sent to the remote peer over the signaling server."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"The connection is new, data channels and an offer can be created in this "
+"state."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"The peer is connecting, ICE is in progress, none of the transports has "
+"failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "The peer is connected, all ICE transports are connected."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "At least one ICE transport is disconnected."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "One or more of the ICE transports failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"The peer connection is closed (after calling [method close] for example)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid "A WebSocket client implementation."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"This class implements a WebSocket client compatible with any RFC 6455-"
+"compliant WebSocket server.\n"
+"This client can be optionally used as a network peer for the "
+"[MultiplayerAPI].\n"
+"After starting the client ([method connect_to_url]), you will need to "
+"[method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside "
+"[method Node._process]).\n"
+"You will receive appropriate signals when connecting, disconnecting, or when "
+"new data is available."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Connects to the given URL requesting one of the given [code]protocols[/code] "
+"as sub-protocol. If the list empty (default), no sub-protocol will be "
+"requested.\n"
+"If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will "
+"behave like a network peer for the [MultiplayerAPI], connections to non-"
+"Godot servers will not work, and [signal data_received] will not be "
+"emitted.\n"
+"If [code]false[/code] is passed instead (default), you must call "
+"[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
+"etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not "
+"on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).\n"
+"You can optionally pass a list of [code]custom_headers[/code] to be added to "
+"the handshake HTTP request.\n"
+"[b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may "
+"have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) "
+"instead of [code]ws://[/code]. When doing so, make sure to use the fully "
+"qualified domain name that matches the one defined in the server's SSL "
+"certificate. Do not connect directly via the IP address for [code]wss://[/"
+"code] connections, as it won't match with the SSL certificate.\n"
+"[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in "
+"HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Disconnects this client from the connected host. See [method WebSocketPeer."
+"close] for more information."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid "Return the IP address of the currently connected host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid "Return the IP port of the currently connected host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"If specified, this [X509Certificate] will be the only one accepted when "
+"connecting to an SSL host. Any other certificate provided by the server will "
+"be regarded as invalid.\n"
+"[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not "
+"supported in HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"If [code]true[/code], SSL certificate verification is enabled.\n"
+"[b]Note:[/b] You must specify the certificates to be used in the Project "
+"Settings for it to work when exported."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Emitted when the connection to the server is closed. [code]was_clean_close[/"
+"code] will be [code]true[/code] if the connection was shutdown cleanly."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid "Emitted when the connection to the server fails."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Emitted when a connection with the server is established, [code]protocol[/"
+"code] will contain the sub-protocol agreed with the server."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Emitted when a WebSocket message is received.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
+"multiplayer peer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Emitted when the server requests a clean close. You should keep polling "
+"until you get a [signal connection_closed] signal to achieve the clean "
+"close. See [method WebSocketPeer.close] for more details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid "Base class for WebSocket server and client."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid ""
+"Base class for WebSocket server and client, allowing them to be used as "
+"network peer for the [MultiplayerAPI]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid ""
+"Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid ""
+"Configures the buffer sizes for this WebSocket peer. Default values can be "
+"specified in the Project Settings under [code]network/limits[/code]. For "
+"server, values are meant per connected peer.\n"
+"The first two parameters define the size and queued packets limits of the "
+"input buffer, the last two of the output buffer.\n"
+"Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. "
+"All parameters will be rounded up to the nearest power of two.\n"
+"[b]Note:[/b] HTML5 exports only use the input buffer since the output one is "
+"managed by browsers."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid ""
+"Emitted when a packet is received from a peer.\n"
+"[b]Note:[/b] This signal is only emitted when the client or server is "
+"configured to use Godot multiplayer API."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid "A class representing a specific WebSocket connection."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"This class represents a specific WebSocket connection, allowing you to do "
+"lower level operations with it.\n"
+"You can choose to write to the socket in binary or text mode, and you can "
+"recognize the mode used for writing by the other peer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Closes this WebSocket connection. [code]code[/code] is the status code for "
+"the closure (see RFC 6455 section 7.4 for a list of valid status codes). "
+"[code]reason[/code] is the human readable reason for closing the connection "
+"(can be any UTF-8 string that's smaller than 123 bytes).\n"
+"[b]Note:[/b] To achieve a clean close, you will need to keep polling until "
+"either [signal WebSocketClient.connection_closed] or [signal WebSocketServer."
+"client_disconnected] is received.\n"
+"[b]Note:[/b] The HTML5 export might not support all status codes. Please "
+"refer to browser-specific documentation for more details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Returns the IP address of the connected peer.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Returns the remote port of the connected peer.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Returns the current amount of data in the outbound websocket buffer. [b]Note:"
+"[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use "
+"an internal buffer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid "Gets the current selected write mode. See [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid "Returns [code]true[/code] if this peer is currently connected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Disable Nagle's algorithm on the underling TCP socket (default). See [method "
+"StreamPeerTCP.set_no_delay] for more information.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid "Sets the socket to use the given [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Returns [code]true[/code] if the last received packet was sent as a text "
+"payload. See [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Specifies that WebSockets messages should be transferred as text payload "
+"(only valid UTF-8 is allowed)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Specifies that WebSockets messages should be transferred as binary payload "
+"(any byte combination is allowed)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "A WebSocket server implementation."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"This class implements a WebSocket server that can also support the high-"
+"level multiplayer API.\n"
+"After starting the server ([method listen]), you will need to [method "
+"NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method "
+"Node._process]). When clients connect, disconnect, or send data, you will "
+"receive the appropriate signal.\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Disconnects the peer identified by [code]id[/code] from the server. See "
+"[method WebSocketPeer.close] for more information."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Returns [code]true[/code] if a peer with the given ID is connected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Returns [code]true[/code] if the server is actively listening on a port."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Starts listening on the given port.\n"
+"You can specify the desired subprotocols via the \"protocols\" array. If the "
+"list empty (default), no sub-protocol will be requested.\n"
+"If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will "
+"behave like a network peer for the [MultiplayerAPI], connections from non-"
+"Godot clients will not work, and [signal data_received] will not be "
+"emitted.\n"
+"If [code]false[/code] is passed instead (default), you must call "
+"[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
+"etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to "
+"communicate with the peer with given [code]id[/code] (e.g. "
+"[code]get_peer(id).get_available_packet_count[/code])."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Stops the server and clear its state."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"When not set to [code]*[/code] will restrict incoming connections to the "
+"specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] "
+"will cause the server to listen only to the local host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"When using SSL (see [member private_key] and [member ssl_certificate]), you "
+"can set this to a valid [X509Certificate] to be provided as additional CA "
+"chain information during the SSL handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"The time in seconds before a pending client (i.e. a client that has not yet "
+"finished the HTTP handshake) is considered stale and forcefully disconnected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"When set to a valid [CryptoKey] (along with [member ssl_certificate]) will "
+"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
+"[/code] protocol)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"When set to a valid [X509Certificate] (along with [member private_key]) will "
+"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
+"[/code] protocol)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Emitted when a client requests a clean close. You should keep polling until "
+"you get a [signal client_disconnected] signal with the same [code]id[/code] "
+"to achieve the clean close. See [method WebSocketPeer.close] for more "
+"details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Emitted when a new client connects. \"protocol\" will be the sub-protocol "
+"agreed with the client."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Emitted when a client disconnects. [code]was_clean_close[/code] will be "
+"[code]true[/code] if the connection was shutdown cleanly."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Emitted when a new message is received.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
+"multiplayer peer."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "AR/VR interface using WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"WebXR is an open standard that allows creating VR and AR applications that "
+"run in the web browser.\n"
+"As such, this interface is only available when running in an HTML5 export.\n"
+"WebXR supports a wide range of devices, from the very capable (like Valve "
+"Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like "
+"Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n"
+"Since WebXR is based on Javascript, it makes extensive use of callbacks, "
+"which means that [WebXRInterface] is forced to use signals, where other AR/"
+"VR interfaces would instead use functions that return a result immediately. "
+"This makes [WebXRInterface] quite a bit more complicated to initialize than "
+"other AR/VR interfaces.\n"
+"Here's the minimum code required to start an immersive VR session:\n"
+"[codeblock]\n"
+"extends Spatial\n"
+"\n"
+"var webxr_interface\n"
+"var vr_supported = false\n"
+"\n"
+"func _ready():\n"
+" # We assume this node has a button as a child.\n"
+" # This button is for the user to consent to entering immersive VR mode.\n"
+" $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n"
+"\n"
+" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
+" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
+" # WebXR uses a lot of asynchronous callbacks, so we connect to "
+"various\n"
+" # signals in order to receive them.\n"
+" webxr_interface.connect(\"session_supported\", self, "
+"\"_webxr_session_supported\")\n"
+" webxr_interface.connect(\"session_started\", self, "
+"\"_webxr_session_started\")\n"
+" webxr_interface.connect(\"session_ended\", self, "
+"\"_webxr_session_ended\")\n"
+" webxr_interface.connect(\"session_failed\", self, "
+"\"_webxr_session_failed\")\n"
+"\n"
+" # This returns immediately - our _webxr_session_supported() method\n"
+" # (which we connected to the \"session_supported\" signal above) "
+"will\n"
+" # be called sometime later to let us know if it's supported or not.\n"
+" webxr_interface.is_session_supported(\"immersive-vr\")\n"
+"\n"
+"func _webxr_session_supported(session_mode, supported):\n"
+" if session_mode == 'immersive-vr':\n"
+" vr_supported = supported\n"
+"\n"
+"func _on_Button_pressed():\n"
+" if not vr_supported:\n"
+" OS.alert(\"Your browser doesn't support VR\")\n"
+" return\n"
+"\n"
+" # We want an immersive VR session, as opposed to AR ('immersive-ar') or "
+"a\n"
+" # simple 3DoF viewer ('viewer').\n"
+" webxr_interface.session_mode = 'immersive-vr'\n"
+" # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n"
+" # experience (it puts you 1.6m above the ground if you have 3DoF "
+"headset),\n"
+" # whereas as 'local' puts you down at the ARVROrigin.\n"
+" # This list means it'll first try to request 'bounded-floor', then\n"
+" # fallback on 'local-floor' and ultimately 'local', if nothing else is\n"
+" # supported.\n"
+" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
+"floor, local'\n"
+" # In order to use 'local-floor' or 'bounded-floor' we must also\n"
+" # mark the features as required or optional.\n"
+" webxr_interface.required_features = 'local-floor'\n"
+" webxr_interface.optional_features = 'bounded-floor'\n"
+"\n"
+" # This will return false if we're unable to even request the session,\n"
+" # however, it can still fail asynchronously later in the process, so we\n"
+" # only know if it's really succeeded or failed when our\n"
+" # _webxr_session_started() or _webxr_session_failed() methods are "
+"called.\n"
+" if not webxr_interface.initialize():\n"
+" OS.alert(\"Failed to initialize\")\n"
+" return\n"
+"\n"
+"func _webxr_session_started():\n"
+" $Button.visible = false\n"
+" # This tells Godot to start rendering to the headset.\n"
+" get_viewport().arvr = true\n"
+" # This will be the reference space type you ultimately got, out of the\n"
+" # types that you requested above. This is useful if you want the game "
+"to\n"
+" # work a little differently in 'bounded-floor' versus 'local-floor'.\n"
+" print (\"Reference space type: \" + webxr_interface."
+"reference_space_type)\n"
+"\n"
+"func _webxr_session_ended():\n"
+" $Button.visible = true\n"
+" # If the user exits immersive mode, then we tell Godot to render to the "
+"web\n"
+" # page again.\n"
+" get_viewport().arvr = false\n"
+"\n"
+"func _webxr_session_failed(message):\n"
+" OS.alert(\"Failed to initialize: \" + message)\n"
+"[/codeblock]\n"
+"There are several ways to handle \"controller\" input:\n"
+"- Using [ARVRController] nodes and their [signal ARVRController."
+"button_pressed] and [signal ARVRController.button_release] signals. This is "
+"how controllers are typically handled in AR/VR apps in Godot, however, this "
+"will only work with advanced VR controllers like the Oculus Touch or Index "
+"controllers, for example. The buttons codes are defined by [url=https://"
+"immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-"
+"mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
+"- Using [method Node._unhandled_input] and [InputEventJoypadButton] or "
+"[InputEventJoypadMotion]. This works the same as normal joypads, except the "
+"[member InputEvent.device] starts at 100, so the left controller is 100 and "
+"the right controller is 101, and the button codes are also defined by "
+"[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-"
+"gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
+"- Using the [signal select], [signal squeeze] and related signals. This "
+"method will work for both advanced VR controllers, and non-traditional "
+"\"controllers\" like a tap on the screen, a spoken voice command or a button "
+"press on the device itself. The [code]controller_id[/code] passed to these "
+"signals is the same id as used in [member ARVRController.controller_id].\n"
+"You can use one or all of these methods to allow your game or app to support "
+"a wider or narrower set of devices and input methods, or to allow more "
+"advanced interactions with more advanced devices."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "How to make a VR game for WebXR with Godot"
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].\n"
+"In the context of WebXR, a \"controller\" can be an advanced VR controller "
+"like the Oculus Touch or Index controllers, or even a tap on the screen, a "
+"spoken voice command or a button press on the device itself. When a non-"
+"traditional controller is used, interpret the position and orientation of "
+"the [ARVRPositionalTracker] as a ray pointing at the object the user wishes "
+"to interact with.\n"
+"Use this method to get information about the controller that triggered one "
+"of these signals:\n"
+"- [signal selectstart]\n"
+"- [signal select]\n"
+"- [signal selectend]\n"
+"- [signal squeezestart]\n"
+"- [signal squeeze]\n"
+"- [signal squeezestart]"
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Returns the target ray mode for the given [code]controller_id[/code].\n"
+"This can help interpret the input coming from that controller. See "
+"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
+"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Checks if the given [code]session_mode[/code] is supported by the user's "
+"browser.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
+"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
+"This method returns nothing, instead it emits the [signal session_supported] "
+"signal with the result."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"The vertices of a polygon which defines the boundaries of the user's play "
+"area.\n"
+"This will only be available if [member reference_space_type] is "
+"[code]\"bounded-floor\"[/code] and only on certain browsers and devices that "
+"support it.\n"
+"The [signal reference_space_reset] signal may indicate when this changes."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"A comma-seperated list of optional features used by [method ARVRInterface."
+"initialize] when setting up the WebXR session.\n"
+"If a user's browser or device doesn't support one of the given features, "
+"initialization will continue, but you won't be able to use the requested "
+"feature.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"The reference space type (from the list of requested types set in the "
+"[member requested_reference_space_types] property), that was ultimately used "
+"by [method ARVRInterface.initialize] when setting up the WebXR session.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"A comma-seperated list of reference space types used by [method "
+"ARVRInterface.initialize] when setting up the WebXR session.\n"
+"The reference space types are requested in order, and the first on supported "
+"by the users device or browser will be used. The [member "
+"reference_space_type] property contains the reference space type that was "
+"ultimately used.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"A comma-seperated list of required features used by [method ARVRInterface."
+"initialize] when setting up the WebXR session.\n"
+"If a user's browser or device doesn't support one of the given features, "
+"initialization will fail and [signal session_failed] will be emitted.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"The session mode used by [method ARVRInterface.initialize] when setting up "
+"the WebXR session.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
+"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Indicates if the WebXR session's imagery is visible to the user.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
+"[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
+"blurred\"[/code]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted to indicate that the reference space has been reset or "
+"reconfigured.\n"
+"When (or whether) this is emitted depends on the user's browser or device, "
+"but may include when the user has changed the dimensions of their play space "
+"(which you may be able to access via [member bounds_geometry]) or pressed/"
+"held a button to recenter their position.\n"
+"See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
+"reset_event]WebXR's XRReferenceSpace reset event[/url] for more information."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted after one of the \"controllers\" has finished its \"primary "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when one of the \"controllers\" has finished its \"primary "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when one of the \"controllers\" has started its \"primary action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when the user ends the WebXR session (which can be done using UI "
+"from the browser or device).\n"
+"At this point, you should do [code]get_viewport().arvr = false[/code] to "
+"instruct Godot to resume rendering to the screen."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted by [method ARVRInterface.initialize] if the session fails to start.\n"
+"[code]message[/code] may optionally contain an error message from WebXR, or "
+"an empty string if no message is available."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted by [method ARVRInterface.initialize] if the session is successfully "
+"started.\n"
+"At this point, it's safe to do [code]get_viewport().arvr = true[/code] to "
+"instruct Godot to start rendering to the AR/VR device."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted by [method is_session_supported] to indicate if the given "
+"[code]session_mode[/code] is supported or not."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted after one of the \"controllers\" has finished its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when one of the \"controllers\" has finished its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when one of the \"controllers\" has started its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "Emitted when [member visibility_state] has changed."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "We don't know the target ray mode."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Target ray originates at the viewer's eyes and points in the direction they "
+"are looking."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "Target ray from a handheld pointer, most likely a VR touch controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "Target ray from touch screen, mouse or other tactile input device."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "Base class for window dialogs."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"Windowdialog is the base class for all window-based dialogs. It's a by-"
+"default toplevel [Control] that draws a window decoration and allows motion "
+"and resizing."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"Returns the close [TextureButton].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "If [code]true[/code], the user can resize the window."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The text displayed in the window's title bar."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The color of the title text."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The horizontal offset of the close button."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"The thickness of the border that can be dragged when scaling the window (if "
+"[member resizable] is enabled)."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The vertical offset of the title text."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The font used to draw the title."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The icon for the close button."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"The icon used for the close button when it's hovered with the mouse cursor."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"The style for both the content background of the [WindowDialog] and the "
+"title bar. The title bar is created with a top border and an expand margin "
+"using the [code]panel[/code] stylebox."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid "Class that has everything pertaining to a world."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"Class that has everything pertaining to a world. A physics space, a visual "
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"Direct access to the world's physics 3D space state. Used for querying "
+"current and potential collisions."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid "The World's [Environment]."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid "The World's visual scenario."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid "The World's physics space."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid "Class that has everything pertaining to a 2D world."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"Class that has everything pertaining to a 2D world. A physics space, a "
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D "
+"drawing."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"Direct access to the world's physics 2D space state. Used for querying "
+"current and potential collisions. When using multi-threaded physics, access "
+"is limited to [code]_physics_process(delta)[/code] in the main thread."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"The [RID] of this world's physics space resource. Used by the "
+"[Physics2DServer] for 2D physics, treating it as both a space and an area."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml
+msgid ""
+"Default environment properties for the entire scene (post-processing "
+"effects, lighting and background settings)."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml
+msgid ""
+"The [WorldEnvironment] node is used to configure the default [Environment] "
+"for the scene.\n"
+"The parameters defined in the [WorldEnvironment] can be overridden by an "
+"[Environment] node set on the current [Camera]. Additionally, only one "
+"[WorldEnvironment] may be instanced in a given scene at a time.\n"
+"The [WorldEnvironment] allows the user to specify default lighting "
+"parameters (e.g. ambient lighting), various post-processing effects (e.g. "
+"SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, "
+"skybox). Usually, these are added in order to improve the realism/color "
+"balance of the scene."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml
+msgid ""
+"The [Environment] resource used by this [WorldEnvironment], defining the "
+"default properties."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml
+msgid "An X509 certificate (e.g. for SSL)."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml
+msgid ""
+"The X509Certificate class represents an X509 certificate. Certificates can "
+"be loaded and saved like any other [Resource].\n"
+"They can be used as the server certificate in [method StreamPeerSSL."
+"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
+"certificate that should be accepted when connecting to an SSL server via "
+"[method StreamPeerSSL.connect_to_stream]."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml
+msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml
+msgid ""
+"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
+"file)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
+"XML]XML[/url] files."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"This class can serve as base to make custom XML parsers. Since XML is a very "
+"flexible standard, this interface is low-level so it can be applied to any "
+"possible schema."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Gets the amount of attributes in the current element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the name of the attribute specified by the index in [code]idx[/code] "
+"argument."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the value of the attribute specified by the index in [code]idx[/code] "
+"argument."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Gets the current line in the parsed file (currently not implemented)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the value of a certain attribute of the current element by name. This "
+"will raise an error if the element has no such attribute."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the value of a certain attribute of the current element by name. This "
+"will return an empty [String] if the attribute is not found."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the contents of a text node. This will raise an error in any other type "
+"of node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the name of the current element node. This will raise an error if the "
+"current node type is neither [constant NODE_ELEMENT] nor [constant "
+"NODE_ELEMENT_END]."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the byte offset of the current node since the beginning of the file or "
+"buffer."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the type of the current node. Compare with [enum NodeType] constants."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Check whether the current element has a certain attribute."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Check whether the current element is empty (this only works for completely "
+"empty tags, e.g. [code]<element \\>[/code])."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Opens an XML file for parsing. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Opens an XML raw buffer for parsing. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Reads the next node of the file. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Moves the buffer cursor to a certain offset (since the beginning) and read "
+"the next node there. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Skips the current section. If the node contains other elements, they will be "
+"ignored and the cursor will go to the closing of the current element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "There's no node (no file or buffer opened)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Element (tag)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "End of element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Text node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Comment node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "CDATA content."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Unknown node."
+msgstr ""
+
+#: doc/classes/YSort.xml
+msgid "Sort all child nodes based on their Y positions."
+msgstr ""
+
+#: doc/classes/YSort.xml
+msgid ""
+"Sort all child nodes based on their Y positions. The child node must inherit "
+"from [CanvasItem] for it to be sorted. Nodes that have a higher Y position "
+"will be drawn later, so they will appear on top of nodes that have a lower Y "
+"position.\n"
+"Nesting of YSort nodes is possible. Children YSort nodes will be sorted in "
+"the same space as the parent YSort, allowing to better organize a scene or "
+"divide it in multiple ones, yet keep the unique sorting."
+msgstr ""
+
+#: doc/classes/YSort.xml
+msgid ""
+"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
+msgstr ""
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index a3bff3b9e9..1f63bf69bb 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -362,7 +362,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -409,7 +409,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -650,7 +650,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -856,7 +862,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -943,11 +956,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -991,37 +1005,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1110,7 +1123,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3338,8 +3351,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3375,6 +3401,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3387,6 +3419,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3471,7 +3509,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4103,17 +4141,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4141,9 +4186,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4167,8 +4212,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4220,6 +4268,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4735,11 +4793,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4854,7 +4912,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4879,7 +4937,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4888,7 +4946,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5242,8 +5300,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5771,7 +5832,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6961,7 +7025,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6985,8 +7052,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6995,8 +7063,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7134,11 +7218,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7348,7 +7436,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7618,8 +7706,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8137,6 +8225,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8263,7 +8361,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8302,7 +8400,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8485,7 +8583,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8501,7 +8599,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8518,10 +8619,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8706,7 +8803,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9499,26 +9598,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9676,6 +9759,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9894,7 +9987,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10059,7 +10158,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10368,8 +10473,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10833,7 +10945,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10903,8 +11015,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11494,6 +11606,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11572,17 +11707,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11640,7 +11775,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11712,8 +11852,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12038,10 +12178,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12248,7 +12390,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12259,22 +12410,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12290,7 +12461,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12302,7 +12478,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12316,7 +12497,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12325,7 +12512,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12335,7 +12528,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12353,10 +12552,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12511,20 +12716,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12638,9 +12847,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12751,6 +12965,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13441,8 +13667,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13583,7 +13808,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13744,7 +13972,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13840,7 +14070,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13903,7 +14135,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13941,9 +14173,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13962,8 +14194,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13979,8 +14211,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14071,9 +14303,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15587,8 +15819,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15849,6 +16082,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16268,8 +16508,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16339,6 +16580,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16478,14 +16738,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17639,8 +17899,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18594,10 +18853,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18748,6 +19007,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18871,11 +19142,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19019,7 +19293,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19161,6 +19435,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19184,13 +19465,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19200,7 +19485,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19217,23 +19506,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19436,9 +19725,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19553,9 +19844,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19901,7 +20191,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20147,7 +20437,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20422,18 +20712,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21074,7 +21380,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21082,9 +21388,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21095,9 +21415,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21210,11 +21539,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21608,6 +21956,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22181,6 +22537,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22345,12 +22705,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22606,7 +22967,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23013,7 +23374,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23204,7 +23580,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23216,10 +23592,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23283,33 +23662,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23345,11 +23734,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24166,12 +24555,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24202,6 +24624,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24966,14 +25404,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25077,8 +25515,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25115,8 +25553,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25386,7 +25825,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25480,6 +25924,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25529,6 +26017,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25643,9 +26174,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25656,7 +26200,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25678,7 +26223,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25952,7 +26498,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26481,6 +27030,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26531,6 +27086,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26605,8 +27164,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26664,14 +27222,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26693,7 +27251,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27754,7 +28313,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27858,7 +28417,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27870,11 +28433,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27953,34 +28538,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28888,7 +29481,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28913,9 +29506,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28925,9 +29518,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29037,10 +29630,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29060,9 +29649,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29074,9 +29663,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29085,9 +29674,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29234,24 +29823,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29271,8 +29842,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29285,6 +29858,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29333,15 +29927,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29437,18 +30031,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29457,9 +30051,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29471,9 +30065,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29504,9 +30098,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29592,8 +30186,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29855,10 +30449,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29870,6 +30468,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30036,13 +30640,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30176,6 +30785,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30184,6 +30798,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30327,7 +30954,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31690,11 +32328,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31708,35 +32346,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31778,6 +32416,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31921,7 +32745,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32219,7 +33048,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32263,8 +33093,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32301,8 +33140,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32433,7 +33276,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32452,6 +33295,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32501,6 +33356,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32536,6 +33398,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33843,15 +34712,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33882,9 +34792,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34039,6 +34950,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34142,6 +35088,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34155,6 +35110,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34197,6 +35164,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34248,6 +35225,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34564,6 +35553,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34604,7 +35596,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34626,16 +35625,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34655,6 +35669,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34664,6 +35681,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34673,11 +35696,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34695,11 +35726,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34754,10 +35801,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34780,7 +35873,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34791,6 +35893,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34805,9 +35913,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34816,6 +35989,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34825,9 +36002,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34845,7 +36029,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34860,11 +36052,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34901,6 +36110,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34913,7 +36128,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34930,26 +36161,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34992,9 +36250,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35010,10 +36275,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35022,6 +36284,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35052,8 +36339,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35075,9 +36362,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35091,14 +36378,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35110,7 +36397,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35138,13 +36425,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35154,13 +36445,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35179,7 +36476,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35242,7 +36539,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35263,13 +36560,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35277,17 +36574,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35297,15 +36642,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35313,10 +36685,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35333,7 +36729,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35343,6 +36741,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35369,7 +36771,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35379,6 +36783,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35445,6 +36853,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35480,6 +36896,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35489,11 +36953,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35551,9 +37019,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35729,7 +37249,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36260,12 +37780,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36301,6 +37821,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36545,6 +38074,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36715,14 +38263,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36744,21 +38307,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36930,7 +38492,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36939,6 +38509,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36948,14 +38527,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36967,7 +38561,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36977,15 +38574,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37033,11 +38636,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37065,6 +38675,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37078,6 +38694,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37215,7 +38849,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37339,7 +38979,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37520,7 +39160,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37608,7 +39254,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37639,7 +39285,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37716,7 +39362,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38052,8 +39701,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38122,7 +39771,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38134,7 +39789,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38304,8 +39960,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38327,7 +39987,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38357,6 +40018,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38637,6 +40302,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38706,6 +40375,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38843,7 +40522,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38901,6 +40592,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39158,6 +40866,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39240,6 +40957,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39418,9 +41150,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39887,6 +41619,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42727,7 +44467,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43422,7 +45165,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43497,14 +45248,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43548,6 +45316,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43565,6 +45343,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43607,6 +45394,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43615,14 +45409,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43652,14 +45464,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43688,14 +45517,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43720,14 +45566,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43755,14 +45618,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43789,14 +45670,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43914,7 +45813,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44120,8 +46030,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44358,6 +46267,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45257,6 +47170,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45412,7 +47331,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45434,6 +47362,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45581,7 +47519,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45647,6 +47585,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45680,6 +47630,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45859,6 +47822,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46067,6 +48222,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46215,7 +48562,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46334,6 +48681,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46649,6 +49039,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46685,6 +49085,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46695,8 +49106,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46984,20 +49397,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47005,19 +49426,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47049,6 +49479,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47209,14 +49655,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47345,8 +49796,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47449,16 +49900,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47489,8 +49948,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47675,8 +50134,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47970,19 +50602,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48049,7 +50682,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49461,14 +52101,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49486,6 +52127,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49508,8 +52153,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49751,6 +52397,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49827,7 +52489,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49960,7 +52622,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50059,8 +52722,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50274,7 +52937,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50356,7 +53020,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51109,6 +53774,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51133,6 +53802,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51190,13 +53865,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51213,16 +53881,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51283,6 +53949,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51469,7 +54150,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51480,6 +54162,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51770,14 +54852,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51948,8 +55039,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51970,8 +55068,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52536,6 +55642,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52733,11 +55851,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52756,7 +55893,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53155,6 +56297,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53179,12 +56325,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53211,7 +56351,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53284,10 +56438,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53742,12 +56892,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54015,7 +57159,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54371,7 +57518,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54385,7 +57532,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54395,6 +57542,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54422,7 +57581,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55058,7 +58218,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55174,7 +58339,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55321,7 +58510,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55344,11 +58541,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55397,14 +58607,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55541,8 +58753,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55574,8 +58786,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55740,9 +58960,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55929,7 +59151,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56013,28 +59235,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56053,6 +59294,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57040,27 +60296,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57116,6 +60372,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57173,8 +60435,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57239,6 +60501,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57469,6 +60735,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58062,6 +61372,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58101,6 +61419,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58241,6 +61565,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58289,6 +61624,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58298,6 +61639,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58384,6 +61732,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58667,6 +62029,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58773,6 +62139,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59239,7 +62609,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59294,6 +62666,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59362,14 +62741,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59764,20 +63147,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59883,13 +63267,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60044,7 +63434,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60119,7 +63520,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60557,7 +63958,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60598,9 +63999,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60660,13 +64059,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60678,13 +64078,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60953,7 +64354,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61047,7 +64450,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61230,6 +64633,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62022,7 +65441,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62182,8 +65601,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62281,7 +65700,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62363,8 +65782,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62474,11 +65893,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62558,8 +65977,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62756,12 +66175,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62950,9 +66369,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63100,8 +66525,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63156,9 +66581,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63187,7 +66613,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63538,11 +66968,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63582,6 +67013,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66642,8 +70083,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67397,6 +70838,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67433,7 +70900,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67504,7 +70971,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67589,6 +71060,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68301,6 +71781,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68446,23 +71936,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70968,6 +74478,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71063,6 +74578,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71288,6 +74806,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71373,7 +74898,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71462,8 +74987,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71478,8 +75003,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71497,8 +75027,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71516,6 +75046,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71557,8 +75092,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index 5f8d2afd19..32832a4d8f 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-24 02:06+0000\n"
+"PO-Revision-Date: 2022-05-31 22:35+0000\n"
"Last-Translator: Prachi Joshi <josprachi@yahoo.com>\n"
"Language-Team: Marathi <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/mr/>\n"
@@ -17,7 +17,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -41,7 +41,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Signals"
-msgstr ""
+msgstr "सिग्नल"
#: doc/tools/make_rst.py
msgid "Enumerations"
@@ -81,7 +81,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@@ -89,7 +89,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -345,7 +345,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -392,7 +392,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -633,7 +633,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -839,7 +845,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -926,11 +939,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -974,37 +988,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1093,7 +1106,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3321,8 +3334,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3358,6 +3384,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3370,6 +3402,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3454,7 +3492,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4086,17 +4124,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4124,9 +4169,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4150,8 +4195,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4203,6 +4251,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4718,11 +4776,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4837,7 +4895,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4862,7 +4920,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4871,7 +4929,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5225,8 +5283,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5754,7 +5815,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6944,7 +7008,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6968,8 +7035,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6978,8 +7046,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7117,11 +7201,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7331,7 +7419,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7601,8 +7689,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8120,6 +8208,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8246,7 +8344,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8285,7 +8383,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8468,7 +8566,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8484,7 +8582,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8501,10 +8602,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8689,7 +8786,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9482,26 +9581,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9659,6 +9742,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9877,7 +9970,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10042,7 +10141,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10351,8 +10456,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10816,7 +10928,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10886,8 +10998,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11477,6 +11589,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11555,17 +11690,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11623,7 +11758,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11695,8 +11835,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12021,10 +12161,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12231,7 +12373,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12242,22 +12393,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12273,7 +12444,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12285,7 +12461,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12299,7 +12480,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12308,7 +12495,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12318,7 +12511,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12336,10 +12535,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12494,20 +12699,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12621,9 +12830,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12734,6 +12948,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13424,8 +13650,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13566,7 +13791,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13727,7 +13955,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13823,7 +14053,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13886,7 +14118,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13924,9 +14156,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13945,8 +14177,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13962,8 +14194,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14054,9 +14286,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15570,8 +15802,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15832,6 +16065,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16251,8 +16491,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16322,6 +16563,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16461,14 +16721,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17622,8 +17882,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18577,10 +18836,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18731,6 +18990,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18854,11 +19125,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19002,7 +19276,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19144,6 +19418,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19167,13 +19448,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19183,7 +19468,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19200,23 +19489,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19419,9 +19708,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19536,9 +19827,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19884,7 +20174,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20130,7 +20420,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20405,18 +20695,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21057,7 +21363,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21065,9 +21371,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21078,9 +21398,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21193,11 +21522,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21591,6 +21939,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22164,6 +22520,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22328,12 +22688,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22589,7 +22950,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22993,7 +23354,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23184,7 +23560,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23196,10 +23572,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23263,33 +23642,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23325,11 +23714,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24146,12 +24535,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24182,6 +24604,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24946,14 +25384,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25057,8 +25495,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25095,8 +25533,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25366,7 +25805,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25460,6 +25904,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25509,6 +25997,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25623,9 +26154,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25636,7 +26180,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25658,7 +26203,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25932,7 +26478,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26461,6 +27010,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26511,6 +27066,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26585,8 +27144,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26644,14 +27202,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26673,7 +27231,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27734,7 +28293,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27838,7 +28397,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27850,11 +28413,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27933,34 +28518,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28868,7 +29461,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28893,9 +29486,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28905,9 +29498,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29017,10 +29610,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29040,9 +29629,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29054,9 +29643,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29065,9 +29654,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29214,24 +29803,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29251,8 +29822,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29265,6 +29838,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29313,15 +29907,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29417,18 +30011,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29437,9 +30031,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29451,9 +30045,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29484,9 +30078,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29572,8 +30166,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29835,10 +30429,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29850,6 +30448,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30016,13 +30620,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30156,6 +30765,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30164,6 +30778,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30307,7 +30934,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31670,11 +32308,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31688,35 +32326,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31758,6 +32396,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31901,7 +32725,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32199,7 +33028,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32243,8 +33073,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32281,8 +33120,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32413,7 +33256,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32432,6 +33275,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32481,6 +33336,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32516,6 +33378,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33823,15 +34692,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33862,9 +34772,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34019,6 +34930,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34122,6 +35068,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34135,6 +35090,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34177,6 +35144,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34228,6 +35205,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34544,6 +35533,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34584,7 +35576,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34606,16 +35605,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34635,6 +35649,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34644,6 +35661,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34653,11 +35676,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34675,11 +35706,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34734,10 +35781,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34760,7 +35853,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34771,6 +35873,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34785,9 +35893,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34796,6 +35969,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34805,9 +35982,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34825,7 +36009,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34840,11 +36032,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34881,6 +36090,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34893,7 +36108,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34910,26 +36141,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34972,9 +36230,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34990,10 +36255,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35002,6 +36264,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35032,8 +36319,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35055,9 +36342,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35071,14 +36358,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35090,7 +36377,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35118,13 +36405,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35134,13 +36425,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35159,7 +36456,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35222,7 +36519,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35243,13 +36540,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35257,17 +36554,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35277,15 +36622,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35293,10 +36665,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35313,7 +36709,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35323,6 +36721,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35349,7 +36751,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35359,6 +36763,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35425,6 +36833,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35460,6 +36876,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35469,11 +36933,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35531,9 +36999,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35709,7 +37229,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36088,7 +37608,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "नोड्स आणि दृश्ये"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36240,12 +37760,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36281,6 +37801,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36525,6 +38054,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36695,14 +38243,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36724,21 +38287,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36910,7 +38472,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36919,6 +38489,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36928,14 +38507,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36947,7 +38541,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36957,15 +38554,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37013,11 +38616,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37045,6 +38655,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37058,6 +38674,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37195,7 +38829,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37319,7 +38959,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37500,7 +39140,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37588,7 +39234,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37619,7 +39265,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37696,7 +39342,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38032,8 +39681,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38102,7 +39751,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38114,7 +39769,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38284,8 +39940,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38307,7 +39967,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38337,6 +39998,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38617,6 +40282,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38686,6 +40355,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38823,7 +40502,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38881,6 +40572,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39138,6 +40846,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39220,6 +40937,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39398,9 +41130,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39867,6 +41599,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42707,7 +44447,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43402,7 +45145,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43477,14 +45228,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43528,6 +45296,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43545,6 +45323,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43587,6 +45374,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43595,14 +45389,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43632,14 +45444,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43668,14 +45497,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43700,14 +45546,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43735,14 +45598,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43769,14 +45650,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43894,7 +45793,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44100,8 +46010,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44338,6 +46247,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45237,6 +47150,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45392,7 +47311,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45414,6 +47342,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45561,7 +47499,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45627,6 +47565,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45660,6 +47610,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45839,6 +47802,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46047,6 +48202,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46195,7 +48542,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46314,6 +48661,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46629,6 +49019,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46665,6 +49065,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46675,8 +49086,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46964,20 +49377,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46985,19 +49406,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47029,6 +49459,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47189,14 +49635,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47325,8 +49776,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47429,16 +49880,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47469,8 +49928,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47655,8 +50114,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47950,19 +50582,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48029,7 +50662,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49441,14 +52081,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49466,6 +52107,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49488,8 +52133,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49731,6 +52377,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49807,7 +52469,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49940,7 +52602,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50039,8 +52702,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50254,7 +52917,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50336,7 +53000,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51089,6 +53754,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51113,6 +53782,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51170,13 +53845,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51193,16 +53861,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51263,6 +53929,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51449,7 +54130,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51460,6 +54142,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51750,14 +54832,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51928,8 +55019,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51950,8 +55048,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52516,6 +55622,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52713,11 +55831,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52736,7 +55873,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53135,6 +56277,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53159,12 +56305,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53191,7 +56331,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53264,10 +56418,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53722,12 +56872,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -53995,7 +57139,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54351,7 +57498,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54365,7 +57512,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54375,6 +57522,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54402,7 +57561,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55038,7 +58198,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55154,7 +58319,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55301,7 +58490,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55324,11 +58521,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55377,14 +58587,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55521,8 +58733,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55554,8 +58766,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55720,9 +58940,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55909,7 +59131,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55993,28 +59215,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56033,6 +59274,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57020,27 +60276,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57096,6 +60352,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57153,8 +60415,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57219,6 +60481,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57449,6 +60715,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58042,6 +61352,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58081,6 +61399,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58221,6 +61545,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58269,6 +61604,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58278,6 +61619,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58364,6 +61712,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58647,6 +62009,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58753,6 +62119,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59219,7 +62589,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59274,6 +62646,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59342,14 +62721,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59744,20 +63127,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59863,13 +63247,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60024,7 +63414,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60099,7 +63500,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60537,7 +63938,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60578,9 +63979,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60640,13 +64039,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60658,13 +64058,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60933,7 +64334,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61027,7 +64430,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61210,6 +64613,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62002,7 +65421,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62162,8 +65581,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62261,7 +65680,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62343,8 +65762,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62454,11 +65873,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62538,8 +65957,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62736,12 +66155,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62930,9 +66349,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63080,8 +66505,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63136,9 +66561,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63167,7 +66593,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63518,11 +66948,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63562,6 +66993,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66622,8 +70063,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67377,6 +70818,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67413,7 +70880,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67484,7 +70951,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67569,6 +71040,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68281,6 +71761,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68426,23 +71916,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70948,6 +74458,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71043,6 +74558,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71268,6 +74786,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71353,7 +74878,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71442,8 +74967,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71458,8 +74983,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71477,8 +75007,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71496,6 +75026,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71537,8 +75072,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 4358fdbfc5..42dca83c45 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -357,7 +357,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -404,7 +404,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -645,7 +645,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -851,7 +857,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -938,11 +951,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -986,37 +1000,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1105,7 +1118,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3333,8 +3346,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3370,6 +3396,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3382,6 +3414,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3466,7 +3504,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4098,17 +4136,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4136,9 +4181,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4162,8 +4207,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4215,6 +4263,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4730,11 +4788,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4849,7 +4907,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4874,7 +4932,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4883,7 +4941,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5237,8 +5295,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5766,7 +5827,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6956,7 +7020,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6980,8 +7047,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6990,8 +7058,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7129,11 +7213,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7343,7 +7431,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7613,8 +7701,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8132,6 +8220,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8258,7 +8356,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8297,7 +8395,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8480,7 +8578,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8496,7 +8594,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8513,10 +8614,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8701,7 +8798,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9494,26 +9593,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9671,6 +9754,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9889,7 +9982,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10054,7 +10153,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10363,8 +10468,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10828,7 +10940,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10898,8 +11010,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11489,6 +11601,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11567,17 +11702,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11635,7 +11770,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11707,8 +11847,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12033,10 +12173,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12243,7 +12385,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12254,22 +12405,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12285,7 +12456,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12297,7 +12473,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12311,7 +12492,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12320,7 +12507,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12330,7 +12523,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12348,10 +12547,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12506,20 +12711,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12633,9 +12842,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12746,6 +12960,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13436,8 +13662,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13578,7 +13803,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13739,7 +13967,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13835,7 +14065,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13898,7 +14130,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13936,9 +14168,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13957,8 +14189,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13974,8 +14206,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14066,9 +14298,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15582,8 +15814,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15844,6 +16077,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16263,8 +16503,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16334,6 +16575,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16473,14 +16733,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17634,8 +17894,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18589,10 +18848,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18743,6 +19002,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18866,11 +19137,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19014,7 +19288,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19156,6 +19430,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19179,13 +19460,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19195,7 +19480,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19212,23 +19501,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19431,9 +19720,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19548,9 +19839,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19896,7 +20186,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20142,7 +20432,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20417,18 +20707,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21069,7 +21375,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21077,9 +21383,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21090,9 +21410,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21205,11 +21534,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21603,6 +21951,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22176,6 +22532,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22340,12 +22700,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22601,7 +22962,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23005,7 +23366,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23196,7 +23572,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23208,10 +23584,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23275,33 +23654,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23337,11 +23726,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24158,12 +24547,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24194,6 +24616,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24958,14 +25396,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25069,8 +25507,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25107,8 +25545,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25378,7 +25817,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25472,6 +25916,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25521,6 +26009,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25635,9 +26166,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25648,7 +26192,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25670,7 +26215,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25944,7 +26490,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26473,6 +27022,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26523,6 +27078,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26597,8 +27156,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26656,14 +27214,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26685,7 +27243,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27746,7 +28305,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27850,7 +28409,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27862,11 +28425,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27945,34 +28530,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28880,7 +29473,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28905,9 +29498,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28917,9 +29510,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29029,10 +29622,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29052,9 +29641,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29066,9 +29655,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29077,9 +29666,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29226,24 +29815,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29263,8 +29834,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29277,6 +29850,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29325,15 +29919,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29429,18 +30023,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29449,9 +30043,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29463,9 +30057,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29496,9 +30090,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29584,8 +30178,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29847,10 +30441,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29862,6 +30460,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30028,13 +30632,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30168,6 +30777,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30176,6 +30790,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30319,7 +30946,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31682,11 +32320,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31700,35 +32338,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31770,6 +32408,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31913,7 +32737,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32211,7 +33040,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32255,8 +33085,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32293,8 +33132,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32425,7 +33268,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32444,6 +33287,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32493,6 +33348,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32528,6 +33390,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33835,15 +34704,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33874,9 +34784,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34031,6 +34942,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34134,6 +35080,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34147,6 +35102,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34189,6 +35156,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34240,6 +35217,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34556,6 +35545,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34596,7 +35588,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34618,16 +35617,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34647,6 +35661,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34656,6 +35673,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34665,11 +35688,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34687,11 +35718,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34746,10 +35793,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34772,7 +35865,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34783,6 +35885,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34797,9 +35905,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34808,6 +35981,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34817,9 +35994,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34837,7 +36021,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34852,11 +36044,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34893,6 +36102,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34905,7 +36120,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34922,26 +36153,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34984,9 +36242,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35002,10 +36267,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35014,6 +36276,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35044,8 +36331,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35067,9 +36354,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35083,14 +36370,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35102,7 +36389,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35130,13 +36417,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35146,13 +36437,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35171,7 +36468,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35234,7 +36531,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35255,13 +36552,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35269,17 +36566,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35289,15 +36634,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35305,10 +36677,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35325,7 +36721,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35335,6 +36733,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35361,7 +36763,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35371,6 +36775,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35437,6 +36845,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35472,6 +36888,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35481,11 +36945,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35543,9 +37011,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35721,7 +37241,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36252,12 +37772,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36293,6 +37813,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36537,6 +38066,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36707,14 +38255,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36736,21 +38299,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36922,7 +38484,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36931,6 +38501,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36940,14 +38519,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36959,7 +38553,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36969,15 +38566,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37025,11 +38628,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37057,6 +38667,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37070,6 +38686,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37207,7 +38841,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37331,7 +38971,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37512,7 +39152,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37600,7 +39246,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37631,7 +39277,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37708,7 +39354,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38044,8 +39693,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38114,7 +39763,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38126,7 +39781,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38296,8 +39952,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38319,7 +39979,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38349,6 +40010,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38629,6 +40294,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38698,6 +40367,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38835,7 +40514,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38893,6 +40584,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39150,6 +40858,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39232,6 +40949,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39410,9 +41142,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39879,6 +41611,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42719,7 +44459,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43414,7 +45157,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43489,14 +45240,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43540,6 +45308,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43557,6 +45335,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43599,6 +45386,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43607,14 +45401,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43644,14 +45456,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43680,14 +45509,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43712,14 +45558,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43747,14 +45610,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43781,14 +45662,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43906,7 +45805,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44112,8 +46022,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44350,6 +46259,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45249,6 +47162,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45404,7 +47323,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45426,6 +47354,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45573,7 +47511,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45639,6 +47577,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45672,6 +47622,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45851,6 +47814,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46059,6 +48214,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46207,7 +48554,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46326,6 +48673,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46641,6 +49031,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46677,6 +49077,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46687,8 +49098,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46976,20 +49389,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46997,19 +49418,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47041,6 +49471,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47201,14 +49647,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47337,8 +49788,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47441,16 +49892,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47481,8 +49940,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47667,8 +50126,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47962,19 +50594,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48041,7 +50674,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49453,14 +52093,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49478,6 +52119,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49500,8 +52145,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49743,6 +52389,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49819,7 +52481,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49952,7 +52614,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50051,8 +52714,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50266,7 +52929,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50348,7 +53012,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51101,6 +53766,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51125,6 +53794,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51182,13 +53857,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51205,16 +53873,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51275,6 +53941,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51461,7 +54142,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51472,6 +54154,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51762,14 +54844,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51940,8 +55031,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51962,8 +55060,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52528,6 +55634,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52725,11 +55843,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52748,7 +55885,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53147,6 +56289,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53171,12 +56317,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53203,7 +56343,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53276,10 +56430,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53734,12 +56884,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54007,7 +57151,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54363,7 +57510,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54377,7 +57524,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54387,6 +57534,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54414,7 +57573,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55050,7 +58210,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55166,7 +58331,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55313,7 +58502,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55336,11 +58533,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55389,14 +58599,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55533,8 +58745,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55566,8 +58778,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55732,9 +58952,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55921,7 +59143,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56005,28 +59227,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56045,6 +59286,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57032,27 +60288,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57108,6 +60364,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57165,8 +60427,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57231,6 +60493,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57461,6 +60727,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58054,6 +61364,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58093,6 +61411,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58233,6 +61557,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58281,6 +61616,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58290,6 +61631,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58376,6 +61724,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58659,6 +62021,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58765,6 +62131,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59231,7 +62601,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59286,6 +62658,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59354,14 +62733,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59756,20 +63139,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59875,13 +63259,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60036,7 +63426,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60111,7 +63512,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60549,7 +63950,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60590,9 +63991,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60652,13 +64051,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60670,13 +64070,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60945,7 +64346,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61039,7 +64442,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61222,6 +64625,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62014,7 +65433,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62174,8 +65593,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62273,7 +65692,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62355,8 +65774,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62466,11 +65885,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62550,8 +65969,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62748,12 +66167,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62942,9 +66361,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63092,8 +66517,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63148,9 +66573,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63179,7 +66605,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63530,11 +66960,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63574,6 +67005,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66634,8 +70075,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67389,6 +70830,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67425,7 +70892,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67496,7 +70963,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67581,6 +71052,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68293,6 +71773,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68438,23 +71928,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70960,6 +74470,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71055,6 +74570,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71280,6 +74798,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71365,7 +74890,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71454,8 +74979,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71470,8 +74995,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71489,8 +75019,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71508,6 +75038,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71549,8 +75084,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index d277e5da73..0ba02ba939 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -345,7 +345,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -392,7 +392,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -633,7 +633,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -839,7 +845,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -926,11 +939,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -974,37 +988,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1093,7 +1106,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3321,8 +3334,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3358,6 +3384,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3370,6 +3402,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3454,7 +3492,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4086,17 +4124,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4124,9 +4169,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4150,8 +4195,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4203,6 +4251,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4718,11 +4776,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4837,7 +4895,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4862,7 +4920,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4871,7 +4929,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5225,8 +5283,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5754,7 +5815,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6944,7 +7008,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6968,8 +7035,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6978,8 +7046,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7117,11 +7201,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7331,7 +7419,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7601,8 +7689,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8120,6 +8208,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8246,7 +8344,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8285,7 +8383,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8468,7 +8566,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8484,7 +8582,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8501,10 +8602,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8689,7 +8786,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9482,26 +9581,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9659,6 +9742,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9877,7 +9970,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10042,7 +10141,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10351,8 +10456,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10816,7 +10928,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10886,8 +10998,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11477,6 +11589,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11555,17 +11690,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11623,7 +11758,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11695,8 +11835,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12021,10 +12161,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12231,7 +12373,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12242,22 +12393,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12273,7 +12444,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12285,7 +12461,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12299,7 +12480,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12308,7 +12495,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12318,7 +12511,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12336,10 +12535,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12494,20 +12699,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12621,9 +12830,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12734,6 +12948,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13424,8 +13650,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13566,7 +13791,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13727,7 +13955,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13823,7 +14053,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13886,7 +14118,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13924,9 +14156,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13945,8 +14177,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13962,8 +14194,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14054,9 +14286,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15570,8 +15802,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15832,6 +16065,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16251,8 +16491,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16322,6 +16563,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16461,14 +16721,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17622,8 +17882,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18577,10 +18836,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18731,6 +18990,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18854,11 +19125,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19002,7 +19276,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19144,6 +19418,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19167,13 +19448,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19183,7 +19468,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19200,23 +19489,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19419,9 +19708,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19536,9 +19827,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19884,7 +20174,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20130,7 +20420,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20405,18 +20695,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21057,7 +21363,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21065,9 +21371,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21078,9 +21398,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21193,11 +21522,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21591,6 +21939,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22164,6 +22520,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22328,12 +22688,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22589,7 +22950,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22993,7 +23354,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23184,7 +23560,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23196,10 +23572,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23263,33 +23642,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23325,11 +23714,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24146,12 +24535,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24182,6 +24604,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24946,14 +25384,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25057,8 +25495,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25095,8 +25533,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25366,7 +25805,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25460,6 +25904,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25509,6 +25997,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25623,9 +26154,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25636,7 +26180,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25658,7 +26203,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25932,7 +26478,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26461,6 +27010,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26511,6 +27066,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26585,8 +27144,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26644,14 +27202,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26673,7 +27231,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27734,7 +28293,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27838,7 +28397,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27850,11 +28413,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27933,34 +28518,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28868,7 +29461,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28893,9 +29486,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28905,9 +29498,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29017,10 +29610,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29040,9 +29629,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29054,9 +29643,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29065,9 +29654,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29214,24 +29803,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29251,8 +29822,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29265,6 +29838,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29313,15 +29907,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29417,18 +30011,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29437,9 +30031,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29451,9 +30045,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29484,9 +30078,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29572,8 +30166,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29835,10 +30429,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29850,6 +30448,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30016,13 +30620,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30156,6 +30765,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30164,6 +30778,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30307,7 +30934,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31670,11 +32308,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31688,35 +32326,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31758,6 +32396,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31901,7 +32725,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32199,7 +33028,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32243,8 +33073,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32281,8 +33120,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32413,7 +33256,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32432,6 +33275,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32481,6 +33336,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32516,6 +33378,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33823,15 +34692,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33862,9 +34772,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34019,6 +34930,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34122,6 +35068,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34135,6 +35090,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34177,6 +35144,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34228,6 +35205,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34544,6 +35533,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34584,7 +35576,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34606,16 +35605,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34635,6 +35649,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34644,6 +35661,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34653,11 +35676,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34675,11 +35706,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34734,10 +35781,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34760,7 +35853,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34771,6 +35873,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34785,9 +35893,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34796,6 +35969,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34805,9 +35982,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34825,7 +36009,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34840,11 +36032,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34881,6 +36090,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34893,7 +36108,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34910,26 +36141,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34972,9 +36230,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34990,10 +36255,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35002,6 +36264,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35032,8 +36319,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35055,9 +36342,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35071,14 +36358,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35090,7 +36377,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35118,13 +36405,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35134,13 +36425,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35159,7 +36456,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35222,7 +36519,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35243,13 +36540,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35257,17 +36554,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35277,15 +36622,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35293,10 +36665,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35313,7 +36709,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35323,6 +36721,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35349,7 +36751,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35359,6 +36763,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35425,6 +36833,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35460,6 +36876,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35469,11 +36933,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35531,9 +36999,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35709,7 +37229,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36240,12 +37760,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36281,6 +37801,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36525,6 +38054,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36695,14 +38243,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36724,21 +38287,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36910,7 +38472,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36919,6 +38489,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36928,14 +38507,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36947,7 +38541,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36957,15 +38554,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37013,11 +38616,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37045,6 +38655,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37058,6 +38674,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37195,7 +38829,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37319,7 +38959,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37500,7 +39140,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37588,7 +39234,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37619,7 +39265,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37696,7 +39342,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38032,8 +39681,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38102,7 +39751,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38114,7 +39769,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38284,8 +39940,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38307,7 +39967,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38337,6 +39998,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38617,6 +40282,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38686,6 +40355,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38823,7 +40502,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38881,6 +40572,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39138,6 +40846,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39220,6 +40937,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39398,9 +41130,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39867,6 +41599,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42707,7 +44447,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43402,7 +45145,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43477,14 +45228,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43528,6 +45296,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43545,6 +45323,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43587,6 +45374,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43595,14 +45389,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43632,14 +45444,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43668,14 +45497,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43700,14 +45546,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43735,14 +45598,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43769,14 +45650,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43894,7 +45793,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44100,8 +46010,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44338,6 +46247,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45237,6 +47150,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45392,7 +47311,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45414,6 +47342,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45561,7 +47499,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45627,6 +47565,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45660,6 +47610,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45839,6 +47802,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46047,6 +48202,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46195,7 +48542,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46314,6 +48661,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46629,6 +49019,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46665,6 +49065,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46675,8 +49086,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46964,20 +49377,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46985,19 +49406,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47029,6 +49459,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47189,14 +49635,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47325,8 +49776,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47429,16 +49880,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47469,8 +49928,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47655,8 +50114,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47950,19 +50582,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48029,7 +50662,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49441,14 +52081,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49466,6 +52107,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49488,8 +52133,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49731,6 +52377,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49807,7 +52469,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49940,7 +52602,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50039,8 +52702,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50254,7 +52917,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50336,7 +53000,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51089,6 +53754,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51113,6 +53782,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51170,13 +53845,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51193,16 +53861,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51263,6 +53929,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51449,7 +54130,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51460,6 +54142,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51750,14 +54832,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51928,8 +55019,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51950,8 +55048,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52516,6 +55622,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52713,11 +55831,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52736,7 +55873,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53135,6 +56277,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53159,12 +56305,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53191,7 +56331,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53264,10 +56418,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53722,12 +56872,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -53995,7 +57139,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54351,7 +57498,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54365,7 +57512,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54375,6 +57522,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54402,7 +57561,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55038,7 +58198,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55154,7 +58319,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55301,7 +58490,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55324,11 +58521,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55377,14 +58587,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55521,8 +58733,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55554,8 +58766,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55720,9 +58940,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55909,7 +59131,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55993,28 +59215,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56033,6 +59274,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57020,27 +60276,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57096,6 +60352,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57153,8 +60415,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57219,6 +60481,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57449,6 +60715,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58042,6 +61352,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58081,6 +61399,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58221,6 +61545,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58269,6 +61604,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58278,6 +61619,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58364,6 +61712,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58647,6 +62009,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58753,6 +62119,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59219,7 +62589,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59274,6 +62646,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59342,14 +62721,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59744,20 +63127,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59863,13 +63247,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60024,7 +63414,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60099,7 +63500,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60537,7 +63938,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60578,9 +63979,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60640,13 +64039,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60658,13 +64058,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60933,7 +64334,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61027,7 +64430,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61210,6 +64613,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62002,7 +65421,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62162,8 +65581,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62261,7 +65680,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62343,8 +65762,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62454,11 +65873,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62538,8 +65957,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62736,12 +66155,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62930,9 +66349,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63080,8 +66505,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63136,9 +66561,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63167,7 +66593,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63518,11 +66948,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63562,6 +66993,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66622,8 +70063,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67377,6 +70818,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67413,7 +70880,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67484,7 +70951,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67569,6 +71040,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68281,6 +71761,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68426,23 +71916,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70948,6 +74458,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71043,6 +74558,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71268,6 +74786,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71353,7 +74878,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71442,8 +74967,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71458,8 +74983,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71477,8 +75007,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71496,6 +75026,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71537,8 +75072,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index d725a7872e..3053cadb2b 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -7,12 +7,13 @@
# marnicq van loon <marnicqvanloon@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Daan van Luijk <daanvl@outlook.be>, 2021.
+# voylin <0voylin0@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-07 22:24+0000\n"
-"Last-Translator: Daan van Luijk <daanvl@outlook.be>\n"
+"PO-Revision-Date: 2022-03-15 01:57+0000\n"
+"Last-Translator: voylin <0voylin0@gmail.com>\n"
"Language-Team: Dutch <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/nl/>\n"
"Language: nl\n"
@@ -20,7 +21,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.9-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -63,69 +64,78 @@ msgid "Method Descriptions"
msgstr "Methodebeschrijvingen"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Eigenschapbeschrijvingen"
+msgstr "Thema Eigenschap Beschrijvingen"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Erven:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Geërft door:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(overschrijft %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Standaard"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "waarde"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
+"Deze methode hoort overschreven te worden door de gebruiker om effect te "
+"hebben."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Deze methode heeft geen bijwerkingen. Hij wijzigt geen variabelen van de "
+"instantie."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"Deze methode accepteert elke hoeveelheid argumenten na degenen die hier "
+"beschreven zijn."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Deze methode word gebruikt om een type aan te maken."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Deze methode heeft geen instantie nodig om te worden aangeroepen, hij kan "
+"aangeroepen worden door middel van de naam van de klasse."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Deze methode beschrijft een geldige operator die dit type als linker-operand "
+"gebruikt."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -207,6 +217,14 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
+"Geeft de arc cosine van [code]s[/code] in radialen terug. Dit word gebruikt "
+"om de hoek van de cosine [code]s[/code] te krijgen. [code]s[/code] moet "
+"tussen [code]-1.0[/code] en [code]1.0[/code] (inclusief), anders zal [method "
+"acos] [constant NAN] terug geven.\n"
+"[codeblock]\n"
+"# c is 0.523599 of 30 graden als we dit omzetten aan de hand van rad2deg(s)\n"
+"c = acos(0.866025)\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -388,7 +406,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -435,7 +453,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -676,7 +694,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -882,7 +906,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -969,11 +1000,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1017,37 +1049,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1136,7 +1167,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3372,8 +3403,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3409,6 +3453,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3421,6 +3471,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3505,7 +3561,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4137,17 +4193,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4175,9 +4238,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4201,8 +4264,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4254,6 +4320,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4769,11 +4845,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4888,7 +4964,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4913,7 +4989,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4922,7 +4998,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5276,8 +5352,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5805,7 +5884,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6995,7 +7077,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7019,8 +7104,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7029,8 +7115,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7168,11 +7270,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7382,7 +7488,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7652,8 +7758,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8171,6 +8277,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8297,7 +8413,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8336,7 +8452,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8519,7 +8635,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8535,7 +8651,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8552,10 +8671,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8740,7 +8855,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9533,26 +9650,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9710,6 +9811,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9928,7 +10039,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10093,7 +10210,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10402,8 +10525,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10867,7 +10997,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10937,8 +11067,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11528,6 +11658,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11606,17 +11759,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11674,7 +11827,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11746,8 +11904,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12072,10 +12230,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12282,7 +12442,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12293,22 +12462,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12324,7 +12513,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12336,7 +12530,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12350,7 +12549,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12359,7 +12564,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12369,7 +12580,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12387,10 +12604,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12545,20 +12768,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12672,9 +12899,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12785,6 +13017,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13475,8 +13719,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13617,7 +13860,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13778,7 +14024,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13874,7 +14122,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13937,7 +14187,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13975,9 +14225,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13996,8 +14246,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14013,8 +14263,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14105,9 +14355,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15621,8 +15871,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15883,6 +16134,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16302,8 +16560,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16373,6 +16632,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16512,14 +16790,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17673,8 +17951,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18628,10 +18905,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18782,6 +19059,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18905,11 +19194,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19053,7 +19345,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19195,6 +19487,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19218,13 +19517,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19234,7 +19537,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19251,23 +19558,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19470,9 +19777,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19587,9 +19896,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19935,7 +20243,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20181,7 +20489,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20456,18 +20764,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21108,7 +21432,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21116,9 +21440,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21129,9 +21467,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21244,11 +21591,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21642,6 +22008,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22215,6 +22589,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22379,12 +22757,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22640,7 +23019,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23047,7 +23426,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23238,7 +23632,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23250,10 +23644,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23317,33 +23714,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23379,11 +23786,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24200,12 +24607,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24236,6 +24676,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25000,14 +25456,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25111,8 +25567,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25149,8 +25605,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25420,7 +25877,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25514,6 +25976,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25563,6 +26069,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25677,9 +26226,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25690,7 +26252,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25712,7 +26275,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25986,7 +26550,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26515,6 +27082,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26565,6 +27138,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26639,8 +27216,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26698,14 +27274,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26727,7 +27303,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27788,7 +28365,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27892,7 +28469,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27904,11 +28485,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27987,34 +28590,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28922,7 +29533,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28947,9 +29558,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28959,9 +29570,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29071,10 +29682,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29094,9 +29701,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29108,9 +29715,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29119,9 +29726,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29268,24 +29875,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29305,8 +29894,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29319,6 +29910,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29367,15 +29979,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29471,18 +30083,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29491,9 +30103,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29505,9 +30117,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29538,9 +30150,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29626,8 +30238,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29889,10 +30501,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29904,6 +30520,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30070,13 +30692,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30210,6 +30837,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30218,6 +30850,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30361,7 +31006,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31724,11 +32380,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31742,35 +32398,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31812,6 +32468,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31955,7 +32797,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32253,7 +33100,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32297,8 +33145,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32335,8 +33192,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32467,7 +33328,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32486,6 +33347,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32535,6 +33408,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32570,6 +33450,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33877,15 +34764,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33916,9 +34844,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34073,6 +35002,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34176,6 +35140,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34189,6 +35162,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34231,6 +35216,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34282,6 +35277,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34598,6 +35605,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34638,7 +35648,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34660,16 +35677,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34689,6 +35721,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34698,6 +35733,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34707,11 +35748,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34729,11 +35778,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34788,10 +35853,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34814,7 +35925,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34825,6 +35945,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34839,9 +35965,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34850,6 +36041,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34859,9 +36054,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34879,7 +36081,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34894,11 +36104,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34935,6 +36162,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34947,7 +36180,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34964,26 +36213,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35026,9 +36302,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35044,10 +36327,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35056,6 +36336,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35086,8 +36391,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35109,9 +36414,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35125,14 +36430,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35144,7 +36449,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35172,13 +36477,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35188,13 +36497,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35213,7 +36528,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35276,7 +36591,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35297,13 +36612,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35311,17 +36626,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35331,15 +36694,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35347,10 +36737,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35367,7 +36781,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35377,6 +36793,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35403,7 +36823,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35413,6 +36835,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35479,6 +36905,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35514,6 +36948,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35523,11 +37005,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35585,9 +37071,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35763,7 +37301,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36294,12 +37832,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36335,6 +37873,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36579,6 +38126,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36749,14 +38315,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36778,21 +38359,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36964,7 +38544,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36973,6 +38561,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36982,14 +38579,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37001,7 +38613,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37011,15 +38626,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37067,11 +38688,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37099,6 +38727,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37112,6 +38746,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37249,7 +38901,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37373,7 +39031,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37554,7 +39212,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37642,7 +39306,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37673,7 +39337,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37750,7 +39414,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38086,8 +39753,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38156,7 +39823,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38168,7 +39841,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38338,8 +40012,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38361,7 +40039,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38391,6 +40070,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38671,6 +40354,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38740,6 +40427,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38877,7 +40574,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38935,6 +40644,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39192,6 +40918,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39274,6 +41009,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39452,9 +41202,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39921,6 +41671,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42761,7 +44519,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43456,7 +45217,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43531,14 +45300,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43582,6 +45368,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43599,6 +45395,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43641,6 +45446,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43649,14 +45461,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43686,14 +45516,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43722,14 +45569,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43754,14 +45618,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43789,14 +45670,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43823,14 +45722,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43948,7 +45865,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44154,8 +46082,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44392,6 +46319,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45291,6 +47222,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45446,7 +47383,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45468,6 +47414,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45615,7 +47571,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45681,6 +47637,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45714,6 +47682,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45893,6 +47874,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46101,6 +48274,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46249,7 +48614,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46368,6 +48733,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46683,6 +49091,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46719,6 +49137,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46729,8 +49158,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47018,20 +49449,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47039,19 +49478,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47083,6 +49531,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47243,14 +49707,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47379,8 +49848,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47483,16 +49952,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47523,8 +50000,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47709,8 +50186,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48004,19 +50654,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48083,7 +50734,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49496,14 +52154,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49521,6 +52180,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49543,8 +52206,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49786,6 +52450,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49862,7 +52542,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49995,7 +52675,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50094,8 +52775,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50309,7 +52990,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50391,7 +53073,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51144,6 +53827,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51168,6 +53855,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51225,13 +53918,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51248,16 +53934,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51318,6 +54002,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51504,7 +54203,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51515,6 +54215,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51805,14 +54905,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51983,8 +55092,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52005,8 +55121,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52571,6 +55695,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52768,11 +55904,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52791,7 +55946,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53190,6 +56350,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53214,12 +56378,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53246,7 +56404,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53319,10 +56491,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53777,12 +56945,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54050,7 +57212,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54406,7 +57571,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54420,7 +57585,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54430,6 +57595,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54457,7 +57634,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55093,7 +58271,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55209,7 +58392,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55356,7 +58563,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55379,11 +58594,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55432,14 +58660,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55576,8 +58806,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55609,8 +58839,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55775,9 +59013,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55964,7 +59204,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56048,28 +59288,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56088,6 +59347,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57075,27 +60349,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57151,6 +60425,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57208,8 +60488,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57274,6 +60554,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57504,6 +60788,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58097,6 +61425,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58136,6 +61472,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58276,6 +61618,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58324,6 +61677,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58333,6 +61692,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58419,6 +61785,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58702,6 +62082,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58808,6 +62192,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59274,7 +62662,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59329,6 +62719,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59397,14 +62794,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59799,20 +63200,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59918,13 +63320,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60079,7 +63487,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60154,7 +63573,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60592,7 +64011,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60633,9 +64052,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60695,13 +64112,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60713,13 +64131,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60988,7 +64407,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61082,7 +64503,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61265,6 +64686,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62057,7 +65494,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62217,8 +65654,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62316,7 +65753,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62398,8 +65835,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62509,11 +65946,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62593,8 +66030,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62791,12 +66228,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62985,9 +66422,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63135,8 +66578,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63191,9 +66634,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63222,7 +66666,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63573,11 +67021,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63617,6 +67066,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66677,8 +70136,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67432,6 +70891,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67468,7 +70953,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67539,7 +71024,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67624,6 +71113,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68336,6 +71834,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68481,23 +71989,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71003,6 +74531,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71098,6 +74631,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71323,6 +74859,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71408,7 +74951,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71497,8 +75040,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71513,8 +75056,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71532,8 +75080,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71551,6 +75099,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71592,8 +75145,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index ef534544e1..729b6a654c 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -11,7 +11,7 @@
# Larix_45 <milarczek2004@gmail.com>, 2020.
# Mateusz Grzonka <alpinus4@gmail.com>, 2020.
# Michał Borowiec <hello@michal-borowiec.pl>, 2021.
-# Suchy Talerz <kacperkubis06@gmail.com>, 2021.
+# Suchy Talerz <kacperkubis06@gmail.com>, 2021, 2022.
# Seppo Day <piszczatowskis@gmail.com>, 2021.
# cerkiewny <mstarzycki@gmail.com>, 2021.
# Dominik Mielcarek <fogbpl@gmail.com>, 2021.
@@ -19,12 +19,17 @@
# Tomasz Piechocki <t.piechocki@yahoo.com>, 2021.
# DeiranZ <jwabik322@gmail.com>, 2022.
# Piotr <promantix@gmail.com>, 2022.
+# lewando54 <lewando54@gmail.com>, 2022.
+# Katarzyna Twardowska <katarina.twardowska@gmail.com>, 2022.
+# Mateusz Zdrzałek <matjozohd@gmail.com>, 2022.
+# Pixel Zone - Godot Engine Tutorials <karoltomaszewskimusic@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-19 22:07+0000\n"
-"Last-Translator: Piotr <promantix@gmail.com>\n"
+"PO-Revision-Date: 2022-05-15 20:00+0000\n"
+"Last-Translator: Pixel Zone - Godot Engine Tutorials "
+"<karoltomaszewskimusic@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pl/>\n"
"Language: pl\n"
@@ -33,7 +38,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -76,9 +81,8 @@ msgid "Method Descriptions"
msgstr "Opisy metod"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Opisy właściwości"
+msgstr "Opisy właściwości motywu"
#: doc/tools/make_rst.py
msgid "Inherits:"
@@ -90,15 +94,15 @@ msgstr "Dziedziczone przez:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(nadpisuje %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Domyślny"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@@ -106,7 +110,7 @@ msgstr "wartość"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -125,10 +129,11 @@ msgstr ""
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"Ta funkcja przyjmują dowolną liczbę argumentów po tych opisanych tutaj."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Ta metoda jest używana do konstruowania typu."
#: doc/tools/make_rst.py
msgid ""
@@ -143,6 +148,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Ta metoda opisuje prawidłowy operator do użycia z tym typem jako operand po "
+"lewej stronie."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -253,7 +260,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
"[code]condition[/code] is [code]false[/code], an error is generated. When "
@@ -494,9 +500,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -513,6 +520,23 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
+"Porównuje dwie wartości, sprawdzając ich rzeczywistą zawartość, przechodząc "
+"do dowolnej „tablicy” lub „słownika” aż do najgłębszego poziomu.\n"
+"Można to porównać do [code]==[/code] na kilka sposobów:\n"
+"— Dla [kod]null[/code], [kod]int[/code], [code]float[/code], [code]String[/"
+"code], [code]Object[/code] i [code] RID[/code] zarówno [code]deep_equal[/"
+"code], jak i [code]==[/code] działają tak samo.\n"
+"— W przypadku [code]Słownik[/code] [code]==[/code] uwzględnia równość wtedy "
+"i tylko wtedy, gdy obie zmienne wskazują ten sam [code]Słownik[/code], bez "
+"rekurencji lub świadomości zawartość w ogóle.\n"
+"— W przypadku [kod]Tablica[/kod] [kod]==[/kod] uwzględnia równość wtedy i "
+"tylko wtedy, gdy każdy element w pierwszej [kod]Tablica[/kod] jest równy "
+"swojemu odpowiednikowi w drugiej [ kod]Tablica[/kod], jak mówi sam [kod]==[/"
+"kod]. Oznacza to, że [code]==[/code] jest rekursywny w [code]Tablicy[/code], "
+"ale nie w [code]Słowniku[/code].\n"
+"Krótko mówiąc, za każdym razem, gdy potencjalnie zaangażowany jest "
+"[code]Słownik[/code], jeśli chcesz prawdziwego porównania uwzględniającego "
+"zawartość, musisz użyć [code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -550,7 +574,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -941,7 +965,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Liniowo interpoluje pomiędzy dwoma kątami (w radianach) poprzez "
"znormalizowaną wartość.\n"
@@ -1249,8 +1279,22 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
-msgstr "Jak [method print], ale wypisuje tylko w trybie debugowania."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
+"Wypisuje zrzut stosu w miejscu kodu, działa tylko przy uruchamianiu z "
+"włączonym debuggerem.\n"
+"Wynik w konsoli wyglądać może tak:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1368,11 +1412,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1416,37 +1461,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1535,7 +1579,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3794,8 +3838,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3831,6 +3888,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3843,6 +3906,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3927,7 +3996,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4559,17 +4628,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4597,9 +4673,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4623,8 +4699,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4676,6 +4755,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -5192,11 +5281,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -5311,8 +5400,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Zwraca tangens parametru."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5336,7 +5426,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5345,7 +5435,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5415,9 +5505,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
-#, fuzzy
msgid "AnimationTree"
-msgstr "Węzeł Kinematic body 2D."
+msgstr "DrzewoAnimacji"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -5700,8 +5789,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -6230,7 +6322,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7427,7 +7522,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7451,8 +7549,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7461,8 +7560,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7600,11 +7715,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7814,7 +7933,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8084,8 +8203,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8603,6 +8722,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8729,7 +8858,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8768,7 +8897,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8951,7 +9080,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8967,7 +9096,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8984,10 +9116,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -9172,7 +9300,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9966,26 +10096,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -10143,6 +10257,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10361,7 +10485,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10526,7 +10656,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10835,8 +10971,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11301,7 +11444,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11371,8 +11514,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11963,6 +12106,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -12042,17 +12208,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -12110,7 +12276,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12182,8 +12353,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12511,10 +12682,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12729,7 +12902,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12740,22 +12922,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12771,7 +12973,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12783,7 +12990,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12797,7 +13009,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12806,7 +13024,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12816,7 +13040,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12834,10 +13064,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12992,20 +13228,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13119,9 +13359,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13232,6 +13477,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13922,8 +14179,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -14065,7 +14321,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -14226,7 +14485,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14322,7 +14583,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14385,7 +14648,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14423,9 +14686,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14444,8 +14707,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14461,8 +14724,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14553,9 +14816,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -16073,8 +16336,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16335,6 +16599,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16760,8 +17031,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16831,6 +17103,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16970,14 +17261,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -18131,8 +18422,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -19086,10 +19376,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -19241,6 +19531,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Zwraca arcus sinus parametru."
@@ -19366,11 +19668,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Zwraca sinus parametru."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19514,7 +19820,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19659,6 +19965,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Zwraca resztę z dwóch wektorów."
@@ -19683,13 +19996,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19699,7 +20016,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19716,23 +20037,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19935,9 +20256,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -20052,9 +20375,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20400,7 +20722,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20646,8 +20968,11 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20921,18 +21246,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21573,7 +21914,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21581,9 +21922,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21594,9 +21949,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21709,11 +22073,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22110,6 +22493,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22683,6 +23074,13 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22848,12 +23246,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -23109,7 +23508,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23516,7 +23915,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23707,7 +24121,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23719,10 +24133,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23786,33 +24203,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23848,11 +24275,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24671,12 +25098,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Zwraca resztę z dwóch wektorów."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Zwraca cosinus parametru."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24707,6 +25171,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25471,14 +25951,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25582,8 +26062,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25620,8 +26100,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25891,7 +26372,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25988,6 +26474,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26037,6 +26567,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -26152,9 +26725,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26165,7 +26751,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26187,7 +26774,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26465,7 +27053,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -27001,6 +27592,15 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -27051,6 +27651,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27125,8 +27729,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27184,14 +27787,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -27213,7 +27816,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -28274,7 +28878,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28378,7 +28982,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28390,11 +28998,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28473,34 +29103,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29411,7 +30049,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29436,9 +30074,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29448,9 +30086,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29560,10 +30198,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29583,9 +30217,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29597,9 +30231,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29608,9 +30242,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29757,24 +30391,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29794,8 +30410,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29808,6 +30426,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29856,15 +30495,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29960,18 +30599,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29980,9 +30619,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29994,9 +30633,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30027,9 +30666,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30115,8 +30754,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30378,10 +31017,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30393,6 +31036,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30560,13 +31209,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30703,6 +31357,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30711,6 +31370,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30854,7 +31526,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32224,11 +32907,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32242,35 +32925,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32312,6 +32995,204 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32457,7 +33338,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32755,7 +33641,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32799,8 +33686,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32837,8 +33733,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32969,7 +33869,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32988,6 +33888,21 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -33037,6 +33952,16 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -33072,6 +33997,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34379,15 +35311,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Zwraca resztę z dwóch wektorów."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34418,9 +35392,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34576,6 +35551,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34679,6 +35689,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34692,6 +35711,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34734,6 +35765,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34785,6 +35826,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -35108,6 +36161,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35148,7 +36204,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35170,16 +36234,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35199,6 +36278,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35208,6 +36290,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35217,11 +36305,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35239,6 +36335,12 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
@@ -35246,7 +36348,17 @@ msgstr ""
"skrypcie ,podczas wywołania [method move_and_slide]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35307,10 +36419,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Zwraca arcus sinus parametru."
@@ -35334,7 +36492,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35349,6 +36516,12 @@ msgstr ""
msgid "Sets the map active."
msgstr "Zwraca arcus sinus parametru."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35363,10 +36536,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Operator logiczny OR ([code]or[/code] or [code]||[/code])."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Operator logiczny OR ([code]or[/code] or [code]||[/code])."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Zwraca sinus parametru."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35377,6 +36619,11 @@ msgstr "Singleton [NavigationMeshGenerator]."
msgid "Sets the global transformation for the region."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Operator logiczny OR ([code]or[/code] or [code]||[/code])."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35386,9 +36633,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35406,7 +36660,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35422,15 +36684,33 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
@@ -35469,6 +36749,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35481,7 +36767,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35498,26 +36800,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35560,9 +36889,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35579,11 +36915,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Zwraca sinus parametru."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35591,6 +36925,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35621,8 +36980,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35645,9 +37004,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35661,14 +37020,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35680,7 +37039,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35708,13 +37067,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35727,13 +37090,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35752,7 +37121,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35815,7 +37184,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35837,13 +37206,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35851,19 +37220,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35871,15 +37289,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35887,11 +37332,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "Singleton [NavigationMeshGenerator]."
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35908,7 +37377,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35918,6 +37389,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35944,7 +37420,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35954,6 +37432,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -36020,6 +37503,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -36055,6 +37546,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "Singleton [NavigationMeshGenerator]."
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36064,11 +37604,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36130,9 +37674,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36308,7 +37904,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36687,7 +38283,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Węzły i sceny"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36839,12 +38435,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36880,6 +38476,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -37124,6 +38729,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37294,14 +38918,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37323,21 +38962,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37509,7 +39147,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37518,6 +39164,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37527,14 +39182,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37546,7 +39216,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37556,15 +39229,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37612,11 +39291,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37644,6 +39330,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37657,6 +39349,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37794,7 +39504,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37918,7 +39634,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -38099,7 +39815,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -38187,7 +39909,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38218,7 +39940,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38295,7 +40017,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38631,8 +40356,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38701,7 +40426,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38713,7 +40444,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38883,8 +40615,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38906,7 +40643,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38936,6 +40674,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39222,6 +40965,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39291,6 +41038,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39428,7 +41185,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39486,6 +41255,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39751,6 +41537,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39836,6 +41631,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -40014,9 +41824,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40490,6 +42300,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -43347,7 +45165,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -44047,7 +45868,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -44122,14 +45951,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44173,6 +46019,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44190,6 +46046,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44232,6 +46097,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44240,14 +46112,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44277,14 +46167,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44313,14 +46220,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44345,14 +46269,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44380,14 +46321,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44414,14 +46373,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44539,7 +46516,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44744,10 +46732,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44984,6 +46972,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45884,6 +47876,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -46039,7 +48037,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46061,6 +48068,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -46208,7 +48225,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46274,6 +48291,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46307,6 +48336,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46486,6 +48528,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46694,6 +48928,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46842,7 +49268,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46961,6 +49387,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -47276,6 +49745,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47312,6 +49791,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47322,8 +49812,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47611,20 +50103,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47632,19 +50132,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47676,6 +50185,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47836,14 +50361,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47972,8 +50502,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48076,16 +50606,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48116,8 +50654,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48302,8 +50840,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48602,19 +51313,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48681,7 +51393,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -50077,7 +52796,7 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "BBCode in RichTextLabel"
-msgstr ""
+msgstr "BBCode w RichTextLabel"
#: doc/classes/RichTextLabel.xml
msgid "GUI Rich Text/BBcode Demo"
@@ -50097,14 +52816,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50122,6 +52842,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Zwraca obecną długość spring arm."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -50144,8 +52869,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50387,6 +53113,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50463,7 +53205,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50596,7 +53338,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50695,8 +53438,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50910,7 +53653,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50992,7 +53736,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51745,6 +54490,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51769,6 +54518,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51829,13 +54584,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51852,16 +54600,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51922,6 +54668,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -52108,7 +54869,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -52119,6 +54881,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52409,14 +55571,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52587,8 +55758,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52609,8 +55787,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -53176,6 +56362,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -53373,11 +56571,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -53396,7 +56613,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53795,6 +57017,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53819,12 +57045,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53851,7 +57071,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53924,10 +57158,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -54385,12 +57615,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54658,7 +57882,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55014,7 +58241,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55028,7 +58255,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55038,6 +58265,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -55065,7 +58304,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55703,7 +58943,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55819,7 +59064,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55966,7 +59235,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55989,11 +59266,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56042,14 +59332,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -56186,8 +59478,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -56219,8 +59511,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56385,9 +59685,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56574,7 +59876,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56658,28 +59960,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56698,6 +60019,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57690,10 +61026,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57702,10 +61034,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57715,6 +61043,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Zwraca kąt w radianach danego wektora."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Zwraca przeciwieństwo parametru."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Zwraca resztę z dwóch wektorów."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57768,6 +61106,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Zwraca tangens parametru."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57825,8 +61169,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57894,6 +61238,13 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -58126,6 +61477,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58719,6 +62114,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58758,6 +62161,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58899,6 +62308,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58949,6 +62370,13 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -58959,6 +62387,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -59045,6 +62480,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -59090,7 +62539,7 @@ msgstr ""
#: doc/classes/Thread.xml
msgid "Using multiple threads"
-msgstr ""
+msgstr "Użyj wielowątkowości"
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
@@ -59328,6 +62777,13 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59434,6 +62890,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59900,7 +63360,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59955,6 +63417,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -60023,14 +63492,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60425,20 +63898,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60544,13 +64018,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60706,7 +64186,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60781,7 +64272,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -61221,7 +64712,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61263,10 +64754,9 @@ msgid ""
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -61326,13 +64816,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -61344,13 +64835,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61619,7 +65111,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61713,7 +65207,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61896,6 +65390,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62688,7 +66198,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62849,8 +66359,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62948,7 +66458,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -63032,8 +66542,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -63143,11 +66653,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -63227,8 +66737,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -63426,12 +66936,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63622,9 +67132,18 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63774,10 +67293,13 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
#: doc/classes/Viewport.xml
msgid ""
@@ -63831,9 +67353,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63865,7 +67388,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64216,11 +67743,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64260,6 +67788,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -67329,10 +70867,11 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
-msgstr ""
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -68095,6 +71634,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -68131,7 +71696,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -68205,11 +71770,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
-"wyłączone."
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -68293,6 +71859,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -69008,6 +72583,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -69153,23 +72738,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71678,6 +75283,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71773,6 +75383,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71998,6 +75611,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -72083,7 +75703,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -72175,8 +75795,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -72191,11 +75811,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -72210,8 +75836,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -72228,6 +75854,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Zwraca sinus parametru."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -72270,8 +75902,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index b81b137493..c99a8e1cd6 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -6,12 +6,16 @@
# Reubens Sanders <reubensst@protonmail.com>, 2021.
# ssantos <ssantos@web.de>, 2022.
# Felipe SiFa <felipe@logus.digital>, 2022.
+# Renu <ifpilucas@gmail.com>, 2022.
+# Diogo Gomes <dgomes@graphnode.com>, 2022.
+# El_ExpertPlayer <xpertnathan37@gmail.com>, 2022.
+# Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-07 12:18+0000\n"
-"Last-Translator: Felipe SiFa <felipe@logus.digital>\n"
+"PO-Revision-Date: 2022-06-29 10:31+0000\n"
+"Last-Translator: Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pt/>\n"
"Language: pt\n"
@@ -19,7 +23,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -62,69 +66,77 @@ msgid "Method Descriptions"
msgstr "Descrições de Métodos"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Descrições de propriedades"
+msgstr "Descrições de Propriedades do Tema"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Herda de:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Herdado por:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(recopiar %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Padrão"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "valor"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
+"Este método normalmente deve ser reescrito pelo usuário para que tenha algum "
+"efeito."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Este método não tem efeito colateral. Não modifica nenhuma variável membro "
+"da instancia."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"Este método aceita qualquer número de argumentos após os descritos aqui."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Este método é usado para construir um tipo."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Este método não precisa de uma instância para ser chamando, de maneira que "
+"pode ser chamado diretamente usando o nome da classe."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Este método descreve um operador válido para usar com este tipo como "
+"operando à esquerda."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -484,7 +496,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -523,6 +535,7 @@ msgstr ""
"inst2dict]), de volta numa instância. Útil para desserialização."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -537,7 +550,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -809,6 +822,22 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"Returna um fator de interpolação ou extrapolação considerando o alcance "
+"especifico em [code]from[/code] e [code]to[/code], e o valor interpolado "
+"especificado em [code]weight[/code]. O valor retornado será entre [code]0.0[/"
+"code] e [code]1.0[/code] se [code]weight[/code] é entre [code]from[/code] e "
+"[code]to[/code] (inclusivo). Se [code]weight[/code] é localizado fora desse "
+"alcance, então um fator de extrapolação será retornado (retorna valor menor "
+"que [code]0.0[/code] ou maior que [code]1.0[/code]).\n"
+"[codeblock]\n"
+"# O raio de interpolação na chamada de `lerp()` abaixo é 0.75.\n"
+"var centro = lerp(20, 30, 0.75)\n"
+"# `centro` agora é 27.5.\n"
+"# Agora, pretendemos ter esquecido o raio original e queremos de volta.\n"
+"var raio = inverse_lerp(20, 30, 27.5)\n"
+"# `raio` agora é 0.75.\n"
+"[/codeblock]\n"
+"Veja também [method lerp] que realiza o inverso desta operação."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -879,7 +908,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -899,20 +927,25 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
-"Interpola linearmente entre dois valores através de um valor normalizado. "
-"Este método é o oposto do método [method inverse_lerp].\n"
+"Interpola linearmente entre dois valores pelo fator definido em "
+"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
+"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
+"valores fora desse intervalo são permitidos e podem ser usados para realizar "
+"[i]extrapolação[/i].\n"
"Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
-"[float], o retorno é um valor do tipo [float].\n"
-"Se ambos são vetores de mesmo tipo ([Vector2], [Vector3] ou [Color]), o "
-"valor retornado será do mesmo tipo ([code]lerp[/code] então chamará o método "
-"[code]lerp[/code] do tipo de vetor em questão).\n"
+"[float], o valor de retorno será um [float].\n"
+"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
+"valor de retorno será do mesmo tipo ([code]lerp[/code] então chama o método "
+"[code]linear_interpolate[/code] do tipo de vetor).\n"
"[codeblock]\n"
-"lerp(0, 4, 0.75) # Retorna 3.0\n"
-"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retorna Vector2(2, 3.5)\n"
-"[/codeblock]"
+"lerp(0, 4, 0,75) # Retorna 3,0\n"
+"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
+"[/codeblock]\n"
+"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
+"realizar a interpolação facilitada com [method lerp], combine-o com [method "
+"easy] ou [method smoothstep]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -927,12 +960,20 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
-msgstr ""
-"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
+msgstr ""
+"Interpola linearmente entre dois ângulos (em radianos) por um valor "
"normalizado.\n"
-"Semelhante à [method lerp], mas faz a interpolação corretamente quando os "
-"ângulos passam através de [constant @GDScript.TAU].\n"
+"Semelhante a [method lerp], mas interpola corretamente quando os ângulos "
+"envolvem [constant @GDScript.TAU]. Para realizar a interpolação facilitada "
+"com [method lerp_angle], combine-o com [method easy] ou [method "
+"smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -941,7 +982,14 @@ msgstr ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Nota:[/b] Este método lê o caminho mais curto entre [code]from[/code] e "
+"[code]to[/code]. No entanto, quando esses dois ângulos estão aproximadamente "
+"[code]PI + k * TAU[/code] separados para qualquer inteiro [code]k[/code], "
+"não é óbvio de que maneira eles interpretam devido a erros de precisão de "
+"ponto flutuante. Por exemplo, [code]lerp_angle(0, PI, weight)[/code] lê no "
+"sentido anti-horário, enquanto [code]lerp_angle(0, PI + 5 * TAU, weight)[/"
+"code] lê no sentido horário."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1292,9 +1340,22 @@ msgstr ""
"rastreamento de pilha quando um erro ou aviso é impresso ."
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
-"Igual [method print], mas só imprime quando usado em modo de depuração."
+"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
+"ativado.\n"
+"Saída no console vai parecer assim:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1430,18 +1491,19 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Intervalo aleatório, retorna qualquer número real entre [code]from[/code] e "
-"[code]to[/code].\n"
+"Retorna um valor de ponto flutuante aleatório entre [code]from[/code] e "
+"[code]to[/code] (ambos os endpoints inclusive).\n"
"[codeblock]\n"
-"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime por exemplo 0.135591 "
-"0.405263\n"
-"[/codeblock]"
+"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Isso é equivalente a [code]randf() * (to - from) + from[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1507,37 +1569,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1652,7 +1713,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3931,7 +3992,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Missing dependencies error."
-msgstr ""
+msgstr "Ficheiro: Erro faltam dependências."
#: doc/classes/@GlobalScope.xml
msgid "File: End of file (EOF) error."
@@ -3987,7 +4048,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Invalid parameter error."
-msgstr ""
+msgstr "Erro, parâmetro inválido."
#: doc/classes/@GlobalScope.xml
msgid "Already exists error."
@@ -3995,15 +4056,15 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Does not exist error."
-msgstr ""
+msgstr "Não há erro."
#: doc/classes/@GlobalScope.xml
msgid "Database: Read error."
-msgstr ""
+msgstr "Banco de dados: Erro de leitura."
#: doc/classes/@GlobalScope.xml
msgid "Database: Write error."
-msgstr ""
+msgstr "Banco de dados: Erro de escrita."
#: doc/classes/@GlobalScope.xml
msgid "Compilation failed error."
@@ -4031,7 +4092,7 @@ msgstr "Erro de declaração inválida."
#: doc/classes/@GlobalScope.xml
msgid "Duplicate symbol error."
-msgstr ""
+msgstr "Erro de símbolo duplicado."
#: doc/classes/@GlobalScope.xml
msgid "Parse error."
@@ -4043,7 +4104,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Skip error."
-msgstr ""
+msgstr "Pular erro."
#: doc/classes/@GlobalScope.xml
msgid "Help error."
@@ -4061,7 +4122,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "No hint for the edited property."
-msgstr ""
+msgstr "Não há sugestão para a propriedade editada."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4086,8 +4147,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4100,7 +4174,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Deprecated hint, unused."
-msgstr ""
+msgstr "Dica defasada, não utilizada."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4123,6 +4197,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -4135,6 +4215,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -4219,8 +4305,9 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
-msgstr ""
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
+msgstr "A propriedade pode ser checada no inspetor do editor."
#: doc/classes/@GlobalScope.xml
msgid "Used to categorize properties together in the editor."
@@ -4518,9 +4605,8 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Vector math"
-msgstr "Vetor utilizado para matemática 2D."
+msgstr "Matemática vetorial"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
@@ -4854,17 +4940,25 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+#, fuzzy
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr "Nó Sprite que pode usar várias texturas para animação."
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4892,9 +4986,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4918,9 +5012,12 @@ msgstr "Se [code]true[/code], a textura será invertida verticalmente."
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -4973,6 +5070,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)."
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -5491,11 +5598,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr "Interpolação linear."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr "Interpolação cúbica."
@@ -5610,8 +5717,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Retorna o RID do ecrã usada por essa camada."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5635,7 +5743,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5644,8 +5752,9 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
-msgstr ""
+#, fuzzy
+msgid "Emitted when the node was removed from the graph."
+msgstr "Emitido cada vez que um nó é removido da [SceneTree]."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5714,9 +5823,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
-#, fuzzy
msgid "AnimationTree"
-msgstr "Nó de animação."
+msgstr "AnimationTree"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -5998,9 +6106,13 @@ msgid "[AnimationTree] node resource that contains many blend type nodes."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
+#, fuzzy
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
"Este nó pode conter uma \"subárvore\" de qualquer outro tipo de nó de "
"mistura, como mix, blend2, blend3, one shot, etc. Esta é uma das raízes mais "
@@ -6405,9 +6517,8 @@ msgid ""
msgstr ""
#: doc/classes/AnimationPlayer.xml
-#, fuzzy
msgid "Animation tutorial index"
-msgstr "Nó de animação."
+msgstr "Índice do tutorial de animação"
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -6534,7 +6645,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6693,9 +6807,8 @@ msgid ""
msgstr ""
#: doc/classes/AnimationTree.xml
-#, fuzzy
msgid "Using AnimationTree"
-msgstr "Reseta este [AnimationTreePlayer]."
+msgstr "Usando AnimationTree"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
@@ -7725,7 +7838,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7749,8 +7865,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7759,8 +7876,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7898,11 +8031,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -8112,7 +8249,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8382,8 +8519,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8901,6 +9038,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -9027,7 +9174,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9066,7 +9213,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -9249,7 +9396,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9265,7 +9412,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -9282,10 +9432,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -9470,7 +9616,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10263,26 +10411,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -10440,6 +10572,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10658,7 +10800,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10823,7 +10971,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11132,8 +11286,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11597,7 +11758,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11667,8 +11828,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -12263,6 +12424,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "Emitido quando um dos botões do grupo é pressionado."
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -12341,17 +12525,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -12409,7 +12593,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12481,8 +12670,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12808,10 +12997,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -13020,7 +13211,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13031,22 +13231,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13062,7 +13282,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13074,7 +13299,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13088,7 +13318,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13097,7 +13333,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13107,7 +13349,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13125,10 +13373,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13283,20 +13537,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13414,9 +13672,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13527,9 +13790,8 @@ msgstr ""
"camada -1 ou abaixo)."
#: doc/classes/CanvasLayer.xml
-#, fuzzy
msgid "Canvas layers"
-msgstr "Camada para desenhar no ecrã."
+msgstr "Camadas de tela"
#: doc/classes/CanvasLayer.xml
msgid "Returns the RID of the canvas used by this layer."
@@ -13537,6 +13799,18 @@ msgstr "Retorna o RID do ecrã usada por essa camada."
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -14236,8 +14510,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr "Retorna o [RID] do objeto."
@@ -14378,7 +14651,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -14539,7 +14815,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14583,9 +14861,8 @@ msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
-#, fuzzy
msgid "Physics introduction"
-msgstr "Interpolação cúbica."
+msgstr "Introdução à física"
#: doc/classes/CollisionShape.xml
msgid ""
@@ -14636,7 +14913,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14699,7 +14978,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14745,9 +15024,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14766,8 +15045,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14783,8 +15062,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14875,9 +15154,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -16150,9 +16429,8 @@ msgid "GUI tutorial index"
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid "Control node gallery"
-msgstr "Tecla Control."
+msgstr "Galeria de *nós* de controle"
#: doc/classes/Control.xml
msgid "All GUI Demos"
@@ -16393,8 +16671,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16655,6 +16934,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -17082,8 +17368,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -17153,6 +17440,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr "Emitido quando o nó ganha foco do teclado."
@@ -17292,14 +17598,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -18457,8 +18763,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -19412,10 +19717,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -19566,6 +19871,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19689,12 +20006,16 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "A largura de uma textura."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
-msgstr "A largura de uma textura."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
+msgstr ""
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
@@ -19837,7 +20158,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19979,6 +20300,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -20002,13 +20330,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20018,7 +20350,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20035,23 +20371,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20254,9 +20590,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -20371,9 +20709,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20719,7 +21056,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20965,8 +21302,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -21240,18 +21578,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21892,7 +22246,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21900,9 +22254,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21913,9 +22281,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22028,11 +22405,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22428,6 +22824,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -23001,6 +23405,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Se [code]true[/code], o áudio está sendo reproduzido."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -23170,12 +23579,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -23432,7 +23842,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23836,7 +24246,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -24027,7 +24452,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -24039,10 +24464,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -24106,33 +24534,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -24168,11 +24606,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24991,12 +25429,48 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Retorna o tamanho do ficheiro em bytes."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Retorna o cosseno do parâmetro."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Retorna o seno do parâmetro."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -25027,6 +25501,23 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Contour point is on the curve."
+msgstr "Remove todos os pontos da curva."
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25791,14 +26282,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25902,8 +26393,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25940,8 +26431,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -26211,7 +26703,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -26305,6 +26802,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26354,6 +26895,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -26468,9 +27052,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26481,7 +27078,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26503,7 +27101,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26778,7 +27377,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr "Emitido quando o utilizador pressiona [code]Ctrl + C[/code]."
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -27307,6 +27909,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -27357,6 +27965,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27431,8 +28043,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27490,14 +28101,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -27519,7 +28130,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -28580,7 +29192,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28684,7 +29296,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28696,11 +29312,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28779,34 +29417,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29714,7 +30360,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29739,9 +30385,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29751,9 +30397,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29863,10 +30509,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29886,9 +30528,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29900,9 +30542,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29911,9 +30553,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30060,24 +30702,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -30097,8 +30721,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -30111,6 +30737,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -30159,15 +30806,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -30263,18 +30910,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30283,9 +30930,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30297,9 +30944,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30330,9 +30977,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30418,8 +31065,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30681,10 +31328,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30696,6 +31347,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30866,13 +31523,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -31006,6 +31668,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -31014,6 +31681,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -31157,7 +31837,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32520,11 +33211,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32538,35 +33229,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32608,6 +33299,204 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Displays plain text in a 3D world."
+msgstr "Nó de sprite 2D num mundo 3D."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr "Se [code]true[/code], a texture será centralizada."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr "Limiar no qual a tesoura alfa descartará os valores."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Se [code]true[/code], a texture será centralizada."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
+"organização é desativada."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "Não há sugestão para a propriedade editada."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr "O espaço vertical entre linhas."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Text [Color] of the [Label3D]."
+msgstr "[Color] padrão do texto do [Label]."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The text drawing offset (in pixels)."
+msgstr "O tamanho da sombra em pixels."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The tint of [Font]'s outline."
+msgstr "A altura do cilindro."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32751,7 +33640,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -33049,7 +33943,8 @@ msgstr "Uma linha 2D."
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -33093,8 +33988,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33131,8 +34035,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33263,7 +34171,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33282,6 +34190,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -33331,6 +34252,14 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "Se [code]true[/code], a texture será centralizada."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -33366,6 +34295,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34673,15 +35609,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Retorna o seno do parâmetro."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34712,9 +35690,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34869,6 +35848,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34972,6 +35986,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34985,6 +36008,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -35027,6 +36062,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -35078,6 +36123,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -35394,6 +36451,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35434,7 +36494,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Retorna o RID do ecrã usada por essa camada."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35456,16 +36524,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35485,6 +36568,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35494,6 +36580,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35503,11 +36595,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35526,12 +36626,28 @@ msgid "Creates the agent."
msgstr "Retorna a escala."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35592,10 +36708,56 @@ msgid "Destroys the given RID."
msgstr "Retorna o [RID] do objeto."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Retorna o tamanho da textura."
@@ -35619,7 +36781,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35632,6 +36803,12 @@ msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
msgid "Sets the map active."
msgstr "Retorna a câmara 3D ativa."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35646,10 +36823,80 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Retorna a rotação (em radianos)."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Define a cor da borda."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -35659,6 +36906,12 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr "Retorna a posição global do mouse."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35668,9 +36921,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35688,9 +36948,16 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "Returns the path from start to finish in global coordinates."
-msgstr "Retorna a rotação (em radianos)."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
+msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -35704,15 +36971,33 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Retorna o RID do ecrã usada por essa camada."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
@@ -35746,6 +37031,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35758,7 +37049,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35775,27 +37082,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "A cor do texto."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35839,9 +37172,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35857,11 +37197,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Retorna o RID do ecrã usada por essa camada."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35869,6 +37207,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35899,8 +37262,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35922,9 +37285,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35938,14 +37301,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35957,7 +37320,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35985,13 +37348,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36001,13 +37368,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -36026,7 +37399,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -36089,7 +37462,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36110,13 +37483,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36124,19 +37497,67 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
#, fuzzy
-msgid "Clears the navigation mesh."
-msgstr "Limpa a seleção."
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
@@ -36145,15 +37566,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -36161,10 +37609,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "Notifica quando uma animação começa a reproduzir."
@@ -36183,7 +37655,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -36193,6 +37667,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Retorna o RID do ecrã usada por essa camada."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -36219,7 +37698,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -36229,6 +37710,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Retorna o RID do ecrã usada por essa camada."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -36295,6 +37781,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -36330,6 +37824,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "O singleton [TranslationServer]."
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36339,11 +37882,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36404,9 +37951,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36582,7 +38181,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36961,7 +38560,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nós e Cenas"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -37113,12 +38712,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37154,6 +38753,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -37398,6 +39006,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37568,14 +39195,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37597,21 +39239,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37783,7 +39424,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37792,6 +39441,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37801,14 +39459,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37820,8 +39493,11 @@ msgid "Emitted when the node is renamed."
msgstr "Emitido quando o nó é renomeado."
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
-msgstr "Emitido quando o nó entra na árvore."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
@@ -37830,15 +39506,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37886,11 +39568,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37918,6 +39607,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37931,6 +39626,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -38068,7 +39781,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -38192,7 +39911,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -38373,7 +40092,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -38461,7 +40186,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38492,7 +40217,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38569,7 +40294,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38905,8 +40633,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38975,7 +40703,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38987,7 +40721,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39157,8 +40892,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -39180,7 +40920,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -39210,6 +40951,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39490,6 +41236,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39559,6 +41309,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39696,7 +41456,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39754,6 +41526,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -40014,6 +41803,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -40096,6 +41894,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -40274,9 +42087,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40743,6 +42556,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -43583,7 +45404,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -44278,7 +46102,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -44353,14 +46185,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44404,6 +46253,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44421,6 +46280,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44463,6 +46331,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44471,14 +46346,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44508,14 +46401,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44544,14 +46454,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44576,14 +46503,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44611,14 +46555,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44645,14 +46607,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44770,7 +46750,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44975,10 +46966,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -45215,6 +47206,11 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
+msgid "[Font] used for the labeled separator."
+msgstr "Não há sugestão para a propriedade editada."
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -46114,6 +48110,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -46269,7 +48271,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46291,6 +48302,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -46438,7 +48459,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46504,6 +48525,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46537,6 +48570,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46716,6 +48762,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr "Nome opcional para a camada 1 da física 2D."
@@ -46924,6 +49162,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr "Nome opcional para a camada 9 da renderização 2D."
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -47013,67 +49443,67 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 3."
-msgstr ""
+msgstr "Nome opcional para a camada 3 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 30."
-msgstr ""
+msgstr "Nome opcional para a camada 30 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 31."
-msgstr ""
+msgstr "Nome opcional para a camada 31 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 32."
-msgstr ""
+msgstr "Nome opcional para a camada 32 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 4."
-msgstr ""
+msgstr "Nome opcional para a camada 4 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 5."
-msgstr ""
+msgstr "Nome opcional para a camada 5 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 6."
-msgstr ""
+msgstr "Nome opcional para a camada 6 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 7."
-msgstr ""
+msgstr "Nome opcional para a camada 7 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 8."
-msgstr ""
+msgstr "Nome opcional para a camada 8 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 9."
-msgstr ""
+msgstr "Nome opcional para a camada 9 de física 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 1."
-msgstr "Nome opcional para a camada 1 da renderização 3D."
+msgstr "Nome opcional para a camada 1 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 10."
-msgstr "Nome opcional para a camada 10 da renderização 3D."
+msgstr "Nome opcional para a camada 10 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 11."
-msgstr "Nome opcional para a camada 11 da renderização 3D."
+msgstr "Nome opcional para a camada 11 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 12."
-msgstr "Nome opcional para a camada 12 da renderização 3D."
+msgstr "Nome opcional para a camada 12 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 13."
-msgstr "Nome opcional para a camada 13 da renderização 3D."
+msgstr "Nome opcional para a camada 13 de renderização 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
-msgstr "Nome opcional para a camada 14 da renderização 3D"
+msgid "Optional name for the 3D render layer 14."
+msgstr "Nome opcional para a camada 14 de renderização 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 15."
@@ -47136,38 +49566,53 @@ msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
+"A localidade para retornar se uma tradução não estiver disponível em um "
+"determinado idioma. Se deixado em branco, [code]en[/code] (inglês) será "
+"usado."
#: doc/classes/ProjectSettings.xml
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
+"Se não estiver vazio, essa localidade será usada ao executar o projeto a "
+"partir do editor."
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], logs all output to files."
-msgstr ""
+msgstr "Se [code]true[/code], registra todas os resultados nos arquivos."
#: doc/classes/ProjectSettings.xml
msgid ""
"Desktop override for [member logging/file_logging/enable_file_logging], as "
"log files are not readily accessible on mobile/Web platforms."
msgstr ""
+"Substituição da área de trabalho para [member logging/file_logging/"
+"enable_file_logging], pois os arquivos de log não são facilmente acessíveis "
+"em plataformas móveis/Web."
#: doc/classes/ProjectSettings.xml
msgid ""
"Path to logs within the project. Using an [code]user://[/code] path is "
"recommended."
msgstr ""
+"Caminho para logs dentro do projeto. Recomenda se utilizar um caminho "
+"[code]user://[/code]."
#: doc/classes/ProjectSettings.xml
msgid "Specifies the maximum amount of log files allowed (used for rotation)."
msgstr ""
+"Especifica a quantidade máxima de arquivos de log permitidos (usados para "
+"rotação)."
#: doc/classes/ProjectSettings.xml
msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
msgstr ""
+"Godot usa uma fila de mensagens para adiar algumas chamadas de função. Se "
+"você ficar sem espaço nela (você verá um erro), você pode aumentar o tamanho "
+"aqui."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47176,6 +49621,11 @@ msgid ""
"on threads. If servers get stalled too often when loading resources in a "
"thread, increase this number."
msgstr ""
+"Isso é usado por servidores quando usado no modo multi-threading (servidores "
+"e visual). Os RIDs são pré-alocados para evitar a interrupção do servidor "
+"que os solicita em encadeamentos. Se os servidores ficarem paralisados com "
+"muita frequência ao carregar recursos em um encadeamento, aumente esse "
+"número."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47188,6 +49638,72 @@ msgid ""
"in the editor, which also includes C# [code]tool[/code] scripts running "
"within the editor as well as editor plugin code."
msgstr ""
+"A política a ser usada para exceções Mono (C#) não tratadas. O padrão "
+"\"Terminate Application\" sai do projeto assim que uma exceção não tratada é "
+"lançada. Em vez disso, \"Log Error\" registra uma mensagem de erro no "
+"console e não interromperá a execução do projeto quando uma exceção não "
+"tratada for lançada.\n"
+"[b]Observação:[/b] A política de exceção não tratada é sempre definida como "
+"\"Erro de log\" no editor, que também inclui scripts C# [code]tool[/code] "
+"executados no editor, bem como o código do plug-in do editor."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+"Altura de célula padrão para mapas de navegação 2D. Consulte [método "
+"Navigation2DServer.map_set_cell_height].\n"
+"[b]Observação:[/b] atualmente não implementado."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+"Tamanho de célula padrão para mapas de navegação 2D. Consulte [method "
+"Navigation2DServer.map_set_cell_size]."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+"Margem de conexão de borda padrão para mapas de navegação 2D. Consulte "
+"[method Navigation2DServer.map_set_edge_connection_margin]."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+"Altura de célula padrão para mapas de navegação 3D. Consulte [method "
+"NavigationServer.map_set_cell_height]."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+"Tamanho de célula padrão para mapas de navegação 3D. Consulte [method "
+"NavigationServer.map_set_cell_size]."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+"Margem de conexão de borda padrão para mapas de navegação 3D. Consulte "
+"[method NavigationServer.map_set_edge_connection_margin]."
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+"Vetor de mapa padrão para mapas de navegação 3D. Consulte [method "
+"NavigationServer.map_set_up]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47195,6 +49711,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
+"Quantidade máxima de caracteres permitidos para enviar como saída do "
+"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não "
+"travar a conexão do depurador."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47202,6 +49721,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
+"Número máximo de erros permitidos a serem enviados como saída do depurador. "
+"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a "
+"conexão do depurador."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47209,6 +49731,9 @@ msgid ""
"this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
+"Quantidade máxima de mensagens permitidas para enviar como saída do "
+"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não "
+"travar a conexão do depurador."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47216,6 +49741,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
+"Número máximo de avisos que podem ser enviados como saída do depurador. "
+"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a "
+"conexão do depurador."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47223,56 +49751,64 @@ msgid ""
"specified as a power of two). The default value [code]16[/code] is equal to "
"65,536 bytes. Over this size, data is dropped."
msgstr ""
+"Tamanho padrão do fluxo de pares de pacotes para desserializar dados Godot "
+"(em bytes, especificado como uma potência de dois). O valor padrão [code]16[/"
+"code] é igual a 65.536 bytes. Acima desse tamanho, os dados são descartados."
#: doc/classes/ProjectSettings.xml
msgid "Timeout (in seconds) for connection attempts using TCP."
-msgstr ""
+msgstr "Tempo limite (em segundos) para tentativas de conexão usando TCP."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebRTCDataChannel]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketClient]."
msgstr ""
+"Número máximo de pacotes de entrada simultâneos para [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketClient]."
-msgstr ""
+msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketClient]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketServer]."
msgstr ""
+"Número máximo de pacotes de entrada simultâneos para [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketServer]."
-msgstr ""
+msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketServer]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of read ahead used by remote filesystem. Higher values decrease the "
"effects of latency at the cost of higher bandwidth usage."
msgstr ""
+"Quantidade de leitura antecipada usada pelo sistema de arquivos remoto. "
+"Valores mais altos diminuem os efeitos da latência ao custo de maior uso de "
+"largura de banda."
#: doc/classes/ProjectSettings.xml
msgid "Page size used by remote filesystem (in bytes)."
-msgstr ""
+msgstr "Tamanho da página usado pelo sistema de arquivos remoto (em bytes)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -47506,6 +50042,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47542,6 +50088,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47552,8 +50109,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47841,20 +50400,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47862,19 +50429,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47906,6 +50482,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -48066,14 +50658,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48202,8 +50799,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48306,16 +50903,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48346,8 +50951,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48532,8 +51137,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48827,19 +51605,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48906,8 +51685,15 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
-msgstr "Emitido quando [member value] muda."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
+msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
@@ -50318,14 +53104,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50343,6 +53130,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Retorna o comprimento atual do braço da mola."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -50365,8 +53157,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50608,6 +53401,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50684,7 +53493,7 @@ msgid "The default text font."
msgstr "A fonte padrão do texto."
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50817,7 +53626,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50916,8 +53726,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51131,7 +53941,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -51213,7 +54024,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51966,6 +54778,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51990,6 +54806,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -52047,13 +54869,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -52070,16 +54885,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -52140,6 +54953,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -52328,7 +55156,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -52339,6 +55168,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr "Emitido quando o cronômetro chega ao 0."
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52629,14 +55858,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52808,8 +56046,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52830,8 +56075,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -53397,6 +56650,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -53594,11 +56859,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -53617,7 +56901,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -54016,6 +57305,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -54040,12 +57333,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -54076,7 +57363,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54149,10 +57450,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr "Limiar no qual a tesoura alfa descartará os valores."
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -54609,12 +57906,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54894,7 +58185,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55250,7 +58544,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55264,7 +58558,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55274,6 +58568,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -55301,7 +58607,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55939,7 +59246,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56055,7 +59367,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56202,7 +59538,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56225,11 +59569,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56278,14 +59635,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -56422,8 +59781,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -56455,8 +59814,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56621,9 +59988,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56810,7 +60179,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56894,28 +60263,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56934,6 +60322,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr "O tamanho da sombra em pixels."
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57923,10 +61326,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57935,10 +61334,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57947,6 +61342,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Retorna o comprimento atual do braço da mola."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57999,6 +61404,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -58056,8 +61467,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -58122,6 +61533,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Se [code]true[/code], o objeto é desenhado por cima do pai dele."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -58352,6 +61768,51 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "[Font] do texto do item."
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr "Textura para 2D e 3D."
@@ -58945,6 +62406,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "Limpa todos os valores no tema."
@@ -58985,6 +62454,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -59125,6 +62600,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -59172,6 +62659,15 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] "
+"caso contrário."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -59182,6 +62678,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -59268,6 +62771,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -59551,6 +63068,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Se [code]true[/code], o objeto é desenhado por trás do pai dele."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59657,6 +63179,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -60123,7 +63649,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -60178,6 +63706,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -60246,14 +63781,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60648,20 +64187,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60767,13 +64307,19 @@ msgstr "Retorna a escala."
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60928,7 +64474,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -61003,7 +64560,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -61444,7 +65001,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61485,10 +65042,9 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -61550,13 +65106,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -61568,13 +65125,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61843,7 +65401,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61937,7 +65497,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -62120,6 +65680,23 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+#, fuzzy
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr "Emitido quando o nó entra na árvore."
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62912,7 +66489,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -63075,8 +66652,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -63174,7 +66751,7 @@ msgstr "Vetor utilizado para matemática 3D."
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -63256,8 +66833,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -63367,11 +66944,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -63451,8 +67028,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -63650,12 +67227,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63844,9 +67421,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63994,8 +67578,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64050,9 +67634,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64081,7 +67666,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64432,11 +68021,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64476,6 +68066,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -67535,10 +71135,13 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
+"Retorna [code]true[/code] se a plataforma possuir um teclado virtual, "
+"[code]false[/code] caso contrário."
#: doc/classes/VisualServer.xml
msgid ""
@@ -68291,6 +71894,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -68327,7 +71956,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -68398,7 +72027,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -68483,6 +72116,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -69195,6 +72837,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -69340,23 +72992,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71867,6 +75539,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71962,6 +75639,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72187,6 +75867,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -72272,7 +75959,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr "Emitido quando [member visibility_state] muda."
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -72361,8 +76048,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -72377,11 +76064,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Retorna o RID do ecrã usada por essa camada."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -72396,8 +76089,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -72414,6 +76107,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Retorna o RID do ecrã usada por essa camada."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -72456,8 +76155,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index ff0825d6a7..74758850c7 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -37,12 +37,16 @@
# Kawan Weege <therealdragonofwar@gmail.com>, 2022.
# Schnippss <rian.uzum1901@gmail.com>, 2022.
# Gonçalo Pascoal <goncalojpascoal@gmail.com>, 2022.
+# Douglas S. Elias <douglassantoselias@gmail.com>, 2022.
+# Fabio Moura de Oliveira <ccmaismais@yahoo.com>, 2022.
+# Daniel Abrante <danielabrante@protonmail.com>, 2022.
+# lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-15 22:14+0000\n"
-"Last-Translator: jak3z <jose_renato06@outlook.com>\n"
+"PO-Revision-Date: 2022-06-16 18:58+0000\n"
+"Last-Translator: lucas rossy brasil coelho <lucasrossy270@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n"
@@ -50,7 +54,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -98,7 +102,7 @@ msgstr "Descrições da Propriedade do Tema"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr "Herda de:"
+msgstr "Herda:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
@@ -114,7 +118,7 @@ msgstr "Padrão"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "setters"
#: doc/tools/make_rst.py
msgid "value"
@@ -122,7 +126,7 @@ msgstr "Valor"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -162,6 +166,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Este método descreve um operador válido para usar com este tipo como "
+"operando à esquerda."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -498,7 +504,7 @@ msgstr "Converte de decibéis para energia linear (áudio)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Deprecated alias for [method step_decimals]."
-msgstr "Apelido descontinuado para [method step_decimals]."
+msgstr "Apelido em desuso para [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -519,9 +525,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -542,17 +549,17 @@ msgstr ""
"`Array` ou `Dicionário` até o seu nível mais profundo.\n"
"Isso se compara a [code]==[/code] de várias maneiras:\n"
"- Para [code]null[/code], [code]int[/code], [code]float[/code], "
-"[code]String[/code], [code]Objeto[/code] e [code]RID[/code] tanto "
+"[code]String[/code], [code]Object[/code] e [code]RID[/code] tanto "
"[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma maneira.\n"
-"- Para [code]Dicionário[/code], [code]==[code] considera igualdade se, e "
-"somente se, ambas as variáveis apontarem para o mesmo [code]Dicionário[/"
+"- Para [code]Dictionary[/code], [code]==[code] considera igualdade se, e "
+"somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/"
"code], sem nenhuma recorrência ou consciência do conteúdo.\n"
"- Para [code]Array[/code], [code]==[/code] considera igualdade se, e somente "
"se, cada item no primeiro [code]Array[/code] for igual a sua contraparte no "
"segundo [code]Array[/code], como diz o próprio [code]==[/code]. Isso implica "
-"que [code]==[/code] recursa para [code]Array[/code], mas não para "
-"[code]Dicionário[/code].\n"
-"Em resumo, sempre que um [code]Dicionário[/code] estiver potencialmente "
+"que [code]==[/code] recursiva para [code]Array[/code], mas não para "
+"[code]Dictionary[/code].\n"
+"Em resumo, sempre que um [code]Dictionary[/code] estiver potencialmente "
"envolvido, se você quiser uma verdadeira comparação consciente do conteúdo, "
"você tem que usar [code]deep_equal[/code]."
@@ -577,6 +584,7 @@ msgstr ""
"inst2dict]), de volta em uma instância. Útil para desserialização."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -591,7 +599,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -864,6 +872,8 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"Retornar a interpolação ou extrapolação do fator considerando o ranger "
+"específico [code ]para[/code]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -934,7 +944,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -954,17 +963,23 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
-"Interpola linearmente entre dois valores através de um valor normalizado. "
-"Este método é o oposto do método [method inverse_lerp].\n"
+"Interpola linearmente entre dois valores pelo fator definido em "
+"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
+"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
+"valores fora desse intervalo são permitidos e podem ser usados para realizar "
+"[i]extrapolação[/i].\n"
"Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
-"[float], o retorno é um valor do tipo [float].\n"
-"Se ambos são vetores de mesmo tipo ([Vector2], [Vector3] ou [Color]), o "
-"valor retornado será do mesmo tipo ([code]lerp[/code] então chamará o método "
-"[code]lerp[/code] do tipo de vetor em questão).\n"
+"[float], o valor de retorno será um [float].\n"
+"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
+"valor de retorno será do mesmo tipo([code]lerp[/code] então chama o método "
+"[code]linear_interpolate[/code] do tipo de vetor).\n"
"[codeblock]\n"
-"lerp(0, 4, 0.75) # Retorna 3.0\n"
-"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retorna Vector2(2, 3.5)\n"
-"[/codeblock]"
+"lerp(0, 4, 0,75) # Retorna 3,0\n"
+"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
+"[/codeblock]\n"
+"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
+"realizar a interpolação facilitada com [method lerp], combine-o com [method "
+"ease] ou [method smoothstep]."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -982,7 +997,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
"normalizado.\n"
@@ -1347,9 +1368,22 @@ msgstr ""
"rastreamento de pilha quando um erro ou aviso é impresso ."
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
-"Igual [method print], mas só imprime quando usado em modo de depuração."
+"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
+"habilitado.\n"
+"Saída no console vai parecer assim:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1484,12 +1518,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"Intervalo aleatório, retorna qualquer número real entre [code]from[/code] e "
"[code]to[/code].\n"
@@ -1562,39 +1598,37 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1603,21 +1637,6 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
-"o intervalo fornecido. Rar tcodeJNt / codec (O tO tcodejNt / codec- 1), dois "
-"argumentos (tcodelinitiall / codec, Retu rns ana rrz pode ser I arg "
-"jcodejtinal- iUc. JcodeJfinat- IUcodeJ, lco adel). Retorna uma matriz vazia "
-"se o intervalo não for ou três argumentos (lcc 5, -1) t / codel ou £ code s, "
-"i) t / codel »ji: ode pode ter I argumento N tfcodejol / codec ta jcodeJN - "
-"iUcadel) , dois argumentos (jcadejinitiat Retorna uma matriz com o intervalo "
-"fornecido. lcoi Ucadel, jcodeJrinat- tUcodel) ou três argumentos Cjcode "
-"tcodelfinal - ll / (pode ser negativo, tcodelfinal - it / codec se tornará "
-"lco nal + ll / codec. Além disso, o init negativo. Se jcode! deve ser maior "
-"que o valor final para o loop ser executado.ii [codeblockljPi print (range "
-"(4)) ii print (range (2, S)) ii print (range (o, 6, 2)) ii [/ codeblocklji "
-"OUtPUt: ipi [codeblockljPi to, i, 2, 3li.i to, 2, 4lij [/ codeblocklji Td "
-"iterar sobre um tArrayl para trás, use: g [codeblockljPi va ra rray: t3, 6, "
-"0J + va ri :: a rray.size0 - enquanto i): Oÿ11 r \"Sprint (arraytil) ii [/ "
-"codeblocklji OUtPUt: ipi [codeblockljPi [/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1712,6 +1731,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the result of smoothly interpolating the value of [code]s[/code] "
"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
@@ -1732,7 +1752,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -1761,7 +1781,6 @@ msgstr ""
"smoothstep() e ease(x, -1.6521)[/url]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the square root of [code]s[/code], where [code]s[/code] is a non-"
"negative number.\n"
@@ -1777,8 +1796,7 @@ msgstr ""
"sqrt(9) # Retorna 3\n"
"[/codeblock]\n"
"[b]Nota:[/b] Valores negativos de [code]s[/code] retornam NaN. Se você "
-"precisar de valores de entrada negativos, use [code]System.Numerics.Complex[/"
-"code] no C#."
+"precisa de valores negativos, use [code]System.Numerics.Complex[/code] em C#."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1792,8 +1810,8 @@ msgid ""
"[/codeblock]"
msgstr ""
"Retorna a posição do primeiro dígito não zero, após o ponto decimal. Note "
-"que o valor máximo de retorno é 10, o que foi uma decisão de design feita "
-"durante a implementação.\n"
+"que o valor máximo de retorno é 10, o que é uma decisão de design na "
+"implementação.\n"
"[codeblock]\n"
"n = step_decimals(5) # n é 0\n"
"n = step_decimals(1.0005) # n é 4\n"
@@ -2202,8 +2220,8 @@ msgid ""
"Constant that represents how many times the diameter of a circle fits around "
"its perimeter. This is equivalent to [code]TAU / 2[/code]."
msgstr ""
-"Constante que representa quantas vezes o diâmetro de um círculo se encaixa "
-"em torno de seu perímetro. Isto equivale a [code]TAU / 2[/code]."
+"Constante que representa quantas vezes o diâmetro de um círculo cabe em seu "
+"perímetro. É equivalente a [code]TAU / 2[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -4050,19 +4068,19 @@ msgid ""
" print(\"Still failing!\")\n"
"[/codeblock]"
msgstr ""
-"Métodos que retornam [enum Error] returnam [constant OK] quando não ocorreu "
-"nenhum erro. Note que muitas funções não retornam um código de erro, mas "
-"imprimem mensagens de erro para a saída padrão.\n"
-"Já que [constant OK] tem valor 0 e todos os outros códigos de falha são "
-"valores inteiros positivos, ele também pode ser usado em verificações "
-"booleanas, por exemplo.:\n"
+"Método que retorna [enum Error] return [constant OK] quando nenhum erro "
+"ocorre. Note que muitas funções não retornan um código de erro mas irá "
+"imprimir uma mensagem de erro para a saída padrão.\n"
+"Já que [constant OK] tem o valor 0, e todas os outros códigos de falha são "
+"positivos inteiros, isso pode ser usado para verificação com booleanos, por "
+"exemplo:\n"
"[codeblock]\n"
-"var err = método_que_retorna_erro()\n"
+"var err = method_that_returns_error()\n"
"if err != OK:\n"
-" print(\"Falha!\")\n"
+" print(\"Erro!\")\n"
"# Ou, equivalente:\n"
"if err:\n"
-" print(\"Ainda falhando!\")\n"
+" print(\"Continua falhando!\")\n"
"[/codeblock]"
#: doc/classes/@GlobalScope.xml
@@ -4111,7 +4129,7 @@ msgstr "Arquivo: Erro arquivo já em uso."
#: doc/classes/@GlobalScope.xml
msgid "File: Can't open error."
-msgstr "Arquivo: não se pode abrir erro."
+msgstr "Arquivo: erro não é possível abrir."
#: doc/classes/@GlobalScope.xml
msgid "File: Can't write error."
@@ -4294,12 +4312,22 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
-"Indica que uma propriedade integer, float ou string é um valor enumerado "
-"para ser selecionado em uma lista especificada por uma string de dica como "
-"[code]\"Hello,Something,Else\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4344,6 +4372,15 @@ msgstr ""
"2D opcionalmente nomeadas."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+"Indica que uma propriedade integer é uma bitmask usando as camadas de "
+"renderização 2D nomeadas opcionalmente."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
@@ -4360,6 +4397,15 @@ msgstr ""
"3D opcionalmente nomeadas."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+"Indica que uma propriedade integer é uma bitmask usando as camadas de "
+"renderização 2D nomeadas opcionalmente."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
@@ -4469,16 +4515,17 @@ msgid "The property is a translatable string."
msgstr "A propriedade é uma string traduzível."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Usado para agrupar propriedade no editor."
#: doc/classes/@GlobalScope.xml
msgid "Used to categorize properties together in the editor."
-msgstr ""
+msgstr "Utilizado para categorizar propriedades juntas ao editor."
#: doc/classes/@GlobalScope.xml
msgid "The property does not save its state in [PackedScene]."
-msgstr ""
+msgstr "A propriedade não salva seu estado em [PackedScene]."
#: doc/classes/@GlobalScope.xml
msgid "Editing the property prompts the user for restarting the editor."
@@ -5111,17 +5158,25 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+#, fuzzy
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr "Nó Sprite que pode usar várias texturas para animação."
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -5149,9 +5204,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -5175,9 +5230,12 @@ msgstr "Se [code]true[/code], a textura será invertida verticalmente."
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -5230,6 +5288,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)."
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -5749,11 +5817,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr "Interpolação linear."
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr "Interpolação cúbica."
@@ -5868,8 +5936,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Retorna a tangente do parâmetro."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5893,7 +5962,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5902,8 +5971,9 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
-msgstr ""
+#, fuzzy
+msgid "Emitted when the node was removed from the graph."
+msgstr "Emitido cada vez que um nó é removido da [SceneTree]."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5972,9 +6042,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
-#, fuzzy
msgid "AnimationTree"
-msgstr "Nó de animação."
+msgstr "Árvore de Animação"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -6256,9 +6325,13 @@ msgid "[AnimationTree] node resource that contains many blend type nodes."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
+#, fuzzy
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
"Este nó pode conter uma \"subárvore\" de qualquer outro tipo de nó de "
"mistura, como mix, blend2, blend3, one shot, etc. Esta é uma das raízes mais "
@@ -6792,7 +6865,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7998,7 +8074,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -8022,8 +8101,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -8032,8 +8112,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -8171,11 +8267,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -8385,7 +8485,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8655,8 +8755,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -9174,6 +9274,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -9300,7 +9410,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9339,7 +9449,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -9522,7 +9632,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9538,7 +9648,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -9555,10 +9668,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -9743,7 +9852,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10538,26 +10649,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -10715,6 +10810,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10933,7 +11038,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11098,7 +11209,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11407,8 +11524,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11873,7 +11997,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11943,8 +12067,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -12539,6 +12663,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "Emitido quando um dos botões do grupo é pressionado."
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -12618,17 +12765,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -12686,7 +12833,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12758,8 +12910,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13087,10 +13239,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -13303,7 +13457,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13314,22 +13477,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13345,7 +13528,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13357,7 +13545,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13371,7 +13564,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13380,7 +13579,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13390,7 +13595,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13408,10 +13619,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13566,20 +13783,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13697,9 +13918,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13820,6 +14046,18 @@ msgstr "Retorna o RID da tela usada por essa camada."
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -14519,8 +14757,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr "Retorna o [RID] do objeto."
@@ -14662,7 +14899,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -14823,7 +15063,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14920,7 +15162,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14999,7 +15243,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"Constrói uma cor a partir de um inteiro 32-bit no formato RGBA (cada byte "
@@ -15062,9 +15306,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -15079,14 +15323,20 @@ msgid ""
msgstr ""
#: doc/classes/Color.xml
+#, fuzzy
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
+"Constrói uma cor a partir de um perfil RGB usando valores de 0 a 1. O valor "
+"Alfa sempre será 1.\n"
+"[codeblock]\n"
+"var c = Color(0.2, 1.0, 0.7) # Equivalente a RGBA(51, 255, 178, 255)\n"
+"[/codeblock]"
#: doc/classes/Color.xml
msgid ""
@@ -15100,8 +15350,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15192,9 +15442,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15327,11 +15577,11 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Chocolate color."
-msgstr ""
+msgstr "Cor chocolate"
#: doc/classes/Color.xml
msgid "Coral color."
-msgstr ""
+msgstr "Cor coral."
#: doc/classes/Color.xml
msgid "Cornflower color."
@@ -15347,7 +15597,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Cyan color."
-msgstr ""
+msgstr "Cor ciano."
#: doc/classes/Color.xml
msgid "Dark blue color."
@@ -16710,8 +16960,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16972,6 +17223,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -17399,8 +17657,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -17470,6 +17729,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr "Emitido quando o nó ganha foco do teclado."
@@ -17609,14 +17887,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -18774,8 +19052,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -19729,10 +20006,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -19884,6 +20161,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Retorna o arco-seno do parâmetro."
@@ -20009,12 +20298,16 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "A largura de uma textura."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
-msgstr "A largura de uma textura."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
+msgstr ""
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
@@ -20157,7 +20450,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -20300,6 +20593,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Retorna o número de nós nesta [SceneTree]."
@@ -20324,13 +20624,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20340,7 +20644,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20357,23 +20665,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20576,9 +20884,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -20693,9 +21003,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -21041,7 +21350,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -21287,8 +21596,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -21562,18 +21872,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22214,7 +22540,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -22222,9 +22548,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22235,9 +22575,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22350,11 +22699,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22751,6 +23119,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -23325,6 +23701,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -23494,12 +23875,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -23756,7 +24138,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -24165,7 +24547,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -24356,7 +24753,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -24368,10 +24765,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -24435,33 +24835,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -24497,11 +24907,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -25321,12 +25731,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Retorna o resto dos dois vetores."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Retorna o seno do parâmetro."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Retorna o cosseno do parâmetro."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Retorna o seno do parâmetro."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -25357,6 +25804,23 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Contour point is on the curve."
+msgstr "Remove todos os pontos da curva."
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -26121,14 +26585,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -26232,8 +26696,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -26270,8 +26734,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -26541,7 +27006,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -26638,6 +27108,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26687,6 +27201,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -26802,9 +27359,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26815,7 +27385,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26837,7 +27408,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -27115,7 +27687,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr "Emitido quando o usuário pressiona [code]Ctrl + C[/code]."
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -27661,6 +28236,13 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -27711,6 +28293,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27785,8 +28371,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27844,14 +28429,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -27873,7 +28458,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -28934,7 +29520,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -29038,7 +29624,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29050,11 +29640,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29133,34 +29745,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -30072,7 +30692,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -30097,9 +30717,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30109,9 +30729,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30221,10 +30841,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -30244,9 +30860,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30258,9 +30874,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30269,9 +30885,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30419,24 +31035,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -30456,8 +31054,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -30470,6 +31070,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -30518,15 +31139,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -30622,18 +31243,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30642,9 +31263,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30656,9 +31277,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30689,9 +31310,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30777,8 +31398,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -31040,10 +31661,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31055,6 +31680,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -31226,13 +31857,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -31369,6 +32005,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -31377,6 +32018,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -31520,7 +32174,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32883,11 +33548,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32901,35 +33566,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32971,6 +33636,206 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Displays plain text in a 3D world."
+msgstr "Nó de sprite 2D em um mundo 3D."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr "Limiar no qual a tesoura alfa descartará os valores."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
+"organização é desabilitada."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "Nenhuma dica para a propriedade editada."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr "O espaço vertical entre linhas."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "Text [Color] of the [Label3D]."
+msgstr "[Color] padrão do texto do [Label]."
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The text drawing offset (in pixels)."
+msgstr "O tamanho da sombra em pixels."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The tint of [Font]'s outline."
+msgstr "A altura do cilindro."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
+"organização é desabilitada."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -33120,7 +33985,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -33418,7 +34288,8 @@ msgstr "Uma linha 2D."
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -33462,8 +34333,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33500,8 +34380,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33632,7 +34516,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33651,6 +34535,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -33700,6 +34597,14 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -33735,6 +34640,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -35043,15 +35955,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35082,9 +36036,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -35240,6 +36195,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -35343,6 +36333,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -35356,6 +36355,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -35398,6 +36409,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -35449,6 +36470,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -35772,6 +36805,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35812,7 +36848,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35834,16 +36878,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35863,6 +36922,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35872,6 +36934,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35881,11 +36949,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35904,12 +36980,28 @@ msgid "Creates the agent."
msgstr "Retorna a escala."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35971,10 +37063,56 @@ msgid "Destroys the given RID."
msgstr "Retorna o [RID] do objeto."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Retorna o tamanho da textura."
@@ -35998,7 +37136,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -36011,6 +37158,12 @@ msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
msgid "Sets the map active."
msgstr "Retorna a câmera 3D ativa."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -36025,10 +37178,82 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+"Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+"Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Define a cor da borda."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -36039,6 +37264,11 @@ msgstr "O singleton [NavigationMeshGenerator]."
msgid "Sets the global transformation for the region."
msgstr "Retorna a posição global do mouse."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -36048,9 +37278,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36068,9 +37305,16 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "Returns the path from start to finish in global coordinates."
-msgstr "Retorna a rotação (em radianos)."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
+msgstr ""
#: doc/classes/NavigationAgent.xml
#, fuzzy
@@ -36085,13 +37329,31 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -36128,6 +37390,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -36140,7 +37408,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -36157,27 +37441,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "A cor do texto."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36221,9 +37531,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36240,11 +37557,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Retorna o número de nós nesta [SceneTree]."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -36252,6 +37567,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -36281,10 +37621,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
+#, fuzzy
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
-msgstr ""
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -36306,9 +37647,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -36322,14 +37663,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36341,7 +37682,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36369,13 +37710,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36388,13 +37733,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -36413,7 +37764,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -36476,7 +37827,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36498,13 +37849,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36512,19 +37863,67 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
#, fuzzy
-msgid "Clears the navigation mesh."
-msgstr "Limpa a seleção."
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
@@ -36533,15 +37932,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -36549,11 +37975,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "O singleton [NavigationMeshGenerator]."
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "Notifica quando uma animação começa a reproduzir."
@@ -36572,7 +38022,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -36582,6 +38034,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -36608,7 +38065,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -36618,6 +38077,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -36684,6 +38148,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -36719,6 +38191,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "O singleton [NavigationMeshGenerator]."
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36728,11 +38249,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36794,9 +38319,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36972,7 +38549,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -37351,7 +38928,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nós e cenas"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -37503,12 +39080,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37544,6 +39121,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -37788,6 +39374,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37958,14 +39563,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37987,21 +39607,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -38173,7 +39792,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -38182,6 +39809,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -38191,14 +39827,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -38210,8 +39861,11 @@ msgid "Emitted when the node is renamed."
msgstr "Emitido quando o nó é renomeado."
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
-msgstr "Emitido quando o nó entra na árvore."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
@@ -38220,15 +39874,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -38276,11 +39936,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -38308,6 +39975,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -38321,6 +39994,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -38458,7 +40149,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -38582,7 +40279,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -38763,7 +40460,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -38851,7 +40554,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38882,7 +40585,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38959,7 +40662,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -39295,8 +41001,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -39365,7 +41071,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39377,7 +41089,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39547,8 +41260,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -39570,7 +41288,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -39600,6 +41319,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39884,6 +41608,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39953,6 +41681,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -40090,7 +41828,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -40149,6 +41899,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -40411,6 +42178,15 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
@@ -40496,6 +42272,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -40674,9 +42465,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -41151,6 +42942,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -44012,7 +45811,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -44713,7 +46515,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -44788,14 +46598,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44839,6 +46666,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44856,6 +46693,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44898,6 +46744,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44906,14 +46759,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44943,14 +46814,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44979,14 +46867,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -45011,14 +46916,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -45046,14 +46968,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -45080,14 +47020,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -45205,7 +47163,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -45410,10 +47379,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
#: doc/classes/PopupMenu.xml
#, fuzzy
@@ -45652,6 +47621,11 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
+msgid "[Font] used for the labeled separator."
+msgstr "Nenhuma dica para a propriedade editada."
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -46552,6 +48526,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -46707,7 +48687,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46729,6 +48718,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -46876,7 +48875,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46942,6 +48941,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46975,6 +48986,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -47154,6 +49178,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr "Nome opcional para a camada 1 da física 2D."
@@ -47362,6 +49578,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr "Nome opcional para a camada 9 da renderização 2D."
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -47510,7 +49918,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Nome opcional para a camada 13 da renderização 3D."
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
msgstr "Nome opcional para a camada 14 da renderização 3D"
#: doc/classes/ProjectSettings.xml
@@ -47629,6 +50038,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -47944,6 +50396,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47980,6 +50442,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47990,8 +50463,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48279,20 +50754,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48300,19 +50783,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48344,6 +50836,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -48504,14 +51012,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48640,8 +51153,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48744,16 +51257,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48784,8 +51305,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48970,8 +51491,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -49269,19 +51963,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -49348,8 +52043,15 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
-msgstr "Emitido quando [member value] muda."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
+msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
@@ -50203,7 +52905,7 @@ msgstr ""
#: doc/classes/Resource.xml
msgid "Resources"
-msgstr ""
+msgstr "Recursos"
#: doc/classes/Resource.xml
msgid ""
@@ -50764,14 +53466,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50789,6 +53492,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Retorna o comprimento atual do braço da mola."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -50811,8 +53519,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -51054,6 +53763,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -51130,7 +53855,7 @@ msgid "The default text font."
msgstr "A fonte padrão do texto."
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -51263,7 +53988,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -51362,8 +54088,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51577,7 +54303,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -51659,7 +54386,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -52413,6 +55141,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -52437,6 +55169,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -52494,13 +55232,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -52517,16 +55248,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -52587,6 +55316,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -52775,7 +55519,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -52787,6 +55532,406 @@ msgstr "O tempo restante."
msgid "Emitted when the timer reaches 0."
msgstr "Emitido quando o cronômetro chega ao 0."
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -53076,16 +56221,24 @@ msgid ""
msgstr ""
#: doc/classes/Semaphore.xml
-#, fuzzy
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
-msgstr "Abaixa o [Semaphore], permitindo a entrada de mais um thread."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -53257,8 +56410,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -53279,8 +56439,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -53848,6 +57016,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -54045,11 +57225,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -54068,7 +57267,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -54467,6 +57671,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -54491,12 +57699,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -54527,7 +57729,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54600,10 +57816,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr "Limiar no qual a tesoura alfa descartará os valores."
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -55063,12 +58275,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -55348,7 +58554,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55704,7 +58913,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55718,7 +58927,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55728,6 +58937,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -55755,7 +58976,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -56393,7 +59615,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56509,7 +59736,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56656,7 +59907,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56679,11 +59938,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56732,14 +60004,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -56876,8 +60150,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -56909,8 +60183,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57075,9 +60357,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -57264,7 +60548,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -57348,28 +60632,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -57388,6 +60691,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr "O tamanho da sombra em pixels."
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -58383,10 +61701,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -58395,10 +61709,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -58408,6 +61718,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Retorna o ângulo para o vetor dado, em radianos."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Retorna o valor oposto do parâmetro."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -58468,6 +61788,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Retorna a tangente do parâmetro."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -58525,8 +61851,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -58594,6 +61920,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -58824,6 +62155,51 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "[Font] do texto do item."
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr "Textura para 2D e 3D."
@@ -59419,6 +62795,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "Limpa todos os valores no tema."
@@ -59459,6 +62843,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -59603,6 +62993,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -59651,6 +63053,13 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -59661,6 +63070,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -59747,6 +63163,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -60030,6 +63460,13 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
+"organização é desabilitada."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -60136,6 +63573,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -60602,7 +64043,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -60657,6 +64100,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -60725,14 +64175,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -61127,20 +64581,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -61246,13 +64701,19 @@ msgstr "Retorna a escala."
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -61408,7 +64869,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -61483,7 +64955,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -61925,7 +65397,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61968,10 +65440,9 @@ msgstr ""
"Retorna a largura em píxeis de [code]wrap_index[/code] em [code]line[/code]."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -62033,13 +65504,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -62051,13 +65523,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -62326,7 +65799,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -62420,7 +65895,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -62603,6 +66078,23 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+#, fuzzy
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr "Emitido quando o nó entra na árvore."
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -63395,7 +66887,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -63558,8 +67050,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -63657,7 +67149,7 @@ msgstr "Vetor utilizado para matemática 3D."
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -63741,8 +67233,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -63852,11 +67344,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -63936,8 +67428,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -64136,12 +67628,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -64333,9 +67825,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64483,10 +67982,13 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
+"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
+"organização é desabilitada."
#: doc/classes/Viewport.xml
msgid ""
@@ -64540,9 +68042,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64574,7 +68077,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64925,11 +68432,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64969,6 +68477,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -68044,8 +71562,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr "Retorna o valor padrão da propriedade especificada."
#: doc/classes/VisualServer.xml
@@ -68808,6 +72326,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -68844,7 +72388,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -68918,11 +72462,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
-"organização é desabilitada."
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -69006,6 +72551,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -69721,6 +73275,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -69866,23 +73430,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -72394,6 +75978,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -72489,6 +76078,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72714,6 +76306,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -72799,7 +76398,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr "Emitido quando [member visibility_state] muda."
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -72890,8 +76489,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -72906,11 +76505,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -72925,8 +76530,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -72943,6 +76548,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Retorna o número de nós nesta [SceneTree]."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -72985,8 +76596,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index d27baf73b8..332dbd0801 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -8,12 +8,13 @@
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# FlooferLand <yunaflarf@gmail.com>, 2021.
# N3mEee <n3mebusiness@gmail.com>, 2021.
+# Psynt <nichita@cadvegra.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-12-14 15:28+0000\n"
-"Last-Translator: N3mEee <n3mebusiness@gmail.com>\n"
+"PO-Revision-Date: 2022-05-15 09:39+0000\n"
+"Last-Translator: Psynt <nichita@cadvegra.com>\n"
"Language-Team: Romanian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ro/>\n"
"Language: ro\n"
@@ -22,7 +23,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < "
"20)) ? 1 : 2;\n"
-"X-Generator: Weblate 4.10-dev\n"
+"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -65,73 +66,74 @@ msgid "Method Descriptions"
msgstr "Descrierile Metodei"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Descrieri Proprietate"
+msgstr "Descrieri Proprietate Tema"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Mosteneste:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Mostenit de:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(suprascrie %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Implicit"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "valoare"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr ""
+msgstr "Pentru a avea efectul dorit, metoda trebuie suprascrisa de utilizator."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
-msgstr ""
+msgstr "Metoda nu are efecte adverse. Nu modifica niciun camp al obiectului."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
-msgstr ""
+msgstr "Metoda accepta oricate argumente in urma celor definite aici."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Metoda folosita la construirea unui tip."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Nu e nevoie de o instanta. Metoda asta poate fi apelata direct folosind "
+"numele clasei."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
-msgstr ""
+msgstr "Operator cu tipul descris la stanga."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
-msgstr "Funcțiile incorporate GDScript."
+msgstr "Funcții incorporate GDScript."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -156,6 +158,16 @@ msgid ""
"red = Color8(255, 0, 0)\n"
"[/codeblock]"
msgstr ""
+"Returnează o culoare construită din canalele cu valori întregi roșu, verde, "
+"albastru, și alpha. Fiecare canal ar trebui să aibă 8 biți de informație de "
+"la 0 la 255.\n"
+"[code] r8 [/code] canalul roșu\n"
+"[code] g8 [/code] canalul verde\n"
+"[code] b8 [/code] canalul albastru\n"
+"[code] a8 [/code] canalul alpha\n"
+"[codeblock]\n"
+"roșu = Color8(255, 0 0)\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -361,7 +373,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -408,7 +420,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -649,7 +661,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -855,7 +873,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -942,11 +967,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -990,37 +1016,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1109,7 +1134,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3341,8 +3366,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3378,6 +3416,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3390,6 +3434,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3474,7 +3524,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4106,17 +4156,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4144,9 +4201,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4170,8 +4227,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4223,6 +4283,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4738,11 +4808,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4857,7 +4927,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4882,7 +4952,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4891,7 +4961,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5245,8 +5315,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5774,7 +5847,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6964,7 +7040,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6988,8 +7067,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6998,8 +7078,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7137,11 +7233,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7351,7 +7451,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7621,8 +7721,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8140,6 +8240,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8266,7 +8376,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8305,7 +8415,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8488,7 +8598,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8504,7 +8614,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8521,10 +8634,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8709,7 +8818,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9502,26 +9613,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9679,6 +9774,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9897,7 +10002,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10062,7 +10173,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10371,8 +10488,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10836,7 +10960,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10906,8 +11030,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11497,6 +11621,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11575,17 +11722,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11643,7 +11790,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11715,8 +11867,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12041,10 +12193,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12251,7 +12405,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12262,22 +12425,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12293,7 +12476,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12305,7 +12493,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12319,7 +12512,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12328,7 +12527,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12338,7 +12543,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12356,10 +12567,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12514,20 +12731,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12641,9 +12862,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12754,6 +12980,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13444,8 +13682,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13586,7 +13823,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13747,7 +13987,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13843,7 +14085,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13906,7 +14150,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13944,9 +14188,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13965,8 +14209,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13982,8 +14226,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14074,9 +14318,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15590,8 +15834,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15852,6 +16097,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16271,8 +16523,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16342,6 +16595,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16481,14 +16753,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17642,8 +17914,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18597,10 +18868,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18751,6 +19022,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18874,11 +19157,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19022,7 +19308,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19164,6 +19450,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19187,13 +19480,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19203,7 +19500,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19220,23 +19521,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19439,9 +19740,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19556,9 +19859,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19904,7 +20206,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20150,7 +20452,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20425,18 +20727,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21077,7 +21395,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21085,9 +21403,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21098,9 +21430,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21213,11 +21554,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21611,6 +21971,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22184,6 +22552,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22348,12 +22720,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22609,7 +22982,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23016,7 +23389,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23207,7 +23595,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23219,10 +23607,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23286,33 +23677,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23348,11 +23749,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24169,12 +24570,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24205,6 +24639,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24969,14 +25419,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25080,8 +25530,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25118,8 +25568,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25389,7 +25840,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25483,6 +25939,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25532,6 +26032,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25646,9 +26189,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25659,7 +26215,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25681,7 +26238,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25955,7 +26513,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26484,6 +27045,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26534,6 +27101,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26608,8 +27179,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26667,14 +27237,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26696,7 +27266,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27757,7 +28328,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27861,7 +28432,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27873,11 +28448,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27956,34 +28553,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28891,7 +29496,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28916,9 +29521,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28928,9 +29533,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29040,10 +29645,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29063,9 +29664,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29077,9 +29678,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29088,9 +29689,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29237,24 +29838,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29274,8 +29857,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29288,6 +29873,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29336,15 +29942,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29440,18 +30046,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29460,9 +30066,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29474,9 +30080,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29507,9 +30113,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29595,8 +30201,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29858,10 +30464,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29873,6 +30483,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30039,13 +30655,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30179,6 +30800,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30187,6 +30813,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30330,7 +30969,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31693,11 +32343,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31711,35 +32361,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31781,6 +32431,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31924,7 +32760,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32222,7 +33063,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32266,8 +33108,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32304,8 +33155,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32436,7 +33291,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32455,6 +33310,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32504,6 +33371,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32539,6 +33413,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33846,15 +34727,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33885,9 +34807,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34042,6 +34965,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34145,6 +35103,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34158,6 +35125,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34200,6 +35179,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34251,6 +35240,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34567,6 +35568,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34607,7 +35611,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34629,16 +35640,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34658,6 +35684,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34667,6 +35696,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34676,11 +35711,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34698,11 +35741,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34757,10 +35816,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34783,7 +35888,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34794,6 +35908,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34808,9 +35928,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34819,6 +36004,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34828,9 +36017,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34848,7 +36044,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34863,11 +36067,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34904,6 +36125,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34916,7 +36143,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34933,26 +36176,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34995,9 +36265,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35013,10 +36290,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35025,6 +36299,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35055,8 +36354,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35078,9 +36377,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35094,14 +36393,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35113,7 +36412,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35141,13 +36440,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35157,13 +36460,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35182,7 +36491,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35245,7 +36554,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35266,13 +36575,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35280,17 +36589,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35300,15 +36657,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35316,10 +36700,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35336,7 +36744,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35346,6 +36756,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35372,7 +36786,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35382,6 +36798,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35448,6 +36868,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35483,6 +36911,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "Singletonul [AudioServer]."
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35492,11 +36969,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35554,9 +37035,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35732,7 +37265,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36263,12 +37796,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36304,6 +37837,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36548,6 +38090,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36718,14 +38279,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36747,21 +38323,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36933,7 +38508,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36942,6 +38525,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36951,14 +38543,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36970,7 +38577,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36980,15 +38590,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37036,11 +38652,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37068,6 +38691,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37081,6 +38710,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37218,7 +38865,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37342,7 +38995,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37523,7 +39176,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37611,7 +39270,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37642,7 +39301,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37719,7 +39378,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38055,8 +39717,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38125,7 +39787,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38137,7 +39805,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38307,8 +39976,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38330,7 +40003,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38360,6 +40034,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38640,6 +40318,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38709,6 +40391,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38846,7 +40538,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38904,6 +40608,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39161,6 +40882,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39243,6 +40973,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39421,9 +41166,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39890,6 +41635,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42730,7 +44483,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43425,7 +45181,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43500,14 +45264,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43551,6 +45332,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43568,6 +45359,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43610,6 +45410,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43618,14 +45425,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43655,14 +45480,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43691,14 +45533,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43723,14 +45582,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43758,14 +45634,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43792,14 +45686,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43917,7 +45829,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44123,8 +46046,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44361,6 +46283,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45260,6 +47186,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45415,7 +47347,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45437,6 +47378,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45584,7 +47535,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45650,6 +47601,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45683,6 +47646,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45862,6 +47838,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46070,6 +48238,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46218,7 +48578,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46337,6 +48697,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46652,6 +49055,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46688,6 +49101,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46698,8 +49122,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46987,20 +49413,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47008,19 +49442,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47052,6 +49495,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47212,14 +49671,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47348,8 +49812,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47452,16 +49916,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47492,8 +49964,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47678,8 +50150,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47973,19 +50618,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48052,7 +50698,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49464,14 +52117,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49489,6 +52143,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49511,8 +52169,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49754,6 +52413,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49830,7 +52505,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49963,7 +52638,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50062,8 +52738,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50277,7 +52953,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50359,7 +53036,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51112,6 +53790,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51136,6 +53818,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51193,13 +53881,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51216,16 +53897,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51286,6 +53965,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51472,7 +54166,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51483,6 +54178,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51773,14 +54868,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51951,8 +55055,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51973,8 +55084,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52539,6 +55658,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52736,11 +55867,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52759,7 +55909,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53158,6 +56313,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53182,12 +56341,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53214,7 +56367,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53287,10 +56454,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53745,12 +56908,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54018,7 +57175,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54374,7 +57534,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54388,7 +57548,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54398,6 +57558,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54425,7 +57597,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55061,7 +58234,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55177,7 +58355,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55324,7 +58526,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55347,11 +58557,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55400,14 +58623,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55544,8 +58769,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55577,8 +58802,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55743,9 +58976,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55932,7 +59167,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56016,28 +59251,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56056,6 +59310,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57043,27 +60312,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57119,6 +60388,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57176,8 +60451,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57242,6 +60517,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57472,6 +60751,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58065,6 +61388,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58104,6 +61435,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58244,6 +61581,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58292,6 +61640,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58301,6 +61655,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58387,6 +61748,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58670,6 +62045,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58776,6 +62155,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59242,7 +62625,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59297,6 +62682,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59365,14 +62757,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59767,20 +63163,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59886,13 +63283,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60047,7 +63450,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60122,7 +63536,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60560,7 +63974,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60601,9 +64015,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60663,13 +64075,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60681,13 +64094,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60956,7 +64370,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61050,7 +64466,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61233,6 +64649,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62025,7 +65457,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62185,8 +65617,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62284,7 +65716,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62366,8 +65798,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62477,11 +65909,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62561,8 +65993,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62759,12 +66191,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62953,9 +66385,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63103,8 +66541,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63159,9 +66597,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63190,7 +66629,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63541,11 +66984,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63585,6 +67029,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66645,8 +70099,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67400,6 +70854,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67436,7 +70916,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67507,7 +70987,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67592,6 +71076,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68304,6 +71797,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68449,23 +71952,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70971,6 +74494,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71066,6 +74594,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71291,6 +74822,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71376,7 +74914,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71465,8 +75003,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71481,8 +75019,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71500,8 +75043,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71519,6 +75062,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71560,8 +75108,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index dfde3ad01b..985198198a 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -26,7 +26,7 @@
# Сергей Волков <zerosar4@gmail.com>, 2021.
# Alexander Sinitsyn <almoig747@gmail.com>, 2021.
# Толя Богомолов <tolya.bogomolov2004@gmail.com>, 2021.
-# Rustam Alieskerov <rustam.aleskerov7@gmail.com>, 2021.
+# Rustam Alieskerov <rustam.aleskerov7@gmail.com>, 2021, 2022.
# Vladimir Svity <development.openworld@gmail.com>, 2021.
# SuperProCoolName <minzatov.2004@mail.ru>, 2021.
# GameOverCode <thefguyplayeriwbt@gmail.com>, 2021.
@@ -38,12 +38,23 @@
# Алексей Зотов <ancrad@yandex.ru>, 2022.
# Russkikh Michail <summersay415@gmail.com>, 2022.
# Kirill Slesarenok <s.k.s.10.09.2001@gmail.com>, 2022.
+# Иван Гай <yfrde615@gmail.com>, 2022.
+# Bebihindra <denisk.chebotarev@mail.ru>, 2022.
+# Alex_Faction <creeponedead@gmail.com>, 2022.
+# Turok Chukchin <chukchinturok@gmail.com>, 2022.
+# Rish Alternative <ii4526668@gmail.com>, 2022.
+# Andrey <stre10k@mail.ru>, 2022.
+# Smadjavul <o1985af@gmail.com>, 2022.
+# Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022.
+# FuzzMix <fmwolfiechad@gmail.com>, 2022.
+# МАН69К <weblate@mah69k.net>, 2022.
+# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-02-14 22:08+0000\n"
-"Last-Translator: Kirill Slesarenok <s.k.s.10.09.2001@gmail.com>\n"
+"PO-Revision-Date: 2022-07-03 00:44+0000\n"
+"Last-Translator: Bozhko Artyom Dmitrievich <jek_sun@mail.ru>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
@@ -52,7 +63,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -144,7 +155,8 @@ msgstr ""
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
-msgstr "Этот метод принимает любое количество аргументов после описанных."
+msgstr ""
+"Этот метод принимает любое количество аргументов после описанных здесь."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
@@ -163,6 +175,8 @@ msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
+"Этот метод описывает допустимый оператор для использования с этим типом в "
+"качестве левого операнда."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -263,13 +277,12 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"Возвращает арккосинус числа [code]s[/code] в радианах. Используется для "
-"получения угла, косинус которого равен [code]s[/code]. Число [code]s[/code] "
-"должно быть между [code]-1.0[/code] и [code]1.0[/code] (включительно), в "
-"противном случае [method asin] вернет [constant NAN].\n"
+"Возвращает арксинус числа [code]s[/code] в радианах. Используется для "
+"получения угла, синус которого равен [code]s[/code]. Число [code]s[/code] "
+"должно быть в промежутке между [code]-1.0[/code] и [code]1.0[/code] "
+"(включительно), иначе [method asin] вернет [constant NAN].\n"
"[codeblock]\n"
-"# s равно 0.523599, или 30 градусов, если конвертировать с помощью "
-"rad2deg(s)\n"
+"# s равно 0.523599, или 30 градусов, если конвертировать с помощью rad2deg\n"
"s = asin(0.5)\n"
"[/codeblock]"
@@ -300,24 +313,25 @@ msgid ""
"[/codeblock]"
msgstr ""
"Проверяет, что [code]condition[/code] равно [code]true[/code]. Если "
-"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка "
-"и программа приостановится, пока вы не продолжите её. Эта функция "
-"выполняется только в отладочных сборках, или когда игра запускается в "
-"редакторе. Используйте её для целей отладки, чтобы убедиться, что выражение "
-"остаётся [code]true[/code] в течение разработки.\n"
+"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка. "
+"Если запущено из редактора, запущенный проект приостановится, пока вы не "
+"продолжите его. Это может быть использовано как более сильная форма [method "
+"push_error] для сообщения об ошибках разработчикам проекта или пользователям "
+"дополнений.\n"
"[b]Примечание:[/b] В целях оптимизации код внутри [method assert] "
-"исполняется только в debug-сборках или при запуске из редактора. Не "
+"исполняется только в отладочных сборках или при запуске из редактора. Не "
"добавляйте дополнительную логику в вызов [method assert]. В противном случае "
"релизная сборка будет иметь иное поведение.\n"
"Если задан необязательный аргумент [code]message[/code], то он будет показан "
-"в дополнении к сообщению \"Assertion failed\". В нём вы можете предоставить "
-"дополнительные сведения о том, почему проверка была неудачной.\n"
+"в дополнении к сообщению \"Assertion failed\". Вы можете использовать его "
+"для предоставления дополнительных сведений о том, почему проверка была "
+"неудачной.\n"
"[codeblock]\n"
-"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20\n"
+"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20.\n"
"speed = -10\n"
"assert(speed < 20) # True, программа продолжит выполнение\n"
"assert(speed >= 0) # False, программа будет остановлена\n"
-"assert(speed >= 0 && speed < 20) # Вы можете комбинировать два условных "
+"assert(speed >= 0 and speed < 20) # Вы можете комбинировать два условных "
"выражения в одной проверке\n"
"assert(speed < 20, \"speed = %f, но лимит скорости равен 20\" % speed) # "
"Показывает сообщение с уточняющими деталями\n"
@@ -439,13 +453,9 @@ msgstr ""
"Ограничивает [code]value[/code], возвращая значение не меньше [code]min[/"
"code] и не больше [code]max[/code].\n"
"[codeblock]\n"
-"speed = 1000\n"
-"# a будет 20\n"
-"a = clamp(speed, 1, 20)\n"
-"\n"
-"speed = -10\n"
-"# a будет 1\n"
-"a = clamp(speed, 1, 20)\n"
+"a = clamp(1000, 1, 20) # a будет 20\n"
+"a = clamp(-10, 1, 20) # a будет 1\n"
+"a = clamp(15, 1, 20) # a будет 15\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -487,18 +497,15 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
-"Возвращает гиперболический косинус угла [code]s[/code], заданного в "
-"радианах.\n"
+"Возвращает гиперболический косинус угла [code]s[/code] в радианах.\n"
"[codeblock]\n"
-"# Печатает 1.543081\n"
-"print(cosh(1))\n"
+"print(cosh(1)) # Выведет 1.543081\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -510,7 +517,6 @@ msgid "Deprecated alias for [method step_decimals]."
msgstr "Устаревший псевдоним для [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
"Godot 4.0, please use [method move_toward] instead.\n"
@@ -520,17 +526,18 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"Возвращает [code]value[/code], уменьшенное на [code]step[/code] * "
+"[b]Примечание:[/b] [code]dectime[/code] был устаревшим и будет удален в "
+"Godot 4.0, пожалуйста, используйте [метод move_toward] вместо него.\n"
+"Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * "
"[code]amount[/code].\n"
"[codeblock]\n"
-"# a = 59\n"
-"a = dectime(60, 10, 0.1))\n"
+"a = dectime(60, 10, 0.1)) # a равно 59.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -553,9 +560,9 @@ msgstr ""
"- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] и [code]RID[/code], [code]deep_equal[/code] и "
"[code]==[/code] работают одинаково.\n"
-"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство и "
-"только если обе переменные указывают на один и тот же [code]Dictionary[/"
-"code], без рекурсии или просмотра содержимого вообще.\n"
+"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство "
+"тогда, и только тогда, когда обе переменные указывают на один и тот же "
+"[code]Dictionary[/code], без рекурсии или просмотра содержимого вообще.\n"
"- Для [code]Array[/code], [code]==[/code] считается равенством тогда, и "
"только тогда, когда каждый элемент в первом [code]Array[/code] равен "
"элементу во втором [code]Array[/code], как сообщает [code]==[/code]. Это "
@@ -566,7 +573,6 @@ msgstr ""
"использовать [code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts an angle expressed in degrees to radians.\n"
"[codeblock]\n"
@@ -575,8 +581,7 @@ msgid ""
msgstr ""
"Преобразует угол, выраженный в градусах, в радианы.\n"
"[codeblock]\n"
-"# r равно 3.141593\n"
-"r = deg2rad(180)\n"
+"r = deg2rad(180) # r = 3.141593\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -603,23 +608,23 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"Возвращает \"смягченное\" значение [code]x[/code] на основе функции "
+"Возвращает \"смягчённое\" значение [code]x[/code] на основе функции "
"смягчения, определенной с помощью [code]curve[/code]. Эта функция смягчения "
"основана на экспоненте. [code]curve[/code] может быть любым числом с "
"плавающей точкой, а конкретные значения приводят к следующему поведению:\n"
"[codeblock]\n"
-"- Меньше -1,0 (эксклюзив): Облегчение вхождения-выхождения\n"
+"- Меньше -1,0 (не включая): Облегчение вхождения-выхождения\n"
"- 1.0: Линейный\n"
-"- От -1,0 до 0,0 (исключение): Облегчение в\n"
+"- От -1,0 до 0,0 (не включая): Облегчение в\n"
"- 0.0: Постоянный\n"
-"- От 0,0 до 1,0 (исключая): Облегчение\n"
+"- От 0,0 до 1,0 (не включая): Облегчение\n"
"- 1.0: Линейный\n"
-"- Больше 1,0 (исключительно): Облегчение\n"
+"- Больше 1,0 (не включая): Облегчение\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() значения кривой шпаргалка[/url]\n"
@@ -648,7 +653,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n"
@@ -663,19 +667,18 @@ msgid ""
"directly."
msgstr ""
"Округляет [code]s[/code] вниз (в сторону отрицательной бесконечности), "
-"возвращая наибольшее целое число, которое меньше или равно [code]s[/code].\n"
+"возвращая наибольшее целое число, которое не больше [code]s[/code].\n"
"[codeblock]\n"
-"# a равно 2.0\n"
-"a = floor(2.99)\n"
-"# a равно -3.0\n"
-"a = floor(-2.99)\n"
-"[/codeblock]\n"
-"[b]Примечание:[/b] Этот метод возвращает число с плавающей точкой (float). "
-"Если вам нужно целое число (int), вы можете использовать [code]int(s)[/code] "
-"напрямую."
+"a = floor(2.45) # a равно 2.0\n"
+"a = floor(2.99) # a равно 2.0\n"
+"a = floor(-2.99) # a равно -3.0\n"
+"[/codeblock].\n"
+"См. также [method ceil], [method round], [method stepify] и [int].\n"
+"[b]Примечание:[/b] Этот метод возвращает float. Если вам нужно целое число и "
+"[code]s[/code] является неотрицательным числом, вы можете использовать "
+"[code]int(s)[/code] напрямую."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
"of [code]a[/code].\n"
@@ -687,13 +690,11 @@ msgstr ""
"Возвращает значение с плавающей точкой остатка от деления [code]a/b[/code], "
"сохраняя знак [code]a[/code].\n"
"[codeblock]\n"
-"# remainder равно 1.5\n"
-"var remainder = fmod(7, 5.5)\n"
+"var remainder = fmod(7, 5.5) # remainder равно 1.5\n"
"[/codeblock]\n"
"Для получения целочисленного остатка используйте оператор %."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@@ -713,27 +714,22 @@ msgid ""
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
-"Возвращает вещественный остаток от деления [code]a/b[/code], который "
-"зациклен одинаково для положительных и отрицательных чисел.\n"
+"Возвращает модуль с плавающей точкой числа [code]a/b[/code], которое "
+"одинаково обертывается в положительную и отрицательную части.\n"
"[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-" prints(i, fposmod(i, 3))\n"
-" i += 1\n"
-"[/codeblock]\n"
-"Выводит:\n"
+"for i in 7:\n"
+" var x = 0.5 * i - 1.5\n"
+" print(\"%4.1f %4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
+"[/codeblock].\n"
+"Производит:\n"
"[codeblock]\n"
-"-6 0\n"
-"-5 1\n"
-"-4 2\n"
-"-3 0\n"
-"-2 1\n"
-"-1 2\n"
-"0 0\n"
-"1 1\n"
-"2 2\n"
-"3 0\n"
-"4 1\n"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -885,6 +881,25 @@ msgid ""
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
+"Возвращает коэффициент интерполяции или экстраполяции с учетом диапазона, "
+"указанного в [code]от[/code] и [code]до[/code], и интерполированное "
+"значение, указанное в [code]весе[/code]. Возвращаемое значение будет "
+"находиться в диапазоне [code]0.0[/code] and [code]1.0[/code] если [code]вес[/"
+"code] находится между [code]от[/code] и [code]до[/code] (включительно). Если "
+"[code]вес[/code] находится за пределами этого диапазона, то будет возвращён "
+"коэффициент экстраполяции (возвращаемое значение меньше [code]0.0[/code] или "
+"больше [code]1.0[/code]).\n"
+"[codeblock]\n"
+"# Коэффициент интерполяции в приведённом ниже вызове `lerp()` составляет "
+"0,75.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle ` теперь составляет 27,5.\n"
+"# Теперь мы делаем вид, что забыли первоначальное значение и хотим его "
+"узнать.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` теперь 0.75.\n"
+"[/codeblock]\n"
+"Смотрите также [метод lerp], который выполняет обратную этой операцию."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -956,7 +971,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -976,13 +990,16 @@ msgid ""
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
-"Линейная интерполяция между двумя значениями по нормализованному значению. "
-"Это противоположно [method inverse_lerp].\n"
+"Линейно интерполирует между двумя значениями с помощью коэффициента, "
+"определенного в [code]weight[/code]. Для выполнения интерполяции [code]вес[/"
+"code] должен составлять от [code]0.0[/code] до [code]1.0[/code] "
+"(включительно). Однако значения за пределами этого диапазона разрешены и "
+"могут быть использованы для выполнения [i]экстраполяции[/i].\n"
"Если аргументы [code]от[/code] и [code]до[/code] имеют тип [int] или "
"[float], возвращаемое значение будет [float].\n"
"Если оба значения имеют одинаковый векторный тип ([Vector2], [Vector3] или "
"[Color]), возвращаемое значение будет одного типа ([code]lerp[/code], затем "
-"вызывается векторный тип [code]lerp[/code]).\n"
+"вызывается векторный тип [code]linear_interpolate[/code]).\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Возвращает 3.0, формула: (0-75%) + (4-75%)\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Возвращает Vector2(2, 3.5), "
@@ -990,7 +1007,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -1005,12 +1021,20 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Линейная интерполяция между двумя углами (в радианах) по нормализованному "
"значению.\n"
-"Аналогично [method lerp], но корректно интерполируется, когда углы "
-"оборачивают [constant @GDScript.TAU].\n"
+"Аналогично [методу lerp], но корректно интерполируется, когда углы "
+"оборачивают вокруг [константы @GDScript.TAU]. Чтобы выполнить упрощенную "
+"интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] "
+"или [методом smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -1019,7 +1043,14 @@ msgstr ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] Этот метод проходит через кратчайший путь между "
+"[code]from[/code] и [code]to[/code]. Тем не менее, если разница между этими "
+"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + "
+"k * TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности "
+"чисел с плавающей точкой. Например, [code]lerp_angle(0, PI, weight)[/code] "
+"оборачивается против часовой стрелки, а [code]lerp_angle(0, PI + 5 * TAU, "
+"weight)[/code] оборачивается по часовой."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1050,7 +1081,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Loads a resource from the filesystem located at [code]path[/code]. The "
"resource is loaded on the method call (unless it's referenced already "
@@ -1072,23 +1102,25 @@ msgid ""
"This method is a simplified version of [method ResourceLoader.load], which "
"can be used for more advanced scenarios."
msgstr ""
-"Загружает ресурс, расположенный по адресу [code]path[/code] в файловой "
-"системе. Ресурс загружается при вызове метода (если на этот ресурс нет "
-"ссылок, например, в другом скрипте или в сцене), что может вызвать небольшую "
-"задержку, особенно при загрузке сцен. Чтобы избежать лишних задержек при "
-"многократной загрузке, храните ресурс в переменной или используйте [method "
-"preload].\n"
-"[b]Примечание:[/b] Пути ресурсов можно получить, щёлкнув правой кнопкой мыши "
-"на ресурсе в панели \"Файловая система\" и выбрав «Копировать путь», или "
-"перетащив файл из панели «Файловая система» в скрипт.\n"
+"Загружает ресурс из файловой системы, расположенной по адресу [code]путь[/"
+"code]. Ресурс загружается при вызове метода (если только на него уже не "
+"ссылаются в другом месте, например, в другом скрипте или в сцене), что может "
+"вызвать небольшую задержку, особенно при загрузке сцен. Чтобы избежать "
+"ненужных задержек при многократной загрузке чего-либо, либо сохраните ресурс "
+"в переменной, либо используйте [метод preload].\n"
+"[b]Примечание: [/b] Пути к ресурсам можно получить, щёлкнув правой кнопкой "
+"мыши на ресурсе в панели «Файловая система» и выбрав \"Копировать путь\" или "
+"перетащив файл из панели «Файловая система» в сценарий.\n"
"[codeblock]\n"
-"# Загружает сцену main, расположенную в корневой директории проекта, и "
-"кэширует её в переменной.\n"
-"var main = load(\"res://main.tscn\") # main будет содержать ресурс "
-"PackedScene.\n"
+"# Load a scene called main located in the root of the project directory and "
+"cache it in a variable.\n"
+"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
+"resource.\n"
"[/codeblock]\n"
-"[b]Важно:[/b] Путь должен быть абсолютным, относительный путь просто вернёт "
-"[code]null[/code]."
+"[b]Важно:[/b] Путь должен быть абсолютным, локальный путь просто вернет "
+"[code]null[/code].\n"
+"Этот метод представляет собой упрощенную версию [метода ResourceLoader."
+"load], который можно использовать для более сложных сценариев."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1267,7 +1299,6 @@ msgstr ""
"координат (оси X и Y)."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@@ -1289,28 +1320,21 @@ msgstr ""
"Возвращает целочисленный модуль [code]a/b[/code], который одинаково "
"переносится как в положительный, так и в отрицательный.\n"
"[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-" prints(i, posmod(i, 3))\n"
-" i += 1\n"
+"for i in range(-3, 4):\n"
+" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
-"-6 0\n"
-"-5 1\n"
-"-4 2\n"
-"-3 0\n"
-"-2 1\n"
-"-1 2\n"
-"0 0\n"
-"1 1\n"
-"2 2\n"
-"3 0\n"
-"4 1\n"
+"-3 0 0\n"
+"-2 -2 1\n"
+"-1 -1 2\n"
+" 0 0 0\n"
+" 1 1 1\n"
+" 2 2 2\n"
+" 3 0 0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@@ -1321,7 +1345,7 @@ msgstr ""
"Возвращает результат возведения числа [code]x[/code] в степени [code]y[/"
"code].\n"
"[codeblock]\n"
-"pow(2, 5) # Возвращает 32\n"
+"pow(2, 5) # Возвращает 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1378,8 +1402,21 @@ msgstr ""
"трассировка стека при печати ошибки или предупреждения."
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
-msgstr "Как [method print], но печатает только в режиме отладки."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
+"Печатает трек стека вызовов, работает только если включён отладчик.\n"
+"Вывод в консоли будет выглядеть примерно так:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1462,7 +1499,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS "
"terminal.\n"
@@ -1478,10 +1514,13 @@ msgstr ""
"[codeblock].\n"
"push_error(\"test error\") # Выводит \"test error\" в отладчик и терминал "
"как вызов ошибки\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] Ошибки выведенные таким способом не приостанавливают "
+"выполнение проекта. Что бы вывести сообщение об ошибке и приостановить "
+"выполнение проекта в отладочных сборках - используйте [code]assert(false, "
+"\"test error\")[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Pushes a warning message to Godot's built-in debugger and to the OS "
"terminal.\n"
@@ -1498,7 +1537,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
@@ -1507,23 +1545,26 @@ msgid ""
msgstr ""
"Преобразует угол, выраженный в радианах, в градусы.\n"
"[codeblock]\n"
-"rad2deg(0.523599) # Возвращает 30\n"
+"rad2deg(0.523599) # Возвращает 30.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Случайное значение с плавающей запятой между [code]from[/code] и [code]to[/"
-"code].\n"
+"Возвращает случайное значение с плавающей запятой между [code]from[/code] и "
+"[code]to[/code] (включительно).\n"
"[codeblock]\n"
-"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, напр., 0.135591 "
+"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, например, 0.135591 "
"0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] Это эквивалентно [code]randf() * (to - from) + from[/"
+"code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1551,7 +1592,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
"value in the interval [code][0, N - 1][/code] (where N is smaller than "
@@ -1592,37 +1632,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1631,38 +1670,37 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
-"Возвращает массив с заданным диапазоном. Диапазон может быть одним "
-"аргументом [code]N[/code] (от [code]0[code] до [code]N - 1[/code]), двумя "
-"аргументами ([code]начальное[/code], [code]последнее - 1[/code]) или тремя "
-"аргументами ([code]начальное[/code], [code]последнее - 1[/code], [code]шаг[/"
-"code]). Если диапазон не допустим, возвращает пустой массив (например "
-"[code]range(2, 5, -1)[/code] или [code]range(5, 5, 1)[/code]).\n"
-"Возвращает массив с заданным диапазоном. Диапазон [code]range()[/code] может "
-"быть одним аргументом [code]N[/code] (от [code]0[code] до [code]N - 1[/"
-"code]), двумя аргументами ([code]начальное[/code], [code]последнее - 1[/"
-"code]) или тремя аргументами ([code]начальное[/code], [code]последнее - 1[/"
-"code], [code]шаг[/code]). [code]Шаг[/code] может быть отрицательным. Если "
-"[code]шаг[/code] отрицателен, [code]последний - 1[/code] станет "
-"[code]последний + 1[/code]. Также, чтобы цикл запустился, начальное значение "
-"должно быть больше последнего.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Вывод:\n"
+"Возвращает массив с заданным диапазоном. [метод range] может быть вызван "
+"тремя способами:\n"
+"[code]range(n: int)[/code]: Начинается с 0, увеличивается с шагом в 1 и "
+"останавливается [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] это "
+"[b]эксклюзив[/b].\n"
+"[code]range(b: int, n: int)[/code]: Начинается с [code]b[/code], "
+"увеличивается с шагом в 1 и останавливается [i]перед[/i] [code]n[/code]. "
+"Аргументы [code]b[/code] и [code]n[/code] это [b]инклюзив[/b] и "
+"[b]эксклюзив[/b], соответственно.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Начинается с [code]b[/code], "
+"увеличивается/уменьшается с шагом [code]s[/code], и останавливается "
+"[i]перед[/i] [code]n[/code]. Аргументы [code]b[/code] и [code]n[/code] это "
+"[b]инклюзив[/b] и [b]эксклюзив[/b], соответственно. Аргумент [code]s[/code] "
+"[b]может[/b] быть негативным, но не [code]0[/code]. Если [code]s[/code] это "
+"[code]0[/code], будет выведено сообщение об ошибке.\n"
+"[метод range] преобразует все аргументы в [int] перед обработкой.\n"
+"[b]Примечание:[/b] Возвращает пустой массив, если ни одно значение не "
+"удовлетворяет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или "
+"[code]range(5, 5, 1)[/code]).\n"
+"Примеры:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
-"Для перебора массива [Array] в обратном порядке, используйте:\n"
+"Чтобы выполнить итерацию по [Array] в обратном порядке, используйте:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Вывод:\n"
"[codeblock]\n"
@@ -1686,7 +1724,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Rounds [code]s[/code] to the nearest whole number, with halfway cases "
"rounded away from zero.\n"
@@ -1697,11 +1734,14 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method ceil], [method stepify], and [int]."
msgstr ""
-"Округляет [code]s[/code] к ближайшему целому числу, при этом середины "
-"округляются от нуля.\n"
+"Округляет [code]s[/code] к ближайшему целому числу, при этом 0.5 округляется "
+"в большую сторону.\n"
"[codeblock]\n"
-"round(2.6) # Возвращает 3\n"
-"[/codeblock]"
+"a = round(2.49) # Возвращает 2.0\n"
+"a = round(2.5) # Возвращает 3.0\n"
+"a = round(2.51) # Возвращает 3.0\n"
+"[/codeblock]\n"
+"См. также[метод floor], [метод ceil], [метод stepify], и [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1783,7 +1823,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3755,6 +3795,11 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
+"Максимальное количество кнопок поддерживаемое движком для игрового "
+"контроллера. Фактический лимит может быть ниже на определенных платформах:\n"
+"- Android: до 36 кнопок.\n"
+"- Linux: до 80 кнопок.\n"
+"- Windows и macOS: до 128 кнопок."
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
@@ -4177,7 +4222,6 @@ msgid "Unconfigured error."
msgstr "Ошибка \"Не настроено\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unauthorized error."
msgstr "Ошибка \"Не авторизовано\"."
@@ -4408,12 +4452,22 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
-"Указывает, что целое, вещественное или строковое свойство является "
-"перечислимым значением для выбора из списка, заданного строкой подсказки, "
-"такой как [code]\"Hello,Something,Else\"[/code]."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -4459,6 +4513,15 @@ msgstr ""
"использованием (опционально) именованных 2D-слоев физики."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+"Указывает, что целочисленное свойство является битовой маской с "
+"использованием (опционально) именованных 2D-слоев рендеринга."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
@@ -4475,6 +4538,15 @@ msgstr ""
"использованием (опционально) именованных 3D-слоев физики."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+"Указывает, что целочисленное свойство является битовой маской с "
+"использованием (опционально) именованных 2D-слоев рендеринга."
+
+#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
@@ -4584,7 +4656,8 @@ msgid "The property is a translatable string."
msgstr "Свойство является переводимой строкой."
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "Используется для группировки свойств в редакторе."
#: doc/classes/@GlobalScope.xml
@@ -5376,18 +5449,27 @@ msgid "Maximum value for the mode enum."
msgstr "Максимальное значение для режима перечисления."
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+#, fuzzy
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
"Узел Sprite, который может использовать несколько текстур для анимации."
#: doc/classes/AnimatedSprite.xml
+#, fuzzy
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
"Анимация создается с помощью ресурса [SpriteFrames], который можно настроить "
"в редакторе с помощью панели SpriteFrames.\n"
@@ -5425,9 +5507,10 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr "Останавливает текущую анимацию (не сбрасывает счётчик кадров)."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
+#, fuzzy
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
"Текущая анимация из ресурса [code]frames[/code]. Если изменить это значение, "
@@ -5453,9 +5536,12 @@ msgstr "Если [code]true[/code], текстура отражена по ве
msgid "The displayed animation frame's index."
msgstr "Индекс отображаемого кадра анимации."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "Ресурс [SpriteFrames], содержащий анимацию(ы)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -5518,6 +5604,18 @@ msgstr ""
"Воспроизводит анимацию с именем [code]anim[/code]. Если [code]anim[/code] не "
"указан, воспроизводится текущая анимация."
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+"Текущая анимация из ресурса [code]frames[/code]. Если изменить это значение, "
+"счетчик кадров [code]frame[/code] сбрасывается."
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "Ресурс [SpriteFrames], содержащий анимацию(ы)."
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr "Прокси-текстура для простых покадровых анимаций."
@@ -6151,11 +6249,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -6270,8 +6368,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Возвращает [Texture2D] заданного кадра."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6295,7 +6394,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -6304,7 +6403,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -6658,8 +6757,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -7233,7 +7335,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -8496,7 +8601,10 @@ msgstr ""
"Очищает массив. Это эквивалентно использованию [method resize] с размером "
"[code]0[/code]."
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr "Возвращает количество раз когда элемент встречается в массиве."
@@ -8527,8 +8635,9 @@ msgstr "Возвращает [code]true[/code] если массив пусто
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -8537,8 +8646,25 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
"Осуществляет поиск значения в массиве и возвращает индекс элемента или "
"[code]-1[/code] если он не был найден. Дополнительно, может быть передан "
@@ -8708,11 +8834,16 @@ msgstr ""
"размер массива уменьшен, элементы будут очищены, если больший, новые "
"элементы установятся в [code]null[/code]."
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+#, fuzzy
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
"Осуществляет поиск значения по массиву в обратном порядке. Дополнительно, "
"может быть передан начальный индекс поиска. Если он будет отрицательный "
@@ -8963,7 +9094,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9234,8 +9365,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -9753,6 +9884,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -9879,7 +10020,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9918,7 +10059,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -10101,7 +10242,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10117,7 +10258,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -10134,10 +10278,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -10322,7 +10462,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10578,17 +10720,19 @@ msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
-msgstr ""
+msgstr "Сила искажения. Значение может варьироваться от 0 до 1."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
+"Фильтр высоких частот, в Гц. Частоты выше этого значения не будут подвержены "
+"искажением. Значение может варьироваться от 1 до 20000."
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion type."
-msgstr ""
+msgstr "Тип искажения."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -11121,26 +11265,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -11298,6 +11426,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -11519,7 +11657,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11684,7 +11828,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11993,8 +12143,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12460,7 +12617,7 @@ msgstr ""
#, fuzzy
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
"Создает чистую матрицу базиса вращения, повёрнутую вокруг заданной оси "
@@ -12536,10 +12693,13 @@ msgid ""
msgstr ""
#: doc/classes/Basis.xml
+#, fuzzy
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
+"Вращает вектор вокруг заданной оси на [code]phi[/code] радиан. Ось должна "
+"быть нормализованным вектором."
#: doc/classes/Basis.xml
msgid ""
@@ -13130,6 +13290,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK."
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -13209,17 +13392,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -13277,7 +13460,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -13349,8 +13537,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -13678,10 +13866,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -13895,7 +14085,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13906,22 +14105,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13937,7 +14156,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13949,7 +14173,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13963,7 +14192,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13972,7 +14207,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13982,7 +14223,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14000,10 +14247,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14161,20 +14414,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14288,9 +14545,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14400,6 +14662,24 @@ msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+"Очищает массив. Это эквивалентно использованию [method resize] с размером "
+"[code]0[/code]."
+
+#: doc/classes/CanvasLayer.xml
+#, fuzzy
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+"Очищает массив. Это эквивалентно использованию [method resize] с размером "
+"[code]0[/code]."
+
+#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
@@ -15098,8 +15378,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -15242,7 +15521,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -15403,7 +15685,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -15499,7 +15783,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -15562,7 +15848,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -15600,9 +15886,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -15621,8 +15907,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -15638,8 +15924,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -15730,9 +16016,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -17324,8 +17610,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -17610,6 +17897,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -18035,8 +18329,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -18106,6 +18401,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -18247,14 +18561,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -19408,8 +19722,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -20365,10 +20678,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -20520,6 +20833,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Возвращает арксинус параметра."
@@ -20645,11 +20970,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Цвет эффекта отражения."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -20793,7 +21122,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -20940,6 +21269,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Возвращает число элементов в массиве."
@@ -20964,13 +21300,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20980,7 +21320,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20997,23 +21341,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -21216,9 +21560,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -21333,9 +21679,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -21681,7 +22026,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -21927,8 +22272,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Возвращает [code]true[/code] если массив пустой."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -22202,18 +22548,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -22860,7 +23222,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -22868,9 +23230,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22881,9 +23257,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22996,11 +23381,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -23395,6 +23799,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -23975,6 +24387,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Если [code]true[/code], текстура будет центрирована."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -24142,12 +24559,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -24404,7 +24822,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -24813,7 +25231,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -25004,7 +25437,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -25016,10 +25449,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -25083,33 +25519,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -25145,11 +25591,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -25969,12 +26415,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Возвращает остаток от двух векторов."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Возвращает синус параметра."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Возвращает косинус параметра."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Возвращает синус параметра."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -26005,6 +26488,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -26771,14 +27270,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -26882,8 +27381,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -26920,8 +27419,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -27191,7 +27691,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -27288,6 +27793,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27337,6 +27886,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -27452,9 +28044,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -27465,7 +28070,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -27487,7 +28093,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -27763,7 +28370,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -28301,6 +28911,15 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+"Если [code]true[/code], анимация [member animation] воспроизводится в данный "
+"момент."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -28351,6 +28970,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -28425,8 +29048,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -28484,14 +29106,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -28513,7 +29135,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -29576,7 +30199,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -29680,9 +30303,12 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-#, fuzzy
-msgid "Maximum allowed size for response bodies."
-msgstr "Максимальное значение для режима перечисления."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -29693,11 +30319,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29776,34 +30424,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -30715,7 +31371,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -30740,9 +31396,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30752,9 +31408,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30864,10 +31520,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -30887,9 +31539,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30901,9 +31553,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -30912,9 +31564,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31061,24 +31713,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -31098,8 +31732,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -31112,6 +31748,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -31160,15 +31817,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -31264,18 +31921,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31284,9 +31941,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -31298,9 +31955,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31331,9 +31988,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -31419,8 +32076,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -31682,10 +32339,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31696,6 +32357,15 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -31864,13 +32534,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -32005,6 +32680,11 @@ msgstr "Если [code]true[/code], текстура отражена по ве
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -32013,6 +32693,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -32156,7 +32849,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -33543,11 +34247,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -33561,35 +34265,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -33631,6 +34335,203 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+"Label3D отображает простой текст в трёхмерном мире. Это дает вам контроль "
+"над горизонтальным и вертикальным выравниванием."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr "Если [code]true[/code], текстура будет центрирована."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Если [code]true[/code], текстура будет центрирована."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "Если [code]true[/code], текстура будет центрирована."
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "Нет подсказки для отредактированного свойства."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+"Вертикальное расстояние между строками в многострочном режиме [Label3D]."
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "The text drawing offset (in pixels)."
+msgstr "Смещение текстуры."
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr "Если [code]true[/code], текстура отражена по вертикали."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+"Ширина текста (в пикселях), используемая для автоматического переноса и "
+"выравнивания заливки."
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -33778,7 +34679,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -34076,7 +34982,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -34120,8 +35027,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34158,8 +35074,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34290,7 +35210,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -34309,6 +35229,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Возвращает [code]true[/code] если массив пустой."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -34358,6 +35291,14 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "Если [code]true[/code], текстура будет центрирована."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -34393,6 +35334,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -35703,15 +36651,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Возвращает число элементов в массиве."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35742,9 +36732,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -35900,6 +36891,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -36003,6 +37029,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -36016,6 +37051,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -36058,6 +37105,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -36109,6 +37166,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -36432,6 +37501,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36472,7 +37544,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Возвращает количество дорожек в анимации."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36494,16 +37574,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36523,6 +37618,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -36532,6 +37630,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
#, fuzzy
msgid "Server interface for low-level 2D navigation access."
@@ -36542,11 +37646,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36564,12 +37676,28 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Возвращает [code]true[/code] если массив пустой."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -36630,10 +37758,59 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+#, fuzzy
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+"Получает текущую строку в проанализированном файле (в настоящее время не "
+"реализовано)."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Возвращает значение задержки данного кадра."
@@ -36660,7 +37837,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -36673,6 +37859,12 @@ msgstr "Возвращает [code]true[/code] если массив пусто
msgid "Sets the map active."
msgstr "Возвращает значение задержки данного кадра."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -36687,10 +37879,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Возвращает число элементов в массиве."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Логический оператор ИЛИ ([code]or[/code] или [code]||[/code])."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Логический оператор ИЛИ ([code]or[/code] или [code]||[/code])."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Возвращает синус параметра."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -36701,6 +37962,11 @@ msgstr "Останавливает текущую анимацию (не сбр
msgid "Sets the global transformation for the region."
msgstr "Возвращает расстояние до [code]b[/code]."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Логический оператор ИЛИ ([code]or[/code] или [code]||[/code])."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -36710,9 +37976,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36730,7 +38003,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -36746,14 +38027,32 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Возвращает количество дорожек в анимации."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid ""
"Returns the user-defined target location (set with [method "
@@ -36790,6 +38089,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -36802,7 +38107,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -36819,27 +38140,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "Цвет эффекта отражения."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36882,9 +38229,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36901,11 +38255,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Возвращает количество дорожек в анимации."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -36913,6 +38265,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -36942,10 +38319,13 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
+#, fuzzy
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -36967,9 +38347,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -36983,14 +38363,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37002,7 +38382,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37030,13 +38410,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37047,13 +38431,19 @@ msgstr "Если [code]true[/code], текстура отражена по го
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -37072,7 +38462,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -37136,7 +38526,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37158,13 +38548,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -37173,19 +38563,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "Представляет размер перечисления [enum Variant.Type]."
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -37193,15 +38632,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -37209,11 +38675,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "Синглтон [NavigationMeshGenerator]."
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -37230,7 +38720,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -37240,6 +38732,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Возвращает количество дорожек в анимации."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -37266,7 +38763,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -37276,6 +38775,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Возвращает количество дорожек в анимации."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -37342,6 +38846,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -37377,6 +38889,56 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "A region of the 2D navigation map."
+msgstr "Выпекает навигационную сетку."
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "Синглтон [NavigationMeshGenerator]."
+
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Server interface for low-level 3D navigation access."
@@ -37387,11 +38949,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -37410,21 +38976,26 @@ msgid "Returns the map cell height."
msgstr "Возвращает значение задержки данного кадра."
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
-msgstr "Возвращает обратный квадратный корень из аргумента."
+msgstr ""
+"Возвращает нормаль для точки, возвращенной [методом map_get_closest_point]."
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr ""
+"Возвращает ближайшую точку между навигационной поверхностью и сегментом."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
+"Возвращает расстояние соединения граней карты. Это расстояние - минимальное "
+"расстояние между вершинами, необходимое для соединения двух ребер из разных "
+"регионов."
#: doc/classes/NavigationServer.xml
#, fuzzy
@@ -37438,31 +39009,95 @@ msgstr ""
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map up direction."
-msgstr "Возвращает синус параметра."
+msgstr "Устанавливает направление движения карты вверх."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"Process the collision avoidance agents.\n"
"The result of this process is needed by the physics server, so this must be "
"called in the main thread.\n"
"[b]Note:[/b] This function is not thread safe."
msgstr ""
+"Обработка агентов предотвращения столкновений.\n"
+"Результат этого процесса необходим физическому серверу, поэтому эта функция "
+"должна вызываться в главном потоке.\n"
+"[b]Примечание:[/b] Эта функция не является потокобезопасной."
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Bakes the navigation mesh."
+msgstr "Выпекает навигационную сетку."
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
msgstr ""
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid "Control activation of this server."
+msgstr "Управление активацией данного сервера."
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid "Set the max packet size that this peer can handle."
+msgstr "Возвращает длину вектора."
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
"html]ENet[/url] library."
msgstr ""
+"Реализация PacketPeer с использованием библиотеки [url=http://enet.bespin."
+"org/index.html]ENet[/url]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"A PacketPeer implementation that should be passed to [member SceneTree."
"network_peer] after being initialized as either a client or server. Events "
@@ -37474,16 +39109,32 @@ msgid ""
"the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server."
msgstr ""
+"Реализация PacketPeer, которая должна быть передана в [member SceneTree."
+"network_peer] после инициализации в качестве клиента или сервера. Затем "
+"события могут обрабатываться путем подключения к сигналам [SceneTree].\n"
+"Цель ENet - обеспечить относительно тонкий, простой и надежный сетевой "
+"коммуникационный уровень поверх UDP (User Datagram Protocol).\n"
+"[b]Примечание:[/b] ENet использует только UDP, а не TCP. При переадресации "
+"порта сервера, чтобы сделать ваш сервер доступным в публичном Интернете, вам "
+"нужно переадресовать только порт сервера в UDP. Вы можете использовать класс "
+"[UPNP], чтобы попытаться перенаправить порт сервера автоматически при "
+"запуске сервера."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Closes the connection. Ignored if no connection is currently established. If "
"this is a server it tries to notify all clients before forcibly "
"disconnecting them. If this is a client it simply closes the connection to "
"the server."
msgstr ""
+"Закрывает соединение. Игнорируется, если в данный момент соединение не "
+"установлено. Если это сервер, он пытается уведомить всех клиентов, прежде "
+"чем принудительно отключить их. Если это клиент, он просто закрывает "
+"соединение с сервером."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Create client that connects to a server at [code]address[/code] using "
"specified [code]port[/code]. The given address needs to be either a fully "
@@ -37504,8 +39155,29 @@ msgid ""
"code] is specified, the client will also listen to the given port; this is "
"useful for some NAT traversal techniques."
msgstr ""
+"Создайте клиент, который подключается к серверу по адресу [code]address[/"
+"code], используя указанный [code]port[/code]. Указанный адрес должен быть "
+"либо полным доменным именем (например, [code]\"www.example.com\"[/code]), "
+"либо IP-адресом в формате IPv4 или IPv6 (например, [code]\"192.168.1.1\"[/"
+"code]). [code]port[/code] - это порт, который прослушивает сервер. Параметры "
+"[code]in_bandwidth[/code] и [code]out_bandwidth[/code] могут быть "
+"использованы для ограничения входящей и исходящей полосы пропускания до "
+"заданного количества байт в секунду. Значение по умолчанию 0 означает "
+"неограниченную пропускную способность. Обратите внимание, что ENet будет "
+"стратегически отбрасывать пакеты на определенных сторонах соединения между "
+"пирами, чтобы гарантировать, что пропускная способность пиров не будет "
+"превышена. Параметры пропускной способности также определяют размер окна "
+"соединения, которое ограничивает количество надежных пакетов, которые могут "
+"находиться в пути в любой момент времени. Возвращает [константу OK], если "
+"клиент был создан, [константу ERR_ALREADY_IN_USE], если данный экземпляр "
+"NetworkedMultiplayerENet уже имеет открытое соединение (в этом случае "
+"необходимо сначала вызвать [метод close_connection]) или [константу "
+"ERR_CANT_CREATE], если клиент не может быть создан. Если указано "
+"[code]client_port[/code], клиент также будет слушать указанный порт; это "
+"полезно для некоторых методов обхода NAT."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Create server that listens to connections via [code]port[/code]. The port "
"needs to be an available, unused port between 0 and 65535. Note that ports "
@@ -37522,29 +39194,55 @@ msgid ""
"case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the server could not be created."
msgstr ""
+"Создайте сервер, который прослушивает соединения через [code]порт[/code]. "
+"Порт должен быть доступным, неиспользуемым портом в диапазоне от 0 до 65535. "
+"Обратите внимание, что порты ниже 1024 являются привилегированными и могут "
+"требовать повышенных прав в зависимости от платформы. Чтобы изменить "
+"интерфейс, на котором прослушивается сервер, используйте [method "
+"set_bind_ip]. IP по умолчанию - это подстановочный знак [code]\"*\"[/code], "
+"который прослушивает все доступные интерфейсы. [code]max_clients[/code] - "
+"максимальное количество клиентов, разрешенных одновременно, можно "
+"использовать любое число до 4095, хотя достижимое количество одновременных "
+"клиентов может быть гораздо меньше и зависит от приложения. Дополнительные "
+"сведения о параметрах пропускной способности см. в [метод create_client]. "
+"Возвращает [константу OK], если сервер был создан, [константу "
+"ERR_ALREADY_IN_USE], если данный экземпляр NetworkedMultiplayerENet уже "
+"имеет открытое соединение (в этом случае необходимо сначала вызвать [метод "
+"close_connection]) или [константу ERR_CANT_CREATE], если сервер не удалось "
+"создать."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
"connection will be closed immediately without flushing queued messages."
msgstr ""
+"Отключить указанный пир. Если \"now\" имеет значение [code]true[/code], "
+"соединение будет закрыто немедленно без сброса очередей сообщений."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Returns the channel of the last packet fetched via [method PacketPeer."
"get_packet]."
msgstr ""
+"Возвращает канал последнего пакета, полученного через [метод PacketPeer."
+"get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
msgid ""
"Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]."
msgstr ""
+"Возвращает канал следующего пакета, который будет получен через [метод "
+"PacketPeer.get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
+#, fuzzy
msgid "Returns the IP address of the given peer."
-msgstr ""
+msgstr "Возвращает IP-адрес заданного аналога."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
@@ -37631,7 +39329,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -38010,7 +39708,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Узлы и Сцены"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -38162,12 +39860,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -38203,6 +39901,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -38450,6 +40157,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -38620,14 +40346,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -38649,21 +40390,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -38835,7 +40575,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -38844,6 +40592,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -38853,14 +40610,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -38872,7 +40644,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -38882,15 +40657,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -38938,11 +40719,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -38970,6 +40758,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -38983,6 +40777,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -39122,7 +40934,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -39246,7 +41064,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -39427,7 +41245,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -39515,7 +41339,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -39546,7 +41370,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -39623,7 +41447,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -39962,8 +41789,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -40032,7 +41859,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40044,7 +41877,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40214,10 +42048,18 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
+#, fuzzy
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
+"Удаляет и возвращает первый элемент массива. Возвращает [code]null[/code] "
+"если массив пустой."
#: doc/classes/OptionButton.xml
msgid ""
@@ -40237,7 +42079,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -40267,6 +42110,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -40555,6 +42403,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -40624,6 +42476,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -40761,7 +42623,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -40820,6 +42694,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -41082,6 +42973,15 @@ msgid ""
msgstr "Возвращает [code]true[/code] если вектор нормализован."
#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
@@ -41167,6 +43067,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -41345,9 +43260,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -41822,6 +43737,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -44683,7 +46606,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -45385,7 +47311,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -45460,14 +47394,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -45512,6 +47463,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -45529,6 +47490,18 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -45571,6 +47544,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Удаляет элемент из массива по индексу."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -45579,14 +47560,33 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
-msgstr ""
+#, fuzzy
+msgid "A pooled array of [Color]s."
+msgstr "Массив цветов."
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -45617,14 +47617,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -45657,14 +47674,32 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
-msgstr ""
+#, fuzzy
+msgid "A pooled array of real numbers ([float])."
+msgstr "Массив цветов."
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -45690,14 +47725,32 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
-msgstr ""
+#, fuzzy
+msgid "A pooled array of [String]s."
+msgstr "Массив цветов."
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -45727,14 +47780,33 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
-msgstr ""
+#, fuzzy
+msgid "A pooled array of [Vector2]s."
+msgstr "Массив цветов."
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -45762,14 +47834,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -45888,7 +47978,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46096,10 +48197,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
#: doc/classes/PopupMenu.xml
#, fuzzy
@@ -46341,6 +48442,11 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
+msgid "[Font] used for the labeled separator."
+msgstr "Нет подсказки для отредактированного свойства."
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -47246,6 +49352,15 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+"Если [code]true[/code], анимация [member animation] воспроизводится в данный "
+"момент."
+
+#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
@@ -47406,7 +49521,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47428,6 +49552,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -47575,7 +49709,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47641,6 +49775,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -47674,6 +49820,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -47853,6 +50012,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -48061,6 +50412,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -48209,7 +50752,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48328,6 +50871,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -48643,6 +51229,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -48679,6 +51275,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -48689,8 +51296,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48978,20 +51587,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48999,19 +51616,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49043,6 +51669,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -49203,14 +51845,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49339,8 +51986,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49443,16 +52090,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49483,8 +52138,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49669,8 +52324,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -50011,19 +52839,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -50090,7 +52919,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -51513,14 +54349,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -51538,6 +54375,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Возвращает длину вектора."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -51560,8 +54402,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -51803,6 +54646,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -51879,7 +54738,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -52012,7 +54871,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -52111,8 +54971,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -52326,7 +55186,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -52408,7 +55269,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -53161,6 +56023,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -53185,6 +56051,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -53243,13 +56115,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -53266,16 +56131,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53336,6 +56199,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -53522,7 +56400,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -53533,6 +56412,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -53823,14 +57102,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -54001,8 +57289,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -54023,8 +57318,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -54596,6 +57899,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -54793,11 +58108,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -54816,7 +58150,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -55215,6 +58554,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -55239,12 +58582,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -55274,7 +58611,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -55347,10 +58698,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -55806,12 +59153,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -56079,7 +59420,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -56436,7 +59780,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -56450,7 +59794,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -56460,6 +59804,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -56487,8 +59843,11 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
+"Спрайт масштабируется по глубине, чтобы он всегда отображался на экране "
+"одинакового размера."
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
@@ -57147,7 +60506,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57267,7 +60631,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57414,7 +60802,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57437,11 +60833,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57490,14 +60899,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -57634,8 +61045,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -57667,8 +61078,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -57833,9 +61252,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -58022,7 +61443,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -58106,28 +61527,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -58146,6 +61586,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -59142,10 +62597,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -59154,10 +62605,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -59167,6 +62614,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Возвращает минимальный угол указанного вектора."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Возвращает количество ключей в данной дорожке."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Возвращает количество раз когда элемент встречается в массиве."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -59227,6 +62684,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Возвращает [Texture2D] заданного кадра."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -59284,8 +62747,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -59351,6 +62814,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Если [code]true[/code], текстура будет центрирована."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -59581,6 +63049,51 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr "Шаг (в пикселях), используемый для аппроксимации кривых Безье."
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+#, fuzzy
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "Нет подсказки для отредактированного свойства."
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr "Размер ширины одного пикселя текста для его масштабирования в 3D."
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr "Текст, из которого создается сетка."
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -60175,6 +63688,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -60227,6 +63748,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -60369,6 +63896,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
+
+#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@@ -60424,6 +63963,15 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"Возвращает [code]true[/code], если в [AnimationPlayer] хранится [Animation] "
+"с ключом [code]name[/code]."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -60434,6 +63982,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -60520,6 +64075,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -60804,6 +64373,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Если [code]true[/code], текстура отражена по вертикали."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -60910,6 +64484,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -61376,7 +64954,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -61431,6 +65011,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -61502,14 +65089,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -61905,21 +65496,26 @@ msgid ""
msgstr ""
#: doc/classes/Transform.xml
+#, fuzzy
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
+"Создает чистую матрицу базиса вращения, повёрнутую вокруг заданной оси "
+"[code]axis[/code] на угол [code]phi[/code], в радианах. Ось должна быть "
+"нормализованным вектором."
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -62025,13 +65621,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -62187,7 +65789,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -62262,7 +65875,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -62702,7 +66315,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -62746,10 +66359,9 @@ msgstr ""
"приблизительно равны друг другу."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -62812,15 +66424,16 @@ msgstr ""
#: doc/classes/TreeItem.xml
#, fuzzy
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
"Возвращает последний элемент массива, или[code]null[/code] если массив "
"пустой."
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -62833,15 +66446,16 @@ msgstr ""
#: doc/classes/TreeItem.xml
#, fuzzy
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
"Возвращает первый элемент в массиве, или [code]null[/code] если массив "
"пустой."
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -63112,7 +66726,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -63206,7 +66822,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -63389,6 +67005,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -64195,7 +67827,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -64404,9 +68036,10 @@ msgstr ""
"Возвращает вектор отраженный от плоскости определенной заданной нормалью."
#: doc/classes/Vector2.xml
+#, fuzzy
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
"Возвращает вектор вращения на [code]phi[/code] радиан. См. также [method "
"@GDScript.deg2rad]."
@@ -64530,7 +68163,7 @@ msgstr ""
#, fuzzy
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -64643,8 +68276,8 @@ msgstr ""
#: doc/classes/Vector3.xml
#, fuzzy
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
"Вращает вектор вокруг заданной оси на [code]phi[/code] радиан. Ось должна "
"быть нормализованным вектором."
@@ -64757,11 +68390,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -64841,8 +68474,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -65023,7 +68656,7 @@ msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Audio volume in dB."
-msgstr ""
+msgstr "Громкость звука в дБ."
#: doc/classes/VideoPlayer.xml
msgid "Emitted when playback is finished."
@@ -65041,12 +68674,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -65239,9 +68872,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Возвращает [code]true[/code] если массив пустой."
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Возвращает [code]true[/code] если массив пустой."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -65391,10 +69031,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
-msgstr ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr "Если [code]true[/code], текстура будет центрирована."
#: doc/classes/Viewport.xml
msgid ""
@@ -65448,9 +69089,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -65480,7 +69122,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -65835,11 +69481,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -65879,6 +69526,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -68966,10 +72623,13 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/VisualServer.xml
msgid ""
@@ -69733,6 +73393,32 @@ msgstr "Смещение текстуры."
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -69769,7 +73455,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -69841,9 +73527,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "Если [code]true[/code], текстура будет центрирована."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -69927,6 +73616,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -70641,6 +74339,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -70786,23 +74494,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -73316,6 +77044,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -73411,6 +77144,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -73636,6 +77372,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -73722,7 +77465,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr "Излучается при изменении [member frame]."
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -73815,8 +77558,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -73831,11 +77574,17 @@ msgstr "[Environment] мира."
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Возвращает количество дорожек в анимации."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -73850,8 +77599,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -73868,6 +77617,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Возвращает количество дорожек в анимации."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -73878,6 +77633,8 @@ msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr ""
+"Свойства среды по умолчанию для всей сцены (эффекты постобработки, настройки "
+"освещения и фона)."
#: doc/classes/WorldEnvironment.xml
msgid ""
@@ -73898,10 +77655,12 @@ msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
+"Ресурс [Environment], используемый этим [WorldEnvironment], определяющий "
+"свойства по умолчанию."
#: doc/classes/X509Certificate.xml
msgid "An X509 certificate (e.g. for SSL)."
-msgstr ""
+msgstr "Сертификат X509 (например, для SSL)."
#: doc/classes/X509Certificate.xml
msgid ""
@@ -73910,25 +77669,28 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
-msgstr ""
+msgstr "Загружает сертификат из [code]пути[/code] (файл \"*.crt\")."
#: doc/classes/X509Certificate.xml
msgid ""
"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
"file)."
msgstr ""
+"Сохраняет сертификат по заданному [code]пути[/code] (должно быть \"*.crt\" "
+"файлом)."
#: doc/classes/XMLParser.xml
msgid ""
"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
"XML]XML[/url] files."
msgstr ""
+"Низкоуровневый класс для создания парсеров для [url=https://ru.wikipedia.org/"
+"wiki/XML]XML[/url] файлов."
#: doc/classes/XMLParser.xml
msgid ""
@@ -73956,24 +77718,32 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Gets the current line in the parsed file (currently not implemented)."
msgstr ""
+"Получает текущую строку в проанализированном файле (в настоящее время не "
+"реализовано)."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
msgstr ""
+"Получает значение определенного атрибута текущего элемента по имени. Это "
+"приведет к ошибке, если элемент не имеет такого атрибута."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will return an empty [String] if the attribute is not found."
msgstr ""
+"Получает значение определенного атрибута текущего элемента по имени. Это "
+"вернет пустой [String], если атрибут не найден."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the contents of a text node. This will raise an error in any other type "
"of node."
msgstr ""
+"Получает содержимое из текстового узла. Это вызовет ошибку в любом другом "
+"типе узла."
#: doc/classes/XMLParser.xml
msgid ""
@@ -73995,13 +77765,15 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Check whether the current element has a certain attribute."
-msgstr ""
+msgstr "Проверяет, имеет ли текущий элемент определенный атрибут."
#: doc/classes/XMLParser.xml
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
+"Проверяет, является ли текущий элемент пустым (это работает только для "
+"полностью пустых тегов, например, [code]<element \\>[/code])."
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
@@ -74026,18 +77798,20 @@ msgid ""
"Skips the current section. If the node contains other elements, they will be "
"ignored and the cursor will go to the closing of the current element."
msgstr ""
+"Пропускает текущий раздел. Если узел содержит другие элементы, они будут "
+"проигнорированы и курсор перейдёт на закрытие текущего элемента."
#: doc/classes/XMLParser.xml
msgid "There's no node (no file or buffer opened)."
-msgstr ""
+msgstr "Нет узла (файл или буфер не открыты)."
#: doc/classes/XMLParser.xml
msgid "Element (tag)."
-msgstr ""
+msgstr "Элемент (ярлык)."
#: doc/classes/XMLParser.xml
msgid "End of element."
-msgstr ""
+msgstr "Конец элемента."
#: doc/classes/XMLParser.xml
msgid "Text node."
@@ -74045,11 +77819,11 @@ msgstr "Текстовый узел."
#: doc/classes/XMLParser.xml
msgid "Comment node."
-msgstr ""
+msgstr "Узел комментирования."
#: doc/classes/XMLParser.xml
msgid "CDATA content."
-msgstr ""
+msgstr "Содержимое CDATA."
#: doc/classes/XMLParser.xml
msgid "Unknown node."
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index 8758caf868..ddcdeb10f1 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -348,7 +348,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -395,7 +395,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -636,7 +636,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -842,7 +848,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -929,11 +942,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -977,37 +991,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1096,7 +1109,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3324,8 +3337,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3361,6 +3387,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3373,6 +3405,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3457,7 +3495,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4089,17 +4127,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4127,9 +4172,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4153,8 +4198,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4206,6 +4254,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4721,11 +4779,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4840,7 +4898,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4865,7 +4923,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4874,7 +4932,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5228,8 +5286,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5757,7 +5818,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6947,7 +7011,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6971,8 +7038,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6981,8 +7049,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7120,11 +7204,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7334,7 +7422,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7604,8 +7692,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8123,6 +8211,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8249,7 +8347,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8288,7 +8386,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8471,7 +8569,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8487,7 +8585,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8504,10 +8605,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8692,7 +8789,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9485,26 +9584,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9662,6 +9745,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9880,7 +9973,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10045,7 +10144,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10354,8 +10459,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10819,7 +10931,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10889,8 +11001,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11480,6 +11592,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11558,17 +11693,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11626,7 +11761,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11698,8 +11838,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12024,10 +12164,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12234,7 +12376,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12245,22 +12396,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12276,7 +12447,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12288,7 +12464,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12302,7 +12483,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12311,7 +12498,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12321,7 +12514,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12339,10 +12538,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12497,20 +12702,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12624,9 +12833,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12737,6 +12951,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13427,8 +13653,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13569,7 +13794,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13730,7 +13958,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13826,7 +14056,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13889,7 +14121,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13927,9 +14159,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13948,8 +14180,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13965,8 +14197,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14057,9 +14289,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15573,8 +15805,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15835,6 +16068,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16254,8 +16494,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16325,6 +16566,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16464,14 +16724,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17625,8 +17885,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18580,10 +18839,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18734,6 +18993,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18857,11 +19128,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19005,7 +19279,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19147,6 +19421,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19170,13 +19451,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19186,7 +19471,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19203,23 +19492,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19422,9 +19711,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19539,9 +19830,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19887,7 +20177,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20133,7 +20423,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20408,18 +20698,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21060,7 +21366,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21068,9 +21374,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21081,9 +21401,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21196,11 +21525,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21594,6 +21942,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22167,6 +22523,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22331,12 +22691,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22592,7 +22953,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22999,7 +23360,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23190,7 +23566,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23202,10 +23578,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23269,33 +23648,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23331,11 +23720,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24152,12 +24541,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24188,6 +24610,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24952,14 +25390,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25063,8 +25501,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25101,8 +25539,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25372,7 +25811,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25466,6 +25910,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25515,6 +26003,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25629,9 +26160,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25642,7 +26186,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25664,7 +26209,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25938,7 +26484,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26467,6 +27016,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26517,6 +27072,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26591,8 +27150,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26650,14 +27208,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26679,7 +27237,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27740,7 +28299,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27844,7 +28403,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27856,11 +28419,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27939,34 +28524,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28874,7 +29467,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28899,9 +29492,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28911,9 +29504,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29023,10 +29616,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29046,9 +29635,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29060,9 +29649,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29071,9 +29660,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29220,24 +29809,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29257,8 +29828,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29271,6 +29844,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29319,15 +29913,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29423,18 +30017,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29443,9 +30037,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29457,9 +30051,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29490,9 +30084,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29578,8 +30172,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29841,10 +30435,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29856,6 +30454,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30022,13 +30626,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30162,6 +30771,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30170,6 +30784,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30313,7 +30940,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31676,11 +32314,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31694,35 +32332,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31764,6 +32402,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31907,7 +32731,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32205,7 +33034,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32249,8 +33079,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32287,8 +33126,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32419,7 +33262,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32438,6 +33281,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32487,6 +33342,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32522,6 +33384,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33829,15 +34698,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33868,9 +34778,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34025,6 +34936,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34128,6 +35074,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34141,6 +35096,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34183,6 +35150,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34234,6 +35211,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34550,6 +35539,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34590,7 +35582,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34612,16 +35611,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34641,6 +35655,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34650,6 +35667,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34659,11 +35682,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34681,11 +35712,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34740,10 +35787,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34766,7 +35859,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34777,6 +35879,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34791,9 +35899,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34802,6 +35975,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34811,9 +35988,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34831,7 +36015,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34846,11 +36038,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34887,6 +36096,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34899,7 +36114,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34916,26 +36147,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34978,9 +36236,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34996,10 +36261,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35008,6 +36270,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35038,8 +36325,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35061,9 +36348,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35077,14 +36364,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35096,7 +36383,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35124,13 +36411,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35140,13 +36431,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35165,7 +36462,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35228,7 +36525,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35249,13 +36546,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35263,17 +36560,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35283,15 +36628,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35299,10 +36671,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35319,7 +36715,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35329,6 +36727,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35355,7 +36757,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35365,6 +36769,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35431,6 +36839,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35466,6 +36882,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35475,11 +36939,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35537,9 +37005,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35715,7 +37235,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36246,12 +37766,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36287,6 +37807,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36531,6 +38060,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36701,14 +38249,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36730,21 +38293,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36916,7 +38478,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36925,6 +38495,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36934,14 +38513,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36953,7 +38547,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36963,15 +38560,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37019,11 +38622,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37051,6 +38661,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37064,6 +38680,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37201,7 +38835,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37325,7 +38965,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37506,7 +39146,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37594,7 +39240,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37625,7 +39271,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37702,7 +39348,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38038,8 +39687,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38108,7 +39757,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38120,7 +39775,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38290,8 +39946,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38313,7 +39973,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38343,6 +40004,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38623,6 +40288,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38692,6 +40361,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38829,7 +40508,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38887,6 +40578,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39144,6 +40852,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39226,6 +40943,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39404,9 +41136,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39873,6 +41605,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42713,7 +44453,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43408,7 +45151,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43483,14 +45234,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43534,6 +45302,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43551,6 +45329,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43593,6 +45380,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43601,14 +45395,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43638,14 +45450,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43674,14 +45503,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43706,14 +45552,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43741,14 +45604,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43775,14 +45656,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43900,7 +45799,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44106,8 +46016,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44344,6 +46253,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45243,6 +47156,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45398,7 +47317,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45420,6 +47348,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45567,7 +47505,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45633,6 +47571,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45666,6 +47616,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45845,6 +47808,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46053,6 +48208,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46201,7 +48548,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46320,6 +48667,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46635,6 +49025,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46671,6 +49071,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46681,8 +49092,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46970,20 +49383,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46991,19 +49412,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47035,6 +49465,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47195,14 +49641,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47331,8 +49782,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47435,16 +49886,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47475,8 +49934,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47661,8 +50120,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47956,19 +50588,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48035,7 +50668,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49447,14 +52087,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49472,6 +52113,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49494,8 +52139,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49737,6 +52383,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49813,7 +52475,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49946,7 +52608,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50045,8 +52708,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50260,7 +52923,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50342,7 +53006,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51095,6 +53760,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51119,6 +53788,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51176,13 +53851,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51199,16 +53867,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51269,6 +53935,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51455,7 +54136,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51466,6 +54148,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51756,14 +54838,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51934,8 +55025,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51956,8 +55054,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52522,6 +55628,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52719,11 +55837,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52742,7 +55879,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53141,6 +56283,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53165,12 +56311,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53197,7 +56337,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53270,10 +56424,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53728,12 +56878,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54001,7 +57145,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54357,7 +57504,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54371,7 +57518,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54381,6 +57528,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54408,7 +57567,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55044,7 +58204,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55160,7 +58325,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55307,7 +58496,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55330,11 +58527,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55383,14 +58593,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55527,8 +58739,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55560,8 +58772,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55726,9 +58946,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55915,7 +59137,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55999,28 +59221,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56039,6 +59280,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57026,27 +60282,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57102,6 +60358,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57159,8 +60421,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57225,6 +60487,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57455,6 +60721,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58048,6 +61358,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58087,6 +61405,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58227,6 +61551,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58275,6 +61610,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58284,6 +61625,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58370,6 +61718,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58653,6 +62015,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58759,6 +62125,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59225,7 +62595,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59280,6 +62652,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59348,14 +62727,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59750,20 +63133,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59869,13 +63253,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60030,7 +63420,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60105,7 +63506,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60543,7 +63944,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60584,9 +63985,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60646,13 +64045,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60664,13 +64064,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60939,7 +64340,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61033,7 +64436,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61216,6 +64619,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62008,7 +65427,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62168,8 +65587,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62267,7 +65686,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62349,8 +65768,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62460,11 +65879,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62544,8 +65963,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62742,12 +66161,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62936,9 +66355,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63086,8 +66511,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63142,9 +66567,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63173,7 +66599,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63524,11 +66954,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63568,6 +66999,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66628,8 +70069,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67383,6 +70824,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67419,7 +70886,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67490,7 +70957,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67575,6 +71046,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68287,6 +71767,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68432,23 +71922,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70954,6 +74464,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71049,6 +74564,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71274,6 +74792,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71359,7 +74884,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71448,8 +74973,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71464,8 +74989,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71483,8 +75013,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71502,6 +75032,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71543,8 +75078,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index 780b9a451e..6a336f195b 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -359,7 +359,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -406,7 +406,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -647,7 +647,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -853,7 +859,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -940,11 +953,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -988,37 +1002,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1107,7 +1120,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3335,8 +3348,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3372,6 +3398,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3384,6 +3416,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3468,7 +3506,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4100,17 +4138,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4138,9 +4183,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4164,8 +4209,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4217,6 +4265,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4732,11 +4790,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4851,7 +4909,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4876,7 +4934,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4885,7 +4943,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5239,8 +5297,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5768,7 +5829,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6958,7 +7022,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6982,8 +7049,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6992,8 +7060,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7131,11 +7215,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7345,7 +7433,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7615,8 +7703,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8134,6 +8222,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8260,7 +8358,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8299,7 +8397,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8482,7 +8580,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8498,7 +8596,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8515,10 +8616,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8703,7 +8800,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9496,26 +9595,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9673,6 +9756,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9891,7 +9984,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10056,7 +10155,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10365,8 +10470,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10830,7 +10942,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10900,8 +11012,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11491,6 +11603,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11569,17 +11704,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11637,7 +11772,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11709,8 +11849,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12035,10 +12175,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12245,7 +12387,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12256,22 +12407,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12287,7 +12458,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12299,7 +12475,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12313,7 +12494,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12322,7 +12509,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12332,7 +12525,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12350,10 +12549,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12508,20 +12713,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12635,9 +12844,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12748,6 +12962,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13438,8 +13664,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13580,7 +13805,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13741,7 +13969,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13837,7 +14067,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13900,7 +14132,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13938,9 +14170,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13959,8 +14191,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13976,8 +14208,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14068,9 +14300,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15584,8 +15816,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15846,6 +16079,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16265,8 +16505,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16336,6 +16577,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16475,14 +16735,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17636,8 +17896,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18591,10 +18850,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18745,6 +19004,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18868,11 +19139,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19016,7 +19290,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19158,6 +19432,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19181,13 +19462,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19197,7 +19482,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19214,23 +19503,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19433,9 +19722,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19550,9 +19841,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19898,7 +20188,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20144,7 +20434,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20419,18 +20709,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21071,7 +21377,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21079,9 +21385,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21092,9 +21412,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21207,11 +21536,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21605,6 +21953,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22178,6 +22534,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22342,12 +22702,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22603,7 +22964,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23010,7 +23371,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23201,7 +23577,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23213,10 +23589,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23280,33 +23659,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23342,11 +23731,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24163,12 +24552,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24199,6 +24621,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24963,14 +25401,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25074,8 +25512,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25112,8 +25550,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25383,7 +25822,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25477,6 +25921,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25526,6 +26014,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25640,9 +26171,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25653,7 +26197,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25675,7 +26220,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25949,7 +26495,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26478,6 +27027,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26528,6 +27083,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26602,8 +27161,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26661,14 +27219,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26690,7 +27248,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27751,7 +28310,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27855,7 +28414,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27867,11 +28430,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27950,34 +28535,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28885,7 +29478,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28910,9 +29503,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28922,9 +29515,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29034,10 +29627,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29057,9 +29646,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29071,9 +29660,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29082,9 +29671,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29231,24 +29820,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29268,8 +29839,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29282,6 +29855,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29330,15 +29924,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29434,18 +30028,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29454,9 +30048,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29468,9 +30062,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29501,9 +30095,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29589,8 +30183,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29852,10 +30446,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29867,6 +30465,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30033,13 +30637,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30173,6 +30782,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30181,6 +30795,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30324,7 +30951,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31687,11 +32325,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31705,35 +32343,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31775,6 +32413,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31918,7 +32742,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32216,7 +33045,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32260,8 +33090,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32298,8 +33137,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32430,7 +33273,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32449,6 +33292,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32498,6 +33353,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32533,6 +33395,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33840,15 +34709,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33879,9 +34789,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34036,6 +34947,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34139,6 +35085,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34152,6 +35107,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34194,6 +35161,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34245,6 +35222,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34561,6 +35550,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34601,7 +35593,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34623,16 +35622,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34652,6 +35666,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34661,6 +35678,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34670,11 +35693,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34692,11 +35723,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34751,10 +35798,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34777,7 +35870,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34788,6 +35890,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34802,9 +35910,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34813,6 +35986,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34822,9 +35999,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34842,7 +36026,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34857,11 +36049,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34898,6 +36107,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34910,7 +36125,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34927,26 +36158,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34989,9 +36247,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35007,10 +36272,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35019,6 +36281,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35049,8 +36336,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35072,9 +36359,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35088,14 +36375,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35107,7 +36394,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35135,13 +36422,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35151,13 +36442,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35176,7 +36473,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35239,7 +36536,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35260,13 +36557,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35274,17 +36571,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35294,15 +36639,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35310,10 +36682,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35330,7 +36726,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35340,6 +36738,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35366,7 +36768,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35376,6 +36780,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35442,6 +36850,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35477,6 +36893,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35486,11 +36950,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35548,9 +37016,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35726,7 +37246,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36257,12 +37777,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36298,6 +37818,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36542,6 +38071,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36712,14 +38260,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36741,21 +38304,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36927,7 +38489,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36936,6 +38506,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36945,14 +38524,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36964,7 +38558,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36974,15 +38571,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37030,11 +38633,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37062,6 +38672,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37075,6 +38691,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37212,7 +38846,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37336,7 +38976,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37517,7 +39157,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37605,7 +39251,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37636,7 +39282,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37713,7 +39359,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38049,8 +39698,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38119,7 +39768,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38131,7 +39786,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38301,8 +39957,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38324,7 +39984,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38354,6 +40015,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38634,6 +40299,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38703,6 +40372,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38840,7 +40519,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38898,6 +40589,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39155,6 +40863,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39237,6 +40954,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39415,9 +41147,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39884,6 +41616,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42724,7 +44464,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43419,7 +45162,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43494,14 +45245,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43545,6 +45313,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43562,6 +45340,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43604,6 +45391,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43612,14 +45406,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43649,14 +45461,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43685,14 +45514,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43717,14 +45563,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43752,14 +45615,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43786,14 +45667,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43911,7 +45810,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44117,8 +46027,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44355,6 +46264,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45254,6 +47167,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45409,7 +47328,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45431,6 +47359,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45578,7 +47516,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45644,6 +47582,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45677,6 +47627,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45856,6 +47819,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46064,6 +48219,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46212,7 +48559,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46331,6 +48678,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46646,6 +49036,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46682,6 +49082,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46692,8 +49103,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46981,20 +49394,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47002,19 +49423,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47046,6 +49476,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47206,14 +49652,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47342,8 +49793,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47446,16 +49897,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47486,8 +49945,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47672,8 +50131,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47967,19 +50599,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48046,7 +50679,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49458,14 +52098,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49483,6 +52124,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49505,8 +52150,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49748,6 +52394,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49824,7 +52486,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49957,7 +52619,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50056,8 +52719,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50271,7 +52934,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50353,7 +53017,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51106,6 +53771,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51130,6 +53799,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51187,13 +53862,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51210,16 +53878,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51280,6 +53946,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51466,7 +54147,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51477,6 +54159,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51767,14 +54849,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51945,8 +55036,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51967,8 +55065,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52533,6 +55639,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52730,11 +55848,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52753,7 +55890,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53152,6 +56294,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53176,12 +56322,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53208,7 +56348,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53281,10 +56435,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53739,12 +56889,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54012,7 +57156,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54368,7 +57515,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54382,7 +57529,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54392,6 +57539,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54419,7 +57578,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55055,7 +58215,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55171,7 +58336,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55318,7 +58507,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55341,11 +58538,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55394,14 +58604,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55538,8 +58750,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55571,8 +58783,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55737,9 +58957,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55926,7 +59148,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56010,28 +59232,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56050,6 +59291,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57037,27 +60293,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57113,6 +60369,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57170,8 +60432,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57236,6 +60498,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57466,6 +60732,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58059,6 +61369,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58098,6 +61416,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58238,6 +61562,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58286,6 +61621,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58295,6 +61636,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58381,6 +61729,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58664,6 +62026,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58770,6 +62136,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59236,7 +62606,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59291,6 +62663,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59359,14 +62738,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59761,20 +63144,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59880,13 +63264,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60041,7 +63431,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60116,7 +63517,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60554,7 +63955,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60595,9 +63996,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60657,13 +64056,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60675,13 +64075,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60950,7 +64351,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61044,7 +64447,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61227,6 +64630,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62019,7 +65438,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62179,8 +65598,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62278,7 +65697,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62360,8 +65779,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62471,11 +65890,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62555,8 +65974,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62753,12 +66172,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62947,9 +66366,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63097,8 +66522,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63153,9 +66578,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63184,7 +66610,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63535,11 +66965,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63579,6 +67010,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66639,8 +70080,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67394,6 +70835,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67430,7 +70897,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67501,7 +70968,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67586,6 +71057,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68298,6 +71778,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68443,23 +71933,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70965,6 +74475,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71060,6 +74575,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71285,6 +74803,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71370,7 +74895,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71459,8 +74984,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71475,8 +75000,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71494,8 +75024,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71513,6 +75043,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71554,8 +75089,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index 7cc04c7527..b582952401 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -6,12 +6,13 @@
# Christoffer Sundbom <christoffer_karlsson@live.se>, 2021.
# Kent Jofur <kent.jofur@gmail.com>, 2021.
# Alex25820 <alexs25820@gmail.com>, 2021.
+# Björn Åkesson <bjorn.akesson@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-12-19 17:31+0000\n"
-"Last-Translator: Alex25820 <alexs25820@gmail.com>\n"
+"PO-Revision-Date: 2022-07-23 03:56+0000\n"
+"Last-Translator: Björn Åkesson <bjorn.akesson@gmail.com>\n"
"Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/sv/>\n"
"Language: sv\n"
@@ -19,7 +20,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.10\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -92,7 +93,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -348,7 +349,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -395,7 +396,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -636,7 +637,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -842,7 +849,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -929,11 +943,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -977,37 +992,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1096,7 +1110,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3324,8 +3338,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3361,6 +3388,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3373,6 +3406,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3457,7 +3496,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4089,17 +4128,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4127,9 +4173,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4153,8 +4199,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4206,6 +4255,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4721,11 +4780,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4840,7 +4899,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4865,7 +4924,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4874,7 +4933,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5228,8 +5287,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5757,7 +5819,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6947,7 +7012,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -6971,8 +7039,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -6981,8 +7050,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7120,11 +7205,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7334,7 +7423,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7604,8 +7693,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8123,6 +8212,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8249,7 +8348,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8288,7 +8387,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8471,7 +8570,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8487,7 +8586,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8504,10 +8606,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8692,7 +8790,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9485,26 +9585,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9662,6 +9746,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9880,7 +9974,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10045,7 +10145,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10354,8 +10460,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10819,7 +10932,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10889,8 +11002,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11480,6 +11593,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11558,17 +11694,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11626,7 +11762,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11698,8 +11839,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12024,10 +12165,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12234,7 +12377,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12245,22 +12397,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12276,7 +12448,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12288,7 +12465,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12302,7 +12484,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12311,7 +12499,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12321,7 +12515,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12339,10 +12539,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12497,20 +12703,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12624,9 +12834,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12737,6 +12952,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13427,8 +13654,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13569,7 +13795,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13730,7 +13959,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13826,7 +14057,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13889,7 +14122,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -13927,9 +14160,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -13948,8 +14181,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -13965,8 +14198,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14057,9 +14290,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15573,8 +15806,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15835,6 +16069,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16254,8 +16495,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16325,6 +16567,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16464,14 +16725,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17625,8 +17886,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18580,10 +18840,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18734,6 +18994,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18857,11 +19129,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19005,7 +19280,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19147,6 +19422,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19170,13 +19452,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19186,7 +19472,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19203,23 +19493,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19422,9 +19712,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19539,9 +19831,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19887,7 +20178,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20133,7 +20424,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20408,18 +20699,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21060,7 +21367,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21068,9 +21375,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21081,9 +21402,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21196,11 +21526,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21594,6 +21943,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22167,6 +22524,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22331,12 +22692,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22592,7 +22954,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22996,7 +23358,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23187,7 +23564,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23199,10 +23576,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23266,33 +23646,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23328,11 +23718,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24149,12 +24539,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24185,6 +24608,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -24949,14 +25388,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25060,8 +25499,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25098,8 +25537,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25369,7 +25809,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25463,6 +25908,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25512,6 +26001,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25626,9 +26158,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25639,7 +26184,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25661,7 +26207,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -25935,7 +26482,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26464,6 +27014,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26514,6 +27070,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26588,8 +27148,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26647,14 +27206,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26676,7 +27235,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27737,7 +28297,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27841,7 +28401,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27853,11 +28417,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27936,34 +28522,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28871,7 +29465,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28896,9 +29490,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28908,9 +29502,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29020,10 +29614,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29043,9 +29633,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29057,9 +29647,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29068,9 +29658,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29217,24 +29807,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29254,8 +29826,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29268,6 +29842,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29316,15 +29911,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29420,18 +30015,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29440,9 +30035,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29454,9 +30049,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29487,9 +30082,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29575,8 +30170,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29838,10 +30433,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29853,6 +30452,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30019,13 +30624,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30159,6 +30769,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30167,6 +30782,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30310,7 +30938,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31673,11 +32312,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31691,35 +32330,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31761,6 +32400,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31904,7 +32729,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32202,7 +33032,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32246,8 +33077,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32284,8 +33124,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32416,7 +33260,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32435,6 +33279,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32484,6 +33340,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32519,6 +33382,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33826,15 +34696,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33865,9 +34776,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34022,6 +34934,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34125,6 +35072,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34138,6 +35094,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34180,6 +35148,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34231,6 +35209,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34547,6 +35537,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34587,7 +35580,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34609,16 +35609,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34638,6 +35653,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34647,6 +35665,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34656,11 +35680,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34678,11 +35710,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34737,10 +35785,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34763,7 +35857,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34774,6 +35877,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34788,9 +35897,74 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34799,6 +35973,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34808,9 +35986,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34828,7 +36013,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34843,11 +36036,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34884,6 +36094,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34896,7 +36112,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34913,26 +36145,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34975,9 +36234,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -34993,10 +36259,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35005,6 +36268,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35035,8 +36323,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35058,9 +36346,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35074,14 +36362,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35093,7 +36381,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35121,13 +36409,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35137,13 +36429,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35162,7 +36460,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35225,7 +36523,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35246,13 +36544,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35260,17 +36558,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35280,15 +36626,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35296,10 +36669,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35316,7 +36713,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35326,6 +36725,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35352,7 +36755,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35362,6 +36767,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35428,6 +36837,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35463,6 +36880,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35472,11 +36937,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35534,9 +37003,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35712,7 +37233,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36091,7 +37612,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Noder och scener"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36243,12 +37764,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36284,6 +37805,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36528,6 +38058,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36698,14 +38247,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36727,21 +38291,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36913,7 +38476,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36922,6 +38493,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -36931,14 +38511,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -36950,7 +38545,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -36960,15 +38558,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37016,11 +38620,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37048,6 +38659,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37061,6 +38678,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37198,7 +38833,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37322,7 +38963,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37503,7 +39144,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37591,7 +39238,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37622,7 +39269,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37699,7 +39346,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38035,8 +39685,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38105,7 +39755,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38117,7 +39773,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38287,8 +39944,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38310,7 +39971,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38340,6 +40002,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38620,6 +40286,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38689,6 +40359,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38826,7 +40506,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38884,6 +40576,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39141,6 +40850,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39223,6 +40941,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39401,9 +41134,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39870,6 +41603,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42710,7 +44451,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43405,7 +45149,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43480,14 +45232,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43531,6 +45300,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43548,6 +45327,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43590,6 +45378,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43598,14 +45393,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43635,14 +45448,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43671,14 +45501,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43703,14 +45550,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43738,14 +45602,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43772,14 +45654,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43897,7 +45797,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44103,8 +46014,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44341,6 +46251,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45240,6 +47154,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45395,7 +47315,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45417,6 +47346,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45564,7 +47503,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45630,6 +47569,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45663,6 +47614,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45842,6 +47806,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46050,6 +48206,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46198,7 +48546,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46317,6 +48665,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46632,6 +49023,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46668,6 +49069,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46678,8 +49090,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46967,20 +49381,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46988,19 +49410,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47032,6 +49463,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47192,14 +49639,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47328,8 +49780,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47432,16 +49884,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47472,8 +49932,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47658,8 +50118,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -47953,19 +50586,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48032,7 +50666,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49444,14 +52085,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49469,6 +52111,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49491,8 +52137,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49734,6 +52381,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49810,7 +52473,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49943,7 +52606,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50042,8 +52706,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50257,7 +52921,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50339,7 +53004,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51092,6 +53758,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51116,6 +53786,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51173,13 +53849,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51196,16 +53865,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51266,6 +53933,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51452,7 +54134,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51463,6 +54146,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51753,14 +54836,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -51931,8 +55023,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -51953,8 +55052,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52519,6 +55626,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52716,11 +55835,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52739,7 +55877,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53138,6 +56281,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53162,12 +56309,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53194,7 +56335,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53267,10 +56422,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53725,12 +56876,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -53998,7 +57143,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54354,7 +57502,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54368,7 +57516,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54378,6 +57526,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54405,7 +57565,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55041,7 +58202,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55157,7 +58323,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55304,7 +58494,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55327,11 +58525,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55380,14 +58591,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55524,8 +58737,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55557,8 +58770,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55723,9 +58944,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55912,7 +59135,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -55996,28 +59219,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56036,6 +59278,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57023,27 +60280,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57099,6 +60356,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57156,8 +60419,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57222,6 +60485,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57452,6 +60719,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58045,6 +61356,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58084,6 +61403,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58224,6 +61549,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58272,6 +61608,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58281,6 +61623,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58367,6 +61716,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58650,6 +62013,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58756,6 +62123,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59222,7 +62593,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59277,6 +62650,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59345,14 +62725,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59747,20 +63131,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59866,13 +63251,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60027,7 +63418,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60102,7 +63504,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60540,7 +63942,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60581,9 +63983,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60643,13 +64043,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60661,13 +64062,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -60936,7 +64338,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61030,7 +64434,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61213,6 +64617,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62005,7 +65425,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62165,8 +65585,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62264,7 +65684,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62346,8 +65766,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62457,11 +65877,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62541,8 +65961,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62739,12 +66159,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -62933,9 +66353,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63083,8 +66509,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63139,9 +66565,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63170,7 +66597,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63521,11 +66952,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63565,6 +66997,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66625,8 +70067,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67380,6 +70822,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67416,7 +70884,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67487,7 +70955,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67572,6 +71044,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68284,6 +71765,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68429,23 +71920,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70951,6 +74462,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71046,6 +74562,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71271,6 +74790,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71356,7 +74882,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71445,8 +74971,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71461,8 +74987,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71480,8 +75011,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71499,6 +75030,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71540,8 +75076,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/th.po b/doc/translations/th.po
index fa12585e9c..3b8c2afd36 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -9,12 +9,13 @@
# Kongfa Warorot <gongpha@hotmail.com>, 2020.
# PT 07 <porton555@gmail.com>, 2021.
# SysError_ <ictsanook@hotmail.com>, 2021.
+# Kanda Ninthfish <akkhaporn@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-12-10 10:42+0000\n"
-"Last-Translator: SysError_ <ictsanook@hotmail.com>\n"
+"PO-Revision-Date: 2022-04-18 06:11+0000\n"
+"Last-Translator: Kanda Ninthfish <akkhaporn@gmail.com>\n"
"Language-Team: Thai <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/th/>\n"
"Language: th\n"
@@ -22,7 +23,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.10-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -38,7 +39,7 @@ msgstr "คุณสมบัติ"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr "เมธอด"
+msgstr "วิธีการ"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@@ -71,23 +72,23 @@ msgstr "รายละเอียดของคุณสมบัติ"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "สืบทอด:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "สืบทอดโดย:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(แทนที่ %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "ค่าเริ่มต้น"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@@ -95,7 +96,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -425,7 +426,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -472,7 +473,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -713,7 +714,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -926,7 +933,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1013,11 +1027,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1061,37 +1076,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1180,7 +1194,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3417,8 +3431,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3454,6 +3481,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3466,6 +3499,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3550,7 +3589,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4189,17 +4228,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4227,9 +4273,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4253,8 +4299,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4306,6 +4355,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4821,11 +4880,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4940,8 +4999,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -4965,7 +5025,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4974,7 +5034,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5329,8 +5389,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5859,7 +5922,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7050,7 +7116,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7074,8 +7143,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7084,8 +7154,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7223,11 +7309,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7437,7 +7527,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7707,8 +7797,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8226,6 +8316,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8352,7 +8452,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8391,7 +8491,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8574,7 +8674,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8590,7 +8690,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8607,10 +8710,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8795,7 +8894,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9589,26 +9690,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9766,6 +9851,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9984,7 +10079,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10149,7 +10250,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10458,8 +10565,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10923,7 +11037,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10993,8 +11107,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11584,6 +11698,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11662,17 +11799,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11730,7 +11867,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11802,8 +11944,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12128,10 +12270,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12340,7 +12484,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12351,22 +12504,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12382,7 +12555,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12394,7 +12572,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12408,7 +12591,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12417,7 +12606,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12427,7 +12622,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12445,10 +12646,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12603,20 +12810,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12730,9 +12941,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12843,6 +13059,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13533,8 +13761,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13675,7 +13902,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13836,7 +14066,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13932,7 +14164,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13995,7 +14229,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14033,9 +14267,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14054,8 +14288,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14071,8 +14305,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14163,9 +14397,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15680,8 +15914,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15942,6 +16177,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16361,8 +16603,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16432,6 +16675,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16571,14 +16833,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17732,8 +17994,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18687,10 +18948,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18841,6 +19102,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18964,11 +19237,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "คืนค่า arc tanh ของพารามิเตอร์"
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19112,7 +19389,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19254,6 +19531,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19277,13 +19561,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19293,7 +19581,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19310,23 +19602,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19529,9 +19821,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19646,9 +19940,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19994,7 +20287,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20240,7 +20533,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
@@ -20515,18 +20808,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21167,7 +21476,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21175,9 +21484,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21188,9 +21511,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21303,11 +21635,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21701,6 +22052,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22274,6 +22633,10 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22439,12 +22802,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22700,7 +23064,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23107,7 +23471,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23298,7 +23677,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23310,10 +23689,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23377,33 +23759,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23439,11 +23831,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24261,12 +24653,48 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์"
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์"
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์"
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24297,6 +24725,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25061,14 +25505,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25172,8 +25616,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25210,8 +25654,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25481,7 +25926,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25575,6 +26025,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25624,6 +26118,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25738,9 +26275,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25751,7 +26301,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25773,7 +26324,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26048,7 +26600,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26577,6 +27132,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26627,6 +27188,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26701,8 +27266,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26760,14 +27324,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26789,7 +27353,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27850,7 +28415,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27954,7 +28519,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27966,11 +28535,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28049,34 +28640,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28986,7 +29585,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29007,14 +29606,18 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+#, fuzzy
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
+"ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน "
+"(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 "
+"มากขึ้นเท่านั้น ถ้าการ action ถูกจับคู่กับตัวควบคุมที่ไม่มีแกนเป็นแป้นพิมพ์ค่าที่ส่งคืนก็จะเป็น 0 หรือ 1"
#: doc/classes/Input.xml
#, fuzzy
@@ -29024,9 +29627,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
"ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน "
"(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 "
@@ -29139,10 +29742,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29156,30 +29755,38 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] when the user starts pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user pressed down "
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
+"ส่งคืนค่า [code]true[/code] หากคุณกำลังใช้การกด action event โปรดทราบไว้ว่าหาก "
+"action มีการกำหนดปุ่มไว้หลายปุ่มและมีการกดมากกว่าหนึ่งปุ่ม การปล่อยปุ่มครั้งเดียวจะเป็นการยกเลิก "
+"action นี้แม้ว่าจะยังกดปุ่มอื่นที่กำหนด action นี้อยู่ก็ตาม"
#: doc/classes/Input.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
+"ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน "
+"(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 "
+"มากขึ้นเท่านั้น ถ้าการ action ถูกจับคู่กับตัวควบคุมที่ไม่มีแกนเป็นแป้นพิมพ์ค่าที่ส่งคืนก็จะเป็น 0 หรือ 1"
#: doc/classes/Input.xml
#, fuzzy
@@ -29188,9 +29795,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29340,24 +29947,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29377,8 +29966,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29391,6 +29982,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29439,15 +30051,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29540,47 +30152,63 @@ msgid "Returns a [String] representation of the event."
msgstr ""
#: doc/classes/InputEvent.xml
+#, fuzzy
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
+"ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน "
+"(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 "
+"มากขึ้นเท่านั้น ถ้าการ action ถูกจับคู่กับตัวควบคุมที่ไม่มีแกนเป็นแป้นพิมพ์ค่าที่ส่งคืนก็จะเป็น 0 หรือ 1"
#: doc/classes/InputEvent.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
+"ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน "
+"(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 "
+"มากขึ้นเท่านั้น ถ้าการ action ถูกจับคู่กับตัวควบคุมที่ไม่มีแกนเป็นแป้นพิมพ์ค่าที่ส่งคืนก็จะเป็น 0 หรือ 1"
#: doc/classes/InputEvent.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if the given action is being pressed (and is not "
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
+"ส่งคืนค่า [code]true[/code] หากคุณกำลังใช้การกด action event โปรดทราบไว้ว่าหาก "
+"action มีการกำหนดปุ่มไว้หลายปุ่มและมีการกดมากกว่าหนึ่งปุ่ม การปล่อยปุ่มครั้งเดียวจะเป็นการยกเลิก "
+"action นี้แม้ว่าจะยังกดปุ่มอื่นที่กำหนด action นี้อยู่ก็ตาม"
#: doc/classes/InputEvent.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
+"ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน "
+"(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 "
+"มากขึ้นเท่านั้น ถ้าการ action ถูกจับคู่กับตัวควบคุมที่ไม่มีแกนเป็นแป้นพิมพ์ค่าที่ส่งคืนก็จะเป็น 0 หรือ 1"
#: doc/classes/InputEvent.xml
msgid ""
@@ -29610,9 +30238,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29698,8 +30326,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29961,10 +30589,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29976,6 +30608,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30137,18 +30775,27 @@ msgid "Removes an action from the [InputMap]."
msgstr ""
#: doc/classes/InputMap.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if the given event is part of an existing action. "
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
+"ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน "
+"(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 "
+"มากขึ้นเท่านั้น ถ้าการ action ถูกจับคู่กับตัวควบคุมที่ไม่มีแกนเป็นแป้นพิมพ์ค่าที่ส่งคืนก็จะเป็น 0 หรือ 1"
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30282,6 +30929,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30290,6 +30942,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30433,7 +31098,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31807,11 +32483,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31825,35 +32501,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31895,6 +32571,192 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32039,7 +32901,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32337,7 +33204,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32381,8 +33249,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32419,8 +33296,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32551,7 +33432,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32570,6 +33451,18 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32619,6 +33512,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32654,6 +33554,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33961,15 +34868,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ"
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34000,9 +34949,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34157,6 +35107,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34260,6 +35245,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34273,6 +35267,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34315,6 +35321,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34366,6 +35382,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34682,6 +35710,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34722,7 +35753,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์"
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34744,16 +35783,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34773,6 +35827,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34782,6 +35839,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34791,11 +35854,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34813,11 +35884,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34875,10 +35962,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "คืนค่าการกำหนดค่าของลำโพง"
@@ -34902,7 +36035,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34914,6 +36056,12 @@ msgstr ""
msgid "Sets the map active."
msgstr "คืนค่าการกำหนดค่าของลำโพง"
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34928,10 +36076,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "คืนค่าการกำหนดค่าของลำโพง"
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -34941,6 +36158,11 @@ msgstr "คืนค่าผกผันรูทสองของพารา
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34950,9 +36172,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34970,7 +36199,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34985,13 +36222,31 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์"
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -35026,6 +36281,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35038,7 +36299,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35055,26 +36332,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35117,9 +36421,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35135,11 +36446,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35147,6 +36456,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35177,8 +36511,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35200,9 +36534,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35216,14 +36550,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35235,7 +36569,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35263,13 +36597,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35279,13 +36617,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35304,7 +36648,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35367,7 +36711,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35388,13 +36732,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35402,17 +36746,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35422,15 +36814,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35438,10 +36857,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35458,7 +36901,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35468,6 +36913,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35494,7 +36943,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35504,6 +36955,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35570,6 +37025,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35605,6 +37068,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35614,11 +37125,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35679,9 +37194,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35857,7 +37424,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36236,7 +37803,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "โหนดและฉาก"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36438,12 +38005,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36479,6 +38046,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36723,6 +38299,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36893,14 +38488,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36922,21 +38532,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37108,7 +38717,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37117,6 +38734,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37126,14 +38752,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37145,7 +38786,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37155,15 +38799,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37211,11 +38861,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37243,6 +38900,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37256,6 +38919,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37393,7 +39074,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37517,7 +39204,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37698,7 +39385,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37786,7 +39479,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37817,7 +39510,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37894,7 +39587,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38230,8 +39926,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38300,7 +39996,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38312,7 +40014,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38482,8 +40185,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38505,7 +40213,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38535,6 +40244,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38815,6 +40529,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38884,6 +40602,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39021,7 +40749,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39080,6 +40820,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39338,6 +41095,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39420,6 +41186,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39598,9 +41379,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40068,6 +41849,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42911,7 +44700,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43607,7 +45399,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43682,14 +45482,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43733,6 +45550,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43750,6 +45577,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43792,6 +45628,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43800,14 +45643,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43837,14 +45698,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43873,14 +45751,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43905,14 +45800,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43940,14 +45852,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43974,14 +45904,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44099,7 +46047,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44304,10 +46263,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44544,6 +46503,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45443,6 +47406,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45598,7 +47567,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45620,6 +47598,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45767,7 +47755,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45833,6 +47821,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45866,6 +47866,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46050,6 +48063,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46258,6 +48463,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46406,7 +48803,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46525,6 +48922,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46840,6 +49280,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46876,6 +49326,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46886,8 +49347,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47175,20 +49638,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47196,19 +49667,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47240,6 +49720,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47400,14 +49896,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47536,8 +50037,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47640,16 +50141,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47680,8 +50189,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47866,8 +50375,182 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+#, fuzzy
+msgid "General-purpose 3D proximity detection node."
+msgstr "Node สไปรต์เอนกประสงค์"
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48161,19 +50844,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48240,7 +50924,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49653,14 +52344,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49678,6 +52370,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49700,8 +52397,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49943,6 +52641,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50019,7 +52733,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50152,7 +52866,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50251,8 +52966,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50466,7 +53181,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50548,7 +53264,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51301,6 +54018,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51325,6 +54046,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51382,13 +54109,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51405,16 +54125,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51475,6 +54193,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51661,7 +54394,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51672,6 +54406,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51962,14 +55096,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52140,8 +55283,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52162,8 +55312,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52728,6 +55886,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52925,11 +56095,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52948,7 +56137,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53347,6 +56541,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53371,12 +56569,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53403,7 +56595,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53476,10 +56682,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53934,12 +57136,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54207,7 +57403,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54564,7 +57763,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54578,7 +57777,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54588,6 +57787,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54615,7 +57826,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55253,7 +58465,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55369,7 +58586,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55516,7 +58757,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55539,11 +58788,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55592,14 +58854,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55736,8 +59000,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55769,8 +59033,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55935,9 +59207,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56124,7 +59398,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56208,28 +59482,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56248,6 +59541,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57237,10 +60545,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57249,10 +60553,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57261,6 +60561,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ"
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57313,6 +60623,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57370,8 +60686,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57436,6 +60752,10 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57666,6 +60986,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58259,6 +61623,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58298,6 +61670,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58438,6 +61816,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58486,6 +61875,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58495,6 +61890,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58581,6 +61983,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58864,6 +62280,10 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58970,6 +62390,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59436,7 +62860,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59491,6 +62917,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59559,14 +62992,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59961,20 +63398,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60080,13 +63518,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60241,7 +63685,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60316,7 +63771,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60755,7 +64210,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60796,9 +64251,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60858,13 +64311,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60876,13 +64330,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61151,7 +64606,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61245,7 +64702,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61428,6 +64885,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62226,7 +65699,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62386,8 +65859,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62486,7 +65959,7 @@ msgstr ""
#, fuzzy
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62573,8 +66046,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62684,11 +66157,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62768,8 +66241,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62966,12 +66439,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63160,9 +66633,15 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63310,8 +66789,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63366,9 +66845,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63397,7 +66877,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63748,11 +67232,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63792,6 +67277,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66853,8 +70348,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67611,6 +71106,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67647,7 +71168,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67718,7 +71239,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67803,6 +71328,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68515,6 +72049,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68660,23 +72204,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71185,6 +74749,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71280,6 +74849,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71505,6 +75077,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71590,7 +75169,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71679,8 +75258,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71695,11 +75274,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์"
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -71714,8 +75299,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71732,6 +75317,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์"
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -71774,8 +75365,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 95b59e8579..6fe51a2de6 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -3,12 +3,12 @@
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
-# Napstaguy04 <brokenscreen3@gmail.com>, 2021.
+# Napstaguy04 <brokenscreen3@gmail.com>, 2021, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-15 21:14+0000\n"
+"PO-Revision-Date: 2022-03-17 13:59+0000\n"
"Last-Translator: Napstaguy04 <brokenscreen3@gmail.com>\n"
"Language-Team: Tagalog <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/tl/>\n"
@@ -18,7 +18,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 "
"|| n % 10 == 6 || n % 10 == 9);\n"
-"X-Generator: Weblate 4.9.1-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -387,7 +387,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -441,7 +441,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -573,6 +573,10 @@ msgid ""
"print(hash(\"a\")) # Prints 177670\n"
"[/codeblock]"
msgstr ""
+"Binabalik ang integer hash ng variable na ipinasa.\n"
+"[codeblock]\n"
+"print(hash(\"a\")) #Prints 177670\n"
+"[code/block]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -708,7 +712,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -914,7 +924,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1001,11 +1018,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1049,37 +1067,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1168,7 +1185,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3396,8 +3413,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3433,6 +3463,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3445,6 +3481,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3529,7 +3571,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4161,17 +4203,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4199,9 +4248,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4225,8 +4274,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4278,6 +4330,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4793,11 +4855,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4912,7 +4974,7 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
+msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4937,7 +4999,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4946,7 +5008,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5300,8 +5362,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5829,7 +5894,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7019,7 +7087,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7043,8 +7114,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7053,8 +7125,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7192,11 +7280,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7406,7 +7498,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7676,8 +7768,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8195,6 +8287,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8321,7 +8423,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8360,7 +8462,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8543,7 +8645,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8559,7 +8661,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8576,10 +8681,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8764,7 +8865,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9431,6 +9534,10 @@ msgid ""
"Simulates the sound of acoustic environments such as rooms, concert halls, "
"caverns, or an open spaces."
msgstr ""
+"Nagdadagdag ng pagaalingayngay o reverberasyon na audio effect sa isang "
+"Audio bus.\n"
+"Ginagaya ang tunog ng mga akustikong kapaligiran gaya ng mga silid, concert "
+"halls, kweba o malawak na lugar."
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -9557,26 +9664,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9734,6 +9825,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9952,7 +10053,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10117,7 +10224,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10426,8 +10539,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10891,7 +11011,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -10961,8 +11081,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11552,6 +11672,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11630,17 +11773,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11698,7 +11841,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11770,8 +11918,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12099,10 +12247,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12309,7 +12459,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12320,22 +12479,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12351,7 +12530,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12363,7 +12547,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12377,7 +12566,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12386,7 +12581,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12396,7 +12597,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12414,10 +12621,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12572,20 +12785,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12699,9 +12916,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12812,6 +13034,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13502,8 +13736,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13644,7 +13877,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13805,7 +14041,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13901,7 +14139,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -13964,7 +14204,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14002,9 +14242,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14023,8 +14263,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14040,8 +14280,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14132,9 +14372,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15648,8 +15888,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15910,6 +16151,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16329,8 +16577,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16400,6 +16649,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16539,14 +16807,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17700,8 +17968,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18655,10 +18922,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18809,6 +19076,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -18932,11 +19211,14 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
+msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19080,7 +19362,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19222,6 +19504,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
@@ -19245,13 +19534,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19261,7 +19554,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19278,23 +19575,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19497,9 +19794,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19614,9 +19913,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -19962,7 +20260,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20208,8 +20506,11 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20483,18 +20784,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21135,7 +21452,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21143,9 +21460,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21156,9 +21487,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21271,11 +21611,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21669,6 +22028,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22242,6 +22609,13 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22406,12 +22780,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22667,7 +23042,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23071,7 +23446,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23262,7 +23652,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23274,10 +23664,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23341,33 +23734,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23403,11 +23806,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24224,12 +24627,45 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24260,6 +24696,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25024,14 +25476,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25135,8 +25587,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25173,8 +25625,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25444,7 +25897,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25538,6 +25996,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25587,6 +26089,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25701,9 +26246,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25714,7 +26272,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25736,7 +26295,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26010,7 +26570,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26539,6 +27102,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26589,6 +27158,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26663,8 +27236,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26722,14 +27294,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26751,7 +27323,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27812,7 +28385,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27916,7 +28489,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27928,11 +28505,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28011,34 +28610,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -28946,7 +29553,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -28971,9 +29578,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -28983,9 +29590,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29095,10 +29702,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29118,9 +29721,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29132,9 +29735,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29143,9 +29746,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29292,24 +29895,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29329,8 +29914,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29343,6 +29930,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29391,15 +29999,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29495,18 +30103,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29515,9 +30123,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29529,9 +30137,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29562,9 +30170,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29650,8 +30258,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29913,10 +30521,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29928,6 +30540,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30094,13 +30712,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30234,6 +30857,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30242,6 +30870,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30385,7 +31026,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31748,11 +32400,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31766,35 +32418,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31836,6 +32488,201 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -31979,7 +32826,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32277,7 +33129,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32321,8 +33174,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32359,8 +33221,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32491,7 +33357,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32510,6 +33376,21 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32559,6 +33440,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32594,6 +33482,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33901,15 +34796,56 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -33940,9 +34876,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34097,6 +35034,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34200,6 +35172,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34213,6 +35194,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34255,6 +35248,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34306,6 +35309,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34622,6 +35637,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34662,7 +35680,14 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34684,16 +35709,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34713,6 +35753,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34722,6 +35765,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34731,11 +35780,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34753,6 +35810,12 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
@@ -34760,7 +35823,17 @@ msgstr ""
"so-sort ay hindi pinapagana."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34815,10 +35888,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr ""
@@ -34841,7 +35960,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34855,6 +35983,12 @@ msgstr ""
msgid "Sets the map active."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34869,9 +36003,80 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
@@ -34880,6 +36085,10 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34889,9 +36098,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34909,7 +36125,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34924,11 +36148,28 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34965,6 +36206,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -34977,7 +36224,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -34994,26 +36257,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35056,9 +36346,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35074,10 +36371,7 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35086,6 +36380,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35116,8 +36435,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35139,9 +36458,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35155,14 +36474,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35174,7 +36493,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35202,13 +36521,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35218,13 +36541,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35243,7 +36572,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35306,7 +36635,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35327,13 +36656,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35341,17 +36670,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35361,15 +36738,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35377,10 +36781,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35397,7 +36825,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35407,6 +36837,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35433,7 +36867,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35443,6 +36879,10 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35509,6 +36949,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35544,6 +36992,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35553,11 +37049,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35615,9 +37115,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35793,7 +37345,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36324,12 +37876,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36365,6 +37917,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36609,6 +38170,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36779,14 +38359,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36808,21 +38403,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -36994,7 +38588,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37003,6 +38605,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37012,14 +38623,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37031,7 +38657,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37041,15 +38670,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37097,11 +38732,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37129,6 +38771,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37142,6 +38790,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37279,7 +38945,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37403,7 +39075,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37584,7 +39256,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37672,7 +39350,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37703,7 +39381,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37780,7 +39458,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38116,8 +39797,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38186,7 +39867,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38198,7 +39885,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38368,8 +40056,12 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38391,7 +40083,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38421,6 +40114,10 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38701,6 +40398,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38770,6 +40471,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -38907,7 +40618,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -38965,6 +40688,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39225,6 +40965,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39307,6 +41056,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39485,9 +41249,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39954,6 +41718,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42794,7 +44566,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43489,7 +45264,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43564,14 +45347,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43615,6 +45415,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43632,6 +45442,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43674,6 +45493,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43682,14 +45508,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43719,14 +45563,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43755,14 +45616,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43787,14 +45665,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43822,14 +45717,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43856,14 +45769,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -43981,7 +45912,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44187,8 +46129,7 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
+"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44425,6 +46366,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45324,6 +47269,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45479,7 +47430,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45501,6 +47461,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45648,7 +47618,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45714,6 +47684,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45747,6 +47729,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -45926,6 +47921,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46134,6 +48321,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46282,7 +48661,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46401,6 +48780,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46716,6 +49138,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46752,6 +49184,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46762,8 +49205,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47051,20 +49496,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47072,19 +49525,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47116,6 +49578,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47276,14 +49754,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47412,8 +49895,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47516,16 +49999,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47556,8 +50047,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47742,8 +50233,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48037,19 +50701,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48116,7 +50781,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49528,14 +52200,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49553,6 +52226,10 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49575,8 +52252,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49818,6 +52496,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -49894,7 +52588,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50027,7 +52721,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50126,8 +52821,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50341,7 +53036,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50423,7 +53119,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51176,6 +53873,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51200,6 +53901,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51257,13 +53964,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51280,16 +53980,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51350,6 +54048,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51536,7 +54249,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51547,6 +54261,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51837,14 +54951,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52015,8 +55138,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52037,8 +55167,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52603,6 +55741,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52800,11 +55950,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52823,7 +55992,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53222,6 +56396,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53246,12 +56424,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53278,7 +56450,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53351,10 +56537,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53809,12 +56991,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54082,7 +57258,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54438,7 +57617,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54452,7 +57631,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54462,6 +57641,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54489,7 +57680,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55125,7 +58317,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55241,7 +58438,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55388,7 +58609,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55411,11 +58640,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55464,14 +58706,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55608,8 +58852,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55641,8 +58885,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55807,9 +59059,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -55996,7 +59250,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56080,28 +59334,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56120,6 +59393,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57107,27 +60395,27 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
+msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin line."
+msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the text inside the selection."
+msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
+msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end line."
+msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the total width of all gutters and internal padding."
+msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
@@ -57183,6 +60471,12 @@ msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57240,8 +60534,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57309,6 +60603,13 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57539,6 +60840,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58132,6 +61477,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58171,6 +61524,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58311,6 +61670,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58359,6 +61729,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58368,6 +61744,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58454,6 +61837,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58737,6 +62134,13 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58843,6 +62247,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59309,7 +62717,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59364,6 +62774,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59432,14 +62849,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59834,20 +63255,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -59953,13 +63375,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60114,7 +63542,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60189,7 +63628,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60627,7 +64066,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60668,9 +64107,7 @@ msgid ""
msgstr ""
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
+msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
@@ -60730,13 +64167,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60748,13 +64186,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61023,7 +64462,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61117,7 +64558,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61300,6 +64741,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62092,7 +65549,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62252,8 +65709,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62351,7 +65808,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62433,8 +65890,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62544,11 +66001,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62628,8 +66085,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62826,12 +66283,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63020,9 +66477,18 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63170,8 +66636,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63226,9 +66692,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63257,7 +66724,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63608,11 +67079,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63652,6 +67124,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66712,8 +70194,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67467,6 +70949,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67503,7 +71011,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67574,7 +71082,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67659,6 +71171,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68371,6 +71892,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68516,23 +72047,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71038,6 +74589,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71133,6 +74689,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71358,6 +74917,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71443,7 +75009,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71532,8 +75098,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71548,8 +75114,13 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: doc/classes/World.xml
@@ -71567,8 +75138,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71586,6 +75157,11 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
@@ -71627,8 +75203,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index f08c6a8e63..ffa15621df 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -16,13 +16,17 @@
# The Recon <reconmovyie@gmail.com>, 2021.
# ali aydın <alimxaydin@gmail.com>, 2021.
# yigithan <yigithanermet38@gmail.com>, 2021.
-# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021.
+# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021, 2022.
+# Ramazan Aslan <legendraslan@gmail.com>, 2022.
+# paledega <paledega@yandex.ru>, 2022.
+# Yekez <yasintonge@gmail.com>, 2022.
+# Deleted User <noreply+46858@weblate.org>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-17 12:59+0000\n"
-"Last-Translator: Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>\n"
+"PO-Revision-Date: 2022-07-23 03:56+0000\n"
+"Last-Translator: Deleted User <noreply+46858@weblate.org>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/tr/>\n"
"Language: tr\n"
@@ -30,7 +34,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.9.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -73,17 +77,16 @@ msgid "Method Descriptions"
msgstr "Yöntem Açıklamaları"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Özellik Açıklamaları"
+msgstr "Tema Özellik Açıklamaları"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Miras:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Kalıtılan:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
@@ -91,45 +94,53 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Varsayılan"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Ayarlayıcı"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "değer"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "Alıcı"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
+"Bu yöntemin herhangi bir etkiye sahip olması için genellikle kullanıcı "
+"tarafından geçersiz kılınması gerekir."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Bu yöntemin hiçbir yan etkisi yoktur. Örneğin üye değişkenlerinden hiçbirini "
+"değiştirmez."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"Bu yöntem, burada açıklananlardan sonra herhangi bir sayıda argüman kabul "
+"edebilir."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Bu method bir veri tipi oluşturmak için kullanılır."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"Bu metod çağrılmak için bir örneklemeye ihtiyaç duymaz, bu yüzden doğrudan "
+"sınıf adı ile çağırılabilir."
#: doc/tools/make_rst.py
msgid ""
@@ -492,7 +503,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -548,7 +559,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -931,7 +942,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"İki açı arasında, sınırlandırma öğesine göre (üçüncü parametre), doğrusal "
"bir ara değer hesaplar (inperpolate).\n"
@@ -1297,10 +1314,22 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
-"[method print] yöntemi gibidir fakat yanlız hata ayıklama (debug) modunda "
-"kullanılır."
+"Kod içindeki istiflenme konumunu yazdırır ve yanlızca hata ayıklayıcı "
+"(debugger) açıkken çalışır.\n"
+"Konsoldaki çıktı aşağıdaki gibi bir şey olacaktır.\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1434,12 +1463,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"[code]from[/code] ve [code]to[/code] değerleri arasında rastgele bir kayan "
"noktalı sayı üretir.\n"
@@ -1517,37 +1548,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1671,7 +1701,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -4095,8 +4125,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4132,6 +4175,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -4144,6 +4193,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -4228,7 +4283,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4860,17 +4915,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4898,9 +4960,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4924,8 +4986,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4977,6 +5042,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -5493,11 +5568,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -5612,8 +5687,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Verilen değerin tanjantını döndürür."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5637,7 +5713,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5646,7 +5722,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -6000,8 +6076,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -6529,7 +6608,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7719,7 +7801,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7743,8 +7828,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7753,8 +7839,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7892,11 +7994,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -8106,7 +8212,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8376,8 +8482,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8895,6 +9001,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -9021,7 +9137,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9060,7 +9176,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -9243,7 +9359,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -9259,7 +9375,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -9276,10 +9395,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -9464,7 +9579,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10258,26 +10375,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -10435,6 +10536,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10653,7 +10764,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10818,7 +10935,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -11127,8 +11250,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11593,7 +11723,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11663,8 +11793,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -12254,6 +12384,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -12333,17 +12486,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -12401,7 +12554,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12473,8 +12631,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12801,10 +12959,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -13020,7 +13180,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13031,22 +13200,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13062,7 +13251,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13074,7 +13268,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13088,7 +13287,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13097,7 +13302,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13107,7 +13318,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13125,10 +13342,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13283,20 +13506,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13410,9 +13637,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13523,6 +13755,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -14213,8 +14457,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -14355,7 +14598,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -14516,7 +14762,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14612,7 +14860,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14675,7 +14925,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14713,9 +14963,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14734,8 +14984,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14751,8 +15001,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14843,9 +15093,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -16361,8 +16611,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16623,6 +16874,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -17048,8 +17306,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -17119,6 +17378,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -17258,14 +17536,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -18419,8 +18697,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -19374,10 +19651,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -19529,6 +19806,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Verilen bir değerin ark-sinüsünü döndürür."
@@ -19654,11 +19943,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19802,7 +20095,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19944,6 +20237,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "İki vektörün kalanını döndürür."
@@ -19968,13 +20268,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19984,7 +20288,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20001,23 +20309,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -20220,9 +20528,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -20337,9 +20647,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20685,7 +20994,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20931,8 +21240,10 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -21206,18 +21517,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21858,7 +22185,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21866,9 +22193,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21879,9 +22220,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21994,11 +22344,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22394,6 +22763,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22967,6 +23344,12 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -23132,12 +23515,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -23393,7 +23777,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23800,7 +24184,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23991,7 +24390,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -24003,10 +24402,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -24070,33 +24472,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -24132,11 +24544,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24959,12 +25371,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "İki vektörün kalanını döndürür."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Parametrenin kosinüsünü döndürür."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24995,6 +25444,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25759,14 +26224,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25870,8 +26335,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25908,8 +26373,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -26179,7 +26645,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -26275,6 +26746,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26324,6 +26839,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -26438,9 +26996,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26451,7 +27022,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26473,7 +27045,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26750,7 +27323,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -27280,6 +27856,14 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -27330,6 +27914,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27404,8 +27992,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27463,14 +28050,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -27492,7 +28079,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -28553,7 +29141,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28657,7 +29245,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28669,11 +29261,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28752,34 +29366,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29689,7 +30311,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29714,9 +30336,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29726,9 +30348,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29838,10 +30460,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29861,9 +30479,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29875,9 +30493,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29886,9 +30504,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30035,24 +30653,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -30072,8 +30672,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -30086,6 +30688,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -30134,15 +30757,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -30238,18 +30861,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30258,9 +30881,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -30272,9 +30895,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30305,9 +30928,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30393,8 +31016,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30656,10 +31279,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30671,6 +31298,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30838,13 +31471,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30980,6 +31618,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30988,6 +31631,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -31131,7 +31787,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32494,11 +33161,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32512,35 +33179,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32582,6 +33249,200 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32726,7 +33587,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -33024,7 +33890,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -33068,8 +33935,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33106,8 +33982,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33238,7 +34118,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -33257,6 +34137,20 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -33306,6 +34200,15 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -33341,6 +34244,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34648,15 +35558,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "İki vektörün kalanını döndürür."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34687,9 +35639,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34845,6 +35798,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34948,6 +35936,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34961,6 +35958,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -35003,6 +36012,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -35054,6 +36073,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -35376,6 +36407,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35416,7 +36450,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35438,16 +36480,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35467,6 +36524,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35476,6 +36536,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35485,11 +36551,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35507,13 +36581,29 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35574,10 +36664,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Verilen bir değerin ark-sinüsünü döndürür."
@@ -35601,7 +36737,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35615,6 +36760,12 @@ msgstr ""
msgid "Sets the map active."
msgstr "Verilen bir değerin ark-sinüsünü döndürür."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35629,10 +36780,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "İki vektörün kalanını döndürür."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Verilen değerin sinüsünü döndürür."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35642,6 +36862,11 @@ msgstr "[NavigationMeshGenerator] tekil nesnesi."
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35651,9 +36876,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35671,7 +36903,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35687,13 +36927,31 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -35728,6 +36986,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35740,7 +37004,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35757,26 +37037,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35819,9 +37126,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35838,11 +37152,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35850,6 +37162,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35880,8 +37217,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35904,9 +37241,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35920,14 +37257,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35939,7 +37276,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35967,13 +37304,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35985,13 +37326,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -36010,7 +37357,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -36073,7 +37420,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36095,13 +37442,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -36109,19 +37456,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Verilen değerin sinüsünü döndürür."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -36129,15 +37525,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -36145,11 +37568,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "[NavigationMeshGenerator] tekil nesnesi."
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -36166,7 +37613,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -36176,6 +37625,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -36202,7 +37656,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -36212,6 +37668,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -36278,6 +37739,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -36313,6 +37782,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "[NavigationMeshGenerator] tekil nesnesi."
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -36322,11 +37840,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36388,9 +37910,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36566,7 +38140,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36945,7 +38519,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Düğüm ve Sahneler"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -37097,12 +38671,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37138,6 +38712,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -37382,6 +38965,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37552,14 +39154,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37581,21 +39198,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37767,7 +39383,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37776,6 +39400,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37785,14 +39418,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37804,7 +39452,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37814,15 +39465,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37870,11 +39527,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37902,6 +39566,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37915,6 +39585,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -38052,7 +39740,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -38176,7 +39870,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -38357,7 +40051,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -38445,7 +40145,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38476,7 +40176,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38553,7 +40253,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38889,8 +40592,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38959,7 +40662,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38971,7 +40680,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -39141,8 +40851,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -39164,7 +40879,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -39194,6 +40910,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39477,6 +41198,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39546,6 +41271,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39683,7 +41418,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39741,6 +41488,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -40002,6 +41766,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -40084,6 +41857,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -40262,9 +42050,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40735,6 +42523,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -43594,7 +45390,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -44294,7 +46093,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -44369,14 +46176,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44420,6 +46244,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44437,6 +46271,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44479,6 +46322,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44487,14 +46337,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44524,14 +46392,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44560,14 +46445,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44592,14 +46494,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44627,14 +46546,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44661,14 +46598,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44786,7 +46741,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44991,10 +46957,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -45231,6 +47197,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -46131,6 +48101,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -46286,7 +48262,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46308,6 +48293,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -46455,7 +48450,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46521,6 +48516,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46554,6 +48561,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46733,6 +48753,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46941,6 +49153,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -47089,7 +49493,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47208,6 +49612,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -47523,6 +49970,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47559,6 +50016,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47569,8 +50037,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47858,20 +50328,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47879,19 +50357,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47923,6 +50410,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -48083,14 +50586,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48219,8 +50727,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48323,16 +50831,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48363,8 +50879,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48549,8 +51065,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48849,19 +51538,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48928,7 +51618,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -50343,14 +53040,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50368,6 +53066,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Verilen değerin tanjantını döndürür."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -50390,8 +53093,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50633,6 +53337,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50709,7 +53429,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50842,7 +53562,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50941,8 +53662,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51156,7 +53877,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -51238,7 +53960,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51991,6 +54714,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -52015,6 +54742,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -52072,13 +54805,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -52095,16 +54821,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -52165,6 +54889,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -52351,7 +55090,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -52362,6 +55102,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52652,14 +55792,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52830,8 +55979,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52852,8 +56008,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -53418,6 +56582,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -53615,11 +56791,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -53638,7 +56833,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -54037,6 +57237,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -54061,12 +57265,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -54093,7 +57291,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -54166,10 +57378,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -54626,12 +57834,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54899,7 +58101,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -55255,7 +58460,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55269,7 +58474,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -55279,6 +58484,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -55306,7 +58523,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55944,7 +59162,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56060,7 +59283,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56207,7 +59454,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56230,11 +59485,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56283,14 +59551,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -56427,8 +59697,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -56460,8 +59730,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56626,9 +59904,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56815,7 +60095,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56899,28 +60179,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56939,6 +60238,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57930,10 +61244,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57942,10 +61252,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57955,6 +61261,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Parametrenin kosinüsünü döndürür."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Verilen değerin zıt değerini döndürür."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "İki vektörün kalanını döndürür."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -58008,6 +61324,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Verilen değerin tanjantını döndürür."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -58065,8 +61387,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -58133,6 +61455,12 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -58363,6 +61691,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58956,6 +62328,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58995,6 +62375,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -59135,6 +62521,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "İki vektörün kalanını döndürür."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -59183,6 +62581,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -59192,6 +62596,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -59278,6 +62689,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -59561,6 +62986,12 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59667,6 +63098,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -60133,7 +63568,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -60188,6 +63625,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -60256,14 +63700,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60658,20 +64106,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60777,13 +64226,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60939,7 +64394,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -61014,7 +64480,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -61454,7 +64920,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61496,10 +64962,9 @@ msgid ""
msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -61559,13 +65024,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -61577,13 +65043,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61852,7 +65319,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61946,7 +65415,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -62129,6 +65598,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62921,7 +66406,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -63082,8 +66567,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -63181,7 +66666,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -63264,8 +66749,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -63375,11 +66860,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -63459,8 +66944,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -63658,12 +67143,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63854,9 +67339,17 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64003,10 +67496,12 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/Viewport.xml
msgid ""
@@ -64060,9 +67555,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64093,7 +67589,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64444,11 +67944,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64488,6 +67989,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -67556,8 +71067,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -68320,6 +71831,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -68356,7 +71893,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -68429,10 +71966,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -68516,6 +72055,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -69230,6 +72778,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -69375,23 +72933,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71900,6 +75478,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71995,6 +75578,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -72220,6 +75806,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -72305,7 +75898,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -72396,8 +75989,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -72412,11 +76005,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -72431,8 +76030,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -72449,6 +76048,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -72491,8 +76096,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index 0eed155e80..b1272c6b3e 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -11,12 +11,14 @@
# Valerii Bosiak <valerii540@protonmail.com>, 2021.
# KazanskiyMaks <kazanskiy.maks@gmail.com>, 2022.
# Vladyslav Anisimov <uniss@ua.fm>, 2022.
+# Мирослав <hlopukmyroslav@gmail.com>, 2022.
+# Гліб Соколов <ramithes@i.ua>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-29 12:53+0000\n"
-"Last-Translator: Vladyslav Anisimov <uniss@ua.fm>\n"
+"PO-Revision-Date: 2022-06-14 15:48+0000\n"
+"Last-Translator: Мирослав <hlopukmyroslav@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@@ -25,7 +27,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -33,7 +35,7 @@ msgstr "Опис"
#: doc/tools/make_rst.py
msgid "Tutorials"
-msgstr "Уроки"
+msgstr "Посібники"
#: doc/tools/make_rst.py
msgid "Properties"
@@ -73,7 +75,6 @@ msgid "Theme Property Descriptions"
msgstr "Описи Властивостей Теми"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Inherits:"
msgstr "Успадковує:"
@@ -88,9 +89,8 @@ msgid "(overrides %s)"
msgstr "(перевизначає %s)"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Default"
-msgstr "За замовчуванням"
+msgstr "Типовий"
#: doc/tools/make_rst.py
#, fuzzy
@@ -477,7 +477,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -530,7 +530,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -771,7 +771,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -985,7 +991,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1072,11 +1085,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1120,37 +1134,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1239,7 +1252,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3474,8 +3487,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3511,6 +3537,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3523,6 +3555,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3607,7 +3645,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3907,7 +3945,7 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Vector math"
-msgstr ""
+msgstr "Векторна математика"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
@@ -4239,22 +4277,29 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
-msgstr ""
+msgstr "Анімація 2D спрайтів"
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -4277,9 +4322,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4303,8 +4348,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4356,6 +4404,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4872,11 +4930,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4991,8 +5049,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Повертає тангенс параметра."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5016,7 +5075,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5025,7 +5084,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5379,8 +5438,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5908,7 +5970,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6068,7 +6133,7 @@ msgstr ""
#: doc/classes/AnimationTree.xml
msgid "Using AnimationTree"
-msgstr ""
+msgstr "Використання Дерева анімації"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
@@ -7104,7 +7169,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7128,8 +7196,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7138,8 +7207,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7277,11 +7362,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7491,7 +7580,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7761,8 +7850,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8280,6 +8369,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8406,7 +8505,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8445,7 +8544,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8628,7 +8727,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8644,7 +8743,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8661,10 +8763,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8849,7 +8947,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9096,7 +9196,7 @@ msgstr ""
#: doc/classes/AudioEffectHighShelfFilter.xml
#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
msgid "Audio buses"
-msgstr ""
+msgstr "Звукові шини"
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
@@ -9489,7 +9589,7 @@ msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid "Recording with microphone"
-msgstr ""
+msgstr "Запис з мікрофона"
#: doc/classes/AudioEffectRecord.xml
msgid "Returns the recorded sample."
@@ -9643,26 +9743,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9820,6 +9904,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9867,7 +9961,7 @@ msgstr ""
#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
msgid "Audio streams"
-msgstr ""
+msgstr "Звукові потоки"
#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10038,7 +10132,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10203,7 +10303,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10512,8 +10618,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10978,7 +11091,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11048,8 +11161,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11640,6 +11753,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11719,17 +11855,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11787,7 +11923,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11859,8 +12000,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12185,10 +12326,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12388,7 +12531,7 @@ msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
msgid "Custom drawing in 2D"
-msgstr ""
+msgstr "Власне малювання в 2D"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -12400,7 +12543,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12411,22 +12563,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12442,7 +12614,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12454,7 +12631,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12468,7 +12650,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12477,7 +12665,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12487,7 +12681,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12505,10 +12705,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12663,20 +12869,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12790,9 +13000,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12903,6 +13118,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13593,8 +13820,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13736,7 +13962,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13897,7 +14126,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13993,7 +14224,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14056,7 +14289,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14094,9 +14327,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14115,8 +14348,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14132,8 +14365,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14224,9 +14457,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15740,8 +15973,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16002,6 +16236,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16427,8 +16668,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16498,6 +16740,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16637,14 +16898,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17798,8 +18059,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -17857,7 +18117,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
#: modules/csg/doc_classes/CSGTorus.xml
msgid "Prototyping levels with CSG"
-msgstr ""
+msgstr "Прототипування рівнів з CSG"
#: modules/csg/doc_classes/CSGBox.xml
msgid "Depth of the box measured from the center of the box."
@@ -18753,10 +19013,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18908,6 +19168,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Повертає арксинус параметра."
@@ -19033,11 +19305,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Повертає синус параметра."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19181,7 +19457,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19323,6 +19599,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Повертає лишок за двома векторами."
@@ -19347,13 +19630,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19363,7 +19650,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19380,23 +19671,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19599,9 +19890,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19716,9 +20009,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20064,7 +20356,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20310,8 +20602,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Повертає косинус параметра."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20585,18 +20878,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21237,7 +21546,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21245,9 +21554,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21258,9 +21581,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21373,11 +21705,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21771,6 +22122,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22344,6 +22703,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Повертає косинус параметра."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22509,12 +22873,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22770,7 +23135,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -22873,11 +23238,8 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
-#, fuzzy
msgid "Environment and post-processing"
-msgstr ""
-"https://docs.godotengine.org/uk/latest/tutorials/3d/"
-"environment_and_post_processing.html"
+msgstr "Середовище та пост-обробка"
#: doc/classes/Environment.xml
msgid "Light transport in game engines"
@@ -23177,7 +23539,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23368,7 +23745,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23380,10 +23757,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23447,33 +23827,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23509,11 +23899,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24332,12 +24722,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Повертає лишок за двома векторами."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Повертає косинус параметра."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24368,6 +24795,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25132,14 +25575,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25243,8 +25686,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25281,8 +25724,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25552,7 +25996,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25646,6 +26095,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25695,6 +26188,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25810,9 +26346,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25823,7 +26372,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25845,7 +26395,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26120,7 +26671,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26656,6 +27210,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26706,6 +27266,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26780,8 +27344,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26839,14 +27402,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26868,7 +27431,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27929,7 +28493,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28033,7 +28597,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28045,11 +28613,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28128,34 +28718,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29065,7 +29663,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29090,9 +29688,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29102,9 +29700,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29214,10 +29812,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29237,9 +29831,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29251,9 +29845,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29262,9 +29856,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29411,24 +30005,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29448,8 +30024,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29462,6 +30040,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29510,15 +30109,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29614,18 +30213,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29634,9 +30233,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29648,9 +30247,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29681,9 +30280,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29769,8 +30368,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30032,10 +30631,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30043,6 +30646,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "Mouse and input coordinates"
+msgstr "Мишка і координати введення"
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
@@ -30214,13 +30823,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30354,6 +30968,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30362,6 +30981,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30505,7 +31137,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31868,11 +32511,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31886,35 +32529,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31956,6 +32599,194 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Повертає косинус параметра."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "Повертає косинус параметра."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32023,7 +32854,7 @@ msgstr ""
#: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows"
-msgstr ""
+msgstr "3D світло та тіні"
#: doc/classes/Light.xml
#, fuzzy
@@ -32101,7 +32932,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32399,7 +33235,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32443,8 +33280,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32481,8 +33327,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32613,7 +33463,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32632,6 +33482,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Повертає косинус параметра."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32681,6 +33544,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32716,6 +33586,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34023,15 +34900,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Повертає лишок за двома векторами."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34062,9 +34981,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34220,6 +35140,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34323,6 +35278,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34336,6 +35300,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34378,6 +35354,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34429,6 +35415,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34752,6 +35750,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34792,7 +35793,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34814,16 +35823,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34843,6 +35867,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34852,6 +35879,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34861,11 +35894,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34883,11 +35924,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34948,10 +36005,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Повертає арксинус параметра."
@@ -34975,7 +36078,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34988,6 +36100,12 @@ msgstr "Повертає косинус параметра."
msgid "Sets the map active."
msgstr "Повертає арксинус параметра."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35002,10 +36120,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Повертає синус параметра."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35016,6 +36203,11 @@ msgstr "Повертає значення, яке є протилежним до
msgid "Sets the global transformation for the region."
msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35025,9 +36217,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35045,7 +36244,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35061,15 +36268,33 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
@@ -35102,6 +36327,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35114,7 +36345,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35131,26 +36378,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35193,9 +36467,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35212,11 +36493,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Повертає синус параметра."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35224,6 +36503,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35254,8 +36558,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35278,9 +36582,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35294,14 +36598,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35313,7 +36617,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35341,13 +36645,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35357,13 +36665,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35382,7 +36696,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35445,7 +36759,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35467,13 +36781,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35481,19 +36795,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35501,15 +36864,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35517,10 +36907,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35537,7 +36951,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35547,6 +36963,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35573,7 +36994,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35583,6 +37006,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35649,6 +37077,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35684,6 +37120,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35693,11 +37177,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35759,9 +37247,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35937,7 +37477,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36021,7 +37561,7 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "High-level multiplayer"
-msgstr ""
+msgstr "Мультиплеєр високого рівня"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "WebRTC Signaling Demo"
@@ -36316,7 +37856,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Вузли та Сцени"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36468,12 +38008,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36509,6 +38049,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36753,6 +38302,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36923,14 +38491,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36952,21 +38535,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37138,7 +38720,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37147,6 +38737,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37156,14 +38755,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37175,7 +38789,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37185,15 +38802,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37241,11 +38864,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37273,6 +38903,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37286,6 +38922,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37423,7 +39077,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37547,7 +39207,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37728,7 +39388,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37816,7 +39482,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37847,7 +39513,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37924,7 +39590,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38260,8 +39929,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38330,7 +39999,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38342,7 +40017,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38512,8 +40188,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38535,7 +40216,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38565,6 +40247,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38848,6 +40535,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38917,6 +40608,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39054,7 +40755,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39112,6 +40825,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39372,6 +41102,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39454,6 +41193,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39632,9 +41386,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40101,6 +41855,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42958,7 +44720,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43656,7 +45421,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43731,14 +45504,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43782,6 +45572,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43799,6 +45599,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43841,6 +45650,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43849,14 +45665,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43886,14 +45720,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43922,14 +45773,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43954,14 +45822,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43989,14 +45874,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44023,14 +45926,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44148,7 +46069,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44353,10 +46285,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44593,6 +46525,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45493,6 +47429,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45648,7 +47590,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45670,6 +47621,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45817,7 +47778,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45883,6 +47844,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45916,6 +47889,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46095,6 +48081,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46303,6 +48481,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46451,7 +48821,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46570,6 +48940,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46885,6 +49298,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46921,6 +49344,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46931,8 +49365,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47220,20 +49656,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47241,19 +49685,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47285,6 +49738,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47445,14 +49914,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47581,8 +50055,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47685,16 +50159,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47725,8 +50207,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47911,8 +50393,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48122,7 +50777,7 @@ msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid "Random number generation"
-msgstr ""
+msgstr "Генерація випадкових чисел"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -48206,19 +50861,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48285,7 +50941,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49698,14 +52361,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49723,6 +52387,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49745,8 +52414,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49988,6 +52658,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50064,7 +52750,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50197,7 +52883,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50296,8 +52983,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50511,7 +53198,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50593,7 +53281,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51346,6 +54035,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51370,6 +54063,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51427,13 +54126,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51450,16 +54142,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51520,6 +54210,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51706,7 +54411,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51717,6 +54423,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52007,14 +55113,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52185,8 +55300,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52207,8 +55329,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52774,6 +55904,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52971,11 +56113,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52994,7 +56155,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53393,6 +56559,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53417,12 +56587,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53449,7 +56613,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53522,10 +56700,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53980,12 +57154,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54253,7 +57421,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54610,7 +57781,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54624,7 +57795,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54634,6 +57805,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54661,7 +57844,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55299,7 +58483,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55415,7 +58604,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55562,7 +58775,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55585,11 +58806,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55638,14 +58872,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55782,8 +59018,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55815,8 +59051,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55981,9 +59225,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56170,7 +59416,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56254,28 +59500,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56294,6 +59559,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57286,10 +60566,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57298,10 +60574,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57311,6 +60583,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Повертає кут до заданого вектора у радіанах."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Повертає значення, яке є протилежним до значення параметра."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Повертає лишок за двома векторами."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57364,6 +60646,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Повертає тангенс параметра."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57421,8 +60709,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57487,6 +60775,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Повертає косинус параметра."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57717,6 +61010,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58310,6 +61647,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58349,6 +61694,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58490,6 +61841,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58537,6 +61900,13 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -58547,6 +61917,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58633,6 +62010,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58678,7 +62069,7 @@ msgstr ""
#: doc/classes/Thread.xml
msgid "Using multiple threads"
-msgstr ""
+msgstr "Використання кількох потоків"
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
@@ -58916,6 +62307,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Повертає косинус параметра."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59022,6 +62418,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59488,7 +62888,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59543,6 +62945,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59611,14 +63020,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60013,20 +63426,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60132,13 +63546,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60294,7 +63714,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60369,7 +63800,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60809,7 +64240,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60851,10 +64282,9 @@ msgid ""
msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -60914,13 +64344,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60932,13 +64363,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61207,7 +64639,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61301,7 +64735,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61484,6 +64918,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62276,7 +65726,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62437,8 +65887,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62536,7 +65986,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62620,8 +66070,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62731,11 +66181,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62815,8 +66265,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -63014,12 +66464,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63210,9 +66660,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Повертає косинус параметра."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63360,8 +66817,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63416,9 +66873,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63447,7 +66905,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63798,11 +67260,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63842,6 +67305,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66910,10 +70383,11 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
-msgstr ""
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -67675,6 +71149,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67711,7 +71211,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67782,7 +71282,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67867,6 +71371,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68579,6 +72092,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68724,23 +72247,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71253,6 +74796,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71348,6 +74896,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71573,6 +75124,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71658,7 +75216,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71747,8 +75305,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71763,11 +75321,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -71782,8 +75346,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71800,6 +75364,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Повертає синус параметра."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -71842,8 +75412,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 1c0c455fec..60ab8769ab 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -4,7 +4,7 @@
# This file is distributed under the same license as the Godot source code.
#
# Rev <revolnoom7801@gmail.com>, 2021.
-# IoeCmcomc <hopdaigia2004@gmail.com>, 2021.
+# IoeCmcomc <hopdaigia2004@gmail.com>, 2021, 2022.
# Hung <hungthitkhia@gmail.com>, 2021.
# Giacat Buile <hatconan20024@gmail.com>, 2021.
# Quinn Le <quinnsgn@gmail.com>, 2021.
@@ -12,8 +12,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-12 13:49+0000\n"
-"Last-Translator: Quinn Le <quinnsgn@gmail.com>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: IoeCmcomc <hopdaigia2004@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/vi/>\n"
"Language: vi\n"
@@ -21,11 +21,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.9.1-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
-msgstr "Nội dung"
+msgstr "Mô tả"
#: doc/tools/make_rst.py
msgid "Tutorials"
@@ -53,36 +53,35 @@ msgstr "Liệt kê"
#: doc/tools/make_rst.py
msgid "Constants"
-msgstr "Hằng số"
+msgstr "Hằng"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
-msgstr "Nội dung Thuộc tính"
+msgstr "Mô tả huộc tính"
#: doc/tools/make_rst.py
msgid "Method Descriptions"
msgstr "Mô tả phương thức"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Nội dung Thuộc tính"
+msgstr "Mô tả thuộc tính chủ đề"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "Kế thừa:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "Được kế thừa bởi:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(ghi đè %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "Mặc định"
#: doc/tools/make_rst.py
msgid "Setter"
@@ -90,7 +89,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "giá trị"
#: doc/tools/make_rst.py
msgid "Getter"
@@ -99,22 +98,26 @@ msgstr ""
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr ""
+msgstr "Phương thức này nên được người dùng ghi đè để có tác dụng."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
+"Phương thức này không có tác dụng phụ. Nó không sửa đổi bất cứ biến thành "
+"viên nào của hiện thể cả."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"Phương thức này chấp nhận bất kì số đối số nào sau những cái đã được mô tả ở "
+"đây."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Phương thức này được dùng để tạo một kiểu."
#: doc/tools/make_rst.py
msgid ""
@@ -181,7 +184,6 @@ msgstr ""
"Những tên mày được hỗ trợ giống với các hằng số ở trong [Màu]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -189,8 +191,7 @@ msgid ""
"a = abs(-1) # a is 1\n"
"[/codeblock]"
msgstr ""
-"Trả về giá trị tuyệt đối của tham số [code]s[/code] (nghĩa là giá trị "
-"dương).\n"
+"Trả về giá trị tuyệt đối của tham số [code]s[/code] (v.d. giá trị dương).\n"
"[codeblock]\n"
"# a là 1\n"
"a = abs(-1)\n"
@@ -476,7 +477,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -531,7 +532,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -908,7 +909,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1195,8 +1202,15 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
-msgstr "Giống [method print], nhưng chỉ in khi sử dụng trong chế độ gỡ lỗi."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1288,11 +1302,12 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1336,37 +1351,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1455,7 +1469,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3750,8 +3764,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3787,6 +3814,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3799,6 +3832,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3883,7 +3922,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4524,17 +4563,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4562,9 +4608,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4588,9 +4634,12 @@ msgstr "Nếu [code]true[/code] thì lật dọc họa tiết."
msgid "The displayed animation frame's index."
msgstr "Số thứ tự khung hình của hoạt ảnh đang chạy."
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "Tài nguyên [SpriteFrames] chứa (các) hoạt ảnh."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -4645,6 +4694,16 @@ msgstr ""
"Chạy hoạt ảnh tên là [code]anim[/code]. Nếu không cung cấp [code]anim[/code] "
"nào, thì chạy hoạt ảnh hiện tại."
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "Tài nguyên [SpriteFrames] chứa (các) hoạt ảnh."
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -5171,11 +5230,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -5290,8 +5349,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "Trả về [Texture2D] của khung hình được cho."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5315,7 +5375,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -5324,7 +5384,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5678,8 +5738,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -6207,7 +6270,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7398,7 +7464,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7422,8 +7491,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7432,8 +7502,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7571,11 +7657,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7785,7 +7875,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8055,8 +8145,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8574,6 +8664,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8700,7 +8800,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8739,7 +8839,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8922,7 +9022,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8938,7 +9038,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8955,10 +9058,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -9143,7 +9242,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9937,26 +10038,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -10114,6 +10199,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -10332,7 +10427,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10497,7 +10598,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10806,8 +10913,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11272,7 +11386,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11342,8 +11456,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11934,6 +12048,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -12013,17 +12150,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -12081,7 +12218,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -12153,8 +12295,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12480,10 +12622,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12695,7 +12839,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12706,22 +12859,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12737,7 +12910,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12749,7 +12927,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12763,7 +12946,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12772,7 +12961,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12782,7 +12977,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12800,10 +13001,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12958,20 +13165,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13085,9 +13296,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13198,6 +13414,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13889,8 +14117,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -14031,7 +14258,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -14192,7 +14422,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -14288,7 +14520,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14351,7 +14585,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14389,9 +14623,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14410,8 +14644,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14427,8 +14661,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14519,9 +14753,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -16037,8 +16271,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -16299,6 +16534,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16724,8 +16966,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16795,6 +17038,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16934,14 +17196,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -18095,8 +18357,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -19051,10 +19312,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -19206,6 +19467,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Trả về sin nghịch đảo của tham số."
@@ -19331,11 +19604,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "Trả về sin của tham số."
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19479,7 +19756,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19621,6 +19898,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Trả về phần dư của hai vector."
@@ -19645,13 +19929,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19661,7 +19949,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19678,23 +19970,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19897,9 +20189,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -20014,9 +20308,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20362,7 +20655,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20608,8 +20901,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20883,18 +21177,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21535,7 +21845,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21543,9 +21853,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21556,9 +21880,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21671,11 +22004,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -22070,6 +22422,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22643,6 +23003,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22808,12 +23173,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -23069,7 +23435,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23475,7 +23841,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23666,7 +24047,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23678,10 +24059,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23745,33 +24129,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23807,11 +24201,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24630,12 +25024,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "Trả về phần dư của hai vector."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "Trả về côsin của tham số."
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24666,6 +25097,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25430,14 +25877,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25541,8 +25988,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25579,8 +26026,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25850,7 +26298,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25944,6 +26397,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25993,6 +26490,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -26107,9 +26647,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -26120,7 +26673,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -26142,7 +26696,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26418,7 +26973,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26948,6 +27506,13 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26998,6 +27563,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -27072,8 +27641,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -27131,14 +27699,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -27160,7 +27728,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -28221,7 +28790,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -28325,7 +28894,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28337,11 +28910,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28420,34 +29015,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29358,7 +29961,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29383,9 +29986,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29395,9 +29998,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29507,10 +30110,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29530,9 +30129,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29544,9 +30143,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29555,9 +30154,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29704,24 +30303,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29741,8 +30322,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29755,6 +30338,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29803,15 +30407,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29907,18 +30511,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29927,9 +30531,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29941,9 +30545,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29974,9 +30578,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -30062,8 +30666,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -30325,10 +30929,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30340,6 +30948,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30507,13 +31121,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30648,6 +31267,11 @@ msgstr "Nếu [code]true[/code] thì lật dọc họa tiết."
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30656,6 +31280,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30799,7 +31436,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -32162,11 +32810,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -32180,35 +32828,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -32250,6 +32898,196 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr "Nếu [code]true[/code] thì lật dọc họa tiết."
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32394,7 +33232,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32692,7 +33535,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32736,8 +33580,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32774,8 +33627,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32906,7 +33763,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32925,6 +33782,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32974,6 +33844,14 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -33009,6 +33887,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -34316,15 +35201,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Trả về phần dư của hai vector."
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34355,9 +35282,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34513,6 +35441,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34616,6 +35579,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34629,6 +35601,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34671,6 +35655,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34722,6 +35716,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -35044,6 +36050,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35084,7 +36093,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35106,16 +36123,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35135,6 +36167,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -35144,6 +36179,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -35153,11 +36194,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35175,12 +36224,28 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35241,10 +36306,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Trả về [Texture2D] của khung hình được cho."
@@ -35268,7 +36379,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -35281,6 +36401,12 @@ msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm.
msgid "Sets the map active."
msgstr "Trả về [Texture2D] của khung hình được cho."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -35295,10 +36421,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "Trả về phần dư của hai vector."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Trả về sin của tham số."
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -35308,6 +36503,11 @@ msgstr "Đơn Nhất [NavigationMeshGenerator]."
msgid "Sets the global transformation for the region."
msgstr ""
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "Trả về sin của tham số."
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -35317,9 +36517,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35337,7 +36544,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35353,15 +36568,33 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
@@ -35395,6 +36628,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35407,7 +36646,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35424,26 +36679,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35486,9 +36768,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35505,11 +36794,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "Trả về sin của tham số."
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35517,6 +36804,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35547,8 +36859,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35571,9 +36883,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35587,14 +36899,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35606,7 +36918,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35634,13 +36946,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35651,13 +36967,19 @@ msgstr "Nếu [code]true[/code] thì lật ngang họa tiết."
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35676,7 +36998,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35739,7 +37061,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35761,13 +37083,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35775,19 +37097,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "Trả về sin của tham số."
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35795,15 +37166,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35811,11 +37209,35 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
#, fuzzy
msgid "The [NavigationMesh] resource to use."
msgstr "Đơn Nhất [NavigationMeshGenerator]."
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35832,7 +37254,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35842,6 +37266,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35868,7 +37297,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35878,6 +37309,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35944,6 +37380,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35979,6 +37423,55 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid "The [NavigationPolygon] resource to use."
+msgstr "Đơn Nhất [NavigationMeshGenerator]."
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35988,11 +37481,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -36054,9 +37551,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -36232,7 +37781,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36763,12 +38312,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36804,6 +38353,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -37048,6 +38606,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -37218,14 +38795,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -37247,21 +38839,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37433,7 +39024,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37442,6 +39041,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37451,14 +39059,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37470,7 +39093,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37480,15 +39106,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37536,11 +39168,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37568,6 +39207,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37581,6 +39226,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37718,7 +39381,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37842,7 +39511,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -38023,7 +39692,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -38111,7 +39786,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -38142,7 +39817,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -38219,7 +39894,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38555,8 +40233,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38625,7 +40303,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38637,7 +40321,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38807,8 +40492,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38830,7 +40520,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38860,6 +40551,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -39143,6 +40839,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -39212,6 +40912,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39349,7 +41059,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39407,6 +41129,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39667,6 +41406,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39749,6 +41497,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39927,9 +41690,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -40402,6 +42165,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -43257,7 +45028,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43959,7 +45733,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -44034,14 +45816,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -44085,6 +45884,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -44102,6 +45911,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -44144,6 +45962,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -44152,14 +45977,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -44189,14 +46032,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -44225,14 +46085,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -44257,14 +46134,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -44292,14 +46186,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -44326,14 +46238,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44451,7 +46381,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44656,10 +46597,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "Trả về sin của tham số."
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44897,6 +46838,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45796,6 +47741,13 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
+#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
@@ -45954,7 +47906,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45976,6 +47937,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -46123,7 +48094,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46189,6 +48160,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -46222,6 +48205,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46401,6 +48397,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46609,6 +48797,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46757,7 +49137,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46876,6 +49256,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -47191,6 +49614,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -47227,6 +49660,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -47237,8 +49681,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47526,20 +49972,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47547,19 +50001,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47591,6 +50054,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47751,14 +50230,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47887,8 +50371,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47991,16 +50475,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48031,8 +50523,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -48217,8 +50709,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48515,19 +51180,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48594,7 +51260,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -50009,14 +52682,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50034,6 +52708,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Trả về [Texture2D] của khung hình được cho."
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -50056,8 +52735,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50299,6 +52979,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50375,7 +53071,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50508,7 +53204,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50607,8 +53304,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50822,7 +53519,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50904,7 +53602,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51657,6 +54356,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51681,6 +54384,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51738,13 +54447,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51761,16 +54463,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51831,6 +54531,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -52017,7 +54732,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -52028,6 +54744,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -52318,14 +55434,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52496,8 +55621,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52518,8 +55650,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -53086,6 +56226,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -53283,11 +56435,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -53306,7 +56477,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53705,6 +56881,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53729,12 +56909,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53762,7 +56936,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53835,10 +57023,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -54294,12 +57478,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54567,7 +57745,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54923,7 +58104,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54937,7 +58118,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54947,6 +58128,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54974,7 +58167,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55612,7 +58806,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55728,7 +58927,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55875,7 +59098,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55898,11 +59129,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55951,14 +59195,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -56095,8 +59341,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -56128,8 +59374,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -56294,9 +59548,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56483,7 +59739,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56567,28 +59823,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56607,6 +59882,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57598,10 +60888,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57610,10 +60896,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57623,6 +60905,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "Trả về côsin của tham số."
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "Trả về giá trị đối của tham số."
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "Trả về phần dư của hai vector."
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57676,6 +60968,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Trả về [Texture2D] của khung hình được cho."
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57733,8 +61031,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57800,6 +61098,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -58030,6 +61333,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58624,6 +61971,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58663,6 +62018,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58803,6 +62164,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "Trả về phần dư của hai vector."
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58851,6 +62224,12 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
@@ -58860,6 +62239,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58946,6 +62332,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -59229,6 +62629,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "Nếu [code]true[/code] thì lật dọc họa tiết."
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -59335,6 +62740,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59801,7 +63210,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59856,6 +63267,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59924,14 +63342,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -60326,20 +63748,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60445,13 +63868,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60607,7 +64036,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60682,7 +64122,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -61122,7 +64562,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -61164,10 +64604,9 @@ msgid ""
msgstr "Trả về sin của tham số."
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "Trả về sin của tham số."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -61229,13 +64668,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -61247,13 +64687,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61524,7 +64965,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61618,7 +65061,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61801,6 +65244,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62593,7 +66052,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62754,8 +66213,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62853,7 +66312,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62936,8 +66395,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -63047,11 +66506,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -63131,8 +66590,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -63330,12 +66789,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63526,9 +66985,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63677,10 +67143,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
-msgstr ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
#: doc/classes/Viewport.xml
msgid ""
@@ -63734,9 +67201,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63766,7 +67234,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -64121,11 +67593,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -64165,6 +67638,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -67235,8 +70718,8 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -68000,6 +71483,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -68036,7 +71545,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -68108,9 +71617,12 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
-msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -68194,6 +71706,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68907,6 +72428,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -69052,23 +72583,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -70556,11 +74107,11 @@ msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts RGB vector to HSV equivalent."
-msgstr "Chuyển vector màu RGB sang HSV tương ứng."
+msgstr "Chuyển véc tơ màu RGB sang HSV tương ứng."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts HSV vector to RGB equivalent."
-msgstr "Chuyển vector màu HSV sang RGB tương ứng."
+msgstr "Chuyển véc tơ màu HSV sang RGB tương ứng."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the absolute value of the parameter."
@@ -71584,6 +75135,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71679,6 +75235,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71904,6 +75463,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71989,7 +75555,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -72079,8 +75645,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -72095,11 +75661,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -72114,8 +75686,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -72132,6 +75704,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -72174,8 +75752,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index fdd36621c7..76ea804df5 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -38,7 +38,7 @@
# SimonChang <simon_chang@foxmail.com>, 2021.
# zeng haochen <m18621006730@163.com>, 2021.
# suplife <2634557184@qq.com>, 2021.
-# Magian <magian1127@gmail.com>, 2021.
+# Magian <magian1127@gmail.com>, 2021, 2022.
# ji233 <27987772@qq.com>, 2021.
# 沈士超 <shenshichao920@hotmail.com>, 2021.
# MisakaRua <1150235785@qq.com>, 2021.
@@ -62,7 +62,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-02-14 22:08+0000\n"
+"PO-Revision-Date: 2022-07-26 01:54+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -71,7 +71,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -310,9 +310,9 @@ msgstr ""
"[code]condition[/code] 为 [code]false[/code] ,则会生成一个错误。如果是从编辑"
"器运行的,正在运行的项目还会被暂停,直到手动恢复。该函数可以作为 [method "
"push_error] 的加强版,用于向项目开发者或插件用户报错。\n"
-"[b]注意:[/b] 出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从"
-"编辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。"
-"否则,项目在以发行模式导出后将有不一致的行为。\n"
+"[b]注意:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编"
+"辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。否"
+"则,项目在以发行模式导出后将有不一致的行为。\n"
"如果给出了可选的 [code]message[/code] 参数,在通用的“Assertion failed”消息之"
"外,还会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n"
"[codeblock]\n"
@@ -507,7 +507,7 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中删除,请使用 "
+"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中移除,请使用 "
"[method move_toward] 代替。\n"
"返回 [code]value[/code] 减去 [code]step[/code] * [code]amount[/code] 的结"
"果。\n"
@@ -518,7 +518,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -535,7 +535,7 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
-"根据实际的内容对两个值进行比较,对于 `Array` 或 `Dictionary` 会递归至最深一"
+"根据实际的内容对两个值进行比较,对于 [Array] 或 [Dictionary] 会递归至最深一"
"层。\n"
"与 [code]==[/code] 的异同有:\n"
"- 对于 [code]null[/code]、[code]int[/code]、[code]float[/code]、"
@@ -584,14 +584,14 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"返回 [code]x[/code] “缓动后”的值,结果基于使用 [code]curve[/code] 值定义的缓"
-"动函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数"
-"值会导致以下行为:\n"
+"返回 [code]x[/code]“缓动后”的值,结果基于使用 [code]curve[/code] 值定义的缓动"
+"函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数值"
+"会导致以下行为:\n"
"[codeblock]\n"
"- 低于 -1.0(开区间):缓入缓出\n"
"- -1.0:线性\n"
@@ -601,9 +601,9 @@ msgstr ""
"- 1.0:线性\n"
"- 大于 1.0(开区间):缓入\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() 曲线值速查表[/url]\n"
-"请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
+"另请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
"[AnimationPlayer]。"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -645,7 +645,7 @@ msgstr ""
"a = floor(2.99) # a = 2.0\n"
"a = floor(-2.99) # a = -3.0\n"
"[/codeblock]\n"
-"请参阅 [method ceil]、[method round]、[method stepify] 和 [int]。\n"
+"另请参阅 [method ceil]、[method round]、[method stepify] 和 [int]。\n"
"[b]注意:[/b]该方法返回一个浮点数。如果你需要整数,而 [code]s[/code] 是非负"
"数,你可以直接使用 [code]int(s)[/code]。"
@@ -658,7 +658,7 @@ msgid ""
"[/codeblock]\n"
"For the integer remainder operation, use the % operator."
msgstr ""
-"返回 [code]a/b[/code] 的浮点型余数, 符号与 [code]a[/code]一致。\n"
+"返回 [code]a/b[/code] 的浮点型余数,符号与 [code]a[/code]一致。\n"
"[codeblock]\n"
"r = fmod(7, 5.5) # r = 1.5\n"
"[/codeblock]\n"
@@ -874,7 +874,7 @@ msgstr ""
"如果 [code]a[/code] 和 [code]b[/code] 彼此近似相等,则返回 [code]true[/"
"code]。\n"
"这里,近似相等意味着 [code]a[/code] 和 [code]b[/code] 相互之间在一个小的内部 "
-"ε 里,这个内部 ε 随着数字的大小而变化。 \n"
+"ε 里,这个内部 ε 随着数字的大小而变化。\n"
"相同符号的无穷大值被认为是相等的。"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -971,7 +971,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"通过归一化值在两个角度之间(以弧度为单位)进行线性插值。\n"
"与 [method lerp] 相似,但是当角度环绕 [constant @GDScript.TAU] 时会准确插值。"
@@ -985,7 +991,12 @@ msgstr ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]注意:[/b]这个方法会通过 [code]from[/code] 和 [code]to[/code] 之间的最短路"
+"径进行线性插值。然而,当这两个角度相距大致 [code]PI + k * TAU[/code] 其中 "
+"[code]k[/code] 为任意整数时,由于浮点数精度误差的缘故,要对插值的方向进行判断"
+"是很难的。例如,[code]lerp_angle(0, PI, weight)[/code] 会逆时针插值,而 "
+"[code]lerp_angle(0, PI + 5 * TAU, weight)[/code] 则会顺时针插值。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1191,7 +1202,7 @@ msgid ""
msgstr ""
"将 JSON 文本解析为 Variant。(使用 [method typeof] 检查 Variant 的类型是否符"
"合您的期望。)\n"
-"[b]注意:[/b]JSON 规范未定义整数或浮点类型,仅定义了 [i]number[/i] 类型。 因"
+"[b]注意:[/b]JSON 规范未定义整数或浮点类型,仅定义了 [i]number[/i] 类型。因"
"此,解析 JSON 文本会将所有数值转换为 [float] 类型。\n"
"[b]注意:[/b]JSON 对象不会像 Godot 字典那样保留键顺序,因此,如果字典是由 "
"JSON 构造的,则不应依赖于特定顺序的键。相反,JSON 数组保留其元素的顺序:\n"
@@ -1311,8 +1322,21 @@ msgstr ""
"在打印错误或警告时还会显示堆栈跟踪。"
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
-msgstr "与 [method print] 类似,但仅在调试模式下使用时才打印。"
+#, fuzzy
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
+"在代码位置打印堆栈轨迹,仅在打开调试器的情况下运行。\n"
+"控制台中的输出如下所示:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1438,16 +1462,19 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"随机范围,[code]from[/code] 和 [code]to[/code] 之间的任何浮点值。\n"
+"返回随机浮点值,范围为 [code]from[/code] 和 [code]to[/code] 之间(两端均包含"
+"在内)。\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # 输出举例 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]注意:[/b]相当于 [code]randf() * (to - from) + from[/code]。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1510,37 +1537,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1549,36 +1575,32 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
-"返回一个具有给定范围的数组。范围可以是一个参数[code]N[/code](0 到 [code]N[/"
-"code] - 1),两个参数(初始 [code]initial[/code]、最终 [code]final -1[/"
-"code])或三个参数(初始 [code]initial[/code]、最终 [code]final -1[/code]、增"
-"量 [code]increment[/code])。范围无效时返回一个空数组(例如 [code]range(2, "
-"5, -1)[/code] 或 [code]range(5, 5, 1)[/code])。\n"
-"返回一个具有给定范围的数组。[code]range()[/code] 可以是一个参数 [code]N[/"
-"code](0 到 [code]N[/code] - 1),两个参数(初始 [code]initial[/code]、最终 "
-"[code]final -1[/code])或三个参数(初始[code]initial[/code]、最终 "
-"[code]final -1[/code]、增量 [code]increment[/code])。增量 [code]increment[/"
-"code] 可以是负数。如果增量 [code]increment[/code] 是负的,[code]final-1[/"
-"code] 将变成 [code]final+1[/code]。另外,初始值必须大于最终值,循环才能运"
-"行。\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"输出:\n"
+"返回给定范围的数组。[method range] 的调用方法有三种:\n"
+"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之"
+"前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n"
+"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 "
+"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]"
+"参数 [code]n[/code]。\n"
+"[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,每次加 "
+"[code]s[/code],在到达 [code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 "
+"[code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/code] [b]可"
+"以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 [code]0[/"
+"code],会输出一条错误。\n"
+"[method range] 会先将所有参数转换为 [int] 再进行处理。\n"
+"[b]注意:[/b]如果不存在满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)"
+"[/code] 和 [code]range(5, 5, 1)[/code])。\n"
+"示例:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # 输出 [0, 1, 2, 3]\n"
+"print(range(2, 5)) # 输出 [2, 3, 4]\n"
+"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n"
+"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n"
"[/codeblock]\n"
-"要对一个数组 [Array] 进行逆序迭代,请使用:\n"
+"反向遍历 [Array] 请使用:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
@@ -1698,7 +1720,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -1715,12 +1737,12 @@ msgstr ""
"smoothstep(0, 2, -5.0) # 返回 0.0\n"
"smoothstep(0, 2, 0.5) # 返回 0.15625\n"
"smoothstep(0, 2, 1.0) # 返回 0.5\n"
-"smoothstep(0, 2, 2.0) # 返回1.0\n"
+"smoothstep(0, 2, 2.0) # 返回 1.0\n"
"[/codeblock]\n"
"与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返"
"回最平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用 [Tween] "
"或 [AnimationPlayer]。\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较"
"[/url]"
@@ -1835,7 +1857,7 @@ msgid ""
"b = tanh(a) # b is 0.6\n"
"[/codeblock]"
msgstr ""
-"返回[code]s[/code]的双曲正切。\n"
+"返回 [code]s[/code] 的双曲正切。\n"
"[codeblock]\n"
"a = log(2.0) # a = 0.693147\n"
"b = tanh(a) # b = 0.6\n"
@@ -1978,10 +2000,10 @@ msgid ""
"something else. However, until the object is actually destroyed the weak "
"reference may return the object even if there are no strong references to it."
msgstr ""
-"返回一个对对象的弱引用。\n"
-"一个对对象的弱引用不足以使对象保持活动状态:当仅剩余的对引用对象的引用是弱引"
-"用时,垃圾回收可以随意销毁该引用并将其内存重用于其他用途。但是,直到没有实际"
-"破坏对象为止,弱引用仍可能会返回该对象,即使没有强引用也是如此。"
+"返回对某个对象的弱引用。\n"
+"对某个对象的弱引用不足以让该对象保持存活:当剩余的对引用对象的引用都是弱引用"
+"时,垃圾回收可以随意销毁该对象并将其内存重用于其他用途。但是,直到没有实际破"
+"坏对象为止,弱引用仍可能会返回该对象,即使没有强引用也是如此。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2019,7 +2041,7 @@ msgstr ""
"# 无限旋转(弧度)\n"
"angle = wrapf(angle + 0.1, -PI, PI)\n"
"[/codeblock]\n"
-"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则等价于 [method "
+"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则相当于 [method "
"fposmod],因此请改用它。\n"
"通过让用户控制最小值,[code]wrapf[/code] 比使用 [method fposmod] 方法更灵活。"
@@ -2051,7 +2073,7 @@ msgstr ""
"# result 是 -2\n"
"var result = wrapi(-6, -5, -1)\n"
"[/codeblock]\n"
-"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则等价于 [method "
+"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则相当于 [method "
"posmod],因此建议改用它。\n"
"通过让用户控制最小值,[code]wrapi[/code] 比使用 [method posmod] 方法更灵活。"
@@ -2140,14 +2162,14 @@ msgstr ""
msgid ""
"Constant that represents how many times the diameter of a circle fits around "
"its perimeter. This is equivalent to [code]TAU / 2[/code]."
-msgstr "常量,表示圆的周长是直径的多少倍。等价于 [code]TAU / 2[/code]。"
+msgstr "常量,表示圆的周长是直径的多少倍。相当于 [code]TAU / 2[/code]。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"The circle constant, the circumference of the unit circle in radians. This "
"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
msgstr ""
-"圆常量,单位圆的周长,单位为弧度。等价于 [code]PI * 2[/code],即 360 度的旋转"
+"圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的旋转"
"值。"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -2628,11 +2650,11 @@ msgstr "小键盘的数字 9。"
#: doc/classes/@GlobalScope.xml
msgid "Left Super key (Windows key)."
-msgstr "左 Super 键( Windows 键 )。"
+msgstr "左 Super 键(Windows 键)。"
#: doc/classes/@GlobalScope.xml
msgid "Right Super key (Windows key)."
-msgstr "右 Super 键( Windows 键 )。"
+msgstr "右 Super 键(Windows 键)。"
#: doc/classes/@GlobalScope.xml
msgid "Context menu key."
@@ -2753,31 +2775,31 @@ msgstr "启动多媒体键。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 0 key."
-msgstr "快捷启动键0。"
+msgstr "快捷启动键 0。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 1 key."
-msgstr "快捷启动键1。"
+msgstr "快捷启动键 1。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 2 key."
-msgstr "快捷启动键2。"
+msgstr "快捷启动键 2。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 3 key."
-msgstr "快捷启动键3。"
+msgstr "快捷启动键 3。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 4 key."
-msgstr "快捷启动键4。"
+msgstr "快捷启动键 4。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 5 key."
-msgstr "快捷启动键5。"
+msgstr "快捷启动键 5。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 6 key."
-msgstr "快捷启动键6。"
+msgstr "快捷启动键 6。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 7 key."
@@ -2789,35 +2811,35 @@ msgstr "快捷启动键 8。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 9 key."
-msgstr "快捷启动键9。"
+msgstr "快捷启动键 9。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut A key."
-msgstr "快捷启动键 A 。"
+msgstr "快捷启动键 A。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut B key."
-msgstr "快捷启动键 B 。"
+msgstr "快捷启动键 B。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut C key."
-msgstr "快捷启动键 C 。"
+msgstr "快捷启动键 C。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut D key."
-msgstr "快捷启动键 D 。"
+msgstr "快捷启动键 D。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut E key."
-msgstr "快捷启动键 E 。"
+msgstr "快捷启动键 E。"
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut F key."
-msgstr "快捷启动键 F 。"
+msgstr "快捷启动键 F。"
#: doc/classes/@GlobalScope.xml
msgid "Unknown key."
-msgstr "未知 键。"
+msgstr "未知键。"
#: doc/classes/@GlobalScope.xml
msgid "Space key."
@@ -3390,8 +3412,8 @@ msgid ""
"mask should be preferred to [constant KEY_MASK_META] or [constant "
"KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly."
msgstr ""
-"Command 键掩码。在 macOS,这等同于 [constant KEY_MASK_META]。而在其他平台,这"
-"等同于 [constant KEY_MASK_CTRL]。相对使用 [constant KEY_MASK_META] 或 "
+"Command 键掩码。在 macOS 上相当于 [constant KEY_MASK_META]。而在其他平台则相"
+"当于 [constant KEY_MASK_CTRL]。相对使用 [constant KEY_MASK_META] 或 "
"[constant KEY_MASK_CTRL] 来作为系统快捷键,应优先使用此掩码,以便能让所有平台"
"正确处理。"
@@ -3417,11 +3439,11 @@ msgstr "鼠标中键。"
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 1 (only present on some mice)."
-msgstr "鼠标额外键1(仅在某些鼠标上有实现)。"
+msgstr "鼠标额外键 1(仅在某些鼠标上有实现)。"
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 2 (only present on some mice)."
-msgstr "鼠标额外键2(仅在某些鼠标上有实现)。"
+msgstr "鼠标额外键 2(仅在某些鼠标上有实现)。"
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel up."
@@ -3453,11 +3475,11 @@ msgstr "鼠标中键掩码。"
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 1 mask."
-msgstr "鼠标额外键1掩码。"
+msgstr "鼠标额外键 1 掩码。"
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 2 mask."
-msgstr "鼠标额外键2掩码。"
+msgstr "鼠标额外键 2 掩码。"
#: doc/classes/@GlobalScope.xml
msgid "Invalid button or axis."
@@ -3465,27 +3487,27 @@ msgstr "无效按钮或轴。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 0."
-msgstr "游戏手柄按钮0。"
+msgstr "游戏手柄按钮 0。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 1."
-msgstr "游戏手柄按钮1。"
+msgstr "游戏手柄按钮 1。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 2."
-msgstr "游戏手柄按钮2。"
+msgstr "游戏手柄按钮 2。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 3."
-msgstr "游戏手柄按钮3。"
+msgstr "游戏手柄按钮 3。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 4."
-msgstr "游戏手柄按钮4。"
+msgstr "游戏手柄按钮 4。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 5."
-msgstr "游戏手柄按钮5。"
+msgstr "游戏手柄按钮 5。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 6."
@@ -3505,55 +3527,55 @@ msgstr "游戏手柄按钮 9。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 10."
-msgstr "游戏手柄按钮10。"
+msgstr "游戏手柄按钮 10。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 11."
-msgstr "游戏手柄按钮11。"
+msgstr "游戏手柄按钮 11。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 12."
-msgstr "游戏手柄按钮12。"
+msgstr "游戏手柄按钮 12。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 13."
-msgstr "游戏手柄按钮13。"
+msgstr "游戏手柄按钮 13。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 14."
-msgstr "游戏手柄按钮14。"
+msgstr "游戏手柄按钮 14。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 15."
-msgstr "游戏手柄按钮15。"
+msgstr "游戏手柄按钮 15。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 16."
-msgstr "游戏手柄按钮16。"
+msgstr "游戏手柄按钮 16。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 17."
-msgstr "游戏手柄按钮17。"
+msgstr "游戏手柄按钮 17。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 18."
-msgstr "游戏手柄按钮18。"
+msgstr "游戏手柄按钮 18。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 19."
-msgstr "游戏手柄按钮19。"
+msgstr "游戏手柄按钮 19。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 20."
-msgstr "游戏手柄按钮20。"
+msgstr "游戏手柄按钮 20。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 21."
-msgstr "游戏手柄按钮21。"
+msgstr "游戏手柄按钮 21。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 22."
-msgstr "游戏手柄按钮22。"
+msgstr "游戏手柄按钮 22。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3618,35 +3640,37 @@ msgstr "任天堂控制器 Y 键。"
#: doc/classes/@GlobalScope.xml
msgid "Grip (side) buttons on a VR controller."
-msgstr "VR控制器上的握把(侧面)按钮。"
+msgstr "VR 控制器上的握把(侧面)按钮。"
#: doc/classes/@GlobalScope.xml
msgid "Push down on the touchpad or main joystick on a VR controller."
-msgstr "VR控制器上的触摸板/主摇杆的向下键。"
+msgstr "VR 控制器上的触摸板/主摇杆的向下键。"
#: doc/classes/@GlobalScope.xml
msgid "Trigger on a VR controller."
-msgstr "VR控制器上的扳机键。"
+msgstr "VR 控制器上的扳机键。"
#: doc/classes/@GlobalScope.xml
msgid ""
"A button on the right Oculus Touch controller, X button on the left "
"controller (also when used in OpenVR)."
-msgstr "右侧Oculus Touch控制器的A按钮,左控制器的X按钮(需当使用OpenVR时)。"
+msgstr ""
+"Oculus Touch 右控制器的 A 按钮,左控制器的 X 按钮(需当使用 OpenVR 时)。"
#: doc/classes/@GlobalScope.xml
msgid ""
"B button on the right Oculus Touch controller, Y button on the left "
"controller (also when used in OpenVR)."
-msgstr "右侧Oculus Touch控制器的B按钮,左控制器的Y按钮(需当使用OpenVR时)。"
+msgstr ""
+"Oculus Touch 右控制器的 B 按钮,左控制器的 Y 按钮(需当使用 OpenVR 时)。"
#: doc/classes/@GlobalScope.xml
msgid "Menu button on either Oculus Touch controller."
-msgstr "任意Oculus Touch控制器上的菜单按钮。"
+msgstr "任意 Oculus Touch 控制器上的菜单按钮。"
#: doc/classes/@GlobalScope.xml
msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)."
-msgstr "OpenVR中的菜单按钮(使用 Oculus Touch 控制器时除外)。"
+msgstr "OpenVR 中的菜单按钮(使用 Oculus Touch 控制器时除外)。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button Select."
@@ -3742,11 +3766,11 @@ msgstr "游戏手柄右摇杆垂直轴。"
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 4."
-msgstr "通用的游戏手柄轴4。"
+msgstr "通用的游戏手柄轴 4。"
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 5."
-msgstr "通用的游戏手柄轴5。"
+msgstr "通用的游戏手柄轴 5。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left trigger analog axis."
@@ -3758,11 +3782,11 @@ msgstr "游戏手柄右触发模拟轴。"
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 8."
-msgstr "通用的游戏手柄轴8。"
+msgstr "通用的游戏手柄轴 8。"
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 9."
-msgstr "通用的游戏手柄轴9。"
+msgstr "通用的游戏手柄轴 9。"
#: doc/classes/@GlobalScope.xml
msgid "Represents the maximum number of joystick axes supported."
@@ -3778,23 +3802,23 @@ msgstr "游戏手柄右侧模拟触发器。"
#: doc/classes/@GlobalScope.xml
msgid "VR Controller analog trigger."
-msgstr "VR控制器模拟触发器。"
+msgstr "VR 控制器模拟触发器。"
#: doc/classes/@GlobalScope.xml
msgid "VR Controller analog grip (side buttons)."
-msgstr "VR控制器的模拟握把(侧面按钮)。"
+msgstr "VR 控制器的模拟握把(侧面按钮)。"
#: doc/classes/@GlobalScope.xml
msgid ""
"OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR "
"controllers)."
-msgstr "OpenVR触摸板X轴(Oculus Touch和Windows MR控制器的操纵杆轴)。"
+msgstr "OpenVR 触摸板 X 轴(Oculus Touch 和 Windows MR 控制器的操纵杆轴)。"
#: doc/classes/@GlobalScope.xml
msgid ""
"OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR "
"controllers)."
-msgstr "OpenVR触摸板Y轴(Oculus Touch和Windows MR控制器的操纵杆轴)。"
+msgstr "OpenVR 触摸板 Y 轴(Oculus Touch 和 Windows MR 控制器的操纵杆轴)。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4154,7 +4178,7 @@ msgstr ""
"通过提示串[code]\"min,max\"[/code] 或[code]\"min,max,step\"[/code]来提示一个"
"整数或浮点数属性应当落在指定范围内。提示串可以选择性地包含 "
"[code]\"or_greater\"[/code] 与/或 [code]\"or_lesser\"[/code] 来允许手动输入的"
-"值超过或低于最大最小值。例如: [code]\"-360,360,1,or_greater,or_lesser\"[/"
+"值超过或低于最大最小值。例如:[code]\"-360,360,1,or_greater,or_lesser\"[/"
"code]。"
#: doc/classes/@GlobalScope.xml
@@ -4169,16 +4193,36 @@ msgstr ""
"提示一个整数或浮点数属性应当落在通过提示字符串[code]\"min,max\"[/code] 或"
"[code]\"min,max,step\"[/code]来指定的范围内。提示字符串可以选择性地包含 "
"[code]\"or_greater\"[/code] 与/或 [code]\"or_lesser\"[/code] 来允许手动输入的"
-"值超过最大值或低于最小值。例如: [code]\"0.01,100,0.01,or_greater\"[/code]。"
+"值超过最大值或低于最小值。例如:[code]\"0.01,100,0.01,or_greater\"[/code]。"
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+"提示整型、浮点型或字符串类型的属性为枚举值,由提示字符串指定的可选值列表。\n"
+"提示字符串为使用逗号分隔的名称列表,例如 [code]\"Hello,Something,Else\"[/"
+"code]。对于整型和浮点型属性,列表中第一个名称的值为 0、接下来是 1、以此类推。"
+"也可以通过在名称后接上 [code]:整数[/code] 显式指定取值,例如 [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]。"
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
-"通过一个提示串,提示一个整数、浮点或字符串属性是枚举值,枚举值取值来自于形如"
-"[code]\"Hello,Something,Else\"[/code]的提示串。"
+"提示字符串属性为枚举值,可选值列表通过提示字符串指定,例如 [code]\"Hello,"
+"Something,Else\"[/code]。\n"
+"与 [constant PROPERTY_HINT_ENUM] 不同,具有这个提示的属性仍能够接受任意值,而"
+"且可以为空。可选值列表用于提示可能的值。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4208,25 +4252,37 @@ msgstr ""
msgid ""
"Hints that an integer property is a bitmask using the optionally named 2D "
"render layers."
-msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的2D渲染层。"
+msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 2D 渲染层。"
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 2D "
"physics layers."
-msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的2D物理层。"
+msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 2D 物理层。"
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 2D 导航层。"
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
-msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的3D渲染层。"
+msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 3D 渲染层。"
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"physics layers."
-msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的3D物理层。"
+msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 3D 物理层。"
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 3D 导航层。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4333,8 +4389,8 @@ msgid "The property is a translatable string."
msgstr "该属性是一个可翻译的字符串。"
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
-msgstr "在编辑器中用于为属性分组。"
+msgid "Used to group properties together in the editor. See [EditorInspector]."
+msgstr "在编辑器中用于为属性分组。见 [EditorInspector]。"
#: doc/classes/@GlobalScope.xml
msgid "Used to categorize properties together in the editor."
@@ -4631,18 +4687,17 @@ msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Math tutorial index"
-msgstr ""
+msgstr "数学教程索引"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Vector math"
-msgstr "用于二维数学的向量。"
+msgstr "向量数学"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
-msgstr ""
+msgstr "高等向量数学"
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
@@ -4830,9 +4885,9 @@ msgstr ""
"向对话框中添加一个带有标签[code]text[/code]和自定义[code]action[/code]的按"
"钮,并返回该创建的按钮。按下时,[code]action[/code]会被传递给[signal "
"custom_action]信号。\n"
-"如果[code]right[/code]为[code]true[/code],按钮会被放置在所有同级按钮的右"
+"如果[code]right[/code]为 [code]true[/code],按钮会被放置在所有同级按钮的右"
"边。\n"
-"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
+"您可以使用 [method remove_button] 方法从对话框中移除使用此方法创建的按钮。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4843,7 +4898,7 @@ msgid ""
msgstr ""
"向对话框中添加一个标签为[code]name[/code]和一个取消动作的按钮,然后返回这个新"
"创建的按钮。\n"
-"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
+"您可以使用 [method remove_button] 方法从对话框中移除使用此方法创建的按钮。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4853,7 +4908,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回内置文本所使用的标签。\n"
-"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏"
+"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/AcceptDialog.xml
@@ -4864,14 +4919,14 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回确定按钮 [Button] 实例。\n"
-"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏"
+"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/AcceptDialog.xml
msgid ""
"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
"dialog will be accepted."
-msgstr "在对话框中注册 [LineEdit]。 当按下回车键时,对话框将被接受。"
+msgstr "在对话框中注册 [LineEdit]。当按下回车键时,对话框将被接受。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4903,13 +4958,13 @@ msgid ""
"dialog if the input is valid. As such, this property can't be used in "
"[FileDialog] to disable hiding the dialog when pressing OK."
msgstr ""
-"如果为 [code]true[/code],按下OK按钮时对话框将隐藏。如果要在收到 [signal "
-"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为[code]false[/code],"
-"然后在自己的逻辑中处理对话框的隐藏。\n"
-"[b]注意:[/b] 从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置"
-"逻辑会覆盖此设置。 例如,[FileDialog] 默认其为 [code]false[/code],并在按下OK"
+"如果为 [code]true[/code],按下确定按钮时对话框将隐藏。如果要在收到 [signal "
+"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/"
+"code],然后在自己的逻辑中处理对话框的隐藏。\n"
+"[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻"
+"辑会覆盖此设置。例如,[FileDialog] 默认其为 [code]false[/code],并在按下确定"
"时实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 "
-"[FileDialog] 中使用此属性来禁止在按OK时隐藏对话框。"
+"[FileDialog] 中使用此属性来禁止在按确定时隐藏对话框。"
#: doc/classes/AcceptDialog.xml
msgid "The text displayed by the dialog."
@@ -4917,15 +4972,15 @@ msgstr "对话框显示的文本。"
#: doc/classes/AcceptDialog.xml
msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
-msgstr "接受对话框时,即按下OK按钮时发出。"
+msgstr "接受对话框时,即按下确定按钮时发出。"
#: doc/classes/AcceptDialog.xml
msgid "Emitted when a custom button is pressed. See [method add_button]."
-msgstr "按下自定义按钮时发出。 参阅[method add_button]。"
+msgstr "按下自定义按钮时发出。见 [method add_button]。"
#: doc/classes/AESContext.xml
msgid "Interface to low level AES encryption features."
-msgstr "低级AES加密功能接口。"
+msgstr "底层 AES 加密功能接口。"
#: doc/classes/AESContext.xml
msgid ""
@@ -4972,9 +5027,9 @@ msgstr ""
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
-" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
-" var data = \"My secret text!!\" # Data size must be multiple of 16 "
-"bytes, apply padding if needed.\n"
+" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n"
+" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添"
+"加补白。\n"
" # ECB 加密\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
" var encrypted = aes.update(data.to_utf8())\n"
@@ -4986,7 +5041,7 @@ msgstr ""
" # ECB 校验\n"
" assert(decrypted == data.to_utf8())\n"
"\n"
-" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
+" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n"
" # CBC 加密\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
" encrypted = aes.update(data.to_utf8())\n"
@@ -5001,7 +5056,7 @@ msgstr ""
#: doc/classes/AESContext.xml
msgid "Close this AES context so it can be started again. See [method start]."
-msgstr "关闭此AES上下文,以便可以再次启动它。 参阅[method start]。"
+msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。"
#: doc/classes/AESContext.xml
msgid ""
@@ -5022,9 +5077,9 @@ msgid ""
"(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/"
"code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
-"以给定的[code]模式[/code]启动AES上下文。必须始终提供16或32字节的[code]key[/"
-"code],而仅当[code]mode[/code]为以下两种情况时才需要正好为16字节的[code]iv[/"
-"code](初始化向量) [constant MODE_CBC_ENCRYPT]或[constant "
+"以给定的 [code]mode[/code] 启动 AES 上下文。必须始终提供 16 或 32 字节的 "
+"[code]key[/code],而仅当 [code]mode[/code] 为以下两种情况时才需要正好为 16 字"
+"节的 [code]iv[/code](初始化向量)[constant MODE_CBC_ENCRYPT] 或 [constant "
"MODE_CBC_DECRYPT]。"
#: doc/classes/AESContext.xml
@@ -5036,52 +5091,62 @@ msgid ""
"some padding if needed."
msgstr ""
"运行此 AES 上下文所需的操作。将返回包含加密(或解密)给定 [code]src[/code] 结"
-"果的[PoolByteArray] 。有关操作模式,请参阅[method start]。\n"
-"[b]注意:[/b][code]src[/code]的大小必须是16倍的倍数。如果需要,应用一些填充。"
+"果的 [PoolByteArray] 。有关操作模式,请参阅 [method start]。\n"
+"[b]注意:[/b][code]src[/code] 的大小必须是 16 倍的倍数。如果需要,应用一些填"
+"充。"
#: doc/classes/AESContext.xml
msgid "AES electronic codebook encryption mode."
-msgstr "AES电子密码簿加密模式。"
+msgstr "AES 电子密码簿加密模式。"
#: doc/classes/AESContext.xml
msgid "AES electronic codebook decryption mode."
-msgstr "AES电子密码簿解密模式。"
+msgstr "AES 电子密码簿解密模式。"
#: doc/classes/AESContext.xml
msgid "AES cipher blocker chaining encryption mode."
-msgstr "AES密码封锁器链式加密模式。"
+msgstr "AES 密码封锁器链式加密模式。"
#: doc/classes/AESContext.xml
msgid "AES cipher blocker chaining decryption mode."
-msgstr "AES密码封锁器链式解密模式。"
+msgstr "AES 密码封锁器链式解密模式。"
#: doc/classes/AESContext.xml
msgid "Maximum value for the mode enum."
msgstr "模式列举的最大值。"
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
-msgstr "可以使用多个纹理进行动画处理的 Sprite 节点。"
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
+msgstr "可以使用多个纹理进行动画处理的精灵节点。"
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
-msgstr ""
-"动画通过一个 [SpriteFrames] 资源创建,而该资源可以通过动画帧面板在编辑器中配"
-"置。\n"
-"[b]注意:[/b]您可以通过创建附加的带有 [code]_normal[/code] 后缀的 "
-"[SpriteFrames] 资源来关联一组法线贴图。例如,如有 2 个 [SpriteFrames] 资源 "
-"[code]run[/code] 和 [code]run_normal[/code],将使 [code]run[/code] 动画使用该"
-"法线贴图。"
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
+msgstr ""
+"[AnimatedSprite] 与 [Sprite] 节点类似,但是包含多张纹理,可用作动画帧。动画使"
+"用 [SpriteFrames] 资源创建,可以导入图像文件(或包含此类文件的文件夹)为该精"
+"灵提供动画帧。可以在编辑器的“动画帧”底部面板中配置 [SpriteFrames] 资源。\n"
+"[b]注意:[/b]你可以通过创建附加的带有 [code]_normal[/code] 或 "
+"[code]_specular[/code] 后缀的 [SpriteFrames] 资源来关联一组法线或镜面反射贴"
+"图。例如,如有 3 个 [SpriteFrames] 资源 [code]run[/code]、[code]run_normal[/"
+"code]、 [code]run_specular[/code],将使 [code]run[/code] 动画使用该法线贴图和"
+"镜面反射贴图。"
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
-msgstr ""
+msgstr "2D 精灵动画"
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -5091,7 +5156,7 @@ msgstr ""
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
-msgstr ""
+msgstr "2D Dodge The Creeps 演示"
#: doc/classes/AnimatedSprite.xml
msgid ""
@@ -5100,44 +5165,49 @@ msgid ""
"[code]true[/code], the animation will be played in reverse."
msgstr ""
"播放由 [code]anim[/code] 指定的播放。如果没有指定 [code]anim[/code] 参数,则"
-"播放当前动画。 如果 [code]backwards[/code] 为 [code]true[/code] ,则倒序播放"
-"动画。"
+"播放当前动画。如果 [code]backwards[/code] 为 [code]true[/code] ,则倒序播放动"
+"画。"
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "Stops the current animation (does not reset the frame counter)."
msgstr "停止播放当前动画(不会重置帧计数器)。"
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
-"来自 [code]frames[/code] 资源的当前动画。如果这个值发生变化,[code]frame[/"
-"code] 计数器会被重置。"
+"来自 [member frames] 资源的当前动画。如果这个值发生变化,[code]frame[/code] "
+"计数器会被重置。"
#: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], texture will be centered."
-msgstr "为 [code]true[/code] 时纹理将被居中。"
+msgstr "如果为 [code]true[/code],纹理将被居中。"
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
#: doc/classes/TextureRect.xml
msgid "If [code]true[/code], texture is flipped horizontally."
-msgstr "为 [code]true[/code] 时纹理将被水平翻转。"
+msgstr "如果为 [code]true[/code],纹理将被水平翻转。"
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
#: doc/classes/TextureRect.xml
msgid "If [code]true[/code], texture is flipped vertically."
-msgstr "为 [code]true[/code] 时纹理将被垂直翻转。"
+msgstr "如果为 [code]true[/code],纹理将被垂直翻转。"
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "The displayed animation frame's index."
msgstr "显示的动画帧的索引。"
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
-msgstr "包含动画的 [SpriteFrames] 资源。"
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
+"包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清"
+"空、唯一化、保存状态等操作。"
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -5146,7 +5216,7 @@ msgstr "纹理的绘图偏移量。"
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "If [code]true[/code], the [member animation] is currently playing."
-msgstr "如果 [code]true[/code],则表示当前正在播放 [member animation]。"
+msgstr "如果为 [code]true[/code],则表示当前正在播放 [member animation]。"
#: doc/classes/AnimatedSprite.xml
msgid "The animation speed is multiplied by this value."
@@ -5163,12 +5233,12 @@ msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "Emitted when [member frame] changed."
-msgstr "当[member frame]更改时发出。"
+msgstr "当 [member frame] 更改时发出。"
#: doc/classes/AnimatedSprite3D.xml
msgid ""
"2D sprite node in 3D world, that can use multiple 2D textures for animation."
-msgstr "3D世界中的2D精灵节点,可以使用多个2D纹理进行动画处理。"
+msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动画处理。"
#: doc/classes/AnimatedSprite3D.xml
msgid ""
@@ -5179,7 +5249,7 @@ msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid "2D Sprite animation (also applies to 3D)"
-msgstr ""
+msgstr "2D 精灵动画(也适用于 3D)"
#: doc/classes/AnimatedSprite3D.xml
msgid "Returns [code]true[/code] if an animation is currently being played."
@@ -5193,6 +5263,18 @@ msgstr ""
"播放名为 [code]anim[/code] 的动画。如果没有提供 [code]anim[/code],则播放当前"
"动画。"
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+"来自 [code]frames[/code] 资源的当前动画。如果这个值发生变化,[code]frame[/"
+"code] 计数器会被重置。"
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr "包含动画的 [SpriteFrames] 资源。"
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr "基于简单帧动画的代理纹理。"
@@ -5213,17 +5295,17 @@ msgid ""
"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each "
"frame needs to be a separate [Texture]."
msgstr ""
-"[AnimatedTexture]是一种资源格式,用于基于帧的动画,其中多个纹理自动链接起来,"
-"每帧有预定义延迟。与[AnimationPlayer]或[AnimatedSprite]不同,它不是一个"
-"[Node],其优点是可在任何可以使用[Texture]资源的地方使用,例如在[TileSet]"
-"中。\n"
-"动画的播放由[member fps]属性以及每一帧的可选延迟控制,参阅[method "
-"set_frame_delay]。动画是循环播放的,也就是说,在播放完最后一帧后,它将自动从"
-"第0帧重新开始。\n"
-"[AnimatedTexture]目前要求所有帧的纹理具有相同的尺寸,否则较大的纹理会被裁剪,"
-"与最小的纹理相匹配。\n"
-"[b]注意:[/b] AnimatedTexture不支持使用[AtlasTexture]。每一帧都需要是一个单独"
-"的[Texture]。"
+"[AnimatedTexture] 是一种资源格式,用于基于帧的动画,其中多个纹理自动链接起"
+"来,每帧有预定义延迟。与 [AnimationPlayer] 或 [AnimatedSprite] 不同,它不是一"
+"个 [Node],其优点是可在任何可以使用 [Texture] 资源的地方使用,例如在 "
+"[TileSet] 中。\n"
+"动画的播放由 [member fps] 属性以及每一帧的可选延迟控制(见 [method "
+"set_frame_delay])。动画是循环播放的,也就是说,在播放完最后一帧后,它将自动"
+"从第 0 帧重新开始。\n"
+"[AnimatedTexture] 目前要求所有帧的纹理具有相同的尺寸,否则较大的纹理会被裁"
+"剪,与最小的纹理相匹配。\n"
+"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。每一帧都需要是一个单"
+"独的 [Texture]。"
#: doc/classes/AnimatedTexture.xml
msgid "Returns the given frame's delay value."
@@ -5231,7 +5313,7 @@ msgstr "返回给定帧的延迟值。"
#: doc/classes/AnimatedTexture.xml
msgid "Returns the given frame's [Texture]."
-msgstr "返回给定帧的[Texture]。"
+msgstr "返回给定帧的 [Texture]。"
#: doc/classes/AnimatedTexture.xml
msgid ""
@@ -5249,16 +5331,16 @@ msgid ""
"Total duration: 2.7 s\n"
"[/codeblock]"
msgstr ""
-"在此帧和下一帧之间设置额外的延迟(以秒为内),该延迟将添加到 [member fps] 定"
-"义的时间间隔中。默认情况下,框架没有延迟定义。如果定义了延迟值,则此帧和下一"
-"帧之间的最终时间间隔将是 [code]1.0 / fps + delay[/code] 。\n"
-"例如,对于具有 3 帧、2 个 FPS 和 1.2 第二帧上的帧延迟的动画,由此产生的回放将"
+"设置这一帧和下一帧之间的额外延迟(单位为秒),该延迟将添加到 [member fps] 定"
+"义的时间间隔中。默认情况下所有帧都没有定义延迟。如果定义了延迟值,则这一帧和"
+"下一帧之间的最终时间间隔将是 [code]1.0 / fps + delay[/code] 。\n"
+"例如,假设某个动画一共 3 帧,FPS 为 2,第二帧上的延迟为 1.2,那么播放结果就会"
"是:\n"
"[codeblock]\n"
-"Frame 0: 0.5 s (1 / fps)\n"
-"Frame 1: 1.7 s (1 / fps + 1.2)\n"
-"Frame 2: 0.5 s (1 / fps)\n"
-"Total duration: 2.7 s\n"
+"第 0 帧:0.5 秒(1 / fps)\n"
+"第 1 帧:1.7 秒(1 / fps + 1.2)\n"
+"第 2 帧:0.5 秒(1 / fps)\n"
+"总时长:2.7 秒\n"
"[/codeblock]"
#: doc/classes/AnimatedTexture.xml
@@ -5289,11 +5371,12 @@ msgid ""
"For example, an animation with 8 frames, no frame delay and a [code]fps[/"
"code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds."
msgstr ""
-"动画速度,以每秒帧数为单位。此值定义动画两个帧之间的默认时间间隔,并因此基于 "
-"[member frames] 属性定义动画循环的总体持续时间。值为 0 表示每秒没有预定义的帧"
-"数,动画将根据每个帧的帧延迟播放(请参阅 [method set_frame_delay])。\n"
-"例如,具有 8 帧,无帧延迟且 [code]fps[/code] 值为 2 的动画将运行 4 秒,每帧持"
-"续 0.5 秒。"
+"动画速度,以每秒帧数为单位。这个值定义的是该动画中两个帧之间的默认时间间隔,"
+"因此可以根据 [member frames] 属性得到动画循环的总体持续时间。值为 0 表示没有"
+"定义每秒帧数,该动画将根据各个帧的帧延迟进行播放(见 [method "
+"set_frame_delay])。\n"
+"例如,假设某个动画一共 8 帧,无帧延迟,则 [code]fps[/code] 值为 2 时动画将运"
+"行 4 秒,每帧持续 0.5 秒。"
#: doc/classes/AnimatedTexture.xml
msgid ""
@@ -5302,8 +5385,8 @@ msgid ""
"for the animation to take new frames into account. The maximum number of "
"frames is [constant MAX_FRAMES]."
msgstr ""
-"动画中要使用的帧数。虽然您可以使用[method set_frame_texture]独立创建帧,但是"
-"您需要为动画设置此值以考虑新帧。最大帧数为[constant MAX_FRAMES]。"
+"动画中要使用的帧数。虽然您可以使用 [method set_frame_texture] 独立创建帧,但"
+"是您需要为动画设置此值以考虑新帧。最大帧数为 [constant MAX_FRAMES]。"
#: doc/classes/AnimatedTexture.xml
msgid ""
@@ -5311,8 +5394,8 @@ msgid ""
"back to the first frame after reaching the end. Note that reaching the end "
"will not set [member pause] to [code]true[/code]."
msgstr ""
-"如果 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到第"
-"一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。"
+"如果为 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到"
+"第一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。"
#: doc/classes/AnimatedTexture.xml
msgid ""
@@ -5320,16 +5403,17 @@ msgid ""
"at [member current_frame]). The animation will continue from where it was "
"paused when changing this property to [code]false[/code]."
msgstr ""
-"如果[code]true[/code],则动画将暂停在当前位置(即[member current_frame])。将"
-"此属性更改为[code]false[/code]时,动画将从暂停处继续播放。"
+"如果为 [code]true[/code],则动画将暂停在当前位置(即 [member "
+"current_frame])。将此属性更改为 [code]false[/code] 时,动画将从暂停处继续播"
+"放。"
#: doc/classes/AnimatedTexture.xml
msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need "
"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
msgstr ""
-"[AnimatedTexture]支持的最大帧数。如果动画中需要更多帧,请使用"
-"[AnimationPlayer]或[AnimatedSprite]。"
+"[AnimatedTexture] 支持的最大帧数。如果动画中需要更多帧,请使用 "
+"[AnimationPlayer] 或 [AnimatedSprite]。"
#: doc/classes/Animation.xml
msgid "Contains data used to animate everything in the engine."
@@ -5468,32 +5552,32 @@ msgid ""
"[code]stream[/code]. The [code]track_idx[/code] must be the index of an "
"Audio Track."
msgstr ""
-"将 [code]key_idx[/code] 所标识的键流设置为[code]stream[/code]值。"
-"[code]track_idx[/code]必须是一个音频轨道的索引。"
+"将 [code]key_idx[/code] 所标识的键流设置为 [code]stream[/code] 值。"
+"[code]track_idx[/code] 必须是音频轨道的索引。"
#: doc/classes/Animation.xml
msgid ""
"Returns the in handle of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
-"返回由 [code]key_idx[/code] 识别的键的输入句柄, [code]track_idx[/code] 必须"
-"是贝塞尔轨道的索引。"
+"返回由 [code]key_idx[/code] 识别的键的输入句柄,[code]track_idx[/code] 必须是"
+"贝塞尔轨道的索引。"
#: doc/classes/Animation.xml
msgid ""
"Returns the out handle of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
-"返回由 [code]key_idx[/code] 识别的键的输出句柄, [code]track_idx[/code] 必须"
-"是贝塞尔轨道的索引。"
+"返回由 [code]key_idx[/code] 识别的键的输出句柄,[code]track_idx[/code] 必须是"
+"贝塞尔轨道的索引。"
#: doc/classes/Animation.xml
msgid ""
"Returns the value of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
-"返回由 [code]key_idx[/code] 识别的键的值, [code]track_idx[/code] 必须是贝塞"
-"尔轨道的索引。"
+"返回由 [code]key_idx[/code] 识别的键的值,[code]track_idx[/code] 必须是贝塞尔"
+"轨道的索引。"
#: doc/classes/Animation.xml
msgid ""
@@ -5513,7 +5597,7 @@ msgid ""
"Returns the interpolated value at the given [code]time[/code] (in seconds). "
"The [code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
-"返回给定 [code]time[/code] 处的插值(以秒为单位)。 [code]track_idx[/code] 必"
+"返回给定 [code]time[/code] 处的插值(以秒为单位)。[code]track_idx[/code] 必"
"须是贝塞尔轨道的索引。"
#: doc/classes/Animation.xml
@@ -5550,13 +5634,13 @@ msgstr "清除动画(清除所有轨道并重置所有)。"
msgid ""
"Adds a new track that is a copy of the given track from [code]to_animation[/"
"code]."
-msgstr "从[code]to_animation[/code]中添加一个新的轨道,它是给定轨道的副本。"
+msgstr "从 [code]to_animation[/code] 中添加一个新的轨道,它是给定轨道的副本。"
#: doc/classes/Animation.xml
msgid ""
"Returns the index of the specified track. If the track is not found, return "
"-1."
-msgstr "返回指定轨迹的索引。如果没有找到,返回-1。"
+msgstr "返回指定轨迹的索引。如果没有找到,返回 -1。"
#: doc/classes/Animation.xml
msgid "Returns the amount of tracks in the animation."
@@ -5566,7 +5650,7 @@ msgstr "返回动画中的曲目量。"
msgid ""
"Returns all the key indices of a method track, given a position and delta "
"time."
-msgstr "返回给定位置和delta时间的方法轨迹的所有关键指数。"
+msgstr "返回给定位置和 delta 时间的方法轨迹的所有关键指数。"
#: doc/classes/Animation.xml
msgid "Returns the method name of a method track."
@@ -5580,51 +5664,53 @@ msgstr "返回给定轨道中给定键的方法轨道上要调用的参数值。
#: doc/classes/Animation.xml
msgid "Removes a track by specifying the track index."
-msgstr "通过指定轨迹索引来删除一个轨迹。"
+msgstr "通过指定轨道索引来移除一个轨道。"
#: doc/classes/Animation.xml
msgid ""
"Finds the key index by time in a given track. Optionally, only find it if "
"the exact time is given."
-msgstr "按时间查找给定轨迹中的关键索引。也可选择只在给定准确时间的情况下查找。"
+msgstr ""
+"按时间查找给定轨道中的关键帧索引。也可选择只在给定准确时间的情况下查找。"
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the track at [code]idx[/code] wraps the "
"interpolation loop. New tracks wrap the interpolation loop by default."
msgstr ""
-"如果 [code]idx[/code] 处的轨迹包住了内插循环,则返回 [code]true[/code]。新的"
-"轨迹默认会包住内插循环。"
+"如果 [code]idx[/code] 处的轨道环绕了插值循环,则返回 [code]true[/code]。新建"
+"的轨道默认都会环绕插值循环。"
#: doc/classes/Animation.xml
msgid "Returns the interpolation type of a given track."
-msgstr "返回给定轨迹的插值类型。"
+msgstr "返回给定轨道的插值类型。"
#: doc/classes/Animation.xml
msgid "Returns the amount of keys in a given track."
-msgstr "返回指定轨道中的键数。"
+msgstr "返回给定轨道中的关键帧数量。"
#: doc/classes/Animation.xml
msgid "Returns the time at which the key is located."
-msgstr "返回钥匙所在的时间。"
+msgstr "返回关键帧所在的时间。"
#: doc/classes/Animation.xml
msgid ""
"Returns the transition curve (easing) for a specific key (see the built-in "
"math function [method @GDScript.ease])."
msgstr ""
-"返回特定键的过渡曲线(缓动)(参阅内置数学函数[method @GDScript.ease])。"
+"返回指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GDScript."
+"ease])。"
#: doc/classes/Animation.xml
msgid "Returns the value of a given key in a given track."
-msgstr "返回给定轨道中给定键的值。"
+msgstr "返回给定轨道中给定关键帧的值。"
#: doc/classes/Animation.xml
msgid ""
"Gets the path of a track. For more information on the path format, see "
"[method track_set_path]."
msgstr ""
-"获取轨迹的路径。有关路径格式的详细信息,请参阅[method track_set_path]。"
+"获取轨道的路径。有关路径格式的详细信息,请参阅 [method track_set_path]。"
#: doc/classes/Animation.xml
msgid "Gets the type of a track."
@@ -5637,14 +5723,15 @@ msgstr "在指定的轨道中插入一个通用键。"
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the track at index [code]idx[/code] is enabled."
-msgstr "如果启用了索引[code]idx[/code]处的轨迹,则返回[code]true[/code]。"
+msgstr "如果启用了索引 [code]idx[/code] 处的轨道,则返回 [code]true[/code]。"
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the given track is imported. Else, return "
"[code]false[/code]."
msgstr ""
-"如果给定的轨迹被导入,返回[code]true[/code]。否则,返回[code]false[/code]。"
+"如果给定的轨道是被导入的,返回 [code]true[/code]。否则返回 [code]false[/"
+"code]。"
#: doc/classes/Animation.xml
msgid "Moves a track down."
@@ -5663,15 +5750,15 @@ msgstr "将轨道上移。"
#: doc/classes/Animation.xml
msgid "Removes a key by index in a given track."
-msgstr "在指定的轨道上按索引删除一个键。"
+msgstr "在指定的轨道上按索引移除一个键。"
#: doc/classes/Animation.xml
msgid "Removes a key by position (seconds) in a given track."
-msgstr "按位置(秒)删除指定轨道中的键。"
+msgstr "按位置(秒)移除指定轨道中的键。"
#: doc/classes/Animation.xml
msgid "Enables/disables the given track. Tracks are enabled by default."
-msgstr "启用/禁用指定的轨道。曲目默认为启用。"
+msgstr "启用/禁用指定的轨道。轨道默认为启用。"
#: doc/classes/Animation.xml
msgid "Sets the given track as imported or not."
@@ -5681,7 +5768,7 @@ msgstr "将指定的轨道设置为导入或不导入。"
msgid ""
"If [code]true[/code], the track at [code]idx[/code] wraps the interpolation "
"loop."
-msgstr "如果[code]true[/code],则[code]idx[/code]处的轨迹包住插值循环。"
+msgstr "如果为 [code]true[/code],则 [code]idx[/code] 处的轨道环绕插值循环。"
#: doc/classes/Animation.xml
msgid "Sets the interpolation type of a given track."
@@ -5689,18 +5776,19 @@ msgstr "设置指定轨道的内插类型。"
#: doc/classes/Animation.xml
msgid "Sets the time of an existing key."
-msgstr "设置现有键的时间。"
+msgstr "设置现有关键帧的时间。"
#: doc/classes/Animation.xml
msgid ""
"Sets the transition curve (easing) for a specific key (see the built-in math "
"function [method @GDScript.ease])."
msgstr ""
-"设置特定键的过渡曲线(缓动)(参阅内置数学函数[method @GDScript.ease])。"
+"设置指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GDScript."
+"ease])。"
#: doc/classes/Animation.xml
msgid "Sets the value of an existing key."
-msgstr "设置现有键的值。"
+msgstr "设置现有关键帧的值。"
#: doc/classes/Animation.xml
msgid ""
@@ -5711,11 +5799,11 @@ msgid ""
"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
"mesh:transform/local\"[/code]."
msgstr ""
-"设置轨道的路径。路径必须是指向节点场景树的有效路径,必须从将要实现动画的节点"
-"的父节点开始指定。控件属性或骨骼的轨道必须在路径后面加上它们的名字,用"
-"[code]\":\"[/code]分隔。\n"
-"例如,[code]\"character/skeleton:ankle\"[/code] 或[code]\"character/mesh:"
-"transform/local\"[/code] 。"
+"设置轨道的路径。路径必须是指向场景树节点的有效路径,必须从将要实现动画的节点"
+"的父节点开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 "
+"[code]\":\"[/code] 分隔。\n"
+"例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/mesh:"
+"transform/local\"[/code]。"
#: doc/classes/Animation.xml
msgid ""
@@ -5735,30 +5823,30 @@ msgid ""
"seconds). An array consisting of 3 elements: position ([Vector3]), rotation "
"([Quat]) and scale ([Vector3])."
msgstr ""
-"返回给定时间内变换轨迹的插值(以秒为单位)。由3个元素组成的数组:position(位"
-"置)([Vector3])、rotation(旋转)([Quat])、 scale(缩放)([Vector3])。"
+"返回变换轨道在给定时间(以秒为单位)插值后的值。是由 3 个元素组成的数组:位置"
+"([Vector3])、旋转([Quat])、缩放([Vector3])。"
#: doc/classes/Animation.xml
msgid ""
"Returns all the key indices of a value track, given a position and delta "
"time."
-msgstr "返回给定位置和delta时间的价值轨迹的所有关键指数。"
+msgstr "返回在给定的位置和时间增量范围内,值轨道中所有关键帧的索引号。"
#: doc/classes/Animation.xml
msgid "Returns the update mode of a value track."
-msgstr "返回值跟踪的更新模式。"
+msgstr "返回值轨道的更新模式。"
#: doc/classes/Animation.xml
msgid ""
"Returns the interpolated value at the given time (in seconds). The "
"[code]track_idx[/code] must be the index of a value track."
msgstr ""
-"返回给定时间处(以秒为单位)的插值。[code]track_idx[/code]必须是一个值轨道的"
-"索引。"
+"返回位于给定时间(以秒为单位)的插值后的值。[code]track_idx[/code] 必须是值轨"
+"道的索引。"
#: doc/classes/Animation.xml
msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
-msgstr "设置值跟踪的更新模式(参阅[enum UpdateMode])。"
+msgstr "设置值轨道的更新模式(请参阅 [enum UpdateMode])。"
#: doc/classes/Animation.xml
msgid ""
@@ -5766,9 +5854,9 @@ msgid ""
"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
"before or after the end to ensure correct interpolation and looping."
msgstr ""
-"动画的总长度(单位:秒)。\n"
-"[b]注意:[/b]长度不以最后一个键为界,因为这个键可能在结束前或结束后,以确保正"
-"确的插值和循环。"
+"动画的总长度(单位为秒)。\n"
+"[b]注意:[/b]长度不以最后一个关键帧为界,因为这个关键帧可能位于结束前或结束"
+"后,以确保正确的插值和循环。"
#: doc/classes/Animation.xml
msgid ""
@@ -5776,8 +5864,7 @@ msgid ""
"interpolation of animation cycles, and for hinting the player that it must "
"restart the animation."
msgstr ""
-"指示动画必须循环的标志。这用于动画循环正确插值,以及提示播放器须重新启动动"
-"画。"
+"表示该动画必须循环的标志。这用于动画循环正确插值,以及提示播放器须重启动画。"
#: doc/classes/Animation.xml
msgid "The animation step value."
@@ -5793,17 +5880,17 @@ msgstr "当轨道列表发生变化时发出,例如轨道被添加、移动或
msgid ""
"Value tracks set values in node properties, but only those which can be "
"Interpolated."
-msgstr "值跟踪节点属性中的设置值,但只跟踪那些可以插值的值。"
+msgstr "值轨道会为节点的属性设值,只适用于能够进行插值的属性。"
#: doc/classes/Animation.xml
msgid ""
"Transform tracks are used to change node local transforms or skeleton pose "
"bones. Transitions are interpolated."
-msgstr "变换轨迹用于改变节点局部变换或骨架姿势骨架。转变是插值的。"
+msgstr "变换轨道用于改变节点局部变换或骨架的骨骼姿势。会进行插值过渡。"
#: doc/classes/Animation.xml
msgid "Method tracks call functions with given arguments per key."
-msgstr "方法跟踪每个键给定参数的调用函数。"
+msgstr "方法轨道会在各个关键帧上使用给定参数的调用函数。"
#: doc/classes/Animation.xml
msgid ""
@@ -5825,19 +5912,19 @@ msgstr ""
#: doc/classes/Animation.xml
msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
-msgstr "动画曲目在其他 [AnimationPlayer] 节点中播放动画。"
+msgstr "动画轨道会在其他 [AnimationPlayer] 节点中播放动画。"
#: doc/classes/Animation.xml
msgid "No interpolation (nearest value)."
-msgstr "无内插(最近值)。"
+msgstr "无插值(最邻近的值)。"
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
-msgstr "线性插值."
+msgstr "线性插值。"
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
-msgstr "三次插值."
+msgstr "三次插值。"
#: doc/classes/Animation.xml
msgid "Update between keyframes."
@@ -5856,12 +5943,12 @@ msgid ""
"Same as linear interpolation, but also interpolates from the current value "
"(i.e. dynamically at runtime) if the first key isn't at 0 seconds."
msgstr ""
-"与线性插值相同,但如果第一个键不是在0秒时,也会从当前值进行插值(即在运行时动"
-"态插值)。"
+"与线性插值相同,但如果第一个关键帧不在第 0 秒,则会从当前值进行插值(即在运行"
+"时动态插值)。"
#: doc/classes/AnimationNode.xml
msgid "Base resource for [AnimationTree] nodes."
-msgstr "[AnimationTree]节点的基础资源。"
+msgstr "[AnimationTree] 节点的基础资源。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5889,8 +5976,8 @@ msgid ""
"passed, as well as whether [code]seek[/code] happened."
msgstr ""
"按 [code]blend[/code] 量混合一个动画(名称必须在链接的 [AnimationPlayer] 中有"
-"效)。可以通过 [code]time[/code] 和 [code]delta[/code],以及是否发生 "
-"[code]seek[/code]。"
+"效)。可以传入时间 [code]time[/code] 和增量 [code]delta[/code],以及表示是否"
+"发生寻道的 [code]seek[/code]。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5900,9 +5987,10 @@ msgid ""
"absolute. A filter mode may be optionally passed (see [enum FilterAction] "
"for options)."
msgstr ""
-"混合一个输入。这只对为 [AnimationNodeBlendTree] 创建的节点有用。[code]time[/"
-"code] 参数是一个相对三角,除非 [code]seek[/code] 是 [code]true[/code],在这种"
-"情况下,它是绝对值。可以选择传递过滤模式(选项请参阅 [enum FilterAction])。"
+"混合一个输入。这只对为 [AnimationNodeBlendTree] 创建的节点有用。时间参数 "
+"[code]time[/code] 是一个相对的增量,除非 [code]seek[/code] 是 [code]true[/"
+"code],此时它是绝对的时间。可以选择传递过滤模式(选项请参阅 [enum "
+"FilterAction])。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5911,8 +5999,7 @@ msgid ""
"instead, else editors will not display your node for addition."
msgstr ""
"混合另一个动画节点(在这个节点包含子动画节点的情况下)。这个函数只有在你继承 "
-"[AnimationRootNode] 而不是 [AnimationRootNode] 时才有用,否则编辑器将不会显示"
-"你的节点进行添加。"
+"[AnimationRootNode] 时才有用,否则编辑器将不会显示你的节点进行添加。"
#: doc/classes/AnimationNode.xml
msgid "Gets the text caption for this node (used by some editors)."
@@ -5936,7 +6023,7 @@ msgstr ""
msgid ""
"Amount of inputs in this node, only useful for nodes that go into "
"[AnimationNodeBlendTree]."
-msgstr "这个节点的输入数量,只对进入[AnimationNodeBlendTree]的节点有用。"
+msgstr "这个节点的输入数量,只对进入 [AnimationNodeBlendTree] 的节点有用。"
#: doc/classes/AnimationNode.xml
msgid "Gets the name of an input by index."
@@ -5947,7 +6034,7 @@ msgid ""
"Gets the value of a parameter. Parameters are custom local memory used for "
"your nodes, given a resource can be reused in multiple trees."
msgstr ""
-"获取一个参数的值。参数是你的节点使用的自定义本地存储,给定的资源可以在多个树"
+"获取一个参数的值。参数是你的节点使用的自定义本地内存,给定的资源可以在多个树"
"中重复使用。"
#: doc/classes/AnimationNode.xml
@@ -5964,18 +6051,18 @@ msgid ""
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
-"获取参数的属性信息。参数是你的节点使用的自定义本地存储,给定的资源可以在多个"
+"获取参数的属性信息。参数是你的节点使用的自定义本地内存,给定的资源可以在多个"
"树中重复使用。格式类似于[method Object.get_property_list]。"
#: doc/classes/AnimationNode.xml
msgid ""
"Returns [code]true[/code] whether you want the blend tree editor to display "
"filter editing on this node."
-msgstr "返回[code]true[/code],是否希望混合树编辑器在此节点上显示过滤器编辑。"
+msgstr "返回 [code]true[/code],是否希望混合树编辑器在此节点上显示过滤器编辑。"
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr "返回[code]true[/code]是否对指定路径进行过滤。"
+msgid "Returns whether the given path is filtered."
+msgstr "返回是否对给定的路径进行过滤。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -5988,38 +6075,37 @@ msgid ""
"This function should return the time left for the current animation to "
"finish (if unsure, pass the value from the main blend being called)."
msgstr ""
-"当一个自定义节点被处理时,用户定义的回调被调用。[code]time[/code]参数是一个相"
-"对的delta,除非[code]seek[/code]是[code]true[/code],在这种情况下,它是绝对"
-"的。\n"
-"在这里,调用[method blend_input]、[method blend_node]或[method "
-"blend_animation]函数。你也可以使用[method get_parameter]和[method "
-"set_parameter]来修改本地存储。\n"
+"用户定义的回调,会在处理自定义节点时调用。时间参数 [code]time[/code] 是一个相"
+"对的增量,除非 [code]seek[/code] 是 [code]true[/code],此时它是绝对的时间。\n"
+"请在这里调用 [method blend_input]、[method blend_node] 或 [method "
+"blend_animation] 函数。你也可以使用 [method get_parameter] 和 [method "
+"set_parameter] 来修改本地内存。\n"
"这个函数应该返回当前动画完成的剩余时间(如果不确定,请传递被调用的主混合"
"值)。"
#: doc/classes/AnimationNode.xml
msgid "Removes an input, call this only when inactive."
-msgstr "删除输入,仅在处于非活动状态时调用此输入。"
+msgstr "移除输入,仅在处于非活动状态时调用此输入。"
#: doc/classes/AnimationNode.xml
msgid "Adds or removes a path for the filter."
-msgstr "添加或删除筛选器的路径。"
+msgstr "添加或移除筛选器的路径。"
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
-"设置一个自定义参数。这些参数被用作本地存储,因为资源可以在树或场景中重复使"
+"设置一个自定义参数。这些参数被用作本地内存,因为资源可以在树或场景中重复使"
"用。"
#: doc/classes/AnimationNode.xml
msgid "If [code]true[/code], filtering is enabled."
-msgstr "如果[code]true[/code],则启用过滤功能。"
+msgstr "如果为 [code]true[/code],则启用筛选功能。"
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
-msgstr "当该节点从图中删除时调用。"
+msgid "Emitted when the node was removed from the graph."
+msgstr "当该节点从图中移除时触发。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6028,37 +6114,37 @@ msgid ""
"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
msgstr ""
-"由继承自该类且内部有树的节点发出,当其一个节点发生变化时。发出此信号的节点有"
+"由继承自该类且内部有树的节点发出,当其一个节点发生变化时。发出此信号的节点有 "
"[AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
-"[AnimationNodeStateMachine]和[AnimationNodeBlendTree]。"
+"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。"
#: doc/classes/AnimationNode.xml
msgid "Do not use filtering."
-msgstr "不要使用过滤功能。"
+msgstr "不要使用筛选功能。"
#: doc/classes/AnimationNode.xml
msgid "Paths matching the filter will be allowed to pass."
-msgstr "匹配过滤器的路径将被允许通过。"
+msgstr "与筛选器匹配的路径将被允许通过。"
#: doc/classes/AnimationNode.xml
msgid "Paths matching the filter will be discarded."
-msgstr "与过滤器匹配的路径将被丢弃。"
+msgstr "与筛选器匹配的路径将被丢弃。"
#: doc/classes/AnimationNode.xml
msgid "Paths matching the filter will be blended (by the blend value)."
-msgstr "与滤镜相匹配的路径将被混合(根据混合值)。"
+msgstr "与筛选器匹配的路径将被混合(根据混合值)。"
#: doc/classes/AnimationNodeAdd2.xml
msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
-msgstr "在一个[AnimationNodeBlendTree]中加法地混合两个动画。"
+msgstr "在 [AnimationNodeBlendTree] 中加法地混合两个动画。"
#: doc/classes/AnimationNodeAdd2.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"additively based on an amount value in the [code][0.0, 1.0][/code] range."
msgstr ""
-"添加到 [AnimationNodeBlendTree] 的资源。根据[code][0.0,1.0][/code]范围内的量"
-"值加法混合两个动画。"
+"添加到 [AnimationNodeBlendTree] 的资源。根据 [code][0.0,1.0][/code] 范围内的"
+"量值加法混合两个动画。"
#: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml
#: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml
@@ -6067,14 +6153,15 @@ msgid ""
"code] when calling [method AnimationNode.blend_input], forcing the blended "
"animations to update every frame."
msgstr ""
-"如果[code]true[/code],在调用[method AnimationNode.blend_input]时,将"
-"[code]optimization[/code] to[code]false[/code],强制混合后的动画每一帧更新。"
+"如果为 [code]true[/code],在调用 [method AnimationNode.blend_input] 时,将 "
+"[code]optimization[/code] 设置为 [code]false[/code],强制混合后的动画每一帧更"
+"新。"
#: doc/classes/AnimationNodeAdd3.xml
msgid ""
"Blends two of three animations additively inside of an "
"[AnimationNodeBlendTree]."
-msgstr "在[AnimationNodeBlendTree]内部将三个动画中的两个动画相加。"
+msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个动画相加。"
#: doc/classes/AnimationNodeAdd3.xml
msgid ""
@@ -6101,9 +6188,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
-#, fuzzy
msgid "AnimationTree"
-msgstr "Animation节点。"
+msgstr "AnimationTree"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -6119,11 +6205,11 @@ msgstr "Animation节点。"
#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
msgid "Third Person Shooter Demo"
-msgstr ""
+msgstr "第三人称射击演示"
#: doc/classes/AnimationNodeAnimation.xml
msgid "Input animation to use in an [AnimationNodeBlendTree]."
-msgstr "输入要在[AnimationNodeBlendTree]中使用的动画。"
+msgstr "输入要在 [AnimationNodeBlendTree] 中使用的动画。"
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
@@ -6143,14 +6229,14 @@ msgstr ""
#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
msgid "3D Platformer Demo"
-msgstr ""
+msgstr "3D 平台跳跃演示"
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
"Animation to use as an output. It is one of the animations provided by "
"[member AnimationTree.anim_player]."
msgstr ""
-"作为输出使用的动画。它是[member AnimationTree.anim_player]提供的动画之一。"
+"作为输出使用的动画。它是 [member AnimationTree.anim_player] 提供的动画之一。"
#: doc/classes/AnimationNodeBlend2.xml
msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
@@ -6194,8 +6280,8 @@ msgid ""
"Blends linearly between two of any number of [AnimationNode] of any type "
"placed on a virtual axis."
msgstr ""
-"在虚拟轴上放置的任意数量的[AnimationNode]的任意类型的两个[AnimationNode]之间"
-"线性混合。"
+"在虚拟轴上放置的任意数量的 [AnimationNode] 的任意类型的两个 [AnimationNode] "
+"之间线性混合。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
@@ -6233,42 +6319,42 @@ msgstr "返回混合轴上的点的数量。"
msgid ""
"Returns the [AnimationNode] referenced by the point at index [code]point[/"
"code]."
-msgstr "返回索引[code]point[/code]处的点所引用的[AnimationNode]。"
+msgstr "返回索引 [code]point[/code] 处的点所引用的 [AnimationNode]。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Returns the position of the point at index [code]point[/code]."
-msgstr "返回索引[code]point[/code]处的点的位置。"
+msgstr "返回索引 [code]point[/code] 处的点的位置。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Removes the point at index [code]point[/code] from the blend axis."
-msgstr "将索引[code]point[/code]处的点从混合轴上删除。"
+msgstr "将索引 [code]point[/code] 处的点从混合轴上移除。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Changes the [AnimationNode] referenced by the point at index [code]point[/"
"code]."
-msgstr "改变索引[code]point[/code]处的点所引用的[AnimationNode]。"
+msgstr "改变索引 [code]point[/code] 处的点所引用的 [AnimationNode]。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Updates the position of the point at index [code]point[/code] on the blend "
"axis."
-msgstr "更新混合轴上索引[code]point[/code]处的点的位置。"
+msgstr "更新混合轴上索引 [code]point[/code] 处的点的位置。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
"The blend space's axis's upper limit for the points' position. See [method "
"add_blend_point]."
-msgstr "混合空间的轴的点的位置上限。请参阅 [method add_blend_point]。"
+msgstr "混合空间的轴的点的位置上限。见 [method add_blend_point]。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
"The blend space's axis's lower limit for the points' position. See [method "
"add_blend_point]."
-msgstr "混合空间的轴的点的位置下限。请参阅 [method add_blend_point]。"
+msgstr "混合空间的轴的点的位置下限。见 [method add_blend_point]。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Position increment to snap to when moving a point on the axis."
@@ -6282,7 +6368,7 @@ msgstr "混合空间虚拟轴的标签。"
msgid ""
"Blends linearly between three [AnimationNode] of any type placed in a 2D "
"space."
-msgstr "在二维空间中放置的三个任意类型的[AnimationNode]之间线性融合。"
+msgstr "在 2D 空间中放置的三个任意类型的 [AnimationNode] 之间线性融合。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
@@ -6333,7 +6419,7 @@ msgstr "返回混合空间中的点的数量。"
msgid ""
"Returns the [AnimationRootNode] referenced by the point at index "
"[code]point[/code]."
-msgstr "返回索引[code]point[/code]处的点所引用的[AnimationRootNode]。"
+msgstr "返回索引 [code]point[/code] 处的点所引用的 [AnimationRootNode]。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Returns the number of triangles in the blend space."
@@ -6344,16 +6430,17 @@ msgid ""
"Returns the position of the point at index [code]point[/code] in the "
"triangle of index [code]triangle[/code]."
msgstr ""
-"返回索引[code]point[/code]处的点在索引[code]triangle[/code]的三角形中的位置。"
+"返回索引 [code]point[/code] 处的点在索引 [code]triangle[/code] 的三角形中的位"
+"置。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Removes the point at index [code]point[/code] from the blend space."
-msgstr "从混合空间中删除索引[code]point[/code]处的点。"
+msgstr "从混合空间中移除索引 [code]point[/code] 处的点。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Removes the triangle at index [code]triangle[/code] from the blend space."
-msgstr "从混合空间中删除索引[code]triangle[/code]处的三角形。"
+msgstr "从混合空间中移除索引 [code]triangle[/code] 处的三角形。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
@@ -6361,7 +6448,7 @@ msgid ""
"mesh updates every time you add or remove points with [method "
"add_blend_point] and [method remove_blend_point]."
msgstr ""
-"如果 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method "
+"如果为 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method "
"add_blend_point] 和 [method remove_blend_point] 添加或移除点时,网格都会更"
"新。"
@@ -6369,21 +6456,19 @@ msgstr ""
msgid ""
"Controls the interpolation between animations. See [enum BlendMode] "
"constants."
-msgstr "控制动画之间的插值。参阅 [enum BlendMode] 常量。"
+msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"The blend space's X and Y axes' upper limit for the points' position. See "
"[method add_blend_point]."
-msgstr ""
-"混合空间的 X 轴和 Y 轴的点的位置上限。请参阅 [method add_blend_point]。"
+msgstr "混合空间的 X 轴和 Y 轴的点的位置上限。见 [method add_blend_point]。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"The blend space's X and Y axes' lower limit for the points' position. See "
"[method add_blend_point]."
-msgstr ""
-"混合空间的 X 轴和 Y 轴的点的位置下限。请参阅 [method add_blend_point]。"
+msgstr "混合空间的 X 轴和 Y 轴的点的位置下限。见 [method add_blend_point]。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Position increment to snap to when moving a point."
@@ -6391,17 +6476,17 @@ msgstr "移动点时要对齐的位置增量。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Name of the blend space's X axis."
-msgstr "混合空间X轴的名称。"
+msgstr "混合空间 X 轴的名称。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Name of the blend space's Y axis."
-msgstr "混合空间Y轴的名称。"
+msgstr "混合空间 Y 轴的名称。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
-msgstr "每当创建、删除混合空间的三角形,或当其中一个顶点改变位置时发出。"
+msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "The interpolation between animations is linear."
@@ -6418,27 +6503,32 @@ msgid ""
"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
"the last animation's playback position."
msgstr ""
-"类似于[constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动"
+"类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动"
"画。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "[AnimationTree] node resource that contains many blend type nodes."
-msgstr "[AnimationTree]节点资源,其中包含许多混合类型节点。"
+msgstr "[AnimationTree] 节点资源,其中包含许多混合类型节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
-"该节点可以包含任何其他混合类型节点的子树,例如mix,blend2,blend3,一个shot"
-"等。这是最常用的根之一。"
+"该节点可以包含任何其他混合类型节点的子树,例如 [AnimationNodeTransition]、"
+"[AnimationNodeBlend2]、[AnimationNodeBlend3]、[AnimationNodeOneShot] 等。这是"
+"最常用的根之一。\n"
+"默认会创建一个名为 [code]output[/code] 的 [AnimationNodeOutput] 节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/"
"code] is used to identify the created sub-node later."
msgstr ""
-"在给定的 [code]position[/code] 添加一个 [AnimationNode]。[code]name[/code]用"
+"在给定的 [code]position[/code] 添加一个 [AnimationNode]。[code]name[/code] 用"
"于以后识别创建的子节点。"
#: doc/classes/AnimationNodeBlendTree.xml
@@ -6455,22 +6545,22 @@ msgstr "断开连接到指定输入端的节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Returns the sub-node with the specified [code]name[/code]."
-msgstr "返回带有指定[code]name[/code]的子节点。"
+msgstr "返回名称为 [code]name[/code] 的子节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Returns the position of the sub-node with the specified [code]name[/code]."
-msgstr "返回指定[code]name[/code]的子节点的位置。"
+msgstr "返回名称为 [code]name[/code] 的子节点的位置。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Returns [code]true[/code] if a sub-node with specified [code]name[/code] "
"exists."
-msgstr "如果存在指定[code]name[/code]的子节点,返回[code]true[/code]。"
+msgstr "如果存在名称为 [code]name[/code] 的子节点,则返回 [code]true[/code]。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Removes a sub-node."
-msgstr "删除一个子节点。"
+msgstr "移除一个子节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Changes the name of a sub-node."
@@ -6494,7 +6584,7 @@ msgstr "输入节点为 [code]null[/code]。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The specified input port is out of range."
-msgstr "指定的输入端口已出范围。"
+msgstr "指定的输入端口超出范围。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The output node is [code]null[/code]."
@@ -6502,7 +6592,7 @@ msgstr "输出节点为 [code]null[/code]。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Input and output nodes are the same."
-msgstr "输入和输出节点是一样的。"
+msgstr "输入和输出节点相同。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The specified connection already exists."
@@ -6537,8 +6627,8 @@ msgid ""
"seconds) between 0 and this value will be added to [member "
"autorestart_delay]."
msgstr ""
-"如果[member autorestart]为[code]true[/code],则介于0和此值之间的随机附加延迟"
-"(以秒为单位)将添加到[member autorestart_delay]。"
+"如果 [member autorestart] 为 [code]true[/code],则介于0和此值之间的随机附加延"
+"迟(以秒为单位)将添加到 [member autorestart_delay]。"
#: doc/classes/AnimationNodeOutput.xml
msgid "Generic output node to be added to [AnimationNodeBlendTree]."
@@ -6562,8 +6652,8 @@ msgid ""
"[/codeblock]"
msgstr ""
"包含代表动画状态的多个节点,以图的形式连接。节点转换可以配置为自动发生或通过"
-"代码,使用最短路径算法。从[AnimationTree]节点中检索"
-"[AnimationNodeStateMachinePlayback]对象,对其进行编程控制。\n"
+"代码,使用最短路径算法。从 [AnimationTree] 节点中检索 "
+"[AnimationNodeStateMachinePlayback] 对象,对其进行编程控制。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
@@ -6574,7 +6664,7 @@ msgstr ""
msgid ""
"Adds a new node to the graph. The [code]position[/code] is used for display "
"in the editor."
-msgstr "向图中添加一个新节点。 [code]position[/code]用于在编辑器中显示。"
+msgstr "向图中添加一个新节点。[code]position[/code] 用于在编辑器中显示。"
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Adds a transition between the given nodes."
@@ -6618,12 +6708,12 @@ msgstr "返回给定过渡的端节点。"
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns [code]true[/code] if the graph contains the given node."
-msgstr "如果图中包含给定的节点,返回[code]true[/code]。"
+msgstr "如果图中包含给定的节点,返回 [code]true[/code]。"
#: doc/classes/AnimationNodeStateMachine.xml
msgid ""
"Returns [code]true[/code] if there is a transition between the given nodes."
-msgstr "如果在给定节点之间存在过渡,返回[code]true[/code]。"
+msgstr "如果在给定节点之间存在过渡,返回 [code]true[/code]。"
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given node from the graph."
@@ -6663,7 +6753,7 @@ msgstr "将给定的节点设置为图形的起始点。"
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Playback control for [AnimationNodeStateMachine]."
-msgstr "[AnimationNodeStateMachine]的播放控件。"
+msgstr "[AnimationNodeStateMachine] 的播放控件。"
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
@@ -6676,8 +6766,8 @@ msgid ""
"state_machine.travel(\"some_state\")\n"
"[/codeblock]"
msgstr ""
-"允许控制用[AnimationNodeStateMachine]创建的[AnimationTree]状态机。用"
-"[code]$AnimationTree.get(\"parameters/playback\")[/code]检索。\n"
+"允许控制用 [AnimationNodeStateMachine] 创建的 [AnimationTree] 状态机。用 "
+"[code]$AnimationTree.get(\"parameters/playback\")[/code] 获取。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
@@ -6695,11 +6785,11 @@ msgstr "返回当前动画状态内的播放位置。"
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
"Returns the current travel path as computed internally by the A* algorithm."
-msgstr "返回A*算法内部计算的当前行进路径。"
+msgstr "返回 A* 算法内部计算的当前行进路径。"
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Returns [code]true[/code] if an animation is playing."
-msgstr "如果正在播放动画,返回[code]true[/code]。"
+msgstr "如果正在播放动画,返回 [code]true[/code]。"
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Starts playing the given animation."
@@ -6751,8 +6841,8 @@ msgid ""
"Don't use this transition during [method AnimationNodeStateMachinePlayback."
"travel] or [member auto_advance]."
msgstr ""
-"不要在[method AnimationNodeStateMachinePlayback.travel]或[member "
-"auto_advance]期间使用这个过渡。"
+"不要在 [method AnimationNodeStateMachinePlayback.travel] 或 [member "
+"auto_advance] 期间使用这个过渡。"
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
@@ -6760,8 +6850,8 @@ msgid ""
"via [method AnimationNodeStateMachinePlayback.travel] or [member "
"auto_advance]."
msgstr ""
-"当通过[method AnimationNodeStateMachinePlayback.travel]或[member "
-"auto_advance]在树中旅行时,优先级较低的转场。"
+"当通过 [method AnimationNodeStateMachinePlayback.travel] 或 [member "
+"auto_advance] 在树中旅行时,优先级较低的转场。"
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "The transition type."
@@ -6773,7 +6863,7 @@ msgstr "这个状态和下一个状态之间的交叉渐变时间。"
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "Emitted when [member advance_condition] is changed."
-msgstr "变更[member advance_condition]时发出。"
+msgstr "变更 [member advance_condition] 时发出。"
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
@@ -6795,17 +6885,17 @@ msgstr "等待当前状态播放结束,然后切换到下一个状态动画的
#: doc/classes/AnimationNodeTimeScale.xml
msgid "A time-scaling animation node to be used with [AnimationTree]."
-msgstr "与[AnimationTree]一起使用的时间缩放动画节点。"
+msgstr "与 [AnimationTree] 一起使用的时间缩放动画节点。"
#: doc/classes/AnimationNodeTimeScale.xml
msgid ""
"Allows scaling the speed of the animation (or reversing it) in any children "
"nodes. Setting it to 0 will pause the animation."
-msgstr "允许缩放任何子节点中动画的速度(或反转)。将其设置为0将暂停动画。"
+msgstr "允许缩放任何子节点中动画的速度(或反转)。将其设置为 0 将暂停动画。"
#: doc/classes/AnimationNodeTimeSeek.xml
msgid "A time-seeking animation node to be used with [AnimationTree]."
-msgstr "与[AnimationTree]配合使用的寻时动画节点。"
+msgstr "与 [AnimationTree] 配合使用的寻时动画节点。"
#: doc/classes/AnimationNodeTimeSeek.xml
msgid ""
@@ -6827,10 +6917,10 @@ msgid ""
"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
"[/codeblock]"
msgstr ""
-"这个节点可以使命令发生在动画图示的所有子级上。使用这个节点类型可以从"
-"[AnimationNodeBlendTree]内部的开头或某个播放位置开始播放[Animation]。在设置时"
-"间和改变动画播放后,通过设置其[code]seek_position[/code]值为[code]-1.0[/"
-"code],使节点在下一个处理帧自动进入休眠模式。\n"
+"这个节点可以使 Seek 命令发生在该动画图的所有子级上。使用这个节点类型可以从 "
+"[AnimationNodeBlendTree] 内部的开头或某个播放位置开始播放 [Animation]。该 "
+"Seek 节点在设置时间并改变动画播放后,会将其 [code]seek_position[/code] 值设"
+"为 [code]-1.0[/code],在下一处理帧自动进入休眠模式。\n"
"[codeblock]\n"
"# 从头开始播放子动画。\n"
"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
@@ -6845,7 +6935,7 @@ msgstr ""
#: doc/classes/AnimationNodeTransition.xml
msgid "A generic animation transition node for [AnimationTree]."
-msgstr "[AnimationTree]的通用动画过渡节点。"
+msgstr "[AnimationTree] 的通用动画过渡节点。"
#: doc/classes/AnimationNodeTransition.xml
msgid ""
@@ -6892,9 +6982,8 @@ msgstr ""
"更新动画的目标属性是在处理时进行的。"
#: doc/classes/AnimationPlayer.xml
-#, fuzzy
msgid "Animation tutorial index"
-msgstr "Animation节点。"
+msgstr "动画教程索引"
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -6978,8 +7067,8 @@ msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
"with key [code]name[/code]."
msgstr ""
-"如果[AnimationPlayer]存储了带有[code]name[/code]with key[Animation],返回"
-"[code]true[/code]。"
+"如果该 [AnimationPlayer] 存储了键名为 [code]name[/code] 的 [Animation],则返"
+"回 [code]true[/code]。"
#: doc/classes/AnimationPlayer.xml
msgid "Returns [code]true[/code] if playing an animation."
@@ -7042,18 +7131,23 @@ msgstr "移除键名为 [code]name[/code] 的动画。"
msgid ""
"Renames an existing animation with key [code]name[/code] to [code]newname[/"
"code]."
-msgstr "将键值为[code]name[/code]的现有动画重命名为[code]newname[/code]。"
+msgstr "将键名为 [code]name[/code] 的现有动画重命名为 [code]newname[/code]。"
#: doc/classes/AnimationPlayer.xml
msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
"将动画寻道到时间点 [code]seconds[/code](单位为秒)。[code]update[/code] 为 "
"[code]true[/code] 时会同时更新动画,否则会在处理时更新。当前帧和 "
-"[code]seconds[/code] 之间的事件会被跳过。"
+"[code]seconds[/code] 之间的事件会被跳过。\n"
+"[b]注意:[/b]寻道至动画的末尾不会触发 [signal animation_finished]。如果你想要"
+"跳过动画并触发该信号,请使用 [method advance]。"
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7105,8 +7199,8 @@ msgstr ""
"当前播放的动画的名称。如果没有动画正在播放,该属性的值是一个空字符串。改变这"
"个值不会重新启动动画。关于播放动画的更多信息请参阅 [method play]。\n"
"[b]注意:[/b]虽然这个属性会出现在检查器中,但它不是用来编辑的,也不会保存在场"
-"景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。有关详细信息,"
-"请参阅动画 [Animation]。"
+"景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。详情请参阅 "
+"[Animation]。"
#: doc/classes/AnimationPlayer.xml
msgid "The length (in seconds) of the currently being played animation."
@@ -7124,7 +7218,7 @@ msgstr "方法调用轨道所使用的调用模式。"
msgid ""
"If [code]true[/code], updates animations in response to process-related "
"notifications."
-msgstr "如果[code]true[/code],根据流程相关通知更新动画。"
+msgstr "如果为 [code]true[/code],根据流程相关通知更新动画。"
#: doc/classes/AnimationPlayer.xml
msgid ""
@@ -7243,9 +7337,8 @@ msgstr ""
"画。"
#: doc/classes/AnimationTree.xml
-#, fuzzy
msgid "Using AnimationTree"
-msgstr "重置此 [AnimationTreePlayer]。"
+msgstr "使用 AnimationTree"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
@@ -7324,8 +7417,7 @@ msgid ""
"[i]Deprecated.[/i] Animation player that uses a node graph for blending "
"animations. Superseded by [AnimationTree]."
msgstr ""
-"[i]已弃用。[/i] 使用节点图(node graph)来混合动画的动画播放器。由 "
-"[AnimationTree] 取代。"
+"[i]已弃用。[/i]使用节点图来混合动画的动画播放器。由 [AnimationTree] 取代。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7345,7 +7437,7 @@ msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
-msgstr "添加[code]type[/code]节点到图示中,名称为[code]id[/code]。"
+msgstr "添加 [code]type[/code] 节点到图示中,名称为 [code]id[/code]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7353,35 +7445,35 @@ msgid ""
"seconds to shift. Events between the current frame and [code]delta[/code] "
"are handled."
msgstr ""
-"移动动画时间轴上的位置。[code]delta[/code]是移动的时间,单位是秒。当前帧和"
-"[code]delta[/code]之间的事件被处理。"
+"移动动画时间轴上的位置。[code]delta[/code] 是移动的时间,单位是秒。当前帧和 "
+"[code]delta[/code] 之间的事件被处理。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the [AnimationPlayer]'s [Animation] bound to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
-"返回与[AnimationTreePlayer]的动画节点绑定的[Animation],名称为[code]id[/"
+"返回与 [AnimationTreePlayer] 的动画节点绑定的 [Animation],名称为 [code]id[/"
"code]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the name of the [member master_player]'s [Animation] bound to this "
"animation node."
-msgstr "返回与此动画节点绑定的[member master_player]的[Animation]名称。"
+msgstr "返回与此动画节点绑定的 [member master_player] 的 [Animation] 名称。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the absolute playback timestamp of the animation node with name "
"[code]id[/code]."
-msgstr "返回名称为[code]id[/code]的动画节点的绝对播放时间戳。"
+msgstr "返回名称为 [code]id[/code] 的动画节点的绝对播放时间戳。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Binds a new [Animation] from the [member master_player] to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
-"将名称为[code]id[/code]的新[Animation]从[member master_player]绑定到"
+"将名称为 [code]id[/code] 的新[Animation]从[member master_player]绑定到"
"[AnimationTreePlayer]的动画节点。"
#: doc/classes/AnimationTreePlayer.xml
@@ -7390,8 +7482,8 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则ID为[code]id[/code]的动画节点将"
-"关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。"
+"如果[code]enable[/code]为 [code]true[/code],则ID为 [code]id[/code] 的动画节"
+"点将关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7420,7 +7512,7 @@ msgid ""
"influence of B gets raised. At 1, output is input B."
msgstr ""
"设置Blend2节点的混合量,给定其名称和值。\n"
-"一个Blend2节点混合两个动画(A和B),混合量在0到1之间。\n"
+"一个Blend2节点混合两个动画(A和B),混合量在0 到 1之间。\n"
"在0的时候,输出是输入A。接近1的时候,A的影响变小,B的影响变大。在1时,输出是"
"输入B。"
@@ -7430,8 +7522,8 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
-"如果[code]enable[/code]是[code]true[/code],名称为[code]id[/code]的Blend2节点"
-"会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续处理动画。"
+"如果[code]enable[/code]是[code]true[/code],名称为 [code]id[/code] 的Blend2节"
+"点会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续处理动画。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend3 node given its name."
@@ -7450,8 +7542,8 @@ msgstr ""
"设置一个Blend3节点的混合值,传入节点名和混合值。\n"
"Blend3节点使用-1~1之间的一个值来混合3个动画 (A, B-, B+).\n"
"值为-1时,输出动画为B-;值从-1到0时,B-的影响减弱,A的影响变强,B+的影响为0;"
-"值为0时,输出为动画A;值从0到1时,A的影响减弱,B+的影响变强,B-的影响为0;值"
-"为1时,输出为动画B+。"
+"值为0时,输出为动画A;值从0 到 1时,A的影响减弱,B+的影响变强,B-的影响为0;"
+"值为1时,输出为动画B+。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend4 node given its name."
@@ -7471,16 +7563,16 @@ msgstr ""
msgid ""
"Connects node [code]id[/code] to [code]dst_id[/code] at the specified input "
"slot."
-msgstr "将节点[code]id[/code]连接到指定输入插槽的[code]dst_id[/code]。"
+msgstr "将节点 [code]id[/code] 连接到指定输入插槽的 [code]dst_id[/code]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Disconnects nodes connected to [code]id[/code] at the specified input slot."
-msgstr "断开在指定输入插槽连接到[code]id[/code]的节点。"
+msgstr "断开在指定输入插槽连接到 [code]id[/code] 的节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns a [PoolStringArray] containing the name of all nodes."
-msgstr "返回包含所有节点名称的[PoolStringArray]。"
+msgstr "返回包含所有节点名称的 [PoolStringArray]。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the mix amount of a Mix node given its name."
@@ -7514,7 +7606,7 @@ msgstr "返回给定其名称节点在图示中的位置。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Gets the node type, will return from [enum NodeType] enum."
-msgstr "获取节点类型,将从[enum NodeType]枚举中返回。"
+msgstr "获取节点类型,将从 [enum NodeType] 枚举中返回。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Renames a node in the graph."
@@ -7526,19 +7618,19 @@ msgstr "设置节点在图示中的位置,给定其名称和位置。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the autostart delay of a OneShot node given its name."
-msgstr "返回给定名称的OneShot节点的自动启动延迟。"
+msgstr "返回给定名称的 OneShot 节点的自动启动延迟。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the autostart random delay of a OneShot node given its name."
-msgstr "返回给定名称的OneShot节点的自动启动随机延迟。"
+msgstr "返回给定名称的 OneShot 节点的自动启动随机延迟。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the fade in time of a OneShot node given its name."
-msgstr "返回给定名称的OneShot节点的淡入时间。"
+msgstr "返回给定名称的 OneShot 节点的淡入时间。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the fade out time of a OneShot node given its name."
-msgstr "返回给定其名称的OneShot节点的淡出时间。"
+msgstr "返回给定其名称的 OneShot 节点的淡出时间。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node will auto restart given its name."
@@ -7546,34 +7638,34 @@ msgstr "返回OneShot节点是否会根据其名称自动重新启动。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node is active given its name."
-msgstr "返回指定名称的OneShot节点是否处于活动状态。"
+msgstr "返回指定名称的 OneShot 节点是否处于活动状态。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart property of a OneShot node given its name and value."
-msgstr "设置OneShot节点的自动启动属性,给定其名称和值。"
+msgstr "设置 OneShot 节点的自动启动属性,给定其名称和值。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart delay of a OneShot node given its name and value in "
"seconds."
-msgstr "设置OneShot节点的自动启动延迟,给定其名称和值,单位秒。"
+msgstr "设置 OneShot 节点的自动启动延迟,给定其名称和值,单位秒。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart random delay of a OneShot node given its name and value "
"in seconds."
-msgstr "设置OneShot节点的自动重启随机延迟,给定其名称和数值,单位秒。"
+msgstr "设置 OneShot 节点的自动重启随机延迟,给定其名称和数值,单位秒。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade in time of a OneShot node given its name and value in seconds."
-msgstr "设置OneShot节点的淡入时间,给定其名称和数值,单位秒。"
+msgstr "设置 OneShot 节点的淡入时间,给定其名称和数值,单位秒。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade out time of a OneShot node given its name and value in seconds."
-msgstr "设置OneShot节点的淡出时间,给定其名称和数值,单位秒。"
+msgstr "设置 OneShot 节点的淡出时间,给定其名称和数值,单位秒。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7581,16 +7673,17 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
-"如果[code]enable[/code]是[code]true[/code],ID为[code]id[/code]的OneShot节点"
-"会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续进行动画。"
+"如果[code]enable[/code]是[code]true[/code],ID为 [code]id[/code] 的 OneShot "
+"节点会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续进行动"
+"画。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Starts a OneShot node given its name."
-msgstr "启动指定名称的OneShot节点。"
+msgstr "启动指定名称的 OneShot 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Stops the OneShot node with name [code]id[/code]."
-msgstr "停止名称为[code]id[/code]的OneShot节点。"
+msgstr "停止名称为 [code]id[/code] 的 OneShot 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7603,7 +7696,7 @@ msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Removes the animation node with name [code]id[/code]."
-msgstr "移除名称为[code]id[/code]的动画节点。"
+msgstr "移除名称为 [code]id[/code] 的动画节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Resets this [AnimationTreePlayer]."
@@ -7612,7 +7705,7 @@ msgstr "重置此 [AnimationTreePlayer]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the time scale value of the TimeScale node with name [code]id[/code]."
-msgstr "返回名称为[code]id[/code]的TimeScale节点的时间缩放值。"
+msgstr "返回名称为 [code]id[/code] 的TimeScale节点的时间缩放值。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7623,7 +7716,7 @@ msgid ""
"If applied after a blend or mix, affects all input animations to that blend "
"or mix."
msgstr ""
-"设置名称为[code]id[/code]的TimeScale节点的时间缩放为[code]scale[/code]。\n"
+"设置名称为 [code]id[/code] 的TimeScale节点的时间缩放为[code]scale[/code]。\n"
"时间缩放节点用来加快[Animation]的速度,如果缩放高于1,就会减慢它们。\n"
"如果在混合后应用,会影响到该混合的所有输入动画。"
@@ -7634,34 +7727,35 @@ msgid ""
"This functions as a seek in the [Animation] or the blend or mix of "
"[Animation]s input in it."
msgstr ""
-"设置名称为[code]id[/code]的TimeSeek节点的时间查寻值为[code]seconds[/code]。\n"
+"设置名称为 [code]id[/code] 的TimeSeek节点的时间查寻值为[code]seconds[/"
+"code]。\n"
"这在[Animation]或输入的[Animation]的混合中起到查寻的作用。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Deletes the input at [code]input_idx[/code] for the transition node with "
"name [code]id[/code]."
-msgstr "删除名称为[code]id[/code]的过渡节点的[code]input_idx[/code]的输入。"
+msgstr "删除名称为 [code]id[/code] 的过渡节点的[code]input_idx[/code]的输入。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the index of the currently evaluated input for the transition node "
"with name [code]id[/code]."
-msgstr "返回名称为[code]id[/code]的过渡节点的当前评估输入的索引。"
+msgstr "返回名称为 [code]id[/code] 的过渡节点的当前评估输入的索引。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the number of inputs for the transition node with name [code]id[/"
"code]. You can add inputs by right-clicking on the transition node."
msgstr ""
-"返回名称为[code]id[/code]的过渡节点的输入数。你可以通过右键点击过渡节点来增加"
-"输入。"
+"返回名称为 [code]id[/code] 的过渡节点的输入数。你可以通过右键点击过渡节点来增"
+"加输入。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the cross fade time for the transition node with name [code]id[/"
"code]."
-msgstr "返回名称为[code]id[/code]的过渡节点的交叉淡化时间。"
+msgstr "返回名称为 [code]id[/code] 的过渡节点的交叉淡化时间。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7669,8 +7763,8 @@ msgid ""
"transition node with name [code]id[/code] is set to automatically advance to "
"the next input upon completion."
msgstr ""
-"如果过渡节点上名称为[code]id[/code]的[code]input_idx[/code]的输入被设置为在完"
-"成后自动前进到下一个输入,则返回[code]true[/code]。"
+"如果过渡节点上名称为 [code]id[/code] 的[code]input_idx[/code]的输入被设置为在"
+"完成后自动前进到下一个输入,则返回 [code]true[/code]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7684,26 +7778,27 @@ msgid ""
"The transition node with name [code]id[/code] advances to its next input "
"automatically when the input at [code]input_idx[/code] completes."
msgstr ""
-"当[code]input_idx[/code]处的输入完成后,名称为[code]id[/code]的过渡节点自动进"
-"行到下一个输入。"
+"当[code]input_idx[/code]处的输入完成后,名称为 [code]id[/code] 的过渡节点自动"
+"进行到下一个输入。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Resizes the number of inputs available for the transition node with name "
"[code]id[/code]."
-msgstr "调整名称为[code]id[/code]的过渡节点的可用输入数。"
+msgstr "调整名称为 [code]id[/code] 的过渡节点的可用输入数。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"The transition node with name [code]id[/code] sets its cross fade time to "
"[code]time_sec[/code]."
msgstr ""
-"名称为[code]id[/code]的过渡节点将其交叉淡化时间设置为[code]time_sec[/code]。"
+"名称为 [code]id[/code] 的过渡节点将其交叉淡化时间设置为[code]time_sec[/"
+"code]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
-msgstr "如果[code]true[/code],[AnimationTreePlayer]就能够播放动画。"
+msgstr "如果为 [code]true[/code],[AnimationTreePlayer]就能够播放动画。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7734,11 +7829,11 @@ msgstr "输出节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Animation node."
-msgstr "Animation节点。"
+msgstr "Animation 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "OneShot node."
-msgstr "OneShot节点。"
+msgstr "OneShot 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Mix node."
@@ -7746,31 +7841,31 @@ msgstr "Mix 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend2 node."
-msgstr "Blend2节点。"
+msgstr "Blend2 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend3 node."
-msgstr "Blend3节点。"
+msgstr "Blend3 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend4 node."
-msgstr "Blend4节点。"
+msgstr "Blend4 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeScale node."
-msgstr "TimeScale节点。"
+msgstr "TimeScale 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeSeek node."
-msgstr "TimeSeek节点。"
+msgstr "TimeSeek 节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Transition node."
-msgstr "Transition节点。"
+msgstr "Transition 节点。"
#: doc/classes/Area.xml
msgid "3D area for detection and physics and audio influence."
-msgstr "用于检测和物理及音频影响的3D区域。"
+msgstr "用于检测和物理及音频影响的 3D 区域。"
#: doc/classes/Area.xml
msgid ""
@@ -7778,13 +7873,13 @@ msgid ""
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to custom audio buses."
msgstr ""
-"检测[CollisionObject]节点重叠、进入或退出的3D区域。还可以改变或覆盖局部物理参"
-"数(重力、阻尼),并将音频路由到自定义音频总线。"
+"检测 [CollisionObject] 节点重叠、进入或退出的 3D 区域。还可以改变或覆盖局部物"
+"理参数(重力、阻尼),并将音频路由到自定义音频总线。"
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "GUI in 3D Demo"
-msgstr ""
+msgstr "3D GUI 演示"
#: doc/classes/Area.xml
msgid ""
@@ -7795,9 +7890,9 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"返回相交的[Area]的列表。重叠区域的[member CollisionObject.collision_layer]必"
-"须是这个区域[member CollisionObject.collision_mask]的一部分,这样才能被检测"
-"到。\n"
+"返回相交的 [Area] 的列表。重叠区域的 [member CollisionObject."
+"collision_layer] 必须是这个区域 [member CollisionObject.collision_mask] 的一"
+"部分,这样才能被检测到。\n"
"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是"
"在物体被移动后立即修改。考虑使用信号来代替。"
@@ -7810,9 +7905,9 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"返回相交的[PhysicsBody]的列表。重叠物体的[member CollisionObject."
-"collision_layer]必须是这个区域[member CollisionObject.collision_mask]的一部"
-"分,这样才能被检测到。\n"
+"返回相交的 [PhysicsBody] 的列表。重叠物体的 [member CollisionObject."
+"collision_layer] 必须是这个区域 [member CollisionObject.collision_mask] 的一"
+"部分,这样才能被检测到。\n"
"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是"
"在物体被移动后立即修改。考虑使用信号来代替。"
@@ -7823,7 +7918,7 @@ msgid ""
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
-"如果 [code]true[/code],则给定区域与该区域重叠.\n"
+"如果为 [code]true[/code],则给定区域与该区域重叠.\n"
"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一"
"帧和物理步骤之前更新一次。可以考虑用信号代替。"
@@ -7837,11 +7932,11 @@ msgid ""
"instance (while GridMaps are not physics body themselves, they register "
"their tiles with collision shapes as a virtual physics body)."
msgstr ""
-"如果为[code]true[/code],则给定的物理体与该区域重叠.\n"
+"如果为 [code]true[/code],则给定的物理体与该区域重叠.\n"
"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了提高性能,重叠列表在"
"每一帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n"
-"[code]body[/code]参数可以是一个[PhysicsBody]或一个[GridMap]实例(虽然GridMaps"
-"本身不是物理体,但它们用碰撞形状注册它们的瓦片(tiles)作为一个虚拟物理体)。"
+"[code]body[/code] 参数可以是 [PhysicsBody] 或 [GridMap] 实例(虽然 GridMap 本"
+"身不是物理体,但它们用碰撞形状注册它们的图块作为一个虚拟物理体)。"
#: doc/classes/Area.xml
msgid ""
@@ -7861,7 +7956,7 @@ msgstr "该区域音频总线的名称。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], the area's audio bus overrides the default audio bus."
-msgstr "为 [code]true[/code] 时该区域的音频总线将覆盖默认的音频总线。"
+msgstr "如果为 [code]true[/code],该区域的音频总线将覆盖默认的音频总线。"
#: doc/classes/Area.xml
msgid ""
@@ -7883,7 +7978,7 @@ msgid ""
"If [code]true[/code], gravity is calculated from a point (set via [member "
"gravity_vec]). See also [member space_override]."
msgstr ""
-"如果 [code]true[/code],则从一个点计算重力(通过 [member gravity_vec] 设"
+"如果为 [code]true[/code],则从一个点计算重力(通过 [member gravity_vec] 设"
"置)。参阅 [member space_override]。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
@@ -7891,8 +7986,8 @@ msgid ""
"The area's gravity vector (not normalized). If gravity is a point (see "
"[member gravity_point]), this will be the point of attraction."
msgstr ""
-"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点。请参阅 "
-"[member gravity_point]。"
+"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点(见 [member "
+"gravity_point])。"
#: doc/classes/Area.xml
msgid ""
@@ -7907,13 +8002,14 @@ msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "If [code]true[/code], other monitoring areas can detect this area."
-msgstr "为 [code]true[/code] 时其他监测区域可以检测到这个区域。"
+msgstr "如果为 [code]true[/code],其他监测区域可以检测到这个区域。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], the area detects bodies or areas entering and exiting "
"it."
-msgstr "为 [code]true[/code] 时该区域能够检测到进入和退出该区域的实体或区域。"
+msgstr ""
+"如果为 [code]true[/code],该区域能够检测到进入和退出该区域的实体或区域。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The area's priority. Higher priority areas are processed first."
@@ -7929,7 +8025,7 @@ msgstr ""
#: doc/classes/Area.xml
msgid "If [code]true[/code], the area applies reverb to its associated audio."
-msgstr "为 [code]true[/code] 时该区域会将混响应用于其相关音频。"
+msgstr "如果为 [code]true[/code],该区域会将混响应用于其相关音频。"
#: doc/classes/Area.xml
msgid "The reverb bus name to use for this area's associated audio."
@@ -7947,7 +8043,7 @@ msgstr ""
msgid ""
"Override mode for gravity and damping calculations within this area. See "
"[enum SpaceOverride] for possible values."
-msgstr "该区域内重力和阻尼计算的覆盖模式。可能的值见[enum SpaceOverride]。"
+msgstr "该区域内重力和阻尼计算的覆盖模式。可能的取值见 [enum SpaceOverride]。"
#: doc/classes/Area.xml
msgid ""
@@ -7965,7 +8061,7 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
-"当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为"
+"当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为 "
"[code]true[/code]。\n"
"[code]area[/code]参数是另外一个Area。"
@@ -7984,7 +8080,7 @@ msgid ""
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
"当另一个区域的一个[Shape]进入这个区域的一个[Shape]时发出的。要求[member "
-"monitoring] 被设置为[code]true[/code]。\n"
+"monitoring] 被设置为 [code]true[/code]。\n"
"[code]area_rid[/code] [PhysicsServer]使用的其他区域的[CollisionObject]的"
"[RID]。\n"
"[code]area[/code] 其他区域。\n"
@@ -8003,11 +8099,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当[PhysicsBody]或[GridMap]进入这个区域时发出的。需要将监控[member monitoring]"
-"设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到"
-"[GridMap]。\n"
-"[code]body[/code], 如果它存在于场景树中, 是另一个[PhysicsBody]或[GridMap]节点"
-"[Node]。"
+"当 [PhysicsBody] 或 [GridMap] 进入这个区域时发出的。需要将 [member "
+"monitoring] 设置为 [code]true[/code]。如果 [MeshLibrary] 有碰撞形状 [Shape],"
+"就会检测到 [GridMap]。\n"
+"[code]body[/code], 如果它存在于场景树中, 是另一个 [PhysicsBody] 或 [GridMap] "
+"节点 [Node]。"
#: doc/classes/Area.xml
msgid ""
@@ -8017,11 +8113,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当[PhysicsBody]或[GridMap]离开这个Area时发出的。需要将监控[member monitoring]"
-"设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到"
-"[GridMap]。\n"
-"[code]body[/code], 如果它存在于场景树中, 是其他[PhysicsBody]或[GridMap]的"
-"[Node]。"
+"当 [PhysicsBody] 或 [GridMap] 离开这个 Area 时发出的。需要将 [member "
+"monitoring] 设置为 [code]true[/code]。如果 [MeshLibrary] 有碰撞形状 [Shape],"
+"就会检测到 [GridMap]。\n"
+"[code]body[/code], 如果它存在于场景树中, 是其他 [PhysicsBody] 或 [GridMap] "
+"的 [Node]。"
#: doc/classes/Area.xml
msgid ""
@@ -8039,18 +8135,19 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
-"当[PhysicsBody]或[GridMap]的一个[Shape]进入这个区域的一个[Shape]时触发。需要"
-"将[member monitoring]设置为[code]true[/code]。如果[MeshLibrary]有碰撞"
-"[Shape],就会检测到[GridMap]。\n"
-"[code]body_rid[/code] [PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的"
-"[CollisionObject]的[RID]。\n"
-"[code]body[/code] [PhysicsBody]或[GridMap]的[Node],如果它存在于树中的话。\n"
-"[code]body_shape_index[/code] [PhysicsServer]使用的[PhysicsBody]或[GridMap]的"
-"[Shape]的索引。用[code]body.shape_owner_get_owner(body_shape_index)[/code]获"
-"取[CollisionShape]节点。\n"
-"[code]local_shape_index[/code]这个区域的[Shape]的索引,由[PhysicsServer]使"
-"用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获得"
-"[CollisionShape]节点。"
+"当 [PhysicsBody] 或 [GridMap] 的一个 [Shape] 进入这个区域的一个 [Shape] 时触"
+"发。需要将 [member monitoring] 设置为 [code]true[/code]。如果 [MeshLibrary] "
+"有碰撞 [Shape],就会检测到 [GridMap]。\n"
+"[code]body_rid[/code] [PhysicsServer] 使用的 [PhysicsBody] 或 [MeshLibrary] "
+"的 [CollisionObject] 的 [RID]。\n"
+"[code]body[/code] [PhysicsBody] 或 [GridMap] 的 [Node],如果它存在于树中的"
+"话。\n"
+"[code]body_shape_index[/code] [PhysicsServer] 使用的 [PhysicsBody] 或 "
+"[GridMap] 的 [Shape]的索引。用 [code]body."
+"shape_owner_get_owner(body_shape_index)[/code] 获取 [CollisionShape] 节点。\n"
+"[code]local_shape_index[/code] 这个区域的 [Shape] 的索引,由 [PhysicsServer] "
+"使用。用 [code]self.shape_owner_get_owner(local_shape_index)[/code] 获得 "
+"[CollisionShape] 节点。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "This area does not affect gravity/damping."
@@ -8096,23 +8193,23 @@ msgid ""
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to a custom audio bus."
msgstr ""
-"检测[CollisionObject2D]节点重叠、进入或退出的2D区域。还可以改变或覆盖局部物理"
-"参数(重力、阻尼),并将音频路由到一个自定义的音频总线。"
+"检测 [CollisionObject2D] 节点重叠、进入或退出的2D区域。还可以改变或覆盖局部物"
+"理参数(重力、阻尼),并将音频路由到一个自定义的音频总线。"
#: doc/classes/Area2D.xml
msgid "Using Area2D"
-msgstr ""
+msgstr "使用 Area2D"
#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
#: doc/classes/RectangleShape2D.xml
msgid "2D Pong Demo"
-msgstr ""
+msgstr "2D Pong 演示"
#: doc/classes/Area2D.xml doc/classes/Camera2D.xml
#: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Platformer Demo"
-msgstr ""
+msgstr "2D 平台跳跃演示"
#: doc/classes/Area2D.xml
msgid ""
@@ -8151,7 +8248,7 @@ msgid ""
"For performance, the list of overlaps is updated once per frame and before "
"the physics step. Consider using signals instead."
msgstr ""
-"如果 [code]true[/code],则给定区域与该区域重叠。\n"
+"如果为 [code]true[/code],则给定区域与该区域重叠。\n"
"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一"
"帧和物理步骤之前更新一次。可以考虑用信号代替。"
@@ -8165,11 +8262,11 @@ msgid ""
"[TileMap] instance (while TileMaps are not physics bodies themselves, they "
"register their tiles with collision shapes as a virtual physics body)."
msgstr ""
-"如果[code]true[/code],给定的物理体就与Area2D发生重叠。\n"
+"如果为 [code]true[/code],给定的物理体就与 Area2D 发生重叠。\n"
"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一"
"帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n"
-"[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然"
-"TileMaps本身不是物理体,但它们用碰撞形状注册它们的瓦片作为一个虚拟物理体)。"
+"[code]body[/code] 参数可以是 [PhysicsBody2D] 或 [TileMap] 实例(虽然 TileMap "
+"本身不是物理体,但它们用碰撞形状注册它们的图块作为一个虚拟物理体)。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8208,9 +8305,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
-"当另一个Area2D进入这个Area2D时发出的。需要将监控[member monitoring]设置为"
+"当另一个 Area2D 进入这个 Area2D 时发出的。需要将 [member monitoring] 设置为 "
"[code]true[/code]。\n"
-"[code]area[/code]参数是其他Area2D。"
+"[code]area[/code] 参数是对方 Area2D。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8218,9 +8315,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
-"当另一个Area2D离开这个Area2D时发出的。要求监控[member monitoring]被设置为"
+"当另一个 Area2D 离开这个 Area2D 时发出的。要求 [member monitoring] 被设置为 "
"[code]true[/code]。\n"
-"[code]area[/code]参数是其他Area2D。"
+"[code]area[/code] 参数是对方 Area2D。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8236,17 +8333,18 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
-"当另一个Area2D的[Shape2D]进入此Area2D的[Shape2D]时触发。需要将 [member "
-"monitoring] 设置为[code]true[/code]。\n"
-"[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的"
-"[CollisionObject2D]的[RID]。\n"
-"[code]area[/code] 其他Area2D。\n"
-"[code]area_shape_index[/code][Physics2DServer]使用的其他Area2D的[Shape2D]的索"
-"引。用[code]area.shape_owner_get_owner(area_shape_index)[/code]获得"
-"[CollisionShape2D]节点。\n"
-"[code]local_shape_index[/code]此Area2D的[Shape2D]的索引,由[Physics2DServer]"
-"使用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获取"
-"[CollisionShape2D]节点。"
+"当另一个 Area2D 的 [Shape2D] 进入这个 Area2D 的某个 [Shape2D] 时触发。要求 "
+"[member monitoring] 设置为 [code]true[/code]。\n"
+"[code]area_rid[/code] 由 [Physics2DServer] 使用的对方 Area2D 的 "
+"[CollisionObject2D] 的 [RID]。\n"
+"[code]area[/code] 对方 Area2D。\n"
+"[code]area_shape_index[/code] [Physics2DServer] 使用的对方 Area2D 的 "
+"[Shape2D] 的索引。用 [code]area.shape_owner_get_owner(area_shape_index)[/"
+"code] 获得 [CollisionShape2D] 节点。\n"
+"[code]local_shape_index[/code] 此 Area2D 的 [Shape2D] 的索引,由 "
+"[Physics2DServer] 使用。用 [code]self."
+"shape_owner_get_owner(local_shape_index)[/code] 获取 [CollisionShape2D] 节"
+"点。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8262,17 +8360,18 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
-"当另一个Area2D的[Shape2D]退出这个Area2D的[Shape2D]之一时触发。要求[member "
-"monitoring] 被设置为[code]true[/code]。\n"
-"[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的"
-"[CollisionObject2D]的[RID]。\n"
-"[code]area[/code] 其他Area2D。\n"
-"[code]area_shape_index[/code][Physics2DServer]使用的其他Area2D的[Shape2D]的索"
-"引。用[code]area.shape_owner_get_owner(area_shape_index)[/code]获取"
-"[CollisionShape2D]节点。\n"
-"[code]local_shape_index[/code]这个Area2D的[Shape2D]的索引,由"
-"[Physics2DServer]使用。用[code]self.shape_owner_get_owner(local_shape_index)"
-"[/code]获得[CollisionShape2D]节点。"
+"当另一个 Area2D 的 [Shape2D] 退出这个 Area2D 的某个 [Shape2D] 时触发。要求 "
+"[member monitoring] 设置为 [code]true[/code]。\n"
+"[code]area_rid[/code] 由 [Physics2DServer] 使用的对方 Area2D 的 "
+"[CollisionObject2D] 的 [RID]。\n"
+"[code]area[/code] 对方 Area2D。\n"
+"[code]area_shape_index[/code] [Physics2DServer] 使用的对方 Area2D 的 "
+"[Shape2D] 的索引。用 [code]area.shape_owner_get_owner(area_shape_index)[/"
+"code] 获取 [CollisionShape2D] 节点。\n"
+"[code]local_shape_index[/code] 这个 Area2D 的 [Shape2D] 的索引,由 "
+"[Physics2DServer] 使用。用 [code]self."
+"shape_owner_get_owner(local_shape_index)[/code] 获得 [CollisionShape2D] 节"
+"点。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8282,11 +8381,11 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
-"当一个[PhysicsBody2D]或[TileMap]进入这个Area2D时发出的。需要将监控[member "
-"monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞形状[Shape2D],则检测"
-"到[TileMap]。\n"
-"[code]body[/code]参数是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树"
-"中。"
+"当一个 [PhysicsBody2D] 或 [TileMap] 进入这个 Area2D 时发出的。需要将 [member "
+"monitoring] 设置为 [code]true[/code]。如果 [TileSet] 有碰撞形状 [Shape2D],则"
+"检测到 [TileMap]。\n"
+"[code]body[/code] 参数是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存"
+"在于树中。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8297,8 +8396,8 @@ msgid ""
"[PhysicsBody2D] or [TileMap]."
msgstr ""
"当 [PhysicsBody2D] 或 [TileMap] 离开此 Area2D 时发出。需要将监控[member "
-"monitoring]设置为[code]true[/code]。如果 [TileSet] 具有碰撞形状 [Shape2D],则"
-"会检测到 [TileMap]。\n"
+"monitoring]设置为 [code]true[/code]。如果 [TileSet] 具有碰撞形状 [Shape2D],"
+"则会检测到 [TileMap]。\n"
"[code]body[/code] 参数是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存"
"在于树中。"
@@ -8320,19 +8419,20 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
-"当[PhysicsBody2D]或[TileMap]的[Shape2D]之一进入此Area2D的[Shape2D]之一时触"
-"发。需要将[member monitoring]设置为[code]true[/code]。如果[TileSet]有"
-"Collision[Shape2D],就会检测到[TileMap]。\n"
-"[code]body_rid[/code] [Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的"
-"[CollisionObject2D]的[RID]。\n"
-"[code]body[/code] [PhysicsBody2D]或[TileMap]的[Node],如果它在树上存在的"
+"当 [PhysicsBody2D] 或 [TileMap] 的 [Shape2D] 之一进入此 Area2D 的 [Shape2D] "
+"之一时触发。需要将 [member monitoring] 设置为 [code]true[/code]。如果 "
+"[TileSet] 有 Collision [Shape2D],就会检测到 [TileMap]。\n"
+"[code]body_rid[/code] [Physics2DServer] 使用的 [PhysicsBody2D] 或 [TileSet] "
+"的 [CollisionObject2D] 的 [RID]。\n"
+"[code]body[/code] [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它在树上存在的"
"话。\n"
-"[code]body_shape_index[/code] [Physics2DServer]使用的[PhysicsBody2D]或"
-"[TileMap]的[Shape2D]的索引。用[code]body."
-"shape_owner_get_owner(body_shape_index)[/code]获得[CollisionShape2D]节点。\n"
-"[code]local_shape_index[/code]此Area2D的[Shape2D]的索引,由[Physics2DServer]"
-"使用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获得"
-"[CollisionShape2D]节点。"
+"[code]body_shape_index[/code] [Physics2DServer] 使用的 [PhysicsBody2D] 或 "
+"[TileMap] 的 [Shape2D] 的索引。用[code]body."
+"shape_owner_get_owner(body_shape_index)[/code] 获得 [CollisionShape2D] 节"
+"点。\n"
+"[code]local_shape_index[/code] 这个 Area2D 的 [Shape2D] 的索引,由 "
+"[Physics2DServer] 使用。用[code]self.shape_owner_get_owner(local_shape_index)"
+"[/code]获得[CollisionShape2D]节点。"
#: doc/classes/Area2D.xml
msgid ""
@@ -8352,19 +8452,20 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
-"当[PhysicsBody2D]或[TileMap]的一个[Shape2D]退出这个Area2D的一个[Shape2D]时发"
-"出的。需要将[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞"
-"[Shape2D],就会检测到[TileMap]。\n"
-"[code]body_rid[/code] 是[Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的"
-"[CollisionObject2D]的[RID]。\n"
-"[code]body[/code] [PhysicsBody2D]或[TileMap]的[Node],如果它在树上存在的"
+"当 [PhysicsBody2D] 或 [TileMap] 的一个 [Shape2D] 退出这个 Area2D 的一个 "
+"[Shape2D] 时发出的。需要将 [member monitoring] 设置为 [code]true[/code]。如果"
+"[TileSet] 有碰撞 [Shape2D],就会检测到 [TileMap]。\n"
+"[code]body_rid[/code] 是[Physics2DServer] 使用的 [PhysicsBody2D] 或 "
+"[TileSet] 的 [CollisionObject2D] 的 [RID]。\n"
+"[code]body[/code] [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它在树上存在的"
"话。\n"
-"[code]body_shape_index[/code] [Physics2DServer]使用的[PhysicsBody2D]或"
-"[TileMap]的[Shape2D]的索引。用[code]body."
-"shape_owner_get_owner(body_shape_index)[/code]获取[CollisionShape2D]节点。\n"
-"[code]local_shape_index[/code]此Area2D的[Shape2D]的索引,由[Physics2DServer]"
-"使用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获取"
-"[CollisionShape2D]节点。"
+"[code]body_shape_index[/code] [Physics2DServer] 使用的 [PhysicsBody2D] 或 "
+"[TileMap] 的 [Shape2D]的索引。用[code]body."
+"shape_owner_get_owner(body_shape_index)[/code] 获取 [CollisionShape2D] 节"
+"点。\n"
+"[code]local_shape_index[/code] 这个 Area2D 的 [Shape2D] 的索引,由 "
+"[Physics2DServer] 使用。用 [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]获取[CollisionShape2D]节点。"
#: doc/classes/Array.xml
msgid "A generic array datatype."
@@ -8490,7 +8591,7 @@ msgid ""
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
-"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回[code]null[/"
+"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回 [code]null[/"
"code]。\n"
"[b]注意:[/b]调用这个函数与写入 [code]array[-1][/code] 不一样,如果数组是空"
"的,当从编辑器运行时,按索引访问将暂停项目的执行。"
@@ -8551,8 +8652,8 @@ msgstr ""
"使用二分法查找以及在[code]obj[/code]中声明的自定义比较方法,已有值的索引(该"
"值不存在时,为现有顺序下的插入索引)。[code]before[/code] 参数是可选的,为 "
"[code]false[/code] 时返回的索引位于数组中所有同值元素之后。自定义方法接收两个"
-"参数(数组中的值和要搜索的值),如果第一个参数小于第二个参数,必须返回"
-"[code]true[/code],否则返回[code]false[/code]。\n"
+"参数(数组中的值和要搜索的值),如果第一个参数小于第二个参数,必须返回 "
+"[code]true[/code],否则返回 [code]false[/code]。\n"
"[codeblock]\n"
"func cardinal_to_algebraic(a):\n"
" match a:\n"
@@ -8583,9 +8684,12 @@ msgstr ""
msgid ""
"Clears the array. This is equivalent to using [method resize] with a size of "
"[code]0[/code]."
-msgstr "清空数组。与调用 [method resize] 时指定大小为 [code]0[/code] 等价。"
+msgstr "清空数组。相当于调用 [method resize] 时指定大小为 [code]0[/code]。"
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr "返回元素在数组中出现的次数。"
@@ -8613,25 +8717,51 @@ msgstr "该数组为空时,返回 [code]true[/code]。"
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
-"从数组中删除第一次出现的值。要按索引删除元素,请改用 [method remove]。\n"
-"[b]注意:[/b] 该方法就地操作,不返回值。\n"
-"[b]注意:[/b] 在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法"
-"会较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。"
+"从数组中删除第一次出现的某个值。如果不存在该值,则什么都不会发生。要按索引删"
+"除元素,请改用 [method remove]。\n"
+"[b]注意:[/b]这个方法是就地操作的,不返回值。\n"
+"[b]注意:[/b]在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法会"
+"较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。"
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+"将该数组中的所有元素都设置为给定的值。通常与 [method resize] 一起使用,用于创"
+"建给定大小数组并对其元素进行初始化:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # 将 10 个元素都初始化为 0。\n"
+"[/codeblock]"
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
"在数组中查找指定的值,返回对应的索引,未找到时返回 [code]-1[/code]。还可以传"
-"入搜索起始位置的索引。"
+"入搜索起始位置的索引。如果 [code]from[/code] 在有效范围以外则返回 [code]-1[/"
+"code]。"
#: doc/classes/Array.xml
msgid ""
@@ -8676,7 +8806,7 @@ msgstr ""
"[\"inside\", 7].has(7) # True\n"
"[\"inside\", 7].has(\"7\") # False\n"
"[/codeblock]\n"
-"[b]注意:[/b]这等同于使用 [code]in[/code] 操作符,如下所示。\n"
+"[b]注意:[/b]相当于使用 [code]in[/code] 操作符,如下所示。\n"
"[codeblock]\n"
"# 将评估为 `true`。\n"
"if 2 in [2, 4, 6, 8]:\n"
@@ -8684,7 +8814,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
-#, fuzzy
msgid ""
"Returns a hashed 32-bit integer value representing the array and its "
"contents.\n"
@@ -8693,9 +8822,10 @@ msgid ""
"does [i]not[/i] imply the arrays are equal, because different arrays can "
"have identical hash values due to hash collisions."
msgstr ""
-"返回代表这个数组及其内容的整数哈希值。\n"
-"[b]注意:[/b]仅仅内容相同的数组会产生不同的哈希值, 必须要完全一致的数组才会产"
-"生相同的哈希值."
+"返回代表该数组及其内容的 32 位整数哈希值。\n"
+"[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。然而,反之不然。返回一致"
+"的哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的"
+"哈希值。"
#: doc/classes/Array.xml
msgid ""
@@ -8749,13 +8879,13 @@ msgid ""
"removed element. The larger the array and the lower the index of the removed "
"element, the slower [method pop_at] will be."
msgstr ""
-"移除并返回索引[code]position[/code]处的数组元素。如果是负数,[code]position[/"
-"code]被认为是相对于数组的末端。如果数组是空的或者被越界访问,则保留数组不动,"
-"并返回[code]null[/code]。当数组被越界访问时,会打印出一条错误信息,但当数组为"
-"空时,则不会。\n"
-"[b]注意:[/b] 在大的数组上,这个方法可能比[method pop_back]慢,因为它将重新索"
-"引位于被移除元素之后的数组元素。数组越大,被移除元素的索引越低,[method "
-"pop_at]的速度就越慢。"
+"移除并返回索引 [code]position[/code] 处的数组元素。如果是负数,会认为 "
+"[code]position[/code] 是相对于数组的末端。如果数组是空的或者被越界访问,则保"
+"留数组不动,并返回 [code]null[/code]。当数组被越界访问时,会打印出一条错误信"
+"息,但当数组为空时,则不会。\n"
+"[b]注意:[/b]在大的数组上,这个方法可能比 [method pop_back] 慢,因为它将重新"
+"索引位于被移除元素之后的数组元素。数组越大,被移除元素的索引越低,[method "
+"pop_at] 的速度就越慢。"
#: doc/classes/Array.xml
msgid ""
@@ -8763,7 +8893,7 @@ msgid ""
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
-"删除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 "
+"移除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 "
"[method pop_front]。"
#: doc/classes/Array.xml
@@ -8775,16 +8905,16 @@ msgid ""
"pop_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method pop_front] will be."
msgstr ""
-"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回"
+"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回 "
"[code]null[/code]。另请参阅 [method pop_back]。\n"
-"[b]注意:[/b] 当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻"
-"找数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组 越大,[method "
+"[b]注意:[/b]当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻找"
+"数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组越大,[method "
"pop_front] 越慢。"
#: doc/classes/Array.xml
msgid ""
"Appends an element at the end of the array. See also [method push_front]."
-msgstr "在数组的末端添加一个元素。参阅[method push_front]。"
+msgstr "在数组的末端追加一个元素。另请参阅 [method push_front]。"
#: doc/classes/Array.xml
msgid ""
@@ -8793,7 +8923,7 @@ msgid ""
"push_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method push_front] will be."
msgstr ""
-"在数组的开头添加一个元素。请参阅 [method push_back]。\n"
+"在数组的开头添加一个元素。另请参阅 [method push_back]。\n"
"[b]注意:[/b]在大数组中,这个方法比 [method push_back] 慢得多,因为每次调用它"
"都会重新索引所有数组的元素。数组越大,[method push_front] 的速度就越慢。"
@@ -8822,14 +8952,19 @@ msgstr ""
"调整数组至包含不同数量的元素。如果数组变小则清除多余元素,变大则新元素为 "
"[code]null[/code]。"
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
"逆序搜索数组。还可以传入搜索起始位置的索引,如果为负数,则起始位置从数组的末"
-"尾开始计算。"
+"尾开始计算。如果调整后的起始索引号在有效范围之外,这个方法会从数组的末尾开始"
+"搜索。"
#: doc/classes/Array.xml
msgid ""
@@ -8856,7 +8991,7 @@ msgid ""
"and upper index are inclusive, with the [code]step[/code] describing the "
"change between indices while slicing."
msgstr ""
-"复制函数中描述的子集并以数组形式返回,如果[code]deep[/code]为[code]true[/"
+"复制函数中描述的子集并以数组形式返回,如果[code]deep[/code]为 [code]true[/"
"code],则深度复制数组。下索引和上索引是包含的,[code]step[/code]描述了分片时"
"索引之间的变化。"
@@ -8905,11 +9040,12 @@ msgid ""
"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"[/codeblock]"
msgstr ""
-"使用一个自定义的方法对数组进行排序。参数是一个持有该方法的对象和该方法的名"
-"称。自定义方法接收两个参数(一对来自数组的元素),并且必须返回 [code]true[/"
-"code] 或者 [code]false[/code]。\n"
+"使用自定义的方法对数组进行排序。参数是持有该方法的对象和该方法的名称。自定义"
+"方法接受两个参数(数组中的一对元素),并且必须返回 [code]true[/code] 或者 "
+"[code]false[/code]。\n"
"对于两个元素 [code]a[/code] 和 [code]b[/code],如果给定的方法返回 "
-"[code]true[/code],元素 [code]b[/code] 将在数组中元素 [code]a[/code] 之后。\n"
+"[code]true[/code],数组中的元素 [code]b[/code] 将排在元素 [code]a[/code] 之"
+"后。\n"
"[b]注意:[/b]你不能随机化返回值,因为堆排序算法期望一个确定的结果。而这样做会"
"导致意外的行为。\n"
"[codeblock]\n"
@@ -8919,9 +9055,9 @@ msgstr ""
" return true\n"
" return false\n"
"\n"
-"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
+"var my_items = [[5, \"土豆\"], [9, \"大米\"], [4, \"番茄\"]]\n"
"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
-"print(my_items) # 输出 [[4, Tomato], [5, Potato], [9, Rice]]。\n"
+"print(my_items) # 输出 [[4, 番茄], [5, 土豆], [9, 大米]]。\n"
"[/codeblock]"
#: doc/classes/ArrayMesh.xml
@@ -8976,9 +9112,8 @@ msgstr ""
"这个 [MeshInstance] 已经准备就绪,以添加到要显示的 [SceneTree] 中。\n"
"程序式几何体生成,请参阅 [ImmediateGeometry]、[MeshDataTool]、"
"[SurfaceTool]。\n"
-"[b]注意:[/b]Godot 对三角形基本网格模式的正面使用顺时针[url=https://"
-"learnopengl-cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序"
-"[/url]。"
+"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-"
+"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。"
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9018,11 +9153,11 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
-msgstr "删除此[ArrayMesh]的所有混合形状。"
+msgstr "移除此 [ArrayMesh] 的所有混合形状。"
#: doc/classes/ArrayMesh.xml
msgid "Removes all surfaces from this [ArrayMesh]."
-msgstr "删除此[ArrayMesh]的所有表面。"
+msgstr "移除此 [ArrayMesh] 的所有表面。"
#: doc/classes/ArrayMesh.xml
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
@@ -9036,25 +9171,25 @@ msgstr "返回此索引处的混合形状的名称。"
msgid ""
"Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for "
"lightmapping."
-msgstr "将在[ArrayMesh]上执行UV展开,以准备用于光照贴图的网格。"
+msgstr "将在 [ArrayMesh] 上执行 UV 展开,以准备用于光照贴图的网格。"
#: doc/classes/ArrayMesh.xml
msgid "Will regenerate normal maps for the [ArrayMesh]."
-msgstr "将为[ArrayMesh]重新生成法线图。"
+msgstr "将为 [ArrayMesh] 重新生成法线图。"
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the index of the first surface with this name held within this "
"[ArrayMesh]. If none are found, -1 is returned."
msgstr ""
-"返回此[ArrayMesh]中带有此名称的第一个曲面的索引。如果没有找到,则返回-1。"
+"返回此 [ArrayMesh] 中带有此名称的第一个曲面的索引。如果没有找到,则返回 -1。"
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
-"返回请求的曲面的索引数组的长度,以指数为单位(请参阅 [method "
+"返回请求的曲面的索引数组的长度,以指数为单位(见 [method "
"add_surface_from_arrays])。"
#: doc/classes/ArrayMesh.xml
@@ -9062,14 +9197,13 @@ msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
-"返回所请求曲面中顶点数组的顶点长度(请参阅[method "
-"add_surface_from_arrays])。"
+"返回所请求曲面中顶点数组的顶点长度(见 [method add_surface_from_arrays])。"
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
-msgstr "返回所请求表面的格式掩码(请参阅[method add_surface_from_arrays])。"
+msgstr "返回所请求表面的格式掩码(见 [method add_surface_from_arrays])。"
#: doc/classes/ArrayMesh.xml
msgid "Gets the name assigned to this surface."
@@ -9079,15 +9213,15 @@ msgstr "获取分配给此表面的名称。"
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
-msgstr "返回所请求曲面的基本类型(请参阅[method add_surface_from_arrays])。"
+msgstr "返回所请求曲面的图元类型(见 [method add_surface_from_arrays])。"
#: doc/classes/ArrayMesh.xml
msgid ""
"Removes a surface at position [code]surf_idx[/code], shifting greater "
"surfaces one [code]surf_idx[/code] slot down."
msgstr ""
-"移除位置[code]surf_idx[/code]的一个面,将较大的面向下移动一个[code]surf_idx[/"
-"code]槽。"
+"移除位置 [code]surf_idx[/code] 的一个面,将较大的面向下移动一个 "
+"[code]surf_idx[/code] 槽。"
#: doc/classes/ArrayMesh.xml
msgid "Sets a name for a given surface."
@@ -9113,12 +9247,12 @@ msgid ""
"Especially useful to avoid unexpected culling when using a shader to offset "
"vertices."
msgstr ""
-"用用户定义的用于使用视锥剔除的一种替代[AABB]。在使用着色器偏移顶点时,避免非"
+"用用户定义的用于使用视锥剔除的一种替代 [AABB]。在使用着色器偏移顶点时,避免非"
"预期的剔除特别有用。"
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
-msgstr "没有索引时,index_array_len 的默认值。"
+msgid "Value used internally when no indices are present."
+msgstr "没有索引时,内部所使用的值。"
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
@@ -9126,7 +9260,7 @@ msgstr "每个顶点的权重/骨指数量(始终为 4)。"
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
-msgstr "[PoolVector3Array], [PoolVector2Array], 或[Array]的顶点位置。"
+msgstr "[PoolVector3Array]、[PoolVector2Array] 或 [Array] 的顶点位置。"
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array] of vertex normals."
@@ -9138,8 +9272,8 @@ msgid ""
"first 3 floats determine the tangent, and the last the binormal direction as "
"-1 or 1."
msgstr ""
-"顶点切线的[PoolRealArray]。每个元素以4个浮点数为一组,前3个浮点数决定切线,最"
-"后一个是-1或1的双法线方向。"
+"顶点切线的 [PoolRealArray]。每个元素以 4 个浮点数为一组,前 3 个浮点数决定切"
+"线,最后一个是 -1 或 1 的双法线方向。"
#: doc/classes/ArrayMesh.xml
msgid "[PoolColorArray] of vertex colors."
@@ -9147,21 +9281,22 @@ msgstr "[PoolColorArray] 顶点颜色。"
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for UV coordinates."
-msgstr "[PoolVector2Array] 用于UV坐标。"
+msgstr "[PoolVector2Array] 用于 UV 坐标。"
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for second UV coordinates."
-msgstr "[PoolVector2Array]用于第二UV坐标。"
+msgstr "[PoolVector2Array] 用于第二 UV 坐标。"
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
"4 floats."
-msgstr "[PoolRealArray]或[PoolIntArray]的骨骼索引。每个元素以4个浮点数为一组。"
+msgstr ""
+"[PoolRealArray] 或 [PoolIntArray] 的骨骼索引。每个元素以 4 个浮点数为一组。"
#: doc/classes/ArrayMesh.xml
msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
-msgstr "骨骼权重的[PoolRealArray]。每个元素以4个浮点数为一组。"
+msgstr "骨骼权重的 [PoolRealArray]。每个元素以 4 个浮点数为一组。"
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9185,7 +9320,7 @@ msgstr ""
#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ArrayType] enum."
-msgstr "表示[enum ArrayType]枚举的大小。"
+msgstr "表示 [enum ArrayType] 枚举的大小。"
#: doc/classes/ArrayMesh.xml
msgid "Array format will include vertices (mandatory)."
@@ -9205,7 +9340,7 @@ msgstr "数组格式将包括一个颜色数组。"
#: doc/classes/ArrayMesh.xml
msgid "Array format will include UVs."
-msgstr "数组格式将包括UV。"
+msgstr "数组格式将包括 UV。"
#: doc/classes/ArrayMesh.xml
msgid "Array format will include another set of UVs."
@@ -9225,7 +9360,7 @@ msgstr "将使用索引数组。"
#: doc/classes/ARVRAnchor.xml
msgid "An anchor point in AR space."
-msgstr "AR空间中的锚点。"
+msgstr "AR 空间中的锚点。"
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9243,12 +9378,12 @@ msgid ""
"more about the real world out there especially if only part of the surface "
"is in view."
msgstr ""
-"[ARVRAnchor]点是空间节点,它将AR平台识别的现实世界的位置映射到游戏世界中相应"
-"位置。例如,只要ARKit中的平面检测开启,ARKit就会识别并更新平面(桌子、地板"
-"等)的位置,并为其创建锚点。\n"
-"此节点通过其特有ID映射到其中一个锚点。当你收到一个新锚点可用的信号时,在你的"
-"场景中,应该为该锚点添加这个节点。你可以预先定义节点并设置ID;节点将简单地保"
-"持在0,0,0,直到一个平面被识别。\n"
+"[ARVRAnchor] 点是空间节点,它将 AR 平台识别的现实世界的位置映射到游戏世界中相"
+"应位置。例如,只要 ARKit 中的平面检测开启,ARKit 就会识别并更新平面(桌子、地"
+"板等)的位置,并为其创建锚点。\n"
+"此节点通过其特有 ID 映射到其中一个锚点。当你收到一个新锚点可用的信号时,在你"
+"的场景中,应该为该锚点添加这个节点。你可以预先定义节点并设置ID;节点将简单地"
+"保持在 0,0,0,直到一个平面被识别。\n"
"请记住,只要启用了平面检测,锚的大小、位置和方向就会随着检测逻辑对外面真实世"
"界的信息而更新,特别是在只有部分表面在视野中的情况下。"
@@ -9332,8 +9467,9 @@ msgid ""
"tracking data of the HMD and the location of the ARVRCamera can lag a few "
"milliseconds behind what is used for rendering as a result."
msgstr ""
-"这是用于我们相机辅助的空间节点;请注意,如果适用立体渲染 (VR-HMD),大多数相机"
-"属性将被忽略,因为 HMD 信息会覆盖它们。唯一可以信任的属性是近平面和远平面。\n"
+"这是用于我们相机辅助的空间节点;请注意,如果适用立体渲染(VR-HMD),大多数相"
+"机属性将被忽略,因为 HMD 信息会覆盖它们。唯一可以信任的属性是近平面和远平"
+"面。\n"
"该节点的位置和方向由 ARVR 服务自动更新,以反映 HMD 的位置(如果这类跟踪可用,"
"并可被游戏逻辑使用)。请注意,与 ARVR 控制器相比,渲染线程可以获取 HMD 的最新"
"跟踪数据,从而 ARVRCamera 的位置可能会滞后于对于渲染的位置几毫秒。"
@@ -9360,7 +9496,7 @@ msgstr ""
"这是链接到控制器跟踪的辅助空间节点。它还为控制器上的按钮等状态提供了几个便捷"
"的通道。\n"
"控制器通过它们的 ID 链接。你可以在控制器可用之前创建控制器节点。如果你的游戏"
-"总是使用两个控制器,即每只手一个,你可以预先定义 ID 为 1 和 2 的控制器;一旦"
+"总是使用两个控制器(每只手一个),你可以预先定义 ID 为 1 和 2 的控制器;一旦"
"确定了控制器,它们就会被激活。如果你希望使用额外的控制器,应该对信号加以处"
"理,并将 ARVRController 节点添加到您场景中。\n"
"控制器节点的位置由 [ARVRServer] 自动更新。这使得该节点非常适合添加子节点以实"
@@ -9370,14 +9506,14 @@ msgstr ""
msgid ""
"If active, returns the name of the associated controller if provided by the "
"AR/VR SDK used."
-msgstr "如果激活,如果由使用的AR/VR SDK提供,则返回相关控制器的名称。"
+msgstr "如果激活,如果由使用的 AR/VR SDK 提供,则返回相关控制器的名称。"
#: doc/classes/ARVRController.xml
msgid ""
"Returns the hand holding this controller, if known. See [enum "
"ARVRPositionalTracker.TrackerHand]."
msgstr ""
-"返回持有此控制器的手,如果知道的话。参阅[enum ARVRPositionalTracker."
+"返回持有此控制器的手,如果知道的话。见 [enum ARVRPositionalTracker."
"TrackerHand]。"
#: doc/classes/ARVRController.xml
@@ -9385,8 +9521,8 @@ msgid ""
"Returns [code]true[/code] if the bound controller is active. ARVR systems "
"attempt to track active controllers."
msgstr ""
-"如果绑定的控制器处于活动状态,返回[code]true[/code]。ARVR系统尝试跟踪活动的控"
-"制器。"
+"如果绑定的控制器处于活动状态,返回 [code]true[/code]。ARVR系统尝试跟踪活动的"
+"控制器。"
#: doc/classes/ARVRController.xml
msgid ""
@@ -9403,10 +9539,10 @@ msgid ""
"the AR/VR controllers. This ID is purely offered as information so you can "
"link up the controller with its joystick entry."
msgstr ""
-"返回与此绑定的摇杆对象的ID。由[ARVRServer]跟踪的每个控制器,如果有按钮和轴,"
-"也将被注册为Godot中的摇杆。这意味着所有正常的摇杆跟踪和输入映射将对AR/VR控制"
-"器上的按钮和轴起作用。这个ID纯粹是作为信息提供的,这样你就可以把控制器和它的"
-"摇杆条目关联起来。"
+"返回与此绑定的摇杆对象的 ID。由 [ARVRServer] 跟踪的每个控制器,如果有按钮和"
+"轴,也将被注册为 Godot 中的摇杆。这意味着所有正常的摇杆跟踪和输入映射将对 AR/"
+"VR 控制器上的按钮和轴起作用。这个 ID 纯粹是作为信息提供的,这样你就可以把控制"
+"器和它的摇杆条目关联起来。"
#: doc/classes/ARVRController.xml
msgid ""
@@ -9421,8 +9557,8 @@ msgid ""
"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
"constants."
msgstr ""
-"如果索引[code]button[/code]处的按钮被按下,返回[code]true[/code]。参阅[enum "
-"JoystickList],特别是[code]JOY_VR_*[/code]常数。"
+"如果索引 [code]button[/code] 处的按钮被按下,则返回 [code]true[/code]。见 "
+"[enum JoystickList] 中的 [code]JOY_VR_*[/code] 常量。"
#: doc/classes/ARVRController.xml
msgid ""
@@ -9445,15 +9581,17 @@ msgstr ""
"制器也将保持相同的 ID。"
#: doc/classes/ARVRController.xml
+#, fuzzy
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
-"控制器振动的程度。范围从[code]0.0[/code]到[code]1.0[/code],精度[code].01[/"
-"code]。如果更改,会相应地更新[member ARVRPositionalTracker.rumble]。\n"
+"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code],精度 "
+"[code].01[/code]。如果更改,会相应地更新 [member ARVRPositionalTracker."
+"rumble]。\n"
"如果你想让控制器在限定时间内振动,这是一个有用的属性,可以将其动画化。"
#: doc/classes/ARVRController.xml
@@ -9470,12 +9608,12 @@ msgid ""
"becomes available. Generally speaking this will be a static mesh after "
"becoming available."
msgstr ""
-"当与控制器相关的Mesh发生变化或变得可用时触发。一般来说,这将是一个变得可用后"
-"的静态网格。"
+"当与控制器相关的 Mesh 发生变化或变得可用时触发。一般来说,这将是一个变得可用"
+"后的静态网格。"
#: doc/classes/ARVRInterface.xml
msgid "Base class for an AR/VR interface implementation."
-msgstr "AR/VR接口实现的基类。"
+msgstr "AR/VR 接口实现的基类。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9489,8 +9627,8 @@ msgid ""
"[ARVRServer]."
msgstr ""
"需要实现这个类才能使 AR 或 VR 平台可供 Godot 使用,并且应实现为 C++ 模块或 "
-"GDNative 模块,注意,对于 GDNative,应使用子类 ARVRScriptInterface。部分接口"
-"向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n"
+"GDNative 模块(注意,对于 GDNative,应使用子类 ARVRScriptInterface)。部分接"
+"口向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n"
"接口应以这样的方式编写,只需启用它们就可以为我们提供工作配置。您可以通过 "
"[ARVRServer] 查询可用接口。"
@@ -9500,18 +9638,18 @@ msgid ""
"background, this method returns the feed ID in the [CameraServer] for this "
"interface."
msgstr ""
-"如果这是一个需要显示相机画面作为背景的AR界面,此方法返回该界面的"
-"[CameraServer]中的画面ID。"
+"如果这是一个需要显示相机画面作为背景的 AR 界面,此方法返回该界面的 "
+"[CameraServer] 中的画面 ID。"
#: doc/classes/ARVRInterface.xml
msgid ""
"Returns a combination of [enum Capabilities] flags providing information "
"about the capabilities of this interface."
-msgstr "返回[enum Capabilities]标签的组合,提供关于这个接口功能的信息。"
+msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功能的信息。"
#: doc/classes/ARVRInterface.xml
msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
-msgstr "返回该接口的名称,如OpenVR、OpenHMD、ARKit等。"
+msgstr "返回该接口的名称(OpenVR、OpenHMD、ARKit 等)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9548,21 +9686,21 @@ msgid ""
"However, at this point in time only one interface can render to an HMD."
msgstr ""
"调用这个来初始化这个接口。第一个被初始化的接口确定为主接口,用于渲染输出。\n"
-"在初始化了接口之后,需要启用视窗的AR/VR模式,将开始渲染。\n"
-"[b]注意:[/b] 对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用"
-"AR/VR模式。\n"
-"如果你为一个处理自己输出的平台这样做,如OpenVR,Godot就会在屏幕上只显示一只眼"
-"睛而不失真。另外,你可以在场景中添加一个单独的视窗节点,在该视窗上启用AR/VR。"
-"它将被用来输出到HMD,让你在主窗口中做你喜欢的事情,比如用一个单独的相机作为旁"
-"观者相机,或者渲染一些完全不同的东西。\n"
+"在初始化了接口之后,需要启用视窗的 AR/VR 模式,将开始渲染。\n"
+"[b]注意:[/b]对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用 "
+"AR/VR 模式。\n"
+"如果你为一个处理自己输出的平台这样做(如 OpenVR),Godot 就会在屏幕上只显示一"
+"只眼睛而不失真。另外,你可以在场景中添加一个单独的视窗节点,在该视窗上启用 "
+"AR/VR。它将被用来输出到 HMD,让你在主窗口中做你喜欢的事情,比如用一个单独的相"
+"机作为旁观者相机,或者渲染一些完全不同的东西。\n"
"虽然目前没有使用,但你可以激活其他接口。如果你想跟踪其他平台的控制器,可能希"
-"望这样做。然而,此时,只有一个界面可以渲染到HMD。"
+"望这样做。然而,此时,只有一个界面可以渲染到 HMD。"
#: doc/classes/ARVRInterface.xml
msgid ""
"Returns [code]true[/code] if the current output of this interface is in "
"stereo."
-msgstr "如果这个接口的当前是立体声输出,返回[code]true[/code]。"
+msgstr "如果这个接口的当前是立体声输出,返回 [code]true[/code]。"
#: doc/classes/ARVRInterface.xml
msgid "Turns the interface off."
@@ -9582,12 +9720,12 @@ msgstr "[code]true[/code] 如果这是个主接口。"
#: doc/classes/ARVRInterface.xml
msgid "No ARVR capabilities."
-msgstr "没有ARVR功能。"
+msgstr "没有 ARVR 功能。"
#: doc/classes/ARVRInterface.xml
msgid ""
"This interface can work with normal rendering output (non-HMD based AR)."
-msgstr "此接口可以与正常的渲染输出一起工作,非基于HMD的AR。"
+msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR)。"
#: doc/classes/ARVRInterface.xml
msgid "This interface supports stereoscopic rendering."
@@ -9595,7 +9733,7 @@ msgstr "该接口支持立体渲染。"
#: doc/classes/ARVRInterface.xml
msgid "This interface supports AR (video background and real world tracking)."
-msgstr "该接口支持 AR,视频背景和真实世界跟踪。"
+msgstr "该接口支持 AR(视频背景和真实世界跟踪)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9605,9 +9743,9 @@ msgid ""
"[method get_render_targetsize]). Using a separate viewport node frees up the "
"main viewport for other purposes."
msgstr ""
-"这个接口输出到一个外部设备。如果使用主视窗,屏幕上的输出是一个未经修改的左眼"
+"这个接口输出到一个外部设备。如果使用主视区,屏幕上的输出是一个未经修改的左眼"
"或右眼的缓冲区,如果没有将视窗尺寸更改为 [method get_render_targetsize] 的相"
-"同长宽比,则被拉伸。使用一个单独的视窗节点可以释放出主视窗,用于其他用途。"
+"同长宽比,则被拉伸。使用一个单独的视窗节点可以释放出主视区,用于其他用途。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9615,7 +9753,7 @@ msgid ""
"information for our camera node or when stereo scopic rendering is not "
"supported."
msgstr ""
-"Mono输出,这主要是在相机节点检索定位信息时,或者在不支持立体视景渲染时,内部"
+"Mono 输出,这主要是在相机节点检索定位信息时,或者在不支持立体视景渲染时,内部"
"使用。"
#: doc/classes/ARVRInterface.xml
@@ -9638,7 +9776,7 @@ msgstr "追踪行为符合预期。"
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
-msgstr "过度运动会阻碍追踪,即玩家的移动速度超过追踪的速度。"
+msgstr "过度运动会阻碍追踪(玩家的移动速度大于追踪的速度)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9656,11 +9794,11 @@ msgstr "我们不知道跟踪的状态,或者这个接口未提供反馈。"
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
-msgstr "追踪功能失效,即相机未插电或被遮挡,灯塔关闭,等等。"
+msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等)。"
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid "GDNative wrapper for an ARVR interface."
-msgstr "ARVR接口的GDNative包装器。"
+msgstr "ARVR 接口的 GDNative 包装器。"
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid ""
@@ -9673,7 +9811,7 @@ msgstr ""
#: doc/classes/ARVROrigin.xml
msgid "The origin point in AR/VR."
-msgstr "AR/VR的原点。"
+msgstr "AR/VR 的原点。"
#: doc/classes/ARVROrigin.xml
msgid ""
@@ -9705,9 +9843,9 @@ msgid ""
"assume a scale of 1 game world unit = 1 real world meter.\n"
"[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself."
msgstr ""
-"允许你根据你的游戏的单位来调整比例。大多数AR/VR平台假定1个游戏世界的单位=1个"
-"现实世界的米的比例。\n"
-"[b]注意:[/b]这种方法是通过[ARVRServer]本身的。"
+"允许你根据你的游戏的单位来调整比例。大多数 AR/VR 平台假定 1 个游戏世界的单位 "
+"= 1 个现实世界的米的比例。\n"
+"[b]注意:[/b]这种方法是通过 [ARVRServer] 本身的。"
#: doc/classes/ARVRPositionalTracker.xml
msgid "A tracked object."
@@ -9738,14 +9876,14 @@ msgstr ""
msgid ""
"Returns the hand holding this tracker, if known. See [enum TrackerHand] "
"constants."
-msgstr "返回持有此追踪器的手,如果知道。参阅[enum TrackerHand]常量。"
+msgstr "返回持有此追踪器的手,如果知道。见 [enum TrackerHand] 常量。"
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"If this is a controller that is being tracked, the controller will also be "
"represented by a joystick entry with this ID."
msgstr ""
-"如果这是一个正在被追踪的控制器,该控制器将由一个具有此ID的操纵杆条目表示。"
+"如果这是一个正在被追踪的控制器,该控制器将由一个具有此 ID 的操纵杆条目表示。"
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
@@ -9775,11 +9913,11 @@ msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks orientation."
-msgstr "如果该设备跟踪方向,则返回[code]true[/code]。"
+msgstr "如果该设备跟踪方向,则返回 [code]true[/code]。"
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks position."
-msgstr "如果该设备跟踪位置,则返回[code]true[/code]。"
+msgstr "如果该设备跟踪位置,则返回 [code]true[/code]。"
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the transform combining this device's orientation and position."
@@ -9817,17 +9955,17 @@ msgstr "AR 和 VR 功能的服务。"
msgid ""
"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
"and handles all the processing."
-msgstr "AR/VR服务是我们高级的虚拟现实解决方案的核心,负责处理所有的过程。"
+msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责进行所有处理。"
#: doc/classes/ARVRServer.xml
msgid "Registers an [ARVRInterface] object."
-msgstr "注册一个[ARVRInterface]对象。"
+msgstr "注册一个 [ARVRInterface] 对象。"
#: doc/classes/ARVRServer.xml
msgid ""
"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
"real space."
-msgstr "注册一个新的[ARVRPositionalTracker],跟踪现实空间中的空间位置。"
+msgstr "注册一个新的 [ARVRPositionalTracker],跟踪现实空间中的空间位置。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9851,7 +9989,7 @@ msgid ""
"button on a controller for a short period of time, or when implementing a "
"teleport mechanism."
msgstr ""
-"这是正确理解的重要功能。 AR 和 VR 平台处理定位的方式略有不同。\n"
+"这是正确理解的重要功能。AR 和 VR 平台处理定位的方式略有不同。\n"
"对于不提供空间跟踪的平台,我们的原点 (0,0,0) 是 HMD 的位置,但您几乎无法控制"
"玩家在现实世界中面对的方向。\n"
"对于提供空间跟踪的平台,我们的原点在很大程度上取决于系统。对于 OpenVR,原点通"
@@ -9875,8 +10013,8 @@ msgid ""
"capabilities of an AR/VR platform, you can find the interface for that "
"platform by name and initialize it."
msgstr ""
-"通过名字找到一个接口。例如,如果你的项目使用AR/VR平台的功能,你可以通过名称找"
-"到该平台的接口并初始化它。"
+"通过名字找到一个接口。例如,如果你的项目使用 AR/VR 平台的功能,你可以通过名称"
+"找到该平台的接口并初始化它。"
#: doc/classes/ARVRServer.xml
msgid "Returns the primary interface's transformation."
@@ -9897,7 +10035,7 @@ msgid ""
msgstr ""
"返回当前在AR/VR服务器上注册的接口数量。如果你的项目支持多个AR/VR平台,你可以"
"查看可用的接口,并向用户展示一个选择,或者简单地尝试初始化每个接口,并使用第"
-"一个返回[code]true[/code]的接口。"
+"一个返回 [code]true[/code]的接口。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9962,8 +10100,8 @@ msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter."
msgstr ""
-"允许你根据你的游戏的单位来调整缩放。大多数AR/VR平台假定1个游戏世界单位=1个现"
-"实世界的米。"
+"允许你根据你的游戏的单位来调整缩放。大多数 AR/VR 平台假定 1 个游戏世界单位 = "
+"1 个现实世界的米。"
#: doc/classes/ARVRServer.xml
msgid "Emitted when a new interface has been added."
@@ -9971,7 +10109,7 @@ msgstr "添加新接口时触发。"
#: doc/classes/ARVRServer.xml
msgid "Emitted when an interface is removed."
-msgstr "当接口被删除时触发。"
+msgstr "当接口被移除时触发。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9980,9 +10118,9 @@ msgid ""
"important to react to this signal to add the appropriate [ARVRController] or "
"[ARVRAnchor] nodes related to this new tracker."
msgstr ""
-"当新的追踪器被添加时触发。如果你不使用固定数量的控制器,或者你在AR解决方案中"
-"使用[ARVRAnchor],那么对这个信号做出反应,以添加与这个新追踪器相关的适当的"
-"[ARVRController]或[ARVRAnchor]节点,将会很重要。"
+"当新的追踪器被添加时触发。如果你不使用固定数量的控制器,或者你在 AR 解决方案"
+"中使用 [ARVRAnchor],那么对这个信号做出反应,以添加与这个新追踪器相关的适当"
+"的 [ARVRController] 或 [ARVRAnchor] 节点,将会很重要。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -9992,9 +10130,9 @@ msgid ""
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
-"删除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] "
-"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活,即"
-"打开一个新的控制器来代替前一个控制器。"
+"移除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] "
+"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活(即"
+"打开一个新的控制器来代替前一个控制器)。"
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a controller."
@@ -10026,7 +10164,8 @@ msgid ""
"user is looking to in the real world. The user will look dead ahead in the "
"virtual world."
msgstr ""
-"完全重置HMD的方向。无论用户在现实世界中看向哪个方向。将在虚拟世界中锁定视角。"
+"完全重置 HMD 的方向。无论用户在现实世界中看向哪个方向。将在虚拟世界中锁定视"
+"角。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10040,7 +10179,7 @@ msgstr ""
msgid ""
"Does not reset the orientation of the HMD, only the position of the player "
"gets centered."
-msgstr "不重置HMD的方向,只让玩家的位置居中。"
+msgstr "不重置 HMD 的方向,只让玩家的位置居中。"
#: doc/classes/AspectRatioContainer.xml
msgid "Container that preserves its child controls' aspect ratio."
@@ -10056,6 +10195,16 @@ msgstr ""
"以一种方式安排子控件,以便在容器调整大小时自动保留其长宽比。解决了容器大小是"
"动态的,而内容的大小需要相应调整而不失去比例的问题。"
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr "GUI 容器"
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr "指定子控件的水平相对位置。"
@@ -10069,7 +10218,7 @@ msgid ""
"The aspect ratio to enforce on child controls. This is the width divided by "
"the height. The ratio depends on the [member stretch_mode]."
msgstr ""
-"对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于[member "
+"对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于 [member "
"stretch_mode]。"
#: doc/classes/AspectRatioContainer.xml
@@ -10105,13 +10254,13 @@ msgid ""
msgstr ""
"子控件的宽度和高度被自动调整,以使其边界矩形覆盖容器的整个区域,同时保持长宽"
"比。\n"
-"当子控件的边界矩形超过容器的大小,并且[member Control.rect_clip_content]被启"
-"用时,这仅允许显示受其自身边界矩形限制的容器区域。"
+"当子控件的边界矩形超过容器的大小,并且 [member Control.rect_clip_content] 被"
+"启用时,这仅允许显示受其自身边界矩形限制的容器区域。"
#: doc/classes/AspectRatioContainer.xml
msgid ""
"Aligns child controls with the beginning (left or top) of the container."
-msgstr "将子控件与容器的开头对齐,左侧或顶部。"
+msgstr "将子控件与容器的开头对齐(左侧或顶部)。"
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the center of the container."
@@ -10119,7 +10268,7 @@ msgstr "使子控件与容器的中心对齐。"
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the end (right or bottom) of the container."
-msgstr "将子控件与容器的末端对齐,右侧或底部。"
+msgstr "将子控件与容器的末端对齐(右侧或底部)。"
#: doc/classes/AStar.xml
msgid ""
@@ -10223,7 +10372,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10237,17 +10386,17 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
-"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code]必须是0或者更"
-"大,[code]weight_scale[/code]必须是1或者更大。\n"
-"在确定从邻点到此点的一段路程的总成本时,[code]weight_scale[/code]要乘以"
-"[method _compute_cost]的结果。因此,在其他条件相同的情况下,算法优先选择"
-"[code]weight_scale[/code]较低的点来形成路径。\n"
+"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code] 必须大于等于 "
+"0,[code]weight_scale[/code] 必须大于等于 0.0。\n"
+"在确定从邻点到此点的一段路程的总成本时,[code]weight_scale[/code] 要乘以 "
+"[method _compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 "
+"[code]weight_scale[/code] 较低的点来形成路径。\n"
"[codeblock]\n"
"var astar = AStar.new()\n"
-"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
-"weight_scale 4 and id 1\n"
+"astar.add_point(1, Vector3(1, 0, 0), 4) # 添加点 (1, 0, 0)、权重缩放为 4、ID "
+"1\n"
"[/codeblock]\n"
-"如果对于给定的[code]id[/code]已经存在一个点,它的位置和权重将被更新为给定的"
+"如果对于给定的 [code]id[/code] 已经存在一个点,它的位置和权重将被更新为给定的"
"值。"
#: doc/classes/AStar.xml
@@ -10285,7 +10434,7 @@ msgstr ""
"astar.connect_points(1, 2, false)\n"
"[/codeblock]"
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -10433,19 +10582,19 @@ msgid ""
msgstr ""
"返回一个数组,其中包含 AStar 在给定点之间找到的路径中的点。数组从路径的起点到"
"终点进行排序。\n"
-"[b]注意:[/b] 这个方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 "
+"[b]注意:[/b]这个方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 "
"[PoolVector3Array] 并打印一条错误消息。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the position of the point associated with the given [code]id[/code]."
-msgstr "返回与给定[code]id[/code]相关联的点的位置。"
+msgstr "返回与给定 [code]id[/code] 相关联的点的位置。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the weight scale of the point associated with the given [code]id[/"
"code]."
-msgstr "返回与给定[code]id[/code]关联的点的权重比例。"
+msgstr "返回与给定 [code]id[/code] 关联的点的权重比例。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns an array of all points."
@@ -10454,7 +10603,7 @@ msgstr "返回所有点的数组。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns whether a point associated with the given [code]id[/code] exists."
-msgstr "返回与给定[code]id[/code]相关联的点是否存在。"
+msgstr "返回与给定 [code]id[/code] 相关联的点是否存在。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10466,7 +10615,7 @@ msgstr "返回是否禁用点以进行寻路。默认情况下,所有点均处
msgid ""
"Removes the point associated with the given [code]id[/code] from the points "
"pool."
-msgstr "从积分池中删除与给定[code]id[/code]关联的积分。"
+msgstr "从点池中移除与给定 [code]id[/code] 关联的点。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10474,8 +10623,8 @@ msgid ""
"you're adding a known large number of points at once, for a grid for "
"instance. New capacity must be greater or equals to old capacity."
msgstr ""
-"在内部为[code]num_nodes[/code]个点保留空间,如果您一次要添加一个已知的大量点"
-"(例如对于一个网格),则很有用。新容量必须大于或等于旧容量。"
+"在内部为 [code]num_nodes[/code] 个点保留空间,如果你想要一次性添加大量的点且"
+"数量已知(例如网格),那么就会很有用。新容量必须大于或等于旧容量。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10486,7 +10635,7 @@ msgstr "禁用或启用指定点的寻路功能。用于制作临时障碍物。
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Sets the [code]position[/code] for the point with the given [code]id[/code]."
-msgstr "为具有给定[code]id[/code]的点设置[code]position[/code]。"
+msgstr "为具有给定 [code]id[/code] 的点设置位置 [code]position[/code]。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10495,19 +10644,19 @@ msgid ""
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point."
msgstr ""
-"为给定的[code]id[/code]的点设置[code]weight_scale[/code]。在确定从邻接点到这"
-"个点的一段路程的总成本时,[code]weight_scale[/code]要乘以[method "
-"_compute_cost]的结果。"
+"为给定的 [code]id[/code] 的点设置 [code]weight_scale[/code]。在确定从邻接点到"
+"这个点的一段路程的总成本时,[code]weight_scale[/code] 要乘以 [method "
+"_compute_cost] 的结果。"
#: doc/classes/AStar2D.xml
msgid "AStar class representation that uses 2D vectors as edges."
-msgstr "使用二维向量作为边缘的AStar类表示。"
+msgstr "使用 2D 向量作为边缘的 AStar 类表示。"
#: doc/classes/AStar2D.xml
msgid ""
"This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D "
"vectors."
-msgstr "这是[AStar]类的包装,该类使用2D向量而不是3D向量。"
+msgstr "这是 [AStar] 类的包装,该类使用 2D 向量而不是 3D 向量。"
#: doc/classes/AStar2D.xml
msgid ""
@@ -10530,7 +10679,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -10544,21 +10693,26 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
-"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code]必须是0或者更"
-"大,[code]weight_scale[/code]必须是1或者更大。\n"
-"在确定从相邻点到此点的一段路程的总成本时,[code]weight_scale[/code]要乘以"
-"[method _compute_cost]的结果。因此,在其他条件相同的情况下,算法优先选择"
-"[code]weight_scale[/code]较低的点来形成路径。\n"
+"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code] 必须大于等于 "
+"0,[code]weight_scale[/code] 必须大于等于 0.0。\n"
+"在确定从相邻点到此点的一段路程的总成本时,[code]weight_scale[/code] 要乘以 "
+"[method _compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 "
+"[code]weight_scale[/code] 较低的点来形成路径。\n"
"[codeblock]\n"
"var astar = AStar2D.new()\n"
-"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
-"weight_scale 4 and id 1\n"
+"astar.add_point(1, Vector2(1, 0), 4) # 添加点 (1, 0)、权重为 4、ID 为 1\n"
"[/codeblock]\n"
-"如果已经存在一个给定[code]id[/code]的点,它的位置和权重将被更新为给定值。"
+"如果已经存在一个给定 [code]id[/code] 的点,它的位置和权重将被更新为给定值。"
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
-msgstr "返回给定点之间是否有连接/分割。"
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
+msgstr ""
+"返回两个给定点之间是否存在连接/线段。如果 [code]bidirectional[/code] 为 "
+"[code]false[/code],则返回是否可以通过此段从 [code]id[/code] 到 [code]to_id[/"
+"code] 进行移动。"
#: doc/classes/AStar2D.xml
msgid ""
@@ -10575,7 +10729,7 @@ msgstr ""
"在给定的点之间创建一个分段。如果 [code]bidirectional[/code] 为 [code]false[/"
"code],则只允许从 [code]id[/code] 到 [code]to_id[/code] 之间的移动,不允许反"
"方向移动。\n"
-"(codeblock)\n"
+"[codeblock]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 1))\n"
"astar.add_point(2, Vector2(0, 5))\n"
@@ -10583,10 +10737,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr "删除给定点之间的线段。"
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -10695,8 +10845,8 @@ msgid ""
msgstr ""
"返回一个数组,该数组包含了AStar2D在给定点之间找到的路径中的点。该数组从路径的"
"起点到终点排序。\n"
-"[b]注意:[/b] 这个方法不是线程安全的。如果从一个[Thread]线程中调用,它将返回"
-"一个空的[PoolVector2Array],并打印一个错误信息。"
+"[b]注意:[/b]这个方法不是线程安全的。如果从一个[Thread]线程中调用,它将返回一"
+"个空的[PoolVector2Array],并打印一个错误信息。"
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -10721,26 +10871,27 @@ msgid ""
"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
"when using an AtlasTexture."
msgstr ""
-"[Texture]资源,由[member region]定义,裁剪出[member atlas]纹理的一个部分。主"
-"要的用例是从纹理图集中裁剪出纹理,一个大的纹理文件,包含了多个较小的纹理。由 "
-"[member atlas]的[Texture]、定义使用 [member atlas]区域的[member region]和定义"
-"边界宽度的[member margin]组成。\n"
-"[AtlasTexture]不能在[AnimatedTexture]中使用,不能在[TextureRect]等节点中平"
-"铺,如果在其他[AtlasTexture]资源内部使用,将不能正常工作。多个[AtlasTexture]"
-"资源可以用来裁剪图集中的多个纹理。与使用多个小文件相比,使用一个纹理图集有助"
-"于优化视频内存消耗和渲染调用。\n"
-"[b]注意:[/b] AtlasTextures不支持重复。当使用AtlasTexture时,[constant "
-"Texture.FLAG_REPEAT]和[constant Texture.FLAG_MIRRORED_REPEAT]标志被忽略。"
+"[Texture] 资源,由 [member region] 定义,裁剪出 [member atlas] 纹理的一个部"
+"分。主要的用例是从纹理图集中裁剪出纹理,一个大的纹理文件,包含了多个较小的纹"
+"理。由 [member atlas] 的 [Texture]、定义使用 [member atlas] 区域的 [member "
+"region] 和定义边界宽度的 [member margin] 组成。\n"
+"[AtlasTexture] 不能在 [AnimatedTexture] 中使用,不能在 [TextureRect] 等节点中"
+"平铺,如果在其他 [AtlasTexture] 资源内部使用,将不能正常工作。多个"
+"[AtlasTexture] 资源可以用来裁剪图集中的多个纹理。与使用多个小文件相比,使用一"
+"个纹理图集有助于优化视频内存消耗和渲染调用。\n"
+"[b]注意:[/b]AtlasTexture 不支持重复。当使用 AtlasTexture 时,[constant "
+"Texture.FLAG_REPEAT] 和 [constant Texture.FLAG_MIRRORED_REPEAT] 标志被忽略。"
#: doc/classes/AtlasTexture.xml
msgid "The texture that contains the atlas. Can be any [Texture] subtype."
-msgstr "包含图集的纹理。可以是任何[Texture]子类型。"
+msgstr "包含图集的纹理。可以是任何 [Texture] 子类型。"
#: doc/classes/AtlasTexture.xml
msgid ""
"If [code]true[/code], clips the area outside of the region to avoid bleeding "
"of the surrounding texture pixels."
-msgstr "如果[code]true[/code],剪辑区域外的区域,以避免周围纹理像素的出血。"
+msgstr ""
+"如果为 [code]true[/code],则该区域外的区域将被裁去,避免周围纹理像素的出血。"
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -10753,7 +10904,7 @@ msgstr ""
#: doc/classes/AtlasTexture.xml
msgid "The AtlasTexture's used region."
-msgstr "地图集的使用区域。"
+msgstr "AtlasTexture 所使用的区域。"
#: doc/classes/AudioBusLayout.xml
msgid "Stores information about the audio buses."
@@ -10780,9 +10931,8 @@ msgstr "音频总线的基础资源。在该资源所应用的总线上应用音
#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
#: doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio Mic Record Demo"
-msgstr "音频频谱演示"
+msgstr "音频麦克风录音演示"
#: doc/classes/AudioEffectAmplify.xml
msgid ""
@@ -10801,7 +10951,8 @@ msgid ""
"Amount of amplification in decibels. Positive values make the sound louder, "
"negative values make it quieter. Value can range from -80 to 24."
msgstr ""
-"以分贝为单位的放大量。正值使声音更响亮,负值使声音更安静。数值范围从-80到24。"
+"以分贝为单位的放大量。正值使声音更响亮,负值使声音更安静。数值范围从 -80 到 "
+"24。"
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid "Adds a band limit filter to the audio bus."
@@ -10812,8 +10963,8 @@ msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
-"限制[member AudioEffectFilter.cutoff_hz]周围范围内的频率,允许这个范围外的频"
-"率通过。"
+"限制 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,允许这个范围外的"
+"频率通过。"
#: doc/classes/AudioEffectBandPassFilter.xml
msgid "Adds a band pass filter to the audio bus."
@@ -10824,8 +10975,8 @@ msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
-"衰减[member AudioEffectFilter.cutoff_hz]周围范围内的频率,并切断这个频段之外"
-"的频率。"
+"衰减 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,并切断这个频段之"
+"外的频率。"
#: doc/classes/AudioEffectCapture.xml
msgid "Captures audio from an audio bus in real-time."
@@ -10838,20 +10989,23 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
-"音频效果捕获是一种音频效果,可将所附音频效果总线的所有音频帧复制到其内部环缓"
-"冲器中。\n"
-"应用程序代码应使用 [method get_buffer]从该环缓冲器中消耗这些音频帧,并根据需"
-"要进行处理,例如从麦克风捕获数据、实现应用程序定义的效果或通过网络传输音频。"
+"AudioEffectCapture 是一种 AudioEffect,可将所附音频效果总线的所有音频帧复制到"
+"其内部的环形缓冲器中。\n"
+"应用程序代码应使用 [method get_buffer] 从该环形缓冲器中消耗这些音频帧,并根据"
+"需要进行处理,例如从麦克风捕获数据、实现应用程序定义的效果或通过网络传输音"
+"频。从麦克风捕获音频数据时,样本的格式为立体声 32 位浮点数 PCM。"
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
-"如果内部环缓冲器中至少有[code]frames[/code]音频帧可供读取,则返回[code]true[/"
-"code]。"
+"如果内部环缓冲器中至少有[code]frames[/code]音频帧可供读取,则返回 "
+"[code]true[/code]。"
#: doc/classes/AudioEffectCapture.xml
msgid "Clears the internal ring buffer."
@@ -10967,9 +11121,9 @@ msgid ""
"punchy."
msgstr ""
"动态范围压缩器在振幅超过一定的阈值(以分贝为单位)时,降低声音的电平。压缩器"
-"的主要用途之一是通过尽可能少的削波(当声音超过0dB时)来增加动态范围。\n"
+"的主要用途之一是通过尽可能少的削波(当声音超过 0dB 时)来增加动态范围。\n"
"压缩器在混音中的用途很多。\n"
-"- 在主总线上压缩整个输出(虽然[AudioEffectLimiter]可能更好些)。\n"
+"- 在主总线上压缩整个输出(虽然 [AudioEffectLimiter] 可能更好些)。\n"
"- 在声音通道中,以确保它们听起来尽可能的平衡。\n"
"- 侧链。这可以降低与另一条音频总线侧链的声音级别,以进行阈值检测。这种技术在"
"视频游戏混音中很常见,以音乐和SFX的级别,从而声音被听到。\n"
@@ -10979,7 +11133,8 @@ msgstr ""
msgid ""
"Compressor's reaction time when the signal exceeds the threshold, in "
"microseconds. Value can range from 20 to 2000."
-msgstr "当信号超过阈值时,压缩器的反应时间,以微秒为单位。数值范围从20到2000。"
+msgstr ""
+"当信号超过阈值时,压缩器的反应时间,以微秒为单位。数值范围从 20 到 2000。"
#: doc/classes/AudioEffectCompressor.xml
msgid "Gain applied to the output signal."
@@ -10989,7 +11144,8 @@ msgstr "应用于输出信号的增益。"
msgid ""
"Balance between original signal and effect signal. Value can range from 0 "
"(totally dry) to 1 (totally wet)."
-msgstr "原始信号和效果信号之间的平衡。数值范围从0(完全干燥)到1(完全浸润)。"
+msgstr ""
+"原始信号和效果信号之间的平衡。数值范围从 0(完全干燥)到 1(完全浸润)。"
#: doc/classes/AudioEffectCompressor.xml
msgid ""
@@ -10998,7 +11154,7 @@ msgid ""
"compressed. Value can range from 1 to 48."
msgstr ""
"音频通过阈值级别后,应用于音频的压缩量。比率越高,音频的大声部分将被压缩。数"
-"值范围从1到48。"
+"值范围从 1 到 48。"
#: doc/classes/AudioEffectCompressor.xml
msgid ""
@@ -11016,7 +11172,7 @@ msgstr "使用另一条音频总线进行阈值检测,降低声音级别。"
msgid ""
"The level above which compression is applied to the audio. Value can range "
"from -60 to 0."
-msgstr "对音频进行压缩的级别。数值范围从-60到0。"
+msgstr "对音频进行压缩的级别。数值范围从 -60 到 0。"
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -11045,7 +11201,7 @@ msgstr "原始声音的输出百分比。为 0 时,只输出延迟的声音。
#: doc/classes/AudioEffectDelay.xml
msgid "If [code]true[/code], feedback is enabled."
-msgstr "如果[code]true[/code],则启用反馈。"
+msgstr "如果为 [code]true[/code],则启用反馈。"
#: doc/classes/AudioEffectDelay.xml
msgid "Feedback delay time in milliseconds."
@@ -11053,7 +11209,7 @@ msgstr "反馈延迟时间,单位为毫秒。"
#: doc/classes/AudioEffectDelay.xml
msgid "Sound level for [code]tap1[/code]."
-msgstr "[code]tap1[/code] 的声音级别。"
+msgstr "[code]tap1[/code] 的声音电平。"
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -11078,7 +11234,7 @@ msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
-msgstr "如果[code]true[/code],将启用[code]tap2[/code]。"
+msgstr "如果为 [code]true[/code],将启用[code]tap2[/code]。"
#: doc/classes/AudioEffectDelay.xml
msgid "[b]Tap2[/b] delay time in milliseconds."
@@ -11086,7 +11242,7 @@ msgstr "[b]Tap2[/b] 延迟时间,单位为毫秒。"
#: doc/classes/AudioEffectDelay.xml
msgid "Sound level for [code]tap2[/code]."
-msgstr "[code]tap2[/code] 的声音级别。"
+msgstr "[code]tap2[/code] 的声音电平。"
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -11120,7 +11276,7 @@ msgstr ""
#: doc/classes/AudioEffectHighShelfFilter.xml
#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
msgid "Audio buses"
-msgstr ""
+msgstr "音频总线"
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
@@ -11131,7 +11287,7 @@ msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
-"高通滤波器,单位为Hz。高于此值的频率不会受到失真的影响。该值的范围为1至"
+"高通滤波器,单位为 Hz。高于此值的频率不会受到失真的影响。该值的范围为 1 至 "
"20000。"
#: doc/classes/AudioEffectDistortion.xml
@@ -11142,13 +11298,13 @@ msgstr "失真类型."
msgid ""
"Increases or decreases the volume after the effect. Value can range from -80 "
"to 24."
-msgstr "增加或减少效果后的音量。数值范围从-80到24。"
+msgstr "增加或减少效果后的音量。数值范围从 -80 到 24。"
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Increases or decreases the volume before the effect. Value can range from "
"-60 to 60."
-msgstr "增加或减少效果前的音量。值的范围为-60至60。"
+msgstr "增加或减少效果前的音量。值的范围为 -60 至 60。"
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -11181,7 +11337,7 @@ msgid ""
"or [AudioEffectEQ21] don't fit your needs."
msgstr ""
"音频均衡器的基础类。让你可以控制频率。\n"
-"如果 [AudioEffectEQ6], [AudioEffectEQ10] 或 [AudioEffectEQ21]不符合您的需求,"
+"如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21]不符合您的需求,"
"请使用它来创建一个自定义均衡器。"
#: doc/classes/AudioEffectEQ.xml
@@ -11192,10 +11348,10 @@ msgid ""
"when a game is run on a mobile device, to adjust the mix to that kind of "
"speakers (it can be added but disabled when headphones are plugged)."
msgstr ""
-"AudioEffectEQ让你控制频率。用它来弥补音频中不足之处。AudioEffectEQ在Master总"
-"线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设备上运行"
-"时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入耳机时禁"
-"用)。"
+"AudioEffectEQ 可用于频率控制。用它来弥补音频中不足之处。AudioEffectEQ 在 "
+"Master 总线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设"
+"备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入"
+"耳机时禁用)。"
#: doc/classes/AudioEffectEQ.xml
msgid "Returns the number of bands of the equalizer."
@@ -11203,11 +11359,11 @@ msgstr "返回均衡器的频段数。"
#: doc/classes/AudioEffectEQ.xml
msgid "Returns the band's gain at the specified index, in dB."
-msgstr "返回指定索引处的波段增益,单位为dB。"
+msgstr "返回指定索引处的波段增益,单位为 dB。"
#: doc/classes/AudioEffectEQ.xml
msgid "Sets band's gain at the specified index, in dB."
-msgstr "设置指定索引处的波段增益,单位为dB。"
+msgstr "设置指定索引处的波段增益,单位为 dB。"
#: doc/classes/AudioEffectEQ10.xml
msgid ""
@@ -11340,11 +11496,11 @@ msgstr "为音频总线添加一个滤波器。"
#: doc/classes/AudioEffectFilter.xml
msgid "Allows frequencies other than the [member cutoff_hz] to pass."
-msgstr "允许通过[member cutoff_hz]以外的频率。"
+msgstr "允许通过 [member cutoff_hz] 以外的频率。"
#: doc/classes/AudioEffectFilter.xml
msgid "Threshold frequency for the filter, in Hz."
-msgstr "滤波器的阈值频率,单位为Hz。"
+msgstr "滤波器的阈值频率,单位为 Hz。"
#: doc/classes/AudioEffectFilter.xml
msgid "Gain amount of the frequencies after the filter."
@@ -11363,11 +11519,11 @@ msgid ""
"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
"allows higher frequencies to pass."
msgstr ""
-"削减比[member AudioEffectFilter.cutoff_hz]更低的频率,允许更高的频率通过。"
+"削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。"
#: doc/classes/AudioEffectHighShelfFilter.xml
msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
-msgstr "降低所有高于[member AudioEffectFilter.cutoff_hz]的频率。"
+msgstr "降低所有高于 [member AudioEffectFilter.cutoff_hz] 的频率。"
#: doc/classes/AudioEffectLimiter.xml
msgid "Adds a soft-clip limiter audio effect to an Audio bus."
@@ -11382,8 +11538,8 @@ msgid ""
"and progressively increases its effect as the input level increases such "
"that the threshold is never exceeded."
msgstr ""
-"限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的dB阈值。始终"
-"建议在主总线中添加一个以减少削波的影响。\n"
+"限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的 dB 阈值。始"
+"终建议在主总线中添加一个以减少削波的影响。\n"
"软削波开始将峰值降低到略低于阈值水平,并随着输入水平的增加而逐渐增强其效果,"
"从而永不超过阈值。"
@@ -11391,19 +11547,19 @@ msgstr ""
msgid ""
"The waveform's maximum allowed value, in decibels. Value can range from -20 "
"to -0.1."
-msgstr "波形的最大允许值,单位是分贝。数值范围从-20到-0.1。"
+msgstr "波形的最大允许值,单位是分贝。数值范围从 -20 到 -0.1。"
#: doc/classes/AudioEffectLimiter.xml
msgid ""
"Applies a gain to the limited waves, in decibels. Value can range from 0 to "
"6."
-msgstr "将增益应用于有限的波,以分贝为单位。取值范围是0到6。"
+msgstr "将增益应用于有限的波,以分贝为单位。取值范围是 0 到 6。"
#: doc/classes/AudioEffectLimiter.xml
msgid ""
"Threshold from which the limiter begins to be active, in decibels. Value can "
"range from -30 to 0."
-msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从-30到0。"
+msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从 -30 到 0。"
#: doc/classes/AudioEffectLowPassFilter.xml
msgid "Adds a low-pass filter to the Audio bus."
@@ -11414,11 +11570,11 @@ msgid ""
"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
"allows lower frequencies to pass."
msgstr ""
-"削减比[member AudioEffectFilter.cutoff_hz]更低的频率,允许更高的频率通过。"
+"削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。"
#: doc/classes/AudioEffectLowShelfFilter.xml
msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
-msgstr "降低[member AudioEffectFilter.cutoff_hz]以下的所有频率。"
+msgstr "降低 [member AudioEffectFilter.cutoff_hz] 以下的所有频率。"
#: doc/classes/AudioEffectNotchFilter.xml
msgid "Adds a notch filter to the Audio bus."
@@ -11429,8 +11585,8 @@ msgid ""
"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
"cutoff_hz] and cuts frequencies outside of this range."
msgstr ""
-"衰减[member AudioEffectFilter.cutoff_hz]周围窄带的频率,并切断这个范围以外的"
-"频率。"
+"衰减 [member AudioEffectFilter.cutoff_hz] 周围窄带的频率,并切断这个范围以外"
+"的频率。"
#: doc/classes/AudioEffectPanner.xml
msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
@@ -11443,7 +11599,7 @@ msgstr "决定向左右总线发送的音频信号量。"
#: doc/classes/AudioEffectPanner.xml
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
-msgstr "平移位置。值的范围可以从-1(完全左)到1(完全右)。"
+msgstr "平移位置。值的范围可以从 -1(完全左)到1(完全右)。"
#: doc/classes/AudioEffectPhaser.xml
msgid ""
@@ -11467,29 +11623,29 @@ msgid ""
"can range from 0.1 to 4."
msgstr ""
"控制滤波器频率扫描的频率。较低的值将主要影响低音频率。高值可以推高高音。值的"
-"范围可以从0.1到4。"
+"范围可以从 0.1 到 4。"
#: doc/classes/AudioEffectPhaser.xml
msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
-msgstr "修改后声音的输出百分比。数值范围从0.1到0.9。"
+msgstr "修改后声音的输出百分比。数值范围从 0.1 到 0.9。"
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Determines the maximum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
-msgstr "决定受 LFO 调制影响的最大频率,单位为 Hz。数值范围为10-10000。"
+msgstr "决定受 LFO 调制影响的最大频率,单位为 Hz。数值范围为 10-10000。"
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Determines the minimum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
-msgstr "决定受 LFO 调制影响的最小频率,单位为 Hz。数值范围为10-10000。"
+msgstr "决定受 LFO 调制影响的最小频率,单位为 Hz。数值范围为 10-10000。"
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Adjusts the rate in Hz at which the effect sweeps up and down across the "
"frequency range."
-msgstr "以Hz为单位调整效果在整个频率范围内上下扫描的速度。"
+msgstr "以 Hz 为单位调整效果在整个频率范围内上下扫描的速度。"
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
@@ -11523,8 +11679,8 @@ msgid ""
"are more demanding on the CPU and may cause audio cracking if the CPU can't "
"keep up."
msgstr ""
-"要使用的过采样系数。更高的值会带来更好的质量,但对CPU的要求更高,如果CPU跟不"
-"上,可能会导致音频破裂。"
+"要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU "
+"跟不上,可能会导致音频破裂。"
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
@@ -11583,7 +11739,7 @@ msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid "Represents the size of the [enum FFT_Size] enum."
-msgstr "表示[enum FFT_Size]枚举的大小。"
+msgstr "表示 [enum FFT_Size] 枚举的大小。"
#: doc/classes/AudioEffectRecord.xml
msgid "Audio effect used for recording the sound from an audio bus."
@@ -11606,7 +11762,7 @@ msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid "Recording with microphone"
-msgstr ""
+msgstr "使用麦克风录音"
#: doc/classes/AudioEffectRecord.xml
msgid "Returns the recorded sample."
@@ -11621,14 +11777,15 @@ msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
-"如果[code]true[/code],将录制声音。请注意,重新开始录音将删除先前录音的样本。"
+"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将移除先前录音的样"
+"本。"
#: doc/classes/AudioEffectRecord.xml
msgid ""
"Specifies the format in which the sample will be recorded. See [enum "
"AudioStreamSample.Format] for available formats."
msgstr ""
-"指定录音样本的格式。请参阅[enum AudioStreamSample.Format]了解可用的格式。"
+"指定录音样本的格式。请参阅 [enum AudioStreamSample.Format] 了解可用的格式。"
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -11649,7 +11806,7 @@ msgstr "模拟不同大小的房间。其参数可以调整,以模拟特定房
msgid ""
"Defines how reflective the imaginary room's walls are. Value can range from "
"0 to 1."
-msgstr "定义虚拟房间墙壁的反射程度。值的范围是0到1。"
+msgstr "定义虚拟房间墙壁的反射程度。值的范围是 0 到 1。"
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -11664,11 +11821,11 @@ msgid ""
"cutoff frequency. Value can range from 0 to 1."
msgstr ""
"高通滤波器通过频率高于某一截止频率的信号,衰减频率低于截止频率的信号。数值范"
-"围为0~1。"
+"围为 0 到 1。"
#: doc/classes/AudioEffectReverb.xml
msgid "Output percent of predelay. Value can range from 0 to 1."
-msgstr "预延迟的输出百分比。数值范围为0~1。"
+msgstr "预延迟的输出百分比。数值范围为 0 到 1。"
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -11680,13 +11837,13 @@ msgstr "原始信号与混响信号早期反射之间的时间,以毫秒为单
msgid ""
"Dimensions of simulated room. Bigger means more echoes. Value can range from "
"0 to 1."
-msgstr "模拟房间的尺寸。越大表示回声越多。值的范围可以从0到1。"
+msgstr "模拟房间的尺寸。越大表示回声越多。值的范围可以从 0 到 1。"
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
"Value can range from 0 to 1."
-msgstr "扩大或缩小混响尾音的立体声图像。1表示完全扩大。值的范围是0到1。"
+msgstr "扩大或缩小混响尾音的立体声图像。1 表示完全扩大。值的范围是 0 到 1。"
#: doc/classes/AudioEffectReverb.xml
msgid ""
@@ -11717,7 +11874,7 @@ msgstr "音频频谱演示"
#: doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Godot 3.2 will get new audio features"
-msgstr "Godot 3.2将获得新的音频功能"
+msgstr "Godot 3.2 将获得新的音频功能"
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
@@ -11757,13 +11914,12 @@ msgid ""
"charge of creating sample data (playable audio) as well as its playback via "
"a voice interface."
msgstr ""
-"[AudioServer]是一个音频访问的低级服务器接口。它负责创建样本数据(可播放的音"
+"[AudioServer] 是用于音频访问的底层服务器接口。它负责创建样本数据(可播放的音"
"频)以及通过语音接口进行播放。"
#: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio Device Changer Demo"
-msgstr "音频频谱演示"
+msgstr "音频设备切换演示"
#: doc/classes/AudioServer.xml
msgid "Adds a bus at [code]at_position[/code]."
@@ -11778,87 +11934,70 @@ msgstr ""
"[AudioEffect] 效果。"
#: doc/classes/AudioServer.xml
-#, fuzzy
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr "当前音频输入设备的名称(参阅[method capture_get_device_list])。"
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr "返回系统上检测到的所有音频输入设备的名称。"
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
-msgstr "使用可用的总线和效果生成[AudioBusLayout]。"
+msgstr "使用可用的总线和效果来生成 [AudioBusLayout]。"
#: doc/classes/AudioServer.xml
msgid ""
"Returns the amount of channels of the bus at index [code]bus_idx[/code]."
-msgstr "返回索引为[code]bus_idx[/code]的总线通道数。"
+msgstr "返回索引为 [code]bus_idx[/code] 的总线的通道数。"
#: doc/classes/AudioServer.xml
msgid ""
"Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
"[code]bus_idx[/code]."
msgstr ""
-"返回总线 [code]bus_idx[/code] in [code]effect_idx[/code] 位置的 "
+"返回总线 [code]bus_idx[/code] 中位于 [code]effect_idx[/code] 的 "
"[AudioEffect]。"
#: doc/classes/AudioServer.xml
msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
-msgstr "返回[code]bus_idx[/code]处总线上的效果数。"
+msgstr "返回 [code]bus_idx[/code] 处总线上的效果数。"
#: doc/classes/AudioServer.xml
msgid ""
"Returns the [AudioEffectInstance] assigned to the given bus and effect "
"indices (and optionally channel)."
msgstr ""
-"返回分配给给定总线和效果指数(以及可选的通道)的[AudioEffectInstance]。"
+"返回分配给给定总线和效果指数(以及可选的通道)的 [AudioEffectInstance]。"
#: doc/classes/AudioServer.xml
msgid "Returns the index of the bus with the name [code]bus_name[/code]."
-msgstr "返回名称为[code]bus_name[/code]的总线的索引。"
+msgstr "返回名称为 [code]bus_name[/code] 的总线的索引。"
#: doc/classes/AudioServer.xml
msgid "Returns the name of the bus with the index [code]bus_idx[/code]."
-msgstr "返回索引为 [code]bus_idx[/code] 的总线名称。"
+msgstr "返回索引为 [code]bus_idx[/code] 的总线的名称。"
#: doc/classes/AudioServer.xml
msgid ""
"Returns the peak volume of the left speaker at bus index [code]bus_idx[/"
"code] and channel index [code]channel[/code]."
msgstr ""
-"返回总线索引[code]bus_idx[/code]和通道索引[code]channel[/code]处左扬声器的峰"
-"值音量。"
+"返回总线索引 [code]bus_idx[/code] 和通道索引 [code]channel[/code] 处左扬声器"
+"的峰值音量。"
#: doc/classes/AudioServer.xml
msgid ""
"Returns the peak volume of the right speaker at bus index [code]bus_idx[/"
"code] and channel index [code]channel[/code]."
msgstr ""
-"返回总线索引[code]bus_idx[/code]和通道索引[code]channel[/code]处右扬声器的峰"
-"值音量。"
+"返回总线索引 [code]bus_idx[/code] 和通道索引 [code]channel[/code] 处右扬声器"
+"的峰值音量。"
#: doc/classes/AudioServer.xml
msgid ""
"Returns the name of the bus that the bus at index [code]bus_idx[/code] sends "
"to."
-msgstr "返回位于索引[code]bus_idx[/code]处的总线所发送的总线名称。"
+msgstr "返回位于索引 [code]bus_idx[/code] 处的总线所发送的总线名称。"
#: doc/classes/AudioServer.xml
msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB."
-msgstr "返回索引[code]bus_idx[/code]处总线的音量,单位为dB。"
+msgstr "返回索引 [code]bus_idx[/code] 处总线的音量,单位为 dB。"
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio devices detected on the system."
@@ -11901,13 +12040,13 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
-msgstr "如果为[code]true[/code],则索引[code]bus_idx[/code]处的总线被静音。"
+msgstr "如果为 [code]true[/code],则索引 [code]bus_idx[/code] 处的总线被静音。"
#: doc/classes/AudioServer.xml
msgid ""
"If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode."
msgstr ""
-"如果为[code]true[/code],则索引[code]bus_idx[/code]处的总线处于solo模式。"
+"如果为 [code]true[/code],则索引 [code]bus_idx[/code] 处的总线处于独奏模式。"
#: doc/classes/AudioServer.xml
msgid ""
@@ -11920,28 +12059,28 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Moves the bus from index [code]index[/code] to index [code]to_index[/code]."
-msgstr "将总线从索引[code]index[/code]移动到索引[code]to_index[/code]。"
+msgstr "将总线从索引 [code]index[/code] 移动到索引 [code]to_index[/code]。"
#: doc/classes/AudioServer.xml
msgid "Removes the bus at index [code]index[/code]."
-msgstr "移除索引[code]index[/code]处的总线。"
+msgstr "移除索引 [code]index[/code] 处的总线。"
#: doc/classes/AudioServer.xml
msgid ""
"Removes the effect at index [code]effect_idx[/code] from the bus at index "
"[code]bus_idx[/code]."
msgstr ""
-"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上删"
+"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上移"
"除。"
#: doc/classes/AudioServer.xml
msgid "Overwrites the currently used [AudioBusLayout]."
-msgstr "覆盖当前使用的[AudioBusLayout]。"
+msgstr "覆盖当前使用的 [AudioBusLayout]。"
#: doc/classes/AudioServer.xml
msgid ""
"Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]."
-msgstr "将索引[code]bus_idx[/code]处的总线名称设置为[code]name[/code]。"
+msgstr "将索引 [code]bus_idx[/code] 处的总线名称设置为 [code]name[/code]。"
#: doc/classes/AudioServer.xml
msgid ""
@@ -11959,7 +12098,7 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
-msgstr "在[code]bus_idx[/code]中交换两个效果的位置。"
+msgstr "在 [code]bus_idx[/code] 中交换两个效果的位置。"
#: doc/classes/AudioServer.xml
msgid ""
@@ -11973,6 +12112,20 @@ msgstr "可用音频总线的数量。"
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+"当前音频输出设备的名称(见 [method get_device_list])。在具有多个音频输出的系"
+"统中(例如模拟、USB、HDMI 音频),可用于选择音频输出设备。为 "
+"[code]\"Default\"[/code] 时会从系统默认的音频输出播放音频。如果设置了无效的设"
+"备名称,该值会被恢复为 [code]\"Default\"[/code]。"
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -11980,17 +12133,22 @@ msgid ""
"output. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
+"当前音频输出设备名称(见 [method get_device_list])。在具有多个音频输出的系统"
+"中(例如模拟、USB、HDMI 音频),可用于选择音频输出设备。将值设为 "
+"[code]\"Default\"[/code] 则会从系统默认的音频输出播放音频。如果设置了无效的设"
+"备名称,该值会被恢复为 [code]\"Default\"[/code]。"
#: doc/classes/AudioServer.xml
msgid ""
"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/"
"code] will make the audio be played twice as fast)."
msgstr ""
-"缩放播放音频的速率(即将其设置为[code]0.5[/code]将使音频播放速度提高一倍)。"
+"缩放播放音频的速率(即将其设置为 [code]0.5[/code] 将使音频播放速度提高一"
+"倍)。"
#: doc/classes/AudioServer.xml
msgid "Emitted when the [AudioBusLayout] changes."
-msgstr "当[AudioBusLayout]改变时发出。"
+msgstr "当 [AudioBusLayout] 改变时发出。"
#: doc/classes/AudioServer.xml
msgid "Two or fewer speakers were detected."
@@ -11998,15 +12156,15 @@ msgstr "检测到两个或更少的扬声器。"
#: doc/classes/AudioServer.xml
msgid "A 3.1 channel surround setup was detected."
-msgstr "检测到3.1声道环绕声设置。"
+msgstr "检测到 3.1 声道环绕声设置。"
#: doc/classes/AudioServer.xml
msgid "A 5.1 channel surround setup was detected."
-msgstr "检测到5.1声道环绕声设置。"
+msgstr "检测到 5.1 声道环绕声设置。"
#: doc/classes/AudioServer.xml
msgid "A 7.1 channel surround setup was detected."
-msgstr "检测到7.1声道环绕声设置。"
+msgstr "检测到 7.1 声道环绕声设置。"
#: doc/classes/AudioStream.xml
msgid "Base class for audio streams."
@@ -12018,20 +12176,18 @@ msgid ""
"music playback, and support WAV (via [AudioStreamSample]) and OGG (via "
"[AudioStreamOGGVorbis]) file formats."
msgstr ""
-"音频流的基类。音频流用于声音效果和音乐播放,支持 WAV(通过"
-"[AudioStreamSample])和 OGG(通过[AudioStreamOGGVorbis])文件格式。"
+"音频流的基类。音频流用于声音效果和音乐播放,支持 WAV(通过 "
+"[AudioStreamSample])和 OGG(通过 [AudioStreamOGGVorbis])文件格式。"
#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio streams"
-msgstr "音频频谱演示"
+msgstr "音频流"
#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
#: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
-#, fuzzy
msgid "Audio Generator Demo"
-msgstr "音频频谱演示"
+msgstr "音频生成器演示"
#: doc/classes/AudioStream.xml
msgid "Returns the length of the audio stream in seconds."
@@ -12053,11 +12209,11 @@ msgid ""
"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
"Hz or 22,050 Hz."
msgstr ""
-"此音频流不播放声音,需要脚本为其生成音频数据。参阅"
+"此音频流不播放声音,需要脚本为其生成音频数据。另请参阅 "
"[AudioStreamGeneratorPlayback]。\n"
"另请参阅 [AudioEffectSpectrumAnalyzer] 用于执行实时音频频谱分析。\n"
-"[b]注意:[/b] 由于性能限制,最好从 C# 或通过 GDNative 编译的语言中使用此类。"
-"如果你仍然想从GDScript中使用这个类,请考虑使用较低的 [member mix_rate],例如 "
+"[b]注意:[/b]由于性能限制,最好从 C# 或通过 GDNative 编译的语言中使用此类。如"
+"果你仍然想从GDScript中使用这个类,请考虑使用较低的 [member mix_rate],例如 "
"11,025 Hz 或 22,050 Hz。"
#: doc/classes/AudioStreamGenerator.xml
@@ -12098,7 +12254,7 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Plays back audio generated using [AudioStreamGenerator]."
-msgstr "播放使用[AudioStreamGenerator]生成的音频。"
+msgstr "播放使用 [AudioStreamGenerator] 生成的音频。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -12164,7 +12320,7 @@ msgstr "包含以字节为单位的音频数据。"
msgid ""
"If [code]true[/code], the stream will automatically loop when it reaches the "
"end."
-msgstr "如果[code]true[/code],当流到达末尾时将自动循环。"
+msgstr "如果为 [code]true[/code],当流到达末尾时将自动循环。"
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
@@ -12189,7 +12345,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid "Plays back audio non-positionally."
-msgstr "非定位地播放音频。"
+msgstr "播放音频,不考虑所处位置。"
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -12198,8 +12354,8 @@ msgid ""
"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
msgstr ""
"以非位置方式支持播放音频流。\n"
-"要在位置上播放音频,请使用[AudioStreamPlayer2D]或[AudioStreamPlayer3D]而不是"
-"[AudioStreamPlayer]。"
+"要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而"
+"不是 [AudioStreamPlayer]。"
#: doc/classes/AudioStreamPlayer.xml
msgid "Returns the position in the [AudioStream] in seconds."
@@ -12213,7 +12369,7 @@ msgstr "返回与此 [AudioStreamPlayer] 关联的 [AudioStreamPlayback] 对象
#: doc/classes/AudioStreamPlayer.xml
msgid "Plays the audio from the given [code]from_position[/code], in seconds."
-msgstr "从给定的 [code]from_position[/code] 播放音频,以秒为单位。"
+msgstr "从给定的位置 [code]from_position[/code] 播放音频,以秒为单位。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
@@ -12227,18 +12383,28 @@ msgstr "停止音频。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "If [code]true[/code], audio plays when added to scene tree."
-msgstr "为 [code]true[/code] 时在添加到场景树时播放音频。"
+msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "播放此音频的总线。"
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
+"这个音频在哪个总线上播放。\n"
+"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行"
+"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运"
+"行时无法解析,就会回退到 [code]\"Master\"[/code]。"
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"If the audio configuration has more than two speakers, this sets the target "
"channels. See [enum MixTarget] constants."
msgstr ""
-"如果音频配置有两个以上的扬声器,则设置目标通道。请参阅[enum MixTarget]常量。"
+"如果音频配置有两个以上的扬声器,则设置目标通道。见 [enum MixTarget] 常量。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
@@ -12250,19 +12416,19 @@ msgstr "音频的音高和节奏,作为音频样本的采样率的倍数。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
msgid "If [code]true[/code], audio is playing."
-msgstr "如果[code]true[/code],则播放音频。"
+msgstr "如果为 [code]true[/code],则播放音频。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "The [AudioStream] object to be played."
-msgstr "要播放的[AudioStream]对象。"
+msgstr "要播放的 [AudioStream] 对象。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[code]stream_paused[/code] to [code]false[/code]."
msgstr ""
-"如果 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/code] "
-"设置为 [code]false[/code] 来恢复播放。"
+"如果为 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/"
+"code] 设置为 [code]false[/code] 来恢复播放。"
#: doc/classes/AudioStreamPlayer.xml
msgid "Volume of sound, in dB."
@@ -12275,20 +12441,20 @@ msgstr "当音频停止播放时发出。"
#: doc/classes/AudioStreamPlayer.xml
msgid "The audio will be played only on the first channel."
-msgstr "音频将只在第一个频道播放。"
+msgstr "音频将只在第一个声道中播放。"
#: doc/classes/AudioStreamPlayer.xml
msgid "The audio will be played on all surround channels."
-msgstr "音频将在所有环绕声频道播放。"
+msgstr "音频将在所有环绕声声道中播放。"
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"The audio will be played on the second channel, which is usually the center."
-msgstr "音频将在第二通道,也就是通常的中央播放。"
+msgstr "音频将在第二个声道中播放,通常位于中央。"
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Plays positional sound in 2D space."
-msgstr "在 2D 空间中播放位置声音。"
+msgstr "在 2D 空间中播放与位置相关的声音。"
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
@@ -12300,26 +12466,26 @@ msgid ""
"audible to human hearing)."
msgstr ""
"播放音频,随着与屏幕中心的距离而减弱。\n"
-"参阅[AudioStreamPlayer]来播放非位置性的声音。\n"
-"[b]注意:[/b] 隐藏一个[AudioStreamPlayer2D]节点并不能禁用其音频输出。要暂时禁"
-"用[AudioStreamPlayer2D]的音频输出,请将[member volume_db]设置为一个非常低的"
-"值,如[code]-100[/code](人的听觉听不到)。"
+"参阅 [AudioStreamPlayer] 来播放非位置性的声音。\n"
+"[b]注意:[/b]隐藏一个 [AudioStreamPlayer2D] 节点并不能禁用其音频输出。要暂时"
+"禁用 [AudioStreamPlayer2D] 的音频输出,请将 [member volume_db] 设置为一个非常"
+"低的值,如[code]-100[/code](人的听觉听不到)。"
#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
msgid "Returns the position in the [AudioStream]."
-msgstr "返回[AudioStream]中的位置。"
+msgstr "返回 [AudioStream] 中的位置。"
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer2D]."
-msgstr "返回与该[AudioStreamPlayer2D]相关联的[AudioStreamPlayback]对象。"
+msgstr "返回与该 [AudioStreamPlayer2D] 相关联的 [AudioStreamPlayback] 对象。"
#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Plays the audio from the given position [code]from_position[/code], in "
"seconds."
-msgstr "从给定的位置[code]from_position[/code]播放音频,以秒为单位。"
+msgstr "从给定的位置 [code]from_position[/code] 播放音频,以秒为单位。"
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
@@ -12329,6 +12495,9 @@ msgid ""
"\"water\" area so that sounds played in the water are redirected through an "
"audio bus to make them sound like they are being played underwater."
msgstr ""
+"决定对混响及音频总线效果有影响的 [Area2D] 层。可使用区域对 [AudioStream] 进行"
+"重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放"
+"的声音重定向至单独的音频总线,让声音听起来像是在水下播放。"
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Dampens audio over distance with this as an exponent."
@@ -12344,7 +12513,7 @@ msgstr "基础音量,无衰减。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Plays positional sound in 3D space."
-msgstr "在 3D 空间中播放位置声音。"
+msgstr "在 3D 空间中播放与位置相关的声音。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -12368,7 +12537,7 @@ msgstr ""
"默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个[Listener]节"
"点,并通过对其调用[method Listener.make_current]来启用它,以改变。\n"
"参阅[AudioStreamPlayer]来播放非位置的声音。\n"
-"[b]注意:[/b] 隐藏一个[AudioStreamPlayer3D]节点并不能禁用其音频输出。要暂时禁"
+"[b]注意:[/b]隐藏一个[AudioStreamPlayer3D]节点并不能禁用其音频输出。要暂时禁"
"用[AudioStreamPlayer3D]的音频输出,请将[member unit_db]设置为一个非常低的值,"
"如[code]-100[/code](人的听觉听不到)。"
@@ -12376,7 +12545,7 @@ msgstr ""
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer3D]."
-msgstr "返回与该[AudioStreamPlayer3D]相关联的[AudioStreamPlayback]对象。"
+msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] 对象。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -12386,6 +12555,9 @@ msgid ""
"\"water\" area so that sounds played in the water are redirected through an "
"audio bus to make them sound like they are being played underwater."
msgstr ""
+"决定对混响及音频总线效果有影响的 [Area] 层。可使用区域对 [AudioStream] 进行重"
+"定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放的"
+"声音重定向至单独的音频总线,让声音听起来像是在水下播放。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -12414,12 +12586,22 @@ msgid ""
"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
"to scene tree."
msgstr ""
-"如果 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音"
+"如果为 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音"
"频。"
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
-msgstr "播放此音频的总线。"
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
+"播放音频的总线。\n"
+"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行"
+"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运"
+"行时无法解析,就会回退到 [code]\"Master\"[/code]。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -12442,7 +12624,7 @@ msgstr "音频到达相机的角度,不受衰减。"
msgid ""
"If [code]true[/code], the audio should be dampened according to the "
"direction of the sound."
-msgstr "如果[code]true[/code],则应根据声音的方向对音频进行衰减。"
+msgstr "如果为 [code]true[/code],则应根据声音的方向对音频进行衰减。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -12470,15 +12652,15 @@ msgstr "决定当音源超出 [member max_distance] 范围时,是否应该暂
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The [AudioStream] resource to be played."
-msgstr "要播放的[AudioStream]资源。"
+msgstr "要播放的 [AudioStream] 资源。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[member stream_paused] to [code]false[/code]."
msgstr ""
-"如果[code]true[/code],则播放会暂停。你可以通过设置[member stream_paused]为"
-"[code]false[/code]来恢复它。"
+"如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] "
+"设置为 [code]false[/code]来恢复它。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The base sound level unaffected by dampening, in decibels."
@@ -12510,7 +12692,7 @@ msgid ""
"greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
"sphere of a defined size."
msgstr ""
-"不会根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。 "
+"不会根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。"
"[constant ATTENUATION_DISABLED] 可以与大于 [code]0.0[/code] 的 [member "
"max_distance] 值结合使用,以实现线性衰减,限制在定义的球体大小。"
@@ -12556,7 +12738,7 @@ msgstr "每次开始时随机变换音高。"
#: doc/classes/AudioStreamRandomPitch.xml
msgid "The current [AudioStream]."
-msgstr "当前的[AudioStream]。"
+msgstr "当前的 [AudioStream]。"
#: doc/classes/AudioStreamRandomPitch.xml
msgid "The intensity of random pitch variation."
@@ -12564,7 +12746,7 @@ msgstr "随机音高变化的强度。"
#: doc/classes/AudioStreamSample.xml
msgid "Stores audio data loaded from WAV files."
-msgstr "存储从WAV文件加载的音频数据。"
+msgstr "存储从 WAV 文件加载的音频数据。"
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12588,10 +12770,10 @@ msgid ""
"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
"[code]path[/code] if it is missing."
msgstr ""
-"将AudioStreamSample作为WAV文件保存到[code]path[/code]。无法保存IMA ADPCM格式"
-"的样本。\n"
-"[b]注意:[/b]如果缺少[code].wav[/code]扩展名,则会自动将其附加到[code]path[/"
-"code]。"
+"将 AudioStreamSample 作为 WAV 文件保存到 [code]path[/code]。无法保存 IMA "
+"ADPCM 格式的样本。\n"
+"[b]注意:[/b]如果缺少 [code].wav[/code] 扩展名,则会自动将其附加到 "
+"[code]path[/code]。"
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12605,7 +12787,7 @@ msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "Audio format. See [enum Format] constants for values."
-msgstr "音频格式。参阅[enum Format]常量的值。"
+msgstr "音频格式。参阅 [enum Format] 常量的值。"
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12721,9 +12903,9 @@ msgid ""
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
"adding them as children."
msgstr ""
-"用于对当前屏幕显示进行后台缓冲的节点。 BackBufferCopy 节点中定义的区域与其覆"
-"盖屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本中"
-"使用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n"
+"用于对当前屏幕显示进行后台缓冲的节点。BackBufferCopy 节点中定义的区域与其覆盖"
+"屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本中使"
+"用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n"
"[b]注意:[/b]由于该节点继承自 [Node2D] 而非 [Control],锚点和边距将不会应用于"
"从 [Control] 派生的子节点。这在调整窗口大小时可能会出现问题。为避免这种情况,"
"请将 [Control] 派生节点添加为 BackBufferCopy 节点的[i]同级[/i],不要将它们添"
@@ -12731,7 +12913,7 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid "Buffer mode. See [enum CopyMode] constants."
-msgstr "缓冲区模式。参阅 [enum CopyMode] 常量。"
+msgstr "缓冲区模式。见 [enum CopyMode] 常量。"
#: doc/classes/BackBufferCopy.xml
msgid ""
@@ -12779,8 +12961,8 @@ msgstr ""
"[b]程序化生成:[/b] 烘焙光照贴图的功能只在编辑器中可用。也就是说,"
"[BakedLightmap] 不适合程序化生成、用户搭建的关卡。想要支持程序化生成或者用户"
"搭建关卡,请使用 [GIProbe]。\n"
-"[b]注意:[/b] 由于光照贴图的工作原理,大多数属性只有在光照贴图再次烘焙后才会"
-"看到效果。"
+"[b]注意:[/b]由于光照贴图的工作原理,大多数属性只有在光照贴图再次烘焙后才会看"
+"到效果。"
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12790,17 +12972,31 @@ msgid ""
"If no save path is provided it will try to match the path from the current "
"[member light_data]."
msgstr ""
-"烘焙光照贴图,从给定的[code]from_node[/code]根节点扫描,并将产生的"
-"[BakedLightmapData]保存在[code]data_save_path[/code]中。如果没有提供根节点,"
-"此节点的父节点将作为根节点。如果没有提供保存路径,将尝试匹配当前[member "
-"light_data]的路径。"
+"烘焙光照贴图,从给定的 [code]from_node[/code] 根节点扫描,并将产生的 "
+"[BakedLightmapData] 保存在 [code]data_save_path[/code] 中。如果没有提供根节"
+"点,此节点的父节点将作为根节点。如果没有提供保存路径,将尝试匹配当前 [member "
+"light_data] 的路径。"
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
-msgstr ""
-"启用后,光照贴图会将所有网格的纹理合并为一个大的分层纹理。 GLES2 不支持。"
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
+msgstr ""
+"如果为 [code]true[/code],光照贴图器会将所有网格的纹理合并为单个纹理或若干大"
+"型的分层纹理。如果为 [code]false[/code],各个网格有各自的光照贴图纹理,效率较"
+"低。\n"
+"[b]注意:[/b]只有 GLES3 支持光照贴图集的渲染,GLES2 [i]不支持[/i]。GLES3 和 "
+"GLES2 均支持非图集的光照贴图渲染。如果 [member ProjectSettings.rendering/"
+"quality/driver/fallback_to_gles2] 为 [code]true[/code],请考虑在烘焙光照贴图"
+"时将 [member atlas_generate] 设为 [code]false[/code],这样生成的光照贴图在 "
+"GLES3 和 GLES2 中均可用。"
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -12826,19 +13022,20 @@ msgid ""
"[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member "
"bounces] is set to a value greater than or equal to [code]1[/code]."
msgstr ""
-"每次反弹的能量乘数。较高的值将使间接照明更亮。 [code]1.0[/code] 的值表示与物"
-"理相一致的行为,但在使用少量反弹时,可以使用更高的值使间接照明传播更明显。这"
-"可用于通过降低[member bounces]的数量然后增加 [member bounce_indirect_energy] "
+"每次反弹的能量乘数。较高的值将使间接照明更亮。[code]1.0[/code] 的值表示与物理"
+"相一致的行为,但在使用少量反弹时,可以使用更高的值使间接照明传播更明显。这可"
+"用于通过降低 [member bounces] 的数量然后增加 [member bounce_indirect_energy] "
"来加快烘焙时间。与 [member BakedLightmapData.energy] 不同,此属性不会影响灯光"
-"节点、自发光材质和环境发出的直接光照。\n"
-"[b]注意:[/b] [member bounce_indirect_energy] 仅在[member bounces] 设置为大于"
-"或等于[code]1[/code]的值时有效。"
+"节点、发光材质和环境发出的直接光照。\n"
+"[b]注意:[/b][member bounce_indirect_energy] 仅在 [member bounces] 设置为大于"
+"等于 [code]1[/code] 的值时有效。"
#: doc/classes/BakedLightmap.xml
msgid ""
"Number of light bounces that are taken into account during baking. See also "
"[member bounce_indirect_energy]."
-msgstr "烘焙过程中考虑的光线反射次数。参阅 [member bounce_indirect_energy]。"
+msgstr ""
+"烘焙过程中考虑的光线反射次数。另请参阅 [member bounce_indirect_energy]。"
#: doc/classes/BakedLightmap.xml
msgid "Grid size used for real-time capture information on dynamic objects."
@@ -12854,7 +13051,6 @@ msgstr ""
"象。"
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid ""
"Bias value to reduce the amount of light propagation in the captured octree."
msgstr "偏置值,用于减少捕获的八叉树中的光传播量。"
@@ -12907,8 +13103,8 @@ msgid ""
"amount of light on all the lightmap texels. Can be used for artistic control "
"on shadow color."
msgstr ""
-"所有光照贴图纹理元素的最小环境光。这不考虑场景几何体的任何遮挡,它只是确保所"
-"有光照贴图纹理元素上的光量最小。可用于阴影颜色的艺术控制。"
+"所有光照贴图纹素的最小环境光。这不考虑场景几何体的任何遮挡,它只是确保所有光"
+"照贴图纹素上的光量最小。可用于阴影颜色的艺术控制。"
#: doc/classes/BakedLightmap.xml
msgid "Decides which environment to use during baking."
@@ -12934,14 +13130,13 @@ msgid "The calculated light data."
msgstr "计算出的光照数据。"
#: doc/classes/BakedLightmap.xml
-#, fuzzy
msgid ""
"Determines the amount of samples per texel used in indirect light baking. "
"The amount of samples for each quality level can be configured in the "
"project settings."
msgstr ""
-"决定在不正确的光照烘焙中每一个纹理元素的采样量。可以在项目设置中配置每个质量"
-"级别的采样量。"
+"决定在不正确的光照烘焙中每一个纹素的采样量。可以在项目设置中配置每个质量级别"
+"的采样量。"
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -13069,7 +13264,7 @@ msgid ""
msgstr ""
"烘焙和动态捕获对象的全局能量乘数。这可以在运行时更改,而无需再次烘焙光照贴"
"图。\n"
-"要仅调整间接照明的能量,即不影响直接照明或自发光材质,请调整 [member "
+"要仅调整间接照明的能量(即不影响直接照明或发光材质),请调整 [member "
"BakedLightmap.bounce_indirect_energy] 并再次烘焙光照贴图。"
#: doc/classes/BakedLightmapData.xml
@@ -13087,7 +13282,7 @@ msgid ""
"directly (it doesn't display anything). Other types of buttons inherit from "
"it."
msgstr ""
-"BaseButton是按钮的抽象基类,所以不应该直接使用它(它不显示任何东西)。其他类"
+"BaseButton 是按钮的抽象基类,所以不应该直接使用它(它不显示任何东西)。其他类"
"型的按钮都继承自它。"
#: doc/classes/BaseButton.xml
@@ -13101,7 +13296,7 @@ msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Called when the button is toggled (only if [member toggle_mode] is active)."
-msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动状态时)。"
+msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动状态时)。"
#: doc/classes/BaseButton.xml
msgid ""
@@ -13117,7 +13312,7 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the mouse has entered the button and has not "
"left it yet."
-msgstr "如果鼠标已进入按钮,且尚未离开,则返回[code]true[/code]。"
+msgstr "如果鼠标已进入按钮,且尚未离开,则返回 [code]true[/code]。"
#: doc/classes/BaseButton.xml
msgid ""
@@ -13128,10 +13323,10 @@ msgid ""
"[b]Note:[/b] This method doesn't unpress other buttons in its button [member "
"group]."
msgstr ""
-"改变按钮的[member pressed]状态,不触发[signal toggled]。当你只想改变按钮的状"
-"态而不发送按下事件时使用(例如,在初始化场景时)。只有当[member toggle_mode]"
-"是[code]true[/code]时才有效。\n"
-"[b]注意:[/b] 这个方法不会释放其按钮[member group] 中的其他按钮。"
+"改变按钮的 [member pressed] 状态,不触发 [signal toggled]。当你只想改变按钮的"
+"状态而不发送按下事件时使用(例如,在初始化场景时)。只有当 [member "
+"toggle_mode] 是 [code]true[/code] 时才有效。\n"
+"[b]注意:[/b]这个方法不会释放其按钮 [member group] 中的其他按钮。"
#: doc/classes/BaseButton.xml
msgid ""
@@ -13153,7 +13348,7 @@ msgstr ""
msgid ""
"If [code]true[/code], the button is in disabled state and can't be clicked "
"or toggled."
-msgstr "如果[code]true[/code],则该按钮处于禁用状态,无法点击或切换。"
+msgstr "如果为 [code]true[/code],则该按钮处于禁用状态,无法点击或切换。"
#: doc/classes/BaseButton.xml
msgid ""
@@ -13161,12 +13356,12 @@ msgid ""
"will be removed in Godot 4.0. This property no longer has any effect when "
"set. Please use [member Control.focus_mode] instead."
msgstr ""
-"[i]已弃用。[/i] 由于冗余,此属性已弃用,将在 Godot 4.0 中删除。此属性在设置后"
+"[i]已弃用。[/i]由于冗余,此属性已弃用,将在 Godot 4.0 中移除。此属性在设置后"
"不会有任何影响。请改用 [member Control.focus_mode]。"
#: doc/classes/BaseButton.xml
msgid "[ButtonGroup] associated to the button."
-msgstr "与按钮相关联的[ButtonGroup]。"
+msgstr "与按钮相关联的 [ButtonGroup]。"
#: doc/classes/BaseButton.xml
msgid ""
@@ -13176,7 +13371,8 @@ msgid ""
"Signals will be emitted at the same moment regardless of this property's "
"value."
msgstr ""
-"如果[code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状态。\n"
+"如果为 [code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状"
+"态。\n"
"[b]注意:[/b]该属性只影响按钮的视觉表现。无论该属性的值是多少,信号都会在同一"
"时刻发出。"
@@ -13189,7 +13385,7 @@ msgid ""
"emitted. If you want to change the pressed state without emitting that "
"signal, use [method set_pressed_no_signal]."
msgstr ""
-"如果 [code]true[/code],按钮为按下状态。表示按钮被按下或切换(如果 [member "
+"如果为 [code]true[/code],按钮为按下状态。表示按钮被按下或切换(如果 [member "
"toggle_mode] 处于激活状态)。仅当 [member toggle_mode] 为 [code]true[/code] "
"时才有效。\n"
"[b]注意:[/b]设置 [member pressed] 将导致 [signal toggled] 触发。如果你想在不"
@@ -13197,21 +13393,21 @@ msgstr ""
#: doc/classes/BaseButton.xml
msgid "[ShortCut] associated to the button."
-msgstr "与按钮相关联的[ShortCut]。"
+msgstr "与按钮相关联的 [ShortCut]。"
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button will add information about its shortcut in "
"the tooltip."
-msgstr "如果[code]true[/code],按钮将在工具提示中添加其快捷方式的信息。"
+msgstr "如果为 [code]true[/code],按钮将在工具提示中添加其快捷方式的信息。"
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button is in toggle mode. Makes the button flip "
"state between pressed and unpressed each time its area is clicked."
msgstr ""
-"如果[code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按下和"
-"未按下之间转换状态。"
+"如果为 [code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按"
+"下和未按下之间转换状态。"
#: doc/classes/BaseButton.xml
msgid "Emitted when the button starts being held down."
@@ -13241,14 +13437,14 @@ msgid ""
"(only if [member toggle_mode] is active). The new state is contained in the "
"[code]button_pressed[/code] argument."
msgstr ""
-"当按钮刚刚在按下和正常状态之间切换时发出(仅当[member toggle_mode]处于活动状态"
-"时)。新状态包含在[code]button_pressed[/code]参数中。"
+"当按钮刚刚在按下和正常状态之间切换时发出(仅当 [member toggle_mode] 处于活动"
+"状态时)。新状态包含在 [code]button_pressed[/code] 参数中。"
#: doc/classes/BaseButton.xml
msgid ""
"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
"buttons."
-msgstr "按钮的正常状态(即没有按下、没有悬停、没有切换和启用)。"
+msgstr "按钮的正常状态(即未按下、未悬停、未切换和启用)。"
#: doc/classes/BaseButton.xml
msgid "The state of buttons are pressed."
@@ -13278,7 +13474,7 @@ msgstr "要求按下后再释放,才算点击了按钮。"
#: doc/classes/Basis.xml
msgid "3×3 matrix datatype."
-msgstr "3×3矩阵数据类型。"
+msgstr "3×3 矩阵数据类型。"
#: doc/classes/Basis.xml
msgid ""
@@ -13293,26 +13489,25 @@ msgid ""
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
-"用于三维旋转和缩放的 3×3 矩阵。几乎总是用作变换的正交基。\n"
+"用于 3D 旋转和缩放的 3×3 矩阵。几乎总是用作变换的正交基。\n"
"包含 3 个向量字段 X、Y 和 Z 作为其列,通常被解释为变换的局部基向量。对于这种"
-"用途,它由一个缩放矩阵和一个旋转矩阵组成,依次为 (M=R.S)。\n"
-"也可以作为三维向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的"
+"用途,它依次由一个缩放矩阵和一个旋转矩阵组成(M=R.S)。\n"
+"也可以作为 3D 向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的"
"(由于缩放)。\n"
"更多信息请阅读文档中的《矩阵和变换》一文。"
#: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid "Matrices and transforms"
-msgstr ""
+msgstr "矩阵与变换"
#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
-#, fuzzy
msgid "Using 3D transforms"
-msgstr "使用 3D 变换时使用此选项。"
+msgstr "使用 3D 变换"
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Matrix Transform Demo"
-msgstr ""
+msgstr "矩阵变换演示"
#: doc/classes/Basis.xml doc/classes/CylinderShape.xml
#: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml
@@ -13324,12 +13519,12 @@ msgstr ""
#: doc/classes/TextureRect.xml doc/classes/Thread.xml
#: doc/classes/VBoxContainer.xml
msgid "3D Voxel Demo"
-msgstr ""
+msgstr "3D 体素演示"
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml
msgid "2.5D Demo"
-msgstr ""
+msgstr "2.5D 演示"
#: doc/classes/Basis.xml
msgid "Constructs a pure rotation basis matrix from the given quaternion."
@@ -13350,11 +13545,11 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
-"构造一个纯旋转的基矩阵,围绕给定的 [code]axis[/code] 旋转 [code]phi[/code] 个"
-"弧度。轴必须是归一化向量。"
+"构造一个纯旋转的基矩阵,围绕给定的轴 [code]axis[/code] 旋转 [code]angle[/"
+"code](单位为弧度)。该轴必须是归一化向量。"
#: doc/classes/Basis.xml
msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
@@ -13439,22 +13634,23 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
-"围绕给定轴线引入一个额外的旋转phi(弧度)。该轴必须是一个归一化的向量。"
+"围绕给定轴线引入一个额外的旋转 [code]angle[/code](单位为弧度)。该轴必须是一"
+"个归一化的向量。"
#: doc/classes/Basis.xml
msgid ""
"Introduce an additional scaling specified by the given 3D scaling factor."
-msgstr "引入一个由给定的3D缩放因子指定的附加缩放。"
+msgstr "引入一个由给定的 3D 缩放因子指定的附加缩放。"
#: doc/classes/Basis.xml
msgid ""
"Assuming that the matrix is a proper rotation matrix, slerp performs a "
"spherical-linear interpolation with another rotation matrix."
msgstr ""
-"假设该矩阵是一个合适的旋转矩阵,slerp与另一个旋转矩阵进行球面直线插值。"
+"假设该矩阵是一个合适的旋转矩阵,slerp 与另一个旋转矩阵进行球面直线插值。"
#: doc/classes/Basis.xml
msgid "Transposed dot product with the X axis of the matrix."
@@ -13474,7 +13670,7 @@ msgstr "返回矩阵的转置版本。"
#: doc/classes/Basis.xml
msgid "Returns a vector transformed (multiplied) by the matrix."
-msgstr "返回一个被矩阵转换(乘法)的向量。"
+msgstr "返回一个被矩阵变换(乘法)的向量。"
#: doc/classes/Basis.xml
msgid ""
@@ -13489,7 +13685,7 @@ msgstr ""
msgid ""
"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
"code]."
-msgstr "基矩阵的 X 向量(第 0 列)。等效于数组索引 [code]0[/code]。"
+msgstr "基矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。"
#: doc/classes/Basis.xml doc/classes/Transform2D.xml
msgid ""
@@ -13552,6 +13748,9 @@ msgid ""
"are being converted into white pixels, and [code]false[/code] bits into "
"black."
msgstr ""
+"返回与该位图尺寸一致的图像,格式 [enum Image.Format] 为 [code]FORMAT_L8[/"
+"code]。该位图中为 [code]true[/code] 的位会被转为白色像素,为 [code]false[/"
+"code] 的位会被转为黑色像素。"
#: doc/classes/BitMap.xml
msgid ""
@@ -13566,8 +13765,8 @@ msgid ""
"code] in other case."
msgstr ""
"创建一个与给定图像尺寸相匹配的位图,如果图像在该位置的 Alpha 值等于 "
-"[code]threshold[/code] 或更小,则位图的每个元素都设置为[code]false[/code],其"
-"他情况下为[code]true[/code]。"
+"[code]threshold[/code] 或更小,则位图的每个元素都设置为 [code]false[/code],"
+"其他情况下为 [code]true[/code]。"
#: doc/classes/BitMap.xml
msgid "Returns bitmap's value at the specified position."
@@ -13580,7 +13779,7 @@ msgstr "返回位图的尺寸。"
#: doc/classes/BitMap.xml
msgid ""
"Returns the amount of bitmap elements that are set to [code]true[/code]."
-msgstr "返回设置为[code]true[/code]的位图元素的数量。"
+msgstr "返回设置为 [code]true[/code]的位图元素的数量。"
#: doc/classes/BitMap.xml
msgid ""
@@ -13596,9 +13795,8 @@ msgstr ""
"grow_mask] 影响。"
#: doc/classes/BitMap.xml
-#, fuzzy
msgid "Resizes the image to [code]new_size[/code]."
-msgstr "使用颜色 [code]color[/code] 填充图像。"
+msgstr "将图像修改为新尺寸 [code]new_size[/code]。"
#: doc/classes/BitMap.xml
msgid ""
@@ -13625,8 +13823,8 @@ msgid ""
"Supports distance fields. For using vector font files like TTF directly, see "
"[DynamicFont]."
msgstr ""
-"使用 [code]*.fnt[/code] 包含纹理图库的字体来渲染文本。支持距离字段。关于直接"
-"使用 TTF 等矢量字体文件,请参阅 [DynamicFont]。"
+"使用 [code]*.fnt[/code] 包含纹理图库的字体来渲染文本。支持距离场。关于直接使"
+"用 TTF 等矢量字体文件,请参阅 [DynamicFont]。"
#: doc/classes/BitmapFont.xml
msgid ""
@@ -13636,10 +13834,10 @@ msgid ""
"alignment for the character and [code]advance[/code] is the (optional) "
"advance."
msgstr ""
-"添加一个字符到字体中,其中[code]character[/code]是Unicode值,[code]texture[/"
-"code]是纹理索引,[code]rect[/code]是纹理中的区域(以像素为单位!),"
-"[code]align[/code]是字符的对齐方式(可选),[code]advance[/code]是前进方式"
-"(可选)。"
+"添加一个字符到字体中,其中 [code]character[/code] 是 Unicode值,"
+"[code]texture[/code] 是纹理索引,[code]rect[/code] 是纹理中的区域(以像素为单"
+"位!),[code]align[/code] 是字符的对齐方式(可选),[code]advance[/code] 是"
+"步进长度(可选)。"
#: doc/classes/BitmapFont.xml
msgid ""
@@ -13651,7 +13849,7 @@ msgstr ""
#: doc/classes/BitmapFont.xml
msgid "Adds a texture to the [BitmapFont]."
-msgstr "为[BitmapFont]添加一个纹理。"
+msgstr "为 [BitmapFont] 添加一个纹理。"
#: doc/classes/BitmapFont.xml
msgid "Clears all the font data and settings."
@@ -13668,11 +13866,11 @@ msgstr "返回字偶的差值。"
#: doc/classes/BitmapFont.xml
msgid "Returns the font atlas texture at index [code]idx[/code]."
-msgstr "返回位于索引[code]idx[/code]处的字体Atlas纹理。"
+msgstr "返回位于索引 [code]idx[/code] 处的字体 Atlas 纹理。"
#: doc/classes/BitmapFont.xml
msgid "Returns the number of textures in the BitmapFont atlas."
-msgstr "返回BitmapFont图谱中纹理的数量。"
+msgstr "返回 BitmapFont 图谱中纹理的数量。"
#: doc/classes/BitmapFont.xml
msgid "Ascent (number of pixels above the baseline)."
@@ -13680,7 +13878,7 @@ msgstr "上升(基线以上的像素数)。"
#: doc/classes/BitmapFont.xml
msgid "If [code]true[/code], distance field hint is enabled."
-msgstr "如果[code]true[/code],则启用距离字段提示。"
+msgstr "如果为 [code]true[/code],则启用距离场提示。"
#: doc/classes/BitmapFont.xml
msgid "The fallback font."
@@ -13717,12 +13915,12 @@ msgstr ""
#: doc/classes/Bone2D.xml
msgid "Stores the node's current transforms in [member rest]."
-msgstr "将节点当前的变换存储在[member rest]中。"
+msgstr "将节点当前的变换存储在 [member rest] 中。"
#: doc/classes/Bone2D.xml
msgid ""
"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
-msgstr "返回节点的索引,作为整个骨架的一部分。参阅[Skeleton2D]。"
+msgstr "返回节点在整个骨架中的索引号。见 [Skeleton2D]。"
#: doc/classes/Bone2D.xml
msgid ""
@@ -13742,11 +13940,11 @@ msgid ""
"Rest transform of the bone. You can reset the node's transforms to this "
"value using [method apply_rest]."
msgstr ""
-"骨骼的静止变换。您可以使用[method apply_rest]将节点的变换重置为这个值。"
+"骨骼的放松变换。您可以使用 [method apply_rest] 将节点的变换重置为这个值。"
#: doc/classes/BoneAttachment.xml
msgid "A node that will attach to a bone."
-msgstr "一个会附着在骨骼上的节点。"
+msgstr "会附着在骨骼上的节点。"
#: doc/classes/BoneAttachment.xml
msgid ""
@@ -13754,7 +13952,7 @@ msgid ""
"for this node to attach to. The BoneAttachment node will copy the transform "
"of the selected bone."
msgstr ""
-"此节点必须是 [Skeleton] 节点的子节点。然后,你可以为此节点选择要附加的骨骼。 "
+"此节点必须是 [Skeleton] 节点的子节点。然后,你可以为此节点选择要附加的骨骼。"
"BoneAttachment 节点将拷贝所选骨骼的变换。"
#: doc/classes/BoneAttachment.xml
@@ -13814,13 +14012,13 @@ msgid ""
" can_shoot = true\n"
"[/codeblock]"
msgstr ""
-"布尔是内置类型。有两个布尔值。[code]true[/code]和[code]false[/code]。你可以把"
-"它想象成有开或关状态的开关(1或0)。布尔在编程中用于条件语句的逻辑,如"
-"[code]if[/code]语句。\n"
-"布尔可以直接用于[code]if[/code]语句中。下面的代码在[code]if can_shoot:[/code]"
-"行中演示了这一点。你不需要使用[code]==true[/code],你只需要[code]if "
-"can_shoot:[/code]。同样地,使用[code]if not can_shoot:[/code]而不是[code]== "
-"false[/code]。\n"
+"布尔是内置类型。布尔值有两个:[code]true[/code] 和 [code]false[/code]。你可以"
+"把它想象成开关(1 或 0)。布尔在编程中用于条件语句的逻辑,如 [code]if[/code] "
+"语句。\n"
+"布尔可以直接用于 [code]if[/code] 语句中。下面的代码在 [code]if can_shoot:[/"
+"code] 行中对此进行了演示。你不需要使用 [code]== true[/code],你只需要 "
+"[code]if can_shoot:[/code]。同样地,请使用 [code]if not can_shoot:[/code] 而"
+"不是 [code]== false[/code]。\n"
"[codeblock]\n"
"var can_shoot = true\n"
"\n"
@@ -13829,9 +14027,9 @@ msgstr ""
" pass # 在此执行射击。\n"
"[/codeblock]\n"
"下面的代码只有在两个条件都满足的情况下才会产生子弹:动作“shoot”被按下,并且如"
-"果[code]can_shoot[/code]是[code]true[/code]。\n"
-"[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code]也是一个布尔值,"
-"当“shoot”被按下时为[code]true[/code],当“shoot”没有被按下时为[code]false[/"
+"果 [code]can_shoot[/code] 为 [code]true[/code]。\n"
+"[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code] 也是一个布尔值,"
+"当“shoot”被按下时为 [code]true[/code],当“shoot”没有被按下时为 [code]false[/"
"code]。\n"
"[codeblock]\n"
"var can_shoot = true\n"
@@ -13840,8 +14038,8 @@ msgstr ""
" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
" create_bullet()\n"
"[/codeblock]\n"
-"下面的代码将把[code]can_shoot[/code]设置为[code]false[/code]并启动一个定时"
-"器。这将阻止玩家射击,直到定时器用完。然后[code]can_shoot[/code]设置为"
+"下面的代码将把 [code]can_shoot[/code] 设置为 [code]false[/code] 并启动一个定"
+"时器。这将阻止玩家射击,直到定时器用完。然后将 [code]can_shoot[/code] 设置为 "
"[code]true[/code],再次允许玩家进行射击。\n"
"[codeblock]\n"
"var can_shoot = true\n"
@@ -13940,14 +14138,14 @@ msgstr "3D 盒子形状,可以是 [PhysicsBody] 或 [Area] 的子项。"
#: doc/classes/RigidBody.xml doc/classes/SphereShape.xml
#: doc/classes/StaticBody.xml
msgid "3D Physics Tests Demo"
-msgstr ""
+msgstr "3D 物理测试演示"
#: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml
#: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml
#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml
#: doc/classes/MeshLibrary.xml
msgid "3D Kinematic Character Demo"
-msgstr ""
+msgstr "3D 动力学角色演示"
#: doc/classes/BoxShape.xml
msgid ""
@@ -13999,8 +14197,8 @@ msgstr ""
"按钮像所有控件节点一样,也可以在编辑器中创建,但在某些情况下可能需要从代码中"
"创建。\n"
"参阅 [BaseButton],其中包括与此节点相关的通用属性和方法。\n"
-"[b]注意:[/b] 按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间"
-"只能按下一个按钮。将 [TouchScreenButton] 用于触发游戏移动或动作的按钮,因为 "
+"[b]注意:[/b]按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间只"
+"能按下一个按钮。将 [TouchScreenButton] 用于触发游戏移动或动作的按钮,因为 "
"[TouchScreenButton] 支持多点触控。"
#: doc/classes/Button.xml doc/classes/Dictionary.xml
@@ -14008,7 +14206,7 @@ msgstr ""
#: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml
#: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml
msgid "OS Test Demo"
-msgstr ""
+msgstr "操作系统测试演示"
#: doc/classes/Button.xml
msgid ""
@@ -14053,6 +14251,8 @@ msgid ""
"button. Uses the same [enum TextAlign] constants as the text alignment. If "
"centered, text will draw on top of the icon."
msgstr ""
+"指定图标应该在按钮上左对齐、右对齐、还是居中。请使用与文本对齐相同的 [enum "
+"TextAlign] 常量。如果居中,文本将绘制在图标上。"
#: doc/classes/Button.xml doc/classes/LinkButton.xml
msgid "The button's text that will be displayed inside the button's area."
@@ -14072,11 +14272,11 @@ msgstr "将文本向右对齐。"
#: doc/classes/Button.xml
msgid "Default text [Color] of the [Button]."
-msgstr "[Button]的默认文本[Color]。"
+msgstr "[Button] 的默认文本 [Color]。"
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is disabled."
-msgstr "禁用[Button]时使用的文本[Color]。"
+msgstr "禁用 [Button] 时使用的文本 [Color]。"
#: doc/classes/Button.xml
msgid ""
@@ -14084,12 +14284,12 @@ msgid ""
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"当[Button]获得焦点时使用的文本[Color]。只取代按钮的正常文本颜色。禁用、悬停和"
-"按下状态优先于这个颜色。"
+"当 [Button] 获得焦点时使用的文本 [Color]。只取代按钮的正常文本颜色。禁用、悬"
+"停和按下状态优先于这个颜色。"
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is being hovered."
-msgstr "悬停[Button]时使用的文本[Color]。"
+msgstr "悬停 [Button] 时使用的文本 [Color]。"
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is being pressed."
@@ -14097,11 +14297,11 @@ msgstr "正在按下 [Button] 时使用的文本 [Color] 。"
#: doc/classes/Button.xml
msgid "The horizontal space between [Button]'s icon and text."
-msgstr "[Button]的图标和文本之间的水平间距。"
+msgstr "[Button] 的图标和文本之间的水平间距。"
#: doc/classes/Button.xml
msgid "[Font] of the [Button]'s text."
-msgstr "[Button]文本的[Font]。"
+msgstr "[Button] 文本的 [Font]。"
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is disabled."
@@ -14113,20 +14313,20 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
-"当[Button]获得焦点时使用的[StyleBox]。它显示在当前的[StyleBox]之上,所以使用"
-"[StyleBoxEmpty]只是禁用焦点视觉效果。"
+"当 [Button] 获得焦点时使用的 [StyleBox]。它显示在当前的 [StyleBox] 之上,所以"
+"使用 [StyleBoxEmpty] 只是禁用焦点视觉效果。"
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is being hovered."
-msgstr "悬停[Button]时使用的[StyleBox]。"
+msgstr "悬停 [Button] 时使用的 [StyleBox]。"
#: doc/classes/Button.xml
msgid "Default [StyleBox] for the [Button]."
-msgstr "[Button]的默认[StyleBox]。"
+msgstr "[Button] 的默认 [StyleBox]。"
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is being pressed."
-msgstr "按下[Button]时使用的[StyleBox]。"
+msgstr "按下 [Button] 时使用的 [StyleBox]。"
#: doc/classes/ButtonGroup.xml
msgid "Group of Buttons."
@@ -14146,8 +14346,8 @@ msgid ""
"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
"[member BaseButton.group])."
msgstr ""
-"返回一个[Button]的[Array],这些[Button]的[ButtonGroup]都有这个功能(参阅"
-"[member BaseButton.group])。"
+"返回一个 [Button] 的 [Array],这些 [Button] 的 [ButtonGroup] 都有这个功能"
+"(见 [member BaseButton.group])。"
#: doc/classes/ButtonGroup.xml
msgid "Returns the current pressed button."
@@ -14157,6 +14357,39 @@ msgstr "返回当前按下的按钮。"
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "当该组中的一个按钮被按下时触发。"
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr "在可选的延迟之后调用指定的方法。"
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+"[CallbackTweener] 可用于在补间序列中调用方法。更多用法信息请参阅 [method "
+"SceneTreeTween.tween_callback]。\n"
+"[b]注意:[/b]创建 [CallbackTweener] 的唯一正确方法是 [method SceneTreeTween."
+"tween_callback]。任何手动创建的 [CallbackTweener] 都无法正常工作。"
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+"让该回调延迟给定的时间,单位为秒。示例:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) # 会在 2 秒后调用 "
+"queue_free()\n"
+"[/codeblock]"
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr "相机节点,会从某个角度进行显示。"
@@ -14172,9 +14405,9 @@ msgid ""
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
"相机是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 [Viewport] "
-"节点中注册自己(当树上行)。每个视窗只能激活一个相机。如果在树上没有可用的视"
-"窗,相机将在全局视窗中注册。换句话说,相机只是为 [Viewport] 提供3D显示能力,"
-"如果没有,则无法显示在该 [Viewport] 或更高视窗中注册的场景。"
+"节点中注册自己(当树上行)。每个视区只能激活一个相机。如果在树上没有可用的视"
+"区,相机将在全局视区中注册。换句话说,相机只是为 [Viewport] 提供 3D 显示能"
+"力,如果没有,则无法显示在该 [Viewport] 或更高视区中注册的场景。"
#: doc/classes/Camera.xml
msgid ""
@@ -14196,17 +14429,17 @@ msgid ""
"to the position and orientation of the camera by subclassed cameras such as "
"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
msgstr ""
-"返回相机的变换加上垂直[member v_offset]和水平[member h_offset]的偏移量;以及"
-"由子类相机如[ClippedCamera]、[InterpolatedCamera]和[ARVRCamera]对相机的位置和"
-"方向做出的任何其他调整。"
+"返回相机的变换加上垂直 [member v_offset] 和水平 [member h_offset] 的偏移量;"
+"以及由子类相机如 [ClippedCamera]、[InterpolatedCamera] 和 [ARVRCamera] 对相机"
+"的位置和方向做出的任何其他调整。"
#: doc/classes/Camera.xml
msgid ""
"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
"cull_mask] is enabled, [code]false[/code] otherwise."
msgstr ""
-"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回[code]true[/"
-"code],否则返回[code]false[/code]。"
+"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回 [code]true[/"
+"code],否则返回 [code]false[/code]。"
#: doc/classes/Camera.xml
msgid ""
@@ -14223,8 +14456,8 @@ msgid ""
"[b]Note:[/b] A position which returns [code]false[/code] may still be "
"outside the camera's field of view."
msgstr ""
-"如果给定的位置在相机后面,返回[code]true[/code]。\n"
-"[b]注意:[/b] 返回[code]false[/code]的位置可能仍然在相机的视野之外。"
+"如果给定的位置在相机后面,返回 [code]true[/code]。\n"
+"[b]注意:[/b]返回 [code]false[/code]的位置可能仍然在相机的视野之外。"
#: doc/classes/Camera.xml
msgid ""
@@ -14232,8 +14465,8 @@ msgid ""
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
-"使此相机成为[Viewport]的当前相机(见类的说明)。如果相机节点在场景树之外,一"
-"旦添加,它将尝试成为当前相机。"
+"使此相机成为 [Viewport] 的当前相机(见类的说明)。如果相机节点在场景树之外,"
+"一旦添加,它将尝试成为当前相机。"
#: doc/classes/Camera.xml
msgid ""
@@ -14256,22 +14489,22 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
-"返回世界空间中的法线向量,即相机投影在[Viewport]矩形上投影一个点的结果。这对"
-"于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
+"返回世界空间中的法线向量,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结"
+"果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
-"返回世界空间中的 3D 坐标,即相机投影在 [Viewport] 矩形上投影一个点的结果。这"
-"对于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
+"返回世界空间中的 3D 坐标,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结"
+"果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
#: doc/classes/Camera.xml
msgid ""
@@ -14299,7 +14532,7 @@ msgid ""
msgstr ""
"通过在世界空间单位中指定 [code]size[/code] 和 [code]z_near[/code] 和 "
"[code]z_far[/code] 剪裁平面,将相机投影设置为正交模式,请参阅 [constant "
-"PROJECTION_ORTHOGONAL]。 (提示:2D 游戏经常使用这种投影,以像素为单位指定"
+"PROJECTION_ORTHOGONAL]。(提示:2D 游戏经常使用这种投影,以像素为单位指定"
"值。)"
#: doc/classes/Camera.xml
@@ -14309,8 +14542,8 @@ msgid ""
"angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
"planes in world space units."
msgstr ""
-"将摄像机的投影设置为透视模式,参阅[constant PROJECTION_PERSPECTIVE]),指定"
-"[code]fov[/code] 视野角度,单位度,以及世界空间单位的[code]z_near[/code]和"
+"将摄像机的投影设置为透视模式(见 [constant PROJECTION_PERSPECTIVE]),指定 "
+"[code]fov[/code] 视野角度,单位为度,以及世界空间单位的[code]z_near[/code]和"
"[code]z_far[/code]裁剪平面。"
#: doc/classes/Camera.xml
@@ -14329,12 +14562,12 @@ msgid ""
"unproject_position(global_transform.origin)\n"
"[/codeblock]"
msgstr ""
-"返回[Viewport]矩形中的2D坐标,该坐标映射到世界空间中给定的3D点。\n"
-"[b]注意:[/b]当使用它来定位3D视窗上的GUI元素时,如果3D点在相机后面,请使用"
-"[method is_position_behind]来防止它们显示。\n"
+"返回 [Viewport] 矩形中的 2D 坐标,该坐标映射到世界空间中给定的 3D 点。\n"
+"[b]注意:[/b]当使用它来定位 3D 视区上的 GUI 元素时,如果 3D 点在相机后面,请"
+"使用 [method is_position_behind] 来防止它们显示。\n"
"[codeblock]\n"
-"# 这个代码块是继承自Spatial的脚本的一部分。\n"
-"# `control`是对继承自Control的节点的引用。\n"
+"# 这个代码块是继承自 Spatial 的脚本的一部分。\n"
+"# `control`是对继承自 Control 的节点的引用。\n"
"control.visible = not get_viewport().get_camera()."
"is_position_behind(global_transform.origin)\n"
"control.rect_position = get_viewport().get_camera()."
@@ -14349,8 +14582,13 @@ msgstr "描述此相机渲染哪些 3D 渲染层的剔除掩码。"
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
-msgstr "如果[code]true[/code],则说明祖级的[Viewport]当前正在使用这个摄像头。"
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
+msgstr ""
#: doc/classes/Camera.xml
msgid ""
@@ -14364,17 +14602,17 @@ msgid ""
"Perspective menu in the top-left corner of the 3D viewport and toggle "
"[b]Enable Doppler[/b]."
msgstr ""
-"如果不是[constant DOPPLER_TRACKING_DISABLED],此相机将模拟[url=https://en."
-"wikipedia.org/wiki/Doppler_effect]多普勒效果[/url]的对象在特定"
-"[code]_process[/code]方法中的变化。多普勒效果只对[member AudioStreamPlayer3D."
-"doppler_tracking]设置为[constant AudioStreamPlayer3D."
-"DOPPLER_TRACKING_DISABLED]以外的值的[AudioStreamPlayer3D]节点进行模拟。\n"
-"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用三维视窗左上角的透视菜单,并"
+"如果不是 [constant DOPPLER_TRACKING_DISABLED],此相机将模拟[url=https://en."
+"wikipedia.org/wiki/Doppler_effect]多普勒效果[/url]的对象在特定 "
+"[code]_process[/code] 方法中的变化。多普勒效果只对 [member "
+"AudioStreamPlayer3D.doppler_tracking] 设置为 [constant AudioStreamPlayer3D."
+"DOPPLER_TRACKING_DISABLED] 以外的值的 [AudioStreamPlayer3D] 节点进行模拟。\n"
+"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用 3D 视区左上角的透视菜单,并"
"切换为[b]启用多普勒[/b]。"
#: doc/classes/Camera.xml
msgid "The [Environment] to use for this camera."
-msgstr "此相机要使用的[Environment]。"
+msgstr "此相机要使用的 [Environment]。"
#: doc/classes/Camera.xml
msgid ""
@@ -14396,7 +14634,7 @@ msgid ""
msgstr ""
"相机的视野角度,以度为单位。仅适用于透视模式。由于 [member keep_aspect] 锁定"
"一个轴,因此 [code]fov[/code] 设置另一个轴的视角。\n"
-"作为参考,默认的垂直视野值 ([code]70.0[/code]) 等效于以下水平 FOV:\n"
+"作为参考,默认的垂直视野值([code]70.0[/code])相当于以下水平 FOV:\n"
"- 在 4:3 视窗中约86.07 度\n"
"- 在 16:10 视窗中约 96.50 度\n"
"- 在 16:9 视窗中约102.45 度\n"
@@ -14420,8 +14658,8 @@ msgid ""
"The axis to lock during [member fov]/[member size] adjustments. Can be "
"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
msgstr ""
-"在[member fov]/[member size]调整时要锁定的轴。可以是[constant KEEP_WIDTH]或"
-"[constant KEEP_HEIGHT]。"
+"在 [member fov]/[member size] 调整时要锁定的轴。可以是 [constant KEEP_WIDTH] "
+"或 [constant KEEP_HEIGHT]。"
#: doc/classes/Camera.xml
msgid ""
@@ -14435,17 +14673,17 @@ msgid ""
"objects' Z distance from the camera's local space scales their perceived "
"size."
msgstr ""
-"相机的投影模式。在[constant PROJECTION_PERSPECTIVE]模式下,物体与相机局部空间"
-"的Z距离会影响其感知的大小。"
+"相机的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物体与相机局部空"
+"间的Z距离会影响其感知的大小。"
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
-"相机的尺寸,以1/2的宽度或高度测量。仅适用于正交模式。由于[member keep_aspect]"
-"锁定在轴上,因此[code]size[/code]设置其他轴的尺寸长度。"
+"相机的尺寸,以 1/2 的宽度或高度为单位。仅适用于正交及视锥模式。由于 [member "
+"keep_aspect] 锁定在轴上,因此 [code]size[/code] 设置其他轴的尺寸长度。"
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
@@ -14468,8 +14706,8 @@ msgid ""
"Frustum projection. This mode allows adjusting [member frustum_offset] to "
"create \"tilted frustum\" effects."
msgstr ""
-"Frustum投影。通过该模式可以调整[member frustum_offset]来创建 \"tilted "
-"frustum \"效果。"
+"Frustum 投影。通过该模式可以调整 [member frustum_offset] 来创建“tilted "
+"frustum”效果。"
#: doc/classes/Camera.xml
msgid ""
@@ -14477,8 +14715,8 @@ msgid ""
"usually the best option for projects running in portrait mode, as taller "
"aspect ratios will benefit from a wider vertical FOV."
msgstr ""
-"保留水平长宽比,也称为Vert-缩放。这通常是在纵向模式下运行的项目的最佳选择,因"
-"为较高的纵横比将从更宽的垂直视场中受益。"
+"保留水平长宽比,也称为 Vert- 缩放。这通常是在纵向模式下运行的项目的最佳选择,"
+"因为较高的纵横比将从更宽的垂直视场中受益。"
#: doc/classes/Camera.xml
msgid ""
@@ -14525,7 +14763,7 @@ msgstr ""
#: doc/classes/Camera2D.xml
msgid "Camera node for 2D scenes."
-msgstr "二维场景的相机节点。"
+msgstr "2D 场景的相机节点。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14555,12 +14793,12 @@ msgstr ""
#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Isometric Demo"
-msgstr ""
+msgstr "2D 等轴测演示"
#: doc/classes/Camera2D.xml doc/classes/Environment.xml
#: doc/classes/WorldEnvironment.xml
msgid "2D HDR Demo"
-msgstr ""
+msgstr "2D HDR 演示"
#: doc/classes/Camera2D.xml
msgid "Aligns the camera to the tracked node."
@@ -14570,7 +14808,7 @@ msgstr "将相机与跟踪的节点对齐。"
msgid ""
"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
"assigned camera."
-msgstr "从父级[Viewport]的内部当前分配的相机中删除任何[Camera2D]。"
+msgstr "从父级 [Viewport] 的内部当前分配的相机中移除任何 [Camera2D]。"
#: doc/classes/Camera2D.xml
msgid "Forces the camera to update scroll immediately."
@@ -14605,22 +14843,22 @@ msgid ""
"Returns the specified margin. See also [member drag_margin_bottom], [member "
"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
msgstr ""
-"返回指定的边距。另请参阅[member drag_margin_bottom],[member "
-"drag_margin_top],[member drag_margin_left]和[member drag_margin_right]。"
+"返回指定的边距。另请参阅 [member drag_margin_bottom]、[member "
+"drag_margin_top]、[member drag_margin_left] 和 [member drag_margin_right]。"
#: doc/classes/Camera2D.xml
msgid ""
"Returns the specified camera limit. See also [member limit_bottom], [member "
"limit_top], [member limit_left], and [member limit_right]."
msgstr ""
-"返回指定的相机限制。请参阅 [member limit_bottom]、[member limit_top]、"
-"[member limit_left]和[member limit_right]。"
+"返回指定的相机限制。另请参阅 [member limit_bottom]、[member limit_top]、"
+"[member limit_left] 和 [member limit_right]。"
#: doc/classes/Camera2D.xml
msgid ""
"Make this the current 2D camera for the scene (viewport and layer), in case "
"there are many cameras in the scene."
-msgstr "使之成为场景(视窗和图层)的当前2D相机,以防场景中有很多相机。"
+msgstr "使之成为场景(视窗和图层)的当前 2D 相机,以防场景中有很多相机。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14638,7 +14876,7 @@ msgid ""
"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
msgstr ""
"设置指定的边距。另请参阅 [member drag_margin_bottom]、[member "
-"drag_margin_top]、[member drag_margin_left]和 [member drag_margin_right]。"
+"drag_margin_top]、[member drag_margin_left] 和 [member drag_margin_right]。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14646,11 +14884,11 @@ msgid ""
"limit_top], [member limit_left], and [member limit_right]."
msgstr ""
"设置指定的相机限制。另请参阅 [member limit_bottom]、[member limit_top]、"
-"[member limit_left]和[member limit_right]。"
+"[member limit_left] 和 [member limit_right]。"
#: doc/classes/Camera2D.xml
msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
-msgstr "Camera2D的锚点。参阅[enum AnchorMode]常量。"
+msgstr "Camera2D 的锚点。见 [enum AnchorMode] 常量。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14658,8 +14896,8 @@ msgid ""
"Only one camera can be current, so setting a different camera [code]current[/"
"code] will disable this one."
msgstr ""
-"如果 [code]true[/code],相机是当前场景的活动相机。当前只能有一台相机,所以设"
-"置不同的相机[code]current[/code]将禁用这台相机。"
+"如果为 [code]true[/code],相机是当前场景的活动相机。当前只能有一台相机,所以"
+"设置不同的相机[code]current[/code]将禁用这台相机。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14674,7 +14912,8 @@ msgid ""
"Bottom margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
-"拖动相机所需的底边距。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。"
+"拖动相机所需的底边距。值为 [code]1[/code] 时,相机仅在到达屏幕边缘时才会移"
+"动。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14682,29 +14921,32 @@ msgid ""
"drag margins. If [code]false[/code], the camera moves horizontally "
"regardless of margins."
msgstr ""
-"如果 [code]true[/code],相机仅在达到水平拖动边距时才移动。如果[code]false[/"
-"code],相机会水平移动而不管边距。"
+"如果为 [code]true[/code],相机仅在达到水平拖动边距时才移动。如果为 "
+"[code]false[/code],相机会水平移动而不管边距。"
#: doc/classes/Camera2D.xml
msgid ""
"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
-"拖动相机所需的左边缘。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。"
+"拖动相机所需的左边缘。值为 [code]1[/code] 时,相机仅在到达屏幕边缘时才会移"
+"动。"
#: doc/classes/Camera2D.xml
msgid ""
"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
-"拖动相机所需的右边缘。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。"
+"拖动相机所需的右边缘。值为 [code]1[/code] 时,相机仅在到达屏幕边缘时才会移"
+"动。"
#: doc/classes/Camera2D.xml
msgid ""
"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
-"拖动相机所需的上边距。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。"
+"拖动相机所需的上边距。值为 [code]1[/code] 时,相机仅在到达屏幕边缘时才会移"
+"动。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14712,23 +14954,23 @@ msgid ""
"margins. If [code]false[/code], the camera moves vertically regardless of "
"margins."
msgstr ""
-"如果 [code]true[/code],相机仅在达到垂直拖动边距时才移动。如果[code]false[/"
-"code],相机会垂直移动而不管边距。"
+"如果为 [code]true[/code],相机仅在达到垂直拖动边距时才移动。如果为 "
+"[code]false[/code],相机会垂直移动而不管边距。"
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
-msgstr "如果[code]true[/code],在编辑器中绘制相机的拖动边距矩形。"
+msgstr "如果为 [code]true[/code],在编辑器中绘制相机的拖动边距矩形。"
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's limits rectangle in the editor."
-msgstr "如果[code]true[/code],在编辑器中绘制相机的极限矩形。"
+msgstr "如果为 [code]true[/code],在编辑器中绘制相机的极限矩形。"
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's screen rectangle in the editor."
-msgstr "如果[code]true[/code],在编辑器中绘制相机的画面矩形。"
+msgstr "如果为 [code]true[/code],在编辑器中绘制相机的画面矩形。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14757,7 +14999,7 @@ msgid ""
"without smoothing, even with this setting enabled, invoke [method "
"reset_smoothing]."
msgstr ""
-"为 [code]true[/code] 时,相机会在达到极限时平滑地停止。\n"
+"如果为 [code]true[/code],相机会在达到极限时平滑地停止。\n"
"当 [member smoothing_enabled] 为 [code]false[/code] 时,该属性无效。\n"
"[b]注意:[/b]要立即将相机的位置更新到限制范围内而不进行平滑,即使启用了此设"
"置,也要调用 [method reset_smoothing]。"
@@ -14798,23 +15040,23 @@ msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。"
#: doc/classes/Camera2D.xml
msgid "If [code]true[/code], the camera view rotates with the target."
-msgstr "为 [code]true[/code] 时,相机视图将随目标旋转。"
+msgstr "如果为 [code]true[/code],相机视图将随目标旋转。"
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], the camera smoothly moves towards the target at "
"[member smoothing_speed]."
msgstr ""
-"为 [code]true[/code] 时,相机将以 [member smoothing_speed] 的速度平滑地朝目标"
-"移动。"
+"如果为 [code]true[/code],相机将以 [member smoothing_speed] 的速度平滑地朝目"
+"标移动。"
#: doc/classes/Camera2D.xml
msgid ""
"Speed in pixels per second of the camera's smoothing effect when [member "
"smoothing_enabled] is [code]true[/code]."
msgstr ""
-"当[member smoothing_enabled]为[code]true[/code]时,相机平滑效果的速度,以每秒"
-"像素为单位。"
+"当 [member smoothing_enabled] 为 [code]true[/code] 时,相机平滑效果的速度,以"
+"每秒像素为单位。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14840,10 +15082,12 @@ msgid ""
msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。"
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr "相机通过 [code]_physics_process[/code] 回调进行更新。"
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr "相机通过 [code]_process[/code] 回调进行更新。"
@@ -14882,7 +15126,7 @@ msgstr "返回设备上的相机位置。"
#: doc/classes/CameraFeed.xml
msgid "If [code]true[/code], the feed is active."
-msgstr "如果[code]true[/code],则源是激活的。"
+msgstr "如果为 [code]true[/code],则源是激活的。"
#: doc/classes/CameraFeed.xml
msgid "The transform applied to the camera's image."
@@ -14920,7 +15164,7 @@ msgstr "相机安装在了设备后部。"
#: doc/classes/CameraServer.xml
msgid "Server keeping track of different cameras accessible in Godot."
-msgstr "服务器跟踪 Godot 中可访问的不同摄像头。"
+msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。"
#: doc/classes/CameraServer.xml
msgid ""
@@ -14993,7 +15237,7 @@ msgid ""
"a shader."
msgstr ""
"该纹理可以访问 [CameraFeed] 提供的相机纹理。\n"
-"[b]注意:[/b]许多相机提供需要在着色器中转换的 YCbCr 图像。"
+"[b]注意:[/b]许多相机提供的都是 YCbCr 图像,需要在着色器中进行转换。"
#: doc/classes/CameraTexture.xml
msgid "The ID of the [CameraFeed] for which we want to display the image."
@@ -15064,11 +15308,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml
#: doc/classes/InputEvent.xml doc/classes/Viewport.xml
msgid "Viewport and canvas transforms"
-msgstr ""
+msgstr "Viewport 和画布变换"
#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
msgid "Custom drawing in 2D"
-msgstr ""
+msgstr "2D 中的自定义绘图"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15080,10 +15324,26 @@ msgstr "引擎调用的可覆盖函数(如果定义了)来绘制画布项目
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
-msgstr ""
-"在给定的角度之间绘制未填充的弧线。[code]point_count[/code] 的值越大,曲线越平"
-"滑。另请参阅 [method draw_circle]。"
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
+msgstr ""
+"在给定的角度之间绘制未填充的弧形。[code]point_count[/code] 的值越大,曲线越平"
+"滑。另请参阅 [method draw_circle]。\n"
+"[b]注意:[/b]如果 [code]antialiased[/code] 为 [code]true[/code],那么线段的绘"
+"制就不会被分批加速。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedRegularPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap "
+"的纹理进行的。这些抗锯齿线段仍然支持 2D 分批。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15095,29 +15355,66 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
-msgstr ""
-"绘制一个彩色、未填充的圆。另请参阅 [method draw_arc]、[method "
-"draw_polyline]、[method draw_polygon]。"
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
+msgstr ""
+"绘制填充的彩色圆形。另请参阅 [method draw_arc]、[method draw_polyline]、"
+"[method draw_polygon]。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedRegularPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap "
+"的纹理进行的。"
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
-msgstr ""
-"绘制由任意数量的点构成的彩色多边形,可以是凸多边形也可以是凹多边形。与 "
-"[method draw_polygon] 不同,只能为整个多边形必须指定单一颜色。"
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+"绘制任意数量顶点的彩色多边形,凹凸均可。与 [method draw_polygon] 不同,整个多"
+"边形只能指定一种颜色。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理"
+"进行的。"
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
-msgstr ""
-"使用给定的颜色和宽度,绘制一条从一个 2D 点到另一个点的直线。还可以选择抗锯"
-"齿。另请参阅 [method draw_multiline] 和 [method draw_polyline]。"
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
+"在两个 2D 点之间绘制给定颜色和宽度的线段。可以打开抗锯齿。另请参阅 [method "
+"draw_multiline] 和 [method draw_polyline]。\n"
+"[b]注意:[/b]如果 [code]antialiased[/code] 为 [code]true[/code],那么线段的绘"
+"制就不会被分批加速。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedLine2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理进行"
+"的。这些抗锯齿线段仍然支持 2D 分批。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15133,13 +15430,21 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
"使用单一颜色 [code]color[/code] 绘制多条不相连的直线。绘制大量直线时,比单独"
"调用 [method draw_line] 要快。要绘制相连的直线,请换用 [method "
"draw_polyline]。\n"
-"[b]注意:[/b]目前未实现 [code]width[/code] 和 [code]antialiased[/code],没有"
-"效果。"
+"[b]注意:[/b]目前尚未实现 [code]width[/code] 和 [code]antialiased[/code],不"
+"会产生任何效果。作为替代方案,请安装[url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并创建 "
+"AntialiasedLine2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理进行的。"
+"这些抗锯齿线段仍然支持 2D 分批。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15150,14 +15455,22 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
"使用单一宽度 [code]width[/code] 绘制多条不相连的直线,不同线段颜色可以不同。"
"线段的颜色使用 [code]points[/code] 和 [code]colors[/code] 的索引进行匹配。绘"
"制大量直线时,比单独调用 [method draw_line] 要快。要绘制相连的直线,请换用 "
"[method draw_polyline_colors]。\n"
-"[b]注意:[/b]目前未实现 [code]width[/code] 和 [code]antialiased[/code],没有"
-"效果。"
+"[b]注意:[/b]目前尚未实现 [code]width[/code] 和 [code]antialiased[/code],不"
+"会产生任何效果。作为替代方案,请安装[url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并创建 "
+"AntialiasedLine2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理进行的。"
+"这些抗锯齿线段仍然支持 2D 分批。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15172,11 +15485,22 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
-msgstr ""
-"绘制由任意数量的点构成的实心多边形,可以是凸多边形也可以是凹多边形。与 "
-"[method draw_colored_polygon] 不同,每个点的颜色都可以单独修改。另请参阅 "
-"[method draw_polyline] 和 [method draw_polyline_colors]。"
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+"绘制任意数量顶点的彩色多边形,凹凸均可。与 [method draw_colored_polygon] 不"
+"同,可以单独修改各个顶点的颜色。另请参阅 [method draw_polyline] 和 [method "
+"draw_polyline_colors]。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理"
+"进行的。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15184,12 +15508,23 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
"使用单一颜色 [code]color[/code] 和宽度 [code]width[/code] 绘制多条相连的线"
"段,还可以选择抗锯齿。绘制大量直线时,比单独调用 [method draw_line] 要快。要"
"绘制不相连的直线,请换用 [method draw_multiline]。另请参阅 [method "
-"draw_polygon]。"
+"draw_polygon]。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理"
+"进行的。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15198,12 +15533,23 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
"使用单一宽度 [code]width[/code] 绘制多条相连的直线,不同线段颜色可以不同。线"
"段的颜色使用 [code]points[/code] 和 [code]colors[/code] 的索引进行匹配。绘制"
"大量直线时,比单独调用 [method draw_line] 要快。要绘制不相连的直线,请换用 "
-"[method draw_multiline_colors]。另请参阅 [method draw_polygon]。"
+"[method draw_multiline_colors]。另请参阅 [method draw_polygon]。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理"
+"进行的。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15224,29 +15570,40 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
"绘制一个矩形。如果[code]filled[/code]是[code]true[/code],矩形将被填充为指定"
"的[code]color[/code]。如果[code]filled[/code]是[code]false[/code],矩形将以"
"[code]color[/code]和[code]width[/code]指定的笔画形式绘制。如果"
"[code]antialiased[/code]是[code]true[/code],线条抗锯齿。\n"
"[b]注意:[/b][code]width[/code]和[code]antialiased[/code]只有在[code]filled[/"
-"code]是[code]false[/code]时才有效。"
+"code]是[code]false[/code] 时才有效。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理"
+"进行的。"
#: doc/classes/CanvasItem.xml
msgid ""
"Sets a custom transform for drawing via components. Anything drawn "
"afterwards will be transformed by this."
-msgstr "设置通过组件进行绘图的自定义变换。之后绘制的任何东西都将被转换。"
+msgstr "设置通过组件进行绘图的自定义变换。此后绘制的任何东西都将被它变换。"
#: doc/classes/CanvasItem.xml
msgid ""
"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
"will be transformed by this."
-msgstr "设置通过矩阵绘制时的自定义变换。之后绘制的任何东西都将被转换。"
+msgstr "设置通过矩阵绘制时的自定义变换。此后绘制的任何东西都将被它变换。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15330,6 +15687,8 @@ msgid ""
"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
"in using the coordinate system of the [CanvasLayer]."
msgstr ""
+"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] "
+"的坐标系。"
#: doc/classes/CanvasItem.xml
msgid "Returns the global transform matrix of this item."
@@ -15344,7 +15703,7 @@ msgstr "返回此项目相对于画布的全局变换矩阵。"
msgid ""
"Returns the mouse's position in this [CanvasItem] using the local coordinate "
"system of this [CanvasItem]."
-msgstr ""
+msgstr "返回该 [CanvasItem] 中鼠标的位置,使用该 [CanvasItem] 的局部坐标系。"
#: doc/classes/CanvasItem.xml
msgid "Returns the transform matrix of this item."
@@ -15352,11 +15711,11 @@ msgstr "返回此项目的变换矩阵。"
#: doc/classes/CanvasItem.xml
msgid "Returns the viewport's boundaries as a [Rect2]."
-msgstr "以[Rect2]形式返回视窗的边界。"
+msgstr "以 [Rect2] 形式返回视区的边界。"
#: doc/classes/CanvasItem.xml
msgid "Returns this item's transform in relation to the viewport."
-msgstr "返回这个项目相对于视窗的变换。"
+msgstr "返回这个项目相对于视区的变换。"
#: doc/classes/CanvasItem.xml
msgid "Returns the [World2D] where this item is in."
@@ -15367,27 +15726,27 @@ msgid ""
"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
-"如果该 [CanvasItem] 目前是可见的,则将其隐藏。等价于将 [member visible] 设为 "
+"如果该 [CanvasItem] 目前是可见的,则将其隐藏。相当于将 [member visible] 设为 "
"[code]false[/code]。"
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if local transform notifications are communicated "
"to children."
-msgstr "如果将本地转换通知传达给子级,则返回[code]true[/code]。"
+msgstr "如果将本地变换通知传达给子级,则返回 [code]true[/code]。"
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is set as top-level. See [method "
"set_as_toplevel]."
msgstr ""
-"如果节点设置为顶层,则返回[code]true[/code]。参阅[method set_as_toplevel]。"
+"如果节点设置为顶层,则返回 [code]true[/code]。参阅 [method set_as_toplevel]。"
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if global transform notifications are communicated "
"to children."
-msgstr "如果将全局转换通知传达给子级,则返回[code]true[/code]。"
+msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。"
#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
msgid ""
@@ -15402,35 +15761,43 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Assigns [code]screen_point[/code] as this node's new local transform."
-msgstr "分配[code]screen_point[/code]作为该节点的新本地转换。"
+msgstr "分配 [code]screen_point[/code] 作为该节点的新本地变换。"
#: doc/classes/CanvasItem.xml
msgid ""
"Transformations issued by [code]event[/code]'s inputs are applied in local "
"space instead of global space."
-msgstr "[code]event[/code]的输入发出的转换将在局部空间而不是全局空间中应用。"
+msgstr "[code]event[/code] 的输入发出的变换将在局部空间而不是全局空间中应用。"
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则该节点将不会从父画布项目继承其"
-"变换。"
+"如果 [code]enable[/code] 为 [code]true[/code],那么这个 [CanvasItem] [i]不会"
+"[/i]继承父 [CanvasItem] 的变换。其绘制顺序也会发生改变,会被绘制到其他非顶层 "
+"[CanvasItem] 之上。该 [CanvasItem] 会与设为普通 [Node] 节点的子节点的效果一"
+"致。另请参阅 [method is_set_as_toplevel]。"
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则将使用局部变换数据更新子项。"
+"如果 [code]enable[/code] 为 [code]true[/code],那么这个节点会在其局部变换发生"
+"改变时接收到 [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。"
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则将使用全局变换数据更新子项。"
+"如果 [code]enable[/code] 为 [code]true[/code],那么这个节点会在其全局变换发生"
+"改变时接收到 [constant NOTIFICATION_TRANSFORM_CHANGED]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15439,7 +15806,7 @@ msgid ""
"[Popup], the correct way to make them visible is to call one of the multiple "
"[code]popup*()[/code] functions instead."
msgstr ""
-"如果该 [CanvasItem] 目前是隐藏的,则将其显示。等价于将 [member visible] 设为 "
+"如果该 [CanvasItem] 目前是隐藏的,则将其显示。相当于将 [member visible] 设为 "
"[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用"
"各种 [code]popup*()[/code] 函数的其中之一。"
@@ -15448,17 +15815,17 @@ msgid ""
"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
"called on idle time to request redraw."
msgstr ""
-"将[CanvasItem]排队等待更新。在空闲时间将调用[constant NOTIFICATION_DRAW]以请"
-"求重绘。"
+"将 [CanvasItem] 排队等待更新。在空闲时间将调用 [constant NOTIFICATION_DRAW] "
+"以请求重绘。"
#: doc/classes/CanvasItem.xml
msgid ""
"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
-msgstr "此[CanvasItem]在其中响应[Light2D]节点的渲染层。"
+msgstr "此 [CanvasItem] 在其中响应 [Light2D] 节点的渲染层。"
#: doc/classes/CanvasItem.xml
msgid "The material applied to textures on this [CanvasItem]."
-msgstr "在此[CanvasItem]上应用于纹理的材质。"
+msgstr "在此 [CanvasItem] 上应用于纹理的材质。"
#: doc/classes/CanvasItem.xml
msgid "The color applied to textures on this [CanvasItem]."
@@ -15473,19 +15840,19 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws behind its parent."
-msgstr "如果[code]true[/code],则对象在其父对象后面绘制。"
+msgstr "如果为 [code]true[/code],则对象在其父对象后面绘制。"
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws on top of its parent."
-msgstr "如果[code]true[/code],则对象在其父对象的顶部绘制。"
+msgstr "如果为 [code]true[/code],则对象在其父对象的顶部绘制。"
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]true[/code], the parent [CanvasItem]'s [member material] property "
"is used as this one's material."
msgstr ""
-"如果[code]true[/code],则将父级[CanvasItem]的[member material]属性用作此项的"
-"材质。"
+"如果为 [code]true[/code],则将父级[CanvasItem]的[member material]属性用作此项"
+"的材质。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15496,9 +15863,9 @@ msgid ""
"visible is to call one of the multiple [code]popup*()[/code] functions "
"instead."
msgstr ""
-"如果[code]true[/code],这个[CanvasItem]被绘制。只有当它的所有父节点也可见时,"
-"该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回[code]true[/"
-"code])。\n"
+"如果为 [code]true[/code],这个[CanvasItem]被绘制。只有当它的所有父节点也可见"
+"时,该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 "
+"[code]true[/code])。\n"
"[b]注意:[/b]对于继承了[Popup]的控件,使其可见的正确方法是调用多个"
"[code]popup*()[/code]函数之一。"
@@ -15519,8 +15886,8 @@ msgid ""
"or when an action is taking place that may have impacted these boundaries (e."
"g. changing [member Sprite.texture])."
msgstr ""
-"在物体[Rect2]边缘(位置或大小)改变,或有影响到边缘的操作(比如修改[member "
-"Sprite.texture])时触发。"
+"在物体 [Rect2] 边缘(位置或大小)改变,或有影响到边缘的操作(比如修改 "
+"[member Sprite.texture])时触发。"
#: doc/classes/CanvasItem.xml
msgid "Emitted when the visibility (hidden/visible) changes."
@@ -15561,12 +15928,19 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
msgstr ""
-"[CanvasItem]的变换已更改。仅当[method set_notify_transform]或[method "
-"set_notify_local_transform]启用时,才会收到此通知。"
+"该 [CanvasItem] 的全局变换已更改。只有在通过 [method set_notify_transform] 启"
+"用时,才会收到这个通知。"
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
+msgstr ""
+"该 [CanvasItem] 的局部变换已更改。只有在通过 [method "
+"set_notify_local_transform] 启用时,才会收到这个通知。"
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] is requested to draw."
@@ -15625,7 +15999,7 @@ msgid ""
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
-"如果 [code]true[/code],粒子动画将循环播放。\n"
+"如果为 [code]true[/code],粒子动画将循环播放。\n"
"[b]注意:[/b]只有当 [member particles_animation] 为 [code]true[/code] 时,该"
"属性才会在编辑器中使用并可见。"
@@ -15649,7 +16023,7 @@ msgid ""
"This property (and other [code]particles_anim_*[/code] properties that "
"depend on it) has no effect on other types of nodes."
msgstr ""
-"如果为[code]true[/code],当分配给 [Particles2D] 和 [CPUParticles2D] 节点时,"
+"如果为 [code]true[/code],当分配给 [Particles2D] 和 [CPUParticles2D] 节点时,"
"启用基于spritesheet的动画功能。[member ParticlesMaterial.anim_speed]或"
"[member CPUParticles2D.anim_speed]也应设置为正值,才能播放动画。\n"
"这个属性(以及其他依赖于它的[code]particles_anim_*[/code]属性)对其他类型的节"
@@ -15688,9 +16062,8 @@ msgstr ""
"(在 1+ 层或更高层中)或背景(在 -1 层或更低层中)非常有用。"
#: doc/classes/CanvasLayer.xml
-#, fuzzy
msgid "Canvas layers"
-msgstr "画布绘图层。"
+msgstr "画布层"
#: doc/classes/CanvasLayer.xml
msgid "Returns the RID of the canvas used by this layer."
@@ -15698,6 +16071,22 @@ msgstr "返回此层使用的画布的 RID。"
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+"隐藏该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 "
+"[code]false[/code]。"
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+"显示该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 "
+"[code]true[/code]。"
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -15708,7 +16097,7 @@ msgstr ""
msgid ""
"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
"effect."
-msgstr "将图层设置为跟随视窗,以模拟伪3D效果。"
+msgstr "将图层设置为跟随视区,以模拟伪 3D 效果。"
#: doc/classes/CanvasLayer.xml
msgid ""
@@ -15750,11 +16139,14 @@ msgid ""
"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
"propagated to underlying layers."
msgstr ""
+"为 [code]false[/code] 时,该 [CanvasLayer] 下的所有 [CanvasItem] 都会被隐"
+"藏。\n"
+"与 [member CanvasItem.visible] 不同,[CanvasLayer] 的显示与否不会传播到其内部"
+"的层。"
#: doc/classes/CanvasLayer.xml
-#, fuzzy
msgid "Emitted when visibility of the layer is changed. See [member visible]."
-msgstr "当VisibilityNotifier退出[Camera]的视图时触发。"
+msgstr "当该层的可见性发生变化时触发。请参阅 [member visible]。"
#: doc/classes/CanvasModulate.xml
msgid "Tint the entire canvas."
@@ -15879,10 +16271,10 @@ msgid ""
"pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
msgstr ""
-"自[RichTextLabel]被添加到场景树后所经过的时间,单位秒。时间在[RichTextLabel]"
-"暂停时停止,参阅[member Node.pause_mode]。当[RichTextLabel]中的文本改变时,会"
-"重新设置。\n"
-"[b]注意:[/b] 当[RichTextLabel]被隐藏时,时间仍会增加。"
+"自 [RichTextLabel] 被添加到场景树后所经过的时间,单位秒。时间在 "
+"[RichTextLabel] 暂停时停止,参阅 [member Node.pause_mode]。当 "
+"[RichTextLabel] 中的文本发生改变时会重置。\n"
+"[b]注意:[/b]当 [RichTextLabel] 被隐藏时,时间仍会增加。"
#: doc/classes/CharFXTransform.xml
msgid ""
@@ -15899,12 +16291,13 @@ msgid ""
"1)}\n"
"[/codeblock]"
msgstr ""
-"包含在开头的BBCode标记中传递的参数。默认情况下,参数是字符串。如果它们的内容"
-"与[bool],[int]或[float]之类的类型匹配,它们将被自动转换。格式为"
-"[code]#rrggbb[/code]或[code]#rgb[/code]的颜色代码将转换为不透明的[Color]。字"
-"符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字符串中。\n"
-"例如,开头的BBCode标签[code][example foo = hello bar = true baz = 42 color ="
-"#ffffff][/code]将映射到以下[Dictionary]:\n"
+"包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内"
+"容与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 "
+"[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 "
+"[Color]。字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字"
+"符串中。\n"
+"例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 "
+"color =#ffffff][/code] 将映射到以下 [Dictionary]:\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
@@ -15929,13 +16322,13 @@ msgid ""
"reflow to take the space of hidden characters. If this is not desired, set "
"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead."
msgstr ""
-"如果[code]true[/code],将绘制字符。如果[code]false[/code],则隐藏字符。隐藏字"
-"符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的"
+"如果为 [code]true[/code],将绘制字符。如果为 [code]false[/code],则隐藏字符。"
+"隐藏字符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的"
"[member color]设置为[code]Color(1, 1, 1, 0)[/code]。"
#: doc/classes/CheckBox.xml
msgid "Binary choice user interface widget. See also [CheckButton]."
-msgstr "二元选择(有或无)用户界面小部件。另请参阅[CheckButton]。"
+msgstr "二项选择用户界面小部件。另请参阅 [CheckButton]。"
#: doc/classes/CheckBox.xml
msgid ""
@@ -15948,19 +16341,19 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
-"复选框让用户做出二元选择,即在两个可能的选项中只选择一个。它在功能上类似于"
+"让用户做出二项选择的复选框(在两个可能的选项中只选择一个)。它在功能上类似于 "
"[CheckButton],但外观不同。为了遵循用户体验,建议在切换它对某些东西[b]没有[/"
-"b]直接影响时使用CheckBox。例如,当切换它只会在确认按钮被按下时做一些事情时,"
-"使用它。\n"
-"参阅[BaseButton],它包含了与该节点相关的常规属性和方法。"
+"b]直接影响时使用 CheckBox。例如,当切换它只会在确认按钮被按下时做一些事情时,"
+"选择 CheckBox。\n"
+"另请参阅 [BaseButton],它包含了与该节点相关的常规属性和方法。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color."
-msgstr "[CheckBox]文本的字体颜色。"
+msgstr "该 [CheckBox] 的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's disabled."
-msgstr "[CheckBox]文本被禁用时的字体颜色。"
+msgstr "该 [CheckBox] 被禁用时的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid ""
@@ -15968,82 +16361,83 @@ msgid ""
"text color of the checkbox. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"[CheckBox] 文本获得焦点时的字体颜色。只取代复选框的正常文本颜色。禁用、悬停和"
-"按下状态优先于这个颜色。"
+"该 [CheckBox] 被聚焦时的文本字体颜色。只取代复选框的正常文本颜色。禁用、悬停"
+"和按下状态优先于这个颜色。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's hovered."
-msgstr "[CheckBox]文本在悬停时的字体颜色。"
+msgstr "该 [CheckBox] 被悬停时的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's hovered and pressed."
-msgstr "当[CheckBox]文本被悬停和按下时的字体颜色。"
+msgstr "该 [CheckBox] 被悬停且被按下时的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's pressed."
-msgstr "文本被按下时的字体颜色。"
+msgstr "该 [CheckBox] 被按下时的文本字体颜色。"
#: doc/classes/CheckBox.xml
msgid "The vertical offset used when rendering the check icons (in pixels)."
-msgstr "呈现复选图标时使用的垂直偏移量(以像素为单位)。"
+msgstr "渲染复选图标时使用的垂直偏移量(单位为像素)。"
#: doc/classes/CheckBox.xml
msgid "The separation between the check icon and the text (in pixels)."
-msgstr "复选图标和文本之间的分隔(以像素为单位)。"
+msgstr "复选图标与文本之间的间隔(单位为像素)。"
#: doc/classes/CheckBox.xml
msgid "The [Font] to use for the [CheckBox] text."
-msgstr "用于[CheckBox]文本的[Font]。"
+msgstr "该 [CheckBox] 的文本所使用的 [Font]。"
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is checked."
-msgstr "选中[CheckBox]时显示的复选图标。"
+msgstr "该 [CheckBox] 被勾选时显示的复选图标。"
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is checked and disabled."
-msgstr "当[CheckBox]被选中和禁用时要显示的勾选图标。"
+msgstr "该 [CheckBox] 被勾选且被禁用时显示的复选图标。"
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is checked."
-msgstr "如果将[CheckBox]配置为单选按钮,则选中[CheckBox]时显示的图标。"
+msgstr "如果该 [CheckBox] 被配置为单选按钮,该 [CheckBox] 被选中时显示的图标。"
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is unchecked."
-msgstr "如果将[CheckBox]配置为单选按钮,则取消选中[CheckBox]时显示的图标。"
+msgstr ""
+"如果该 [CheckBox] 被配置为单选按钮,该 [CheckBox] 未被选中时显示的图标。"
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is unchecked."
-msgstr "未选中[CheckBox]时显示的复选图标。"
+msgstr "该 [CheckBox] 未被勾选时显示的复选图标。"
#: doc/classes/CheckBox.xml
msgid ""
"The check icon to display when the [CheckBox] is unchecked and disabled."
-msgstr "当[CheckBox]未被选中并被禁用时要显示的勾选图标。"
+msgstr "该 [CheckBox] 未被勾选且被禁用时显示的复选图标。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is disabled."
-msgstr "当[CheckBox]被禁用时,作为背景显示的[StyleBox]。"
+msgstr "该 [CheckBox] 被禁用时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is focused."
-msgstr "当[CheckBox]被聚焦时,作为背景显示的[StyleBox]。"
+msgstr "该 [CheckBox] 被聚焦时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered."
-msgstr "当[CheckBox]被悬停时作为背景显示的[StyleBox]。"
+msgstr "该 [CheckBox] 被悬停时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered and "
"pressed."
-msgstr "当[CheckBox]被悬停和按下时,作为背景显示的[StyleBox]。"
+msgstr "该 [CheckBox] 被悬停且被按下时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml doc/classes/CheckButton.xml
msgid "The [StyleBox] to display as a background."
@@ -16052,7 +16446,7 @@ msgstr "作为背景显示的 [StyleBox]。"
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is pressed."
-msgstr "按下 [CheckBox] 时,作为背景显示的 [StyleBox]。"
+msgstr "该 [CheckBox] 被按下时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid "Checkable button. See also [CheckBox]."
@@ -16077,11 +16471,11 @@ msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color."
-msgstr "[CheckButton]文本的字体颜色。"
+msgstr "该 [CheckButton] 的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's disabled."
-msgstr "[CheckButton]文本在禁用时的字体颜色。"
+msgstr "该 [CheckButton] 被禁用时的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid ""
@@ -16089,78 +16483,78 @@ msgid ""
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"[CheckButton] 文本获得焦点时的字体颜色。仅替换按钮的正常文本颜色。禁用、悬停"
+"该 [CheckButton] 被聚焦时的文本字体颜色。仅替换按钮的正常文本颜色。禁用、悬停"
"和按下状态优先于此颜色。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered."
-msgstr "悬停时[CheckButton]文本的字体颜色。"
+msgstr "该 [CheckButton] 被悬停时的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered and pressed."
-msgstr "当[CheckButton]被悬停和按下时,其文本的字体颜色。"
+msgstr "该 [CheckButton] 被悬停且被按下时的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's pressed."
-msgstr "按下[CheckButton]时文本的字体颜色。"
+msgstr "该 [CheckButton] 被按下时的文本字体颜色。"
#: doc/classes/CheckButton.xml
msgid "The vertical offset used when rendering the toggle icons (in pixels)."
-msgstr "渲染切换图标时使用的垂直偏移量(以像素为单位)。"
+msgstr "渲染切换图标时使用的垂直偏移量(单位为像素)。"
#: doc/classes/CheckButton.xml
msgid "The separation between the toggle icon and the text (in pixels)."
-msgstr "切换图标和文本之间的分隔(以像素为单位)。"
+msgstr "切换图标与文本之间的间隔(单位为像素)。"
#: doc/classes/CheckButton.xml
msgid "The [Font] to use for the [CheckButton] text."
-msgstr "用于[CheckButton]文本的[Font]。"
+msgstr "该 [CheckButton] 的文本所使用的 [Font]。"
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked."
-msgstr "未选中[CheckButton]时显示的图标。"
+msgstr "该 [CheckButton] 未被勾选时显示的图标。"
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked and disabled."
-msgstr "未选中和禁用[CheckButton]时显示的图标。"
+msgstr "该 [CheckButton] 未被勾选且被禁用时显示的图标。"
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked."
-msgstr "选中[CheckButton]时显示的图标。"
+msgstr "该 [CheckButton] 被勾选时显示的图标。"
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked and disabled."
-msgstr "选中并禁用[CheckButton]时显示的图标。"
+msgstr "该 [CheckButton] 被勾选且被禁用时显示的图标。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is disabled."
-msgstr "当[CheckButton]被禁用时,作为背景显示的[StyleBox]。"
+msgstr "该 [CheckButton] 被禁用时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is focused."
-msgstr "当[CheckButton]被聚焦时作为背景显示的[StyleBox]。"
+msgstr "该 [CheckButton] 被聚焦时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered."
-msgstr "当[CheckButton]被悬停时作为背景显示的[StyleBox]。"
+msgstr "该 [CheckButton] 被悬停时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered "
"and pressed."
-msgstr "当[CheckButton]被悬停和按下时作为背景显示的[StyleBox]。"
+msgstr "该 [CheckButton] 被悬停且被按下时作为背景显示的 [StyleBox]。"
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is pressed."
-msgstr "当[CheckButton]被按下时作为背景显示的[StyleBox]。"
+msgstr "该 [CheckButton] 被按下时作为背景显示的 [StyleBox]。"
#: doc/classes/CircleShape2D.xml
msgid "Circular shape for 2D collisions."
-msgstr "用于2D碰撞的圆形。"
+msgstr "用于 2D 碰撞的圆形。"
#: doc/classes/CircleShape2D.xml
msgid ""
@@ -16168,7 +16562,7 @@ msgid ""
"small characters and its collision detection with everything else is very "
"fast."
msgstr ""
-"用于2D碰撞的圆形形状。这种形状对塑造球或小角色很有用,它与其他东西的碰撞检测"
+"用于 2D 碰撞的圆形。这种形状可用于塑造球或较小的角色,它与其他东西的碰撞检测"
"非常快。"
#: doc/classes/CircleShape2D.xml
@@ -16188,8 +16582,8 @@ msgid ""
"Returns [code]true[/code] if you can instance objects from the specified "
"[code]class[/code], [code]false[/code] in other case."
msgstr ""
-"如果可以实例化指定[code]class[/code]中的对象,则返回[code]true[/code],否则返"
-"回[code]false[/code]。"
+"如果可以将指定 [code]class[/code] 实例化为对象,则返回 [code]true[/code],否"
+"则返回 [code]false[/code]。"
#: doc/classes/ClassDB.xml
msgid "Returns whether the specified [code]class[/code] is available or not."
@@ -16219,8 +16613,8 @@ msgid ""
"Returns the value of the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry. Always returns 0 when the constant could not be found."
msgstr ""
-"返回[code]class[/code]的整数常量[code]name[/code]或其父级的值。找不到常量时,"
-"始终返回0。"
+"返回 [code]class[/code]的整数常量[code]name[/code]或其父级的值。找不到常量"
+"时,始终返回0。"
#: doc/classes/ClassDB.xml
msgid ""
@@ -16258,14 +16652,14 @@ msgstr ""
msgid ""
"Returns the value of [code]property[/code] of [code]class[/code] or its "
"ancestry."
-msgstr "返回[code]class[/code]的[code]property[/code]的值或其父级。"
+msgstr "返回 [code]class[/code]的[code]property[/code]的值或其父级。"
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the properties of [code]class[/code] or its "
"ancestry if [code]no_inheritance[/code] is [code]false[/code]."
msgstr ""
-"如果[code]no_inheritance[/code]为[code]false[/code],则返回具有[code]class[/"
+"如果[code]no_inheritance[/code]为 [code]false[/code],则返回具有[code]class[/"
"code]或其父级所有属性的数组。"
#: doc/classes/ClassDB.xml
@@ -16277,7 +16671,7 @@ msgid ""
"usage)[/code]."
msgstr ""
"返回 [code]class[/code] 或其父级的[code]信号[/code]数据。返回 [Dictionary] 并"
-"带有以下键: [code]args[/code], [code]default_args[/code], [code]flags[/"
+"带有以下键:[code]args[/code], [code]default_args[/code], [code]flags[/"
"code], [code]id[/code], [code]name[/code], [code]return:(class_name, hint, "
"hint_string, name, type, usage)[/code]。"
@@ -16295,14 +16689,14 @@ msgstr ""
msgid ""
"Returns whether [code]class[/code] or its ancestry has an enum called "
"[code]name[/code] or not."
-msgstr "返回[code]class[/code]或其父级是否有一个称为[code]name[/code]的信号。"
+msgstr "返回 [code]class[/code] 或其父级是否有称为 [code]name[/code] 的信号。"
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has an integer constant "
"called [code]name[/code] or not."
msgstr ""
-"返回[code]class[/code]或其父级是否具有称为[code]name[/code]的整数常量。"
+"返回 [code]class[/code] 或其父级是否有称为 [code]name[/code] 的整数常量。"
#: doc/classes/ClassDB.xml
msgid ""
@@ -16310,14 +16704,14 @@ msgid ""
"code] is [code]false[/code]) has a method called [code]method[/code] or not."
msgstr ""
"返回 [code]class[/code] 是否有名为 [code]method[/code] 的方法。(如果"
-"[code]no_inheritance[/code]为[code]false[/code],则返回其父级)。"
+"[code]no_inheritance[/code]为 [code]false[/code],则返回其父级)。"
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has a signal called "
"[code]signal[/code] or not."
msgstr ""
-"返回[code]class[/code]或其父级是否有一个称为[code]signal[/code]的信号。"
+"返回 [code]class[/code] 或其父级是否有称为 [code]signal[/code] 的信号。"
#: doc/classes/ClassDB.xml
msgid ""
@@ -16337,7 +16731,7 @@ msgstr "返回直接或间接继承自[code]class[/code]的所有类的名称。
#: doc/classes/ClassDB.xml
msgid "Returns the parent class of [code]class[/code]."
-msgstr "返回[code]class[/code]的父类。"
+msgstr "返回 [code]class[/code]的父类。"
#: doc/classes/ClassDB.xml
msgid "Creates an instance of [code]class[/code]."
@@ -16351,7 +16745,7 @@ msgstr "返回是否启用此[code]class[/code]。"
msgid ""
"Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
"or not."
-msgstr "返回[code]inherits[/code]是否是[code]class[/code]的祖先。"
+msgstr "返回 [code]inherits[/code]是否是[code]class[/code]的祖先。"
#: doc/classes/ClippedCamera.xml
msgid "A [Camera] that includes collision."
@@ -16379,7 +16773,7 @@ msgstr "添加碰撞例外,以使相机不会与指定的[RID]碰撞。"
#: doc/classes/ClippedCamera.xml
msgid "Removes all collision exceptions."
-msgstr "删除所有碰撞例外。"
+msgstr "移除所有碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid "Returns the distance the camera has been offset due to a collision."
@@ -16390,16 +16784,16 @@ msgid ""
"Returns [code]true[/code] if the specified bit index is on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
-"如果指定的位索引打开,则返回[code]true[/code]。\n"
+"如果指定的位索引打开,则返回 [code]true[/code]。\n"
"[b]注意:[/b]位索引的范围是0-19。"
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified node."
-msgstr "删除与指定节点的碰撞例外。"
+msgstr "移除与指定节点的碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified [RID]."
-msgstr "删除指定 [RID] 的碰撞例外。"
+msgstr "移除指定 [RID] 的碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -16411,11 +16805,11 @@ msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "If [code]true[/code], the camera stops on contact with [Area]s."
-msgstr "为 [code]true[/code] 时,相机将在与 [Area] 接触时停止。"
+msgstr "如果为 [code]true[/code],相机将在与 [Area] 接触时停止。"
#: doc/classes/ClippedCamera.xml
msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
-msgstr "为 [code]true[/code] 时,相机将在与 [PhysicsBody] 接触时停止。"
+msgstr "如果为 [code]true[/code],相机将在与 [PhysicsBody] 接触时停止。"
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -16463,7 +16857,7 @@ msgid ""
"surface at that point. Connect to the [signal input_event] signal to easily "
"pick up these events."
msgstr ""
-"接收未处理的事件 [InputEvent]。 [code]position[/code] 是鼠标指针在具有索引 "
+"接收未处理的事件 [InputEvent]。[code]position[/code] 是鼠标指针在具有索引 "
"[code]shape_idx[/code] 的形状表面在世界空间中的位置,[code]normal[/code] 是该"
"点表面的法向量。连接到 [signal input_event] 信号以轻松获取这些事件。"
@@ -16472,8 +16866,8 @@ msgid ""
"Creates a new shape owner for the given object. Returns [code]owner_id[/"
"code] of the new owner for future reference."
msgstr ""
-"为给定对象创建一个新的形状拥有者。返回[code]owner_id[/code]的新所有者,供将来"
-"引用。"
+"为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将"
+"来引用。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
@@ -16490,8 +16884,7 @@ msgstr ""
"返回是否设置了碰撞掩码 [member collision_mask] 的指定位[code]bit[/code]。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr "返回对象的 [RID]。"
@@ -16505,7 +16898,7 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], the shape owner and its shapes are disabled."
-msgstr "如果[code]true[/code],则禁用形状所有者及其形状。"
+msgstr "如果为 [code]true[/code],则禁用形状所有者及其形状。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes the given shape owner."
@@ -16518,9 +16911,9 @@ msgid ""
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the the [member collision_layer]."
msgstr ""
-"如果[code]value[/code]为[code]true[/code],则设置[member collision_layer]中指"
-"定的[code]bit[/code]位。\n"
-"如果[code]value[/code]为[code]false[/code],清除[member collision_layer]中指"
+"如果[code]value[/code]为 [code]true[/code],则设置[member collision_layer]中"
+"指定的[code]bit[/code]位。\n"
+"如果[code]value[/code]为 [code]false[/code],清除[member collision_layer]中指"
"定的 [code]bit[/code]位。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -16530,10 +16923,10 @@ msgid ""
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the the [member collision_mask]."
msgstr ""
-"如果[code]value[/code]为[code]true[/code],则设置[member collision_mask]中指"
+"如果[code]value[/code]为 [code]true[/code],则设置[member collision_mask]中指"
"定的[code]bit[/code]位。\n"
-"如果[code]value[/code]为[code]false[/code],清除[member collision_mask]中指定"
-"的 [code]bit[/code]位。"
+"如果[code]value[/code]为 [code]false[/code],清除[member collision_mask]中指"
+"定的 [code]bit[/code]位。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the [code]owner_id[/code] of the given shape."
@@ -16567,19 +16960,19 @@ msgstr "返回具有给定形状所有者的给定 id 的形状 [Shape] 的子
#: doc/classes/CollisionObject.xml
msgid "Returns the shape owner's [Transform]."
-msgstr "返回形状所有者的[Transform]。"
+msgstr "返回形状所有者的 [Transform]。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes a shape from the given shape owner."
-msgstr "从给定的形状所有者中删除一个形状。"
+msgstr "从给定的形状所有者中移除一个形状。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], disables the given shape owner."
-msgstr "如果[code]true[/code],则禁用给定的形状所有者。"
+msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。"
#: doc/classes/CollisionObject.xml
msgid "Sets the [Transform] of the given shape owner."
-msgstr "设置给定形状所有者的[Transform]。"
+msgstr "设置给定形状所有者的 [Transform]。"
#: doc/classes/CollisionObject.xml
msgid ""
@@ -16618,19 +17011,18 @@ msgid ""
"If [code]true[/code], the [CollisionObject] will continue to receive input "
"events as the mouse is dragged across its shapes."
msgstr ""
-"如果[code]true[/code],[CollisionObject] 将在鼠标拖过其形状时继续接收输入事"
-"件。"
+"如果为 [code]true[/code],[CollisionObject] 将在鼠标拖过其形状时继续接收输入"
+"事件。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#, fuzzy
msgid ""
"If [code]true[/code], this object is pickable. A pickable object can detect "
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
-"如果[code]true[/code],这个对象是可拾取的。一个可拾取的对象可以检测鼠标指针的"
-"进入/离开,如果鼠标在里面,就报告输入事件。要求至少有一个 "
-"[code]collision_layer[/code] 位被设置。"
+"如果为 [code]true[/code],则该对象是可拾取的。可拾取的对象可以检测鼠标指针的"
+"进入/离开,鼠标位于其中时,就会报告输入事件。要求至少设置一个 [member "
+"collision_layer] 位。"
#: doc/classes/CollisionObject.xml
msgid ""
@@ -16639,7 +17031,7 @@ msgid ""
"the shape with index [code]shape_idx[/code] and [code]normal[/code] is the "
"normal vector of the surface at that point."
msgstr ""
-"当对象收到未处理的 [InputEvent] 时发出。 [code]position[/code] 是鼠标指针在具"
+"当对象收到未处理的 [InputEvent] 时发出。[code]position[/code] 是鼠标指针在具"
"有索引 [code]shape_idx[/code] 的形状表面在世界空间中的位置,[code]normal[/"
"code] 是该点表面的法向量。"
@@ -16653,7 +17045,7 @@ msgstr "当鼠标指针退出此对象的所有形状时发出。"
#: doc/classes/CollisionObject2D.xml
msgid "Base node for 2D collision objects."
-msgstr "二维碰撞对象的基础节点。"
+msgstr "2D 碰撞对象的基础节点。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -16661,12 +17053,17 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
-"CollisionObject2D 是 2D 物理对象的基础类。它可以容纳任意数量的 2D 碰撞形状 "
+"CollisionObject2D 是 2D 物理对象的基类,可以容纳任意数量的 2D 碰撞形状 "
"[Shape2D]。每个形状必须分配给一个[i]形状所有者[/i]。CollisionObject2D 可以拥"
"有任意数量的形状所有者。形状所有者不是节点,也不会出现在编辑器中,但可以通过"
-"代码使用 [code]shape_owner_*[/code] 方法访问。"
+"代码使用 [code]shape_owner_*[/code] 方法访问。\n"
+"[b]注意:[/b]仅支持相同画布中不同对象的碰撞([Viewport] 画布或 "
+"[CanvasLayer])。不同画布中的对象之间的碰撞行为是未定义的。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -16675,16 +17072,16 @@ msgid ""
"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
"these events."
msgstr ""
-"接受未处理的[InputEvent]。要求[member input_pickable]为[code]true[/code]。 "
-"[code]shape_idx[/code]被点击的[Shape2D]的子索引。连接到[code]input_event[/"
-"code]信号即可轻松接收这些事件。"
+"接受未处理的 [InputEvent]。要求 [member input_pickable] 为 [code]true[/"
+"code]。[code]shape_idx[/code] 是被点击的 [Shape2D] 的子索引。连接到 "
+"[code]input_event[/code] 信号即可轻松接收这些事件。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [code]owner_id[/code]."
msgstr ""
-"返回由给定的[code]owner_id[/code]标识的形状所有者的"
+"返回由给定的 [code]owner_id[/code] 标识的形状所有者的 "
"[code]one_way_collision_margin[/code]。"
#: doc/classes/CollisionObject2D.xml
@@ -16693,26 +17090,26 @@ msgid ""
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
-"返回[code]true[/code],如果源于这个[CollisionObject2D]的形状所有者的碰撞不会"
-"被报告给[CollisionObject2D]s。"
+"返回 [code]true[/code],如果源于这个 [CollisionObject2D] 的形状所有者的碰撞不"
+"会被报告给 [CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid "Adds a [Shape2D] to the shape owner."
-msgstr "给形状所有者添加一个[Shape2D]。"
+msgstr "给形状所有者添加一个 [Shape2D]。"
#: doc/classes/CollisionObject2D.xml
msgid "Returns the [Shape2D] with the given id from the given shape owner."
-msgstr "从给定的形状所有者那里返回给定id的[Shape2D]。"
+msgstr "从给定的形状所有者那里返回给定 id 的 [Shape2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the child index of the [Shape2D] with the given id from the given "
"shape owner."
-msgstr "从给定的形状所有者那里返回给定id的[Shape2D]的子索引。"
+msgstr "从给定的形状所有者那里返回给定 id 的 [Shape2D] 的子索引。"
#: doc/classes/CollisionObject2D.xml
msgid "Returns the shape owner's [Transform2D]."
-msgstr "返回形状所有者的[Transform2D]。"
+msgstr "返回形状所有者的 [Transform2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -16720,20 +17117,20 @@ msgid ""
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
-"如果[code]enable[/code]为[code]true[/code],则源自这个[CollisionObject2D]的形"
-"状所有者的碰撞将不会被报告给[CollisionObject2D]。"
+"如果 [code]enable[/code] 为 [code]true[/code],则源自这个 "
+"[CollisionObject2D] 的形状所有者的碰撞将不会被报告给 [CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [code]owner_id[/code] to [code]margin[/code] pixels."
msgstr ""
-"将由给定的[code]owner_id[/code]标识的形状所有者的"
-"[code]one_way_collision_margin[/code]设置为[code]margin[/code]像素。"
+"将由给定的 [code]owner_id[/code] 标识的形状所有者的 "
+"[code]one_way_collision_margin[/code] 设置为 [code]margin[/code] 像素。"
#: doc/classes/CollisionObject2D.xml
msgid "Sets the [Transform2D] of the given shape owner."
-msgstr "设置给定形状所有者的[Transform2D]。"
+msgstr "设置给定形状所有者的 [Transform2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -16773,8 +17170,8 @@ msgid ""
"[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
"set. See [method _input_event] for details."
msgstr ""
-"当输入事件发生时发出。要求 [member input_pickable]为[code]true[/code],并至少"
-"要设置一个[code]collision_layer[/code]位。有关详细信息,请参阅[method "
+"当输入事件发生时发出。要求 [member input_pickable]为 [code]true[/code],并至"
+"少要设置一个[code]collision_layer[/code]位。有关详细信息,请参阅[method "
"_input_event]。"
#: doc/classes/CollisionObject2D.xml
@@ -16783,8 +17180,8 @@ msgid ""
"[member input_pickable] to be [code]true[/code] and at least one "
"[code]collision_layer[/code] bit to be set."
msgstr ""
-"当鼠标指针进入此对象的任何形状时触发。要求[member input_pickable]为"
-"[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。"
+"当鼠标指针进入此对象的任何形状时触发。要求 [member input_pickable] 为 "
+"[code]true[/code],并且至少要设置一个 [code]collision_layer[/code] 位。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -16792,12 +17189,12 @@ msgid ""
"[member input_pickable] to be [code]true[/code] and at least one "
"[code]collision_layer[/code] bit to be set."
msgstr ""
-"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为"
-"[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。"
+"当鼠标指针退出此对象的所有形状时发出。要求 [member input_pickable] 为 "
+"[code]true[/code],并且至少要设置一个 [code]collision_layer[/code] 位。"
#: doc/classes/CollisionPolygon.xml
msgid "Editor-only class for defining a collision polygon in 3D space."
-msgstr "仅限编辑器的类,用于在3D空间中定义碰撞多边形。"
+msgstr "仅限编辑器的类,用于在 3D 空间中定义碰撞多边形。"
#: doc/classes/CollisionPolygon.xml
msgid ""
@@ -16818,13 +17215,13 @@ msgstr "产生的碰撞在垂直于其多边形的任一方向上延伸的长度
#: doc/classes/CollisionPolygon.xml
msgid "If [code]true[/code], no collision will be produced."
-msgstr "如果[code]true[/code],将不会产生碰撞。"
+msgstr "如果为 [code]true[/code],将不会产生碰撞。"
#: doc/classes/CollisionPolygon.xml
msgid ""
"The collision margin for the generated [Shape]. See [member Shape.margin] "
"for more details."
-msgstr "生成的[Shape]的碰撞边。参阅[member Shape.margin]获取更多细节。"
+msgstr "生成的 [Shape] 的碰撞边。详情请参阅 [member Shape.margin]。"
#: doc/classes/CollisionPolygon.xml
msgid ""
@@ -16842,31 +17239,35 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid "Defines a 2D collision polygon."
-msgstr "定义2D碰撞多边形。"
+msgstr "定义 2D 碰撞多边形。"
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
"can be drawn in the editor or specified by a list of vertices."
msgstr ""
-"为[CollisionObject2D]父级提供2D碰撞多边形。多边形可以在编辑器中绘制,也可以由"
-"顶点列表指定。"
+"为 [CollisionObject2D] 父级提供 2D 碰撞多边形。多边形可以在编辑器中绘制,也可"
+"以由顶点列表指定。"
#: doc/classes/CollisionPolygon2D.xml
msgid "Collision build mode. Use one of the [enum BuildMode] constants."
-msgstr "碰撞构建模式。使用[enum BuildMode]常量之一。"
+msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。"
#: doc/classes/CollisionPolygon2D.xml
msgid "If [code]true[/code], no collisions will be detected."
-msgstr "如果[code]true[/code],将不会检测到碰撞。"
+msgstr "如果为 [code]true[/code],则不会检测到碰撞。"
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
-"如果[code]true[/code],相对于[CollisionPolygon2D]的旋转而言,只有面朝上的边缘"
-"才会与其他对象发生碰撞。"
+"如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相"
+"对于 [CollisionPolygon2D] 的旋转而言的。\n"
+"[b]注意:[/b]如果这个 [CollisionPolygon2D] 是 [Area2D] 节点的子节点,则这个属"
+"性无效。"
#: doc/classes/CollisionPolygon2D.xml
msgid ""
@@ -16896,7 +17297,7 @@ msgstr "碰撞将仅包括多边形边缘。"
#: doc/classes/CollisionShape.xml
msgid "Node that represents collision shape data in 3D space."
-msgstr "表示3D空间中的碰撞形状数据的节点。"
+msgstr "表示 3D 空间中的碰撞形状数据的节点。"
#: doc/classes/CollisionShape.xml
msgid ""
@@ -16917,9 +17318,8 @@ msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
-#, fuzzy
msgid "Physics introduction"
-msgstr "三次插值."
+msgstr "物理介绍"
#: doc/classes/CollisionShape.xml
msgid ""
@@ -16955,15 +17355,15 @@ msgid ""
"shape_owner_get_shape] to get the actual shape."
msgstr ""
"编辑器功能,用于在2D空间中创建和编辑碰撞形状。您可以使用此节点表示各种碰撞形"
-"状,例如,将其添加到[Area2D]以提供检测形状,或将其添加到[PhysicsBody2D]以创建"
-"实体。 [b]重要事项[/b]:这是创建形状的仅编辑器助手,请使用[method "
-"CollisionObject2D.shape_owner_get_shape]获取实际形状。"
+"状,例如,将其添加到 [Area2D] 以提供检测形状,或将其添加到 [PhysicsBody2D] 以"
+"创建实体。[b]重要事项[/b]:这是创建形状的仅编辑器助手,请使用 [method "
+"CollisionObject2D.shape_owner_get_shape] 获取实际形状。"
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Kinematic Character Demo"
-msgstr ""
+msgstr "2D 运动学角色演示"
#: doc/classes/CollisionShape2D.xml
msgid ""
@@ -16976,8 +17376,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
-msgstr "设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。"
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
+msgstr ""
+"设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。\n"
+"[b]注意:[/b]如果这个 [CollisionShape2D] 是 [Area2D] 节点的子节点,则这个属性"
+"无效。"
#: doc/classes/CollisionShape2D.xml
msgid ""
@@ -17018,22 +17423,22 @@ msgstr ""
"wiki/X11_color_names]X11 颜色名称[/url]。\n"
"如果想提供 0 到 255 范围内的值,你应该使用 [method @GDScript.Color8]。\n"
"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑"
-"色)的 Color 将被评估为[code]false[/code]。否则,Color 将始终被评估为 "
+"色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 "
"[code]true[/code]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color 常量速查表[/url]"
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "2D GD Paint Demo"
-msgstr ""
+msgstr "2D GD 画图演示"
#: doc/classes/Color.xml doc/classes/ColorPicker.xml
msgid "Tween Demo"
-msgstr ""
+msgstr "Tween 演示"
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "GUI Drag And Drop Demo"
-msgstr ""
+msgstr "GUI 拖放演示"
#: doc/classes/Color.xml
msgid ""
@@ -17062,12 +17467,12 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
"从 RGBA 格式的 32 位整数构造颜色,每个字节代表一个颜色通道。\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # 类似 Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17093,8 +17498,7 @@ msgid ""
msgstr ""
"根据 RGBA 值构造颜色,通常介于 0 和 1 之间。\n"
"[codeblock]\n"
-"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, "
-"204)\n"
+"var color = Color(0.2, 1.0, 0.7, 0.8) # 类似于 Color8(51, 255, 178, 204)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17120,16 +17524,15 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
"返回对比度最高的颜色。\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # 相当于 RGBA(204, 229, 102, 255)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17141,7 +17544,7 @@ msgid ""
"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
"[/codeblock]"
msgstr ""
-"返回一个新的颜色,这个颜色按指定的百分比(比例从0到1)变暗。\n"
+"返回一个新的颜色,这个颜色按指定的百分比(比例从0 到 1)变暗。\n"
"[codeblock]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
@@ -17152,15 +17555,15 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
-"从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code]和[code]v[/code]"
-"是0和1之间的值。\n"
+"从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code] 和 [code]v[/"
+"code] 是 0 和 1 之间的值。\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # 相当于 HSV(210, 50, 79, "
+"0.8) 或 Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17177,15 +17580,15 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
"返回颜色的灰度表示。\n"
"灰度值计算为 [code](r + g + b) / 3[/code]。\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # 值为 0.466667\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17199,7 +17602,7 @@ msgstr ""
"返回反色 [code](1 - r, 1 - g, 1 - b, a)[/code]。\n"
"[codeblock]\n"
"var color = Color(0.3, 0.4, 0.9)\n"
-"var inverted_color = color.inverted() # 等价于 Color(0.7, 0.6, 0.1)\n"
+"var inverted_color = color.inverted() # 相当于 Color(0.7, 0.6, 0.1)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17208,8 +17611,8 @@ msgid ""
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"如果这个颜色和 [code]color[/code] 近似相等,则返回[code]true[/code],方法是对"
-"每个分量运行 [method @GDScript.is_equal_approx]。"
+"如果这个颜色和 [code]color[/code] 近似相等,则返回 [code]true[/code],方法是"
+"对每个分量运行 [method @GDScript.is_equal_approx]。"
#: doc/classes/Color.xml
msgid ""
@@ -17220,10 +17623,10 @@ msgid ""
"var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n"
"[/codeblock]"
msgstr ""
-"返回将此颜色按指定百分比(比例从0到1)变浅后产生的新颜色。\n"
+"返回将此颜色按指定百分比(比例从 0 到 1)变浅后产生的新颜色。\n"
"[codeblock]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
-"var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n"
+"var lightgreen = green.lightened(0.2) # 比普通的绿色要淡 20%\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17241,8 +17644,7 @@ msgstr ""
"[codeblock]\n"
"var c1 = Color(1.0, 0.0, 0.0)\n"
"var c2 = Color(0.0, 1.0, 0.0)\n"
-"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, "
-"0.0)\n"
+"var li_c = c1.linear_interpolate(c2, 0.5) # 相当于 Color(0.5, 0.5, 0.0)\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17255,11 +17657,11 @@ msgid ""
"print(color.to_abgr32()) # Prints 4281565439\n"
"[/codeblock]"
msgstr ""
-"返回转换为 ABGR 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 ABGR 是默"
-"认格式的转置版本。\n"
+"返回转换为 ABGR 格式的 32 位整数的颜色,每个字节代表一个颜色通道。ABGR 是默认"
+"格式的转置版本。\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
-"print(color.to_abgr32()) # Prints 4281565439\n"
+"print(color.to_abgr32()) # 输出 4281565439\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17272,11 +17674,11 @@ msgid ""
"print(color.to_abgr64()) # Prints -225178692812801\n"
"[/codeblock]"
msgstr ""
-"返回转换为 ABGR 格式的 64 位整数的颜色,每个字代表一个颜色通道。 ABGR 是默认"
-"格式的转置版本。\n"
+"返回转换为 ABGR 格式的 64 位整数的颜色,每个字代表一个颜色通道。ABGR 是默认格"
+"式的转置版本。\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
-"print(color.to_abgr64()) # Prints -225178692812801\n"
+"print(color.to_abgr64()) # 输出 -225178692812801\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17288,11 +17690,11 @@ msgid ""
"print(color.to_argb32()) # Prints 4294934323\n"
"[/codeblock]"
msgstr ""
-"返回转换为 ARGB 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 ARGB 与 "
+"返回转换为 ARGB 格式的 32 位整数的颜色,每个字节代表一个颜色通道。ARGB 与 "
"DirectX 更加兼容。\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
-"print(color.to_argb32()) # Prints 4294934323\n"
+"print(color.to_argb32()) # 输出 4294934323\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17304,11 +17706,11 @@ msgid ""
"print(color.to_argb64()) # Prints -2147470541\n"
"[/codeblock]"
msgstr ""
-"返回转换为 ARGB 格式的 64 位整数的颜色,每个字代表一个颜色通道。 ARGB 与 "
+"返回转换为 ARGB 格式的 64 位整数的颜色,每个字代表一个颜色通道。ARGB 与 "
"DirectX 更加兼容。\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
-"print(color.to_argb64()) # Prints -2147470541\n"
+"print(color.to_argb64()) # 输出 -2147470541\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17318,18 +17720,18 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
"返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n"
"将 [code]with_alpha[/code] 设置为 [code]false[/code] 将十六进制字符串中的 "
"Alpha 排除在外。\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # 返回 \"7fffffff\"\n"
-"var s2 = c.to_html(false) # 返回 \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # 返回 \"7fffffff\"\n"
+"var s2 = color.to_html(false) # 返回 \"ffffff\"\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17341,11 +17743,11 @@ msgid ""
"print(color.to_rgba32()) # Prints 4286526463\n"
"[/codeblock]"
msgstr ""
-"返回转换为 RGBA 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 RGBA 是 "
+"返回转换为 RGBA 格式的 32 位整数的颜色,每个字节代表一个颜色通道。RGBA 是 "
"Godot 的默认格式。\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
-"print(color.to_rgba32()) # Prints 4286526463\n"
+"print(color.to_rgba32()) # 输出 4286526463\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17357,11 +17759,11 @@ msgid ""
"print(color.to_rgba64()) # Prints -140736629309441\n"
"[/codeblock]"
msgstr ""
-"返回转换为 RGBA 格式的 64 位整数的颜色,每个字代表一个颜色通道。 RGBA 是 "
+"返回转换为 RGBA 格式的 64 位整数的颜色,每个字代表一个颜色通道。RGBA 是 "
"Godot 的默认格式。\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
-"print(color.to_rgba64()) # Prints -140736629309441\n"
+"print(color.to_rgba64()) # 输出 -140736629309441\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -17375,7 +17777,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
-msgstr "[member a]的包装程序,使用的范围是0到255,而不是0到1。"
+msgstr "[member a] 的封装器,使用的范围是 0 到 255,而不是 0 到 1。"
#: doc/classes/Color.xml
msgid "The color's blue component, typically on the range of 0 to 1."
@@ -17383,7 +17785,7 @@ msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。"
#: doc/classes/Color.xml
msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1."
-msgstr "[member b]的封装器,使用0到255的范围,而不是0到1。"
+msgstr "[member b] 的封装器,使用 0 到 255 的范围,而不是 0 到 1。"
#: doc/classes/Color.xml
msgid "The color's green component, typically on the range of 0 to 1."
@@ -17391,27 +17793,27 @@ msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。"
#: doc/classes/Color.xml
msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1."
-msgstr "[member g]的封装器,使用范围0到255而不是0到1。"
+msgstr "[member g] 的封装器,使用范围 0 到 255 而不是 0 到 1。"
#: doc/classes/Color.xml
msgid "The HSV hue of this color, on the range 0 to 1."
-msgstr "这个颜色的HSV色相,范围是0到1。"
+msgstr "这个颜色的 HSV 色相,范围是 0 到 1。"
#: doc/classes/Color.xml
msgid "The color's red component, typically on the range of 0 to 1."
-msgstr "颜色的红色分量,通常在0到1的范围内。"
+msgstr "颜色的红色分量,通常在 0 到 1 的范围内。"
#: doc/classes/Color.xml
msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1."
-msgstr "[member r]的封装器,使用0到255的范围而不是0到1。"
+msgstr "[member r] 的封装器,使用 0 到 255 的范围而不是 0 到 1。"
#: doc/classes/Color.xml
msgid "The HSV saturation of this color, on the range 0 to 1."
-msgstr "该颜色的HSV饱和度,范围为0到1。"
+msgstr "这个颜色的 HSV 饱和度,范围为 0 到 1。"
#: doc/classes/Color.xml
msgid "The HSV value (brightness) of this color, on the range 0 to 1."
-msgstr "该颜色的HSV值(亮度),范围为0至1。"
+msgstr "这个颜色的 HSV 值(亮度),范围为 0 至 1。"
#: doc/classes/Color.xml
msgid "Alice blue color."
@@ -17419,31 +17821,31 @@ msgstr "爱丽丝蓝。"
#: doc/classes/Color.xml
msgid "Antique white color."
-msgstr "古色古香的白色。"
+msgstr "古董白。"
#: doc/classes/Color.xml
msgid "Aqua color."
-msgstr "水色."
+msgstr "水色。"
#: doc/classes/Color.xml
msgid "Aquamarine color."
-msgstr "海蓝色."
+msgstr "海蓝色。"
#: doc/classes/Color.xml
msgid "Azure color."
-msgstr "天蓝色."
+msgstr "天蓝色。"
#: doc/classes/Color.xml
msgid "Beige color."
-msgstr "米黄色."
+msgstr "米黄色。"
#: doc/classes/Color.xml
msgid "Bisque color."
-msgstr "橘黄色."
+msgstr "橘黄色。"
#: doc/classes/Color.xml
msgid "Black color."
-msgstr "黑色."
+msgstr "黑色。"
#: doc/classes/Color.xml
msgid "Blanche almond color."
@@ -17451,7 +17853,7 @@ msgstr "布兰奇杏仁色。"
#: doc/classes/Color.xml
msgid "Blue color."
-msgstr "蓝色."
+msgstr "蓝色。"
#: doc/classes/Color.xml
msgid "Blue violet color."
@@ -17459,7 +17861,7 @@ msgstr "蓝紫色的颜色。"
#: doc/classes/Color.xml
msgid "Brown color."
-msgstr "棕色."
+msgstr "棕色。"
#: doc/classes/Color.xml
msgid "Burly wood color."
@@ -17467,19 +17869,19 @@ msgstr "癭木色。"
#: doc/classes/Color.xml
msgid "Cadet blue color."
-msgstr "军校学生的蓝色。"
+msgstr "军服蓝。"
#: doc/classes/Color.xml
msgid "Chartreuse color."
-msgstr "黄褐色."
+msgstr "黄褐色。"
#: doc/classes/Color.xml
msgid "Chocolate color."
-msgstr "巧克力色."
+msgstr "巧克力色。"
#: doc/classes/Color.xml
msgid "Coral color."
-msgstr "珊瑚色."
+msgstr "珊瑚色。"
#: doc/classes/Color.xml
msgid "Cornflower color."
@@ -17791,7 +18193,7 @@ msgstr "鹿皮鞋颜色。"
#: doc/classes/Color.xml
msgid "Navajo white color."
-msgstr "那瓦伙族人白。"
+msgstr "纳瓦白。"
#: doc/classes/Color.xml
msgid "Navy blue color."
@@ -17799,7 +18201,7 @@ msgstr "藏青色。"
#: doc/classes/Color.xml
msgid "Old lace color."
-msgstr "旧蕾丝颜色。"
+msgstr "旧蕾丝色。"
#: doc/classes/Color.xml
msgid "Olive color."
@@ -18025,7 +18427,7 @@ msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"Removes the given color from the list of color presets of this color picker."
-msgstr "从这个取色器的颜色预设列表中删除给定的颜色。"
+msgstr "从这个取色器的颜色预设列表中移除给定的颜色。"
#: doc/classes/ColorPicker.xml
msgid "Returns the list of colors in the presets of the color picker."
@@ -18041,8 +18443,8 @@ msgid ""
"mouse button, otherwise it will apply immediately even in mouse motion event "
"(which can cause performance issues)."
msgstr ""
-"如果[code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠标移"
-"动事件中也会立即应用(会造成性能问题)。"
+"如果为 [code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠"
+"标移动事件中也会立即应用(会造成性能问题)。"
#: doc/classes/ColorPicker.xml
msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
@@ -18086,7 +18488,7 @@ msgstr "添加预设时发出。"
#: doc/classes/ColorPicker.xml
msgid "Emitted when a preset is removed."
-msgstr "删除预设时发出。"
+msgstr "移除预设时发出。"
#: doc/classes/ColorPicker.xml
msgid "The width of the hue selection slider."
@@ -18150,8 +18552,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回此节点所切换的 [ColorPicker]。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望"
-"隐藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望隐"
+"藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ColorPickerButton.xml
msgid ""
@@ -18164,14 +18566,15 @@ msgid ""
msgstr ""
"返回控件的 [PopupPanel],它允许你连接到弹出信号。这允许你在显示或隐藏 "
"ColorPicker 时事件处理。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望"
-"隐藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
+"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ColorPickerButton.xml
msgid ""
"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
"be visible."
-msgstr "如果 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。"
+msgstr ""
+"如果为 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。"
#: doc/classes/ColorPickerButton.xml
msgid "Emitted when the color changes."
@@ -18270,7 +18673,7 @@ msgid ""
msgstr ""
"填充颜色。\n"
"[codeblock]\n"
-"$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n"
+"$ColorRect.color = Color(1, 0, 0, 1) # 将 ColorRect 设为红色。\n"
"[/codeblock]"
#: doc/classes/ConcavePolygonShape.xml
@@ -18287,7 +18690,7 @@ msgid ""
msgstr ""
"凹多边形形状资源,可设置为[PhysicsBody]或区域。这个形状是通过提供一个三角形列"
"表来创建的。\n"
-"[b]注意:[/b] 用于碰撞时,[ConcavePolygonShape] 旨在与静态 [PhysicsBody] 节点"
+"[b]注意:[/b]用于碰撞时,[ConcavePolygonShape] 旨在与静态 [PhysicsBody] 节点"
"一起使用,如 [StaticBody],并且不适用于具有非静态模式的 [KinematicBody] 或 "
"[RigidBody]。"
@@ -18326,7 +18729,7 @@ msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
msgid ""
"The array of points that make up the [ConcavePolygonShape2D]'s line segments."
-msgstr "组成[ConcavePolygonShape2D]线段的点的数组。"
+msgstr "组成 [ConcavePolygonShape2D] 线段的点的数组。"
#: doc/classes/ConeTwistJoint.xml
msgid "A twist joint between two 3D PhysicsBodies."
@@ -18387,7 +18790,7 @@ msgid ""
"Twist is locked if below 0.05."
msgstr ""
"扭曲是绕扭曲轴的旋转,此值定义了关节可以扭曲多远。\n"
-"如果低于0.05,则扭曲被锁定。"
+"如果低于 0.05,则扭曲被锁定。"
#: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml
#: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml
@@ -18524,7 +18927,7 @@ msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Removes the entire contents of the config."
-msgstr "删除配置的全部内容。"
+msgstr "移除配置的全部内容。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18557,17 +18960,17 @@ msgid ""
"[code]default[/code] value. If [code]default[/code] is not specified or set "
"to [code]null[/code], an error is also raised."
msgstr ""
-"返回指定部分和键的当前值。如果节或键不存在,本方法返回后备值[code]default[/"
-"code]。如果没有指定[code]default[/code]或者设置为[code]null[/code],也会引发"
-"一个错误。"
+"返回指定部分和键的当前值。如果节或键不存在,本方法返回后备值 [code]default[/"
+"code]。如果没有指定 [code]default[/code] 或者设置为 [code]null[/code],也会引"
+"发一个错误。"
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section exists."
-msgstr "如果指定的部分存在,则返回[code]true[/code]。"
+msgstr "如果指定的部分存在,则返回 [code]true[/code]。"
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section-key pair exists."
-msgstr "如果指定的段键对存在,则返回[code]true[/code]。"
+msgstr "如果指定的段键对存在,则返回 [code]true[/code]。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18576,9 +18979,9 @@ msgid ""
"on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的[ConfigFile]"
-"对象中。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 "
+"[ConfigFile] 对象中。\n"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18587,9 +18990,9 @@ msgid ""
"the [ConfigFile] object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"加载指定为参数的加密配置文件,使用提供的[code]key[/code]对其解密。解析文件的"
-"内容并将其加载到调用该方法的[ConfigFile]对象中。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"加载指定为参数的加密配置文件,使用提供的 [code]key[/code] 对其解密。解析文件"
+"的内容并将其加载到调用该方法的 [ConfigFile] 对象中。\n"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18598,9 +19001,9 @@ msgid ""
"loaded in the [ConfigFile] object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"加载作为参数的加密配置文件,使用提供的[code]password[/code]解密。该文件的内容"
-"被解析并加载到调用该方法的 [ConfigFile] 对象中。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"加载作为参数的加密配置文件,使用提供的 [code]password[/code] 解密。该文件的内"
+"容被解析并加载到调用该方法的 [ConfigFile] 对象中。\n"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18618,9 +19021,9 @@ msgid ""
"parameter. The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"将[ConfigFile]对象的内容保存到指定为参数的文件中。输出文件使用INI样式的结"
+"将 [ConfigFile] 对象的内容保存到指定为参数的文件中。输出文件使用 INI 样式的结"
"构。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18629,9 +19032,9 @@ msgid ""
"The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"使用提供的[code]key[/code]将[ConfigFile]对象的内容保存到作为参数指定的AES-256"
-"加密文件中。输出文件使用INI样式的结构。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"使用提供的 [code]key[/code] 将 [ConfigFile] 对象的内容保存到作为参数指定的 "
+"AES-256 加密文件中。输出文件使用 INI 样式的结构。\n"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18640,9 +19043,9 @@ msgid ""
"encrypt it. The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"将[ConfigFile]对象的内容保存到作为参数指定的AES-256加密文件中,使用提供的"
-"[code]password[/code]进行加密。输出文件使用 INI 风格的结构。\n"
-"返回 [enum Error] 代码常量之一 (成功时返回 [code]OK[/code])。"
+"将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供"
+"的 [code]password[/code]进行加密。输出文件使用 INI 风格的结构。\n"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -18651,9 +19054,9 @@ msgid ""
"code] value deletes the specified key if it exists, and deletes the section "
"if it ends up empty once the key has been removed."
msgstr ""
-"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递"
-"一个[code]null[/code]的值就会删除指定的键,如果键被删除后,键最终是空的,就会"
-"删除节。"
+"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 "
+"[code]null[/code] 值就会移除指定的键,如果键被移除后,键最终是空的,就会移除"
+"节。"
#: doc/classes/ConfirmationDialog.xml
msgid "Dialog for confirmation of actions."
@@ -18669,7 +19072,7 @@ msgid ""
"get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
"[/codeblock]."
msgstr ""
-"用于确认操作的对话框。这个对话框继承自[AcceptDialog],但默认有一个确定和取消"
+"用于确认操作的对话框。这个对话框继承自 [AcceptDialog],但默认有一个确定和取消"
"按钮(按主机操作系统顺序)。\n"
"要获得取消操作,你可以使用\n"
"[codeblock]\n"
@@ -18684,8 +19087,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回取消按钮。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望"
-"隐藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
+"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/Container.xml
msgid "Base node for containers."
@@ -18765,43 +19168,42 @@ msgid ""
"code] methods provided by this class."
msgstr ""
"所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形、相对于其父控件或"
-"当前视窗的锚点位置以及表示锚点偏移的边距。 当节点、其任何父节点或屏幕尺寸发生"
+"当前视窗的锚点位置以及表示锚点偏移的边距。当节点、其任何父节点或屏幕尺寸发生"
"变化时,边距会自动更新。\n"
-"更多关于 Godot 的 UI 系统、锚点、边距和容器的信息,请参阅手册中的相关教程。 "
-"要构建灵活的 UI,您需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元"
+"更多关于 Godot 的 UI 系统、锚点、边距和容器的信息,请参阅手册中的相关教程。要"
+"构建灵活的 UI,您需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元"
"素。\n"
"[b]用户界面节点和输入[/b]\n"
-"Godot 首先通过调用 [method Node._input] 将输入事件发送到场景的根节点。 "
-"[method Node._input] 将事件沿节点树向下转发到鼠标光标下或键盘焦点上的节点。 "
-"为此,它调用 [method MainLoop._input_event]。 调用 [method accept_event] 以便"
-"没有其他节点收到该事件。 一旦你接受一个输入,它就会被处理,所以 [method Node."
+"Godot 首先通过调用 [method Node._input] 将输入事件发送到场景的根节点。"
+"[method Node._input] 将事件沿节点树向下转发到鼠标光标下或键盘焦点上的节点。为"
+"此,它调用 [method MainLoop._input_event]。调用 [method accept_event] 以便没"
+"有其他节点收到该事件。一旦你接受一个输入,它就会被处理,所以 [method Node."
"_unhandled_input] 不会处理它。\n"
-"只有一个 [Control] 节点可以处于键盘焦点。 只有处于焦点的节点才会接收键盘事"
-"件。 要获得焦点,请调用 [method grab_focus]。在另一个节点获得聚焦时 "
-"[Control] 节点会失去焦点,或者您隐藏焦点中的节点。\n"
+"只有一个 [Control] 节点可以处于键盘焦点。只有处于焦点的节点才会接收键盘事件。"
+"要获得焦点,请调用 [method grab_focus]。在另一个节点获得聚焦时 [Control] 节点"
+"会失去焦点,或者您隐藏焦点中的节点。\n"
"将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE] 以告诉 "
-"[Control] 节点忽略鼠标或触摸事件。 如果您在按钮顶部放置一个图标,您将需要"
+"[Control] 节点忽略鼠标或触摸事件。如果您在按钮顶部放置一个图标,您将需要"
"它。\n"
-"[Theme] 资源更改控件的外观。 如果您更改 [Control] 节点上的 [Theme],则会影响"
-"其所有子节点。 要覆盖某些主题的参数,请调用 [code]add_*_override[/code] 方法"
-"之一,例如 [method add_font_override]。 您可以使用检查器覆盖主题。\n"
-"[b]注意:[/b] 主题项目[i]不是[/i] [Object] 的属性。这意味着你无法使用 "
-"[method Object.get] 和 [method Object.set] 访问它们的值。请换用 [method "
-"get_color]、[method get_constant]、[method get_font]、[method get_icon]、"
-"[method get_stylebox],以及这个类提供的 [code]add_*_override[/code] 方法。"
+"[Theme] 资源更改控件的外观。如果您更改 [Control] 节点上的 [Theme],则会影响其"
+"所有子节点。要覆盖某些主题的参数,请调用 [code]add_*_override[/code] 方法之"
+"一,例如 [method add_font_override]。您可以使用检查器覆盖主题。\n"
+"[b]注意:[/b]主题项目[i]不是[/i] [Object] 的属性。这意味着你无法使用 [method "
+"Object.get] 和 [method Object.set] 访问它们的值。请换用 [method get_color]、"
+"[method get_constant]、[method get_font]、[method get_icon]、[method "
+"get_stylebox],以及这个类提供的 [code]add_*_override[/code] 方法。"
#: doc/classes/Control.xml
msgid "GUI tutorial index"
-msgstr ""
+msgstr "GUI 教程索引"
#: doc/classes/Control.xml
-#, fuzzy
msgid "Control node gallery"
-msgstr "Control 键。"
+msgstr "控件节点一览"
#: doc/classes/Control.xml
msgid "All GUI Demos"
-msgstr ""
+msgstr "所有 GUI 演示"
#: doc/classes/Control.xml
msgid ""
@@ -18912,7 +19314,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"由用户实现的虚方法。返回一个 [Control] 节点,该节点应用作工具提示而不是默认节"
-"点。 [code]for_text[/code] 包含 [member hint_tooltip] 属性的内容。\n"
+"点。[code]for_text[/code] 包含 [member hint_tooltip] 属性的内容。\n"
"返回的节点必须是 [Control] 或 Control-derived 类型。它可以有任何类型的子节"
"点。当工具提示消失时它会被释放,因此请确保你始终提供一个新实例(如果你想使用"
"场景树中预先存在的节点,可以复制它并传递复制的实例)。当返回 [code]null[/"
@@ -19111,10 +19513,10 @@ msgid ""
" color = data[\"color\"]\n"
"[/codeblock]"
msgstr ""
-"Godot调用此方法以将控件的[method get_drag_data]结果中的[code]data[/code]传递"
-"给您。 Godot首先调用[method can_drop_data]来测试是否允许[code]data[/code]在"
-"[code]position[/code]处删除,其中[code]position[/code]对于此控件而言是本地"
-"的。\n"
+"Godot 调用此方法以将控件的 [method get_drag_data] 结果中的 [code]data[/code] "
+"传递给您。Godot 首先调用 [method can_drop_data] 来测试是否允许 [code]data[/"
+"code] 在 [code]position[/code] 处删除,其中 [code]position[/code] 对于此控件"
+"而言是本地的。\n"
"[codeblock]\n"
"func can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
@@ -19126,12 +19528,12 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Finds the next (below in the tree) [Control] that can receive the focus."
-msgstr "找到下一个可以接受焦点的[Control],在树的下方。"
+msgstr "找到下一个可以接受焦点的 [Control],在树的下方。"
#: doc/classes/Control.xml
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
-msgstr "找到可以接收焦点的上一个[Control],在树的上方。"
+msgstr "找到可以接收焦点的上一个 [Control],在树的上方。"
#: doc/classes/Control.xml
msgid ""
@@ -19142,11 +19544,11 @@ msgid ""
"The methods [method can_drop_data] and [method drop_data] must be "
"implemented on controls that want to receive drop data."
msgstr ""
-"通过传递[code]data[/code]和[code]preview[/code]强制拖动并绕过[method "
-"get_drag_data]和[method set_drag_preview]。即使鼠标既不在该控件上,也未在该控"
-"件上按下,都将开始拖动。\n"
-"方法[method can_drop_data]和[method drop_data]必须在要接收放置数据的控件上实"
-"现。"
+"通过传递 [code]data[/code] 和 [code]preview[/code] 强制拖动并绕过 [method "
+"get_drag_data] 和 [method set_drag_preview]。即使鼠标既不在该控件上,也未在该"
+"控件上按下,都将开始拖动。\n"
+"[method can_drop_data] 和 [method drop_data] 方法必须在要接收放置数据的控件上"
+"实现。"
#: doc/classes/Control.xml
msgid ""
@@ -19171,8 +19573,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -19190,7 +19593,8 @@ msgid ""
msgstr ""
"如果该 [Theme] 具有指定 [code]name[/code] 和 [code]theme_type[/code] 的颜色"
"项,则从树中第一个匹配的 [Theme] 返回 [Color]。如果省略 [code]theme_type[/"
-"code],则使用当前控件的类名作为类型。如果类型是类名,则还会按继承顺序检查其父"
+"code],则使用当前控件的类名作为类型,如果定义了 [member "
+"theme_type_variation] 则也会使用。如果类型是类名,则还会按继承顺序检查其父"
"类。\n"
"对于当前控件,首先考虑其本地覆盖项,参阅 [method add_color_override],然后是"
"其分配的 [member theme]。在当前控件之后,考虑每个父控件及其分配的 [member "
@@ -19209,7 +19613,8 @@ msgstr ""
msgid ""
"Returns combined minimum size from [member rect_min_size] and [method "
"get_minimum_size]."
-msgstr "返回[member rect_min_size]和[method get_minimum_size]的组合最小大小。"
+msgstr ""
+"返回 [member rect_min_size] 和 [method get_minimum_size] 的组合最小大小。"
#: doc/classes/Control.xml
msgid ""
@@ -19245,12 +19650,12 @@ msgid ""
" return mydata\n"
"[/codeblock]"
msgstr ""
-"Godot调用此方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数"
-"据,则返回[code]null[/code]。想要接收放置数据的控件应实现[method "
-"can_drop_data]和[method drop_data]。 [code]position[/code]在此控件中是本地"
-"的。可以使用[method force_drag]强制拖动。\n"
-"可以使用[method set_drag_preview]设置跟随鼠标的预览,该预览将代表数据。设置预"
-"览的好时机就是这种方法。\n"
+"Godot 调用此方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的"
+"数据,则返回 [code]null[/code]。想要接收放置数据的控件应实现 [method "
+"can_drop_data] 和 [method drop_data]。[code]position[/code] 在此控件中是本地"
+"的。可以使用 [method force_drag] 强制拖动。\n"
+"可以使用 [method set_drag_preview] 设置跟随鼠标的预览,该预览将代表数据。设置"
+"预览的好时机就是这种方法。\n"
"[codeblock]\n"
"func get_drag_data(position):\n"
" var mydata = make_data()\n"
@@ -19260,7 +19665,7 @@ msgstr ""
#: doc/classes/Control.xml
msgid "Returns [member margin_right] and [member margin_bottom]."
-msgstr "返回[member margin_right]和[member margin_bottom]。"
+msgstr "返回 [member margin_right] 和 [member margin_bottom]。"
#: doc/classes/Control.xml
msgid ""
@@ -19269,14 +19674,14 @@ msgid ""
"[member focus_neighbour_left], [member focus_neighbour_right] and [member "
"focus_neighbour_top]."
msgstr ""
-"返回由[enum Margin]枚举的[code]margin[/code]常量标识的焦点邻居。 [member "
-"focus_neighbour_bottom],[member focus_neighbour_left],[member "
-"focus_neighbour_right]和[member focus_neighbour_top]的获取方法。"
+"返回由 [enum Margin] 枚举的 [code]margin[/code] 常量标识的焦点邻居。[member "
+"focus_neighbour_bottom]、[member focus_neighbour_left]、[member "
+"focus_neighbour_right]、[member focus_neighbour_top] 的获取方法。"
#: doc/classes/Control.xml
msgid ""
"Returns the control that has the keyboard focus or [code]null[/code] if none."
-msgstr "返回有键盘焦点的控件,如果没有,则返回[code]null[/code]。"
+msgstr "返回有键盘焦点的控件,如果没有,则返回 [code]null[/code]。"
#: doc/classes/Control.xml
msgid ""
@@ -19294,7 +19699,7 @@ msgid ""
"Returns the position and size of the control relative to the top-left corner "
"of the screen. See [member rect_position] and [member rect_size]."
msgstr ""
-"返回控件相对于屏幕左上角的位置和大小。请参阅[member rect_position]和[member "
+"返回控件相对于屏幕左上角的位置和大小。见 [member rect_position] 和 [member "
"rect_size]。"
#: doc/classes/Control.xml
@@ -19320,7 +19725,7 @@ msgstr ""
#: doc/classes/Control.xml
msgid "Returns the minimum size for this control. See [member rect_min_size]."
-msgstr "返回此控件的最小尺寸。参阅[member rect_min_size]。"
+msgstr "返回此控件的最小尺寸。见 [member rect_min_size]。"
#: doc/classes/Control.xml
msgid "Returns the width/height occupied in the parent control."
@@ -19335,7 +19740,7 @@ msgid ""
"Returns the position and size of the control relative to the top-left corner "
"of the parent Control. See [member rect_position] and [member rect_size]."
msgstr ""
-"返回相对于父控件左上角的控件的位置和大小。请参阅[member rect_position]和"
+"返回相对于父控件左上角的控件的位置和大小。见 [member rect_position] 和 "
"[member rect_size]。"
#: doc/classes/Control.xml
@@ -19442,7 +19847,7 @@ msgid ""
"Returns [code]true[/code] if this is the current focused control. See "
"[member focus_mode]."
msgstr ""
-"如果这是当前的焦点控件,则返回[code]true[/code]。参阅[member focus_mode]。"
+"如果这是当前的焦点控件,则返回 [code]true[/code]。参阅[member focus_mode]。"
#: doc/classes/Control.xml
msgid ""
@@ -19533,6 +19938,16 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+"如果拖放操作成功则返回 [code]true[/code],是 [method Viewport."
+"gui_is_drag_successful] 的替代方案。\n"
+"建议与 [constant Node.NOTIFICATION_DRAG_END] 配合使用。"
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -19592,11 +20007,11 @@ msgstr ""
"将由[enum Margin]枚举的[code]margin[/code]常量标识的锚设置为值[code]anchor[/"
"code]。用于[member anchor_bottom],[member anchor_left],[member "
"anchor_right]和[member anchor_top]的setter方法。\n"
-"如果[code]keep_margin[/code]为[code]true[/code],则在执行此操作后不会更新边"
+"如果[code]keep_margin[/code]为 [code]true[/code],则在执行此操作后不会更新边"
"距。\n"
-"如果[code]push_opposite_anchor[/code]为[code]true[/code],并且相对的锚点与该"
+"如果[code]push_opposite_anchor[/code]为 [code]true[/code],并且相对的锚点与该"
"锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为1且右锚点的值为0.5"
-"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为[code]false[/"
+"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为 [code]false[/"
"code],则左锚点将得到值0.5。"
#: doc/classes/Control.xml
@@ -19626,7 +20041,7 @@ msgid ""
"also be updated."
msgstr ""
"将锚点设置为预设 [code]preset[/code],取值范围为 [enum Control.LayoutPreset] "
-"枚举。等效于在 2D 编辑器中使用布局菜单。\n"
+"枚举。相当于在 2D 编辑器中使用布局菜单。\n"
"如果 [code]keep_margins[/code] 是 [code]true[/code],控件的位置也会更新。"
#: doc/classes/Control.xml
@@ -19747,7 +20162,7 @@ msgid ""
"updated instead of margins."
msgstr ""
"将[member rect_global_position]设置为给定的[code]position[/code]。\n"
-"如果[code]keep_margins[/code]为[code]true[/code],则控件的锚点将被更新,而不"
+"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不"
"是边距。"
#: doc/classes/Control.xml
@@ -19757,9 +20172,9 @@ msgid ""
"margin_bottom], [member margin_left], [member margin_right] and [member "
"margin_top]."
msgstr ""
-"设置由[enum Margin]枚举到[code]offset[/code]的[code]margin[/code]常量所标识的"
-"边距。用于[member margin_bottom],[member margin_left],[member margin_right]"
-"和[member margin_top]的设置方法。"
+"设置由 [enum Margin] 枚举到 [code]offset[/code] 的 [code]margin[/code] 常量所"
+"标识的边距。用于 [member margin_bottom]、[member margin_left]、[member "
+"margin_right]、[member margin_top] 的设置方法。"
#: doc/classes/Control.xml
msgid ""
@@ -19773,8 +20188,8 @@ msgid ""
"Use parameter [code]margin[/code] to determine the gap between the [Control] "
"and the edges."
msgstr ""
-"从 [enum Control.LayoutPreset] 枚举将边距设置为 [code]preset[/code]。这是等效"
-"于在 2D 编辑器中使用布局菜单的编码。\n"
+"从 [enum Control.LayoutPreset] 枚举将边距设置为 [code]preset[/code]。相当于"
+"在 2D 编辑器中使用布局菜单的编码。\n"
"使用参数 [code]resize_mode[/code] 和 [enum Control.LayoutPresetMode] 中的常量"
"来更好地确定 [Control] 的最终大小。如果与更改大小的预设一起使用,则常规大小将"
"被忽略,例如[code]PRESET_LEFT_WIDE[/code]。\n"
@@ -19787,7 +20202,7 @@ msgid ""
"updated instead of margins."
msgstr ""
"将[member rect_position]设置为给定的[code]position[/code]。\n"
-"如果[code]keep_margins[/code]为[code]true[/code],则控件的锚点将被更新,而不"
+"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不"
"是边距。"
#: doc/classes/Control.xml
@@ -19800,8 +20215,8 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
-"设置控件的大小(参阅[member rect_size])。\n"
-"如果[code]keep_margins[/code]是[code]true[/code],则会更新控件的锚点而不是页"
+"设置控件的大小(见 [member rect_size])。\n"
+"如果 [code]keep_margins[/code] 为 [code]true[/code],则会更新控件的锚点而不是"
"边距。"
#: doc/classes/Control.xml
@@ -19835,8 +20250,8 @@ msgid ""
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
-"将节点的底部边缘锚定到其父控件的原点,中心或末端。当节点移动或更改大小时,它"
-"会更改底部边距的更新方式。为了方便起见,可以使用 [enum Anchor] 常量之一。"
+"将节点的底边缘锚定到其父控件的原点,中心或末端。当节点移动或更改大小时,它会"
+"更改底部边距的更新方式。为了方便起见,可以使用 [enum Anchor] 常量之一。"
#: doc/classes/Control.xml
msgid ""
@@ -20016,8 +20431,8 @@ msgid ""
"handled."
msgstr ""
"启用当你关闭控件模态时,输入是否传播。\n"
-"如果[code]false[/code],在视窗输入事件处理时停止事件处理。视窗首先隐藏模态,"
-"之后将输入标记为已处理。"
+"如果为 [code]false[/code],在视区输入事件处理时将停止事件处理。视区首先隐藏模"
+"态,之后将输入标记为已处理。"
#: doc/classes/Control.xml
msgid ""
@@ -20027,7 +20442,7 @@ msgid ""
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
-"节点底边与其父控件之间的距离,基于 [member anchor_bottom]。\n"
+"节点的底边缘与其父控件之间的距离,基于 [member anchor_bottom]。\n"
"边距通常由一个或多个父 [Container] 节点控制,因此,如果您的节点是 "
"[Container] 的直接子级,则不应手动修改它们。当您移动或调整节点大小时,边距会"
"自动更新。"
@@ -20066,7 +20481,7 @@ msgid ""
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
-"节点的顶边与其父控件之间的距离,基于 [member anchor_top]。\n"
+"节点的顶边缘与其父控件之间的距离,基于 [member anchor_top]。\n"
"边距通常由一个或多个父 [Container] 节点控制,所以如果您的节点是 [Container] "
"的直接子节点,您不应该手动修改它们。当您移动或调整节点大小时,边距会自动更"
"新。"
@@ -20078,9 +20493,9 @@ msgid ""
"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
"system."
msgstr ""
-"此控件的默认光标形状。对于Godot插件和使用系统鼠标光标的应用程序或游戏很有"
+"此控件的默认光标形状。对于 Godot 插件和使用系统鼠标光标的应用程序或游戏很有"
"用。\n"
-"[b]注意:[/b]在Linux上,形状可能会有所不同,具体取决于系统的光标主题。"
+"[b]注意:[/b]在 Linux 上,形状可能会有所不同,具体取决于系统的光标主题。"
#: doc/classes/Control.xml
msgid ""
@@ -20089,9 +20504,9 @@ msgid ""
"Also controls whether the control can receive the [signal mouse_entered], "
"and [signal mouse_exited] signals. See the constants to learn what each does."
msgstr ""
-"控制控件是否能够通过[method _gui_input]接收鼠标按钮输入事件,以及如何处理这些"
-"事件。还控制控件是否能接收[signal mouse_entered]和[signal mouse_exited]信号。"
-"参阅常量来了解每个常量的作用。"
+"控制控件是否能够通过 [method _gui_input] 接收鼠标按钮输入事件,以及如何处理这"
+"些事件。还控制控件是否能接收 [signal mouse_entered] 和 [signal mouse_exited] "
+"信号。参阅常量来了解每个常量的作用。"
#: doc/classes/Control.xml
msgid ""
@@ -20099,8 +20514,8 @@ msgid ""
"to this control's rectangle. If [code]true[/code], parts of a child which "
"would be visibly outside of this control's rectangle will not be rendered."
msgstr ""
-"启用是否应将基于[CanvasItem]的子控件渲染到该控件的矩形上。如果[code]true[/"
-"code],则不会渲染子控件中明显在矩形之外的部分。"
+"启用是否应将基于 [CanvasItem] 的子控件渲染到该控件的矩形上。如果为 "
+"[code]true[/code],则不会渲染子控件中明显在矩形之外的部分。"
#: doc/classes/Control.xml
msgid ""
@@ -20115,19 +20530,20 @@ msgid ""
"this size, even if its content is smaller. If it's set to (0, 0), the node "
"sizes automatically to fit its content, be it a texture or child nodes."
msgstr ""
-"节点的边界矩形的最小尺寸。如果你将它设置为大于(0,0)的值,节点的边界矩形将始"
-"终至少有这个大小,即使它的内容更小。如果设置为(0,0),节点的大小会自动适应其"
-"内容,无论是纹理还是子节点。"
+"节点的边界矩形的最小尺寸。如果你将它设置为大于 (0,0) 的值,节点的边界矩形将"
+"始终至少有这个大小,即使它的内容更小。如果设置为 (0,0),节点的大小会自动适应"
+"其内容,无论是纹理还是子节点。"
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
-"默认情况下,该节点的轴心位于其左上角。当您更改其 [member rect_scale] 时,它将"
-"围绕此轴心进行缩放。将此属性设置为 [member rect_size] / 2,以将轴心在节点的矩"
-"形中居中。"
+"默认情况下,该节点的轴心位于其左上角。当您更改其 [member rect_rotation] 或 "
+"[member rect_scale] 时,它将围绕此轴心进行旋转或缩放。将此属性设置为 [member "
+"rect_size] / 2,以将轴心在该 Control 内居中。"
#: doc/classes/Control.xml
msgid ""
@@ -20179,7 +20595,7 @@ msgstr ""
msgid ""
"The size of the node's bounding rectangle, in pixels. [Container] nodes "
"update this property automatically."
-msgstr "节点边界矩形的大小,以像素为单位。 [Container]节点会自动更新此属性。"
+msgstr "节点边界矩形的大小,以像素为单位。[Container]节点会自动更新此属性。"
#: doc/classes/Control.xml
msgid ""
@@ -20187,8 +20603,8 @@ msgid ""
"on the X axis. Use one of the [enum SizeFlags] constants to change the "
"flags. See the constants to learn what each does."
msgstr ""
-"告诉父[Container]节点应如何调整尺寸并将其放置在X轴上。使用[enum SizeFlags]常"
-"量之一更改标志。查看常量以了解每个常量的作用。"
+"告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。使用 [enum "
+"SizeFlags] 常量之一更改标志。查看常量以了解每个常量的作用。"
#: doc/classes/Control.xml
msgid ""
@@ -20208,14 +20624,44 @@ msgid ""
"on the Y axis. Use one of the [enum SizeFlags] constants to change the "
"flags. See the constants to learn what each does."
msgstr ""
-"告诉父[Container]节点应如何调整尺寸并将其放置在X轴上。使用[enum SizeFlags]常"
-"量之一更改标志。查看常量以了解每个常量的作用。"
+"告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。使用 [enum "
+"SizeFlags] 常量之一更改标志。查看常量以了解每个常量的作用。"
#: doc/classes/Control.xml
msgid ""
"Changing this property replaces the current [Theme] resource this node and "
"all its [Control] children use."
-msgstr "更改此属性将替换该节点及其所有[Control]子级使用的当前[Theme]资源。"
+msgstr "更改此属性将替换该节点及其所有 [Control] 子级使用的当前 [Theme] 资源。"
+
+#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+"主题类型变种的名称,这个 [Control] 用它来查询自身的主题项目。为空时,会使用该"
+"节点的类名(例如 [Button] 控件使用 [code]Button[/code])与所有父类的类名(按"
+"照继承的顺序)。\n"
+"设值后,这个属性会为其指定的名称赋予最高优先级。这个类型可以扩展另一个类型,"
+"形成依赖链。请参阅 [method Theme.set_type_variation]。如果无法使用这个类型或"
+"者其基础类型找到主题项目,会使用类名进行查询。\n"
+"[b]注意:[/b]要查询 [Control] 自身的项目,请勿在使用各种 [code]get_*[/code] "
+"方法时指定 [code]theme_type[/code]。\n"
+"[b]注意:[/b]主题项目的查询是按照树顺序进行的,从枝到根,会检查各个 "
+"[Control] 节点的 [member theme] 属性。返回的是最早符合条件的类型/类名。项目级"
+"别的主题和默认主题会在最后检查。"
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
@@ -20235,7 +20681,7 @@ msgstr "当节点的最小大小更改时发出。"
#: doc/classes/Control.xml
msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
-msgstr "当模态控件[Control]被关闭时触发。参阅[method show_modal]。"
+msgstr "当模态控件 [Control] 被关闭时触发。见 [method show_modal]。"
#: doc/classes/Control.xml
msgid ""
@@ -20248,8 +20694,8 @@ msgid ""
msgstr ""
"当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许"
"事件到达。\n"
-"[b]注意:[/b] 如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]"
-"节点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal "
+"[b]注意:[/b]如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]节"
+"点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal "
"mouse_entered]。"
#: doc/classes/Control.xml
@@ -20289,7 +20735,7 @@ msgid ""
"Emitted when one of the size flags changes. See [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
-"当大小标志之一更改时发出。请参阅[member size_flags_horizontal]和[member "
+"当大小标志之一更改时发出。见 [member size_flags_horizontal] 和 [member "
"size_flags_vertical]。"
#: doc/classes/Control.xml
@@ -20312,7 +20758,7 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sent when the node changes size. Use [member rect_size] to get the new size."
-msgstr "当节点更改大小时发送。使用[member rect_size]获取新大小。"
+msgstr "当节点更改大小时发送。使用 [member rect_size] 获取新大小。"
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer enters the node."
@@ -20341,27 +20787,27 @@ msgstr ""
#: doc/classes/Control.xml
msgid "Sent when an open modal dialog closes. See [method show_modal]."
-msgstr "当一个打开的模态对话框关闭时发送。参阅[method show_modal]。"
+msgstr "当一个打开的模态对话框关闭时发送。见 [method show_modal]。"
#: doc/classes/Control.xml
msgid ""
"Sent when this node is inside a [ScrollContainer] which has begun being "
"scrolled."
-msgstr "当此节点在已开始滚动的[ScrollContainer]内部时发送。"
+msgstr "当此节点在已开始滚动的 [ScrollContainer] 内部时发送。"
#: doc/classes/Control.xml
msgid ""
"Sent when this node is inside a [ScrollContainer] which has stopped being "
"scrolled."
-msgstr "当此节点在已停止滚动的[ScrollContainer]内部时发送。"
+msgstr "当此节点在已停止滚动的 [ScrollContainer] 内部时发送。"
#: doc/classes/Control.xml
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
msgstr ""
-"当用户将节点悬停时,显示系统的箭头鼠标光标。与[member "
-"mouse_default_cursor_shape]成员一起使用。"
+"当用户将节点悬停时,显示系统的箭头鼠标光标。与 [member "
+"mouse_default_cursor_shape] 成员一起使用。"
#: doc/classes/Control.xml
msgid ""
@@ -20369,7 +20815,7 @@ msgid ""
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
-"当用户将节点悬停时,显示系统的I型光束鼠标光标。工字梁指针的形状类似于“ I”。它"
+"当用户将节点悬停时,显示系统的I型光束鼠标光标。工字梁指针的形状类似于“I”。它"
"告诉用户他们可以突出显示或插入文本。"
#: doc/classes/Control.xml
@@ -20383,15 +20829,15 @@ msgstr "当用户将鼠标悬停在节点上时,显示系统的交叉鼠标光
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
-msgstr "当用户悬停节点时,显示系统的等待鼠标光标,通常是一个沙漏。"
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
+msgstr "当用户悬停节点时,显示系统等待的鼠标光标。通常是一个沙漏。"
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
-msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是一个沙漏。"
+"arrow with a small hourglass."
+msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是箭头加一个小沙漏。"
#: doc/classes/Control.xml
msgid ""
@@ -20400,7 +20846,7 @@ msgid ""
"an item, like a node in the Scene dock."
msgstr ""
"当用户悬停在节点上时,显示系统的拖动鼠标光标,通常是一个闭合的拳头或十字符"
-"号。它告诉用户他们当前正在拖动一个项目,就像场景码头中的节点一样。"
+"号。它告诉用户他们当前正在拖动一个项目,例如场景面板中的节点。"
#: doc/classes/Control.xml
msgid ""
@@ -20453,8 +20899,8 @@ msgid ""
"they can resize the window or the panel both horizontally and vertically."
msgstr ""
"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是一个双向箭头,从左"
-"上角到右下角,与[constant CURSOR_BDIAGSIZE]相反。它告诉用户可以水平和垂直调整"
-"窗口或面板的大小。"
+"上角到右下角,与 [constant CURSOR_BDIAGSIZE] 相反。它告诉用户可以水平和垂直调"
+"整窗口或面板的大小。"
#: doc/classes/Control.xml
msgid ""
@@ -20463,23 +20909,23 @@ msgid ""
"a UI element freely."
msgstr ""
"当用户将节点悬停时,显示系统的移动鼠标光标。它以90度角显示2个双向箭头。它告诉"
-"用户他们可以自由移动UI元素。"
+"用户他们可以自由移动 UI 元素。"
#: doc/classes/Control.xml
msgid ""
"Show the system's vertical split mouse cursor when the user hovers the node. "
"On Windows, it's the same as [constant CURSOR_VSIZE]."
msgstr ""
-"当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在 Windows 上,它与 "
-"[constant CURSOR_VSIZE] 相同。"
+"当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在 Windows 上与 [constant "
+"CURSOR_VSIZE] 相同。"
#: doc/classes/Control.xml
msgid ""
"Show the system's horizontal split mouse cursor when the user hovers the "
"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
msgstr ""
-"当用户将节点悬停时,显示系统的水平拆分鼠标光标。在Windows上,它与[constant "
-"CURSOR_HSIZE]相同。"
+"当用户将节点悬停时,显示系统的水平拆分鼠标光标。在 Windows 上与 [constant "
+"CURSOR_HSIZE] 相同。"
#: doc/classes/Control.xml
msgid ""
@@ -20624,7 +21070,7 @@ msgid ""
"editor. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件的各个角。应用此预设后,将所有 4 个页边距设置为 "
-"0,[Control] 将适合其上级控件。这等效于编辑器中的“整个矩形”布局选项。与 "
+"0,[Control] 将适合其上级控件。相当于编辑器中的“整个矩形”布局选项。与 "
"[method set_anchors_preset] 一起使用。"
#: doc/classes/Control.xml
@@ -20690,9 +21136,9 @@ msgid ""
"flags. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
-"告诉父级[Container]将节点与其末端(底部或右侧)对齐。它不适用于fill或expand "
-"size标志。与[member size_flags_horizontal]和[member size_flags_vertical]一起"
-"使用。"
+"告诉父级 [Container] 将节点与其末端(底部或右侧)对齐。它不适用于 fill 或 "
+"expand size 标志。与 [member size_flags_horizontal] 和 [member "
+"size_flags_vertical] 一起使用。"
#: doc/classes/Control.xml
msgid ""
@@ -20783,20 +21229,20 @@ msgstr ""
#: doc/classes/ConvexPolygonShape.xml
msgid "Convex polygon shape for 3D physics."
-msgstr "用于3D物理的凸多边形形状。"
+msgstr "用于 3D 物理的凸多边形形状。"
#: doc/classes/ConvexPolygonShape.xml
msgid ""
"Convex polygon shape resource, which can be added to a [PhysicsBody] or area."
-msgstr "凸多边形形状资源,可以添加到[PhysicsBody]或area区域。"
+msgstr "凸多边形形状资源,可以添加到 [PhysicsBody] 或区域。"
#: doc/classes/ConvexPolygonShape.xml
msgid "The list of 3D points forming the convex polygon shape."
-msgstr "形成凸多边形的3D点列表。"
+msgstr "形成凸多边形的 3D 点列表。"
#: doc/classes/ConvexPolygonShape2D.xml
msgid "Convex polygon shape for 2D physics."
-msgstr "用于2D物理的凸多边形形状。"
+msgstr "用于 2D 物理的凸多边形形状。"
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -20809,12 +21255,12 @@ msgid ""
"uses a more complex method of collision detection, and a convex one forces "
"itself to be convex in order to speed up collision detection."
msgstr ""
-"用于2D物理的凸多边形形状。凸多边形,无论其形状如何,都可以在内部分解为所需数"
-"量的凸多边形,以确保始终对凸多边形执行所有针对它的碰撞检查(检查速度更"
+"用于 2D 物理的凸多边形形状。凸多边形,无论其形状如何,都可以在内部分解为所需"
+"数量的凸多边形,以确保始终对凸多边形执行所有针对它的碰撞检查(检查速度更"
"快)。\n"
-"[ConvexPolygonShape2D]和[ConcavePolygonShape2D]之间的主要区别在于,凹面多边形"
-"假定其为凹面,并使用更复杂的碰撞检测方法,而凸面多边形则将自身强制变为凸面,"
-"以加快碰撞检测的速度。"
+"[ConvexPolygonShape2D] 和 [ConcavePolygonShape2D] 之间的主要区别在于,凹面多"
+"边形假定其为凹面,并使用更复杂的碰撞检测方法,而凸面多边形则将自身强制变为凸"
+"面,以加快碰撞检测的速度。"
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -20822,8 +21268,8 @@ msgid ""
"points] property using the convex hull algorithm. Removing all unneeded "
"points. See [method Geometry.convex_hull_2d] for details."
msgstr ""
-"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。删除所有不需"
-"要的点。参阅[method Geometry.convex_hull_2d]。"
+"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。移除所有不需"
+"要的点。详情请参阅 [method Geometry.convex_hull_2d]。"
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -20837,7 +21283,7 @@ msgstr ""
#: doc/classes/CPUParticles.xml
msgid "CPU-based 3D particle emitter."
-msgstr "基于CPU的3D粒子发射器。"
+msgstr "基于 CPU 的 3D 粒子发射器。"
#: doc/classes/CPUParticles.xml
msgid ""
@@ -20848,9 +21294,9 @@ msgid ""
"[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
"and doesn't need to be configured by the user."
msgstr ""
-"基于CPU的3D粒子节点,用于创建各种粒子系统和效果。\n"
-"参阅[Particles],它是以硬件加速提供相同的功能,但可能无法在旧设备上运行。\n"
-"[b]注意:[/b] 与[Particles]不同,其可见性矩形是即时生成的,不需要用户配置。"
+"基于 CPU 的 3D 粒子节点,用于创建各种粒子系统和效果。\n"
+"参阅 [Particles],它是以硬件加速提供相同的功能,但可能无法在旧设备上运行。\n"
+"[b]注意:[/b]与 [Particles] 不同,其可见性矩形是即时生成的,不需要用户配置。"
#: doc/classes/CPUParticles.xml
msgid ""
@@ -20862,21 +21308,21 @@ msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the base value of the parameter specified by [enum Parameter]."
-msgstr "返回由[enum Parameter]指定的参数的基值。"
+msgstr "返回由 [enum Parameter] 指定的参数的基值。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
-msgstr "返回由[enum Parameter]指定的参数的[Curve]。"
+msgstr "返回由 [enum Parameter] 指定的参数的 [Curve]。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Returns the randomness factor of the parameter specified by [enum Parameter]."
-msgstr "返回[enum Parameter]指定的参数的随机性系数。"
+msgstr "返回由 [enum Parameter] 指定的参数的随机性系数。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Returns the enabled state of the given flag (see [enum Flags] for options)."
-msgstr "返回给定标志的启用状态(有关选项,请参阅[enum Flags])。"
+msgstr "返回给定标志的启用状态(有关选项,请参阅 [enum Flags])。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Restarts the particle emitter."
@@ -20884,20 +21330,20 @@ msgstr "重新启动粒子发射器。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Sets the base value of the parameter specified by [enum Parameter]."
-msgstr "设置[enum Parameter]指定的参数的基值。"
+msgstr "设置 [enum Parameter] 指定的参数的基值。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
-msgstr "设置[enum Parameter]指定的参数的[Curve]。"
+msgstr "设置 [enum Parameter] 指定的参数的 [Curve]。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the randomness factor of the parameter specified by [enum Parameter]."
-msgstr "设置[enum Parameter]指定的参数的随机性因子。"
+msgstr "设置 [enum Parameter] 指定的参数的随机性因子。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Enables or disables the given flag (see [enum Flags] for options)."
-msgstr "启用或禁用给定标志(有关选项,请参阅[enum Flags])。"
+msgstr "启用或禁用给定标志(有关选项,请参阅 [enum Flags])。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -20908,9 +21354,9 @@ msgid ""
"therefore removing all particles that were already emitted before changing "
"[member amount]."
msgstr ""
-"在一个发射周期内排放的粒子数(对应于[member lifetime])。\n"
-"[b]注意:[/b]改变[member amount]将重置粒子发射,因此,在改变[member amount]之"
-"前已经排放的所有粒子将被移除。"
+"在一个发射周期内排放的粒子数(对应于 [member lifetime])。\n"
+"[b]注意:[/b]改变 [member amount] 将重置粒子发射,因此,在改变 [member "
+"amount] 之前已经排放的所有粒子将被移除。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Initial rotation applied to each particle, in degrees."
@@ -20918,7 +21364,7 @@ msgstr "应用于每个粒子的初始旋转(以度为单位)。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's rotation will be animated along this [Curve]."
-msgstr "每个粒子的旋转将沿此[Curve]进行动画处理。"
+msgstr "每个粒子的旋转将沿此 [Curve] 进行动画处理。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -20933,7 +21379,7 @@ msgstr "应用于每个粒子的初始角速度,单位为[i]度[/i]每秒。
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's angular velocity will vary along this [Curve]."
-msgstr "每个粒子的角速度将沿此[Curve]变化。"
+msgstr "每个粒子的角速度将沿此 [Curve] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -20947,7 +21393,7 @@ msgstr "粒子动画偏移量。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's animation offset will vary along this [Curve]."
-msgstr "每个粒子的动画偏移将沿此[Curve]变化。"
+msgstr "每个粒子的动画偏移将沿此 [Curve] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -20961,7 +21407,7 @@ msgstr "粒子动画速度。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's animation speed will vary along this [Curve]."
-msgstr "每个粒子的动画速度将沿此[Curve]变化。"
+msgstr "每个粒子的动画速度将沿此 [Curve] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -20990,8 +21436,8 @@ msgid ""
"Each particle's color will vary along this [GradientTexture] over its "
"lifetime (multiplied with [member color])."
msgstr ""
-"每个粒子的颜色将在其生命周期内随着这个[GradientTexture]变化,即与[member "
-"color]相乘。"
+"每个粒子的颜色将在其生命周期内随着这个 [GradientTexture] 变化(与 [member "
+"color] 相乘)。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21000,7 +21446,7 @@ msgstr "粒子失去速度的速率。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Damping will vary along this [Curve]."
-msgstr "阻尼将沿着这条[Gradient]变化。"
+msgstr "阻尼将沿着这条 [Gradient] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21015,7 +21461,7 @@ msgstr "指定粒子发射方向的单位向量。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particle draw order. Uses [enum DrawOrder] values."
-msgstr "粒子绘制顺序。使用[enum DrawOrder]值。"
+msgstr "粒子绘制顺序。使用 [enum DrawOrder] 值。"
#: doc/classes/CPUParticles.xml
msgid ""
@@ -21030,65 +21476,65 @@ msgid ""
"Sets the [Color]s to modulate particles by when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
-"设置[Color]以使用[constant EMISSION_SHAPE_POINTS]或[constant "
-"EMISSION_SHAPE_DIRECTED_POINTS]来调制粒子。"
+"设置 [Color] 以使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS] 来调制粒子。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the direction the particles will be emitted in when using [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
-msgstr "设置使用[constant EMISSION_SHAPE_DIRECTED_POINTS]时粒子发射的方向。"
+msgstr "设置使用 [constant EMISSION_SHAPE_DIRECTED_POINTS] 时粒子发射的方向。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the initial positions to spawn particles when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
-"设置使用[constant EMISSION_SHAPE_POINTS]或[constant "
-"EMISSION_SHAPE_DIRECTED_POINTS]时产生粒子的初始位置。"
+"设置使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS] 时产生粒子的初始位置。"
#: doc/classes/CPUParticles.xml
msgid ""
"The axis for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
-msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的轴。"
+msgstr "使用 [constant EMISSION_SHAPE_RING] 时,环形发射器的轴。"
#: doc/classes/CPUParticles.xml
msgid ""
"The height for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
-msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的高度。"
+msgstr "使用 [constant EMISSION_SHAPE_RING] 时,环形发射器的高度。"
#: doc/classes/CPUParticles.xml
msgid ""
"The inner radius for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
-msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的内半径。"
+msgstr "使用 [constant EMISSION_SHAPE_RING] 时,环形发射器的内半径。"
#: doc/classes/CPUParticles.xml
msgid ""
"The radius for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
-msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的半径。"
+msgstr "使用 [constant EMISSION_SHAPE_RING] 时,环形发射器的半径。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Particles will be emitted inside this region. See [enum EmissionShape] for "
"possible values."
-msgstr "粒子将在此区域内发射。有关可能的值,请参阅[enum EmissionShape]。"
+msgstr "粒子将在此区域内发射。可能的取值见 [enum EmissionShape]。"
#: doc/classes/CPUParticles.xml
msgid ""
"The sphere's radius if [enum EmissionShape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
-"如果[enum EmissionShape]设置为[constant EMISSION_SHAPE_SPHERE],则球体的半"
+"如果 [enum EmissionShape] 设置为 [constant EMISSION_SHAPE_SPHERE],则球体的半"
"径。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "If [code]true[/code], particles are being emitted."
-msgstr "如果[code]true[/code],则正在发射粒子。"
+msgstr "如果为 [code]true[/code],则正在发射粒子。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
@@ -21106,8 +21552,8 @@ msgid ""
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the particle system itself."
msgstr ""
-"粒子系统的帧速率固定为一个值。例如,将值更改为2将使粒子以每秒2帧的速度渲染。"
-"请注意,这不会减慢粒子系统本身的速度。"
+"粒子系统的帧速率固定为一个值。例如,将值更改为 2 将使粒子以每秒 2 帧的速度渲"
+"染。请注意,这不会减慢粒子系统本身的速度。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21136,7 +21582,8 @@ msgid ""
"If [code]true[/code], results in fractional delta calculation which has a "
"smoother particles display effect."
msgstr ""
-"如果[code]true[/code],将导致分数增量计算,该显示具有更平滑的粒子显示效果。"
+"如果为 [code]true[/code],将导致分数增量计算,该显示具有更平滑的粒子显示效"
+"果。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21187,7 +21634,7 @@ msgstr "沿运动方向施加到每个粒子的线性加速度。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's linear acceleration will vary along this [Curve]."
-msgstr "每个粒子的线性加速度将沿此[Curve]变化。"
+msgstr "每个粒子的线性加速度将沿此 [Curve] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21200,14 +21647,14 @@ msgid ""
"If [code]true[/code], particles use the parent node's coordinate space. If "
"[code]false[/code], they use global coordinates."
msgstr ""
-"如果[code]true[/code],则粒子将使用父节点的坐标空间。如果[code]false[/code],"
-"则使用全局坐标。"
+"如果为 [code]true[/code],则粒子将使用父节点的坐标空间。如果为 [code]false[/"
+"code],则使用全局坐标。"
#: doc/classes/CPUParticles.xml
msgid ""
"The [Mesh] used for each particle. If [code]null[/code], particles will be "
"spheres."
-msgstr "每个粒子使用的[Mesh]。如果[code]null[/code],则粒子将是球形。"
+msgstr "每个粒子使用的 [Mesh]。如果为 [code]null[/code],则粒子将为球形。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
@@ -21215,7 +21662,7 @@ msgid ""
"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
"code] during a cycle, emission will stop at the cycle's end."
msgstr ""
-"如果 [code]true[/code],则只发生一个排放周期。如果在周期内设置 [code]true[/"
+"如果为 [code]true[/code],则只发生一个排放周期。如果在周期内设置 [code]true[/"
"code],则排放将在周期结束时停止。"
#: doc/classes/CPUParticles.xml
@@ -21228,11 +21675,11 @@ msgid ""
msgstr ""
"应用于每个粒子的轨道速度。使粒子在局部XY平面上绕原点旋转。用每秒绕原点旋转的"
"次数来表示。\n"
-"只有当[member flag_disable_z]为[code]true[/code]时,此属性才可用。"
+"只有当[member flag_disable_z]为 [code]true[/code] 时,此属性才可用。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's orbital velocity will vary along this [Curve]."
-msgstr "每个粒子的轨道速度将沿此[Curve]变化。"
+msgstr "每个粒子的轨道速度将跟随这个 [Curve] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21253,7 +21700,7 @@ msgstr "径向加速度应用于每个粒子。使粒子加速远离原点。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's radial acceleration will vary along this [Curve]."
-msgstr "每个粒子的径向加速度将沿此[Curve]变化。"
+msgstr "每个粒子的径向加速度将跟随这个 [Curve] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21268,31 +21715,31 @@ msgstr "发射寿命随机率。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Initial scale applied to each particle."
-msgstr "初始比例应用于每个粒子。"
+msgstr "每个粒子的初始缩放。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's scale will vary along this [Curve]."
-msgstr "每个粒子的比例将随着[Curve]的变化而变化。"
+msgstr "每个粒子的缩放将跟随这个 [Curve] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Scale randomness ratio."
-msgstr "标度随机率。"
+msgstr "缩放随机率。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
msgid ""
"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
"be used to pause the particles."
-msgstr "粒子系统的运行速度缩放比例。值[code]0[/code]可用于暂停粒子。"
+msgstr "粒子系统的运行速度缩放比例。将值设为 [code]0[/code] 可用于暂停粒子。"
#: doc/classes/CPUParticles.xml
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
msgstr ""
-"每个粒子的初始方向范围为[code]+spread[/code]至[code]-spread[/code]度。适用于"
-"X/Z平面和Y/Z平面。"
+"每个粒子的初始方向范围为 [code]+spread[/code] 至 [code]-spread[/code] 度。适"
+"用于 X/Z 平面和 Y/Z 平面。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21305,7 +21752,7 @@ msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's tangential acceleration will vary along this [Curve]."
-msgstr "每个粒子的切向加速度将沿此[Curve]变化。"
+msgstr "每个粒子的切向加速度将跟随这个 [Curve] 变化。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21425,7 +21872,7 @@ msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Represents the size of the [enum Parameter] enum."
-msgstr "表示[enum Parameter]枚举的大小。"
+msgstr "表示 [enum Parameter] 枚举的大小。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
@@ -21443,7 +21890,7 @@ msgstr "用于在 [method set_particle_flag] 中设置 [member flag_disable_z]
#: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml
#: doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum Flags] enum."
-msgstr "表示[enum Flags]枚举的大小。"
+msgstr "表示 [enum Flags] 枚举的大小。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21464,8 +21911,8 @@ msgid ""
"emission_points]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
-"粒子将在[member emission_points]中随机选择的位置发射。粒子颜色将通过[member "
-"emission_colors]进行调制。"
+"粒子将在 [member emission_points] 中随机选择的位置发射。粒子颜色将通过 "
+"[member emission_colors] 进行调制。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -21474,9 +21921,9 @@ msgid ""
"[member emission_normals]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
-"粒子将在[member emission_points]中随机选择的位置发射。粒子的速度和旋转将基于"
-"[member emission_normals]进行设置。粒子颜色将通过[member emission_colors]进行"
-"调制。"
+"粒子将在 [member emission_points] 中随机选择的位置发射。粒子的速度和旋转将基"
+"于 [member emission_normals] 进行设置。粒子颜色将通过 [member "
+"emission_colors] 进行调制。"
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in a ring or cylinder."
@@ -21485,11 +21932,11 @@ msgstr "粒子将以环形或圆柱的形式发射出来。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Represents the size of the [enum EmissionShape] enum."
-msgstr "表示[enum EmissionShape]枚举的大小。"
+msgstr "表示 [enum EmissionShape] 枚举的大小。"
#: doc/classes/CPUParticles2D.xml
msgid "CPU-based 2D particle emitter."
-msgstr "基于CPU的2D粒子发射器。"
+msgstr "基于 CPU 的 2D 粒子发射器。"
#: doc/classes/CPUParticles2D.xml
msgid ""
@@ -21500,9 +21947,11 @@ msgid ""
"[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
"fly and doesn't need to be configured by the user."
msgstr ""
-"基于CPU的2D粒子节点,用于创建各种粒子系统和效果。\n"
-"参阅[Particles2D],它通过硬件加速提供相同的功能,但可能无法在旧设备上运行。\n"
-"[b]注意:[/b] 其与[Particles2D]不同,可见性矩形是即时生成的,不需要用户配置。"
+"基于 CPU 的 2D 粒子节点,用于创建各种粒子系统和效果。\n"
+"另请参阅 [Particles2D],它通过硬件加速提供相同的功能,但可能无法在旧设备上运"
+"行。\n"
+"[b]注意:[/b]其与 [Particles2D] 不同,可见性矩形是即时生成的,不需要用户配"
+"置。"
#: doc/classes/CPUParticles2D.xml
msgid ""
@@ -21522,23 +21971,23 @@ msgstr "每个粒子的初始颜色。如果定义了 [member texture],它将
msgid ""
"Each particle's color will vary along this [Gradient] (multiplied with "
"[member color])."
-msgstr "每个粒子的颜色将随着这个[Gradient]变化,即与[member color]相乘。"
+msgstr "每个粒子的颜色将随着这个 [Gradient] 变化(与 [member color] 相乘)。"
#: doc/classes/CPUParticles2D.xml
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_RECTANGLE]."
msgstr ""
-"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE],则矩"
-"形的范围。"
+"[member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE] 时,该矩形"
+"的范围。"
#: doc/classes/CPUParticles2D.xml
msgid ""
"The sphere's radius if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
-"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE],则球体"
-"的半径。"
+"[member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体的"
+"半径。"
#: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml
#: doc/classes/Particles2D.xml
@@ -21576,15 +22025,15 @@ msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees."
msgstr ""
-"每个粒子的初始方向范围为[code]+spread[/code] 到 [code]-spread[/code]度。"
+"每个粒子的初始方向范围为 [code]+spread[/code] 到 [code]-spread[/code] 度。"
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid "Particle texture. If [code]null[/code], particles will be squares."
-msgstr "粒子纹理。如果[code]null[/code],则粒子将为正方形。"
+msgstr "粒子纹理。如果为 [code]null[/code],则粒子将为正方形。"
#: doc/classes/CPUParticles2D.xml
msgid "Present for consistency with 3D particle nodes, not used in 2D."
-msgstr "为了与3D粒子节点保持一致而存在,在2D中不使用。"
+msgstr "为了与 3D 粒子节点保持一致而存在,在 2D 中不使用。"
#: doc/classes/CPUParticles2D.xml
msgid ""
@@ -21640,9 +22089,9 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
-"Crypto类允许您访问Godot中的一些更高级的加密功能。\n"
-"目前,这包括生成加密安全的随机字节,RSA密钥和自签名X509证书生成,非对称密钥加"
-"密/解密以及签名/验证。\n"
+"Crypto 类允许您访问 Godot 中的一些更高级的加密功能。\n"
+"目前,这包括生成加密安全的随机字节,RSA 密钥和自签名 X509 证书生成,非对称密"
+"钥加密/解密以及签名/验证。\n"
"[codeblock]\n"
"extends Node\n"
"\n"
@@ -21651,30 +22100,30 @@ msgstr ""
"var cert = X509Certificate.new()\n"
"\n"
"func _ready():\n"
-" # Generate new RSA key.\n"
+" # 生成新的 RSA 密钥。\n"
" key = crypto.generate_rsa(4096)\n"
-" # Generate new self-signed certificate with the given key.\n"
+" # 使用给定的密钥生成新的自签名证书。\n"
" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\")\n"
-" # Save key and certificate in the user folder.\n"
+" # 将密钥和证书保存到用户文件夹中。\n"
" key.save(\"user://generated.key\")\n"
" cert.save(\"user://generated.crt\")\n"
-" # Encryption\n"
-" var data = \"Some data\"\n"
+" # 加密\n"
+" var data = \"具体的数据\"\n"
" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
-" # Decryption\n"
+" # 解密\n"
" var decrypted = crypto.decrypt(key, encrypted)\n"
-" # Signing\n"
+" # 签名\n"
" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
"sha256_buffer(), key)\n"
-" # Verifying\n"
+" # 验证\n"
" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
"sha256_buffer(), signature, key)\n"
-" # Checks\n"
+" # 检查\n"
" assert(verified)\n"
" assert(data.to_utf8() == decrypted)\n"
"[/codeblock]\n"
-"[b]注意:[/b]在HTML5导出中不可用。"
+"[b]注意:[/b]在 HTML5 导出中不可用。"
#: doc/classes/Crypto.xml
msgid ""
@@ -21684,7 +22133,7 @@ msgid ""
"string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
"information."
msgstr ""
-"比较两个[PoolByteArray]是否相等,而不泄露时间信息,以防止计时攻击。\n"
+"比较两个 [PoolByteArray] 是否相等,而不泄露时间信息,以防止计时攻击。\n"
"更多信息参阅[url=https://paragonie.com/blog/2015/11/preventing-timing-"
"attacks-on-string-comparison-with-double-hmac-strategy]这篇博文[/url]。"
@@ -21719,7 +22168,7 @@ msgid ""
"Generates an RSA [CryptoKey] that can be used for creating self-signed "
"certificates and passed to [method StreamPeerSSL.accept_stream]."
msgstr ""
-"生成可用于创建自签名证书并传递给[method StreamPeerSSL.accept_stream]的RSA "
+"生成可用于创建自签名证书并传递给 [method StreamPeerSSL.accept_stream] 的 RSA "
"[CryptoKey]。"
#: doc/classes/Crypto.xml
@@ -21741,17 +22190,18 @@ msgid ""
"Game Company,C=IT\")\n"
"[/codeblock]"
msgstr ""
-"根据给定的[CryptoKey]和[code]issuer_name[/code]生成自签名的"
-"[X509Certificate]。证书的有效性将由[code]not_before[/code]和[code]not_after[/"
-"code](第一个有效日期和最后一个有效日期)定义。 [code]issuer_name[/code]必须"
-"至少包含“ CN =“(通用名称,即域名),“ O =”(组织,即您的公司名称),“ C "
-"=“(国家,即2个字母的ISO) -3166组织所在国家/地区的代码)。\n"
-"一个生成RSA密钥和X509自签名证书的小示例。\n"
+"根据给定的 [CryptoKey] 和 [code]issuer_name[/code] 生成自签名的 "
+"[X509Certificate]。证书的有效性将由 [code]not_before[/code] 和 "
+"[code]not_after[/code](第一个有效日期和最后一个有效日期)定义。"
+"[code]issuer_name[/code] 必须至少包含“CN=”(通用名称,即域名),“O=”(组织,"
+"即您的公司名称),“C=”(国家,即 2 个字母的 ISO-3166 组织所在国家/地区的代"
+"码)。\n"
+"生成 RSA 密钥和 X509 自签名证书的小示例。\n"
"[codeblock]\n"
"var crypto = Crypto.new()\n"
-"# Generate 4096 bits RSA key.\n"
+"# 生成 4096 比特 RSA 密钥。\n"
"var key = crypto.generate_rsa(4096)\n"
-"# Generate self-signed certificate using the given key.\n"
+"# 使用给定的密钥生成自签名证书。\n"
"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
"Game Company,C=IT\")\n"
"[/codeblock]"
@@ -21766,7 +22216,7 @@ msgid ""
"HashingContext.HASH_SHA1] are supported."
msgstr ""
"使用 [code]key[/code] 生成 [code]msg[/code] 的 [url=https://en.wikipedia.org/"
-"wiki/HMAC]HMAC[/url] 摘要。 [code]hash_type[/code] 参数是用于内部和外部哈希的"
+"wiki/HMAC]HMAC[/url] 摘要。[code]hash_type[/code] 参数是用于内部和外部哈希的"
"哈希算法。\n"
"目前仅支持 [constant HashingContext.HASH_SHA256] 和 [constant HashingContext."
"HASH_SHA1]。"
@@ -21776,16 +22226,16 @@ msgid ""
"Sign a given [code]hash[/code] of type [code]hash_type[/code] with the "
"provided private [code]key[/code]."
msgstr ""
-"使用提供的私有[code]key[/code]对类型为[code]hash_type[/code]的给定的"
-"[code]hash[/code]进行签名。"
+"使用提供的私钥 [code]key[/code] 对类型为 [code]hash_type[/code] 的给定的 "
+"[code]hash[/code] 进行签名。"
#: doc/classes/Crypto.xml
msgid ""
"Verify that a given [code]signature[/code] for [code]hash[/code] of type "
"[code]hash_type[/code] against the provided public [code]key[/code]."
msgstr ""
-"对照提供的公共[code]key[/code]验证类型为[code]hash_type[/code]的"
-"[code]hash_type[/code]的给定[code]签名[/code]。"
+"使用提供的公钥 [code]key[/code] 验证类型为 [code]hash_type[/code] 的 "
+"[code]hash_type[/code] 的给定签名 [code]signature[/code]。"
#: doc/classes/CryptoKey.xml
msgid "A cryptographic key (RSA)."
@@ -21797,21 +22247,20 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
-"CryptoKey类表示加密密钥。可以像其他任何[Resource]一样加载和保存键。\n"
-"它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名"
-"[X509Certificate],并可作为[method StreamPeerSSL.accept_stream]中的私钥以及相"
-"应的证书。\n"
-"[b]注意:[/b]在HTML5导出中不可用。"
+"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保"
+"存。\n"
+"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名 "
+"[X509Certificate],并可作为 [method StreamPeerSSL.accept_stream] 中的私钥以及"
+"相应的证书。"
#: doc/classes/CryptoKey.xml
msgid ""
"Return [code]true[/code] if this CryptoKey only has the public part, and not "
"the private one."
msgstr ""
-"如果此CryptoKey仅具有公共部分,而没有私有部分,则返回[code]true[/code]。"
+"如果此 CryptoKey 仅具有公共部分,而没有私有部分,则返回 [code]true[/code]。"
#: doc/classes/CryptoKey.xml
msgid ""
@@ -21820,8 +22269,8 @@ msgid ""
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
-"从[code]path[/code]加载一个密钥。如果[code]public_only[/code]是[code]true[/"
-"code],将只加载公钥。\n"
+"从 [code]path[/code] 加载一个密钥。如果 [code]public_only[/code] 是 "
+"[code]true[/code],将只加载公钥。\n"
"[b]注意:[/b]如果 [code]public_only[/code] 为 [code]true[/code],则 "
"[code]path[/code] 应该是一个“*.pub”文件,否则是“*.key”文件。"
@@ -21830,8 +22279,8 @@ msgid ""
"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
"is [code]true[/code], only the public key will be loaded."
msgstr ""
-"从给定的[code]string[/code]加载密钥。如果[code]public_only[/code]为"
-"[code]true[/code],则仅会加载公共密钥。"
+"从给定的 [code]string[/code] 加载密钥。如果 [code]public_only[/code] 为 "
+"[code]true[/code],则仅会加载公钥。"
#: doc/classes/CryptoKey.xml
msgid ""
@@ -21842,16 +22291,16 @@ msgid ""
msgstr ""
"将密钥保存到给定的 [code]path[/code]。如果 [code]public_only[/code] 为 "
"[code]true[/code],则只会保存公钥。\n"
-"[b]注意:[/b]如果[code]public_only[/code]是[code]true[/code],则[code]path[/"
-"code]应该是一个\"*.pub\"文件,否则是\"*.key\"文件。"
+"[b]注意:[/b]如果 [code]public_only[/code] 是 [code]true[/code],则 "
+"[code]path[/code] 应该是一个“*.pub”文件,否则是“*.key”文件。"
#: doc/classes/CryptoKey.xml
msgid ""
"Returns a string containing the key in PEM format. If [code]public_only[/"
"code] is [code]true[/code], only the public key will be included."
msgstr ""
-"返回包含PEM格式的密钥的字符串。如果[code]public_only[/code]为[code]true[/"
-"code],则仅包含公共密钥。"
+"返回包含 PEM 格式的密钥的字符串。如果 [code]public_only[/code] 为 "
+"[code]true[/code],则仅包含公钥。"
#: modules/csg/doc_classes/CSGBox.xml
msgid "A CSG Box shape."
@@ -21866,6 +22315,11 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"你可以使用该节点在 CSG 系统中创建长方体。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml
#: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml
@@ -21874,7 +22328,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
#: modules/csg/doc_classes/CSGTorus.xml
msgid "Prototyping levels with CSG"
-msgstr ""
+msgstr "使用 CSG 设计关卡原型"
#: modules/csg/doc_classes/CSGBox.xml
msgid "Depth of the box measured from the center of the box."
@@ -21897,7 +22351,6 @@ msgid "A CSG node that allows you to combine other CSG modifiers."
msgstr "允许您组合其他 CSG 修改器的 CSG 节点。"
#: modules/csg/doc_classes/CSGCombiner.xml
-#, fuzzy
msgid ""
"For complex arrangements of shapes, it is sometimes needed to add structure "
"to your CSG nodes. The CSGCombiner node allows you to create this structure. "
@@ -21913,11 +22366,15 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
-"对于复杂的形状排列,有时需要向CSG节点添加结构体。CSGCombiner节点允许你创建这"
-"种结构体。该节点封装了其子节点的CSG操作的结果。通过这种方式,可以对作为一个"
-"CSGCombiner节点的子节点的一组形状进行操作,并对作为第二个CSGCombiner节点的子"
-"节点的第二组形状进行单独的操作,然后进行操作,将两个最终结果作为其输入来创建"
-"最终形状。"
+"对于复杂的形状排列,有时需要向 CSG 节点添加结构体。CSGCombiner 节点允许你创建"
+"这种结构体。该节点封装了其子节点的 CSG 操作的结果。通过这种方式,可以对作为一"
+"个 CSGCombiner 节点的子节点的一组形状进行操作,并对作为第二个 CSGCombiner 节"
+"点的子节点的第二组形状进行单独的操作,然后进行操作,将两个最终结果作为其输入"
+"来创建最终形状。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGCylinder.xml
msgid "A CSG Cylinder shape."
@@ -21933,12 +22390,17 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"你可以使用该节点在 CSG 系统中创建圆柱体(或圆锥体)。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGCylinder.xml
msgid ""
"If [code]true[/code] a cone is created, the [member radius] will only apply "
"to one side."
-msgstr "如果创建了[code]true[/code]圆锥,则[member radius]将仅应用于一侧。"
+msgstr "如果为 [code]true[/code],则创建圆锥,仅在一侧应用 [member radius]。"
#: modules/csg/doc_classes/CSGCylinder.xml
msgid "The height of the cylinder."
@@ -21964,12 +22426,12 @@ msgid ""
"effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
"will have a flat shaded look."
msgstr ""
-"如果[code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是圆"
-"形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。"
+"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来"
+"是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。"
#: modules/csg/doc_classes/CSGMesh.xml
msgid "A CSG Mesh shape that uses a mesh resource."
-msgstr "使用网格资源的CSG网格形状。"
+msgstr "使用网格资源的 CSG 网格形状。"
#: modules/csg/doc_classes/CSGMesh.xml
msgid ""
@@ -21983,6 +22445,13 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"你可以使用该节点将任何网格资源用作 CSG 形状,只要该网格是闭合的、没有自我贯"
+"穿、不包含内部面、每条边所连接的面不超过两个。要将 2D 多边形挤出用作 CSG 节"
+"点,请参阅 [CSGPolygon]。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGMesh.xml
msgid "The [Material] used in drawing the CSG shape."
@@ -21997,14 +22466,14 @@ msgid ""
"If a flat shader is required, ensure that all faces' vertex normals are "
"parallel."
msgstr ""
-"用来作为CSG形状的[Mesh]资源。\n"
-"[b]注意:[/b] 当使用[ArrayMesh]时,除非需要一个平面着色器,否则要避免使用顶点"
-"法线的网格。默认情况下,CSGMesh会忽略网格的顶点法线,并使用面的法线计算平整的"
-"着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。"
+"用来作为 CSG 形状的 [Mesh] 资源。\n"
+"[b]注意:[/b]当使用 [ArrayMesh] 时,除非需要一个平面着色器,否则要避免使用顶"
+"点法线的网格。默认情况下,CSGMesh 会忽略网格的顶点法线,并使用面的法线计算平"
+"整的着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "Extrudes a 2D polygon shape to create a 3D mesh."
-msgstr "拉伸2D多边形形状以创建3D网格。"
+msgstr "拉伸 2D 多边形形状以创建 3D 网格。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22016,11 +22485,17 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"将 2D 顶点数组快速挤出,创建各种 3D 网格。要将 3D 网格用作 CSG 节点,请参阅 "
+"[CSGMesh]。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
-msgstr "当[member mode]为[constant MODE_DEPTH]时,挤出的深度。"
+msgstr "当 [member mode] 为 [constant MODE_DEPTH] 时,挤出的深度。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22029,9 +22504,9 @@ msgid ""
"V around the outline of the [member polygon]), the bottom-left quarter to "
"the front end face, and the bottom-right quarter to the back end face."
msgstr ""
-"用于生成的网格的材质。UV将材质的上半部分映射到挤出的形状,即U沿挤出物的长度,"
-"V围绕 [member polygon]的轮廓,左下角的四分之一映射到前端面,右下角的四分之一"
-"映射到后端面。"
+"用于生成的网格的材质。UV 将材质的上半部分映射到挤出的形状(U 沿挤出物的长度,"
+"V 围绕 [member polygon] 的轮廓),左下角的四分之一映射到前端面,右下角的四分"
+"之一映射到后端面。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "The [member mode] used to extrude the [member polygon]."
@@ -22044,15 +22519,16 @@ msgid ""
"shape. If [code]false[/code] the top half of the material is repeated every "
"step of the extrusion."
msgstr ""
-"当 [member mode] 为[constant MODE_PATH]时,默认情况下, [member material]的上"
-"半部分会沿着挤出形状的整个长度被拉伸。如果[code]false[/code],挤出的每一步都"
-"会重复材质的上半部分。"
+"当 [member mode] 为[constant MODE_PATH] 时,默认情况下,[member material] 的"
+"上半部分会沿着挤出形状的整个长度被拉伸。如果为 [code]false[/code],挤出的每一"
+"步都会重复材质的上半部分。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
"path points to extrusions."
-msgstr "当[member mode] 为[constant MODE_PATH]时,路径间隔或路径点比例挤出。"
+msgstr ""
+"当 [member mode] 为 [constant MODE_PATH] 时,路径间隔或路径点比例挤出。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22078,8 +22554,8 @@ msgid ""
"[Transform] of the [CSGPolygon] is used as the starting point for the "
"extrusions, not the [Transform] of the [member path_node]."
msgstr ""
-"当[member mode]为[constant MODE_PATH]时,如果[code]true[/code],则使用"
-"[CSGPolygon]的[Transform]作为挤出的起点,而不是[member path_node]的"
+"当 [member mode] 为 [constant MODE_PATH] 时,如果为 [code]true[/code],则使"
+"用 [CSGPolygon] 的 [Transform] 作为挤出的起点,而不是 [member path_node] 的 "
"[Transform]。"
#: modules/csg/doc_classes/CSGPolygon.xml
@@ -22087,8 +22563,8 @@ msgid ""
"When [member mode] is [constant MODE_PATH], the location of the [Path] "
"object used to extrude the [member polygon]."
msgstr ""
-"[member mode] 为[constant MODE_PATH]时,用于挤出 [member polygon] 的 [Path] "
-"对象的坐标。"
+"当 [member mode] 为 [constant MODE_PATH] 时,用于挤出 [member polygon] 的 "
+"[Path] 对象的坐标。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22112,8 +22588,8 @@ msgid ""
"path, in meters, the texture coordinates will tile. When set to 0, texture "
"coordinates will match geometry exactly with no tiling."
msgstr ""
-"当[member mode] 为[constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米为"
-"单位,将进行平铺。当设置为0时,纹理坐标将与几何图形完全匹配,没有平铺。"
+"当 [member mode] 为 [constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米"
+"为单位,将进行平铺。当设置为0时,纹理坐标将与几何图形完全匹配,没有平铺。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22124,17 +22600,23 @@ msgid ""
"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
"will be generated."
msgstr ""
+"顶点数组,用于定义要挤出的 2D 多边形。需要包含 3 个或更多顶点,可以是凸多边形"
+"也可以是凹多边形。该多边形中[i]不能[/i]存在相交的边。否则,三角形化会失败,不"
+"会生成任何网格。\n"
+"[b]注意:[/b]如果 [member polygon] 中只定义了 1 个或 2 个顶点,则不会生成网"
+"格。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "If [code]true[/code], applies smooth shading to the extrusions."
-msgstr "如果[code]true[/code],则对挤出应用平滑着色。"
+msgstr "如果为 [code]true[/code],则对挤出应用平滑着色。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_SPIN], the total number of degrees the "
"[member polygon] is rotated when extruding."
msgstr ""
-"当[member mode]为[constant MODE_SPIN],[member polygon]在挤出时旋转的总度数。"
+"当 [member mode] 为 [constant MODE_SPIN],[member polygon] 在挤出时旋转的总度"
+"数。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22148,7 +22630,7 @@ msgstr "[member polygon] 形状沿负 Z 轴挤出。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"The [member polygon] shape is extruded by rotating it around the Y axis."
-msgstr "[member polygon]形状通过围绕Y轴旋转来挤出。"
+msgstr "[member polygon] 形状通过围绕 Y 轴旋转来挤出。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22173,7 +22655,7 @@ msgid ""
"ensure viable shapes."
msgstr ""
"[member polygon] 多边形的形状沿路径旋转,但不绕路径轴旋转。\n"
-"[b]注意:[/b] 需要路径的 Z 坐标不断减小以确保可行的形状。"
+"[b]注意:[/b]需要路径的 Z 坐标不断减小以确保可行的形状。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22200,7 +22682,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid "Base class for CSG primitives."
-msgstr "CSG基元的基类。"
+msgstr "CSG 图元的基类。"
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid ""
@@ -22213,6 +22695,12 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"各种 CSG 图元的父类,包含了它们所需的公共代码和功能。无法直接使用这个类,请使"
+"用继承它的各种类。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid "Invert the faces of the mesh."
@@ -22220,7 +22708,7 @@ msgstr "反转网格的面。"
#: modules/csg/doc_classes/CSGShape.xml
msgid "The CSG base class."
-msgstr "CSG基类。"
+msgstr "CSG 基类。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -22232,6 +22720,11 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"为 Godot 中的各种 CSG 节点提供 CSG 操作支持的 CSG 基类。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml
#: doc/classes/SoftBody.xml
@@ -22244,14 +22737,14 @@ msgid ""
"node and the second is the root [Mesh] of this node. Only works when this "
"node is the root shape."
msgstr ""
-"返回带有两个元素的[Array],第一个是此节点的[Transform],第二个是此节点的根"
+"返回带有两个元素的 [Array],第一个是此节点的 [Transform],第二个是此节点的根 "
"[Mesh]。仅当此节点为根形时才有效。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Returns [code]true[/code] if this is a root shape and is thus the object "
"that is rendered."
-msgstr "如果这是根形状,因此是渲染的对象,则返回[code]true[/code]。"
+msgstr "如果这是根形状,因此是渲染的对象,则返回 [code]true[/code]。"
#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
msgid ""
@@ -22270,8 +22763,8 @@ msgid ""
"Calculate tangents for the CSG shape which allows the use of normal maps. "
"This is only applied on the root shape, this setting is ignored on any child."
msgstr ""
-"计算允许使用法线贴图的CSG形状的切线。这仅适用于根部形状,此设置将在所有子级上"
-"均被忽略。"
+"计算允许使用法线贴图的 CSG 形状的切线。这仅适用于根部形状,此设置将在所有子级"
+"上均被忽略。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -22329,17 +22822,17 @@ msgid ""
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden."
msgstr ""
-"为我们的CSG形状向物理引擎添加碰撞形状。这将始终像一个静态物体。请注意,即使"
+"为我们的 CSG 形状向物理引擎添加碰撞形状。这将始终像一个静态物体。请注意,即使"
"CSG形状本身被隐藏,碰撞形状仍处于活动状态。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Geometry of both primitives is merged, intersecting geometry is removed."
-msgstr "合并两个图元的几何,删除相交的几何。"
+msgstr "合并两个图元的几何体,移除相交的几何体。"
#: modules/csg/doc_classes/CSGShape.xml
msgid "Only intersecting geometry remains, the rest is removed."
-msgstr "仅保留相交的几何,其余的将被删除。"
+msgstr "仅保留相交的几何,其余的将被移除。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -22348,7 +22841,7 @@ msgstr "从第一个形状减去第二个形状,留下一个带有其形状的
#: modules/csg/doc_classes/CSGSphere.xml
msgid "A CSG Sphere shape."
-msgstr "CSG球形形状。"
+msgstr "CSG 球形形状。"
#: modules/csg/doc_classes/CSGSphere.xml
msgid ""
@@ -22359,6 +22852,11 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"你可以使用该节点在 CSG 系统中创建球体。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGSphere.xml
msgid "The material used to render the sphere."
@@ -22382,12 +22880,12 @@ msgid ""
"effect making the sphere seem rounded. If [code]false[/code] the sphere will "
"have a flat shaded look."
msgstr ""
-"如果[code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是圆"
-"形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。"
+"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来"
+"是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。"
#: modules/csg/doc_classes/CSGTorus.xml
msgid "A CSG Torus shape."
-msgstr "CSG圆环形状。"
+msgstr "CSG 圆环形状。"
#: modules/csg/doc_classes/CSGTorus.xml
msgid ""
@@ -22398,6 +22896,11 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"你可以使用该节点在 CSG 系统中创建圆环体。\n"
+"[b]注意:[/b]CSG 节点是为制作关卡原型准备的。与创建使用 [PrimitiveMesh] 的 "
+"[MeshInstance] 相比,创建 CSG 节点对 CPU 资源的消耗更显著。在一个 CSG 节点中"
+"移动另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似"
+"操作。"
#: modules/csg/doc_classes/CSGTorus.xml
msgid "The inner radius of the torus."
@@ -22426,7 +22929,7 @@ msgid ""
"have a flat shaded look."
msgstr ""
"如果[code]true[/code]设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。如"
-"果[code]false[/code],则圆环将具有平坦的阴影表现。"
+"果为 [code]false[/code],则圆环将具有平坦的阴影表现。"
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
@@ -22464,30 +22967,31 @@ msgstr ""
#: doc/classes/CubeMap.xml
msgid "Returns the [CubeMap]'s height."
-msgstr "返回[CubeMap]的高度。"
+msgstr "返回该 [CubeMap] 的高度。"
#: doc/classes/CubeMap.xml
msgid ""
"Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] "
"constants."
-msgstr "使用 [enum Side] 边常数之一返回 [CubeMap] 的一个侧面图像 [Image]。"
+msgstr ""
+"返回该 [CubeMap] 中某一面的图像 [Image],使用 [enum Side] 常量之一指定。"
#: doc/classes/CubeMap.xml
msgid "Returns the [CubeMap]'s width."
-msgstr "返回[CubeMap]的宽度。"
+msgstr "返回该 [CubeMap] 的宽度。"
#: doc/classes/CubeMap.xml
msgid ""
"Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] "
"constants."
msgstr ""
-"为 [CubeMap] 的一个边设置图像 [Image],使用枚举边 [enum Side]常数之一。"
+"设置该 [CubeMap] 中某一面的图像 [Image],使用 [enum Side] 常量之一指定。"
#: doc/classes/CubeMap.xml
msgid ""
"The render flags for the [CubeMap]. See the [enum Flags] constants for "
"details."
-msgstr "[CubeMap] 的渲染标志。有关详细信息,请参阅 [enum Flags] 常量。"
+msgstr "[CubeMap] 的渲染标志。有关详细信息,详情请参阅 [enum Flags] 常量。"
#: doc/classes/CubeMap.xml
msgid ""
@@ -22499,11 +23003,11 @@ msgstr ""
#: doc/classes/CubeMap.xml
msgid "The [CubeMap]'s storage mode. See [enum Storage] constants."
-msgstr "[CubeMap] 的存储模式。参阅 [enum Storage] 常量。"
+msgstr "[CubeMap] 的存储模式。见 [enum Storage] 常量。"
#: doc/classes/CubeMap.xml
msgid "Store the [CubeMap] without any compression."
-msgstr "存储[CubeMap]而不进行任何压缩。"
+msgstr "存储 [CubeMap] 而不进行任何压缩。"
#: doc/classes/CubeMap.xml
msgid "Store the [CubeMap] with strong compression that reduces image quality."
@@ -22639,6 +23143,8 @@ msgid ""
"Setting this option to [code]false[/code] can be used to prevent an instance "
"being merged."
msgstr ""
+"用于对 [RoomManager] 的网格合并功能进行微调。\n"
+"将该选项设为 [code]false[/code] 可以避免实例被合并。"
#: doc/classes/CullInstance.xml
msgid ""
@@ -22650,11 +23156,11 @@ msgid ""
"This can be used to control autoplacement of building exteriors in an outer "
"[RoomGroup]."
msgstr ""
-"当设置为[code]0[/code]时,[CullInstance]将被自动放置在具有最高优先级的[Room]"
-"中。\n"
-"当设置为[code]0[/code]以外的值时,系统将尝试在具有[code]autoplace_priority[/"
-"code]的[Room]中自动放置,如果它存在的话。\n"
-"这可以用来控制建筑外面的在外部[RoomGroup]的自动放置。"
+"当设置为 [code]0[/code] 时,[CullInstance] 将被自动放置在具有最高优先级的 "
+"[Room] 中。\n"
+"当设置为 [code]0[/code] 以外的值时,系统将尝试在具有 "
+"[code]autoplace_priority[/code] 的 [Room] 中自动放置,如果它存在的话。\n"
+"这可以用来控制建筑外面的在外部 [RoomGroup] 的自动放置。"
#: doc/classes/CullInstance.xml
msgid ""
@@ -22676,7 +23182,7 @@ msgid ""
"When using [Room]s and [Portal]s, this specifies how the [CullInstance] is "
"processed in the system."
msgstr ""
-"当使用 [Room] 和 [Portal] 时,这规定了 [CullInstance] 在系统中的处理方式。"
+"当使用 [Room] 和 [Portal] 时,这指定了 [CullInstance] 在系统中的处理方式。"
#: doc/classes/CullInstance.xml
msgid ""
@@ -22711,24 +23217,25 @@ msgstr ""
#: doc/classes/CullInstance.xml
msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players."
-msgstr "用于在 [Room] [b]之间[/b] 移动的实例 - 例如玩家。"
+msgstr "用于在 [Room] [b]之间[/b]移动的实例——例如玩家。"
#: doc/classes/CullInstance.xml
msgid ""
"Use for instances that will be frustum culled only - e.g. first person "
"weapon, debug."
-msgstr "用于只会被视锥剔除的实例 - 例如第一人称武器,调试。"
+msgstr "用于只会被视锥剔除的实例——例如第一人称武器、调试。"
#: doc/classes/CullInstance.xml
msgid ""
"Use for instances that will not be shown at all - e.g. [b]manual room "
"bounds[/b] (specified by prefix [i]'Bound_'[/i])."
msgstr ""
-"用于根本不会显示的实例 - 例如[b]手动房间边界[/b],由前缀[i]'Bound_'[/i]指定。"
+"用于根本不会显示的实例——例如[b]手动房间边界[/b](由 [i]'Bound_'[/i] 前缀指"
+"定)。"
#: doc/classes/Curve.xml
msgid "A mathematic curve."
-msgstr "一条数学曲线。"
+msgstr "数学曲线。"
#: doc/classes/Curve.xml
msgid ""
@@ -22736,8 +23243,8 @@ msgid ""
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
"points relative to the [code]0.5[/code] Y position."
msgstr ""
-"可以保存并重新用于其他对象的曲线。默认情况下,它在Y轴上的范围在 [code]0[/"
-"code] 到 [code]1[/code]之间,并且位置点相对于 [code]0.5[/code] Y 位置。"
+"可以保存并重新用于其他对象的曲线。默认情况下,它在 Y 轴上的范围在 [code]0[/"
+"code] 到 [code]1[/code] 之间,并且位置点相对于 [code]0.5[/code] Y 位置。"
#: doc/classes/Curve.xml
msgid ""
@@ -22747,10 +23254,10 @@ msgid ""
"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is "
"set to [constant TANGENT_FREE]."
msgstr ""
-"在曲线上添加一个点。对于每一侧,如果[code]*_mode[/code]为[constant "
-"TANGENT_LINEAR],则[code]*_tangent[/code]角度(以度为单位)将使用曲线到邻近点"
-"的一半的斜率。如果[code]*_mode[/code]设置为[constant TANGENT_FREE],则允许自"
-"定义分配给[code]*_tangent[/code]角度。"
+"在曲线上添加一个点。对于每一侧,如果 [code]*_mode[/code] 为 [constant "
+"TANGENT_LINEAR],则 [code]*_tangent[/code] 角度(以度为单位)将使用曲线到邻近"
+"点的一半的斜率。如果 [code]*_mode[/code] 设置为 [constant TANGENT_FREE],则允"
+"许自定义分配给 [code]*_tangent[/code] 的角度。"
#: doc/classes/Curve.xml
msgid "Recomputes the baked cache of points for the curve."
@@ -22760,11 +23267,11 @@ msgstr "重新计算曲线的烘焙点缓存。"
msgid ""
"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
"to their neighbor on the curve."
-msgstr "删除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。"
+msgstr "移除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Removes all points from the curve."
-msgstr "从曲线中删除所有点。"
+msgstr "从曲线中移除所有点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Returns the number of points describing the curve."
@@ -22773,17 +23280,17 @@ msgstr "返回描述曲线的点数。"
#: doc/classes/Curve.xml
msgid ""
"Returns the left [enum TangentMode] for the point at [code]index[/code]."
-msgstr "返回[code]index[/code]处的点的左侧[enum TangentMode]。"
+msgstr "返回 [code]index[/code]处的点的左侧[enum TangentMode]。"
#: doc/classes/Curve.xml
msgid ""
"Returns the left tangent angle (in degrees) for the point at [code]index[/"
"code]."
-msgstr "返回[code]index[/code]处的点的左切线角(以度为单位)。"
+msgstr "返回 [code]index[/code]处的点的左切线角(以度为单位)。"
#: doc/classes/Curve.xml
msgid "Returns the curve coordinates for the point at [code]index[/code]."
-msgstr "返回[code]index[/code]处该点的曲线坐标。"
+msgstr "返回 [code]index[/code]处该点的曲线坐标。"
#: doc/classes/Curve.xml
msgid ""
@@ -22794,13 +23301,13 @@ msgstr "返回在[code]index[/code]处的点的右[enum TangentMode]。"
msgid ""
"Returns the right tangent angle (in degrees) for the point at [code]index[/"
"code]."
-msgstr "返回[code]index[/code]处的点的左切线角(以度为单位)。"
+msgstr "返回 [code]index[/code]处的点的左切线角(以度为单位)。"
#: doc/classes/Curve.xml
msgid ""
"Returns the Y value for the point that would exist at the X position "
"[code]offset[/code] along the curve."
-msgstr "返回沿曲线的X位置[code]offset[/code]处将存在的点的Y值。"
+msgstr "返回沿曲线的 X 位置 [code]offset[/code] 处将存在的点的 Y 值。"
#: doc/classes/Curve.xml
msgid ""
@@ -22808,19 +23315,20 @@ msgid ""
"[code]offset[/code] along the curve using the baked cache. Bakes the curve's "
"points if not already baked."
msgstr ""
-"使用烘焙的缓存返回沿曲线的X位置[code]offset[/code]处将存在的点的Y值。如果尚未"
-"烘焙曲线的点,则将其烘焙。"
+"使用烘焙的缓存返回沿曲线的 X 位置 [code]offset[/code] 处将存在的点的 Y 值。如"
+"果尚未烘焙曲线的点,则将其烘焙。"
#: doc/classes/Curve.xml
msgid "Removes the point at [code]index[/code] from the curve."
-msgstr "从曲线中删除[code]index[/code]处的点。"
+msgstr "从曲线中移除 [code]index[/code] 处的点。"
#: doc/classes/Curve.xml
msgid ""
"Sets the left [enum TangentMode] for the point at [code]index[/code] to "
"[code]mode[/code]."
msgstr ""
-"将[code]index[/code]处的点的左侧[enum TangentMode]设置为[code]mode[/code]。"
+"将 [code]index[/code] 处的点的左侧 [enum TangentMode] 设置为 [code]mode[/"
+"code]。"
#: doc/classes/Curve.xml
msgid ""
@@ -22830,26 +23338,27 @@ msgstr "将点的左切线角度设置为 [code]index[/code] 至 [code]tangent[/
#: doc/classes/Curve.xml
msgid "Sets the offset from [code]0.5[/code]."
-msgstr "设置相对于[code]0.5[/code]的偏移量。"
+msgstr "设置相对于 [code]0.5[/code] 的偏移量。"
#: doc/classes/Curve.xml
msgid ""
"Sets the right [enum TangentMode] for the point at [code]index[/code] to "
"[code]mode[/code]."
msgstr ""
-"将[code]index[/code]上的点的右侧[enum TangentMode]设置为[code]mode[/code]。"
+"将 [code]index[/code] 上的点的右侧 [enum TangentMode] 设置为 [code]mode[/"
+"code]。"
#: doc/classes/Curve.xml
msgid ""
"Sets the right tangent angle for the point at [code]index[/code] to "
"[code]tangent[/code]."
-msgstr "设置[code]index[/code]至[code]tangent[/code]处的点的右切线角。"
+msgstr "设置 [code]index[/code] 至 [code]tangent[/code] 处的点的右切线角。"
#: doc/classes/Curve.xml
msgid ""
"Assigns the vertical position [code]y[/code] to the point at [code]index[/"
"code]."
-msgstr "将垂直位置[code]y[/code]分配给[code]index[/code]处的点。"
+msgstr "将垂直位置 [code]y[/code] 分配给 [code]index[/code] 处的点。"
#: doc/classes/Curve.xml
msgid "The number of points to include in the baked (i.e. cached) curve data."
@@ -22883,7 +23392,7 @@ msgstr "可用切线模式的总数。"
#: doc/classes/Curve2D.xml
msgid "Describes a Bézier curve in 2D space."
-msgstr "描述二维空间的贝兹尔曲线。"
+msgstr "描述 2D 空间的贝塞尔曲线。"
#: doc/classes/Curve2D.xml
msgid ""
@@ -22892,14 +23401,14 @@ msgid ""
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
-"该类描述了二维空间中的贝兹尔曲线。它主要用于给[Path2D]一个形状,但也可以手动"
-"采样用于其他目的。\n"
+"该类描述了 2D 空间中的贝塞尔曲线。它主要用于给 [Path2D] 一个形状,但也可以手"
+"动采样用于其他目的。\n"
"它保留了沿曲线的预计算点的缓存,以加快进一步的计算。"
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -22907,25 +23416,25 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
-"在曲线的 [code]position[/code] 上添加一个点,控制点 [code]in[/code] 和 "
-"[code]out[/code]。\n"
+"在曲线的 [code]position[/code] 上添加一个点,相对于该 [Curve2D] 的位置,以及"
+"控制点 [code]in[/code] 和 [code]out[/code]。\n"
"如果给定了 [code]at_position[/code],这个点会被插入到点号 [code]at_position[/"
-"code] 之前,并将这个点(以及之后的每一个点)移到被插入点之后。如果"
-"[code]at_position[/code]没有给定,或者是一个非法值([code]at_position <0[/"
-"code]或[code]at_position >= [method get_point_count][/code]),该点将被追加在"
-"点列表的最后。"
+"code] 之前,并将这个点(以及之后的每一个点)移到被插入点之后。如果 "
+"[code]at_position[/code] 没有给定,或者是非法值([code]at_position <0[/code] "
+"或 [code]at_position >= [method get_point_count][/code]),该点将被追加在点列"
+"表的最后。"
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
-"根据缓存的点,返回曲线的总长度。给予足够的密度(参阅[member bake_interval]),"
+"根据缓存的点,返回曲线的总长度。给予足够的密度(见 [member bake_interval]),"
"它应该是足够近似的。"
#: doc/classes/Curve2D.xml
msgid "Returns the cache of points as a [PoolVector2Array]."
-msgstr "以[PoolVector2Array]的形式返回缓存的点。"
+msgstr "以 [PoolVector2Array] 的形式返回缓存的点。"
#: doc/classes/Curve2D.xml
msgid ""
@@ -22954,8 +23463,8 @@ msgid ""
"returns [code](0, 0)[/code]."
msgstr ""
"返回指向顶点[code]idx[/code]的控制点位置。返回的位置是相对于顶点[code]idx[/"
-"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回[code](0, 0)[/"
-"code]。"
+"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 [code](0, 0)"
+"[/code]。"
#: doc/classes/Curve2D.xml
msgid ""
@@ -23046,16 +23555,16 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
-"设置从顶点[code]idx[/code]引出的控制点位置。如果索引超出范围,该函数会向控制"
-"台发送错误。位置是相对于顶点的。"
+"设置从顶点 [code]idx[/code] 引出的控制点位置。如果索引超出范围,该函数会向控"
+"制台发送错误。位置是相对于顶点的。"
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position for the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console."
msgstr ""
-"设置顶点[code]idx[/code]的位置。如果索引超出范围,函数会向控制台发送一个错误"
-"信息。"
+"设置顶点 [code]idx[/code] 的位置。如果索引超出范围,函数会向控制台发送一个错"
+"误信息。"
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -23090,13 +23599,13 @@ msgid ""
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
-"相邻两个缓存点之间的距离,以像素为单位。改变它将迫使缓存在下次调用[method "
-"get_baked_points]或[method get_baked_length]函数时重新计算。距离越小,缓存中"
-"的点越多,占用的内存也越多,所以使用时要注意。"
+"相邻两个缓存点之间的距离,以像素为单位。改变它将迫使缓存在下次调用 [method "
+"get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存"
+"中的点越多,占用的内存也越多,所以使用时要注意。"
#: doc/classes/Curve3D.xml
msgid "Describes a Bézier curve in 3D space."
-msgstr "描述二维空间的贝兹尔曲线。"
+msgstr "描述 3D 空间的贝兹尔曲线。"
#: doc/classes/Curve3D.xml
msgid ""
@@ -23110,6 +23619,25 @@ msgstr ""
"它沿曲线保留了一个预先计算好的点缓存,以加快进一步的计算。"
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+"在曲线的 [code]position[/code] 上添加一个点,相对于该 [Curve2D] 的位置,以及"
+"控制点 [code]in[/code] 和 [code]out[/code]。\n"
+"如果给定了 [code]at_position[/code],这个点会被插入到点号 [code]at_position[/"
+"code] 之前,并将这个点(以及之后的每一个点)移到被插入点之后。如果 "
+"[code]at_position[/code] 没有给定,或者是非法值([code]at_position <0[/code] "
+"或 [code]at_position >= [method get_point_count][/code]),该点将被追加在点列"
+"表的最后。"
+
+#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "以 [PoolVector3Array] 的形式返回缓存的点。"
@@ -23209,8 +23737,8 @@ msgstr ""
"返回曲线中 [code]offset[/code] 偏移位置的一个点,其中 [code]offset[/code] 以"
"沿曲线的 3D 单位距离测量。\n"
"为了做到这一点,它找到 [code]offset[/code] 所在的两个缓存点,然后进行内插值。"
-"如果 [code]cubic[/code] 被设置为[code]true[/code],这个插值是立方的,如果设置"
-"为 [code]false[/code],则是线性的。\n"
+"如果 [code]cubic[/code] 被设置为 [code]true[/code],这个插值是立方的,如果设"
+"置为 [code]false[/code],则是线性的。\n"
"立体插值倾向于更好地遵循曲线,但线性插值更快(而且通常足够精确)。"
#: doc/classes/Curve3D.xml
@@ -23253,9 +23781,9 @@ msgid ""
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
-"相邻两个缓存点之间的距离,单位为米。改变它将迫使缓存在下次调用[method "
-"get_baked_points]或[method get_baked_length]函数时重新计算。距离越小,缓存中"
-"的点越多,占用的内存也越多,所以使用时要注意。"
+"相邻两个缓存点之间的距离,单位为米。改变它将迫使缓存在下次调用 [method "
+"get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存"
+"中的点越多,占用的内存也越多,所以使用时要注意。"
#: doc/classes/Curve3D.xml
msgid ""
@@ -23263,7 +23791,7 @@ msgid ""
"This is used when [member PathFollow.rotation_mode] is set to [constant "
"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
msgstr ""
-"如果[code]true[/code],曲线将烘焙出用于定向的向量。当[member PathFollow."
+"如果为 [code]true[/code],曲线将烘焙出用于定向的向量。当[member PathFollow."
"rotation_mode]被设置为[constant PathFollow.ROTATION_ORIENTED]时,就会使用这个"
"功能。改变它将强制重新计算缓存。"
@@ -23275,19 +23803,24 @@ msgstr "显示曲线的纹理。"
msgid ""
"Renders a given [Curve] provided to it. Simplifies the task of drawing "
"curves and/or saving them as image files."
-msgstr "渲染提供给它的[Curve]。简化了绘制曲线和/或保存为图像文件的任务。"
+msgstr "渲染提供给它的 [Curve]。简化了绘制曲线和/或保存为图像文件的任务。"
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr "渲染到纹理上的[code]curve[/code]。"
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "渲染到纹理上的 [Curve]。"
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
-msgstr "纹理的宽度。"
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
+msgstr ""
+"纹理宽度(单位为像素)。较大的值能够更好地表示高频数据(例如方向的突变),但"
+"会增加生成时间和内存占用。"
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
-msgstr "表示圆柱形[PrimitiveMesh]的类。"
+msgstr "表示圆柱形 [PrimitiveMesh] 的类。"
#: doc/classes/CylinderMesh.xml
msgid ""
@@ -23295,15 +23828,15 @@ msgid ""
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
-"表示圆柱形[PrimitiveMesh]的类。通过将[member top_radius]或[member "
-"bottom_radius]属性设置为[code]0.0[/code],这个类可以用来创建圆锥体。"
+"表示圆柱形 [PrimitiveMesh] 的类。通过将 [member top_radius] 或 [member "
+"bottom_radius] 属性设置为 [code]0.0[/code],这个类可以用来创建圆锥体。"
#: doc/classes/CylinderMesh.xml
msgid ""
"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
"will not be generated, resulting in a conic shape."
msgstr ""
-"圆柱体的底部半径。如果设置为[code]0.0[/code],而不会生成底面,从而形成圆锥"
+"圆柱体的底部半径。如果设置为 [code]0.0[/code],而不会生成底面,从而形成圆锥"
"体。"
#: doc/classes/CylinderMesh.xml
@@ -23444,7 +23977,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -23546,7 +24079,7 @@ msgstr ""
" # 这里我们不能使用点,因为‘my_color’是个变量。\n"
" var points = points_dir[my_color]\n"
"[/codeblock]\n"
-"在上方的代码中,[code]points[/code] 会被赋值为 [code]my_color[/code]中选取的"
+"在上面的代码中,[code]points[/code] 会被赋值为 [code]my_color[/code] 中选取的"
"颜色。\n"
"字典可以容纳更加复杂的数据:\n"
"[codeblock]\n"
@@ -23555,13 +24088,13 @@ msgstr ""
"如果想要给字典添加一个键,可以像访问已有的键一样:\n"
"[codeblock]\n"
"var points_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
-"points_dir[\"Blue\"] = 150 # 添加键\"Blue\",并将其数值设定为150\n"
+"points_dir[\"Blue\"] = 150 # 添加键 \"Blue\",并将其数值设定为 150\n"
"[/codeblock]\n"
"最终,同一个字典内可以容纳不同类型的键和值:\n"
"[codeblock]\n"
"# 这是一个合法的字典。\n"
-"# 使用`my_dir.sub_dir.sub_key`或`my_dir[\"sub_dir\"][\"sub_key\"]`来访问下方"
-"的字符串\"Nested value\"。\n"
+"# 使用 `my_dir.sub_dir.sub_key` 或 `my_dir[\"sub_dir\"][\"sub_key\"]` 来访问"
+"下方的字符串 \"Nested value\"。\n"
"# 根据你不同的需求可以修改索引样式。\n"
"var my_dir = {\n"
" \"String Key\": 5,\n"
@@ -23576,13 +24109,13 @@ msgstr ""
"array2 = [1, 2, 3]\n"
"\n"
"func compare_arrays():\n"
-" print(array1 == array2) # 会输出true。\n"
+" print(array1 == array2) # 会输出 true。\n"
"\n"
"dir1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"\n"
"func compare_dictionaries():\n"
-" print(dir1 == dir2) # 不会输出true。\n"
+" print(dir1 == dir2) # 不会输出 true。\n"
"[/codeblock]\n"
"想要对比字典,首先需要用 [method hash] 计算字典哈希。\n"
"[codeblock]\n"
@@ -23590,19 +24123,19 @@ msgstr ""
"dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"\n"
"func compare_dictionaries():\n"
-" print(dir1.hash() == dir2.hash()) # 会输出true。\n"
+" print(dir1.hash() == dir2.hash()) # 会输出 true。\n"
"[/codeblock]\n"
"[b]注意:[/b]当使用 [code]const[/code] 来声明字典时,字典本身依然可以通过定义"
-"键的数值来进行修改。使用 [code]const[/code] 只能防止在它初始化完成后被给予另"
-"一个数值。"
+"键的数值来进行修改。使用 [code]const[/code] 只能防止在常量在初始化完成后被赋"
+"为其他值。"
#: doc/classes/Dictionary.xml
msgid "GDScript basics: Dictionary"
-msgstr ""
+msgstr "GDScript 基础:字典"
#: doc/classes/Dictionary.xml
msgid "Clear the dictionary, removing all key/value pairs."
-msgstr "清除字典,删除所有键/值对。"
+msgstr "清除字典,移除所有键/值对。"
#: doc/classes/Dictionary.xml
msgid ""
@@ -23615,7 +24148,7 @@ msgstr ""
#: doc/classes/Dictionary.xml
msgid "Returns [code]true[/code] if the dictionary is empty."
-msgstr "如果字典为空,返回[code]true[/code]。"
+msgstr "如果字典为空,返回 [code]true[/code]。"
#: doc/classes/Dictionary.xml
msgid ""
@@ -23635,7 +24168,7 @@ msgid ""
"argument, or [code]null[/code] if it is omitted."
msgstr ""
"返回[Dictionary]中指定键的当前值。如果键不存在,则该方法返回可选默认参数的"
-"值;如果省略,则返回[code]null[/code]。"
+"值;如果省略,则返回 [code]null[/code]。"
#: doc/classes/Dictionary.xml
msgid ""
@@ -23652,7 +24185,7 @@ msgid ""
"code]."
msgstr ""
"如果字典有一个给定的键,返回 [code]true[/code]。\n"
-"[b]注意:[/b]这相当于使用 [code]in[/code] 运算符,如下所示:\n"
+"[b]注意:[/b]相当于使用 [code]in[/code] 运算符,如下所示:\n"
"[codeblock]\n"
"# 估值为 `true`。\n"
"if \"godot\" in {\"godot\": \"engine\"}:\n"
@@ -23668,7 +24201,6 @@ msgid ""
msgstr "如果字典具有给定数组中的所有键,则返回 [code]true[/code] 。"
#: doc/classes/Dictionary.xml
-#, fuzzy
msgid ""
"Returns a hashed 32-bit integer value representing the dictionary contents. "
"This can be used to compare dictionaries by value:\n"
@@ -23686,18 +24218,30 @@ msgid ""
"values does [i]not[/i] imply the dictionaries are equal, because different "
"dictionaries can have identical hash values due to hash collisions."
msgstr ""
-"返回一个代表字典内容的哈希整数值。这可以用来比较字典的值。\n"
+"返回代表该字典内容的 32 位整数哈希值。可用于按值比较字典:\n"
"[codeblock]\n"
"var dict1 = {0: 10}\n"
"var dict2 = {0: 10}\n"
"# 下面这一行会输出 `true`,而如果直接比较这两个变量就会输出 `false`。\n"
"print(dict1.hash() == dict2.hash())\n"
"[/codeblock]\n"
-"[b]注意:[/b]具有相同键/值但顺序不同的字典将有不同的哈希值。"
+"[b]注意:[/b]具有相同键/值但顺序不同的字典将有不同的哈希值。\n"
+"[b]注意:[/b]内容相同的字典会得到一致的哈希值。然而,反之不然。返回一致的哈希"
+"值[i]并不[/i]意味着字典相等,因为不同的字典可能因为哈希碰撞而得到一致的哈希"
+"值。"
#: doc/classes/Dictionary.xml
msgid "Returns the list of keys in the [Dictionary]."
-msgstr "返回[Dictionary]中的键列表。"
+msgstr "返回 [Dictionary] 中的键列表。"
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+"将 [code]dictionary[/code] 中的元素添加到这个 [Dictionary] 中。默认情况下,不"
+"会复制重复的键,除非 [code]overwrite[/code] 为 [code]true[/code]。"
#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
@@ -23705,11 +24249,11 @@ msgstr "返回字典中键的数量。"
#: doc/classes/Dictionary.xml
msgid "Returns the list of values in the [Dictionary]."
-msgstr "返回[Dictionary]中的值列表。"
+msgstr "返回 [Dictionary] 中的值列表。"
#: doc/classes/DirectionalLight.xml
msgid "Directional light from a distance, as from the Sun."
-msgstr "来自远处的平行光源,如太阳光。"
+msgstr "来自远处的平行光,如太阳光。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -23726,31 +24270,44 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
"远处阴影分裂的额外偏置量。如果自身阴影只产生远处的分裂,增加这个值可以修复它"
-"们。"
+"们。当 [member directional_shadow_mode] 为 [constant SHADOW_ORTHOGONAL] 时会"
+"被忽略。"
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
-"如果[code]true[/code],则会牺牲阴影细节,以换取更平滑的分割之间的过渡。"
+"如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启"
+"用阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] "
+"为 [constant SHADOW_ORTHOGONAL] 时会被忽略。"
#: doc/classes/DirectionalLight.xml
msgid ""
"Optimizes shadow rendering for detail versus movement. See [enum "
"ShadowDepthRange]."
-msgstr "优化阴影渲染的细节与运动。参阅[enum ShadowDepthRange]。"
+msgstr "优化阴影渲染的细节与运动。见 [enum ShadowDepthRange]。"
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
-msgstr "阴影分割的最大距离。"
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
+msgstr ""
+"阴影分割的最大距离。将这个值增大会让方向阴影在更远处可见,代价是整体的阴影细"
+"节降低和性能(因为渲染方向阴影时需要包含更多的对象)。"
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
-msgstr "灯光的阴影渲染算法。参阅[enum ShadowMode]。"
+msgstr "灯光的阴影渲染算法。见 [enum ShadowMode]。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -23762,33 +24319,33 @@ msgstr "当物体垂直于光线时,可用于修复自身阴影的特殊情况
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"相机到影子分割1的距离。相对于[member directional_shadow_max_distance]。只有当"
-"[member directional_shadow_mode]是[code]SHADOW_PARALLEL_2_SPLITS[/code]或"
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]时才使用。"
+"相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只"
+"有当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
+"或 [constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"阴影分割1到分割2的距离。相对于[member directional_shadow_max_distance]。仅在"
-"[member directional_shadow_mode]为[code]SHADOW_PARALLEL_2_SPLITS[/code]或"
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]时使用。"
+"阴影分割 1 到分割 2 的距离。相对于 [member directional_shadow_max_distance]。"
+"仅在 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
+"或 [constant SHADOW_PARALLEL_4_SPLITS] 时使用。"
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"从影子分割2到分割3的距离。相对于[member directional_shadow_max_distance]。只"
-"有当[member directional_shadow_mode]为[code]SHADOW_PARALLEL_4_SPLITS[/code]时"
-"才使用。"
+"从阴影分割 2 到分割 3 的距离。相对于 [member "
+"directional_shadow_max_distance]。只有当 [member directional_shadow_mode] 为 "
+"[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -23896,10 +24453,10 @@ msgid ""
"code] or [code]res://somedir/newdir[/code]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"将当前打开的目录改为参数传递的目录。参数可以是相对于当前目录的(例如 "
-"[code]newdir[/code] 或 [code].../newdir[/code]),也可以是绝对路径(例如 "
-"[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n"
-"返回 [enum Error] 代码常量之一 ([code]OK[/code] 成功时)。"
+"将当前打开的目录改为参数传递的目录。参数可以是相对于当前目录的(例如 "
+"[code]newdir[/code] 或 [code].../newdir[/code]),也可以是绝对路径(例如 "
+"[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n"
+"返回 [enum Error] 代码常量之一([code]OK[/code] 成功时)。"
#: doc/classes/Directory.xml
msgid ""
@@ -23911,7 +24468,7 @@ msgid ""
msgstr ""
"将 [code]from[/code] 文件复制到 [code]to[/code] 目标位置。两个参数都应该是相"
"对或绝对文件的路径。如果目标文件存在且没有访问保护,则会被覆盖。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24028,8 +24585,8 @@ msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it "
"has been fully processed with [method get_next] does not matter)."
msgstr ""
-"关闭用[method list_dir_begin]打开的当前流,并不关注是否已经用[method "
-"get_next]完成处理。"
+"关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method "
+"get_next] 完成处理)。"
#: doc/classes/Directory.xml
msgid ""
@@ -24053,7 +24610,7 @@ msgid ""
msgstr ""
"通过递归调用 [method make_dir]方法,创建一个目标目录和其路径中所有必要的中间"
"目录。参数可以是相对于当前目录的,也可以是绝对路径。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24063,22 +24620,25 @@ msgid ""
"filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"打开文件系统的现有目录。 [code]path[/code]参数可以位于项目树([code]res:// "
-"folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径"
-"内:用户文件系统(例如[code]/ tmp / folder[/code]或[code]C:\\ tmp \\ "
-"folder[/code])。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"打开文件系统的现有目录。[code]path[/code] 参数可以位于项目树([code]res:// "
+"folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径"
+"内:用户文件系统(例如 [code]/tmp/folder[/code] 或 [code]C:\\tmp\\folder[/"
+"code])。\n"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
-"删除目标文件或空目录。参数可以是相对于当前目录的,也可以是绝对路径。如果目标"
-"目录不是空的,操作将失败。\n"
-"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。"
+"永久删除目标文件或空目录。参数可以是相对于当前目录的,也可以是绝对路径。如果"
+"目标目录不是空的,操作将失败。\n"
+"如果你不想永久删除该文件/目录,请使用 [method OS.move_to_trash] 代替。\n"
+"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
#: doc/classes/Directory.xml
msgid ""
@@ -24095,7 +24655,7 @@ msgstr ""
#: doc/classes/DTLSServer.xml
msgid "Helper class to implement a DTLS server."
-msgstr "实现DTLS服务器的辅助类。"
+msgstr "实现 DTLS 服务器的辅助类。"
#: doc/classes/DTLSServer.xml
msgid ""
@@ -24161,10 +24721,10 @@ msgid ""
" connected = true\n"
"[/codeblock]"
msgstr ""
-"这个类用来存储DTLS服务器的状态。在[method setup]时,它将连接的[PacketPeerUDP]"
-"转换为[PacketPeerDTLS],通过[method take_connection]接受它们作为DTLS客户端。"
-"底下,这个类是用来存储服务器的DTLS状态和cookie的。为什么需要状态和cookie的原"
-"因不在本文档的范围内。\n"
+"这个类用来存储 DTLS 服务器的状态。在 [method setup] 时,它将连接的 "
+"[PacketPeerUDP] 转换为 [PacketPeerDTLS],通过 [method take_connection] 接受它"
+"们作为 DTLS 客户端。底下,这个类是用来存储服务器的 DTLS 状态和 cookie 的。为"
+"什么需要状态和 cookie 的原因不在本文档的范围内。\n"
"下面以一个小例子来说明如何使用它。\n"
"[codeblock]\n"
"# server.gd\n"
@@ -24176,8 +24736,8 @@ msgstr ""
"\n"
"func _ready():\n"
" server.listen(4242)\n"
-" var key = load(\"key.key\") # Your private key.\n"
-" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
+" var key = load(\"key.key\") # 你的私钥。\n"
+" var cert = load(\"cert.crt\") # 你的 X509 证书。\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
@@ -24185,17 +24745,16 @@ msgstr ""
" var peer : PacketPeerUDP = server.take_connection()\n"
" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
-" continue # It is normal that 50% of the connections fails due to "
-"cookie exchange.\n"
-" print(\"Peer connected!\")\n"
+" continue # 由于 cookie 交换,50% 的连接会失败,这是正常现象。\n"
+" print(\"对等体已连接!\")\n"
" peers.append(dtls_peer)\n"
" for p in peers:\n"
" p.poll() # Must poll to update the state.\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
-" print(\"Received message from client: %s\" % p.get_packet()."
+" print(\"从客户的收到消息:%s\" % p.get_packet()."
"get_string_from_utf8())\n"
-" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
+" p.put_packet(\"Hello DTLS 客户端\".to_utf8())\n"
"[/codeblock]\n"
"[codeblock]\n"
"# client.gd\n"
@@ -24207,17 +24766,16 @@ msgstr ""
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
-" dtls.connect_to_peer(udp, false) # Use true in production for "
-"certificate validation!\n"
+" dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
-" # Try to contact server\n"
-" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" # 尝试联系服务器\n"
+" dtls.put_packet(\"答案是……42!\".to_utf8())\n"
" while dtls.get_available_packet_count() > 0:\n"
-" print(\"Connected: %s\" % dtls.get_packet()."
+" print(\"已连接:%s\" % dtls.get_packet()."
"get_string_from_utf8())\n"
" connected = true\n"
"[/codeblock]"
@@ -24242,8 +24800,8 @@ msgid ""
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
"the new connections will be invalid due to cookie exchange."
msgstr ""
-"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接,请参"
-"阅 [method PacketPeerUDP.connect_to_host]。\n"
+"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接(见 "
+"[method PacketPeerUDP.connect_to_host])。\n"
"[b]注意:[/b]你必须检查返回 PacketPeerUDP 的状态是否为 [constant "
"PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 "
"cookie 交换而无效。"
@@ -24263,9 +24821,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -24284,9 +24841,9 @@ msgstr ""
"和间距等参数的能力。使用 [DynamicFontData] 引用字体文件路径。DynamicFont 还支"
"持定义若干备用字体,这些字体将在主字体不支持显示某个字符时使用。\n"
"DynamicFont 使用 [url=https://www.freetype.org/]FreeType[/url] 库进行光栅化处"
-"理。支持的格式有 TrueType([code].ttf[/code])、OpenType([code].otf[/code])"
-"和 Web Open Font Format 1([code].woff[/code])。[i]不支持[/i] Web Open Font "
-"Format 2([code].woff2[/code])。\n"
+"理。支持的格式有 TrueType([code].ttf[/code])、OpenType([code].otf[/"
+"code])、Web Open Font Format 1([code].woff[/code])、Web Open Font Format 2"
+"([code].woff2[/code])。\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -24314,7 +24871,7 @@ msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Returns the fallback font at index [code]idx[/code]."
-msgstr "返回位于索引[code]idx[/code]处的后备字体。"
+msgstr "返回位于索引 [code]idx[/code] 处的后备字体。"
#: doc/classes/DynamicFont.xml
msgid "Returns the number of fallback fonts."
@@ -24323,7 +24880,7 @@ msgstr "返回后备字体的数量。"
#: doc/classes/DynamicFont.xml
msgid ""
"Returns the spacing for the given [code]type[/code] (see [enum SpacingType])."
-msgstr "返回给定[code]type[/code]的间距(参阅[enum SpacingType])。"
+msgstr "返回给定 [code]type[/code] 的间距(见 [enum SpacingType])。"
#: doc/classes/DynamicFont.xml
msgid "Removes the fallback font at index [code]idx[/code]."
@@ -24338,8 +24895,8 @@ msgid ""
"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
"[code]value[/code] in pixels (not relative to the font size)."
msgstr ""
-"给[code]type[/code]设置间距(参阅[enum SpacingType])为[code]value[/code],单位"
-"为像素(与字体大小无关)。"
+"给 [code]type[/code] 设置间距(见 [enum SpacingType])为 [code]value[/code],"
+"单位为像素(与字体大小无关)。"
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the bottom in pixels."
@@ -24360,7 +24917,7 @@ msgid ""
"extra_spacing_char]) in pixels.\n"
"This can be a negative number to make the distance between words smaller."
msgstr ""
-"空格字符的额外间距,单位是像素,除了[member extra_spacing_char]。\n"
+"空格字符(在 [member extra_spacing_char] 之外)的额外间距,单位为像素。\n"
"这可以是负数,使字符之间的距离更小。"
#: doc/classes/DynamicFont.xml
@@ -24400,9 +24957,9 @@ msgid ""
"control whose size changes over time, unless a pixel art aesthetic is "
"desired."
msgstr ""
-"为 [code]true[/code] 时将使用过滤功能。如果字体过度采样被禁用或无效,这将使字"
-"体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议启用"
-"这个功能,除非是像素设计。"
+"如果为 [code]true[/code],将使用过滤功能。如果字体过度采样被禁用或无效,这将"
+"使字体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议"
+"启用这个功能,除非是像素设计。"
#: doc/classes/DynamicFont.xml
msgid ""
@@ -24410,8 +24967,8 @@ msgid ""
"appearance when downscaling it if font oversampling is disabled or "
"ineffective."
msgstr ""
-"为 [code]true[/code] 时将使用多级渐远纹理。在字体过度采样被禁用或无效时,可改"
-"善字体缩小时的表现。"
+"如果为 [code]true[/code],将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或"
+"无效时,可改善字体缩小时的表现。"
#: doc/classes/DynamicFont.xml
msgid "Spacing at the top."
@@ -24445,8 +25002,8 @@ msgid ""
"If [code]true[/code], the font is rendered with anti-aliasing. This property "
"applies both to the main font and its outline (if it has one)."
msgstr ""
-"为 [code]true[/code] 时将以抗锯齿方式渲染该字体。此属性既适用于主字体,也适用"
-"于其轮廓(如果有)。"
+"如果为 [code]true[/code],将以抗锯齿方式渲染该字体。此属性既适用于主字体,也"
+"适用于其轮廓(如果有)。"
#: doc/classes/DynamicFontData.xml
msgid "The path to the vector font file."
@@ -24639,12 +25196,12 @@ msgid ""
"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
"Profiles...[/b] at the top of the editor window."
msgstr ""
-"编辑器功能配置文件可以用来禁用Godot编辑器的特定功能。当禁用时,这些功能将不会"
-"出现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作"
-"时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置文件,以避免意"
-"外地对他们不应该编辑的文件进行更改。\n"
-"要可视化地管理编辑器功能配置文件,请使用编辑器窗口顶部的[b]编辑器 >打开\"编辑"
-"器数据/设置\"文件夹..[/b]。"
+"编辑器功能配置文件可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不"
+"会出现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工"
+"作时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置文件,以避免"
+"意外地对他们不应该编辑的文件进行更改。\n"
+"要可视化地管理编辑器功能配置文件,请使用编辑器窗口顶部的[b]编辑器 >管理功能配"
+"置文件...[/b]。"
#: doc/classes/EditorFeatureProfile.xml
msgid "Returns the specified [code]feature[/code]'s human-readable name."
@@ -24677,7 +25234,7 @@ msgid ""
"appear in the inspector when selecting a node that extends the class "
"specified by [code]class_name[/code]."
msgstr ""
-"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回"
+"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回 "
"[code]true[/code]。当属性被禁用时,当[code]class_name[/code]类被指定为类的(继"
"承)父节点时,它将不会出现在检查器中。"
@@ -24686,8 +25243,8 @@ msgid ""
"Returns [code]true[/code] if the [code]feature[/code] is disabled. When a "
"feature is disabled, it will disappear from the editor entirely."
msgstr ""
-"如果[code]feature[/code]被禁用,返回[code]true[/code]。当一个功能被禁用时,它"
-"将从编辑器中完全消失。"
+"如果[code]feature[/code]被禁用,返回 [code]true[/code]。当一个功能被禁用时,"
+"它将从编辑器中完全消失。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -24699,10 +25256,11 @@ msgstr ""
"文件管理器的[b]Export[/b]按钮或[method save_to_file]方法获得。"
#: doc/classes/EditorFeatureProfile.xml
+#, fuzzy
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
"将编辑器的功能配置保存到JSON格式的文件中。然后可以使用特征配置文件管理器的[b]"
"导入[/b]按钮或[method load_from_file]按钮导入它。"
@@ -24795,7 +25353,7 @@ msgstr "导入扩展面板。如果禁用此功能,则导入扩展面板将不
#: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum Feature] enum."
-msgstr "表示[enum Feature]枚举的大小。"
+msgstr "表示 [enum Feature] 枚举的大小。"
#: doc/classes/EditorFileDialog.xml
msgid "A modified version of [FileDialog] used by the editor."
@@ -24815,7 +25373,7 @@ msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "Removes all filters except for \"All Files (*)\"."
-msgstr "删除除“All Files(*)”筛选器之外的所有筛选器。"
+msgstr "移除“All Files(*)”筛选器之外的所有筛选器。"
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -24824,24 +25382,24 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
-"返回用于显示文件系统的[code]VBoxContainer[/code]。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐"
-"藏它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。"
+"返回用于显示文件系统的 [code]VBoxContainer[/code]。\n"
+"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
+"它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。"
#: doc/classes/EditorFileDialog.xml
msgid ""
"Notify the [EditorFileDialog] that its view of the data is no longer "
"accurate. Updates the view contents on next view update."
msgstr ""
-"通知[EditorFileDialog]它的数据视图不再准确。在下次视图更新时更新视图内容。"
+"通知 [EditorFileDialog] 它的数据视图不再准确。在下次视图更新时更新视图内容。"
#: doc/classes/EditorFileDialog.xml
msgid ""
"The location from which the user may select a file, including [code]res://[/"
"code], [code]user://[/code], and the local file system."
msgstr ""
-"用户可以选择文件的位置,包括[code]res://[/code]、[code]user://[/code]和本地文"
-"件系统。"
+"用户可以选择文件的位置,包括 [code]res://[/code]、[code]user://[/code] 和本地"
+"文件系统。"
#: doc/classes/EditorFileDialog.xml
msgid "The currently occupied directory."
@@ -24860,13 +25418,13 @@ msgid ""
"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
"overwriting files."
msgstr ""
-"如果[code]true[/code],[EditorFileDialog]将不会在覆盖文件之前警告用户。"
+"如果为 [code]true[/code],[EditorFileDialog] 将不会在覆盖文件之前警告用户。"
#: doc/classes/EditorFileDialog.xml
msgid ""
"The view format in which the [EditorFileDialog] displays resources to the "
"user."
-msgstr "[EditorFileDialog]向用户显示资源的视图格式。"
+msgstr "[EditorFileDialog] 向用户显示资源的视图格式。"
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -24877,7 +25435,8 @@ msgstr "[EditorFileDialog] 的用途,它定义了允许的行为。"
msgid ""
"If [code]true[/code], hidden files and directories will be visible in the "
"[EditorFileDialog]."
-msgstr "如果[code]true[/code],隐藏的文件和目录将在[EditorFileDialog]中可见。"
+msgstr ""
+"如果为 [code]true[/code],隐藏的文件和目录将在 [EditorFileDialog] 中可见。"
#: doc/classes/EditorFileDialog.xml
msgid "Emitted when a directory is selected."
@@ -24967,8 +25526,9 @@ msgid ""
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
-"返回文件的资源类型,给定完整路径。这将返回字符串,如[code]\"Resource\"[/code]"
-"或[code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,如[code]\".gd\"[/code]。"
+"返回文件的资源类型,给定完整路径。这将返回字符串,如 [code]\"Resource\"[/"
+"code] 或 [code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,如 [code]\".gd\"[/"
+"code]。"
#: doc/classes/EditorFileSystem.xml
msgid "Gets the root directory object."
@@ -24980,11 +25540,11 @@ msgstr "返回在 [code]path[/code] 文件系统的视图。"
#: doc/classes/EditorFileSystem.xml
msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
-msgstr "如果文件系统正在被扫描,返回扫描的进度,值为0-1。"
+msgstr "如果文件系统正在被扫描,返回扫描的进度,值为 0-1。"
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr "返回 [code]true[/code] 如果文件系统已经被扫[/code]描完毕。"
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "如果文件系统正在进行扫描,则返回 [code]true[/code]。"
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -24998,7 +25558,7 @@ msgstr "检查是否更改了已导入资源的来源。"
msgid ""
"Update a file information. Call this if an external program (not Godot) "
"modified the file."
-msgstr "更新文件信息。如果外部程序(不是Godot)修改了该文件,则调用此函数。"
+msgstr "更新文件信息。如果外部程序(不是 Godot)修改了该文件,则调用此函数。"
#: doc/classes/EditorFileSystem.xml
msgid "Scans the script files and updates the list of custom class names."
@@ -25015,7 +25575,7 @@ msgstr "重新导入资源时触发。"
#: doc/classes/EditorFileSystem.xml
msgid ""
"Emitted if at least one resource is reloaded when the filesystem is scanned."
-msgstr "如果在扫描文件系统的时候发现至少一个资源被重载那么触发信号。"
+msgstr "如果在扫描文件系统的时候,至少有一个资源被重新加载,则触发该信号。"
#: doc/classes/EditorFileSystem.xml
msgid "Emitted if the source of any imported file changed."
@@ -25062,7 +25622,7 @@ msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the path to the file at index [code]idx[/code]."
-msgstr "返回索引为[code]idx[/code] 文件的路径。"
+msgstr "返回索引为 [code]idx[/code] 文件的路径。"
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -25070,9 +25630,8 @@ msgid ""
"[code]idx[/code]. If the file doesn't define a script class using the "
"[code]class_name[/code] syntax, this will return an empty string."
msgstr ""
-"返回这个文件中脚本类(script class)在索引处[code]idx[/code]定义的基类(base "
-"class)。如果这个文件没有使用 [code]class_name[/code] 关键字定义脚本类,将返回"
-"一个空字符串。"
+"返回这个文件中脚本类在索引 [code]idx[/code] 处定义的基类。如果这个文件没有使"
+"用 [code]class_name[/code] 关键字定义脚本类,将返回一个空字符串。"
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -25089,9 +25648,9 @@ msgid ""
"returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
"code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
-"返回索引[code]idx[/code]处文件的资源类型。这将返回字符串,如"
-"[code]\"Resource\"[/code]或[code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,"
-"如[code]\".gd\"[/code]。"
+"返回索引 [code]idx[/code] 处文件的资源类型。这将返回字符串,如 "
+"[code]\"Resource\"[/code] 或 [code]\"GDScript\"[/code],[i]不是[/i]文件扩展"
+"名,如 [code]\".gd\"[/code]。"
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the name of this directory."
@@ -25283,15 +25842,14 @@ msgstr ""
"其他选项的选项,如果其中一个选项被禁用。例如:\n"
"[codeblock]\n"
"func get_option_visibility(option, options):\n"
-" # Only show the lossy quality setting if the compression mode is set to "
-"\"Lossy\".\n"
+" # 只有在压缩模式为“Lossy”时显示 Lossy Quality 设置。\n"
" if option == \"compress/lossy_quality\" and options.has(\"compress/"
"mode\"):\n"
" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
"\n"
" return true\n"
"[/codeblock]\n"
-"返回[code]true[/code],使所有选项始终可见。"
+"返回 [code]true[/code],使所有选项始终可见。"
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -25299,8 +25857,8 @@ msgid ""
"get_import_options] to get the default options for the preset and [method "
"get_preset_name] to get the name of the preset."
msgstr ""
-"获取插件定义的初始预置数量。使用[method get_import_options]获取预设的默认选"
-"项,使用[method get_preset_name]获取预设的名称。"
+"获取插件定义的初始预置数量。使用 [method get_import_options] 获取预设的默认选"
+"项,使用 [method get_preset_name] 获取预设的名称。"
#: doc/classes/EditorImportPlugin.xml
msgid "Gets the name of the options preset at this index."
@@ -25311,7 +25869,7 @@ msgid ""
"Gets the priority of this plugin for the recognized extension. Higher "
"priority plugins will be preferred. The default priority is [code]1.0[/code]."
msgstr ""
-"获取该插件对识别的扩展的优先级。优先级越高的插件会被优先选择。默认的优先级是"
+"获取该插件对识别的扩展的优先级。优先级越高的插件会被优先选择。默认的优先级是 "
"[code]1.0[/code]。"
#: doc/classes/EditorImportPlugin.xml
@@ -25327,7 +25885,7 @@ msgid ""
"Gets the Godot resource type associated with this loader. e.g. "
"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
-"获取与此加载程序关联的Godot资源类型,例如 [code]\"Mesh\"[/code] 或 "
+"获取与此加载程序关联的 Godot 资源类型,例如 [code]\"Mesh\"[/code] 或 "
"[code]\"Animation\"[/code]。"
#: doc/classes/EditorImportPlugin.xml
@@ -25336,8 +25894,8 @@ msgid ""
"directory (see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory])."
msgstr ""
-"获取用于在[code].import[/code]目录中保存此资源的扩展名,参阅[member "
-"ProjectSettings.application/config/use_hidden_project_data_directory]。"
+"获取用于在 [code].import[/code] 目录中保存此资源的扩展名(见 [member "
+"ProjectSettings.application/config/use_hidden_project_data_directory])。"
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -25362,24 +25920,54 @@ msgstr ""
"法。"
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
-msgstr "用于编辑所选节点的属性的选项卡。"
+msgid "A control used to edit properties of an object."
+msgstr "用于编辑所选节点属性的控件。"
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
-msgstr ""
-"编辑器检查器默认位于编辑器的右侧,用来编辑所选节点的属性。例如,你可以选择一"
-"个节点,如 [Sprite],然后通过检查器工具编辑其变换。编辑器检查器是游戏开发工作"
-"流程中的一个重要工具。\n"
-"[b]注意:[/b]这个类不应该被直接实例化。请使用 [method EditorInterface."
-"get_inspector] 访问单例代替。"
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
+msgstr ""
+"这是为编辑器的“设置”对话框、“检查器”面板等实现属性编辑的控件。要获取编辑器“检"
+"查器”面板中所使用的 [EditorInspector],请使用 [method EditorInterface."
+"get_inspector]。\n"
+"[EditorInspector] 展示属性的顺序与 [method Object.get_property_list] 返回的数"
+"组一致。\n"
+"如果属性的名称为路径形式(即包含正斜杠),[EditorInspector] 会为该路径上的各"
+"个“目录”创建嵌套的部分。例如,如果某个属性名为 [code]highlighting/gdscript/"
+"node_path_color[/code],那么就会显示为“Node Path Color”,位于嵌套"
+"在“Highlighting”部分的“GDScript”部分中。\n"
+"如果属性包含 [constant @GlobalScope.PROPERTY_USAGE_GROUP] 用法,就会将其后续"
+"属性中,名称以其提示字符串开头的属性合为一组。如果遇到不以该提示字符串开头的"
+"属性,或者开始了一个新的分组,那么这个分组就会结束。分组名称为空的效果为结束"
+"当前分组。[EditorInspector] 会为每个分组都创建一个顶层的部分。例如,如果有个"
+"包含分组用法的属性名叫 [code]Collide With[/code],其提示字符串为 "
+"[code]collide_with_[/code],那么后续的 [code]collide_with_area[/code] 属性就"
+"会以“Area”的名称出现在“Collide With”部分中。\n"
+"[b]注意:[/b]与根据路径形式的名称而创建的部分不同,[EditorInspector] 不会对根"
+"据分组创建的部分的名称进行首字母大写。因此,包含分组用法的属性通常使用首字母"
+"大写的名称,而不是 snake_case。"
#: doc/classes/EditorInspector.xml
msgid ""
@@ -25399,7 +25987,7 @@ msgstr ""
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree inspector."
-msgstr "在检查器中按下[Object]的编辑按钮时触发。主要用于远程场景树检查器中。"
+msgstr "在检查器中按下 [Object] 的编辑按钮时触发。主要用于远程场景树检查器中。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is edited in the inspector."
@@ -25411,8 +25999,8 @@ msgid ""
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
-"当属性在检查器中被键入时触发。当切换动画面板时,可通过点击属性旁边的 \"键 "
-"\"图标对属性进行键控。"
+"当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图"
+"标为属性添加关键帧。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is selected in the inspector."
@@ -25426,8 +26014,9 @@ msgid ""
"inspector, this signal is never emitted by the editor itself."
msgstr ""
"在检查器中切换布尔属性时发出。\n"
-"[b]注意:[/b]如果启用了内部[code]autoclear[/code]属性,则该信号永远不会触发。"
-"由于该属性在编辑器检查器中始终处于启用状态,因此编辑器本身绝不会发出该信号。"
+"[b]注意:[/b]如果启用了内部 [code]autoclear[/code] 属性,则该信号永远不会触"
+"发。由于该属性在编辑器检查器中始终处于启用状态,因此编辑器本身绝不会发出该信"
+"号。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a resource is selected in the inspector."
@@ -25474,7 +26063,7 @@ msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Inspector plugins"
-msgstr ""
+msgstr "检查器插件"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Adds a custom control, which is not necessarily a property editor."
@@ -25485,19 +26074,20 @@ msgid ""
"Adds a property editor for an individual property. The [code]editor[/code] "
"control must extend [EditorProperty]."
msgstr ""
-"为单独的属性添加属性编辑器。[code]editor[/code]控件必须扩展[EditorProperty]。"
+"为单独的属性添加属性编辑器。[code]editor[/code] 控件必须扩展 "
+"[EditorProperty]。"
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds an editor that allows modifying multiple properties. The [code]editor[/"
"code] control must extend [EditorProperty]."
msgstr ""
-"添加一个编辑器,允许修改多个属性。[code]editor[/code]控件必须扩展"
+"添加一个编辑器,允许修改多个属性。[code]editor[/code] 控件必须扩展 "
"[EditorProperty]。"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
-msgstr "如果此插件可以处理此对象返回[code]true[/code]。"
+msgstr "如果此插件可以处理此对象返回 [code]true[/code]。"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the beginning of the list."
@@ -25518,9 +26108,9 @@ msgid ""
"built-in editor for this property, otherwise allows to insert a custom "
"editor before the built-in one."
msgstr ""
-"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承"
-"[EditorProperty]。返回[code]true[/code]删除该属性的内置编辑器,否则允许在内置"
-"编辑器之前插入一个自定义编辑器。"
+"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承 "
+"[EditorProperty]。返回 [code]true[/code]删除该属性的内置编辑器,否则允许在内"
+"置编辑器之前插入一个自定义编辑器。"
#: doc/classes/EditorInterface.xml
msgid "Godot editor's interface."
@@ -25575,17 +26165,17 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render the editor "
"useless and may cause a crash."
msgstr ""
-"返回Godot编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你的"
-"控件。\n"
-"[b]警告:[/b] 删除和释放这个节点将使编辑器失效,并可能导致崩溃。"
+"返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你"
+"的控件。\n"
+"[b]警告:[/b]删除和释放这个节点将使编辑器失效,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
msgid "Returns the current path being viewed in the [FileSystemDock]."
-msgstr "返回在[FileSystemDock]中查看的当前路径。"
+msgstr "返回在 [FileSystemDock] 中查看的当前路径。"
#: doc/classes/EditorInterface.xml
msgid "Returns the edited (current) scene's root [Node]."
-msgstr "返回已编辑的(当前)场景的根节点[Node]。"
+msgstr "返回正在编辑的(当前)场景的根 [Node]。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25596,15 +26186,15 @@ msgid ""
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
-"返回编辑器用户 UI 的实际比例,[code]1.0[/code] 比例为 100%。这可以用来调整由"
-"插件添加的用户 UI 的位置和尺寸。\n"
+"返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来"
+"调整由插件添加的用户 UI 的位置和尺寸。\n"
"[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 "
"[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器"
"必须重新启动才能正确应用这些变化。"
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSettings] instance."
-msgstr "返回编辑器的[EditorSettings]实例。"
+msgstr "返回编辑器的 [EditorSettings] 实例。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25626,7 +26216,7 @@ msgid ""
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的文件系统面板 [FileSystemDock] 实例。\n"
-"[b]警告:[/b] 移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。"
+"[b]警告:[/b]移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25635,11 +26225,11 @@ msgid ""
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的属性检查器 [EditorInspector]实例。\n"
-"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
+"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
msgid "Returns an [Array] with the file paths of the currently opened scenes."
-msgstr "返回包含当前打开的场景的文件路径的数组[Array]。"
+msgstr "返回包含当前打开的场景的文件路径的数组 [Array]。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25649,11 +26239,11 @@ msgstr "返回正在播放的场景名称。如果当前没有场景正在播放
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorFileSystem] instance."
-msgstr "返回编辑器的[EditorFileSystem]实例。"
+msgstr "返回编辑器的 [EditorFileSystem] 实例。"
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorResourcePreview] instance."
-msgstr "返回编辑器的[EditorResourcePreview]实例。"
+msgstr "返回编辑器的 [EditorResourcePreview] 实例。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25662,7 +26252,7 @@ msgid ""
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的脚本编辑器 [ScriptEditor] 实例。\n"
-"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
+"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25670,13 +26260,13 @@ msgid ""
"[FileSystemDock]. If a file is selected, its base directory will be returned "
"using [method String.get_base_dir] instead."
msgstr ""
-"返回当前在[FileSystemDock]中选择的目录的路径,如果选择了一个文件,将使用"
-"[method String.get_base_dir]返回其基本目录。如果选择了一个文件,将使用"
-"[method String.get_base_dir]返回它的基本目录。"
+"返回当前在 [FileSystemDock] 中选择的目录的路径,如果选择了一个文件,将使用 "
+"[method String.get_base_dir] 返回其基本目录。如果选择了一个文件,将使用 "
+"[method String.get_base_dir] 返回它的基本目录。"
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSelection] instance."
-msgstr "返回编辑器的[EditorSelection]实例。"
+msgstr "返回编辑器的 [EditorSelection] 实例。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25693,8 +26283,8 @@ msgid ""
"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
"code] otherwise. Paused scenes are considered as being played."
msgstr ""
-"如果场景正在播放,返回[code]true[/code],否则返回[code]false[/code]。暂停的场"
-"景将被视为正在播放。"
+"如果场景正在播放,返回 [code]true[/code],否则返回 [code]false[/code]。暂停的"
+"场景将被视为正在播放。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25707,7 +26297,7 @@ msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns mesh previews rendered at the given size as an [Array] of [Texture]s."
-msgstr "返回 [Array] 数组包含给定尺寸渲染的网格预览图[Texture]。"
+msgstr "返回 [Array] 数组包含给定尺寸渲染的网格预览图 [Texture]。"
#: doc/classes/EditorInterface.xml
msgid "Opens the scene at the given path."
@@ -25734,12 +26324,12 @@ msgid ""
"Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/"
"code] (see [@GlobalScope] constants)."
msgstr ""
-"保存场景。返回 [code]OK[/code] 或 [code]ERR_CANT_CREATE[/code] (参阅 "
-"[@GlobalScope] 常量)。"
+"保存场景。返回 [code]OK[/code] 或 [code]ERR_CANT_CREATE[/code](见 "
+"[@GlobalScope] 常量)。"
#: doc/classes/EditorInterface.xml
msgid "Saves the scene as a file at [code]path[/code]."
-msgstr "将场景保存为[code]path[/code]处的文件。"
+msgstr "将场景保存为 [code]path[/code] 处的文件。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25754,9 +26344,9 @@ msgid ""
"([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
"code])."
msgstr ""
-"将编辑器的当前主界面设置为 [code]name[/code] 中指定的界面。[code]name[/code]"
-"必须与相关选项卡的文本完全匹配([code]2D[/code], [code]3D[/code], "
-"[code]Script[/code], [code]AssetLib[/code])。"
+"将编辑器的当前主界面设置为 [code]name[/code] 中指定的界面。[code]name[/code] "
+"必须与相关选项卡的文本完全匹配([code]2D[/code]、[code]3D[/code]、"
+"[code]Script[/code]、[code]AssetLib[/code])。"
#: doc/classes/EditorInterface.xml
msgid ""
@@ -25773,8 +26363,8 @@ msgid ""
"If [code]true[/code], enables distraction-free mode which hides side docks "
"to increase the space available for the main view."
msgstr ""
-"为 [code]true[/code] 时将启用专注模式,该模式会隐藏侧边面板,增加主视图的可用"
-"空间。"
+"如果为 [code]true[/code],将启用专注模式,该模式会隐藏侧边面板,增加主视图的"
+"可用空间。"
#: doc/classes/EditorPlugin.xml
msgid "Used by the editor to extend its functionality."
@@ -25788,7 +26378,7 @@ msgid ""
"editor."
msgstr ""
"编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型、导入插"
-"件和导出插件。另请参阅[EditorScript]向编辑器添加函数。"
+"件和导出插件。另请参阅 [EditorScript] 向编辑器添加函数。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -25804,10 +26394,10 @@ msgid ""
"your custom control with [method remove_control_from_bottom_panel] and free "
"it with [method Node.queue_free]."
msgstr ""
-"将控件添加到底部面板(以及“输出”,“调试”,“动画”等)。返回对添加的按钮的引"
-"用。您可以根据需要隐藏/显示按钮。停用插件后,请确保使用[method "
-"remove_control_from_bottom_panel]删除自定义控件,并使用[method Node."
-"queue_free]释放它。"
+"将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。您"
+"可以根据需要隐藏/显示按钮。停用插件后,请确保使用 [method "
+"remove_control_from_bottom_panel] 移除自定义控件,并使用 [method Node."
+"queue_free] 将其释放。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -25820,11 +26410,11 @@ msgid ""
"with [method remove_control_from_container] and free it with [method Node."
"queue_free]."
msgstr ""
-"将自定义控件添加到容器中(参阅 [enum CustomControlContainer])。在编辑器用户"
-"界面中,有许多位置可以添加自定义控件。\n"
+"将自定义控件添加到容器中(见 [enum CustomControlContainer])。在编辑器用户界"
+"面中,有许多位置可以添加自定义控件。\n"
"请记住,您必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n"
-"当你的插件停用时,请确保使用 [method remove_control_from_container] 删除你的"
-"自定义控件,并使用 [method Node.queue_free] 释放它。"
+"当你的插件被停用时,请确保使用 [method remove_control_from_container] 删除你"
+"的自定义控件,并使用 [method Node.queue_free] 将其释放。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -25881,7 +26471,7 @@ msgid ""
msgstr ""
"注册一个新的编辑器导入插件 [EditorImportPlugin]。导入插件用于导入自定义和不支"
"持的资产,作为一个自定义的 [Resource] 资源类型。\n"
-"[b]注意:[/b] 如果你想导入自定义的 3D 资产格式,请使用 [method "
+"[b]注意:[/b]如果你想导入自定义的 3D 资产格式,请使用 [method "
"add_scene_import_plugin] 代替。\n"
"参见 [method add_inspector_plugin] 以了解如何注册一个插件的例子。"
@@ -25905,9 +26495,9 @@ msgid ""
" remove_inspector_plugin(inspector_plugin)\n"
"[/codeblock]"
msgstr ""
-"注册一个新的编辑器属性检查器插件[EditorInspectorPlugin]。检查器插件用于扩展 "
+"注册一个新的编辑器属性检查器插件 [EditorInspectorPlugin]。检查器插件用于扩展 "
"[EditorInspector] 并为你的对象属性提供自定义配置工具。\n"
-"[b]注意:[/b] 当你的 [EditorPlugin] 被禁用时,一定要使用 [method "
+"[b]注意:[/b]当你的 [EditorPlugin] 被禁用时,一定要使用 [method "
"remove_inspector_plugin] 来删除注册的 [EditorInspectorPlugin],以防止泄漏和出"
"现意外行为。\n"
"[codeblock]\n"
@@ -25956,7 +26546,7 @@ msgid ""
"[code]submenu[/code] should be an object of class [PopupMenu]. This submenu "
"should be cleaned up using [code]remove_tool_menu_item(name)[/code]."
msgstr ""
-"在[b]项目 > 工具[/b]下添加名为 [code]name[/code] 的自定义子菜单。 "
+"在[b]项目 > 工具[/b]下添加名为 [code]name[/code] 的自定义子菜单。"
"[code]submenu[/code] 应该是 [PopupMenu] 类的对象。此子菜单应使用 "
"[code]remove_tool_menu_item(name)[/code] 进行清理。"
@@ -25998,7 +26588,7 @@ msgstr ""
msgid ""
"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
-msgstr "当用户在项目设置窗口的插件选项卡中禁用[EditorPlugin]时,由引擎调用。"
+msgstr "当用户在项目设置窗口的插件选项卡中禁用 [EditorPlugin] 时,由引擎调用。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26032,8 +26622,8 @@ msgid ""
" return false\n"
"[/codeblock]"
msgstr ""
-"当2D编辑器的视窗被更新时,由引擎调用。使用 [code]overlay[/code] [Control] 进"
-"行绘制。你可以通过调用 [method update_overlays] 手动更新视窗。\n"
+"引擎会在 2D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] [Control] "
+"进行绘制。你可以通过调用 [method update_overlays] 手动更新视窗。\n"
"[codeblock]\n"
"func forward_canvas_draw_over_viewport(overlay):\n"
" # 在光标位置画一个圆。\n"
@@ -26124,7 +26714,7 @@ msgid ""
" return false\n"
"[/codeblock]"
msgstr ""
-"当3D编辑器的视窗被更新时,由引擎调用。使用 [code]overlay[/code] 控件 "
+"引擎会在 3D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] 控件 "
"[Control] 进行绘制。你可以通过调用 [method update_overlays] 更新覆盖手动更新"
"视窗。\n"
"[codeblock]\n"
@@ -26205,14 +26795,14 @@ msgid ""
"[code]res://path_to_script.gd:25[/code]."
msgstr ""
"这是为编辑基于脚本的对象的编辑器。您可以返回格式中的断点列表([code]script:"
-"line[/code]),例如:[code]res://path_to_script.gd:25[/code]。"
+"line[/code]),例如:[code]res://path_to_script.gd:25[/code]。"
#: doc/classes/EditorPlugin.xml
msgid ""
"Returns the [EditorInterface] object that gives you control over Godot "
"editor's window and its functionalities."
msgstr ""
-"返回[EditorInterface]对象,该对象使您可以控制Godot编辑器的窗口及其功能。"
+"返回 [EditorInterface] 对象,该对象使您可以控制 Godot 编辑器的窗口及其功能。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26232,9 +26822,9 @@ msgid ""
"[/codeblock]"
msgstr ""
"在你的插件中覆盖这个方法,返回一个纹理 [Texture],以便给它一个图标。\n"
-"对于主界面的插件,它出现在屏幕的顶部,在 \"2D\"、\"3D\"、\"Script \"和 "
-"\"AssetLib \"按钮的右边。\n"
-"理想情况下,插件的图标应该是透明背景的白色,尺寸为16x16像素。\n"
+"对于主界面的插件,它出现在屏幕的顶部,在“2D”“3D”“Script”“AssetLib”按钮的右"
+"边。\n"
+"理想情况下,插件的图标应该是透明背景的白色,尺寸为 16x16 像素。\n"
"[codeblock]\n"
"func get_plugin_icon():\n"
" # 你可以使用一个自定义的图标。\n"
@@ -26251,13 +26841,12 @@ msgid ""
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
msgstr ""
-"在Godot编辑器中显示时,请在插件中覆盖此方法以提供插件的名称。\n"
-"对于主屏幕插件,它显示在屏幕顶部,在“ 2D”,“ 3D”,“脚本”和“ AssetLib”按钮的右"
-"侧。"
+"在 Godot 编辑器中显示时,请在插件中覆盖此方法以提供插件的名称。\n"
+"对于主屏幕插件,它显示在屏幕顶部,在“2D”“3D”“脚本”“AssetLib”按钮的右侧。"
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -26268,12 +26857,38 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
-"获取插件编辑器的状态。这用于保存场景时(从而再次打开时,它的状态被保持)和切"
-"换标签(从而状态能够当拉片返回恢复)时使用。"
+"覆盖这个方法可用于提供想要保存的状态数据,类似视图位置、网格设置、折叠情况"
+"等。会在保存场景(再次打开时保留状态)和切换标签页(切回标签页时恢复状态)时"
+"用到。这些数据会自动保存到编辑器元数据文件夹中各个场景的 [code]editstate[/"
+"code] 文件中。如果你想要为插件保存全局(与场景无关)的编辑器数据,你可以换成 "
+"[method get_window_layout]。\n"
+"请使用 [method set_state] 恢复保存的状态。\n"
+"[b]注意:[/b]重要的设置应该和项目一起进行持久化,不应该用这个方法来保存。\n"
+"[b]注意:[/b]你只有先实现 [method get_plugin_name],状态才能够进行正确的保存"
+"和恢复。\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26285,12 +26900,30 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
-"获取插件的GUI布局。当调用[method queue_save_layout]更改了编辑器布局(例如,更"
-"改停靠点的位置)时或保存项目的编辑器布局。"
+"覆盖这个方法可用于提供该插件的 GUI 布局或者任何其他你想要保存的数据。会在调"
+"用 [method queue_save_layout] 保存项目的编辑器布局或者编辑器布局发生改变(例"
+"如修改停靠面板的位置)时用到。数据会保存到编辑器元数据目录的 "
+"[code]editor_layout.cfg[/code] 文件中。\n"
+"请使用 [method set_window_layout] 恢复保存的布局。\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26312,8 +26945,8 @@ msgid ""
"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
"[b]AssetLib[/b])."
msgstr ""
-"如果这是一个主屏幕编辑插件,返回[code]true[/code](它与[b]2D[/b]、[b]3D[/b]、"
-"[b]Script[/b]和[b]AssetLib[/b]一起放在工作区选择器中)。"
+"如果这是一个主屏幕编辑插件,返回 [code]true[/code](它与 [b]2D[/b]、[b]3D[/"
+"b]、[b]Script[/b]、[b]AssetLib[/b] 一起放在工作区选择器中)。"
#: doc/classes/EditorPlugin.xml
msgid "Minimizes the bottom panel."
@@ -26339,25 +26972,25 @@ msgstr "排队保存项目的编辑器布局。"
#: doc/classes/EditorPlugin.xml
msgid "Removes an Autoload [code]name[/code] from the list."
-msgstr "从列表中删除自动加载[code]name[/code]。"
+msgstr "从列表中删除自动加载 [code]name[/code]。"
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes the control from the bottom panel. You have to manually [method Node."
"queue_free] the control."
-msgstr "从底部面板上删除控件。您必须手动[method Node.queue_free]释放控件。"
+msgstr "从底部面板上删除控件。您必须手动 [method Node.queue_free] 释放控件。"
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes the control from the specified container. You have to manually "
"[method Node.queue_free] the control."
-msgstr "从指定的容器中删除控件。您必须手动[method Node.queue_free]释放控件。"
+msgstr "从指定的容器中删除控件。您必须手动 [method Node.queue_free] 释放控件。"
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes the control from the dock. You have to manually [method Node."
"queue_free] the control."
-msgstr "从扩展面板中删除控件。您必须手动[method Node.queue_free]释放控件。"
+msgstr "从扩展面板中删除控件。您必须手动 [method Node.queue_free] 释放控件。"
#: doc/classes/EditorPlugin.xml
msgid "Removes a custom type added by [method add_custom_type]."
@@ -26386,7 +27019,7 @@ msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的控制器插件。"
#: doc/classes/EditorPlugin.xml
msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
-msgstr "从[b]项目 > 工具[/b]中删除菜单[code]name[/code]。"
+msgstr "从[b]项目 > 工具[/b]中删除菜单 [code]name[/code]。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26403,9 +27036,9 @@ msgid ""
"editor when their viewports are updated. You need to call this method only "
"once and it will work permanently for this plugin."
msgstr ""
-"启用2D编辑器的 [method forward_canvas_force_draw_over_viewport] 和3D编辑器的 "
-"[method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。你只"
-"需要调用这个方法一次,它就会对这个插件永久起作用。"
+"启用 2D 编辑器的 [method forward_canvas_force_draw_over_viewport] 和 3D 编辑"
+"器的 [method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。"
+"你只需要调用这个方法一次,它就会对这个插件永久起作用。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26413,17 +27046,55 @@ msgid ""
"inside [method forward_spatial_gui_input]. It might be especially usable if "
"your plugin will want to use raycast in the scene."
msgstr ""
-"如果你想在[method forward_spatial_gui_input]里面接收来自3D视图屏幕的输入,请"
-"使用这个方法。如果你的插件想要在场景中使用光线广播,那么这个方法可能特别有"
-"用。"
+"如果你想在 [method forward_spatial_gui_input] 里面接收来自 3D 视图屏幕的输"
+"入,请使用这个方法。如果你的插件想要在场景中使用光线投射,那么这个方法可能特"
+"别有用。"
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
-msgstr "恢复[method get_state]保存的状态。"
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
+msgstr ""
+"恢复用 [method get_state] 保存的状态。这个方法会在编辑器的当前场景标签页发生"
+"改变时调用。\n"
+"[b]注意:[/b]你的插件必须实现 [method get_plugin_name],否则无法被识别,这个"
+"方法也不会被调用。\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
-msgstr "恢复[method get_window_layout]保存的插件GUI布局。"
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
+msgstr ""
+"恢复用 [method get_window_layout] 保存的插件 GUI 布局和数据。编辑器启动时会调"
+"用每一个插件的这个方法。请使用提供的 [code]configuration[/code] 文件读取你保"
+"存的数据。\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26444,8 +27115,8 @@ msgid ""
"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/"
"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins."
msgstr ""
-"当用户改变工作空间([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b])时触"
-"发。也适用于由插件定义的自定义屏幕。"
+"当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时"
+"触发。也适用于由插件定义的自定义屏幕。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -26464,7 +27135,7 @@ msgstr "当用户关闭场景时触发。参数是关闭场景的文件路径。
#: doc/classes/EditorPlugin.xml
msgid "Represents the size of the [enum DockSlot] enum."
-msgstr "表示[enum DockSlot]枚举的大小。"
+msgstr "表示 [enum DockSlot] 枚举的大小。"
#: doc/classes/EditorProperty.xml
msgid "Custom control to edit properties for adding into the inspector."
@@ -26494,9 +27165,10 @@ msgid ""
"requesting this property to be refreshed (leave as [code]false[/code] if "
"unsure)."
msgstr ""
-"如果一个或几个属性发生了变化,必然会调用这个函数。[code]field[/code]是在你的"
-"编辑器可以单独修改字段的情况下使用的(比如Vector3.x)。[code]changing[/code]"
-"参数可以避免编辑器要求刷新这个属性(如果不确定的话,就用[code]false[/code])。"
+"如果一个或几个属性发生了变化,必然会调用这个函数。[code]field[/code] 是在你的"
+"编辑器可以单独修改字段的情况下使用的(比如 Vector3.x)。[code]changing[/"
+"code] 参数可以避免编辑器要求刷新这个属性(如果不确定的话,请保持 "
+"[code]false[/code])。"
#: doc/classes/EditorProperty.xml
msgid "Gets the edited object."
@@ -26544,8 +27216,8 @@ msgid ""
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
-"检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为[code]true[/code]。"
-"这用于可编辑的子节点的属性。"
+"检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为 [code]true[/"
+"code]。这用于可编辑的子节点的属性。"
#: doc/classes/EditorProperty.xml
msgid ""
@@ -26649,7 +27321,7 @@ msgid ""
"This virtual method can be implemented to handle context menu items not "
"handled by default. See [method set_create_options]."
msgstr ""
-"此虚拟法可以实现处理默认未处理的上下文菜单项目。参见 [method "
+"此虚拟法可以实现处理默认未处理的上下文菜单项目。见 [method "
"set_create_options]。"
#: doc/classes/EditorResourcePicker.xml
@@ -26682,7 +27354,7 @@ msgstr "允许资源类型的基本类型。可以是几个选项的逗号分离
#: doc/classes/EditorResourcePicker.xml
msgid "If [code]true[/code], the value can be selected and edited."
-msgstr "如果 [code]true[/code],则可以选择和编辑该值。"
+msgstr "如果为 [code]true[/code],则可以选择和编辑该值。"
#: doc/classes/EditorResourcePicker.xml
msgid "The edited resource value."
@@ -26693,7 +27365,7 @@ msgid ""
"If [code]true[/code], the main button with the resource preview works in the "
"toggle mode. Use [method set_toggle_pressed] to manually set the state."
msgstr ""
-"如果 [code]true[/code],带有资源预览的主按钮在切换模式下工作。使用 [method "
+"如果为 [code]true[/code],带有资源预览的主按钮在切换模式下工作。使用 [method "
"set_toggle_pressed] 来手动设置状态。"
#: doc/classes/EditorResourcePicker.xml
@@ -26706,8 +27378,8 @@ msgid ""
"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
"menu \"Edit\" option."
msgstr ""
-"当资源值被设置,并且用户点击它编辑时触发。当[code]edit[/code]为[code]true[/"
-"code]时,该信号是由上下文菜单的 \"Edit\" 选项引起。"
+"当资源值被设置,并且用户点击它编辑时触发。当[code]edit[/code]为 [code]true[/"
+"code] 时,该信号是由上下文菜单的 \"Edit\" 选项引起。"
#: doc/classes/EditorResourcePreview.xml
msgid "Helper to generate previews of resources or files."
@@ -26783,7 +27455,7 @@ msgstr "移除自定义预览生成器。"
msgid ""
"Emitted if a preview was invalidated (changed). [code]path[/code] "
"corresponds to the path of the preview."
-msgstr "预览无效(更改)时触发。[code]path[/code]对应的预览路径。"
+msgstr "预览无效(更改)时触发。[code]path[/code] 对应的预览路径。"
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid "Custom generator of previews."
@@ -26795,7 +27467,7 @@ msgid ""
"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
"previews at."
msgstr ""
-"自定义代码来生成预览。请查看[EditorSettings]中的[code]file_dialog/"
+"自定义代码来生成预览。请查看 [EditorSettings] 中的 [code]file_dialog/"
"thumbnail_size[/code],找出适合做预览的尺寸。"
#: doc/classes/EditorResourcePreviewGenerator.xml
@@ -26804,9 +27476,9 @@ msgid ""
"generate] or [method generate_from_path] for small previews as well.\n"
"By default, it returns [code]false[/code]."
msgstr ""
-"如果该函数返回[code]true[/code],生成器将调用[method generate]或[method "
-"generate_from_path]来进行小型预览。\n"
-"默认情况下,它会返回[code]false[/code]。"
+"如果该函数返回 [code]true[/code],生成器将调用 [method generate] 或 [method "
+"generate_from_path] 来进行小型预览。\n"
+"默认情况下,它会返回 [code]false[/code]。"
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
@@ -26843,19 +27515,20 @@ msgid ""
"methods [method generate] or [method generate_from_path].\n"
"By default, it returns [code]false[/code]."
msgstr ""
-"如果此函数返回[code]true[/code],则生成器将根据由[method generate]或[method "
+"如果此函数返回 [code]true[/code],则生成器将根据由[method generate]或[method "
"generate_from_path]方法生成的常规预览纹理自动生成较小的预览。\n"
-"默认情况下,它返回[code]false[/code]。"
+"默认情况下,它返回 [code]false[/code]。"
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"Returns [code]true[/code] if your generator supports the resource of type "
"[code]type[/code]."
-msgstr "如果你的生成器支持类型[code]type[/code]的资源,返回[code]true[/code]。"
+msgstr ""
+"如果你的生成器支持类型[code]type[/code]的资源,返回 [code]true[/code]。"
#: doc/classes/EditorSceneImporter.xml
msgid "Imports scenes from third-parties' 3D files."
-msgstr "从第三方的3D文件中导入场景。"
+msgstr "从第三方的 3D 文件中导入场景。"
#: doc/classes/EditorSceneImporter.xml
msgid ""
@@ -26924,6 +27597,17 @@ msgstr ""
"-Binary format in FBX 2017 二进制格式为2017 FBX\n"
"[/codeblock]"
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [EditorSceneImporterGLTF] 的引用在导出后的项"
+"目中会导致错误。"
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr "导入后对场景进行后处理。"
@@ -26959,16 +27643,16 @@ msgstr ""
"[method post_import]回调接收导入场景的根节点,并返回场景的修改版本。使用示"
"例。\n"
"[codeblock]\n"
-"tool # Needed so it runs in editor\n"
+"tool # 因为需要在编辑器中运行\n"
"extends EditorScenePostImport\n"
"\n"
-"# This sample changes all node names\n"
+"# 这个实例会修改所有节点的名称\n"
"\n"
-"# Called right after the scene is imported and gets the root node\n"
+"# 会在场景导入后立即调用,获取到的是根节点\n"
"func post_import(scene):\n"
-" # Change all node names to \"modified_[oldnodename]\"\n"
+" # 将所有节点的名称都改成“modified_[节点原名]”\n"
" iterate(scene)\n"
-" return scene # Remember to return the imported scene\n"
+" return scene # 记得要返回导入的场景\n"
"\n"
"func iterate(node):\n"
" if node != null:\n"
@@ -26981,7 +27665,7 @@ msgstr ""
msgid ""
"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
"code])."
-msgstr "返回导入的源文件路径(如[code]res://scene.dae[/code])。"
+msgstr "返回导入的源文件路径(如[code]res://scene.dae[/code])。"
#: doc/classes/EditorScenePostImport.xml
msgid "Returns the resource folder the imported scene file is located in."
@@ -27017,11 +27701,11 @@ msgid ""
"is visible in the console window started with the Editor (stdout) instead of "
"the usual Godot [b]Output[/b] dock."
msgstr ""
-"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的 "
-"[b]File > Run[/b] 菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 "
-"Godot添加自定义的编辑内功能很有用。对于更复杂的添加,可以考虑使用 "
+"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的"
+"[b]文件 > 运行[/b]菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 "
+"Godot 添加自定义的编辑内功能很有用。对于更复杂的添加,可以考虑使用 "
"[EditorPlugin] 代替。\n"
-"[b]注意:[/b] 扩展脚本需要启用 [code]tool[/code] 工具模式。\n"
+"[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n"
"[b]示例脚本:[/b]\n"
"[codeblock]\n"
"tool\n"
@@ -27030,8 +27714,8 @@ msgstr ""
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/codeblock]\n"
-"[b]注意:[/b] 脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制"
-"台窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。"
+"[b]注意:[/b]脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制台"
+"窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。"
#: doc/classes/EditorScript.xml
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
@@ -27042,12 +27726,12 @@ msgid ""
"Adds [code]node[/code] as a child of the root node in the editor context.\n"
"[b]Warning:[/b] The implementation of this method is currently disabled."
msgstr ""
-"将[code]node[/code]添加为编辑器上下文中根节点的子级。\n"
+"将 [code]node[/code] 添加为编辑器上下文中根节点的子级。\n"
"[b]警告:[/b]此方法的实现前处于禁用状态。"
#: doc/classes/EditorScript.xml
msgid "Returns the [EditorInterface] singleton instance."
-msgstr "返回[EditorInterface]单例的实例。"
+msgstr "返回 [EditorInterface] 单例的实例。"
#: doc/classes/EditorScript.xml
msgid "Returns the Editor's currently active scene."
@@ -27075,7 +27759,7 @@ msgstr ""
"用,但只用于编辑 [Node] 的 [code]script[/code] 属性。创建包含所有可能子类型的"
"新资源的默认选项 被替换为打开“附加节点脚本”对话框的专用按钮。可以与 "
"[EditorInspectorPlugin] 一起使用以重新创建相同的行为。\n"
-"[b]注意:[/b] 你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥"
+"[b]注意:[/b]你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥"
"作用。"
#: doc/classes/EditorScriptPicker.xml
@@ -27084,7 +27768,7 @@ msgstr "持有被编辑资源的脚本属性的所有者 [Node]。"
#: doc/classes/EditorSelection.xml
msgid "Manages the SceneTree selection in the editor."
-msgstr "管理编辑器中的SceneTree选择。"
+msgstr "管理编辑器中的 SceneTree 选择。"
#: doc/classes/EditorSelection.xml
msgid ""
@@ -27092,7 +27776,7 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_selection]."
msgstr ""
-"这个对象管理编辑器中的SceneTree选择。\n"
+"这个对象管理编辑器中的 SceneTree 选择。\n"
"[b]注意:[/b]这个类不应该直接实例化。相反,使用[method EditorInterface."
"get_selection]访问单例。"
@@ -27198,10 +27882,10 @@ msgid ""
"editor_settings.add_property_info(property_info)\n"
"[/codeblock]"
msgstr ""
-"将自定义属性信息添加到属性。该词典必须包含:\n"
-"-[code]名称[/code]:[String](属性名称)\n"
-"-[code]类型[/code]:[int](请参阅[enum Variant.Type])\n"
-"-(可选)[code]提示[/code]:[int](请参阅[enum PropertyHint])和"
+"将自定义属性信息添加到属性。该字典必须包含:\n"
+"-[code]name[/code]:[String](该属性的名称)\n"
+"-[code]type[/code]:[int](见 [enum Variant.Type])\n"
+"-(可选)[code]hint[/code]:[int](见 [enum PropertyHint])和 "
"[code]hint_string[/code]:[String]\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
@@ -27219,7 +27903,7 @@ msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Erases the setting whose name is specified by [code]property[/code]."
-msgstr "删除名称为指定[code]property[/code]的设置。"
+msgstr "删除名称为指定 [code]property[/code] 的设置。"
#: doc/classes/EditorSettings.xml
msgid "Returns the list of favorite files and directories for this project."
@@ -27231,8 +27915,9 @@ msgid ""
"[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
"code] will be returned instead. See also [method set_project_metadata]."
msgstr ""
-"返回指定的[code]section[/code]和[code]key[/code]的特定项目元数据。如果元数据"
-"不存在,将返回[code]default[/code]。另请参阅 [method set_project_metadata]。"
+"返回指定的 [code]section[/code] 和 [code]key[/code] 的特定项目元数据。如果元"
+"数据不存在,将返回 [code]default[/code]。另请参阅 [method "
+"set_project_metadata]。"
#: doc/classes/EditorSettings.xml
msgid ""
@@ -27254,7 +27939,7 @@ msgid ""
"Returns the value of the setting specified by [code]name[/code]. This is "
"equivalent to using [method Object.get] on the EditorSettings instance."
msgstr ""
-"返回 [code]name[/code] 指定的设置的值。这相当于在EditorSettings实例上使用"
+"返回 [code]name[/code] 指定的设置的值。相当于在 EditorSettings 实例上使用 "
"[method Object.get]。"
#: doc/classes/EditorSettings.xml
@@ -27265,8 +27950,8 @@ msgid ""
"[code]settings/templates[/code] - Where export templates are located"
msgstr ""
"获取引擎的全局设置路径。在此路径内,您可以找到一些标准路径,例如:\n"
-"[code]settings / tmp[/code]-用于文件的临时存储\n"
-"[code]settings/templates[/code]-导出模板所在的位置"
+"[code]settings/tmp[/code] - 用于文件的临时存储\n"
+"[code]settings/templates[/code] - 导出模板所在的位置"
#: doc/classes/EditorSettings.xml
msgid ""
@@ -27283,9 +27968,9 @@ msgid ""
"When this method returns [code]true[/code], a Revert button will display "
"next to the setting in the Editor Settings."
msgstr ""
-"如果[code]name[/code]指定的设置可以将其值还原为默认值,则返回[code]true[/"
-"code],否则返回[code]false[/code]。当此方法返回[code]true[/code]时,编辑器设"
-"置中的设置旁边会显示一个还原按钮。"
+"如果 [code]name[/code] 指定的设置可以将其值还原为默认值,则返回 [code]true[/"
+"code],否则返回 [code]false[/code]。当此方法返回 [code]true[/code] 时,编辑器"
+"设置中的设置旁边会显示一个还原按钮。"
#: doc/classes/EditorSettings.xml
msgid ""
@@ -27293,8 +27978,8 @@ msgid ""
"This is the value that would be applied when clicking the Revert button in "
"the Editor Settings."
msgstr ""
-"返回 [code]name[/code] 指定的设置的默认值。当点击编辑器设置中的 \"还原 \"按钮"
-"时,该值将被应用。"
+"返回 [code]name[/code] 指定的设置的默认值。当点击编辑器设置中的“还原”按钮时,"
+"该值将被应用。"
#: doc/classes/EditorSettings.xml
msgid "Sets the list of favorite files and directories for this project."
@@ -27334,8 +28019,8 @@ msgid ""
"This is equivalent to using [method Object.set] on the EditorSettings "
"instance."
msgstr ""
-"设置 [code]name[/code] 指定的设置的 [code]value[/code]。这相当于在"
-"EditorSettings实例上使用[method Object.set]。"
+"将 [code]name[/code] 指定的设置项设置为 [code]value[/code]。相当于在 "
+"EditorSettings 实例上使用 [method Object.set]。"
#: doc/classes/EditorSettings.xml
msgid "Emitted after any editor setting has changed."
@@ -27368,8 +28053,8 @@ msgid ""
"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
"picking. Call this function during [method redraw]."
msgstr ""
-"将指定的[code]segments[/code]添加到gizmo的碰撞形状中,以便挑选。在[method "
-"redraw]时调用此函数。"
+"将指定的 [code]segments[/code] 添加到 gizmo 的碰撞形状中,以便挑选。在 "
+"[method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -27377,8 +28062,8 @@ msgid ""
"generated from a regular [Mesh] too. Call this function during [method "
"redraw]."
msgstr ""
-"将碰撞三角形添加到小工具中,供挑选。也可以从普通的[Mesh]生成[TriangleMesh]。"
-"在[method redraw]时调用此函数。"
+"将碰撞三角形添加到小工具中,供挑选。也可以从普通的 [Mesh] 生成 "
+"[TriangleMesh]。在 [method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -27396,8 +28081,8 @@ msgid ""
"lines are used for visualizing the gizmo. Call this function during [method "
"redraw]."
msgstr ""
-"用给定的材质在小工具上添加线条到gizmo (作为2个点的集合)。线条用于可视化"
-"gizmo。在[method redraw]时调用此函数。"
+"用给定的材质在小工具上添加线条到 gizmo(作为 2 个点的集合)。线条用于可视化 "
+"gizmo。在 [method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -27415,7 +28100,7 @@ msgstr ""
msgid ""
"Adds an unscaled billboard for visualization. Call this function during "
"[method redraw]."
-msgstr "添加一个未缩放的广告牌以实现可视化。在[method redraw]时调用此函数。"
+msgstr "添加一个未缩放的广告牌以实现可视化。在 [method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -27468,7 +28153,7 @@ msgid ""
"Returns [code]true[/code] if the handle at index [code]index[/code] is "
"highlighted by being hovered with the mouse."
msgstr ""
-"如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回[code]true[/code]。"
+"如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回 [code]true[/code]。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -27494,15 +28179,14 @@ msgid ""
"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
"hidden. If [code]false[/code], it will be shown."
msgstr ""
-"设置工具的隐藏状态。如果[code]true[/code],则小控件将被隐藏。如果"
+"设置工具的隐藏状态。如果为 [code]true[/code],则小控件将被隐藏。如果为 "
"[code]false[/code],将显示它。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
"inherit from [Spatial]."
-msgstr ""
-"设置工具的参考 [Spatial] 节点。 [code]node[/code]必须继承自 [Spatial]。"
+msgstr "设置工具的参考 [Spatial] 节点。[code]node[/code]必须继承自 [Spatial]。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid "Used by the editor to define Spatial gizmo types."
@@ -27536,13 +28220,13 @@ msgid ""
"Override this method to define whether the gizmo can be hidden or not. "
"Returns [code]true[/code] if not overridden."
msgstr ""
-"重写此方法以定义是否可以隐藏Gizmo。如果未覆盖,则返回[code]true[/code]。"
+"重写此方法以定义是否可以隐藏 Gizmo。如果未覆盖,则返回 [code]true[/code]。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to commit gizmo handles. Called for this plugin's "
"active gizmos."
-msgstr "重写此方法以提交Gizmo句柄。调用此插件的活动辅助工具。"
+msgstr "重写此方法以提交 Gizmo 句柄。调用此插件的活动辅助工具。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -27593,13 +28277,13 @@ msgstr ""
msgid ""
"Override this method to provide gizmo's handle names. Called for this "
"plugin's active gizmos."
-msgstr "重写此方法以提供Gizmo的句柄名称。调用此插件的活动工具。"
+msgstr "重写此方法以提供 Gizmo 的句柄名称。调用此插件的活动工具。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets actual value of a handle from gizmo. Called for this plugin's active "
"gizmos."
-msgstr "从Gizmo获取句柄的实际值。调用此插件的活动工具。"
+msgstr "从 Gizmo 获取句柄的实际值。调用此插件的活动工具。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -27627,7 +28311,7 @@ msgid ""
msgstr ""
"重写此方法可以设置工具的优先级。值越高,优先级越高。如果具有较高优先级的工具"
"与另一个工具发生冲突,则仅使用具有较高优先级的工具。\n"
-"所有内置编辑器小控件均返回[code]-1[/code]优先级。如果未重写,则此方法将返回"
+"所有内置编辑器小控件均返回 [code]-1[/code]优先级。如果未重写,则此方法将返回 "
"[code]0[/code],这意味着自定义控件将自动覆盖内置控件。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
@@ -27668,7 +28352,7 @@ msgstr "更新句柄后更新其值。调用此插件的活动工具。"
#: doc/classes/EditorSpinSlider.xml
msgid "Godot editor's control for editing numeric values."
-msgstr "Godot编辑器用于编辑数值的控件。"
+msgstr "Godot 编辑器用于编辑数值的控件。"
#: doc/classes/EditorSpinSlider.xml
msgid ""
@@ -27679,6 +28363,10 @@ msgstr ""
"这个 [Control] 节点在编辑器的检查器面板中使用,允许编辑数值。可以与 "
"[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。"
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "如果为 [code]true[/code],则隐藏滑动条。"
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -27736,8 +28424,8 @@ msgid ""
"Fetches new changes from the remote, but doesn't write changes to the "
"current working directory. Equivalent to [code]git fetch[/code]."
msgstr ""
-"从远程仓库中抓取新修改,但不将修改写入当前工作目录。与 [code]git fetch[/"
-"code] 等效。"
+"从远程仓库中抓取新修改,但不将修改写入当前工作目录。相当于 [code]git fetch[/"
+"code]。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -27758,7 +28446,7 @@ msgid ""
"file path, returns a file diff, and if it is a commit identifier, then "
"returns a commit diff."
msgstr ""
-"返回 [Dictionary] 字典项的 [Array] 数组(请参阅 [method create_diff_file]、"
+"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_diff_file]、"
"[method create_diff_hunk]、[method create_diff_line]、[method "
"add_line_diffs_into_diff_hunk]、[method add_diff_hunks_into_diff_file]),每"
"一项都包含一个差异的信息。如果 [code]identifier[/code] 是文件路径,则返回文件"
@@ -27770,25 +28458,25 @@ msgid ""
"each containing a line diff between a file at [code]file_path[/code] and the "
"[code]text[/code] which is passed in."
msgstr ""
-"返回 [Dictionary] 字典项的 [Array] 数组(请参阅 [method create_diff_hunk]),"
-"每一项都包含位于 [code]file_path[/code] 的文件与传入的 [code]text[/code] 之间"
-"的单行差异。"
+"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_diff_hunk]),每一"
+"项都包含位于 [code]file_path[/code] 的文件与传入的 [code]text[/code] 之间的单"
+"行差异。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
"each containing the status data of every modified file in the project folder."
msgstr ""
-"返回 [Dictionary] 字典项的 [Array] 数组(请参阅 [method "
-"create_status_file]),每一项都包含项目文件夹中每个已修改的文件的状态数据。"
+"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_status_file]),每"
+"一项都包含项目文件夹中每个已修改的文件的状态数据。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
"containing the data for a past commit."
msgstr ""
-"返回 [Dictionary] 字典项的 [Array] 数组(请参阅 [method create_commit]),每"
-"一项都包含一个过去提交的数据。"
+"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_commit]),每一项"
+"都包含一个过去提交的数据。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -27882,18 +28570,20 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
"创建提交 [Dictionary] 项目的辅助函数。[code]msg[/code] 为该提交的提交消息。"
-"[code]author[/code] 为包含作者详情的人类可读的字符串,例如 VCS 中配置的邮箱和"
-"名称。[code]id[/code] 为该提交的标识符,使用你的 VCS 为提交所提供的标识符的格"
-"式。日期 [code]date[/code] 会被直接加入到该提交项目并被显示在编辑器中,因此,"
-"应当进行正确格式化,是人类可读的日期字符串。"
+"[code]author[/code] 为包含所有作者详情的人类可读的字符串,例如 VCS 中配置的邮"
+"箱和名称。[code]id[/code] 为该提交的标识符,使用你的 VCS 为提交所提供的标识符"
+"的格式。[code]unix_timestamp[/code] 为该提交创建时的 UTC Unix 时间戳。"
+"[code]offset_minutes[/code] 为该提交创建时,当前系统时区的偏移量,单位为分"
+"钟。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -27915,7 +28605,6 @@ msgstr ""
"code] 是新文件中的行数。"
#: doc/classes/EditorVCSInterface.xml
-#, fuzzy
msgid ""
"Helper function to create a [code]Dictionary[/code] for storing a line diff. "
"[code]new_line_no[/code] is the line number in the new file (can be "
@@ -27927,8 +28616,8 @@ msgstr ""
"创建用于保存行差异的 [code]Dictionary[/code] 的辅助函数。[code]new_line_no[/"
"code] 是新文件中的行号(该行被删除时可为 [code]-1[/code])。"
"[code]old_line_no[/code] 是旧文件中的行号(该行为新增时可为 [code]-1[/"
-"code])。[code]content[/code] 为差异文本。[code]content[/code] 为差异文本。"
-"[code]status[/code] 为保存该行原点的单字符字符串。"
+"code])。[code]content[/code] 为差异文本。[code]status[/code] 为保存该行原点"
+"的单字符字符串。"
#: doc/classes/EditorVCSInterface.xml
msgid ""
@@ -27989,19 +28678,19 @@ msgid ""
"This class is used internally by the editor inspector and script debugger, "
"but can also be used in plugins to pass and display objects as their IDs."
msgstr ""
-"实用类,它拥有对[Object]实例的内部标识符的引用,该标识符由[method Object."
-"get_instance_id]给出。这个ID可以通过[method @GDScript.instance_from_id]来检索"
-"对象实例。\n"
+"实用类,它拥有对 [Object] 实例的内部标识符的引用,该标识符由 [method Object."
+"get_instance_id] 给出。这个 ID 可以通过 [method @GDScript.instance_from_id] "
+"来检索对象实例。\n"
"这个类在内部被编辑器检查器和脚本调试器使用,但也可以在插件中使用,以传递和显"
-"示对象作为它们的ID。"
+"示对象作为它们的 ID。"
#: doc/classes/EncodedObjectAsID.xml
msgid ""
"The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
"object instance can be retrieved with [method @GDScript.instance_from_id]."
msgstr ""
-"存储在这个[EncodedObjectAsID]实例中的[Object]标识符。对象实例可以用[method "
-"@GDScript.instance_from_id]检索。"
+"存储在这个 [EncodedObjectAsID] 实例中的 [Object] 标识符。对象实例可以用 "
+"[method @GDScript.instance_from_id] 检索。"
#: doc/classes/Engine.xml
msgid "Access to engine properties."
@@ -28012,7 +28701,7 @@ msgid ""
"The [Engine] singleton allows you to query and modify the project's run-time "
"parameters, such as frames per second, time scale, and others."
msgstr ""
-"[Engine]单例使您可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。"
+"[Engine] 单例使您可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。"
#: doc/classes/Engine.xml
msgid ""
@@ -28137,7 +28826,7 @@ msgid ""
"Returns the fraction through the current physics tick we are at the time of "
"rendering the frame. This can be used to implement fixed timestep "
"interpolation."
-msgstr "返回渲染框架时当前物理滴标记中的分数。这可用于实现固定的时间步插值。"
+msgstr "返回渲染帧时当前物理周期中的分数。可用于实现固定的时间步插值。"
#: doc/classes/Engine.xml
msgid ""
@@ -28208,7 +28897,8 @@ msgid ""
"Returns [code]true[/code] if a singleton with given [code]name[/code] exists "
"in global scope."
msgstr ""
-"如果全局范围内存在具有给定[code]name[/code]的单例,则返回[code]true[/code]。"
+"如果全局范围内存在具有给定 [code]name[/code] 的单例,则返回 [code]true[/"
+"code]。"
#: doc/classes/Engine.xml
msgid ""
@@ -28228,7 +28918,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -28237,7 +28927,7 @@ msgid ""
"the editor and when running the project from the editor, but it will "
"evaluate to [code]false[/code] when the code is run from an exported project."
msgstr ""
-"为 [code]true[/code] 时表示该脚本目前正在编辑器内运行。这对 [code]tool[/"
+"如果为 [code]true[/code],表示该脚本目前正在编辑器内运行。这对 [code]tool[/"
"code] 脚本很有用,可以在特定条件下绘制编辑器辅助内容,或者防止在编辑器中意外"
"地运行会影响场景状态的“游戏”代码。\n"
"[codeblock]\n"
@@ -28246,8 +28936,8 @@ msgstr ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"更多信息请参阅文档[url=$DOCS_URL/tutorials/misc/running_code_in_the_editor."
-"html]《在编辑器中运行代码》[/url]。\n"
+"更多信息请参阅文档[url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]《在编辑器中运行代码》[/url]。\n"
"[b]注意:[/b]要检测脚本是否从编辑器[i]构建[/i]中运行(例如按 [code]F5[/code] "
"时),请使用带有 [code]\"editor\"[/code] 参数的 [method OS.has_feature] 代"
"替。[code]OS.has_feature(\"editor\")[/code] 当代码在编辑器中运行和从编辑器中"
@@ -28278,8 +28968,8 @@ msgstr ""
"可以让输入变得更加灵敏、也可以绕过碰撞隧道问题,但请记得这么做也会提升 CPU 的"
"占用率。另请参阅 [member target_fps] 和 [member ProjectSettings.physics/"
"common/physics_fps]。\n"
-"[b]注意:[/b]每个渲染帧最多只能模拟 8 次物理迭代。如果为了追赶渲染,需要在每"
-"个渲染帧中模拟多于 8 次物理迭代,游戏看上去会是降速的(即便在物理计算中始终使"
+"[b]注意:[/b]每个渲染帧最多只能模拟 8 个物理周期。如果为了追赶渲染,需要在每"
+"个渲染帧中模拟多于 8 个物理周期,游戏看上去会是降速的(即便在物理计算中始终使"
"用 [code]delta[/code])。因此,建议不要将 [member Engine."
"iterations_per_second] 设为大于 240 的值。否则,渲染帧率低于 30 FPS 时游戏就"
"会低速运行。"
@@ -28297,10 +28987,10 @@ msgid ""
"solution, the physics jitter fix should be disabled by setting [member "
"physics_jitter_fix] to [code]0[/code]."
msgstr ""
-"控制物理时钟与实时同步程度。如果是0或更少,时钟是同步的。这样的值建议用于网络"
-"游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间的偏差"
-"较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;超过2的值"
-"可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n"
+"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建"
+"议用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟"
+"之间的偏差较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;"
+"超过2的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n"
"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 "
"[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。"
@@ -28319,12 +29009,12 @@ msgid ""
"running a project from the editor."
msgstr ""
"如果为 [code]false[/code],则停止打印错误和警告信息到控制台和编辑器输出日志。"
-"这可以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性等同于 [member "
+"这可以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性相当于 [member "
"ProjectSettings.application/run/disable_stderr] 项目设置。\n"
"[b]警告:[/b]如果你在项目的任意位置将其设置为 [code]false[/code],重要的错误"
"信息可能会被隐藏,即使它们是由其他脚本触发。如果在 [code]tool[/code] 脚本中把"
"这个设置为 [code]false[/code],这也会影响到编辑器本身。在确保错误信息被启用之"
-"前,[i]不[/i]报告错误(默认情况下)。\n"
+"前,[i]请勿[/i]报告错误(因为默认情况下是会的)。\n"
"[b]注意:[/b]当从编辑器运行一个项目时,这个属性不影响编辑器的错误选项卡。"
#: doc/classes/Engine.xml
@@ -28341,8 +29031,8 @@ msgid ""
"real life, whilst a value of 0.5 means the game moves at half the regular "
"speed."
msgstr ""
-"控制游戏中的时钟与现实生活中的时钟的快慢。默认值为1.0。值为2.0意味着游戏的移"
-"动速度是现实生活的两倍,而值为0.5意味着游戏的移动速度是常规速度的一半。"
+"控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的"
+"移动速度是现实生活的两倍,而值为 0.5 意味着游戏的移动速度是常规速度的一半。"
#: doc/classes/Environment.xml
msgid ""
@@ -28351,7 +29041,6 @@ msgid ""
msgstr "用于定义多个渲染选项的环境节点(如 [WorldEnvironment])的资源。"
#: doc/classes/Environment.xml
-#, fuzzy
msgid ""
"Resource for environment nodes (like [WorldEnvironment]) that define "
"multiple environment operations (such as background [Sky] or [Color], "
@@ -28381,31 +29070,36 @@ msgstr ""
"- 辉光\n"
"- 色调映射(自动曝光)\n"
"- 调整\n"
-"这些效果仅在 [Viewport] 的预期使用方法为“3D”或者“3D Without Effects”时生效。"
-"根视窗的预期使用方法可以通过 [member ProjectSettings.rendering/quality/"
-"intended_usage/framebuffer_allocation] 调整,其他视窗通过 [member Viewport."
-"usage] 调整。"
+"如果目标 [Viewport] 被设为了“2D Without Sampling”,则所有的后处理特效都不可"
+"用。如果是 “3D Without Effect”,则以下选项不可用:\n"
+"- Ssao(屏幕空间环境光遮蔽)\n"
+"- Ss Reflections(屏幕空间反射)\n"
+"根 Viewport 的预期使用方法可以通过 [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] 调整,其他 Viewport 通过 [member "
+"Viewport.usage] 调整。\n"
+"请注意,[member ProjectSettings.rendering/quality/intended_usage/"
+"framebuffer_allocation] 的移动平台覆盖项默认使用“3D Without Effects”。这样可"
+"以提升移动设备上的性能,但同时会影响移动设备上的屏幕显示。"
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
-#, fuzzy
msgid "Environment and post-processing"
-msgstr "$DOCS_URL/tutorials/3d/environment_and_post_processing.html"
+msgstr "环境和后期处理"
#: doc/classes/Environment.xml
msgid "Light transport in game engines"
-msgstr ""
+msgstr "游戏引擎中的光传递"
#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml
#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml
msgid "3D Material Testers Demo"
-msgstr ""
+msgstr "3D 材质测试演示"
#: doc/classes/Environment.xml
msgid ""
"Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
"[code]false[/code] otherwise."
msgstr ""
-"如果指定了发光等级 [code]idx[/code],返回 [code]true[/code],否则返回 "
+"如果指定了辉光等级 [code]idx[/code],返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
#: doc/classes/Environment.xml
@@ -28415,8 +29109,8 @@ msgid ""
"will slow down the glow effect rendering, even if previous levels aren't "
"enabled."
msgstr ""
-"启用或禁用索引 [code]idx[/code] 处的发光级别。每个级别都依赖于前一个级别。这"
-"意味着启用较高的发光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。"
+"启用或禁用索引 [code]idx[/code] 处的辉光等级。每个级别都依赖于前一个级别。这"
+"意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。"
#: doc/classes/Environment.xml
msgid ""
@@ -28440,8 +29134,8 @@ msgid ""
"The global contrast value of the rendered scene (default value is 1). "
"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
-"渲染场景的全局对比度值(默认值为1)。只有当[code]adjust_enabled[/code]为"
-"[code]true[/code]时才有效。"
+"渲染场景的全局对比度值(默认值为1)。只有当[code]adjust_enabled[/code]为 "
+"[code]true[/code] 时才有效。"
#: doc/classes/Environment.xml
msgid ""
@@ -28450,17 +29144,17 @@ msgid ""
"[code]adjustment_*[/code] properties will have no effect on the rendered "
"scene."
msgstr ""
-"如果 [code]true[/code],则启用此资源提供的 [code]adjusting_*[/code] 属性。如"
-"果[code]false[/code],对[code]adjustment_*[/code]属性的修改将不会对渲染的场景"
-"产生影响。"
+"如果为 [code]true[/code],则启用此资源提供的 [code]adjusting_*[/code] 属性。"
+"如果为 [code]false[/code],对[code]adjustment_*[/code]属性的修改将不会对渲染"
+"的场景产生影响。"
#: doc/classes/Environment.xml
msgid ""
"The global color saturation value of the rendered scene (default value is "
"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
-"渲染场景的全局色彩饱和度值,默认值为1。只有在[code]adjustment_enabled[/code]"
-"为[code]true[/code]时才有效。"
+"渲染场景的全局色彩饱和度值(默认值为 1)。只有在 [code]adjustment_enabled[/"
+"code] 为 [code]true[/code] 时才有效。"
#: doc/classes/Environment.xml
msgid "The ambient light's [Color]."
@@ -28472,7 +29166,6 @@ msgid ""
msgstr "环境光的能量。值越高,光照越强。"
#: doc/classes/Environment.xml
-#, fuzzy
msgid ""
"Defines the amount of light that the sky brings on the scene. A value of "
"[code]0.0[/code] means that the sky's light emission has no effect on the "
@@ -28483,9 +29176,11 @@ msgid ""
"[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
msgstr ""
-"定义天空给场景带来的光照量。值为 0 表示天空的发光对场景照明没有影响,因此所有"
-"的环境照明都由环境光提供。相反,值为 1 表示所有影响场景的光线都由天空提供,因"
-"此环境光参数对场景没有影响。"
+"定义天空给场景带来的光照量。值为 [code]0.0[/code] 表示天空的发光对场景照明没"
+"有影响,因此所有的环境照明都由环境光提供。相反,值为 [code]1.0[/code] 表示[i]"
+"所有[/i]影响场景的光线都由天空提供,因此环境光参数对场景没有影响。\n"
+"[b]注意:[/b]内部会将 [member ambient_light_sky_contribution] 限制在 "
+"[code]0.0[/code] 到 [code]1.0[/code] 之间(闭区间)。"
#: doc/classes/Environment.xml
msgid ""
@@ -28494,8 +29189,8 @@ msgid ""
"determine the exposure setting to adapt to the scene's illumination and the "
"observed light."
msgstr ""
-"如果[code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果[code]true[/"
-"code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。"
+"如果为 [code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果为 "
+"[code]true[/code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。"
#: doc/classes/Environment.xml
msgid "The maximum luminance value for the auto exposure."
@@ -28519,21 +29214,21 @@ msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时
#: doc/classes/Environment.xml
msgid "The ID of the camera feed to show in the background."
-msgstr "在背景中显示的相机源的ID。"
+msgstr "在背景中显示的相机源的 ID。"
#: doc/classes/Environment.xml
msgid ""
"The maximum layer ID to display. Only effective when using the [constant "
"BG_CANVAS] background mode."
-msgstr "要显示的最大图层ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。"
+msgstr "要显示的最大图层 ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。"
#: doc/classes/Environment.xml
msgid ""
"The [Color] displayed for clear areas of the scene. Only effective when "
"using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)."
msgstr ""
-"场景中清除区域显示的[Color]。仅在使用[constant BG_COLOR]或[constant "
-"BG_COLOR_SKY]背景模式时有效。"
+"场景中清除区域显示的 [Color]。仅在使用 [constant BG_COLOR] 或 [constant "
+"BG_COLOR_SKY] 背景模式时有效。"
#: doc/classes/Environment.xml
msgid "The power of the light emitted by the background."
@@ -28541,7 +29236,7 @@ msgstr "背景发出的光的功率。"
#: doc/classes/Environment.xml
msgid "The background mode. See [enum BGMode] for possible values."
-msgstr "背景模式。请参阅[enum BGMode]了解可能的值。"
+msgstr "背景模式。可能的取值见 [enum BGMode]。"
#: doc/classes/Environment.xml
msgid "The [Sky] resource defined as background."
@@ -28574,7 +29269,7 @@ msgstr "远景模糊效果影响渲染的距离。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], enables the depth-of-field far blur effect."
-msgstr "如果[code]true[/code],启用景深远景模糊效果。"
+msgstr "如果为 [code]true[/code],启用景深远景模糊效果。"
#: doc/classes/Environment.xml
msgid ""
@@ -28599,7 +29294,7 @@ msgstr "近似模糊效果影响渲染的地方与相机的距离。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], enables the depth-of-field near blur effect."
-msgstr "如果[code]true[/code],启用景深近模糊效果。"
+msgstr "如果为 [code]true[/code],启用景深近模糊效果。"
#: doc/classes/Environment.xml
msgid ""
@@ -28615,7 +29310,7 @@ msgstr "近模糊和无模糊区域之间的过渡长度。"
#: doc/classes/Environment.xml
msgid "The fog's [Color]."
-msgstr "雾的[Color]。"
+msgstr "雾的 [Color]。"
#: doc/classes/Environment.xml
msgid "The fog's depth starting distance from the camera."
@@ -28633,7 +29328,7 @@ msgid ""
"If [code]true[/code], the depth fog effect is enabled. When enabled, fog "
"will appear in the distance (relative to the camera)."
msgstr ""
-"如果为[code]true[/code],则启用深度雾效果。启用后,雾将出现在远处(相对于相"
+"如果为 [code]true[/code],则启用深度雾效果。启用后,雾将出现在远处(相对于相"
"机)。"
#: doc/classes/Environment.xml
@@ -28641,8 +29336,8 @@ msgid ""
"The fog's depth end distance from the camera. If this value is set to 0, it "
"will be equal to the current camera's [member Camera.far] value."
msgstr ""
-"雾的深度终点与摄像机的距离。如果此值被设置为0,则等于当前摄像机的[member "
-"Camera.far]值。"
+"雾的深度终点与摄像机的距离。如果此值被设置为0,则等于当前摄像机的 [member "
+"Camera.far] 值。"
#: doc/classes/Environment.xml
msgid ""
@@ -28650,8 +29345,8 @@ msgid ""
"and/or [member fog_depth_enabled] must be set to [code]true[/code] to "
"actually display fog."
msgstr ""
-"如果[code]true[/code],则启用雾化效果。必须将[member fog_height_enabled]和/或"
-"[member fog_depth_enabled]设置为[code]true[/code],才能实际显示雾气。"
+"如果为 [code]true[/code],则启用雾化效果。必须将 [member fog_height_enabled] "
+"和/或 [member fog_depth_enabled] 设置为 [code]true[/code],才能实际显示雾气。"
#: doc/classes/Environment.xml
msgid ""
@@ -28666,8 +29361,8 @@ msgid ""
"camera. This can be used to simulate \"deep water\" effects with a lower "
"performance cost compared to a dedicated shader."
msgstr ""
-"如果为[code]true[/code],则启用高度雾化效果。启用后,无论与相机的距离有多远,"
-"雾气都会出现在规定的高度范围内。这可以用来模拟 \"深水 \"效果,与专用着色器相"
+"如果为 [code]true[/code],则启用高度雾化效果。启用后,无论与相机的距离有多"
+"远,雾气都会出现在规定的高度范围内。这可以用来模拟“深水”效果,与专用着色器相"
"比,性能成本更低。"
#: doc/classes/Environment.xml
@@ -28676,8 +29371,8 @@ msgid ""
"value is greater than [member fog_height_min], fog will be displayed from "
"bottom to top. Otherwise, it will be displayed from top to bottom."
msgstr ""
-"雾气高度最强的Y坐标。如果这个值大于[member fog_height_min],雾气将从下往上显"
-"示。否则,将从上到下显示。"
+"雾气高度最强的 Y 坐标。如果这个值大于 [member fog_height_min],雾气将从下往上"
+"显示。否则,将从上到下显示。"
#: doc/classes/Environment.xml
msgid ""
@@ -28685,8 +29380,8 @@ msgid ""
"value is greater than [member fog_height_max], fog will be displayed from "
"top to bottom. Otherwise, it will be displayed from bottom to top."
msgstr ""
-"雾气高度最弱的Y坐标。如果这个值大于[member fog_height_max],雾气将从上到下显"
-"示。否则,将从下往上显示。"
+"雾气高度最弱的 Y 坐标。如果这个值大于 [member fog_height_max],雾气将从上到下"
+"显示。否则,将从下往上显示。"
#: doc/classes/Environment.xml
msgid ""
@@ -28699,7 +29394,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid "The depth fog's [Color] when looking towards the sun."
-msgstr "朝太阳看时,深雾的[Color]。"
+msgstr "朝太阳看时,深雾的 [Color]。"
#: doc/classes/Environment.xml
msgid ""
@@ -28712,8 +29407,8 @@ msgid ""
"Enables fog's light transmission effect. If [code]true[/code], light will be "
"more visible in the fog to simulate light scattering as in real life."
msgstr ""
-"启用雾的透光效果。如果[code]true[/code],光线在雾中会更加明显,以模拟现实生活"
-"中的光散射。"
+"启用雾的透光效果。如果为 [code]true[/code],光线在雾中会更加明显,以模拟现实"
+"生活中的光散射。"
#: doc/classes/Environment.xml
msgid ""
@@ -28723,37 +29418,62 @@ msgid ""
"GPU supports the [code]GL_EXT_gpu_shader4[/code] extension."
msgstr ""
"以牺牲性能为代价,消除由更高级别采样产生的块状效应。\n"
-"[b]注意:[/b] 使用 GLES2渲染器时,只有GPU支持 [code]GL_EXT_gpu_shader4[/"
+"[b]注意:[/b]使用 GLES2 渲染器时,只有 GPU 支持 [code]GL_EXT_gpu_shader4[/"
"code] 扩展时才可用。"
#: doc/classes/Environment.xml
msgid "The glow blending mode."
-msgstr "发光混合模式。"
+msgstr "辉光混合模式。"
#: doc/classes/Environment.xml
msgid ""
"The bloom's intensity. If set to a value higher than [code]0[/code], this "
"will make glow visible in areas darker than the [member glow_hdr_threshold]."
msgstr ""
-"bloom的强度。如果设置为大于[code]0[/code]的值,则将在比[member "
-"glow_hdr_threshold]成员更暗的区域中显示辉光。 bloom:有时被称为光晕或辉光,是"
-"一种用于视频游戏、演示和高动态范围渲染(HDRR)的计算机图形效果,用于再现真实世"
-"界相机的成像工件。"
+"泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member "
+"glow_hdr_threshold] 成员更暗的区域中显示辉光。"
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
-msgstr "如果为[code]true[/code],则启用glow效果。"
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
+msgstr ""
+"为 [code]true[/code] 时,启用辉光效果。\n"
+"[b]注意:[/b]仅在 [member ProjectSettings.rendering/quality/intended_usage/"
+"framebuffer_allocation] 为 [b]3D[/b]([i]不是[/i] [b]3D Without Effects[/b])"
+"时有效。在移动平台,[member ProjectSettings.rendering/quality/intended_usage/"
+"framebuffer_allocation] 默认为 [b]3D Without Effects[/b],因此需要将 [code]."
+"mobile[/code] 覆盖项改为 [b]3D[/b]。\n"
+"[b]注意:[/b]在移动平台上使用 GLES3 时,因为性能原因默认禁用了 HDR 渲染。也就"
+"是说辉光效果只会在 [member glow_hdr_threshold] 低于 [code]1.0[/code] 或者 "
+"[member glow_bloom] 大于 [code]0.0[/code] 时可见。也可以考虑将 [member "
+"glow_intensity] 增加到 [code]1.5[/code]。如果想要让移动平台上的辉光效果与桌面"
+"平台一致(以牺牲性能为代价),可以启用 [member ProjectSettings.rendering/"
+"quality/depth/hdr] 的 [code].mobile[/code] 覆盖项。"
#: doc/classes/Environment.xml
msgid ""
"The higher threshold of the HDR glow. Areas brighter than this threshold "
"will be clamped for the purposes of the glow effect."
msgstr ""
-"HDR glow的较高阈值。比这个阈值更亮的区域将被限制,以达到glow效果的目的。"
+"HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。"
#: doc/classes/Environment.xml
msgid "The bleed scale of the HDR glow."
-msgstr "HDR glow的裁切规模。"
+msgstr "HDR 辉光的逸出缩放。"
#: doc/classes/Environment.xml
msgid ""
@@ -28761,8 +29481,8 @@ msgid ""
"doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be "
"visible. A value of [code]0.9[/code] works well in this case."
msgstr ""
-"HDR glow的下限。当使用GLES2渲染器(不支持HDR)时,需要低于[code]1.0[/code]才"
-"能看到glow。在这种情况下,值[code]0.9[/code]的效果很好。"
+"HDR 辉光的下限。当使用(不支持 HDR 的)GLES2 渲染器时,需要低于 [code]1.0[/"
+"code] 才能看到辉光。在这种情况下,值 [code]0.9[/code] 的效果很好。"
#: doc/classes/Environment.xml
msgid ""
@@ -28779,48 +29499,49 @@ msgstr ""
msgid ""
"The glow intensity. When using the GLES2 renderer, this should be increased "
"to 1.5 to compensate for the lack of HDR rendering."
-msgstr "发光强度。使用GLES2渲染器时,应将其增加到1.5以弥补HDR渲染的不足。"
+msgstr ""
+"辉光强度。使用 GLES2 渲染器时,应将其增加到 1.5 以弥补 HDR 渲染的不足。"
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the 1st level of glow is enabled. This is the most "
"\"local\" level (least blurry)."
msgstr ""
-"如果为[code]true[/code],则启用第1级glow。这是最 \"局部 \"的级别(最不模"
-"糊)。"
+"如果为 [code]true[/code],则启用第 1 级辉光。这是最“局部”的级别(最不模糊)。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 2th level of glow is enabled."
-msgstr "如果为[code]true[/code],则启用第2级glow。"
+msgstr "如果为 [code]true[/code],则启用第 2 级辉光。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 3th level of glow is enabled."
-msgstr "如果[code]true[/code],则启用第3几glow。"
+msgstr "如果为 [code]true[/code],则启用第 3 级辉光。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 4th level of glow is enabled."
-msgstr "如果[code]true[/code],则启用第四级glow。"
+msgstr "如果为 [code]true[/code],则启用第 4 级辉光。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 5th level of glow is enabled."
-msgstr "如果[code]true[/code],则启用第五级glow。"
+msgstr "如果为 [code]true[/code],则启用第 5 级辉光。"
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 6th level of glow is enabled."
-msgstr "如果[code]true[/code],则启用第六级glow。"
+msgstr "如果为 [code]true[/code],则启用第 6 级辉光。"
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the 7th level of glow is enabled. This is the most "
"\"global\" level (blurriest)."
msgstr ""
-"如果[code]true[/code],则启用第七级glow。这是最 \"全局 \"的级别(最模糊)。"
+"如果为 [code]true[/code],则启用第 7 级辉光。这是最“全局”的级别(最模糊)。"
#: doc/classes/Environment.xml
msgid ""
"The glow strength. When using the GLES2 renderer, this should be increased "
"to 1.3 to compensate for the lack of HDR rendering."
-msgstr "辉光强度。当使用GLES2渲染器时,应将其提高到1.3,以弥补HDR渲染的不足。"
+msgstr ""
+"辉光强度。当使用 GLES2 渲染器时,应将其提高到 1.3,以弥补 HDR 渲染的不足。"
#: doc/classes/Environment.xml
msgid "The depth tolerance for screen-space reflections."
@@ -28833,8 +29554,9 @@ msgid ""
"[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by "
"others."
msgstr ""
-"如果[code]true[/code],启用屏幕空间反射。屏幕空间反射比[GIProbe]或"
-"[ReflectionProbe]的反射更精确,但速度较慢,而且不能反射被其他物体遮挡的表面。"
+"如果为 [code]true[/code],则启用屏幕空间反射。屏幕空间反射比 [GIProbe] 或 "
+"[ReflectionProbe] 的反射更精确,但速度较慢,而且不能反射被其他物体遮挡的表"
+"面。"
#: doc/classes/Environment.xml
msgid ""
@@ -28846,7 +29568,7 @@ msgstr "屏幕空间反射的淡入距离。影响从反射材质到屏幕空间
msgid ""
"The fade-out distance for screen-space reflections. Affects the area from "
"the screen-space reflection to the \"global\" reflection."
-msgstr "屏幕空间反射的淡出距离。影响从屏幕空间反射到 \"全局 \"反射的区域。"
+msgstr "屏幕空间反射的淡出距离。影响从屏幕空间反射到“全局”反射的区域。"
#: doc/classes/Environment.xml
msgid ""
@@ -28858,7 +29580,7 @@ msgstr "屏幕空间反射的最大步数。数值越高,速度越慢。"
msgid ""
"If [code]true[/code], screen-space reflections will take the material "
"roughness into account."
-msgstr "如果 [code]true[/code],屏幕空间反射将考虑材质粗糙度。"
+msgstr "如果为 [code]true[/code],屏幕空间反射将考虑材质粗糙度。"
#: doc/classes/Environment.xml
msgid ""
@@ -28874,14 +29596,14 @@ msgid ""
"The screen-space ambient occlusion bias. This should be kept high enough to "
"prevent \"smooth\" curves from being affected by ambient occlusion."
msgstr ""
-"屏幕空间的环境遮挡偏差。该值应保持在足够高的水平,以防止 \"平滑 \"曲线受到环"
-"境遮挡的影响。"
+"屏幕空间环境光遮蔽偏置。该值应保持在足够高的水平,以防止“平滑”曲线受到环境光"
+"遮蔽的影响。"
#: doc/classes/Environment.xml
msgid ""
"The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for "
"possible values."
-msgstr "屏幕空间环境遮挡质量。可能的值请参阅[enum SSAOBlur]。"
+msgstr "屏幕空间环境光遮蔽质量。可能的取值见 [enum SSAOBlur]。"
#: doc/classes/Environment.xml
msgid "The screen-space ambient occlusion color."
@@ -28889,7 +29611,7 @@ msgstr "屏幕空间环境光遮蔽颜色。"
#: doc/classes/Environment.xml
msgid "The screen-space ambient occlusion edge sharpness."
-msgstr "屏幕空间环境遮挡边缘锐度。"
+msgstr "屏幕空间环境光遮蔽边缘锐度。"
#: doc/classes/Environment.xml
msgid ""
@@ -28901,22 +29623,22 @@ msgid ""
"a costly effect and should be disabled first when running into performance "
"issues."
msgstr ""
-"如果[code]true[/code],启用屏幕空间环境遮挡效果。这将使物体的角落和空洞变暗,"
-"以模拟现实生活中环境光无法到达整个物体。这对于小型的动态物体来说效果很好,但"
-"在大型静态物体上,烘焙的照明或环境遮挡纹理会更好地显示环境遮挡。这是一个昂贵"
-"的效果,当遇到性能问题时,应该首先禁用。"
+"如果为 [code]true[/code],启用屏幕空间环境光遮蔽效果。这将使物体的角落和空洞"
+"变暗,以模拟现实生活中环境光无法到达整个物体。这对于小型的动态物体来说效果很"
+"好,但在大型静态物体上,烘焙的照明或环境光遮蔽纹理会更好地显示环境光遮蔽。这"
+"是一个昂贵的效果,当遇到性能问题时,应该首先禁用。"
#: doc/classes/Environment.xml
msgid ""
"The primary screen-space ambient occlusion intensity. See also [member "
"ssao_radius]."
-msgstr "主要的屏幕空间环境遮挡强度。参阅[member ssao_radius]。"
+msgstr "主屏幕的空间环境光遮蔽强度。另请参阅 [member ssao_radius]。"
#: doc/classes/Environment.xml
msgid ""
"The secondary screen-space ambient occlusion intensity. See also [member "
"ssao_radius2]."
-msgstr "主要的屏幕空间环境光遮挡强度。参阅 [member ssao_radius]。"
+msgstr "次屏幕的空间环境光遮蔽强度。另请参阅 [member ssao_radius2]。"
#: doc/classes/Environment.xml
msgid ""
@@ -28925,21 +29647,21 @@ msgid ""
"can't be seen in direct light. Values higher than [code]0[/code] will make "
"the SSAO effect visible in direct light."
msgstr ""
-"直射光下的屏幕空间环境遮挡强度。在现实生活中,环境遮挡只适用于间接光,也就是"
-"说在直射光下无法看到其效果。高于[code]0[/code]的数值将使SSAO效果在直射光下可"
-"见。"
+"直射光下的屏幕空间环境光遮蔽强度。在现实生活中,环境遮挡只适用于间接光,也就"
+"是说在直射光下无法看到其效果。高于[code]0[/code]的数值将使SSAO效果在直射光下"
+"可见。"
#: doc/classes/Environment.xml
msgid ""
"The screen-space ambient occlusion quality. Higher qualities will make "
"better use of small objects for ambient occlusion, but are slower."
msgstr ""
-"屏幕空间的环境遮蔽质量。更高的质量将更好地利用小物体进行环境遮蔽,但速度较"
-"慢。"
+"屏幕空间的环境光遮蔽质量。更高的质量将更好地利用小物体进行环境光遮蔽,但速度"
+"较慢。"
#: doc/classes/Environment.xml
msgid "The primary screen-space ambient occlusion radius."
-msgstr "主屏空间环境遮挡半径。"
+msgstr "主屏空间环境光遮蔽半径。"
#: doc/classes/Environment.xml
msgid ""
@@ -28948,48 +29670,54 @@ msgid ""
"occlusion effect which can be used to improve the effect's appearance (at "
"the cost of performance)."
msgstr ""
-"次要屏幕空间环境遮蔽半径。如果设置为高于[code]0[/code]的值,则启用次要屏幕空"
-"间的环境遮蔽效果,可以用来改善效果表现,但以性能为代价。"
+"次要屏幕空间环境光遮蔽半径。如果设置为高于[code]0[/code]的值,则启用次要屏幕"
+"空间的环境光遮蔽效果,可以用来改善效果表现,但以性能为代价。"
#: doc/classes/Environment.xml
msgid "The default exposure used for tonemapping."
msgstr "用于色调映射的默认曝光。"
#: doc/classes/Environment.xml
+#, fuzzy
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
-"要使用的色调映射模式。色调映射是“转换” HDR值以适合在LDR显示器上呈现的过程。 "
-"(Godot尚不支持在HDR显示器上进行渲染。)"
+"要使用的色调映射模式。色调映射是“转换”HDR 值以适合在 LDR 显示器上呈现的过程。"
+"(Godot 尚不支持在 HDR 显示器上进行渲染。)"
#: doc/classes/Environment.xml
msgid ""
"The white reference value for tonemapping. Only effective if the [member "
"tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]."
msgstr ""
-"调色映射的白色参考值。只有当[member tonemap_mode]没有设置为[constant "
-"TONE_MAPPER_LINEAR]时才有效。"
+"调色映射的白色参考值。只有当 [member tonemap_mode] 没有设置为 [constant "
+"TONE_MAPPER_LINEAR] 时才有效。"
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
-"在屏幕上保留背景中绘制的每个像素。这是最快的背景模式,但它只能在完全室内场景"
-"(没有可见的天空或天空反射)中安全使用。如果在背景可见的场景中启用,当移动相"
-"机时,\"鬼影踪迹 \"伪影将可见。"
+"在屏幕上保留背景中绘制的每个像素。请只在你真的需要保留旧数据时选择这个模式。"
+"在现代 GPU 上一般并不会比清除背景更快,反而可能造成显著减速,尤其在移动设备"
+"上。\n"
+"只能在完全室内场景中安全使用(没有可见的天空或天空反射)。如果在背景可见的场"
+"景中启用,当移动相机时,“鬼影踪迹”伪影将可见。"
#: doc/classes/Environment.xml
msgid ""
"Clears the background using the clear color defined in [member "
"ProjectSettings.rendering/environment/default_clear_color]."
msgstr ""
-"使用[member ProjectSettings.rendering/environment/default_clear_color]中定义"
-"的底色清除背景。"
+"使用 [member ProjectSettings.rendering/environment/default_clear_color] 中定"
+"义的底色清除背景。"
#: doc/classes/Environment.xml
msgid "Clears the background using a custom clear color."
@@ -29006,13 +29734,13 @@ msgid ""
"BG_SKY] and should be preferred in scenes where reflections can be visible, "
"but the sky itself never is (e.g. top-down camera)."
msgstr ""
-"使用自定义的透明颜色清除背景,并允许定义天空的阴影和反射。这种模式比"
-"[constant BG_SKY]稍快,应是在可以看到反射,但天空本身不可见的场景中的首选,例"
-"如,自上而下的相机。"
+"使用自定义的透明颜色清除背景,并允许定义天空的阴影和反射。这种模式比 "
+"[constant BG_SKY] 稍快,应是在可以看到反射,但天空本身不可见的场景中的首选"
+"(例如,自上而下的相机)。"
#: doc/classes/Environment.xml
msgid "Displays a [CanvasLayer] in the background."
-msgstr "在背景中显示[CanvasLayer]。"
+msgstr "在背景中显示 [CanvasLayer]。"
#: doc/classes/Environment.xml
msgid "Displays a camera feed in the background."
@@ -29020,24 +29748,24 @@ msgstr "在背景中显示相机源。"
#: doc/classes/Environment.xml
msgid "Represents the size of the [enum BGMode] enum."
-msgstr "表示[enum BGMode]枚举的大小。"
+msgstr "表示 [enum BGMode] 枚举的大小。"
#: doc/classes/Environment.xml
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
-msgstr "添加发光混合模式。主要用于颗粒、辉光(光晕)、镜头眩光、亮源。"
+msgstr "添加辉光混合模式。主要用于粒子、辉光(泛光)、镜头眩光、亮源。"
#: doc/classes/Environment.xml
msgid ""
"Screen glow blending mode. Increases brightness, used frequently with bloom."
-msgstr "滤色发光混合模式。增加亮度,经常与光晕一起使用。"
+msgstr "滤色辉光混合模式。增加亮度,经常与泛光一起使用。"
#: doc/classes/Environment.xml
msgid ""
"Soft light glow blending mode. Modifies contrast, exposes shadows and "
"highlights (vivid bloom)."
-msgstr "柔光发光混合模式。修改对比度,曝光阴影和高光(高质量光晕)。"
+msgstr "柔光辉光混合模式。修改对比度,曝光阴影和高光(高质量泛光)。"
#: doc/classes/Environment.xml
msgid ""
@@ -29045,48 +29773,67 @@ msgid ""
"This can be used to simulate a full-screen blur effect by tweaking the glow "
"parameters to match the original image's brightness."
msgstr ""
-"替换发光混合模式。用发光值替换所有像素的颜色。这可以通过调整glow参数来模拟全"
+"替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全"
"屏模糊效果,使其与原始图像的亮度相匹配。"
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
-msgstr "线性音频映射器操作者。读取线性数据并不加修改地传递。"
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
+msgstr ""
+"线性色调映射运算子。读取线性数据并将其原样传递。较亮的光照会导致过曝、输出的"
+"颜色中会有可见的截断。"
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
-"Reinhardt tonemapper运算器。通过这个公式对渲染像素的颜色进行变化。"
-"[code]color = color / (1 + color)[/code]."
+"Reinhardt 色调映射运算子。对渲染后的像素颜色进行调整,使用的是这个公式:"
+"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像"
+"可能看上去有些寡淡。"
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
-msgstr "胶片色调映射器运算符。"
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
+msgstr ""
+"电影级色调映射器运算子。可以避免对高光处的截断,最终图像通常比 [constant "
+"TONE_MAPPER_REINHARDT] 更鲜艳。"
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
-msgstr ""
-"Academy Color Encoding System(学院色彩编码系统)色调映射运算器。对ACES色调映"
-"射曲线进行近似计算。"
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
+msgstr ""
+"使用旧有的 Godot 版本的学院色彩编码系统(Academy Color Encoding System)色调"
+"映射器。与 [constant TONE_MAPPER_ACES_FITTED] 不同,这个版本的 ACES 对较亮的"
+"光照的处理从物理角度看并不精确。ACES 的输出在对比度方面通常比 [constant "
+"TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更高。\n"
+"[b]注意:[/b]Godot 4.0 中会移除这个色调映射运算子,使用更精确的 [constant "
+"TONE_MAPPER_ACES_FITTED]。"
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
-"高质量的 Academy Color Encoding System(学院色彩编码系统)色调映射器,符合行"
-"业标准。执行更精确的物理曲线拟合,更好地模拟光线在现实世界中的工作方式。光线"
-"和发光材质的颜色会随着发光能量的增加而变浅,如果光线足够亮,足以使相机传感器"
-"饱和,最终会变成白色。"
+"使用学院色彩编码系统(Academy Color Encoding System)色调映射器。与其他选项相"
+"比,ACES 的消耗略高,但对于较亮的光照的处理更真实,越亮饱和度越低。ACES 的输"
+"出在对比度方面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant "
+"TONE_MAPPER_FILMIC] 更高。"
#: doc/classes/Environment.xml
msgid "Low depth-of-field blur quality (fastest)."
@@ -29106,31 +29853,31 @@ msgstr "屏幕空间环境遮挡效果不模糊(最快)。"
#: doc/classes/Environment.xml
msgid "1×1 blur for the screen-space ambient occlusion effect."
-msgstr "1×1模糊的屏幕空间环境遮挡效果。"
+msgstr "1×1 模糊的屏幕空间环境遮挡效果。"
#: doc/classes/Environment.xml
msgid "2×2 blur for the screen-space ambient occlusion effect."
-msgstr "2×2模糊的屏幕空间环境遮挡效果。"
+msgstr "2×2 模糊的屏幕空间环境遮挡效果。"
#: doc/classes/Environment.xml
msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)."
-msgstr "3×3模糊的屏幕空间环境遮挡效果(最慢)。"
+msgstr "3×3 模糊的屏幕空间环境遮挡效果(最慢)。"
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr "低质量的屏幕空间环境遮挡效果(最快)。"
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
-msgstr "低质量的屏幕空间环境遮挡效果。"
+msgid "Medium quality for the screen-space ambient occlusion effect."
+msgstr "中等质量的屏幕空间环境遮挡效果。"
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
-msgstr "低质量的屏幕空间环境遮挡效果(最慢)。"
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
+msgstr "高质量的屏幕空间环境遮挡效果(最慢)。"
#: doc/classes/Expression.xml
msgid "A class that stores an expression you can execute."
-msgstr "一个存储你可以执行的表达式的类。"
+msgstr "存储你可以执行的表达式的类。"
#: doc/classes/Expression.xml
msgid ""
@@ -29159,9 +29906,9 @@ msgid ""
msgstr ""
"表达式可以由任何算术运算、内置数学函数调用、传递实例的方法调用或内置类型构造"
"调用组成。\n"
-"一个使用内置数学函数的表达式文本示例可以是[code]sqrt(pow(3,2)+pow(4,2))[/"
+"一个使用内置数学函数的表达式文本示例可以是 [code]sqrt(pow(3,2)+pow(4,2))[/"
"code]。\n"
-"在下面的例子中,我们使用一个[LineEdit]节点来写我们的表达式并显示结果。\n"
+"在下面的例子中,我们使用 [LineEdit] 节点来写我们的表达式并显示结果。\n"
"[codeblock]\n"
"onready var expression = Expression.new()\n"
"\n"
@@ -29186,18 +29933,18 @@ msgid ""
"If you defined input variables in [method parse], you can specify their "
"values in the inputs array, in the same order."
msgstr ""
-"执行之前由[method parse]解析的表达式,并返回结果。在使用返回的对象之前,应该"
-"通过调用 [method has_execute_failed] 来检查方法是否失败。\n"
+"执行之前由 [method parse] 解析的表达式,并返回结果。在使用返回的对象之前,应"
+"该通过调用 [method has_execute_failed] 来检查方法是否失败。\n"
"如果你在 [method parse] 中定义了输入变量,你可以在输入数组中以同样的顺序指定"
"它们的值。"
#: doc/classes/Expression.xml
msgid "Returns the error text if [method parse] has failed."
-msgstr "如果[method parse]失败了,返回错误文本。"
+msgstr "如果 [method parse] 失败了,返回错误文本。"
#: doc/classes/Expression.xml
msgid "Returns [code]true[/code] if [method execute] has failed."
-msgstr "如果[method execute]失败,返回[code]true[/code]。"
+msgstr "如果 [method execute] 失败,返回 [code]true[/code]。"
#: doc/classes/Expression.xml
msgid ""
@@ -29206,13 +29953,13 @@ msgid ""
"expression with [code]input_names[/code], so that you can bind them when it "
"gets executed."
msgstr ""
-"解析表达式并返回一个[enum Error]代码。\n"
-"你可以选择用[code]input_names[/code]指定可能出现在表达式中的变量名称,这样你"
-"就可以在表达式被执行时绑定它们。"
+"解析表达式并返回一个 [enum Error] 代码。\n"
+"你可以选择用 [code]input_names[/code] 指定可能出现在表达式中的变量名称,这样"
+"你就可以在表达式被执行时绑定它们。"
#: doc/classes/ExternalTexture.xml
msgid "Enable OpenGL ES external texture extension."
-msgstr "启用OpenGL ES外部纹理扩展。"
+msgstr "启用 OpenGL ES 外部纹理扩展。"
#: doc/classes/ExternalTexture.xml
msgid ""
@@ -29221,10 +29968,10 @@ msgid ""
"OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n"
"[b]Note:[/b] This is only supported for Android platforms."
msgstr ""
-"启用对OpenGL ES外部纹理扩展的支持,如[url=https://www.khronos.org/registry/"
-"OpenGL/extensions/OES/OES_EGL_image_external.txt]OES_EGL_image_external[/url]"
-"所定义。\n"
-"[b]注意:[/b] 这只支持Android平台。"
+"启用对 OpenGL ES 外部纹理扩展的支持,如 [url=https://www.khronos.org/"
+"registry/OpenGL/extensions/OES/OES_EGL_image_external."
+"txt]OES_EGL_image_external[/url] 所定义。\n"
+"[b]注意:[/b]这只支持 Android 平台。"
#: doc/classes/ExternalTexture.xml
msgid "Returns the external texture name."
@@ -29301,7 +30048,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "File system"
-msgstr ""
+msgstr "文件系统"
#: doc/classes/File.xml
msgid ""
@@ -29474,7 +30221,7 @@ msgstr ""
msgid ""
"Returns an MD5 String representing the file at the given path or an empty "
"[String] on failure."
-msgstr "返回一个给定路径文件的MD5字符串,如果失败则返回一个空的[String]。"
+msgstr "返回一个给定路径文件的 MD5 字符串,如果失败则返回一个空的 [String]。"
#: doc/classes/File.xml
msgid ""
@@ -29483,9 +30230,9 @@ msgid ""
"timestamp can be converted to datetime by using [method OS."
"get_datetime_from_unix_time]."
msgstr ""
-"返回unix格式的时间戳[code]file[/code]为文件的最后修改时间,或者返回一个"
-"[String]\"ERROR IN [code]file[/code]\"。这个unix时间戳可以通过使用[method OS."
-"get_datetime_from_unix_time]转换为数据时间。"
+"返回文件 [code]file[/code] 的最后修改时间的 unix 格式的时间戳,或者返回一个 "
+"[String] \"ERROR IN [code]file[/code]\"。这个 unix 时间戳可以通过使用 "
+"[method OS.get_datetime_from_unix_time] 转换为数据时间。"
#: doc/classes/File.xml
msgid ""
@@ -29533,7 +30280,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "Returns [code]true[/code] if the file is currently opened."
-msgstr "如果文件当前被打开,返回[code]true[/code]。"
+msgstr "如果文件当前被打开,返回 [code]true[/code]。"
#: doc/classes/File.xml
msgid "Opens the file for writing or reading, depending on the flags."
@@ -29547,8 +30294,8 @@ msgid ""
"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround."
msgstr ""
"打开压缩文件进行读取或写入。\n"
-"[b]注意:[/b] [method open_compressed] 只能读取Godot保存的文件,不能读取第三"
-"方压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/"
+"[b]注意:[/b][method open_compressed] 只能读取Godot保存的文件,不能读取第三方"
+"压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/"
"issues/28999] GitHub 问题 #28999[/url]。"
#: doc/classes/File.xml
@@ -29558,7 +30305,7 @@ msgid ""
"[b]Note:[/b] The provided key must be 32 bytes long."
msgstr ""
"以写或读的模式打开一个加密文件。你需要传递一个二进制密钥来加密/解密它。\n"
-"[b]注意:[/b] 提供的密钥必须是32字节长。"
+"[b]注意:[/b]提供的密钥必须是32字节长。"
#: doc/classes/File.xml
msgid ""
@@ -29711,8 +30458,8 @@ msgid ""
"store the length of the string).\n"
"Text will be encoded as UTF-8."
msgstr ""
-"将给定的[String]以Pascal格式存储在文件中(例如,也将字符串长度存储)。\n"
-"文本将被编码为UTF-8。"
+"将给定的 [String] 以 Pascal 格式存储在文件中(即同时存储字符串的长度)。\n"
+"将使用 UTF-8 编码文本。"
#: doc/classes/File.xml
msgid "Stores a floating-point number in the file."
@@ -29752,7 +30499,7 @@ msgid ""
msgstr ""
"在文件中存储任何 Variant 变量值。如果 [code]full_objects[/code] 是 "
"[code]true[/code],则允许编码对象(并且可能包含代码)。\n"
-"[b]注意:[/b] 并非所有属性都包括在内。只有使用 [constant "
+"[b]注意:[/b]并非所有属性都包括在内。只有使用 [constant "
"PROPERTY_USAGE_STORAGE] 标志集配置的属性才会被序列化。您可以通过覆盖类中的 "
"[method Object._get_property_list] 方法向属性添加新的使用标志。您还可以通过调"
"用 [method Object._get_property_list] 来检查属性使用是如何配置的。有关可能的"
@@ -29775,8 +30522,8 @@ msgstr ""
"%E5%AD%97%E8%8A%82%E5%BA%8F]字节序[/url]读取。为 [code]false[/code] 时文件以"
"小端字节序读取。如果不确定,请将其保留为 [code]false[/code],因为大多数文件都"
"是以小端字节序编写的。\n"
-"[b]注意:[/b][member endian_swap] 只是文件格式,与 CPU 类型无关。 CPU 字节序"
-"不会影响写入文件的默认字节序。\n"
+"[b]注意:[/b][member endian_swap] 只是文件格式,与 CPU 类型无关。CPU 字节序不"
+"会影响写入文件的默认字节序。\n"
"[b]注意:[/b]每当您打开文件时,它总是重置为 [code]false[/code]。因此,必须在"
"[i]打开文件之后[/i]设置 [member endian_swap],而不是之前。"
@@ -29878,8 +30625,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回所选文件的 LineEdit。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/FileDialog.xml
msgid ""
@@ -29890,8 +30637,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回对话框的垂直框容器,可以向其中添加自定义控件。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/FileDialog.xml
msgid "Invalidate and update the current dialog content list."
@@ -29905,10 +30652,10 @@ msgid ""
"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
"proposals#1123[/url]."
msgstr ""
-"文件系统的访问范围。见枚举 [code]Access[/code] 常数。\n"
-"[b]警告:[/b] 目前,在沙盒环境下,如HTML5构建或沙盒的macOS应用程序,"
+"文件系统的访问范围。见枚举 [code]Access[/code] 常量。\n"
+"[b]警告:[/b]目前,在沙盒环境下,如 HTML5 构建或沙盒的 macOS 应用程序,"
"FileDialog 不能访问主机文件系统。参见 [url=https://github.com/godotengine/"
-"godot-proposals/issues/1123]godot-proposals#1123 [/url]。"
+"godot-proposals/issues/1123]godot-proposals#1123[/url]。"
#: doc/classes/FileDialog.xml
msgid "The current working directory of the file dialog."
@@ -29931,7 +30678,7 @@ msgid ""
"Supported Images\"[/code] will show both PNG and JPEG files when selected."
msgstr ""
"可用的文件类型过滤器。例如,这仅显示 [code].png[/code] 和 [code].gd[/code] 文"
-"件: [code]set_filters(PoolStringArray([\"*.png ; PNG Images\", \"*.gd ; "
+"件:[code]set_filters(PoolStringArray([\"*.png ; PNG Images\", \"*.gd ; "
"GDScript Files\" ]))[/code]。单个过滤器中也可以指定多个文件类型。选中 "
"[code]\"*.png, *.jpg, *.jpeg ; Supported Images\"[/code] 后会 PNG 和 JPEG 文"
"件都会显示。"
@@ -29949,12 +30696,12 @@ msgid ""
"window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] "
"will change the window title to \"Open a File\")."
msgstr ""
-"如果 [code]true[/code],更改 [code]Mode[/code] 属性将相应地设置窗口标题(例"
+"如果为 [code]true[/code],更改 [code]Mode[/code] 属性将相应地设置窗口标题(例"
"如,将模式设置为 [constant MODE_OPEN_FILE] 会将窗口标题更改为“打开文件”)。"
#: doc/classes/FileDialog.xml
msgid "If [code]true[/code], the dialog will show hidden files."
-msgstr "如果[code]true[/code],对话框将显示出隐藏文件。"
+msgstr "如果为 [code]true[/code],对话框将显示出隐藏文件。"
#: doc/classes/FileDialog.xml
msgid "Emitted when the user selects a directory."
@@ -29996,7 +30743,7 @@ msgstr "当文件存在时,对话框会发出警告。"
msgid ""
"The dialog only allows accessing files under the [Resource] path "
"([code]res://[/code])."
-msgstr "该对话框只允许访问[Resource]路径下的文件([code]res://[/code])。"
+msgstr "该对话框只允许访问 [Resource] 路径下的文件([code]res://[/code])。"
#: doc/classes/FileDialog.xml
msgid ""
@@ -30016,7 +30763,7 @@ msgstr "应用于文件图标的颜色调制。"
msgid ""
"The color tint for disabled files (when the [FileDialog] is used in open "
"folder mode)."
-msgstr "禁用文件的色调(当[FileDialog]在打开文件夹模式下使用时)。"
+msgstr "禁用文件的色调(当 [FileDialog] 在打开文件夹模式下使用时)。"
#: doc/classes/FileDialog.xml
msgid "The color modulation applied to the folder icon."
@@ -30076,18 +30823,12 @@ msgstr ""
"code]。"
#: doc/classes/float.xml
-#, fuzzy
msgid "Wikipedia: Double-precision floating-point format"
-msgstr ""
-"https://zh.wikipedia.org/zh-cn/"
-"%E9%9B%99%E7%B2%BE%E5%BA%A6%E6%B5%AE%E9%BB%9E%E6%95%B8"
+msgstr "维基百科:双精度浮点数格式"
#: doc/classes/float.xml
-#, fuzzy
msgid "Wikipedia: Single-precision floating-point format"
-msgstr ""
-"https://zh.wikipedia.org/zh-cn/"
-"%E5%96%AE%E7%B2%BE%E5%BA%A6%E6%B5%AE%E9%BB%9E%E6%95%B8"
+msgstr "维基百科:单精度浮点数格式"
#: doc/classes/float.xml
msgid ""
@@ -30122,9 +30863,8 @@ msgstr ""
"[code]float(\"1e3a2\")[/code] 将返回 1000.0。"
#: doc/classes/FlowContainer.xml
-#, fuzzy
msgid "Base class for flow containers."
-msgstr "盒式容器的基类。"
+msgstr "流式容器的基类。"
#: doc/classes/FlowContainer.xml
msgid ""
@@ -30133,11 +30873,13 @@ msgid ""
"A line is filled with [Control] nodes until no more fit on the same line, "
"similar to text in an autowrapped label."
msgstr ""
+"将子 [Control] 节点垂直或水平排列,按照从左到右或从上到下的顺序换行。\n"
+"同一行中无法再容纳更多 [Control] 节点时会另起一行,与自动换行标签中的文本类"
+"似。"
#: doc/classes/FlowContainer.xml
-#, fuzzy
msgid "Returns the current line count."
-msgstr "返回当前的滚动位置。"
+msgstr "返回当前的行数。"
#: doc/classes/Font.xml
msgid "Internationalized font and text drawing support."
@@ -30180,8 +30922,8 @@ msgid ""
"from the top, [i]ascent[/i] must be added to the Y axis.\n"
"See also [method CanvasItem.draw_string]."
msgstr ""
-"在给定位置使用字体将[code]string[/code]绘制到画布项目中,并使用"
-"[code]modulate[/code]颜色,并可以选择裁剪宽度。 [code]position[/code]指定基"
+"在给定位置使用字体将 [code]string[/code] 绘制到画布项目中,并使用 "
+"[code]modulate[/code] 颜色,并可以选择裁剪宽度。[code]position[/code] 指定基"
"线,而不是顶部。要从顶部绘制,必须在 Y 轴上添加[i]升部[/i]。\n"
"另请参阅 [method CanvasItem.draw_string]。"
@@ -30206,6 +30948,26 @@ msgstr "返回字体的上升幅度(超出基线的像素数)。"
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+"返回该字形的描边轮廓,是包含下列内容的 [code]Dictionary[/code]:\n"
+"[code]points[/code] - [PoolVector3Array],包含轮廓点。[code]x[/code] "
+"和 [code]y[/code] 是点的坐标。[code]z[/code] 是该点的类型,使用的是 [enum "
+"ContourPointTag] 中的值。\n"
+"[code]contours[/code] - [PoolIntArray],包含各个轮廓点的索引。\n"
+"[code]orientation[/code] - [bool],轮廓朝向。为 [code]true[/code] 时必须填"
+"充顺时针轮廓。"
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
@@ -30214,6 +30976,26 @@ msgstr ""
"高度是字体高度(见 [method get_height]),与该字形的高度没有关系。"
#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "返回包含该字符的缓存纹理的资源 ID。"
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr "返回包含该字符的缓存纹理的大小。"
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr "返回相对于基线的字符偏移。"
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr "返回该字符的大小。"
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr "返回包含该字符的缓存纹理的矩形区域。"
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr "返回字体的减少量(低于基线的像素数)。"
@@ -30248,6 +31030,22 @@ msgstr ""
"在编辑一个字体后(改变大小、升部、字框等)。调用这个函数,将变化传播给可能使"
"用它的控件。"
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr "轮廓点在曲线上。"
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr "轮廓点不在曲线上,而是作为圆锥(二次)贝塞尔曲线的控制点。"
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr "轮廓点不在曲线上,而是作为三次贝塞尔曲线的控制点。"
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr "对一个对象中的一个函数的引用。"
@@ -30261,10 +31059,10 @@ msgid ""
"function, a reference to a function in a given object can be created, passed "
"around and called."
msgstr ""
-"在GDScript中,函数不是[i]第一类对象[/i]。这意味着不可能将它们直接作为变量存"
+"在 GDScript 中,函数不是[i]第一类对象[/i]。这意味着不可能将它们直接作为变量存"
"储,从另一个函数中返回,或将它们作为参数传递。\n"
-"然而,通过使用[method @GDScript.funcref]函数创建一个[FuncRef],可以创建、传递"
-"和调用给定对象中的一个函数的引用。"
+"然而,通过使用 [method @GDScript.funcref] 函数创建一个 [FuncRef],可以创建、"
+"传递和调用给定对象中的一个函数的引用。"
#: doc/classes/FuncRef.xml
msgid ""
@@ -30294,8 +31092,8 @@ msgid ""
"actually inheriting from [Object], not a built-in type such as [int], "
"[Vector2] or [Dictionary]."
msgstr ""
-"包含被引用函数的对象。这个对象必须是实际继承自[Object]的类型,而不是像[int]、"
-"[Vector2]或[Dictionary]这样的内置类型。"
+"包含被引用函数的对象。这个对象必须是实际继承自 [Object] 的类型,而不是像 "
+"[int]、[Vector2]、[Dictionary] 这样的内置类型。"
#: doc/classes/FuncRef.xml
msgid "The name of the referenced function."
@@ -30304,7 +31102,7 @@ msgstr "被引用函数的名称。"
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"An external library containing functions or script classes to use in Godot."
-msgstr "一个包含函数或脚本类的外部库,可以在Godot中使用。"
+msgstr "包含函数或脚本类的外部库,可以在 Godot 中使用。"
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
@@ -30358,9 +31156,9 @@ msgid ""
"[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor "
"will attempt to unload the tool scripts while they're in use and crash."
msgstr ""
-"如果[code]true[/code],每当用户离开编辑器窗口时,编辑器会暂时卸载库,允许用户"
-"重新编译库,而不需要重新启动Godot。\n"
-"[b]注意:[/b] 如果库定义了在编辑器内运行的工具脚本,[code]reloadable[/code]必"
+"如果为 [code]true[/code],每当用户离开编辑器窗口时,编辑器会暂时卸载库,允许"
+"用户重新编译库,而不需要重新启动Godot。\n"
+"[b]注意:[/b]如果库定义了在编辑器内运行的工具脚本,[code]reloadable[/code]必"
"须是[code]false[/code]。否则,编辑器会在工具脚本正在使用的时候尝试卸载它们时"
"而崩溃。"
@@ -30373,10 +31171,10 @@ msgid ""
"loaded as long as Godot is running.\n"
"[b]Note:[/b] A singleton library cannot be [member reloadable]."
msgstr ""
-"如果[code]true[/code],Godot会在启动时加载库,而不是在脚本第一次使用库时,在"
-"初始化库后调用[code]{prefix}gdnative_singleton[/code](其中[code]{prefix}[/"
+"如果为 [code]true[/code],Godot会在启动时加载库,而不是在脚本第一次使用库时,"
+"在初始化库后调用[code]{prefix}gdnative_singleton[/code](其中[code]{prefix}[/"
"code]是[member symbol_prefix]的值)。只要Godot在运行,该库就一直被加载。\n"
-"[b]注意:[/b] 单例库不能是[member reloadable]。"
+"[b]注意:[/b]单例库不能是[member reloadable]。"
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
@@ -30393,7 +31191,7 @@ msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid "A script implemented in the GDScript programming language."
-msgstr "一个用 GDScript 编程语言实现的脚本。"
+msgstr "用 GDScript 编程语言实现的脚本。"
#: modules/gdscript/doc_classes/GDScript.xml
msgid ""
@@ -30403,13 +31201,14 @@ msgid ""
"set_script] extends an existing object, if that object's class matches one "
"of the script's base classes."
msgstr ""
-"用GDScript编程语言实现的脚本。该脚本扩展了实例化该对象后其所有对象的功能。\n"
+"用 GDScript 编程语言实现的脚本。该脚本扩展了实例化该对象后其所有对象的功"
+"能。\n"
"[method new] 创建脚本的新实例。如果一个对象的类与脚本的基类之一匹配,则 "
"[method Object.set_script] 会扩展该对象。"
#: modules/gdscript/doc_classes/GDScript.xml
msgid "Returns byte code for the script source code."
-msgstr "返回脚本源代码的字节(byte)码。"
+msgstr "返回脚本源代码的字节码。"
#: modules/gdscript/doc_classes/GDScript.xml
msgid ""
@@ -30431,7 +31230,7 @@ msgstr ""
#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
msgid "State of a function call after yielding."
-msgstr "一个函数在调用后失效的状态。"
+msgstr "函数调用在 yield 后所处的状态。"
#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
msgid ""
@@ -30455,10 +31254,10 @@ msgid ""
"script have survived up to that point."
msgstr ""
"检查函数调用是否可以被恢复。如果函数状态已经被恢复,则不存在这种情况。\n"
-"如果[code]extended_check[/code]被启用,它还会检查相关的脚本和对象是否仍然存"
-"在。扩展检查是在调试模式下作为[method GDScriptFunctionState.resume]的一部分进"
-"行的,但是如果你知道你可能在不确定对象和/或脚本已经存活到那个点的情况下尝试恢"
-"复,你可以使用这个。"
+"如果 [code]extended_check[/code] 被启用,它还会检查相关的脚本和对象是否仍然存"
+"在。扩展检查是在调试模式下作为 [method GDScriptFunctionState.resume] 的一部分"
+"进行的,但是如果你知道你可能在不确定对象和/或脚本已经存活到那个点的情况下尝试"
+"恢复,你可以使用这个。"
#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
msgid ""
@@ -30471,7 +31270,7 @@ msgid ""
msgstr ""
"继续执行让步的函数调用。\n"
"如果传递了一个参数,则从产生的函数调用中的 [method @GDScript.yield] 调用返回"
-"参数。你可以通过例如一个 [Array] 来处理多个参数。 \n"
+"参数。你可以通过例如一个 [Array] 来处理多个参数。\n"
"此函数返回接续的函数调用后返回的内容,如果再次恢复调用,可能是另一个函数状"
"态。"
@@ -30479,7 +31278,8 @@ msgstr ""
msgid ""
"The generic 6-degrees-of-freedom joint can implement a variety of joint "
"types by locking certain axes' rotation or translation."
-msgstr "通用的6度自由度关节可以通过锁定某些轴的旋转或平移来实现各种关节类型。"
+msgstr ""
+"通用的 6 度自由度关节可以通过锁定某些轴的旋转或平移来实现各种关节类型。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30487,8 +31287,8 @@ msgid ""
"and the latter 3 DOF axes represent the angular motion. Each axis can be "
"either locked, or limited."
msgstr ""
-"前3个DOF轴是线性轴,代表物体的平移,后3个DOF轴代表角运动。每个轴可以被锁定,"
-"也可以被限制。"
+"前 3 个 DOF 轴是线性轴,代表物体的平移,后 3 个 DOF 轴代表角运动。每个轴可以"
+"被锁定,也可以被限制。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30496,7 +31296,7 @@ msgid ""
"The lower, the longer an impulse from one side takes to travel to the other "
"side."
msgstr ""
-"X轴上的旋转阻尼量。\n"
+"X 轴上的旋转阻尼量。\n"
"越低,来自一侧的冲力到达另一侧的时间越长。"
#: doc/classes/Generic6DOFJoint.xml
@@ -30514,35 +31314,35 @@ msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum amount of force that can occur, when rotating around the X axis."
-msgstr "绕X轴旋转时所能产生的最大力。"
+msgstr "绕 X 轴旋转时所能产生的最大力。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the X axis."
-msgstr "负方向的最小旋转,以挣脱并围绕X轴旋转。"
+msgstr "负方向的最小旋转,以挣脱并围绕 X 轴旋转。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational restitution across the X axis. The lower, the more "
"restitution occurs."
-msgstr "X轴上的旋转恢复量。值越低,恢复量越大。"
+msgstr "X 轴上的旋转恢复量。值越低,恢复量越大。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed of all rotations across the X axis."
-msgstr "跨越X轴的所有旋转的速度。"
+msgstr "跨越 X 轴的所有旋转的速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the X axis."
-msgstr "正方向的最小旋转,以挣脱并绕X轴旋转。"
+msgstr "正方向的最小旋转,以挣脱并绕 X 轴旋转。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational damping across the Y axis. The lower, the more "
"dampening occurs."
-msgstr "Y轴上的旋转阻尼量。值越低,旋转的阻尼就越大。"
+msgstr "Y 轴上的旋转阻尼量。值越低,旋转的阻尼就越大。"
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], rotation across the Y axis is limited."
@@ -30553,41 +31353,41 @@ msgid ""
"When rotating across the Y axis, this error tolerance factor defines how "
"much the correction gets slowed down. The lower, the slower."
msgstr ""
-"当在Y轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越"
-"慢。"
+"当在 Y 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转"
+"越慢。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum amount of force that can occur, when rotating around the Y axis."
-msgstr "围绕Y轴旋转时,可能发生的最大力。"
+msgstr "围绕 Y 轴旋转时,可能发生的最大力。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Y axis."
-msgstr "负方向的最小旋转,以挣脱并围绕Y轴旋转。"
+msgstr "负方向的最小旋转,以挣脱并围绕 Y 轴旋转。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational restitution across the Y axis. The lower, the more "
"restitution occurs."
-msgstr "跨越Y轴的旋转恢复量。越低,发生的恢复量越大。"
+msgstr "跨越 Y 轴的旋转恢复量。越低,发生的恢复量越大。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed of all rotations across the Y axis."
-msgstr "跨越Y轴的所有旋转的速度。"
+msgstr "跨越 Y 轴的所有旋转的速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Y axis."
-msgstr "正方向的最小旋转,以挣脱并绕Y轴旋转。"
+msgstr "正方向的最小旋转,以挣脱并绕 Y 轴旋转。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational damping across the Z axis. The lower, the more "
"dampening occurs."
-msgstr "跨越Z轴的旋转阻尼量。值越低,阻尼就越多。"
+msgstr "跨越 Z 轴的旋转阻尼量。值越低,阻尼就越多。"
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], rotation across the Z axis is limited."
@@ -30598,35 +31398,35 @@ msgid ""
"When rotating across the Z axis, this error tolerance factor defines how "
"much the correction gets slowed down. The lower, the slower."
msgstr ""
-"当在Z轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越"
-"慢。"
+"当在 Z 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转"
+"越慢。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum amount of force that can occur, when rotating around the Z axis."
-msgstr "围绕Z轴旋转时,可能发生的最角度。"
+msgstr "围绕 Z 轴旋转时,可能发生的最角度。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Z axis."
-msgstr "负方向的最小旋转,以挣脱并围绕Z轴旋转。"
+msgstr "负方向的最小旋转,以挣脱并围绕 Z 轴旋转。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational restitution across the Z axis. The lower, the more "
"restitution occurs."
-msgstr "跨越Z轴的旋转恢复量。越低,发生的恢复量越大。"
+msgstr "跨越 Z 轴的旋转恢复量。越低,发生的恢复量越大。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed of all rotations across the Z axis."
-msgstr "跨越Z轴的所有旋转的速度。"
+msgstr "跨越 Z 轴的所有旋转的速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Z axis."
-msgstr "正方向的最小旋转,并绕Z轴旋转。"
+msgstr "正方向的最小旋转,并绕 Z 轴旋转。"
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
@@ -30634,11 +31434,11 @@ msgstr "如果为 [code]true[/code],则启用 X 轴的旋转马达。"
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the X axis."
-msgstr "在X轴旋转的最大加速度。"
+msgstr "在 X 轴旋转的最大加速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the X axis."
-msgstr "X轴上电机的目标速度。"
+msgstr "X 轴上电机的目标速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
@@ -30646,11 +31446,11 @@ msgstr "如果为 [code]true[/code],则启用 Y 轴的旋转马达。"
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the Y axis."
-msgstr "电机在X轴的最大加速度。"
+msgstr "电机在 X 轴的最大加速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the Y axis."
-msgstr "电机在Y轴的目标速度。"
+msgstr "电机在 Y 轴的目标速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
@@ -30658,15 +31458,15 @@ msgstr "如果为 [code]true[/code],则启用 Z 轴的旋转马达。"
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the Z axis."
-msgstr "电机在Z轴的最大加速度。"
+msgstr "电机在 Z 轴的最大加速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the Z axis."
-msgstr "Z轴上电机的目标速度。"
+msgstr "Z 轴上电机的目标速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the X motion."
-msgstr "发生在X运动的阻尼量。"
+msgstr "发生在 X 运动的阻尼量。"
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the X axis is limited."
@@ -30680,13 +31480,13 @@ msgstr "轴心点的 X 轴之间的最小差异。"
msgid ""
"The amount of restitution on the X axis movement. The lower, the more "
"momentum gets lost."
-msgstr "X轴运动的恢复量。越低,动量损失越大。"
+msgstr "X 轴运动的恢复量。越低,动量损失越大。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"A factor applied to the movement across the X axis. The lower, the slower "
"the movement."
-msgstr "应用于X轴上移动的一个系数。值越低,移动的就越慢。"
+msgstr "应用于 X 轴上移动的一个系数。值越低,移动的就越慢。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' X axis."
@@ -30694,7 +31494,7 @@ msgstr "轴心点的 X 轴之间的最大差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the Y motion."
-msgstr "发生在Y运动的阻尼量。"
+msgstr "发生在 Y 运动的阻尼量。"
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the Y axis is limited."
@@ -30708,13 +31508,13 @@ msgstr "轴心点的 Y 轴之间的最小差异。"
msgid ""
"The amount of restitution on the Y axis movement. The lower, the more "
"momentum gets lost."
-msgstr "Y轴运动的恢复量。值越低,动量损失越大。"
+msgstr "Y 轴运动的恢复量。值越低,动量损失越大。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"A factor applied to the movement across the Y axis. The lower, the slower "
"the movement."
-msgstr "应用于Y轴上移动的一个系数。值越低,移动的就越慢。"
+msgstr "应用于 Y 轴上移动的一个系数。值越低,移动的就越慢。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' Y axis."
@@ -30722,7 +31522,7 @@ msgstr "轴心点的 Y 轴之间的最大差异。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the Z motion."
-msgstr "发生在Z运动的阻尼量。"
+msgstr "发生在 Z 运动的阻尼量。"
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the Z axis is limited."
@@ -30736,13 +31536,13 @@ msgstr "轴心点的 Z 轴之间的最小差异。"
msgid ""
"The amount of restitution on the Z axis movement. The lower, the more "
"momentum gets lost."
-msgstr "Y轴运动的恢复量。越低,动量损失越大。"
+msgstr "Y 轴运动的恢复量。越低,动量损失越大。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"A factor applied to the movement across the Z axis. The lower, the slower "
"the movement."
-msgstr "适用于跨Z轴移动的一个系数。值越低,移动的就越慢。"
+msgstr "适用于跨 Z 轴移动的一个系数。值越低,移动的就越慢。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' Z axis."
@@ -30760,11 +31560,11 @@ msgstr ""
msgid ""
"The maximum force the linear motor can apply on the X axis while trying to "
"reach the target velocity."
-msgstr "当尝试达到目标速度时,线性马达可以在X轴上应用的最大力。"
+msgstr "当尝试达到目标速度时,线性马达可以在 X 轴上应用的最大力。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the X axis."
-msgstr "线性马达在X轴上尝试达到的速度。"
+msgstr "线性马达在 X 轴上尝试达到的速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30778,11 +31578,11 @@ msgstr ""
msgid ""
"The maximum force the linear motor can apply on the Y axis while trying to "
"reach the target velocity."
-msgstr "直线电机在试图达到目标速度时可施加在Y轴上的最大力。"
+msgstr "直线电机在试图达到目标速度时可施加在 Y 轴上的最大力。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the Y axis."
-msgstr "线性马达在Y轴上将会达到的速度。"
+msgstr "线性马达在 Y 轴上将会达到的速度。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30796,11 +31596,11 @@ msgstr ""
msgid ""
"The maximum force the linear motor can apply on the Z axis while trying to "
"reach the target velocity."
-msgstr "当试图达到目标速度时,线性马达可以在X轴上应用的最大力。"
+msgstr "当试图达到目标速度时,线性马达可以在 X 轴上应用的最大力。"
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the Z axis."
-msgstr "线性马达在Z轴上试图达到的速度。"
+msgstr "线性马达在 Z 轴上试图达到的速度。"
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid "The minimum difference between the pivot points' axes."
@@ -30857,7 +31657,7 @@ msgstr "所有跨轴旋转的速度。"
msgid ""
"The amount of rotational damping across the axes. The lower, the more "
"dampening occurs."
-msgstr "跨越Z轴的旋转阻尼量。值越低,发生的阻尼就越多。"
+msgstr "跨越 Z 轴的旋转阻尼量。值越低,发生的阻尼就越多。"
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -30868,7 +31668,7 @@ msgstr "在各轴上的旋转恢复量。值越低,发生的恢复量越大。
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The maximum amount of force that can occur, when rotating around the axes."
-msgstr "围绕Z轴旋转时,可能发生的最大力。"
+msgstr "围绕 Z 轴旋转时,可能发生的最大力。"
#: doc/classes/Generic6DOFJoint.xml
msgid ""
@@ -30904,7 +31704,7 @@ msgstr "如果启用,则存在跨这些轴的线性马达。"
#: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml
msgid "Represents the size of the [enum Flag] enum."
-msgstr "表示[enum Flag]枚举的大小。"
+msgstr "表示 [enum Flag] 枚举的大小。"
#: doc/classes/Geometry.xml
msgid "Helper node to calculate generic geometry operations."
@@ -30925,8 +31725,8 @@ msgid ""
"at the origin. The box size is defined by [code]extents[/code], which "
"represents one (positive) corner of the box (i.e. half its actual size)."
msgstr ""
-"返回一个包含6个[Plane]的数组,描述以原点为中心的盒子的边。盒子的大小由"
-"[code]extents[/code]定义,它代表盒子的一个(正)角(即其实际大小的一半)。"
+"返回一个包含 6 个 [Plane] 的数组,描述以原点为中心的盒子的边。盒子的大小由 "
+"[code]extents[/code] 定义,它代表盒子的一个(正)角(即其实际大小的一半)。"
#: doc/classes/Geometry.xml
msgid ""
@@ -30938,10 +31738,11 @@ msgid ""
"[code]axis[/code] describes the axis along which the capsule is oriented (0 "
"for X, 1 for Y, 2 for Z)."
msgstr ""
-"返回一个[Plane]数组,该数组紧密地绑定着一个以原点为中心,半径为[code]radius[/"
-"code],高度为[code]height[/code]的面状胶囊。参数[code]side[/code]定义了将为胶"
-"囊的侧面部分生成多少个平面,而[code]lats[/code]则给出了胶囊底部和顶部的纬向阶"
-"梯数。参数[code]axis[/code]描述了胶囊的方向轴(0为X,1为Y,2为Z)。"
+"返回一个 [Plane] 数组,该数组紧密地绑定着一个以原点为中心,半径为 "
+"[code]radius[/code],高度为 [code]height[/code] 的面状胶囊。参数 [code]side[/"
+"code] 定义了将为胶囊的侧面部分生成多少个平面,而 [code]lats[/code] 则给出了胶"
+"囊底部和顶部的纬向阶梯数。参数 [code]axis[/code] 描述了胶囊的方向轴(0 代表 "
+"X、1 代表 Y、2 代表 Z)。"
#: doc/classes/Geometry.xml
msgid ""
@@ -30952,18 +31753,18 @@ msgid ""
"describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 "
"for Z)."
msgstr ""
-"返回一个[Plane]数组,该数组紧密绑定以原点为中心的切面圆柱体,其半径为"
-"[code]radius[/code],高度为[code]height[/code]。参数[code]side[/code]定义了将"
-"为圆柱体的圆形部分生成多少个平面。参数[code]axis[/code]描述了圆柱体的方向轴"
-"(0代表X,1代表Y,2代表Z)。"
+"返回一个 [Plane] 数组,该数组紧密绑定以原点为中心的切面圆柱体,其半径为 "
+"[code]radius[/code],高度为 [code]height[/code]。参数 [code]side[/code] 定义"
+"了将为圆柱体的圆形部分生成多少个平面。参数 [code]axis[/code] 描述了圆柱体的方"
+"向轴(0 代表 X、1 代表 Y、2 代表 Z)。"
#: doc/classes/Geometry.xml
msgid ""
"Clips the polygon defined by the points in [code]points[/code] against the "
"[code]plane[/code] and returns the points of the clipped polygon."
msgstr ""
-"将[code]point[/code]中的点所定义的多边形与[code]plane[/code]进行对比,并返回"
-"被剪切的多边形的点。"
+"将 [code]point[/code] 中的点所定义的多边形与 [code]plane[/code] 进行对比,并"
+"返回被剪切的多边形的点。"
#: doc/classes/Geometry.xml
msgid ""
@@ -30975,11 +31776,13 @@ msgid ""
"outer polygon (boundary) and inner polygon (hole) which could be "
"distinguished by calling [method is_polygon_clockwise]."
msgstr ""
-"将[code]polygon_a[/code]与[code]polygon_b[/code]进行对比,并返回一个被剪切的"
-"多边形数组。这在多边形之间执行[constant OPERATION_DIFFERENCE]。如果"
-"[code]polygon_b[/code]与[code]polygon_a[/code]完全重合,则返回一个空数组。\n"
-"如果[code]polygon_b[/code]被[code]polygon_a[/code]包围,返回一个外部多边形"
-"(边界)和内部多边形(孔),可以通过调用[method is_polygon_clockwise]来区分。"
+"将 [code]polygon_a[/code] 与 [code]polygon_b[/code] 进行对比,并返回一个被剪"
+"切的多边形数组。这在多边形之间执行 [constant OPERATION_DIFFERENCE]。如果 "
+"[code]polygon_b[/code] 与 [code]polygon_a[/code] 完全重合,则返回一个空数"
+"组。\n"
+"如果 [code]polygon_b[/code] 被 [code]polygon_a[/code] 包围,返回一个外部多边"
+"形(边界)和内部多边形(孔),可以通过调用 [method is_polygon_clockwise] 来区"
+"分。"
#: doc/classes/Geometry.xml
msgid ""
@@ -30988,16 +31791,16 @@ msgid ""
"between the polyline and the polygon. This operation can be thought of as "
"cutting a line with a closed shape."
msgstr ""
-"将[code]polyline[/code]与[code]polygon[/code]相对应,并返回一个折线数组。在折"
-"线和多边形之间执行[constant OPERATION_DIFFERENCE]。这个操作可以被认为是用一个"
-"封闭的形状切割一条线。"
+"将 [code]polyline[/code] 与 [code]polygon[/code] 相对应,并返回一个折线数组。"
+"在折线和多边形之间执行 [constant OPERATION_DIFFERENCE]。这个操作可以被认为是"
+"用一个封闭的形状切割一条线。"
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s, returns the convex hull as a list of points in "
"counterclockwise order. The last point is the same as the first one."
msgstr ""
-"给出一个[Vector2]s的数组,以逆时针的顺序返回凸面的点的列表。最后一个点与第一"
+"给出一个 [Vector2] 的数组,以逆时针的顺序返回凸面的点的列表。最后一个点与第一"
"个点相同。"
#: doc/classes/Geometry.xml
@@ -31024,8 +31827,8 @@ msgid ""
"that is closest to [code]point[/code]. The returned point will always be "
"inside the specified segment."
msgstr ""
-"返回3D部份([code]s1[/code], [code]s2[/code])上离[code]point[/code]最近的3D"
-"点。返回的点将总是在指定的部份内。"
+"返回 3D 线段([code]s1[/code], [code]s2[/code])上离 [code]point[/code] 最近"
+"的 3D 点。返回的点将总是在指定的部份内。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31033,8 +31836,8 @@ msgid ""
"that is closest to [code]point[/code]. The returned point will always be "
"inside the specified segment."
msgstr ""
-"返回2D段([code]s1[/code], [code]s2[/code])上最接近[code]point[/code]的2D"
-"点。返回的点将总是在指定的线段内。"
+"返回 2D 线段 ([code]s1[/code], [code]s2[/code]) 上离 [code]point[/code] 最近"
+"的 2D 点。返回的点将总是在指定的线段内。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31043,8 +31846,8 @@ msgid ""
"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
"somewhere on the line extending from the segment."
msgstr ""
-"返回由([code]s1[/code], [code]s2[/code])定义的三维直线上最接近 "
-"[code]point[/code]的三维点。返回的点可以在线段内([code]s1[/code], [code]s2[/"
+"返回由([code]s1[/code], [code]s2[/code])定义的 3D 直线上最接近 "
+"[code]point[/code]的 3D 点。返回的点可以在线段内([code]s1[/code], [code]s2[/"
"code]),也可以在线段外,即在线段延伸的某处。"
#: doc/classes/Geometry.xml
@@ -31054,9 +31857,9 @@ msgid ""
"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
"somewhere on the line extending from the segment."
msgstr ""
-"返回由([code]s1[/code], [code]s2[/code])定义的二维线上最接近[code]point[/"
-"code]的二维点。返回的点可以在线段([code]s1[/code], [code]s2[/code])内,也可"
-"以在线段外,即在从线段延伸出来的某处。"
+"返回由 ([code]s1[/code], [code]s2[/code]) 定义的 2D 线上最接近 [code]point[/"
+"code] 的 2D 点。返回的点可以在线段 ([code]s1[/code], [code]s2[/code]) 内,也"
+"可以在线段外,即在从线段延伸出来的某处。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31121,8 +31924,8 @@ msgid ""
"it's located exactly [i]on[/i] the circle's boundary, otherwise returns "
"[code]false[/code]."
msgstr ""
-"返回[code]true[/code]时,[code]point[/code]位于圆的内部或者[i]正好[/i]位于圆"
-"的边界上,否则将返回[code]false[/code]。"
+"返回 [code]true[/code] 时,[code]point[/code]位于圆的内部或者[i]正好[/i]位于"
+"圆的边界上,否则将返回 [code]false[/code]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31130,8 +31933,8 @@ msgid ""
"code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise "
"returns [code]false[/code]."
msgstr ""
-"返回[code]true[/code]时,[code]point[/code]位于多边形[code]polygon[/code]的内"
-"部或者[i]正好[/i]位于多边形的边界上,否则将返回[code]false[/code]。"
+"返回 [code]true[/code] 时,[code]point[/code]位于多边形[code]polygon[/code]的"
+"内部或者[i]正好[/i]位于多边形的边界上,否则将返回 [code]false[/code]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31146,18 +31949,19 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
-"检查两行([code]from_a[/code],[code]dir_a[/code])和([code]from_b[/code],"
-"[code]dir_b[/code])是否相交。如果是,则将相交点返回为[Vector2]。如果没有交"
-"叉,则返回一个空的[Variant]。\n"
-"[b]注意:[/b]线是使用方向向量而不是终点指定的。"
+"检查两条直线([code]from_a[/code], [code]dir_a[/code]) 和 ([code]from_b[/"
+"code], [code]dir_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交"
+"点。如果不相交,则返回 [code]null[/code]。\n"
+"[b]注意:[/b]直线是使用方向向量而不是终点指定的。"
#: doc/classes/Geometry.xml
+#, fuzzy
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -31279,8 +32083,8 @@ msgid ""
msgstr ""
"给出2D线段([code]segment_from[/code],[code]segment_to[/code]),返回线段上"
"与圆心为 [code]circle_position[/code] 、半径为 [code]circle_radius[/code] 圆"
-"的相交位置(以0到1之间的数字)。如果线段没有与圆相交,则返回-1(如果延伸线段"
-"的线段与圆相交,但线段没有相交,也是这种情况)。"
+"的相交位置(以0 到 1之间的数字)。如果线段没有与圆相交,则返回-1(如果延伸线"
+"段的线段与圆相交,但线段没有相交,也是这种情况)。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31312,12 +32116,12 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
-"检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], "
-"[code]to_b[/code])是否相交。如果是,返回相交点为[Vector2]。如果没有发生相"
-"交,返回一个空的[Variant]。"
+"检查两条线段 ([code]from_a[/code], [code]to_a[/code]) 和 ([code]from_b[/"
+"code], [code]to_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交点。"
+"如果不相交,则返回 [code]null[/code]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31365,13 +32169,15 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
"对多边形 [code]polygon[/code] 中的点指定的多边形进行三角化。返回一个 "
"[PoolIntArray],其中每个三角形由 [code]polygon[/code] 中三个连续的点索引组成"
"(即返回的数组将有 [code]n * 3[/code] 个元素,[code]n[/code] 是找到的三角形的"
-"数量)。如果三角化没有成功,将返回一个空的 [PoolIntArray]。"
+"数量)。输出的三角始终是逆时针的,如果为顺时针则会将轮廓翻转。如果三角化没有"
+"成功,将返回一个空的 [PoolIntArray]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31398,7 +32204,7 @@ msgstr "创建主体或剪辑多边形被填充的区域,但不是两者都被
msgid ""
"Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
"code]."
-msgstr "在[code]1 * delta[/code]的所有凸边连接处均匀地应用平方。"
+msgstr "在 [code]1 * delta[/code] 的所有凸边连接处均匀地应用平方。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31422,13 +32228,13 @@ msgstr ""
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polygon."
-msgstr "端点使用[enum PolyJoinType]值连接,路径被填充为多边形。"
+msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形。"
#: doc/classes/Geometry.xml
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polyline."
-msgstr "端点使用[enum PolyJoinType]值连接,路径被填充为多边形线。"
+msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形线。"
#: doc/classes/Geometry.xml
msgid "Endpoints are squared off with no extension."
@@ -31436,11 +32242,11 @@ msgstr "端点是方形的,没有延伸。"
#: doc/classes/Geometry.xml
msgid "Endpoints are squared off and extended by [code]delta[/code] units."
-msgstr "端点被平方化并扩展了[code]delta[/code]单位。"
+msgstr "端点被平方化并扩展了 [code]delta[/code] 单位。"
#: doc/classes/Geometry.xml
msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
-msgstr "端点被四舍五入,并以[code]delta[/code]为单位进行扩展。"
+msgstr "端点被四舍五入,并以 [code]delta[/code] 为单位进行扩展。"
#: doc/classes/GeometryInstance.xml
msgid "Base node for geometry-based visual instances."
@@ -31456,7 +32262,7 @@ msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Returns the [enum GeometryInstance.Flags] that have been set for this object."
-msgstr "返回为此对象设置的[enum GeometryInstance.Flags] 。"
+msgstr "返回为此对象设置的 [enum GeometryInstance.Flags] 。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31478,8 +32284,7 @@ msgstr ""
msgid ""
"The selected shadow casting flag. See [enum ShadowCastingSetting] for "
"possible values."
-msgstr ""
-"选择的阴影投射标志。转到 [enum ShadowCastingSetting] 来查看该属性可能的值。"
+msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31508,7 +32313,7 @@ msgid ""
"[b]Note:[/b] This property currently has no effect."
msgstr ""
"GeometryInstance3D的最大LOD距离。\n"
-"[b]注意:[/b] 这个属性目前没有任何作用。"
+"[b]注意:[/b]这个属性目前没有任何作用。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31516,7 +32321,7 @@ msgid ""
"[b]Note:[/b] This property currently has no effect."
msgstr ""
"GeometryInstance3D的最大LOD 边距。\n"
-"[b]注意:[/b] 这个属性目前没有任何作用。"
+"[b]注意:[/b]这个属性目前没有任何作用。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31524,7 +32329,7 @@ msgid ""
"[b]Note:[/b] This property currently has no effect."
msgstr ""
"GeometryInstance3D的最小LOD距离。\n"
-"[b]注意:[/b] 这个属性目前没有任何作用。"
+"[b]注意:[/b]这个属性目前没有任何作用。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31532,7 +32337,7 @@ msgid ""
"[b]Note:[/b] This property currently has no effect."
msgstr ""
"GeometryInstance3D的最小LOD 边距。\n"
-"[b]注意:[/b] 这个属性目前没有任何作用。"
+"[b]注意:[/b]这个属性目前没有任何作用。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31558,8 +32363,8 @@ msgid ""
"If [code]true[/code], this GeometryInstance will be used when baking lights "
"using a [GIProbe] or [BakedLightmap]."
msgstr ""
-"如果 [code]true[/code],则在使用 [GIProbe] 或 [BakedLightmap] 烘焙灯光时将使"
-"用此 GeometryInstance。"
+"如果为 [code]true[/code],则在使用 [GIProbe] 或 [BakedLightmap] 烘焙灯光时将"
+"使用此 GeometryInstance。"
#: doc/classes/GeometryInstance.xml
msgid "The generated lightmap texture will have the original size."
@@ -31613,8 +32418,8 @@ msgid ""
"Will allow the GeometryInstance to be used when baking lights using a "
"[GIProbe] or [BakedLightmap]."
msgstr ""
-"将允许在使用[GIProbe]或[BakedLightmap]进行灯光烘焙时使用GeometryInstance几何"
-"实例。"
+"将允许在使用 [GIProbe] 或 [BakedLightmap] 进行灯光烘焙时使用 "
+"GeometryInstance 几何实例。"
#: doc/classes/GeometryInstance.xml
msgid ""
@@ -31669,14 +32474,14 @@ msgstr ""
"[b]性能:[/b][GIProbe] 相对更耗 GPU,不适合在集成显卡等低端硬件上使用,可考虑"
"换用 [BakedLightmap]。要为低端硬件提供备选方案,可考虑在你项目的选项菜单中添"
"加禁用 [GIProbe] 的选项。隐藏 [GIProbe] 节点即可将其禁用。\n"
-"[b]注意:[/b]网格应该有足够厚的墙以避免漏光,注,避免单面墙。对于内部关卡,将"
-"你的关卡几何体包围在一个足够大的盒子里,并将环路联接起来以关闭网格。\n"
-"[b]注意:[/b]由于渲染器的限制,在[GIProbe]中使用发光的[ShaderMaterial]时不能"
-"发光。只有发射型的[SpatialMaterial]可以在[GIProbe]中发射光线。"
+"[b]注意:[/b]网格应该有足够厚的墙以避免漏光(避免单面墙)。对于内部关卡,将你"
+"的关卡几何体包围在一个足够大的盒子里,并将环路联接起来以关闭网格。\n"
+"[b]注意:[/b]由于渲染器的限制,在 [GIProbe] 中使用发光的 [ShaderMaterial] 时"
+"不能发光。只有发光的 [SpatialMaterial] 可以在 [GIProbe] 中发射光线。"
#: doc/classes/GIProbe.xml
msgid "GI probes"
-msgstr ""
+msgstr "GI 探针"
#: doc/classes/GIProbe.xml
msgid ""
@@ -31691,7 +32496,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
"烘焙所有标有 [member GeometryInstance.use_in_baked_light] 的 "
"[GeometryInstance] 和标有 [constant Light.BAKE_INDIRECT] 或 [constant Light."
@@ -31699,9 +32509,12 @@ msgstr ""
"[code]true[/code],在烘焙光线后,这将生成一个[MultiMesh],其中有一个立方体代"
"表每个实体单元,每个立方体的颜色与该单元的反照率颜色一致。这可以用来可视化 "
"[GIProbe] 的数据,以调试任何可能发生的问题。\n"
-"[b]注意:[/b] [method bake] 在编辑器和导出后的项目中都是有效的。因此适用于程"
-"序化生成或者用户构建的关卡。在多数场景中,烘焙 [GIProbe] 通常需要花费 5 到 "
-"20 秒。减少 [member subdiv] 可以加速烘焙。"
+"[b]注意:[/b][method bake] 在编辑器和导出后的项目中都是有效的。因此适用于程序"
+"化生成或者用户构建的关卡。在多数场景中,烘焙 [GIProbe] 通常需要花费 5 到 20 "
+"秒。减少 [member subdiv] 可以加速烘焙。\n"
+"[b]注意:[/b]调用 [method bake] 前 [GeometryInstance] 和 [Light] 必须完全就"
+"绪。如果这些是使用程序创建的,并且烘焙后的 [GIProbe] 中缺少某些网格和灯光,请"
+"使用 [code]call_deferred(\"bake\")[/code],不要直接调用 [method bake]。"
#: doc/classes/GIProbe.xml
msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
@@ -31718,7 +32531,7 @@ msgid ""
msgstr ""
"从 [GIProbe] 偏移光贡献的查找。这可用于避免自阴影,但可能会在较高的值下引入漏"
"光。这个和 [member normal_bias] 应该使用,以尽量减少自阴影和漏光。\n"
-"[b]注意:[/b] [code]bias[/code] 通常应该在 1.0 以上,因为这是体素的大小。"
+"[b]注意:[/b][code]bias[/code] 通常应该在 1.0 以上,因为这是体素的大小。"
#: doc/classes/GIProbe.xml
msgid ""
@@ -31754,7 +32567,7 @@ msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"If [code]true[/code], ignores the sky contribution when calculating lighting."
-msgstr "如果为[code]true[/code],在计算照明时忽略天空的贡献。"
+msgstr "如果为 [code]true[/code],在计算照明时忽略天空的贡献。"
#: doc/classes/GIProbe.xml
msgid ""
@@ -31784,16 +32597,16 @@ msgid ""
"Use 64 subdivisions. This is the lowest quality setting, but the fastest. "
"Use it if you can, but especially use it on lower-end hardware."
msgstr ""
-"使用64分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端硬"
-"件上使用它。"
+"使用 64 分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端"
+"硬件上使用它。"
#: doc/classes/GIProbe.xml
msgid "Use 128 subdivisions. This is the default quality setting."
-msgstr "使用128个分区。这是默认的质量设置。"
+msgstr "使用 128 个分区。这是默认的质量设置。"
#: doc/classes/GIProbe.xml
msgid "Use 256 subdivisions."
-msgstr "使用256个分区。"
+msgstr "使用 256 个分区。"
#: doc/classes/GIProbe.xml
msgid ""
@@ -31807,11 +32620,73 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr "代表 [enum Subdiv] 举的大小。"
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFAccessor] 的引用在导出后的项目中会导致错"
+"误。"
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFAnimation] 的引用在导出后的项目中会导致"
+"错误。"
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFBufferView] 的引用在导出后的项目中会导致"
+"错误。"
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFCamera] 的引用在导出后的项目中会导致错"
+"误。"
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFDocument] 的引用在导出后的项目中会导致错"
+"误。"
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFLight] 的引用在导出后的项目中会导致错"
+"误。"
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
"to have no effect."
-msgstr "灯的[Color]。默认为白色。黑色会导致灯光无效。"
+msgstr "灯的 [Color]。默认为白色。黑色会导致灯光无效。"
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
@@ -31833,8 +32708,8 @@ msgid ""
"directional lights. When creating a Godot light, this value is converted to "
"a unitless multiplier."
msgstr ""
-"光的强度。对于点光源和聚光灯,用烛光candelas(流明/立体光)表示;对于定向灯,"
-"用勒克斯lux(流明/平方米)表示。在创建Godot灯时,这个值被转换为无单位的乘数。"
+"光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流"
+"明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。"
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
@@ -31857,8 +32732,8 @@ msgid ""
"with no range defined behave like physical lights (which have infinite "
"range). When creating a Godot light, the range is clamped to 4096."
msgstr ""
-"灯光的范围,超过这个范围灯光无效。没有定义范围的GLTF灯光的行为与无限范围的物"
-"理灯光一样。当创建Godot灯光时,范围限制在4096。"
+"灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的"
+"物理灯光一样。当创建 Godot 灯光时,范围限制在 4096。"
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
@@ -31866,12 +32741,71 @@ msgid ""
"and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], "
"and [DirectionalLight] respectively."
msgstr ""
-"灯光的类型。Godot接受的值是 \"point\"、\"spot\"和 \"directional\",分别对应于"
-"Godot的[OmniLight]、[SpotLight]和[DirectionalLight]。"
+"灯光的类型。Godot 接受的值是“point”“spot”“directional”,分别对应于 Godot 的 "
+"[OmniLight]、[SpotLight]、[DirectionalLight]。"
+
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFMesh] 的引用在导出后的项目中会导致错误。"
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFNode] 的引用在导出后的项目中会导致错误。"
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFSkeleton] 的引用在导出后的项目中会导致错"
+"误。"
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFSpecGloss] 的引用在导出后的项目中会导致"
+"错误。"
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFState] 的引用在导出后的项目中会导致错"
+"误。"
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [GLTFTexture] 的引用在导出后的项目中会导致错"
+"误。"
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
-msgstr "Godot和Mono运行时之间的桥梁(仅支持Mono的构建)。"
+msgstr "Godot 和 Mono 运行时之间的桥梁(仅支持 Mono 的构建)。"
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
@@ -31880,17 +32814,17 @@ msgid ""
"builds.\n"
"See also [CSharpScript]."
msgstr ""
-"该类是连接Godot和Mono运行时的桥梁。它暴露了一些低级别的操作,只在支持Mono的"
-"Godot构建中可用。\n"
-"参阅[CSharpScript] 。"
+"该类是连接 Godot 和 Mono 运行时的桥梁。它暴露了一些低级别的操作,只在支持 "
+"Mono 的 Godot 构建中可用。\n"
+"参阅 [CSharpScript] 。"
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Attaches the current thread to the Mono runtime."
-msgstr "将当前线程连接到Mono运行时。"
+msgstr "将当前线程连接到 Mono 运行时。"
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Detaches the current thread from the Mono runtime."
-msgstr "将当前线程从Mono运行时中分离出来。"
+msgstr "将当前线程从 Mono 运行时中分离出来。"
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
@@ -31899,9 +32833,9 @@ msgid ""
"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
"initialized at the time this method is called, the engine will crash."
msgstr ""
-"返回当前的MonoDomain ID。\n"
-"[b]注意:[/b] Mono运行时必须被初始化,这个方法才能工作(使用 [method "
-"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono运行时没有被"
+"返回当前的 MonoDomain ID。\n"
+"[b]注意:[/b]Mono 运行时必须被初始化,这个方法才能工作(使用 [method "
+"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono 运行时没有被"
"初始化,引擎将崩溃。"
#: modules/mono/doc_classes/GodotSharp.xml
@@ -31912,10 +32846,10 @@ msgid ""
"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
"initialized at the time this method is called, the engine will crash."
msgstr ""
-"返回scripts MonoDomain的ID。这将是与 [method get_domain_id] 相同的MonoDomain "
-"ID,除非scripts domain没有被加载。\n"
-"[b]注意:[/b] Mono运行时必须被初始化,这个方法才能工作(使用 [method "
-"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono运行时没有被"
+"返回脚本 MonoDomain 的 ID。这将是与 [method get_domain_id] 相同的 MonoDomain "
+"ID,除非脚本域没有被加载。\n"
+"[b]注意:[/b]Mono 运行时必须被初始化,这个方法才能工作(使用 [method "
+"is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono 运行时没有被"
"初始化,引擎将会崩溃。"
#: modules/mono/doc_classes/GodotSharp.xml
@@ -31930,7 +32864,7 @@ msgid ""
"Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/"
"code] otherwise."
msgstr ""
-"如果Mono运行时被初始化,返回 [code]true[/code] ,否则返回 [code]false[/"
+"如果 Mono 运行时被初始化,返回 [code]true[/code] ,否则返回 [code]false[/"
"code] 。"
#: modules/mono/doc_classes/GodotSharp.xml
@@ -31938,7 +32872,7 @@ msgid ""
"Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/"
"code] otherwise."
msgstr ""
-"如果Mono运行时正在关闭,返回 [code]true[/code] ,否则返回 [code]false[/"
+"如果 Mono 运行时正在关闭,返回 [code]true[/code] ,否则返回 [code]false[/"
"code] 。"
#: modules/mono/doc_classes/GodotSharp.xml
@@ -31952,7 +32886,7 @@ msgstr ""
msgid ""
"A color interpolator resource which can be used to generate colors between "
"user-defined color points."
-msgstr "一个颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。"
+msgstr "颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。"
#: doc/classes/Gradient.xml
msgid ""
@@ -31962,50 +32896,67 @@ msgid ""
"will initially have 2 colors (black and white), one (black) at ramp lower "
"offset 0 and the other (white) at the ramp higher offset 1."
msgstr ""
-"给定一组颜色,这个资源将按顺序插值。这意味着,如果你有颜色1、颜色2和颜色3,斜"
-"坡将从颜色1插到颜色2,从颜色2插到颜色3。斜坡最初会有两种颜色(黑色和白色),"
-"一种(黑色)在斜坡低偏移量0处,另一种(白色)在斜坡高偏移量1处。"
+"给定一组颜色,这个资源将依次两两插值。这意味着,如果你有颜色 1、颜色 2和颜色 "
+"3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑"
+"色和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高"
+"的偏移量 1 处。"
#: doc/classes/Gradient.xml
msgid ""
"Adds the specified color to the end of the ramp, with the specified offset."
-msgstr "将指定的颜色添加到坡道的末端,并有指定的偏移量。"
+msgstr "将指定的颜色添加到渐变的末端,并有指定的偏移量。"
#: doc/classes/Gradient.xml
msgid "Returns the color of the ramp color at index [code]point[/code]."
-msgstr "返回索引[code]point[/code]处斜坡颜色的颜色。"
+msgstr "返回索引 [code]point[/code] 处渐变色的颜色。"
#: doc/classes/Gradient.xml
msgid "Returns the offset of the ramp color at index [code]point[/code]."
-msgstr "返回索引[code]point[/code]处的斜面颜色的偏移。"
+msgstr "返回索引 [code]point[/code] 处渐变色的偏移。"
#: doc/classes/Gradient.xml
msgid "Returns the number of colors in the ramp."
-msgstr "返回斜面中的颜色数量。"
+msgstr "返回渐变中的颜色数量。"
#: doc/classes/Gradient.xml
msgid "Returns the interpolated color specified by [code]offset[/code]."
-msgstr "返回由偏移[code]offset[/code]指定的插值颜色。"
+msgstr "返回由偏移 [code]offset[/code] 指定的插值颜色。"
#: doc/classes/Gradient.xml
msgid "Removes the color at the index [code]point[/code]."
-msgstr "移除索引[code]point[/code]处的颜色。"
+msgstr "移除索引 [code]point[/code] 处的颜色。"
#: doc/classes/Gradient.xml
msgid "Sets the color of the ramp color at index [code]point[/code]."
-msgstr "设置索引[code]point[/code]处的坡道色的颜色。"
+msgstr "设置索引 [code]point[/code] 处渐变色的颜色。"
#: doc/classes/Gradient.xml
msgid "Sets the offset for the ramp color at index [code]point[/code]."
-msgstr "为索引[code]point[/code]处的斜面颜色设置偏移。"
+msgstr "设置索引 [code]point[/code] 处渐变色的偏移。"
#: doc/classes/Gradient.xml
msgid "Gradient's colors returned as a [PoolColorArray]."
-msgstr "渐变颜色以 [PoolColorArray] 返回。"
+msgstr "渐变的颜色,以 [PoolColorArray] 返回。"
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+"定义如何在渐变点之间对颜色进行插值。可用的模式见 [enum InterpolationMode]。"
#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
-msgstr "渐变的偏移量以 [PoolRealArray] 返回。"
+msgstr "渐变的偏移量,以 [PoolRealArray] 返回。"
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+"常量插值,颜色会在每个点上突变,在点和点之间保持一致。在某些情况下用于渐变纹"
+"理时,可能会造成明显的锯齿。"
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
@@ -32017,19 +32968,21 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
-"GradientTexture使用[Gradient]来填充纹理数据。渐变将使用从中获得的颜色从左到右"
-"填充。这意味着纹理不一定代表渐变的精确副本,而是以固定的步长从渐变中获得的样"
-"本的插值,见[member width]。"
+"GradientTexture 使用 [Gradient] 来填充纹理数据。渐变将使用从中获得的颜色从左"
+"到右填充。这意味着纹理不一定代表渐变的精确副本,而是以固定的步长从渐变中获得"
+"的样本的插值(见 [member width])。另请参阅 [GradientTexture2D] 和 "
+"[CurveTexture]。"
#: doc/classes/GradientTexture.xml
msgid "The [Gradient] that will be used to fill the texture."
-msgstr "将用于填充纹理的[Gradient]。"
+msgstr "将用于填充纹理的 [Gradient]。"
#: doc/classes/GradientTexture.xml
msgid "The number of color samples that will be obtained from the [Gradient]."
-msgstr "将从[Gradient]中获得的颜色样本的数量。"
+msgstr "将从 [Gradient] 中获得的颜色样本的数量。"
#: doc/classes/GradientTexture2D.xml
msgid "Gradient-filled 2D texture."
@@ -32042,12 +32995,13 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
"该纹理使用 [Gradient] 渐变来填充 2D 空间纹理数据。渐变会根据 [member fill] "
"和 [member repeat] 类型,使用从渐变中获取的颜色进行填充。该纹理未必精确表示该"
-"渐变,可以是从该渐变上按照固定步长进行采样后再进行插值(请参阅 [member "
-"width] 和 [member height])。"
+"渐变,可以是从该渐变上按照固定步长进行采样后再进行插值(见 [member width] 和 "
+"[member height])。另请参阅 [GradientTexture] 和 [CurveTexture]。"
#: doc/classes/GradientTexture2D.xml
msgid ""
@@ -32096,7 +33050,7 @@ msgid ""
msgstr ""
"如果为 [code]true[/code],则生成的纹理会支持高动态范围([constant Image."
"FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 为 "
-"[code]true[/code] 时实现发光效果。如果为 [code]false[/code],则生成的纹理会使"
+"[code]true[/code] 时实现辉光效果。如果为 [code]false[/code],则生成的纹理会使"
"用低动态范围;过亮的颜色会被钳制([constant Image.FORMAT_RGBA8] 格式)。"
#: doc/classes/GradientTexture2D.xml
@@ -32225,8 +33179,8 @@ msgid ""
msgstr ""
"获取包含图形左上角的缩放和网格捕捉控件的 [HBoxContainer]。你可以使用此方法重"
"新定位工具栏或向其添加自定义控件。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -32267,17 +33221,17 @@ msgid ""
"[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the "
"color provided in the [code]activity[/code] theme property."
msgstr ""
-"将[code]from[/code]的[code]from_port[/code]和[code]to[/code]的[code]to_port[/"
-"code]之间的连接的颜色纹理设置为当前正在使用[code]activity[/code]的主题中的颜"
-"色。"
+"将 [code]from[/code] 的 [code]from_port[/code] 和 [code]to[/code] 的 "
+"[code]to_port[/code] 之间的连接的颜色纹理设置为当前正在使用 [code]activity[/"
+"code] 的主题中的颜色。"
#: doc/classes/GraphEdit.xml
msgid "Sets the specified [code]node[/code] as the one selected."
-msgstr "选中一个特定的节点[code]node[/code]."
+msgstr "选中一个特定的节点 [code]node[/code]."
#: doc/classes/GraphEdit.xml
msgid "If [code]true[/code], the minimap is visible."
-msgstr "如果[code]true[/code],小图是可见的。"
+msgstr "如果为 [code]true[/code],小图是可见的。"
#: doc/classes/GraphEdit.xml
msgid "The opacity of the minimap rectangle."
@@ -32294,7 +33248,8 @@ msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
msgstr ""
-"如果[code]true[/code],通过拖动右端,可以断开图形编辑GraphEdit中现有的连接。"
+"如果为 [code]true[/code],通过拖动右端,可以断开图形编辑GraphEdit中现有的连"
+"接。"
#: doc/classes/GraphEdit.xml
msgid "The scroll offset."
@@ -32305,15 +33260,15 @@ msgid ""
"If [code]true[/code], makes a label with the current zoom level visible. The "
"zoom value is displayed in percents."
msgstr ""
-"如果[code]true[/code],则使当前缩放级别的标签可见。缩放值以百分比显示。"
+"如果为 [code]true[/code],则使当前缩放级别的标签可见。缩放值以百分比显示。"
#: doc/classes/GraphEdit.xml
msgid "The snapping distance in pixels."
-msgstr "吸附距离(以像素为单位)。"
+msgstr "吸附距离,单位为像素。"
#: doc/classes/GraphEdit.xml
msgid "If [code]true[/code], enables snapping."
-msgstr "如果为[code]true[/code],启用自动吸附。"
+msgstr "如果为 [code]true[/code],启用自动吸附。"
#: doc/classes/GraphEdit.xml
msgid "The current zoom value."
@@ -32333,11 +33288,11 @@ msgstr "每个缩放级别的步长。"
#: doc/classes/GraphEdit.xml
msgid "Emitted at the beginning of a GraphNode movement."
-msgstr "在图形节点GraphNode移动开始时发出。"
+msgstr "在 GraphNode 移动开始时发出。"
#: doc/classes/GraphEdit.xml
msgid "Emitted at the end of a GraphNode movement."
-msgstr "在图形节点GraphNode移动结束时发出。"
+msgstr "在 GraphNode 移动结束时发出。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -32363,11 +33318,16 @@ msgstr "当用户将输出端口连接到图形的空位时发出。"
#: doc/classes/GraphEdit.xml
msgid "Emitted when the user presses [code]Ctrl + C[/code]."
-msgstr "当用户按[code]Ctrl + C[/code]时触发。"
+msgstr "当用户按 [code]Ctrl + C[/code] 时触发。"
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
-msgstr "当试图从图形编辑GraphEdit中删除一个图形节点GraphNode时发出。"
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
+msgstr ""
+"当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所"
+"有选中的节点,除去不包含关闭按钮的节点)。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -32382,15 +33342,15 @@ msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
-msgstr "当图形节点GraphNode试图在图形编辑GraphEdit中被复制时发出的。"
+msgstr "当 GraphNode 试图在 GraphEdit 中被复制时发出的。"
#: doc/classes/GraphEdit.xml
msgid "Emitted when a GraphNode is selected."
-msgstr "当图形节点GraphNode被选择时发出。"
+msgstr "当 GraphNode 被选择时发出。"
#: doc/classes/GraphEdit.xml
msgid "Emitted when the user presses [code]Ctrl + V[/code]."
-msgstr "当用户按下[code]Ctrl + V[/code]时触发。"
+msgstr "当用户按下 [code]Ctrl + V[/code] 时触发。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -32398,8 +33358,8 @@ msgid ""
"GraphEdit. [code]position[/code] is the position of the mouse pointer when "
"the signal is sent."
msgstr ""
-"当请求弹出窗口时发出。在图形编辑GraphEdit中右键单击时发生。坐标"
-"[code]position[/code] 是发送信号时鼠标指针的位置。"
+"当请求弹出窗口时发出。在 GraphEdit 中右键单击时发生。坐标 [code]position[/"
+"code] 是发送信号时鼠标指针的位置。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -32426,11 +33386,11 @@ msgstr "选择的矩形的轮廓颜色。"
#: doc/classes/GraphEdit.xml
msgid ""
"The horizontal range within which a port can be grabbed (on both sides)."
-msgstr "一个端口可以被抓取的水平范围(两侧)。"
+msgstr "端口可以被抓取的水平范围(两侧)。"
#: doc/classes/GraphEdit.xml
msgid "The vertical range within which a port can be grabbed (on both sides)."
-msgstr "一个端口可以被抓取的垂直范围(两侧)。"
+msgstr "端口可以被抓取的垂直范围(两侧)。"
#: doc/classes/GraphEdit.xml
msgid "The icon for the zoom out button."
@@ -32458,8 +33418,8 @@ msgid ""
"allowing connections between GraphNodes. Slots can have different, "
"incompatible types."
msgstr ""
-"图形节点GraphNode是一个允许多个图形节点GraphNode之间连接的输入和输出槽容器。"
-"槽位可以有不同的、不兼容的类型。"
+"GraphNode 是一种可能包含若干输入输出槽的容器,GraphNode 之间能够通过槽位相"
+"连。槽位的类型可以互不相同、互不兼容。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -32480,59 +33440,58 @@ msgid ""
"are on the right side of GraphNode. Only enabled slots are counted as "
"connections."
msgstr ""
-"图形节点GraphNode是一个容器。每个图形节点GraphNode可以有几个输入和输出槽,有"
-"时被称为端口,允许图形节点GraphNode之间的连接。要在图形节点GraphNode上添加一"
-"个槽,需要向它添加任何控件[Control]派生的子节点。\n"
-"在为图形节点GraphNode添加至少一个子节点后,将在检查器中自动创建名为 \"插槽"
-"Slot \"的新部分。当 \"插槽\"被展开时,你会看到带有每个槽索引号的列表。你可以"
-"点击它们来进一步展开。\n"
+"GraphNode 是一种容器。每个 GraphNode 都可以有若干个输入和输出槽,有时被称为端"
+"口,能够让 GraphNode 之间相连。向 GraphNode 添加任何派生自 [Control] 的子节点"
+"后,才能添加槽位。\n"
+"在为 GraphNode 添加至少一个子节点后,将在检查器中自动创建名为“Slot”的新部分。"
+"展开“Slot”后,你会看到带有每个槽索引号的列表。你可以点击它们来进一步展开。\n"
"在检查器中,你可以启用(显示)或禁用(隐藏)插槽。默认情况下,所有槽都是禁用"
-"的,所以你最初可能看不到图形节点GraphNode上的任何槽。你可以给每个插槽指定一个"
-"类型。只有相同类型的插槽才能够相互连接。你还可以给插槽指定颜色。为图形节点"
-"GraphNode中的每个GUI元素定义了一个输入和输出槽的元组。输入连接在图形节点"
-"GraphNode的左边,输出连接在右边。只有启用的插槽才被算作连接。"
+"的,所以你最初可能看不到 GraphNode 上的任何槽。你可以给每个插槽指定一个类型。"
+"只有相同类型的插槽才能够相互连接。你还可以给插槽指定颜色。为 GraphNode 中的每"
+"个 GUI 元素定义了一个输入和输出槽的元组。输入连接在 GraphNode 的左边,输出连"
+"接在右边。只有启用的插槽才被算作连接。"
#: doc/classes/GraphNode.xml
msgid "Disables all input and output slots of the GraphNode."
-msgstr "禁用GraphNode的所有输入和输出槽。"
+msgstr "禁用 GraphNode 的所有输入和输出槽。"
#: doc/classes/GraphNode.xml
msgid "Disables input and output slot whose index is [code]idx[/code]."
-msgstr "禁用索引为[code]idx[/code]的输入和输出槽。"
+msgstr "禁用索引为 [code]idx[/code] 的输入和输出槽。"
#: doc/classes/GraphNode.xml
msgid "Returns the [Color] of the input connection [code]idx[/code]."
-msgstr "返回输入连接[code]idx[/code]的颜色[Color]。"
+msgstr "返回输入连接 [code]idx[/code] 的颜色 [Color]。"
#: doc/classes/GraphNode.xml
msgid ""
"Returns the number of enabled input slots (connections) to the GraphNode."
-msgstr "返回图形节点GraphNode的启用输入槽(连接)的数量。"
+msgstr "返回 GraphNode 的启用输入槽(连接)的数量。"
#: doc/classes/GraphNode.xml
msgid "Returns the position of the input connection [code]idx[/code]."
-msgstr "返回输入连接[code]idx[/code]的位置。"
+msgstr "返回输入连接 [code]idx[/code] 的位置。"
#: doc/classes/GraphNode.xml
msgid "Returns the type of the input connection [code]idx[/code]."
-msgstr "返回输入连接的类型[code]idx[/code]。"
+msgstr "返回输入连接的类型 [code]idx[/code]。"
#: doc/classes/GraphNode.xml
msgid "Returns the [Color] of the output connection [code]idx[/code]."
-msgstr "返回输出连接[code]idx[/code]的颜色[Color]。"
+msgstr "返回输出连接 [code]idx[/code] 的颜色 [Color]。"
#: doc/classes/GraphNode.xml
msgid ""
"Returns the number of enabled output slots (connections) of the GraphNode."
-msgstr "返回图形节点GraphNode的启用输出槽(连接)的数量。"
+msgstr "返回 GraphNode 的启用输出槽(连接)的数量。"
#: doc/classes/GraphNode.xml
msgid "Returns the position of the output connection [code]idx[/code]."
-msgstr "返回输出连接[code]idx[/code]的位置。"
+msgstr "返回输出连接 [code]idx[/code] 的位置。"
#: doc/classes/GraphNode.xml
msgid "Returns the type of the output connection [code]idx[/code]."
-msgstr "返回输出连接的类型[code]idx[/code]。"
+msgstr "返回输出连接的类型 [code]idx[/code]。"
#: doc/classes/GraphNode.xml
msgid "Returns the left (input) [Color] of the slot [code]idx[/code]."
@@ -32554,13 +33513,13 @@ msgstr "返回槽[code]idx[/code]的右边(输出)类型。"
msgid ""
"Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
"is enabled."
-msgstr "如果插槽[code]idx[/code]的左侧(输入)被启用,返回[code]true[/code]。"
+msgstr "如果插槽[code]idx[/code]的左侧(输入)被启用,返回 [code]true[/code]。"
#: doc/classes/GraphNode.xml
msgid ""
"Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
"code] is enabled."
-msgstr "如果插槽[code]idx[/code]的右侧(输出)被启用,返回[code]true[/code]。"
+msgstr "如果插槽[code]idx[/code]的右侧(输出)被启用,返回 [code]true[/code]。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -32585,7 +33544,7 @@ msgstr ""
"型值的端口才能被连接。\n"
"[code]color_left[/code]/[code]right[/code]是端口在这一侧的图标的色调。\n"
"[code]custom_left[/code]/[code]right[/code]是这一侧的端口的自定义纹理。\n"
-"[b]注意:[/b] 这个方法只设置槽的属性。要创建槽,需要在GraphNode中添加一个"
+"[b]注意:[/b]这个方法只设置槽的属性。要创建槽,需要在GraphNode中添加一个"
"[Control]的派生类。\n"
"可以使用[code]set_slot_*[/code]方法之一来设置单个属性。你必须至少启用插槽的一"
"边才能这样做。"
@@ -32612,7 +33571,7 @@ msgid ""
"[code]enable_left[/code] is [code]true[/code], a port will appear on the "
"left side and the slot will be able to be connected from this side."
msgstr ""
-"切换插槽的左侧(输入)[code]idx[/code]。\t如果[code]enable_left[/code]为"
+"切换插槽的左侧(输入)[code]idx[/code]。\t如果[code]enable_left[/code]为 "
"[code]true[/code],左边将出现一个端口,插槽将能够从这一边连接。"
#: doc/classes/GraphNode.xml
@@ -32621,24 +33580,26 @@ msgid ""
"[code]enable_right[/code] is [code]true[/code], a port will appear on the "
"right side and the slot will be able to be connected from this side."
msgstr ""
-"切换插槽的右侧(输出)[code]idx[/code]。如果[code]enable_right[/code]为"
+"切换插槽的右侧(输出)[code]idx[/code]。如果[code]enable_right[/code]为 "
"[code]true[/code],右侧将出现一个端口,插槽将能够从这一侧连接。"
#: doc/classes/GraphNode.xml
msgid ""
"Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/"
"code]."
-msgstr "将插槽[code]idx[/code]的左侧(输入)类型设置为[code]type_left[/code]。"
+msgstr ""
+"将插槽 [code]idx[/code] 的左侧(输入)类型设置为 [code]type_left[/code]。"
#: doc/classes/GraphNode.xml
msgid ""
"Sets the right (output) type of the slot [code]idx[/code] to "
"[code]type_right[/code]."
-msgstr "将插槽[code]idx[/code]的右(输出)类型设置为[code]type_right[/code]。"
+msgstr ""
+"将插槽 [code]idx[/code] 的右侧(输出)类型设置为 [code]type_right[/code]。"
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is a comment node."
-msgstr "如果启用[code]true[/code],则GraphNode就是一个注释节点。"
+msgstr "如果为 [code]true[/code],则 GraphNode 是注释节点。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -32647,12 +33608,12 @@ msgid ""
"[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a "
"[Container]."
msgstr ""
-"图形节点 GraphNode 的偏移量,与 [GraphEdit] 的滚动偏移量相关。\n"
+"GraphNode 的偏移量,与 [GraphEdit] 的滚动偏移量相关。\n"
"[b]注意:[/b]由于 [GraphEdit] 是 [Container],因此不能直接使用位置。"
#: doc/classes/GraphNode.xml
msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]."
-msgstr "设置在图形节点GraphNode上方显示的叠加层。参阅[enum Overlay]。"
+msgstr "设置在 GraphNode 上方显示的叠加层。见 [enum Overlay]。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -32660,13 +33621,13 @@ msgid ""
"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
"signal, the GraphNode needs to be resized manually."
msgstr ""
-"如果[code]true[/code],用户可以调整图形节点GraphNode的大小。\n"
+"如果为 [code]true[/code],用户可以调整图形节点GraphNode的大小。\n"
"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,图形节点GraphNode"
"需要手动调整大小。"
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is selected."
-msgstr "如果[code]true[/code],图形节点GraphNode被选中。"
+msgstr "如果为 [code]true[/code],图形节点GraphNode被选中。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -32674,44 +33635,44 @@ msgid ""
"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
"the GraphNode needs to be removed manually."
msgstr ""
-"如果[code]true[/code],则关闭按钮将可见。\n"
+"如果为 [code]true[/code],则关闭按钮将可见。\n"
"[b]注意:[/b]按下它只会发出[signal close_request]信号,需要手动删除图形节点"
"GraphNode。"
#: doc/classes/GraphNode.xml
msgid "The text displayed in the GraphNode's title bar."
-msgstr "显示在图形节点GraphNode标题栏中的文本。"
+msgstr "显示在 GraphNode 标题栏中的文本。"
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be closed. Happens on clicking "
"the close button (see [member show_close])."
msgstr ""
-"当图形节点GraphNode被请求关闭时发出。在点击关闭按钮时发生(见[member "
+"当 GraphNode 被请求关闭时发出。在点击关闭按钮时发生(见 [member "
"show_close])。"
#: doc/classes/GraphNode.xml
msgid "Emitted when the GraphNode is dragged."
-msgstr "当图形节点GraphNode被拖动时发出。"
+msgstr "当 GraphNode 被拖动时发出。"
#: doc/classes/GraphNode.xml
msgid "Emitted when the GraphNode is moved."
-msgstr "当图形节点GraphNode被移动时触发。"
+msgstr "当 GraphNode 被移动时触发。"
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be displayed over other ones. "
"Happens on focusing (clicking into) the GraphNode."
msgstr ""
-"当图形节点GraphNode被要求显示在其他节点之上时触发。在GraphNode获得焦点时触"
-"发,即鼠标点击进入。"
+"当 GraphNode 被要求显示在其他节点之上时触发。在 GraphNode 获得焦点时触发,即"
+"鼠标点击进入。"
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be resized. Happens on dragging "
"the resizer handle (see [member resizable])."
msgstr ""
-"当图形节点GraphNode被要求调整大小时发出。在拖动调整器手柄时发生(见[member "
+"当 GraphNode 被要求调整大小时发出。在拖动调整器手柄时发生(见 [member "
"resizable])。"
#: doc/classes/GraphNode.xml
@@ -32724,15 +33685,15 @@ msgstr "没有显示覆盖层。"
#: doc/classes/GraphNode.xml
msgid "Show overlay set in the [code]breakpoint[/code] theme property."
-msgstr "显示在[code]breakpoint[/code]主题属性中设置的覆盖层。"
+msgstr "显示在主题属性 [code]breakpoint[/code] 中设置的覆盖层。"
#: doc/classes/GraphNode.xml
msgid "Show overlay set in the [code]position[/code] theme property."
-msgstr "显示在主题坐标[code]position[/code]属性中设置的叠加层。"
+msgstr "显示在主题属性 [code]position[/code] 中设置的覆盖层。"
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the close button icon."
-msgstr "应用于关闭按钮图标的颜色调制(modulation)。"
+msgstr "应用于关闭按钮图标的颜色调制。"
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the resizer icon."
@@ -32765,7 +33726,7 @@ msgstr "对标题文本应用的字体。"
#: doc/classes/GraphNode.xml
msgid ""
"The icon for the close button, visible when [member show_close] is enabled."
-msgstr "关闭按钮的图标会在启用[member show_close]时可见。"
+msgstr "关闭按钮的图标会在启用 [member show_close] 时可见。"
#: doc/classes/GraphNode.xml
msgid "The icon used for representing ports."
@@ -32773,43 +33734,45 @@ msgstr "该图标用于表示端口。"
#: doc/classes/GraphNode.xml
msgid "The icon used for resizer, visible when [member resizable] is enabled."
-msgstr "用于调整大小的图标,在 [member resizable]被启用时可见。"
+msgstr "用于调整大小的图标,在 [member resizable] 被启用时可见。"
#: doc/classes/GraphNode.xml
msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_BREAKPOINT]."
-msgstr "当[member overlay]被设置为[constant OVERLAY_BREAKPOINT]时使用的背景。"
+msgstr ""
+"当 [member overlay] 被设置为 [constant OVERLAY_BREAKPOINT] 时使用的背景。"
#: doc/classes/GraphNode.xml
msgid "The [StyleBox] used when [member comment] is enabled."
-msgstr "当启用[member comment]时使用的[StyleBox]。"
+msgstr "当启用 [member comment] 时使用的 [StyleBox]。"
#: doc/classes/GraphNode.xml
msgid ""
"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
"focused."
-msgstr "当[member comment]被启用,且[GraphNode]获得焦点时使用的[StyleBox]。"
+msgstr ""
+"当 [member comment] 被启用,且 [GraphNode] 获得焦点时使用的 [StyleBox]。"
#: doc/classes/GraphNode.xml
msgid "The default background for [GraphNode]."
-msgstr "[GraphNode]的默认背景。"
+msgstr "[GraphNode] 的默认背景。"
#: doc/classes/GraphNode.xml
msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_POSITION]."
-msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。"
+msgstr "当 [member overlay] 设置为 [constant OVERLAY_POSITION] 时使用的背景。"
#: doc/classes/GraphNode.xml
msgid "The background used when the [GraphNode] is selected."
-msgstr "[GraphNode]被选中时使用的背景。"
+msgstr "[GraphNode] 被选中时使用的背景。"
#: doc/classes/GridContainer.xml
msgid ""
"Grid container used to arrange Control-derived children in a grid like "
"layout."
-msgstr "网格容器,用于在类似网格的布局中排列Control派生的子项。"
+msgstr "网格容器,用于将派生自 Control 的子节点按照类似网格的形式排列。"
#: doc/classes/GridContainer.xml
msgid ""
@@ -32824,20 +33787,20 @@ msgid ""
"[b]Note:[/b] GridContainer only works with child nodes inheriting from "
"Control. It won't rearrange child nodes inheriting from Node2D."
msgstr ""
-"GridContainer将把它的Control派生的子级排布在一个类似网格的结构中,网格列是"
-"[member columns]属性指定,行的数量等于容器中子级的数量除以列的数量。例如,如"
-"果容器有5个子级,2个列,容器中就会有3行。\n"
+"GridContainer 将把它的 Control 派生的子节点排布在一个类似网格的结构中,网格的"
+"列数由 [member columns] 属性指定,行数等于容器中子节点的数量除以列数。例如,"
+"如果容器有 5 个子节点、2 列,那么容器中就会有 3 行。\n"
"请注意,网格布局将保留每个大小的容器的列和行,并且空列将自动扩展。\n"
-"[b]注意:[/b] GridContainer只对继承自Control的子节点生效。它不会重新排列继承"
-"自Node2D的子节点。"
+"[b]注意:[/b]GridContainer 只对继承自 Control 的子节点生效。它不会重新排列继"
+"承自 Node2D 的子节点。"
#: doc/classes/GridContainer.xml
msgid ""
"The number of columns in the [GridContainer]. If modified, [GridContainer] "
"reorders its Control-derived children to accommodate the new layout."
msgstr ""
-"在[GridContainer]中的列的数量。如果修改,[GridContainer]会重新排列其Control派"
-"生的子代,以适应新的布局。"
+"[GridContainer] 中的列数。修改后,[GridContainer] 会重新排列其派生自 Control "
+"的子节点,以适应新的布局。"
#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
#: doc/classes/VFlowContainer.xml
@@ -32884,7 +33847,7 @@ msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
-msgstr ""
+msgstr "使用网格地图"
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Clear all cells."
@@ -32936,11 +33899,10 @@ msgid ""
msgstr "返回一个包含网格中非空单元格坐标的 [Vector3] 数组。"
#: modules/gridmap/doc_classes/GridMap.xml
-#, fuzzy
msgid ""
"Returns an array of all cells with the given item index specified in "
"[code]item[/code]."
-msgstr "返回所有具有[code]id[/code]中指定的图块索引的单元格的数组。"
+msgstr "返回所有具有 [code]item[/code] 中指定的项目索引的单元格的数组。"
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
@@ -32978,6 +33940,14 @@ msgstr ""
"[code]pos[/code] 应该使用 GridMap 的本地坐标空间。"
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+"为 [code]true[/code] 时,这个 GridMap 会使用单元格的导航网格资源来创建导航地"
+"区。"
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr "如果为 [code]true[/code],则网格项以 X 轴为中心。"
@@ -33011,7 +33981,7 @@ msgid ""
"This does not affect the size of the meshes. See [member cell_scale]."
msgstr ""
"网格单元的尺寸。\n"
-"这并不影响网格的尺寸大小。参阅 [member cell_scale]。"
+"这并不影响网格的尺寸大小。见 [member cell_scale]。"
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
@@ -33039,6 +34009,10 @@ msgid "The assigned [MeshLibrary]."
msgstr "指定的 [MeshLibrary]。"
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr "GridMap 生成导航地区的导航层。"
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -33118,8 +34092,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
"HashingContext 类为计算多次迭代的加密哈希值提供接口。例如,当计算大文件的哈希"
"值(你不必在内存中加载它们)、网络流和一般的数据流(你不必持有缓冲区)时,这"
@@ -33145,8 +34118,7 @@ msgstr ""
" var res = ctx.finish()\n"
" # 以十六进制字符串和数组的形式打印结果。\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]注意:[/b]这在导出为 HTML5 时是不可用的。"
+"[/codeblock]"
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
@@ -33158,7 +34130,7 @@ msgid ""
"HASH_SHA256] to start computation of a SHA-256)."
msgstr ""
"开始对给定的 [code]type[/code] (例如 [constant HASH_SHA256] 进行新的哈希计"
-"算, 以开始计算 SHA-256) 。"
+"算,以开始计算 SHA-256) 。"
#: doc/classes/HashingContext.xml
msgid "Updates the computation with the given [code]chunk[/code] of data."
@@ -33182,7 +34154,7 @@ msgstr "水平盒式容器。"
#: doc/classes/HBoxContainer.xml
msgid "Horizontal box container. See [BoxContainer]."
-msgstr "水平盒式容器。请参阅 [BoxContainer]。"
+msgstr "水平盒式容器。见 [BoxContainer]。"
#: doc/classes/HBoxContainer.xml
msgid "The horizontal space between the [HBoxContainer]'s elements."
@@ -33206,25 +34178,23 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
-msgstr "高度图数据的深度。更改此设置将调整 [member map_data] 的大小。"
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
+msgstr "高度图深度的顶点数。更改此设置将调整 [member map_data] 的大小。"
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
-msgstr "高度图数据的宽度。更改此设置将调整 [member map_data] 的大小。"
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
+msgstr "高度图宽度的顶点数。更改此设置将调整 [member map_data] 的大小。"
#: doc/classes/HFlowContainer.xml
-#, fuzzy
msgid "Horizontal flow container."
-msgstr "水平盒式容器。"
+msgstr "水平流式容器。"
#: doc/classes/HFlowContainer.xml
-#, fuzzy
msgid "Horizontal version of [FlowContainer]."
-msgstr "水平拆分容器。"
+msgstr "[FlowContainer] 的水平版本。"
#: doc/classes/HingeJoint.xml
msgid "A hinge between two 3D PhysicsBodies."
@@ -33237,9 +34207,10 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
"HingeJoint(铰链关节)通常使用物体 A 的 Z 轴作为铰链轴,但手动添加时可以指定"
-"另一个轴。请参阅 [Generic6DOFJoint]。"
+"另一个轴。另请参阅 [Generic6DOFJoint]。"
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr "返回指定标志的值。"
@@ -33267,7 +34238,7 @@ msgid ""
"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
"[member angular_limit/lower] and [member angular_limit/upper] has effects."
msgstr ""
-"如果为[code]true[/code],则会对由[member angular_limit/lower]和[member "
+"如果为 [code]true[/code],则会对由[member angular_limit/lower]和[member "
"angular_limit/upper]定义的铰链最大和最小旋转量产生影响。"
#: doc/classes/HingeJoint.xml
@@ -33275,7 +34246,7 @@ msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
-"最小的旋转量。只有在[member angular_limit/enable]为[code]true[/code]时才有"
+"最小的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有"
"效。"
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
@@ -33287,7 +34258,7 @@ msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
-"最大的旋转量。只有在[member angular_limit/enable]为[code]true[/code]时才有"
+"最大的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有"
"效。"
#: doc/classes/HingeJoint.xml
@@ -33545,7 +34516,7 @@ msgstr "抓取器获得焦点时的材质。"
msgid ""
"The texture for the ticks, visible when [member Slider.tick_count] is "
"greater than 0."
-msgstr "刻度的纹理。当[member Slider.tick_count]大于0时可见。"
+msgstr "刻度的纹理。当 [member Slider.tick_count] 大于 0 时可见。"
#: doc/classes/HSlider.xml
msgid "The background of the area to the left of the grabber."
@@ -33811,7 +34782,7 @@ msgstr ""
"var result = http_client.request(http_client.METHOD_POST, \"index.php\", "
"headers, query_string)\n"
"[/codeblock]\n"
-"[b]注意:[/b] [code]method[/code] 为 [constant HTTPClient.METHOD_GET] 时会忽"
+"[b]注意:[/b][code]method[/code] 为 [constant HTTPClient.METHOD_GET] 时会忽"
"略 [code]request_data[/code] 参数。这是因为 GET 方法不能包含请求数据。作为变"
"通,可以把请求数据通过 URL 的请求字符串传递。例子见 [method String."
"http_escape]。"
@@ -33830,12 +34801,12 @@ msgid ""
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
"向连接的主机发送原始请求。\n"
-"URL参数通常只是主机后面的部分,所以对于[code]http://somehost.com/index.php[/"
-"code],它是[code]/index.php[/code]。当向HTTP代理服务器发送请求时,它应该是一"
-"个绝对的URL。对于[constant HTTPClient.METHOD_OPTIONS]请求,允许[code]*[/"
-"code]。对于[constant HTTPClient.METHOD_CONNECT]请求,应该是标准组件,"
-"[code]host:port[/code]。\n"
-"头信息是HTTP请求头信息。关于可用的HTTP方法,参阅[enum Method]。\n"
+"URL 参数通常只是主机后面的部分,所以对于 [code]http://somehost.com/index."
+"php[/code],它是 [code]/index.php[/code]。当向 HTTP 代理服务器发送请求时,它"
+"应该是一个绝对的 URL。对于[constant HTTPClient.METHOD_OPTIONS] 请求,允许 "
+"[code]*[/code]。对于 [constant HTTPClient.METHOD_CONNECT] 请求,应该是标准组"
+"件,[code]host:port[/code]。\n"
+"头信息是 HTTP 请求头信息。可用的 HTTP 方法见 [enum Method]。\n"
"以字节数组的形式发送原始正文数据,不以任何方式进行编码。"
#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
@@ -34602,7 +35573,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -34670,7 +35641,7 @@ msgstr ""
" # 执行 POST 请求。截止到文档编写时,下面的 URL 会返回 JSON。\n"
" # 注意:请勿使用单个 HTTPRequest 节点进行连续请求。\n"
" # 下面的代码段仅供参考。\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -34728,7 +35699,7 @@ msgid ""
"the body length will also be [code]-1[/code]."
msgstr ""
"返回响应体长度。\n"
-"[b]注意:[/b] 部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/"
+"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/"
"code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。"
#: doc/classes/HTTPRequest.xml
@@ -34762,7 +35733,7 @@ msgstr ""
"在底层的 [HTTPClient] 上创建请求。如果没有配置错误,它会尝试使用 [method "
"HTTPClient.connect_to_host] 连接并将参数传递给 [method HTTPClient."
"request]。\n"
-"如果请求创建成功,则返回 [constant OK]。 (并不意味着服务器已响应),"
+"如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应),"
"[constant ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先"
"前的请求,[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格"
"式,或 [constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到"
@@ -34790,15 +35761,21 @@ msgstr ""
"在底层的[HTTPClient]上创建请求,使用一个原始字节数组作为请求主体。如果没有配"
"置错误,它会尝试使用 [method HTTPClient.connect_to_host] 连接并将参数传递给 "
"[method HTTPClient.request]。\n"
-"如果请求创建成功,则返回 [constant OK]。 (并不意味着服务器已响应),"
+"如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应),"
"[constant ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先"
"前的请求,[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格"
"式,或 [constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到"
"主机。"
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
-msgstr "允许的最大响应体大小。"
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
+"允许的响应体大小上限([code]-1[/code] 表示无限制)。只想要较小的文件时,可用"
+"于拒绝接收太大的文件,防止可能的拒绝服务攻击。"
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -34813,12 +35790,44 @@ msgstr ""
"4096 表示 4 KiB。"
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
-msgstr "下载到的文件。将在其中写入任何收到的文件。"
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+"下载到的文件。设为非空字符串时,请求的输出会被写入位于该路径的文件中。如果在"
+"指定的位置已存在文件,一旦开始接收响应体数据,该文件就会被覆盖。\n"
+"[b]注意:[/b]创建该文件时,不会自动创建文件夹。如果 [member download_file] 指"
+"向子文件夹,建议提前使用 [method Directory.make_dir_recursive] 创建好必要的文"
+"件夹,确保能够写入文件。"
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr "允许的最大重定向数。用于防止无限重定向循环。"
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
-msgstr "允许的最大重定向数。"
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
+msgstr ""
+"如果在请求开始前设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] "
+"秒仍未[i]完成[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请"
+"求,将 [member timeout] 设为 [code]10.0[/code] 到 [code]30.0[/code] 之间的值"
+"可以定时防止应用程序在失败时陷入长时间的无响应状态。下载文件时请保持 "
+"[code]0.0[/code],防止在需要花费较长时间下载时导致下载失败。"
#: doc/classes/HTTPRequest.xml
msgid "If [code]true[/code], multithreading is used to improve performance."
@@ -34889,7 +35898,7 @@ msgid ""
"hardware limitations. Larger images may fail to import."
msgstr ""
"本地图像数据类型。包含可转换为 [ImageTexture] 的图像数据,并提供常用的[i]图像"
-"处理[/i]方法。 [Image] 的最大宽度和高度是 [constant MAX_WIDTH] 和 [constant "
+"处理[/i]方法。[Image] 的最大宽度和高度是 [constant MAX_WIDTH] 和 [constant "
"MAX_HEIGHT]。\n"
"[Image] 不能直接分配给对象的 [code]texture[/code] 属性,例如 [Sprite],必须先"
"手动转换为 [ImageTexture]。\n"
@@ -34898,55 +35907,71 @@ msgstr ""
#: doc/classes/Image.xml doc/classes/ImageTexture.xml
msgid "Importing images"
-msgstr ""
+msgstr "导入图像"
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
-"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 与本图像从坐标 "
-"[code]dest[/code] 起的区域进行 Alpha 混合。"
+"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 复制到本图像从坐"
+"标 [code]dst[/code] 起的区域,会根据两者的图像区域进行裁剪。这张图像和 "
+"[code]src[/code] 图像的格式[b]必须[/b]一致。[code]src_rect[/code] 的大小如果"
+"非正,则会作为空矩形处理。"
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 与本图像从坐标 "
-"[code]dst[/code] 起的区域根据遮罩图像 [code]mask[/code] 进行 Alpha 混合。"
-"[code]src[/code] 和 [code]mask[/code] 都需要有 Alpha 通道。如果某个遮罩像素"
-"的 Alpha 值非 0,在 [code]dst[/code] 和 [code]src[/code] 上对应的像素就会进行"
-"混合。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)[b]必"
-"须[/b]相同,格式可以不同。"
+"[code]dst[/code] 起的区域根据遮罩图像 [code]mask[/code] 进行 Alpha 混合,会根"
+"据两者的图像区域进行裁剪。[code]src[/code] 和 [code]mask[/code] 都需要有 "
+"Alpha 通道。如果某个遮罩像素的 Alpha 值非 0,在 [code]dst[/code] 和 "
+"[code]src[/code] 上对应的像素就会进行混合。这张图像与 [code]src[/code] 图像的"
+"格式[b]必须[/b]一致。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽"
+"度和高度)[b]必须[/b]相同,格式可以不同。[code]src_rect[/code] 的大小如果非"
+"正,则会作为空矩形处理。"
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 复制到本图像从坐"
-"标 [code]dst[/code] 起的区域。"
+"标 [code]dst[/code] 起的区域,会根据两者的图像区域进行裁剪。这张图像和 "
+"[code]src[/code] 图像的格式[b]必须[/b]一致。[code]src_rect[/code] 的大小如果"
+"非正,则会作为空矩形处理。"
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 复制到本图像从坐"
-"标 [code]dst[/code] 起的区域。如果遮罩图 [code]mask[/code] 上某个像素的 "
-"Alpha 值非 0,就会把 [code]src[/code] 上对应的像素复制到 [code]dst[/code] "
-"上。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)[b]必须"
-"[/b]相同,格式可以不同。"
+"标 [code]dst[/code] 起的区域,会根据两者的图像区域进行裁剪。如果遮罩图 "
+"[code]mask[/code] 上某个像素的 Alpha 值非 0,就会把 [code]src[/code] 上对应的"
+"像素复制到 [code]dst[/code] 上。这张图像和 [code]src[/code] 图像的格式[b]必须"
+"[/b]一致。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)"
+"[b]必须[/b]相同,格式可以不同。[code]src_rect[/code] 的大小如果非正,则会作为"
+"空矩形处理。"
#: doc/classes/Image.xml
msgid ""
@@ -35029,7 +36054,7 @@ msgstr ""
msgid ""
"Stretches the image and enlarges it by a factor of 2. No interpolation is "
"done."
-msgstr "拉伸图像并将其放大2倍,不进行插值。"
+msgstr "拉伸图像并将其放大 2 倍,不进行插值。"
#: doc/classes/Image.xml
msgid "Fills the image with [code]color[/code]."
@@ -35069,7 +36094,7 @@ msgstr ""
"错误。\n"
"[b]注意:[/b]多级渐远纹理的生成是在 CPU 上完成的,是单线程的,并且[i]总是[/i]"
"在主线程上完成。这意味着在游戏过程中生成多级渐远纹理会导致明显的卡顿,即使从 "
-"[Thread] 调用[method generate_mipmaps]。"
+"[Thread] 调用 [method generate_mipmaps]。"
#: doc/classes/Image.xml
msgid "Returns a copy of the image's raw data."
@@ -35139,11 +36164,11 @@ msgstr "如果图像已经生成多级渐远纹理,则返回 [code]true[/code]
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image is compressed."
-msgstr "如果图像被压缩,返回[code]true[/code]。"
+msgstr "如果图像被压缩,返回 [code]true[/code]。"
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image has no data."
-msgstr "如果图像没有数据,返回[code]true[/code]。"
+msgstr "如果图像没有数据,返回 [code]true[/code]。"
#: doc/classes/Image.xml
msgid ""
@@ -35228,8 +36253,9 @@ msgid ""
"New pixels are calculated using the [code]interpolation[/code] mode defined "
"via [enum Interpolation] constants."
msgstr ""
-"调整图像大小到给定的[code]width[/code]和[code]height[/code]。新像素通过[enum "
-"Interpolation]常数定义的[code]interpolation[/code]插值模式计算。"
+"将图像大小调整到给定的宽 [code]width[/code] 和高 [code]height[/code]。新像素"
+"的计算通过 [enum Interpolation] 常量定义的 [code]interpolation[/code] 插值模"
+"式进行。"
#: doc/classes/Image.xml
msgid ""
@@ -35238,9 +36264,9 @@ msgid ""
"same. New pixels are calculated using the [code]interpolation[/code] mode "
"defined via [enum Interpolation] constants."
msgstr ""
-"将图像的宽度和高度调整到最接近的2次方。如果[code]square[/code]是[code]true[/"
-"code],那么设置宽度和高度为相同。新像素通过[enum Interpolation]常数定义的"
-"[code]interpolation[/code]插值模式计算。"
+"将图像的宽度和高度调整到最接近的 2 的幂。如果 [code]square[/code] 为 "
+"[code]true[/code],那么设置宽度和高度为相同。新像素的计算通过 [enum "
+"Interpolation] 常量定义的 [code]interpolation[/code] 插值模式进行。"
#: doc/classes/Image.xml
msgid ""
@@ -35262,8 +36288,8 @@ msgstr ""
"[code]true[/code]并且图像只有一个通道,它将被明确地保存为单色而不是红色通道。"
"如果Godot在编译时没有TinyEXR模块,这个函数将返回[constant "
"ERR_UNAVAILABLE]。\n"
-"[b]注意:[/b] TinyEXR模块在非编辑器构建中被禁用,这意味着[method save_exr]从"
-"导出的项目中调用时将返回[constant ERR_UNAVAILABLE]。"
+"[b]注意:[/b]TinyEXR模块在非编辑器构建中被禁用,这意味着[method save_exr]从导"
+"出的项目中调用时将返回[constant ERR_UNAVAILABLE]。"
#: doc/classes/Image.xml
msgid "Saves the image as a PNG file to [code]path[/code]."
@@ -35282,14 +36308,14 @@ msgid ""
"img.set_pixel(x, y, color) # Does not have an effect\n"
"[/codeblock]"
msgstr ""
-"如果图像被锁定,设置[code](x, y)[/code]处像素的[Color]。例子:\n"
+"如果图像被锁定,设置 [code](x, y)[/code] 处像素的 [Color]。例子:\n"
"[codeblock]\n"
"var img = Image.new()\n"
"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"img.lock()\n"
-"img.set_pixel(x, y, color) # Works\n"
+"img.set_pixel(x, y, color) # 有效\n"
"img.unlock()\n"
-"img.set_pixel(x, y, color) # Does not have an effect\n"
+"img.set_pixel(x, y, color) # 无效\n"
"[/codeblock]"
#: doc/classes/Image.xml
@@ -35305,20 +36331,20 @@ msgid ""
"img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n"
"[/codeblock]"
msgstr ""
-"如果图像被锁定,设置[code](dst.x, dst.y)[/code]处的像素的[Color]。注意,"
-"[code]dst[/code]值必须是整数。例:\n"
+"如果图像被锁定,设置 [code](dst.x, dst.y)[/code] 处的像素的 [Color]。注意,"
+"[code]dst[/code] 值必须是整数。示例:\n"
"[codeblock]\n"
"var img = Image.new()\n"
"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"img.lock()\n"
-"img.set_pixelv(Vector2(x, y), color) # Works\n"
+"img.set_pixelv(Vector2(x, y), color) # 有效\n"
"img.unlock()\n"
-"img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n"
+"img.set_pixelv(Vector2(x, y), color) # 无效\n"
"[/codeblock]"
#: doc/classes/Image.xml
msgid "Shrinks the image by a factor of 2."
-msgstr "将图像缩小2倍。"
+msgstr "将图像缩小 2 倍。"
#: doc/classes/Image.xml
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
@@ -35344,7 +36370,7 @@ msgstr "[Image] 资源允许的最大高度。"
#: doc/classes/Image.xml
msgid "Texture format with a single 8-bit depth representing luminance."
-msgstr "纹理格式,具有代表亮度的单一8位深度。"
+msgstr "纹理格式,具有代表亮度的单一 8 位深度。"
#: doc/classes/Image.xml
msgid ""
@@ -35360,7 +36386,7 @@ msgid ""
"instead of the red channel for storage."
msgstr ""
"OpenGL 纹理格式 [code]RED[/code],具有单个分量和 8 位深度。\n"
-"[b]注意:[/b] 当使用 GLES2 后端时,它使用 Alpha 通道而不是红色通道进行存储。"
+"[b]注意:[/b]当使用 GLES2 后端时,它使用 Alpha 通道而不是红色通道进行存储。"
#: doc/classes/Image.xml
msgid ""
@@ -35422,16 +36448,16 @@ msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
-"OpenGL纹理格式[code]GL_RGB32F[/code],其中有三个部分,每个部分都是32位浮点"
-"值。"
+"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮"
+"点值。"
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
-"OpenGL纹理格式[code]GL_RGBA32F[/code],其中有四个部分,每个部分都是32位浮点"
-"值。"
+"OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个部分都是 32 位浮"
+"点值。"
#: doc/classes/Image.xml
msgid ""
@@ -35719,7 +36745,7 @@ msgstr "表示 [enum Format] 枚举的大小。"
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
-msgstr "执行最近邻插值.如果调整图像大小,它将被像素化."
+msgstr "执行最近邻插值。如果调整图像大小,它将被像素化。"
#: doc/classes/Image.xml
msgid ""
@@ -35736,8 +36762,8 @@ msgid ""
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
-"执行三次插值.如果调整图像大小,则图像将模糊.与[constant INTERPOLATE_BILINEAR]"
-"相比,此模式通常会产生更好的结果,但代价是速度较慢."
+"执行三次插值。如果调整图像大小,则图像将模糊。与 [constant "
+"INTERPOLATE_BILINEAR] 相比,此模式通常会产生更好的结果,但代价是速度较慢。"
#: doc/classes/Image.xml
msgid ""
@@ -35769,36 +36795,36 @@ msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
-"执行Lanczos插值.这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是在缩"
-"小图像时."
+"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是"
+"在缩小图像时。"
#: doc/classes/Image.xml
msgid "Image does not have alpha."
-msgstr "图片没有Alpha通道."
+msgstr "图片没有 Alpha 通道。"
#: doc/classes/Image.xml
msgid "Image stores alpha in a single bit."
-msgstr "图像将Alpha存储在单个bit中."
+msgstr "图像将 Alpha 存储在单个 bit 中。"
#: doc/classes/Image.xml
msgid "Image uses alpha."
-msgstr "图像使用阿尔法。"
+msgstr "图像使用 Alpha。"
#: doc/classes/Image.xml
msgid "Use S3TC compression."
-msgstr "使用S3TC压缩。"
+msgstr "使用 S3TC 压缩。"
#: doc/classes/Image.xml
msgid "Use PVRTC2 compression."
-msgstr "使用PVRTC2压缩。"
+msgstr "使用 PVRTC2 压缩。"
#: doc/classes/Image.xml
msgid "Use PVRTC4 compression."
-msgstr "使用PVRTC4压缩。"
+msgstr "使用 PVRTC4 压缩。"
#: doc/classes/Image.xml
msgid "Use ETC compression."
-msgstr "使用ETC压缩。"
+msgstr "使用 ETC 压缩。"
#: doc/classes/Image.xml
msgid "Use ETC2 compression."
@@ -35821,9 +36847,8 @@ msgid ""
msgstr "原始纹理(在压缩前)是法线纹理(例如,可以压缩为两个通道)。"
#: doc/classes/Image.xml
-#, fuzzy
msgid "Source texture (before compression) is a [TextureLayered]."
-msgstr "原始纹理(在压缩前)使用 sRGB 空间。"
+msgstr "原始纹理(在压缩前)是 [TextureLayered]。"
#: doc/classes/ImageTexture.xml
msgid "A [Texture] based on an [Image]."
@@ -35871,7 +36896,7 @@ msgid ""
"hardware limitations."
msgstr ""
"基于图片的纹理,要显示一个图片,必须使用 [method create_from_image] 方法来创"
-"建一个 [ImageTexture] 图片纹理数据:\n"
+"建一个 [ImageTexture] 图片纹理数据:\n"
"[codeblock]\n"
"var texture = ImageTexture.new()\n"
"var image = Image.new()\n"
@@ -35880,7 +36905,7 @@ msgstr ""
"$Sprite.texture = texture\n"
"[/codeblock]\n"
"通过这种方式,可以在运行时通过从编辑器内部和外部加载图像来创建纹理。\n"
-"[b]警告:[/b] 最好用 [method @GDScript.load] 加载导入的纹理,而不是使用 "
+"[b]警告:[/b]最好用 [method @GDScript.load] 加载导入的纹理,而不是使用 "
"[method Image.load] 从文件系统中动态加载它们,因为它可能无法在导出的项目中工"
"作:\n"
"[codeblock]\n"
@@ -35899,7 +36924,7 @@ msgstr ""
"[ImageTexture] 不是直接在编辑器界面中操作的,主要用于通过代码在屏幕上动态渲染"
"图像。如果您需要在编辑器中按程序生成图像,请考虑将图像保存和导入为自定义纹理"
"资源,以实现新的 [EditorImportPlugin]。\n"
-"[b]注意:[/b]由于图形硬件限制,最大纹理尺寸为16384×16384像素。"
+"[b]注意:[/b]由于图形硬件限制,最大纹理尺寸为 16384×16384 像素。"
#: doc/classes/ImageTexture.xml
msgid ""
@@ -35908,9 +36933,9 @@ msgid ""
"[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] "
"is any combination of [enum Texture.Flags]."
msgstr ""
-"创建具有[code]width[/code]和[code]height[/code]的新[ImageTexture]。\n"
-"[code]format[/code]是[enum Image.Format]中的一个值,[code]flags[/code]是"
-"[enum Texture.Flags]的任意组合。"
+"创建具有 [code]width[/code] 和 [code]height[/code] 的新 [ImageTexture]。\n"
+"[code]format[/code] 是 [enum Image.Format] 中的一个值,[code]flags[/code] 是 "
+"[enum Texture.Flags] 的任意组合。"
#: doc/classes/ImageTexture.xml
msgid ""
@@ -35961,11 +36986,11 @@ msgstr "将纹理的大小调整为指定的尺寸。"
#: doc/classes/ImageTexture.xml
msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
-msgstr "[constant STORAGE_COMPRESS_LOSSY]的存储质量。"
+msgstr "[constant STORAGE_COMPRESS_LOSSY] 的存储质量。"
#: doc/classes/ImageTexture.xml
msgid "The storage type (raw, lossy, or compressed)."
-msgstr "存储类型,即原始、有损、或压缩。"
+msgstr "存储类型(原始、有损、压缩)。"
#: doc/classes/ImageTexture.xml
msgid "[Image] data is stored raw and unaltered."
@@ -35976,15 +37001,16 @@ msgid ""
"[Image] data is compressed with a lossy algorithm. You can set the storage "
"quality with [member lossy_quality]."
msgstr ""
-"[Image]数据是用有损算法压缩的。 你可以用[member lossy_quality]设置存储质量。"
+"[Image] 数据是用有损算法压缩的。你可以用 [member lossy_quality] 设置存储质"
+"量。"
#: doc/classes/ImageTexture.xml
msgid "[Image] data is compressed with a lossless algorithm."
-msgstr "[Image]数据是用无损算法压缩的。"
+msgstr "[Image] 数据是用无损算法压缩的。"
#: doc/classes/ImmediateGeometry.xml
msgid "Draws simple geometry from code."
-msgstr "通过代码绘制简单的几何形状。"
+msgstr "通过代码绘制简单的几何图形。"
#: doc/classes/ImmediateGeometry.xml
msgid ""
@@ -36005,11 +37031,11 @@ msgstr ""
"从代码中绘制简单的几何图形。使用类似于 OpenGL 1.x 的绘制模式。\n"
"请参阅 [ArrayMesh]、[MeshDataTool] 和 [SurfaceTool],了解程序式几何体的生"
"成。\n"
-"[b]注意:[/b]ImmediateGeometry3D最适合处理每一帧变化的少量网格数据。当处理大"
+"[b]注意:[/b]ImmediateGeometry3D 最适合处理每一帧变化的少量网格数据。当处理大"
"量的网格数据时,它将会很慢。如果网格数据不经常变化,请使用 [ArrayMesh]、"
"[MeshDataTool] 或 [SurfaceTool] 代替。\n"
-"[b]注意:[/b]Godot对三角形基本单元模式的正面使用顺时针[url=https://"
-"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。\n"
+"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl."
+"com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。\n"
"[b]注意:[/b]在处理大量网格数据时,如果出现漏点,可以尝试在 [member "
"ProjectSettings.rendering/limits/buffers/immediate_buffer_size_kb] 增加其缓冲"
"区大小限制。"
@@ -36017,7 +37043,7 @@ msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Simple helper to draw an UV sphere with given latitude, longitude and radius."
-msgstr "用于绘制给定经纬度和半径的UV球体的简单辅助工具。"
+msgstr "用于绘制给定经纬度和半径的 UV 球体的简单辅助工具。"
#: doc/classes/ImmediateGeometry.xml
msgid ""
@@ -36031,17 +37057,17 @@ msgid ""
"[code]glBegin()[/code] and [code]glEnd()[/code] references.\n"
"For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
msgstr ""
-"开始绘制(可选纹理重写)。当调用结束[method end]。对此如何实现的更多信息,搜"
-"索[code]glBegin()[/code]和[code]glEnd()[/code]引用。\n"
-"对于基本类型,参阅[enum Mesh.PrimitiveType]枚举。"
+"开始绘制(可选纹理重写)。当调用结束[method end]。对此如何实现的更多信息,请"
+"搜索 [code]glBegin()[/code] 和 [code]glEnd()[/code] 参考资料。\n"
+"图元的类型请参阅 [enum Mesh.PrimitiveType] 枚举。"
#: doc/classes/ImmediateGeometry.xml
msgid "Clears everything that was drawn using begin/end."
-msgstr "清除使用begin/end绘制的一切内容。"
+msgstr "清除使用 begin/end 绘制的一切内容。"
#: doc/classes/ImmediateGeometry.xml
msgid "Ends a drawing context and displays the results."
-msgstr "结束正在绘制的context并显示其结果。"
+msgstr "结束正在绘制的上下文并显示其结果。"
#: doc/classes/ImmediateGeometry.xml
msgid "The current drawing color."
@@ -36080,7 +37106,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid "Inputs tutorial index"
-msgstr ""
+msgstr "输入教程索引"
#: doc/classes/Input.xml
msgid ""
@@ -36093,10 +37119,10 @@ msgid ""
"[method parse_input_event] instead."
msgstr ""
"这将模拟按下指定的按键动作。\n"
-"强度可以用于非布尔运算的动作,它的范围在0到1之间,代表给定动作的力度。\n"
-"[b]注意:[/b] 这个方法不会引起任何[method Node._input]调用。它旨在与[method "
-"is_action_pressed]和[method is_action_just_pressed]一起使用。如果你想模拟"
-"[code]_input[/code],请使用[method parse_input_event]代替。"
+"强度可以用于非布尔运算的动作,它的范围在 0 到 1 之间,代表给定动作的力度。\n"
+"[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 "
+"[method is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果"
+"你想模拟 [code]_input[/code],请使用 [method parse_input_event] 代替。"
#: doc/classes/Input.xml
msgid "If the specified action is already pressed, this will release it."
@@ -36112,16 +37138,15 @@ msgstr "在映射数据库中添加新的映射条目(SDL2 格式)。可选
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
"want precise control over the timing of event handling."
msgstr ""
"将当前缓冲区内的所有输入事件发送给游戏循环。这些事件可能是由于累积输入"
-"([method set_use_accumulated_input])或敏捷输入刷新([member "
-"ProjectSettings.input_devices/buffering/agile_event_flushing])而被缓冲的结"
-"果。\n"
+"([member use_accumulated_input])或敏捷输入刷新([member ProjectSettings."
+"input_devices/buffering/agile_event_flushing])而被缓冲的结果。\n"
"引擎已经会在关键的执行点执行此操作,至少每帧一次。然而,在你想要精确控制事件"
"处理时间的高级情况下,这可能是有用的。"
@@ -36141,7 +37166,7 @@ msgstr ""
"Vector3.ZERO]。\n"
"请注意,即使你的设备有一个加速度计,当从编辑器运行时,该方法也会返回一个空的"
"[Vector3]。你必须将项目导出到一个支持的设备上,以便从加速度计上读取数值。\n"
-"[b]注意:[/b] 这个方法只在iOS、Android和UWP上工作。在其他平台上,它总是返回"
+"[b]注意:[/b]这个方法只在iOS、Android和UWP上工作。在其他平台上,它总是返回"
"[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS和UWP"
"上,它是地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。"
@@ -36150,15 +37175,15 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
"返回介于 0 和 1 之间的值,代表给定动作的原始强度,忽略动作的死区。在大多数情"
"况下,你应该使用 [method get_action_strength] 来代替。\n"
"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
-"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件"
-"的方向。"
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。"
#: doc/classes/Input.xml
msgid ""
@@ -36167,16 +37192,16 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
-msgstr ""
-"返回介于0和1之间的值,代表给定动作的强度。例如,在一个操纵板上,轴(模拟杆或"
-"L2、R2触发器)离死区越远,数值就越接近1。如果动作被映射到一个没有轴作为键盘的"
-"控件上,返回的数值将是0或1。\n"
-"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+"返回介于 0 和 1 之间的值,代表给定动作的强度。例如,在一个操纵板上,轴(模拟"
+"杆或 L2、R2 触发器)离死区越远,数值就越接近 1。如果动作被映射到一个没有轴作"
+"为键盘的控件上,返回的数值将是 0 或 1。\n"
+"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。"
#: doc/classes/Input.xml
msgid ""
@@ -36186,8 +37211,8 @@ msgid ""
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
"通过指定两个动作来获取轴的输入,一个是负的,一个是正的。\n"
-"这是写[code]Input.get_action_strength(\"positive_action\")-Input."
-"get_action_strength(\"negative_action\")[/code]的简写。"
+"这是 [code]Input.get_action_strength(\"positive_action\")-Input."
+"get_action_strength(\"negative_action\")[/code] 的简写。"
#: doc/classes/Input.xml
msgid ""
@@ -36197,7 +37222,7 @@ msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。"
#: doc/classes/Input.xml
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
-msgstr "返回当前指定的光标形状(参阅 [enum CursorShape])。"
+msgstr "返回当前指定的光标形状(见 [enum CursorShape])。"
#: doc/classes/Input.xml
msgid ""
@@ -36208,11 +37233,11 @@ msgid ""
"measurement for each axis is m/s² while on iOS it's a multiple of the "
"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
-"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回[constant Vector3."
+"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回 [constant Vector3."
"ZERO]。\n"
-"[b]注意:[/b] 这个方法只在Android和iOS上工作。在其他平台上,它总是返回"
-"[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS上,它是"
-"地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。"
+"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,它总是返回 "
+"[constant Vector3.ZERO]。在 Android 上,每个轴的测量单位是 m/s²,而在 iOS "
+"上,它是地球重力加速度的倍数 [code]g[/code](~9.81 m/s²)。"
#: doc/classes/Input.xml
msgid ""
@@ -36222,16 +37247,16 @@ msgid ""
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
-"如果设备有陀螺仪传感器,则返回围绕设备X、Y、Z轴的旋转速率,单位为rad/s。否"
-"则,该方法返回[constant Vector3.ZERO]。\n"
-"[b]注意:[/b] 这个方法只在Android和iOS上工作。在其他平台上,总是返回"
+"如果设备有陀螺仪传感器,则返回围绕设备 X、Y、Z 轴的旋转速率,单位为 rad/s。否"
+"则,该方法返回 [constant Vector3.ZERO]。\n"
+"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,总是返回 "
"[constant Vector3.ZERO]。"
#: doc/classes/Input.xml
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoystickList])."
-msgstr "返回给定索引的游戏手柄轴的当前值,参阅[enum JoystickList]。"
+msgstr "返回给定索引的游戏手柄轴的当前值(见 [enum JoystickList])。"
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
@@ -36252,15 +37277,16 @@ msgid ""
"Receives a gamepad button from [enum JoystickList] and returns its "
"equivalent name as a string."
msgstr ""
-"从[enum JoystickList]中接收游戏手柄按钮,并将其对应的名称作为一个字符串返回。"
+"从 [enum JoystickList] 中接收游戏手柄按钮,并将其对应的名称作为一个字符串返"
+"回。"
#: doc/classes/Input.xml
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
msgstr ""
-"在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回"
-"[code]\"Default Gamepad\"[/code]默认游戏手柄。"
+"在使用游戏手柄重映射的平台上返回一个 SDL2 兼容的设备 GUID。否则返回 "
+"[code]\"Default Gamepad\"[/code] 默认游戏手柄。"
#: doc/classes/Input.xml
msgid "Returns the name of the joypad at the specified device index."
@@ -36296,7 +37322,7 @@ msgid ""
msgstr ""
"如果设备有磁力传感器,则返回设备所有轴的磁场强度,微特斯拉。否则,该方法返回"
"[constant Vector3.ZERO]。\n"
-"[b]注意:[/b] 这个方法只在Android、iOS和UWP上有效。在其他平台上,总是返回"
+"[b]注意:[/b]这个方法只在Android、iOS和UWP上有效。在其他平台上,总是返回"
"[constant Vector3.ZERO]。"
#: doc/classes/Input.xml
@@ -36308,10 +37334,6 @@ msgstr ""
"起。"
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr "返回鼠标模式。有关更多信息,请参阅常量。"
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -36336,9 +37358,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -36349,8 +37371,8 @@ msgstr ""
"这对那些只需要在动作被按下时运行一次的代码中很有用,而不是在按下时每一帧都要"
"运行。\n"
"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
-"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件"
-"的方向。\n"
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。\n"
"[b]注意:[/b]由于键盘冲突,[method is_action_just_pressed] 可能会在动作的某个"
"键按下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/"
"inputs/input_examples.html#keyboard-events]《输入示例》[/url]。"
@@ -36360,15 +37382,15 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
-msgstr ""
-"当用户停止按下动作事件时,返回[code]true[/code],也就是说,只有在用户释放按钮"
-"的那一帧才是[code]true[/code]。\n"
-"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+"当用户停止按下动作事件时,返回 [code]true[/code],也就是说,只有在用户释放按"
+"钮的那一帧才是 [code]true[/code]。\n"
+"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。"
#: doc/classes/Input.xml
msgid ""
@@ -36376,9 +37398,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -36388,8 +37410,8 @@ msgstr ""
"配的按钮,并且不止一个被按下,释放一个按钮将释放这个动作,即使其他分配给这个"
"动作的按钮仍然被按下。\n"
"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 "
-"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件"
-"的方向。\n"
+"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] "
+"事件的方向。\n"
"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按"
"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/"
"input_examples.html#keyboard-events]《输入示例》[/url]。"
@@ -36399,7 +37421,7 @@ msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoystickList])."
msgstr ""
-"如果你正在按下手柄按钮,则返回[code]true[/code],参阅[enum JoystickList]。"
+"如果你正在按下手柄按钮,则返回 [code]true[/code],参阅[enum JoystickList]。"
#: doc/classes/Input.xml
msgid ""
@@ -36408,9 +37430,9 @@ msgid ""
"JoystickList]. Unknown joypads are not expected to match these constants, "
"but you can still retrieve events from them."
msgstr ""
-"如果系统知道指定的设备,则返回[code]true[/code]。这意味着它将完全按照[enum "
-"JoystickList]中的定义设置所有按钮和轴的索引。未知的操纵杆可能不会与这些常数相"
-"匹配,但你仍然可以从中检索事件。"
+"如果系统知道指定的设备,则返回 [code]true[/code]。这意味着它将完全按照 [enum "
+"JoystickList] 中的定义设置所有按钮和轴的索引。未知的操纵杆可能不会与这些常量"
+"相匹配,但你仍然可以从中检索事件。"
#: doc/classes/Input.xml
msgid ""
@@ -36505,7 +37527,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Removes all mappings from the internal database that match the given GUID."
-msgstr "从内部数据库中删除与给定GUID匹配的所有映射."
+msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。"
#: doc/classes/Input.xml
msgid ""
@@ -36515,9 +37537,9 @@ msgid ""
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
-"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在"
-"PC上的编辑器中。\n"
-"[b]注意:[/b] 这个值在Android和iOS上可立即被硬件传感器的值所覆盖。"
+"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在 "
+"PC 上的编辑器中。\n"
+"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。"
#: doc/classes/Input.xml
msgid ""
@@ -36533,15 +37555,15 @@ msgid ""
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
"compression mode can't be used for custom cursors."
msgstr ""
-"设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将"
-"[code]null[/code]传递给image参数将重置为系统光标。有关详细信息,请参阅 [enum "
-"CursorShape] 形状列表。\n"
-"[code]image[/code]的大小必须小于256×256。\n"
-"[code]hotspot[/code]的大小必须在[code]image[/code]的范围内。\n"
-"[b]注意:[/b]不支持AnimatedTexture作为自定义鼠标光标。如果使用"
+"设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将 "
+"[code]null[/code] 传递给 image 参数将重置为系统光标。有关详细信息,请参阅 "
+"[enum CursorShape] 形状列表。\n"
+"[code]image[/code] 的大小必须小于 256×256。\n"
+"[code]hotspot[/code] 的大小必须在 [code]image[/code] 的范围内。\n"
+"[b]注意:[/b]不支持 AnimatedTexture 作为自定义鼠标光标。如果使用 "
"[AnimatedTexture],将仅显示第一帧。\n"
"[b]注意:[/b]仅支持以[b]无损[/b],[b]有损[/b]或[b]未压缩[/b]压缩模式导入的图"
-"像。[b]Video RAM[/b]压缩模式不能用于自定义光标。"
+"像。[b]Video RAM[/b] 压缩模式不能用于自定义光标。"
#: doc/classes/Input.xml
msgid ""
@@ -36552,7 +37574,7 @@ msgid ""
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
-"设置视窗中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
+"设置该视区中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
"[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control."
"mouse_default_cursor_shape]。\n"
"[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。"
@@ -36594,30 +37616,6 @@ msgstr ""
"[b]注意:[/b]在 Android 和 iOS 上,这个值可立即被硬件传感器的值所覆盖。"
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr "设置鼠标模式。有关更多信息,请参阅常量。"
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-"启用或禁用操作系统发送的类似输入事件的累积。当启用输入累积时,在一帧中产生的"
-"所有输入事件将被合并,并在该帧完成渲染时发出。因此,这限制了每秒的输入方法调"
-"用次数,使之与渲染FPS相一致。\n"
-"输入累加在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微"
-"更精确及更灵敏的输入。在需要自由绘制线条的应用中,一般应用在用户绘制线条时禁"
-"用输入累加,以获得紧跟实际输入的结果。"
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -36629,13 +37627,13 @@ msgid ""
"is recommended to restart an effect if it has to be played for more than a "
"few seconds."
msgstr ""
-"开始振动游戏手柄。手柄通常带有两个隆隆声电机,一强一弱。 "
+"开始振动游戏手柄。手柄通常带有两个隆隆声电机,一强一弱。"
"[code]weak_magnitude[/code] 弱震级是弱电机的强度(0 到 1 之间),"
-"[code]strong_magnitude[/code] 强震级是强电机的强度(0 到 1 之间)。 "
+"[code]strong_magnitude[/code] 强震级是强电机的强度(0 到 1 之间)。"
"[code]duration[/code] 是效果的持续时间(以秒为单位)(持续时间为 0 将尝试无限"
"期地播放振动)。\n"
-"[b]注意:[/b] 并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效"
-"果,建议重新启动效果。"
+"[b]注意:[/b]并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效果,"
+"建议重新启动效果。"
#: doc/classes/Input.xml
msgid "Stops the vibration of the joypad."
@@ -36644,12 +37642,15 @@ msgstr "停止游戏手柄的振动。"
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
"振动 Android 和 iOS 设备。\n"
-"[b]注意:[/b]Android 需要导出设置中的 [code]VIBRATE[/code] 权限。 iOS 不支持"
-"持续时间。"
+"[b]注意:[/b]Android 需要导出设置中的 [code]VIBRATE[/code] 权限。iOS 不支持持"
+"续时间。\n"
+"[b]注意:[/b]在 iOS 平台上,iOS 13 及之后的版本才支持指定持续时间。"
#: doc/classes/Input.xml
msgid ""
@@ -36659,6 +37660,38 @@ msgid ""
"limits of the game window if [enum MouseMode] is set to [constant "
"MOUSE_MODE_CONFINED]."
msgstr ""
+"将鼠标位置设为指定的向量,单位为像素,以游戏窗口的左上角作为原点。\n"
+"鼠标位置会被限制在屏幕分辨率内,如果 [enum MouseMode] 为 [constant "
+"MOUSE_MODE_CONFINED] 时则是限制在游戏窗口内。"
+
+#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr "控制鼠标模式。详情请参阅 [enum MouseMode]。"
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+"如果为 [code]true[/code],会对操作系统发送的类似输入事件进行累积。当启用输入"
+"累积时,在一帧中产生的所有输入事件将被合并,并在该帧完成渲染时发出。因此,这"
+"限制了每秒的输入方法调用次数,使之与渲染FPS相一致。\n"
+"输入累积在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微"
+"更精确及更灵敏的输入。在需要自由绘制线条的应用中,一般应用在用户绘制线条时禁"
+"用输入累加,以获得紧跟实际输入的结果。\n"
+"[b]注意:[/b]输入累积是默认[i]启用[/i]的。推荐那些不需要非常活跃输入的游戏保"
+"持启用,能够降低 CPU 占用。"
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
@@ -36712,20 +37745,20 @@ msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
-"等待型光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过"
-"程中仍然可以使用。"
+"等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可"
+"用(例如,有东西阻塞了主线程)。"
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
-"忙碌光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可"
-"用(例如,有东西阻塞了主线程)。"
+"忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程"
+"中仍然可以使用。"
#: doc/classes/Input.xml
msgid "Drag cursor. Usually displayed when dragging something."
@@ -36778,9 +37811,9 @@ msgid ""
"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
"both horizontally and vertically."
msgstr ""
-"窗口调整大小的光标。是一个双头的箭头,从左上角到右下角,与[constant "
-"CURSOR_BDIAGSIZE]相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的大"
-"小。"
+"窗口调整大小的光标。是一个双头的箭头,从左上角到右下角,与 [constant "
+"CURSOR_BDIAGSIZE] 相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的"
+"大小。"
#: doc/classes/Input.xml
msgid "Move cursor. Indicates that something can be moved."
@@ -36796,7 +37829,7 @@ msgstr "垂直拆分鼠标光标。在 Windows 上,它与 [constant CURSOR_VSI
msgid ""
"Horizontal split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_HSIZE]."
-msgstr "水平分割的鼠标光标。在Windows上,它与[constant CURSOR_HSIZE]相同。"
+msgstr "水平分割的鼠标光标。在 Windows 上,它与 [constant CURSOR_HSIZE] 相同。"
#: doc/classes/Input.xml
msgid "Help cursor. Usually a question mark."
@@ -36808,11 +37841,11 @@ msgstr "通用输入事件。"
#: doc/classes/InputEvent.xml
msgid "Base class of all sort of input event. See [method Node._input]."
-msgstr "各种输入事件的基类。请参阅 [method Node._input]。"
+msgstr "各种输入事件的基类。见 [method Node._input]。"
#: doc/classes/InputEvent.xml
msgid "InputEvent"
-msgstr ""
+msgstr "InputEvent"
#: doc/classes/InputEvent.xml
msgid ""
@@ -36835,28 +37868,28 @@ msgstr "返回事件的 [String] 字符串表示。"
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
-"根据给定的动作的状态,返回0.0到1.0之间的值。对于获取[InputEventJoypadMotion]"
-"类型的事件值时,很有用。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"根据给定的动作的状态,返回 0.0 到 1.0 之间的值。对于获取 "
+"[InputEventJoypadMotion] 类型的事件值时,很有用。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
-"如果这个输入事件与任何类型的预定义动作匹配,则返回[code]true[/code]。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果这个输入事件与任何类型的预定义动作匹配,则返回 [code]true[/code]。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputEvent.xml
msgid ""
@@ -36864,9 +37897,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -36876,7 +37909,7 @@ msgstr ""
"的回显事件,除非 [code]allow_echo[/code] 是 [code]true[/code]。与 "
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n"
"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
-"[InputEventKey] 和 [InputEventMouseButton] 事件的输入修饰符,以及 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
"[InputEventJoypadMotion] 事件的方向。\n"
"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按"
"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/"
@@ -36887,15 +37920,15 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
-"如果给定的动作被释放,即未被按下,则返回[code]true[/code]。与"
-"[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果给定的动作被释放,即未被按下,则返回 [code]true[/code]。与 "
+"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputEvent.xml
msgid ""
@@ -36933,16 +37966,16 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
"如果指定的 [code]event[/code] 与此事件匹配,则返回 [code]true[/code]。仅对动"
"作事件有效,即键 ([InputEventKey])、按钮 ([InputEventMouseButton] 或 "
"[InputEventJoypadButton])、轴 [InputEventJoypadMotion] 或动作 "
"([InputEventAction]) 事件。\n"
"如果 [code]exact_match[/code] 是 [code]false[/code],它会忽略 "
-"[InputEventKey] 和 [InputEventMouseButton] 事件的输入修饰符,以及 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputEvent.xml
@@ -36954,7 +37987,7 @@ msgid ""
"and [InputEventPanGesture]."
msgstr ""
"返回给定输入事件的副本,该事件已由 [code]local_ofs[/code] 偏移并由 "
-"[code]xform[/code] 转换。与 [InputEventMouseButton]、"
+"[code]xform[/code] 变换。与 [InputEventMouseButton]、"
"[InputEventMouseMotion]、[InputEventScreenTouch]、[InputEventScreenDrag]、"
"[InputEventMagnifyGesture] 和 [InputEventPanGesture] 类型的事件相关。"
@@ -36983,9 +38016,8 @@ msgstr ""
"菜单中的[b]键位映射[/b]选项卡中创建。请参阅 [method Node._input]。"
#: doc/classes/InputEventAction.xml
-#, fuzzy
msgid "InputEvent: Actions"
-msgstr "动作的输入事件类型。"
+msgstr "InputEvent:动作"
#: doc/classes/InputEventAction.xml
msgid "The action's name. Actions are accessed via this [String]."
@@ -37037,20 +38069,20 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid "Button identifier. One of the [enum JoystickList] button constants."
-msgstr "按钮标识符。 [enum JoystickList] 按钮常量之一。"
+msgstr "按钮标识符。[enum JoystickList] 按钮常量之一。"
#: doc/classes/InputEventJoypadButton.xml
msgid ""
"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
"the button's state is released."
msgstr ""
-"如果 [code]true[/code],按钮的状态被按下。如果[code]false[/code],按钮的状态"
-"被释放。"
+"如果为 [code]true[/code],按钮的状态被按下。如果为 [code]false[/code],按钮的"
+"状态被释放。"
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
"如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0[/code] 到 "
"[code]1[/code]。"
@@ -37067,7 +38099,8 @@ msgstr ""
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time."
-msgstr "存储关于操纵杆运动的信息。一个[InputEventJoypadMotion]一次代表一个轴。"
+msgstr ""
+"存储关于操纵杆运动的信息。一个 [InputEventJoypadMotion] 一次代表一个轴。"
#: doc/classes/InputEventJoypadMotion.xml
msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
@@ -37079,8 +38112,8 @@ msgid ""
"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
"axis is in its resting position."
msgstr ""
-"操纵杆在给定轴上的当前位置。该值范围从[code]-1.0[/code]到[code]1.0[/code]。值"
-"为[code]0[/code]意味着轴处于静止位置。"
+"操纵杆在给定轴上的当前位置。该值范围从 [code]-1.0[/code] 到 [code]1.0[/"
+"code]。值为 [code]0[/code] 意味着轴处于静止位置。"
#: doc/classes/InputEventKey.xml
msgid "Input event type for keyboard events."
@@ -37101,8 +38134,8 @@ msgid ""
"get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is "
"the [InputEventKey]."
msgstr ""
-"返回与修改键组合的物理扫描码,例如 [code]Shift[/code] 或 [code]Alt[/code]。请"
-"参阅 [InputEventWithModifiers]。\n"
+"返回与修改键组合的物理扫描码,例如 [code]Shift[/code] 或 [code]Alt[/code]。另"
+"请参阅 [InputEventWithModifiers]。\n"
"要获得带有修饰符的 [InputEventKey] 的人类可读表示,请使用 [code]OS."
"get_scancode_string(event.get_physical_scancode_with_modifiers())[/code] 其"
"中 [code]event[/code] 是 [InputEventKey]。"
@@ -37116,7 +38149,7 @@ msgid ""
"get_scancode_with_modifiers())[/code] where [code]event[/code] is the "
"[InputEventKey]."
msgstr ""
-"返回与 [code]Shift[/code] 或 [code]Alt[/code] 等修饰键组合的扫描码。请参阅 "
+"返回与 [code]Shift[/code] 或 [code]Alt[/code] 等修饰键组合的扫描码。另请参阅 "
"[InputEventWithModifiers]。\n"
"要获得带有修饰符的 [InputEventKey] 的人类可读表示,请使用 [code]OS."
"get_scancode_string(event.get_scancode_with_modifiers())[/code] 其中 "
@@ -37127,7 +38160,7 @@ msgid ""
"If [code]true[/code], the key was already pressed before this event. It "
"means the user is holding the key down."
msgstr ""
-"如果 [code]true[/code],则该键在此事件之前已被按下。这意味着用户正在按住该"
+"如果为 [code]true[/code],则该键在此事件之前已被按下。这意味着用户正在按住该"
"键。"
#: doc/classes/InputEventKey.xml
@@ -37150,8 +38183,8 @@ msgid ""
"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
"key's state is released."
msgstr ""
-"如果[code]true[/code],按键的状态是被按下。如果[code]false[/code],该键的状态"
-"被释放。"
+"如果为 [code]true[/code],按键的状态是被按下。如果为 [code]false[/code],该键"
+"的状态被释放。"
#: doc/classes/InputEventKey.xml
msgid ""
@@ -37204,18 +38237,15 @@ msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "MIDI Message Status Byte List"
-msgstr ""
+msgstr "MIDI 消息状态字节列表"
#: doc/classes/InputEventMIDI.xml
msgid "Wikipedia General MIDI Instrument List"
-msgstr ""
+msgstr "维基百科通用 MIDI 乐器列表"
#: doc/classes/InputEventMIDI.xml
-#, fuzzy
msgid "Wikipedia Piano Key Frequencies List"
-msgstr ""
-"https://zh.wikipedia.org/zh-cn/"
-"%E9%8B%BC%E7%90%B4%E9%8D%B5%E9%A0%BB%E7%8E%87#%E5%88%97%E8%A1%A8"
+msgstr "维基百科钢琴琴键频率列表"
#: doc/classes/InputEventMIDI.xml
msgid ""
@@ -37327,6 +38357,10 @@ msgid ""
"in the [CanvasLayer] that the [Control] is in using the coordinate system of "
"the [CanvasLayer]."
msgstr ""
+"在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回根 "
+"[Viewport] 中鼠标的位置,使用根 [Viewport] 的坐标系。\n"
+"在 [method Control._gui_input] 中获取时,返回该 [Control] 所在的 "
+"[CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] 的坐标系。"
#: doc/classes/InputEventMouse.xml
msgid ""
@@ -37336,6 +38370,10 @@ msgid ""
"When received in [method Control._gui_input], returns the mouse's position "
"in the [Control] using the local coordinate system of the [Control]."
msgstr ""
+"在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回该 "
+"[Node] 所在 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。\n"
+"在 [method Control._gui_input] 中获取时,返回该 [Control] 中鼠标的位置,使用"
+"该 [Control] 的坐标系。"
#: doc/classes/InputEventMouseButton.xml
msgid "Input event type for mouse button events."
@@ -37343,17 +38381,17 @@ msgstr "鼠标按钮事件的输入事件类型。"
#: doc/classes/InputEventMouseButton.xml
msgid "Contains mouse click information. See [method Node._input]."
-msgstr "包含鼠标点击信息。见[method Node._input]。"
+msgstr "包含鼠标点击信息。见 [method Node._input]。"
#: doc/classes/InputEventMouseButton.xml
msgid ""
"The mouse button identifier, one of the [enum ButtonList] button or button "
"wheel constants."
-msgstr "鼠标按钮标识符,是[enum ButtonList] 按钮或按钮滚轮常量之一。"
+msgstr "鼠标按钮标识符,是 [enum ButtonList] 按钮或按钮滚轮常量之一。"
#: doc/classes/InputEventMouseButton.xml
msgid "If [code]true[/code], the mouse button's state is a double-click."
-msgstr "如果[code]true[/code],鼠标按钮的状态是双击。"
+msgstr "如果为 [code]true[/code],鼠标按钮的状态是双击。"
#: doc/classes/InputEventMouseButton.xml
msgid ""
@@ -37362,8 +38400,8 @@ msgid ""
"only supported on some platforms; the reported sensitivity varies depending "
"on the platform. May be [code]0[/code] if not supported."
msgstr ""
-"事件的数量(或delta)。当用于高精度滚动事件时,这表示滚动量(垂直或水平)。这"
-"只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是"
+"事件的数量(或 delta)。当用于高精度滚动事件时,这表示滚动量(垂直或水平)。"
+"这只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是"
"[code]0[/code]。"
#: doc/classes/InputEventMouseButton.xml
@@ -37371,8 +38409,8 @@ msgid ""
"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
"code], the mouse button's state is released."
msgstr ""
-"如果[code]true[/code],鼠标按键的状态为按下。如果[code]false[/code],鼠标按钮"
-"的状态被释放。"
+"如果为 [code]true[/code],鼠标按键的状态为按下。如果为 [code]false[/code],鼠"
+"标按钮的状态被释放。"
#: doc/classes/InputEventMouseMotion.xml
msgid "Input event type for mouse motion events."
@@ -37382,27 +38420,40 @@ msgstr "鼠标移动事件的输入事件类型。"
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
-"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。参阅[method Node."
-"_input]。\n"
-"[b]注意:[/b]默认情况下,这个事件最多只能在每一帧渲染中发出一次。如果你需要更"
-"精确的输入报告,请用[code]false[/code]调用[method Input."
-"set_use_accumulated_input]来使事件尽可能频繁地发射。如果你使用"
-"InputEventMouseMotion来画线,请考虑同时实现[url=https://en.wikipedia.org/"
-"wiki/Bresenham%27s_line_algorithm]Bresenham的线条算法[/url],以避免在用户快速"
-"移动鼠标时出现可见的线条空隙。"
+"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。见 [method Node._input]。\n"
+"[b]注意:[/b]这个事件的行为受 [member Input.use_accumulated_input] 取值的影"
+"响。设为 [code]true[/code] 时(默认),从操作系统获取到的鼠标/笔的移动事件会"
+"被合并,每个渲染帧最多只会发出一个累积事件。设为 [code]false[/code] 时,收到"
+"几个事件就会发出几个事件,即每个渲染帧可能发出多次,能够精确地汇报输入,但代"
+"价是占用 CPU。\n"
+"[b]注意:[/b]如果你使用 InputEventMouseMotion 来画线,请考虑同时实现"
+"[url=https://zh.wikipedia.org/zh-cn/"
+"%E5%B8%83%E9%9B%B7%E6%A3%AE%E6%BC%A2%E5%A7%86%E7%9B%B4%E7%B7%9A%E6%BC%94%E7%AE%97%E6%B3%95]"
+"布雷森汉姆直线算法[/url],以避免在用户快速移动鼠标时出现可见的线条空隙。"
#: doc/classes/InputEventMouseMotion.xml
-#, fuzzy
msgid "Mouse and input coordinates"
-msgstr "X 坐标上的半偏移。"
+msgstr "鼠标和输入坐标"
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"使用手写笔的橡皮端时,返回 [code]true[/code]。\n"
+"[b]注意:[/b]这个属性在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/InputEventMouseMotion.xml
msgid ""
@@ -37419,8 +38470,8 @@ msgid ""
"code] when the user stops moving the mouse."
msgstr ""
"鼠标相对于前一个位置的位置(上一帧的位置)。\n"
-"[b]注意:[/b] 因为[InputEventMouseMotion]只在鼠标移动时发出,当用户停止移动鼠"
-"标时,最后一个事件的相对位置不会是[code]Vector2(0, 0)[/code]。"
+"[b]注意:[/b]因为 [InputEventMouseMotion] 只在鼠标移动时发出,当用户停止移动"
+"鼠标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。"
#: doc/classes/InputEventMouseMotion.xml
msgid "The mouse speed in pixels per second."
@@ -37433,17 +38484,17 @@ msgid ""
"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
"axes."
msgstr ""
-"代表笔的倾斜角度。正的X坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。两"
-"个轴的范围是[code]-1.0[/code]到[code]1.0[/code]。"
+"代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。"
+"两个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。"
#: doc/classes/InputEventScreenDrag.xml
msgid ""
"Input event type for screen drag events. Only available on mobile devices."
-msgstr "屏幕拖动事件的输入事件类型。只适用于移动设备。"
+msgstr "屏幕拖动事件的输入事件类型。仅适用于移动设备。"
#: doc/classes/InputEventScreenDrag.xml
msgid "Contains screen drag information. See [method Node._input]."
-msgstr "包含屏幕拖动信息。见[method Node._input]。"
+msgstr "包含屏幕拖动信息。见 [method Node._input]。"
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag event index in the case of a multi-drag event."
@@ -37469,20 +38520,20 @@ msgid ""
"(only available on mobile devices)"
msgstr ""
"用于屏幕触摸事件的输入事件类型。\n"
-"(仅适用于移动设备)"
+"(仅适用于移动设备)"
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"Stores multi-touch press/release information. Supports touch press, touch "
"release and [member index] for multi-touch count and order."
msgstr ""
-"存储多点触摸的按压/释放信息。支持触摸按压、触摸释放和[member index]的多点触摸"
-"计数和顺序。"
+"存储多点触摸的按压/释放信息。支持触摸按压、触摸释放和 [member index] 的多点触"
+"摸计数和顺序。"
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"The touch index in the case of a multi-touch event. One index = one finger."
-msgstr "在多点触摸事件中的触摸指数。一个索引=一个手指。"
+msgstr "在多点触摸事件中的触摸指数。一个索引 = 一个手指。"
#: doc/classes/InputEventScreenTouch.xml
msgid "The touch position."
@@ -37493,8 +38544,8 @@ msgid ""
"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
"the touch's state is released."
msgstr ""
-"如果[code]true[/code],触摸的状态为按下。如果[code]false[/code],触摸的状态被"
-"释放。"
+"如果为 [code]true[/code],触摸的状态为按下。如果为 [code]false[/code],触摸的"
+"状态被释放。"
#: doc/classes/InputEventWithModifiers.xml
msgid "Base class for keys events with modifiers."
@@ -37546,15 +38597,15 @@ msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
-msgstr "给一个动作添加一个[InputEvent]。这个[InputEvent]将触发这个动作。"
+msgstr "给某个动作添加一个 [InputEvent]。这个 [InputEvent] 将触发这个动作。"
#: doc/classes/InputMap.xml
msgid "Removes an [InputEvent] from an action."
-msgstr "从一个动作中删除一个[InputEvent]。"
+msgstr "从某个动作中删除一个 [InputEvent]。"
#: doc/classes/InputMap.xml
msgid "Removes all events from an action."
-msgstr "从动作中删除所有事件。"
+msgstr "从某个动作中删除所有事件。"
#: doc/classes/InputMap.xml
msgid "Returns a deadzone value for the action."
@@ -37564,7 +38615,7 @@ msgstr "返回该操作的死区值。"
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
-msgstr "如果该动作有给定的[InputEvent]与之相关,则返回[code]true[/code]。"
+msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid "Sets a deadzone value for the action."
@@ -37577,12 +38628,13 @@ msgid ""
"An [InputEvent] can then be added to this action with [method "
"action_add_event]."
msgstr ""
-"在[InputMap]上添加一个空的动作,有一个可配置的死区[code]deadzone[/code]。\n"
-"然后可以用[method action_add_event]给这个动作添加一个[InputEvent]。"
+"在 [InputMap] 上添加一个空的动作,有一个可配置的死区 [code]deadzone[/"
+"code]。\n"
+"然后可以用 [method action_add_event] 给这个动作添加一个 [InputEvent]。"
#: doc/classes/InputMap.xml
msgid "Removes an action from the [InputMap]."
-msgstr "从[InputMap]中删除一个动作。"
+msgstr "从 [InputMap] 中删除一个动作。"
#: doc/classes/InputMap.xml
msgid ""
@@ -37590,38 +38642,47 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
-"如果给定的事件是现有动作的一部分,返回[code]true[/code]。如果给定的"
-"[InputEvent]没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想"
-"要这种行为,请参阅[method action_has_event]。\n"
-"如果[code]exact_match[/code]是[code]false[/code],它会忽略[InputEventKey]和"
-"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方"
-"向。"
+"如果给定的事件是现有动作的一部分,返回 [code]true[/code]。如果给定的 "
+"[InputEvent] 没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想"
+"要这种行为,请参阅 [method action_has_event]。\n"
+"如果 [code]exact_match[/code] 是 [code]false[/code],它会忽略 "
+"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 "
+"[InputEventJoypadMotion] 事件的方向。"
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
-msgstr "返回与给定操作关联的 [InputEvent] 数组。"
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
+msgstr ""
+"返回与给定动作关联的 [InputEvent] 的数组。\n"
+"[b]注意:[/b]在编辑器中使用时(例如在工具脚本或 [EditorPlugin] 中使用),这个"
+"方法返回的是编辑器动作对应的事件。如果你想要在编辑器中访问你的项目的输入绑"
+"定,请读取 [ProjectSettings] 的 [code]input/*[/code] 设置。"
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
-msgstr "返回[InputMap]中所有动作的数组。"
+msgstr "返回 [InputMap] 中所有动作的数组。"
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
-msgstr "如果[InputMap]有一个给定名称的注册动作,返回[code]true[/code]。"
+msgstr "如果 [InputMap] 有一个给定名称的注册动作,返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
-"清除[InputMap]中的所有[InputEventAction],并从[ProjectSettings]项目设置中重新"
-"加载它。"
+"清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置"
+"中重新加载它。"
#: doc/classes/InstancePlaceholder.xml
msgid "Placeholder for the root [Node] of a [PackedScene]."
@@ -37660,7 +38721,7 @@ msgid ""
"Object.call_deferred] if calling from a thread."
msgstr ""
"获取调用 [method replace_by_instance] 时默认加载的 [PackedScene] 资源文件的路"
-"径。不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。"
+"径。不是线程安全的。如果从线程调用,请使用 [method Object.call_deferred]。"
#: doc/classes/InstancePlaceholder.xml
msgid ""
@@ -37747,14 +38808,14 @@ msgid ""
"method will ignore all non-number characters, so calling [code]int('1e3')[/"
"code] will return 13."
msgstr ""
-"将一个[String]字符串值转换成一个整数值,这个方法是一个来自字符串的整数解析"
-"器,所以用一个无效的整数字符串调用这个方法将返回0,一个有效的字符串将是像"
-"[code]'1.7'[/code]这样。这个方法将忽略所有非数字字符,所以调用"
-"[code]int('1e3')[/code]将返回13。"
+"将 [String] 字符串值转换成整数值,这个方法是字符串的整数解析器,所以用无效的"
+"整数字符串调用这个方法将返回 0,有效的字符串将是像 [code]'1.7'[/code] 这样"
+"的。这个方法会忽略所有非数字字符,所以调用 [code]int('1e3')[/code] 会返回 "
+"13。"
#: doc/classes/InterpolatedCamera.xml
msgid "[i]Deprecated.[/i] Camera which moves toward another node."
-msgstr "[i] 已弃用。 [/i] 向另一个节点移动的相机。"
+msgstr "[i] 已弃用。[/i]向另一个节点移动的相机。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -37764,10 +38825,10 @@ msgid ""
"If it is not [member enabled] or does not have a valid target set, "
"InterpolatedCamera acts like a normal Camera."
msgstr ""
-"[i]已经弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种[Camera],可以平稳地移"
+"[i]已弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种 [Camera],可以平稳地移"
"动,以匹配目标节点的位置和旋转。\n"
-"如果它不是[member enabled]或没有有效的目标集,InterpolatedCamera 的行为就像一"
-"个正常的相机。"
+"如果它不是 [member enabled] 或没有有效的目标集,InterpolatedCamera 的行为就像"
+"一个正常的相机。"
#: doc/classes/InterpolatedCamera.xml
msgid "Sets the node to move toward and orient with."
@@ -37777,7 +38838,12 @@ msgstr "设置要移动和定向的节点。"
msgid ""
"If [code]true[/code], and a target is set, the camera will move "
"automatically."
-msgstr "如果[code]true[/code],并且设置了目标,相机将自动移动。"
+msgstr "如果为 [code]true[/code],并且设置了目标,相机将自动移动。"
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr "该相机的处理回调。见 [enum InterpolatedCameraProcessMode]。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -37787,7 +38853,24 @@ msgstr "相机向其目标移动的速度。较高的值将导致相机的运动
#: doc/classes/InterpolatedCamera.xml
msgid "The target's [NodePath]."
-msgstr "目标的[NodePath]。"
+msgstr "目标的 [NodePath]。"
+
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr "在 [SceneTreeTween] 动画中创建空闲间隔。"
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+"[IntervalTweener] 可用于在补间序列中制作延迟。更多用法信息请参阅 [method "
+"SceneTreeTween.tween_interval]。\n"
+"[b]注意:[/b]创建 [IntervalTweener] 的唯一正确方法是 [method SceneTreeTween."
+"tween_interval]。任何手动创建的 [IntervalTweener] 都无法正常工作。"
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
@@ -37821,7 +38904,7 @@ msgstr ""
#: doc/classes/IP.xml
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
-msgstr "以数组形式返回所有用户的当前IPv4和IPv6地址。"
+msgstr "以数组形式返回所有用户的当前 IPv4 和 IPv6 地址。"
#: doc/classes/IP.xml
msgid ""
@@ -37837,14 +38920,14 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
-"以数组形式返回所有网络适配器(network adapters)。\n"
-"每个适配器是一个形式的字典。\n"
+"以数组形式返回所有网络适配器。\n"
+"每个适配器都是一个以下形式的字典:\n"
"[codeblock]\n"
"{\n"
" \"index\":\"1\", # 接口索引。\n"
" \"name\":\"eth0\", # 接口名称。\n"
-" \"friendly\":\"Ethernet One\", # 一个友好的名字(可能是空的)。\n"
-" \"address\":[\"192.168.1.101\"], # 一个与此接口相关的IP地址数组。\n"
+" \"friendly\":\"Ethernet One\", # 友好的名字(可能是空的)。\n"
+" \"address\":[\"192.168.1.101\"], # 与此接口相关的 IP 地址数组。\n"
"}\n"
"[/codeblock]"
@@ -37879,8 +38962,8 @@ msgid ""
"method). The address type returned depends on the [enum Type] constant given "
"as [code]ip_type[/code]."
msgstr ""
-"在解析时返回一个给定的主机名的IPv4或IPv6地址(阻塞类型方法)。返回的地址类型"
-"取决于作为[code]ip_type[/code]的[enum Type]常量。"
+"在解析时返回一个给定的主机名的 IPv4 或 IPv6 地址(阻塞类型方法)。返回的地址"
+"类型取决于作为 [code]ip_type[/code] 的 [enum Type] 常量。"
#: doc/classes/IP.xml
msgid ""
@@ -37896,8 +38979,9 @@ msgid ""
"depending on the [enum Type] constant given as [code]ip_type[/code]. Returns "
"the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
msgstr ""
-"创建一个队列项目,根据[enum Type]常数[code]ip_type[/code],将主机名解析为IPv4"
-"或IPv6地址。如果成功,返回队列ID,否则返回[constant RESOLVER_INVALID_ID]。"
+"创建一个队列项目,根据 [enum Type] 常量 [code]ip_type[/code],将主机名解析为 "
+"IPv4 或 IPv6 地址。如果成功,则返回队列 ID,否则返回 [constant "
+"RESOLVER_INVALID_ID]。"
#: doc/classes/IP.xml
msgid "DNS hostname resolver status: No status."
@@ -37920,13 +39004,13 @@ msgid ""
"Maximum number of concurrent DNS resolver queries allowed, [constant "
"RESOLVER_INVALID_ID] is returned if exceeded."
msgstr ""
-"允许的最大并发DNS解析器查询数量,如果超过,则返回[constant "
+"允许的最大并发 DNS 解析器查询数量,如果超过,则返回 [constant "
"RESOLVER_INVALID_ID]。"
#: doc/classes/IP.xml
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
-msgstr "无效的ID常数。如果超过了[constant RESOLVER_MAX_QUERIES],则返回。"
+msgstr "无效的 ID 常量。在超过 [constant RESOLVER_MAX_QUERIES] 时返回。"
#: doc/classes/IP.xml
msgid "Address type: None."
@@ -37948,8 +39032,7 @@ msgstr "地址类型:任意。"
msgid ""
"Control that provides a list of selectable items (and/or icons) in a single "
"column, or optionally in multiple columns."
-msgstr ""
-"该控件提供了一个单列的可选择项目(和/或图标)的列表,也可以选择多列的。"
+msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。"
#: doc/classes/ItemList.xml
msgid ""
@@ -37964,18 +39047,36 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"此控件提供了一个可选择的项目列表,该列表可以是单列(或多列),可以单独选择文"
"本、图标或同时选择文本和图标。支持工具提示,列表中的每个项目都可以是不同"
"的。\n"
"列表中可选择的项目可以被选择或取消选择,并且可以启用多重选择。用鼠标右键选择"
-"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按Enter回车"
-"键来 \"激活\"。\n"
-"项目文本只支持单行字符串,字符串中的换行字符(例如[code]\\n[/code])不会产生"
-"换行。在[constant ICON_MODE_TOP]模式下,文本自适应(warp)是启用的,但默认情况"
-"下会调整列的宽度以完全适合其内容。你需要设置[member fixed_column_width]大于0"
-"来包住文本。"
+"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按回车键"
+"来“激活”。\n"
+"项目文本只支持单行字符串,字符串中的换行字符(例如 [code]\\n[/code])不会产生"
+"换行。文本换行会在 [constant ICON_MODE_TOP] 模式下启用,但默认情况下会调整列"
+"的宽度以完全适合其内容。你需要将 [member fixed_column_width] 设为大于 0 的值"
+"才能让文本换行。\n"
+"[b]增量搜索:[/b]与 [PopupMenu] 和 [Tree] 类似,[ItemList] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/ItemList.xml
msgid "Adds an item to the item list with no text, only an icon."
@@ -37988,9 +39089,9 @@ msgid ""
"with no icon.\n"
"If selectable is [code]true[/code], the list item will be selectable."
msgstr ""
-"将一个项目添加到项目列表中,并指定文本。指定一个图标[code]icon[/code],或者图"
-"标[code]icon[/code]使用空[code]null[/code]作为没有图标的列表项。\n"
-"如果可选择填[code]true[/code],列表项将是可选择的。"
+"将一个项目添加到项目列表中,并指定文本。指定一个图标 [code]icon[/code],或者"
+"图标 [code]icon[/code] 使用空 [code]null[/code] 作为没有图标的列表项。\n"
+"如果可选择填 [code]true[/code],列表项将是可选择的。"
#: doc/classes/ItemList.xml
msgid "Removes all items from the list."
@@ -38021,13 +39122,13 @@ msgstr "返回当前列表中的项目数。"
msgid ""
"Returns the custom background color of the item specified by [code]idx[/"
"code] index."
-msgstr "返回由[code]idx[/code]索引指定的项目的自定义背景颜色。"
+msgstr "返回由 [code]idx[/code] 索引指定的项目的自定义背景颜色。"
#: doc/classes/ItemList.xml
msgid ""
"Returns the custom foreground color of the item specified by [code]idx[/"
"code] index."
-msgstr "返回由[code]idx[/code]索引指定项目的自定义前景颜色。"
+msgstr "返回由 [code]idx[/code] 索引指定项目的自定义前景颜色。"
#: doc/classes/ItemList.xml
msgid "Returns the icon associated with the specified index."
@@ -38035,13 +39136,13 @@ msgstr "返回与指定索引相关的图标。"
#: doc/classes/ItemList.xml
msgid "Returns a [Color] modulating item's icon at the specified index."
-msgstr "返回指定索引处的[Color]颜色调制(modulating) 项的图标。"
+msgstr "返回指定索引处的 [Color] 颜色调制项的图标。"
#: doc/classes/ItemList.xml
msgid ""
"Returns the region of item's icon used. The whole icon will be used if the "
"region has no area."
-msgstr "返回项目图标的使用区域。如果该区域大小为0,整个图标将被使用。"
+msgstr "返回项目图标的使用区域。如果该区域大小为 0,整个图标将被使用。"
#: doc/classes/ItemList.xml
msgid "Returns the metadata value of the specified index."
@@ -38067,8 +39168,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回垂直滚动条。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/ItemList.xml
msgid "Returns [code]true[/code] if one or more items are selected."
@@ -38121,13 +39222,13 @@ msgstr ""
msgid ""
"Sets the background color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
-msgstr "将[code]idx[/code]索引指定的项目的背景色设置为指定的颜色[Color]。"
+msgstr "将 [code]idx[/code] 索引指定的项目的背景色设置为指定的颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets the foreground color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
-msgstr "将[code]idx[/code]索引指定项目的前景颜色设置为指定的颜色[Color]。"
+msgstr "将 [code]idx[/code] 索引指定项目的前景颜色设置为指定的颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38136,23 +39237,23 @@ msgid ""
"(when double-clicking or pressing Enter)."
msgstr ""
"禁用(或启用)指定索引上的项目。\n"
-"禁用的项目不能被选中,也不会触发激活信号(当双击或按Enter回车键)。"
+"禁用的项目不能被选中,也不会触发激活信号(当双击或按回车键)。"
#: doc/classes/ItemList.xml
msgid ""
"Sets (or replaces) the icon's [Texture] associated with the specified index."
-msgstr "设置(或替换)与指定索引相关的图标的纹理[Texture]。"
+msgstr "设置(或替换)与指定索引相关的图标的纹理 [Texture]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
-msgstr "设置与指定索引相关的项目的调制颜色[Color]。"
+msgstr "设置与指定索引相关的项目的调制颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets the region of item's icon used. The whole icon will be used if the "
"region has no area."
-msgstr "设置项目图标的使用区域。如果该区域大小为 0, 将使用整个图标。"
+msgstr "设置项目图标的使用区域。如果该区域大小为 0,将使用整个图标。"
#: doc/classes/ItemList.xml
msgid "Sets whether the item icon will be drawn transposed."
@@ -38197,11 +39298,11 @@ msgstr "确保没有选择任何项目。"
#: doc/classes/ItemList.xml
msgid ""
"If [code]true[/code], the currently selected item can be selected again."
-msgstr "如果为[code]true[/code],则可以再次选择当前选中的项目。"
+msgstr "如果为 [code]true[/code],则可以再次选择当前选中的项目。"
#: doc/classes/ItemList.xml
msgid "If [code]true[/code], right mouse button click can select items."
-msgstr "如果为[code]true[/code],点击鼠标右键可以选中项目。"
+msgstr "如果为 [code]true[/code],点击鼠标右键可以选中项目。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38225,19 +39326,20 @@ msgid ""
"affected."
msgstr ""
"所有图标将被调整到的尺寸。\n"
-"如果X或Y分量不大于0,图标的大小将不会受到影响。"
+"如果 X 或 Y 分量不大于 0,图标的大小将不会受到影响。"
#: doc/classes/ItemList.xml
msgid ""
"The icon position, whether above or to the left of the text. See the [enum "
"IconMode] constants."
-msgstr "图标的位置,是在文本的上方还是在文本的左边。参阅[enum IconMode]常量。"
+msgstr ""
+"图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。"
#: doc/classes/ItemList.xml
msgid ""
"The scale of icon applied after [member fixed_icon_size] and transposing "
"takes effect."
-msgstr "在[member fixed_icon_size]和转置生效后应用的图标比例。"
+msgstr "在 [member fixed_icon_size] 和转置生效后应用的图标比例。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38260,8 +39362,8 @@ msgid ""
"should be greater than zero."
msgstr ""
"每个子项中允许的最大文本行数。即使没有足够的文本行数来显示,也会保留空间。\n"
-"[b]注意:[/b] 这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] "
-"时才会生效。要使文本自动换行,[member fixed_column_width]应大于零。"
+"[b]注意:[/b]这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] 时"
+"才会生效。要使文本自动换行,[member fixed_column_width]应大于零。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38282,7 +39384,7 @@ msgstr "允许单选或多选。参阅[enum SelectMode]常量。"
msgid ""
"Triggered when specified list item is activated via double-clicking or by "
"pressing Enter."
-msgstr "当指定的列表项目通过双击或按Enter激活时触发。"
+msgstr "当指定的列表项目通过双击或按回车键激活时触发。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38314,7 +39416,7 @@ msgstr "在允许多选的列表上更改多选时触发。"
msgid ""
"Triggered when a left mouse click is issued within the rect of the list but "
"on empty space."
-msgstr "当鼠标左键在列表的矩形(rect)范围内但在空白处单击时,会被触发。"
+msgstr "当鼠标左键在列表的矩形范围内但在空白处单击时,会被触发。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38322,8 +39424,8 @@ msgid ""
"on empty space.\n"
"[member allow_rmb_select] must be enabled."
msgstr ""
-"当在列表的矩形(rect)范围内但在空白处单击鼠标右键时被触发。\n"
-"[member allow_rmb_select]必须被启用。"
+"当在列表的矩形范围内但在空白处单击鼠标右键时被触发。\n"
+"[member allow_rmb_select] 必须被启用。"
#: doc/classes/ItemList.xml
msgid "Icon is drawn above the text."
@@ -38339,7 +39441,7 @@ msgstr "仅允许选择单个项目。"
#: doc/classes/ItemList.xml
msgid "Allows selecting multiple items by holding Ctrl or Shift."
-msgstr "允许通过按住Ctrl或Shift选择多个项目。"
+msgstr "允许通过按住 Ctrl 或 Shift 选择多个项目。"
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Default text [Color] of the item."
@@ -38347,7 +39449,7 @@ msgstr "项目的默认文本颜色 [Color]。"
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Text [Color] used when the item is selected."
-msgstr "选择项目时使用的文本颜色[Color]。"
+msgstr "选择项目时使用的文本颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -38383,27 +39485,27 @@ msgstr "[ItemList] 的默认样式盒 [StyleBox],即在控件未获得焦点
#: doc/classes/ItemList.xml
msgid "[StyleBox] used when the [ItemList] is being focused."
-msgstr "当[ItemList]被聚焦时使用的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 被聚焦时使用的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
-msgstr "当[ItemList]被聚焦时,用于光标的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 被聚焦时,用于光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
-msgstr "当[ItemList]没有被聚焦时,用于光标的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 没有被聚焦时,用于光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
-msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
-msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -38462,11 +39564,11 @@ msgid ""
msgstr ""
"提示用户下载一个包含指定[code]buffer[/code]缓冲区的文件。该文件将具有给定的"
"[code]name[/code]和[code]mime[/code]类型。\n"
-"[b]注意:[/b] 浏览器可能会根据文件[code]name[/code]的扩展名,覆盖所提供的"
+"[b]注意:[/b]浏览器可能会根据文件[code]name[/code]的扩展名,覆盖所提供的"
"[url=https://en.wikipedia.org/wiki/Media_type]MIME类型[/url]。\n"
-"[b]注意:[/b] 如果[method download_buffer]不是由用户交互调用,如点击按钮,浏"
-"览器可能会阻止下载。\n"
-"[b]注意:[/b] 如果快速连续提出多个下载请求,浏览器可能会要求用户同意或阻止下"
+"[b]注意:[/b]如果[method download_buffer]不是由用户交互调用,如点击按钮,浏览"
+"器可能会阻止下载。\n"
+"[b]注意:[/b]如果快速连续提出多个下载请求,浏览器可能会要求用户同意或阻止下"
"载。"
#: doc/classes/JavaScript.xml
@@ -38502,6 +39604,8 @@ msgid ""
"waiting to be activated.\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App."
msgstr ""
+"如果该渐进式网络应用程序有新版本等待激活,则返回 [code]true[/code]。\n"
+"[b]注意:[/b]只在导出为渐进式网络应用程序(Progressive Web App)时相关。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -38511,6 +39615,10 @@ msgid ""
"[b]Note:[/b] Only relevant when exported as a Progressive Web App and "
"[method pwa_needs_update] returns [code]true[/code]."
msgstr ""
+"执行该渐进式网络应用程序的在线更新。强制安装新版本并重新载入该页面。\n"
+"[b]注意:[/b]你的应用程序将[b]在所有浏览器标签页中重新载入[/b]。\n"
+"[b]注意:[/b]只在导出为渐进式网络应用程序(Progressive Web App)且 [method "
+"pwa_needs_update] 返回 [code]true[/code] 时相关。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -38518,6 +39626,8 @@ msgid ""
"waiting to be activated because a previous version is active. See [method "
"pwa_update] to force the update to take place immediately."
msgstr ""
+"在检测到该渐进式网络应用程序的更新,但因为存在活动的较早版本而等待激活时触"
+"发。要强制立即执行更新,请参阅 [method pwa_update]。"
#: doc/classes/JavaScriptObject.xml
msgid "A wrapper class for native JavaScript objects."
@@ -38561,41 +39671,41 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Only available in the HTML5 platform."
msgstr ""
-"JavaScriptObject用于与通过[method JavaScript.get_interface]、[method "
-"JavaScript.create_object]或[method JavaScript.create_callback]检索或创建的"
-"JavaScript对象交互。\n"
+"JavaScriptObject 用于与通过 [method JavaScript.get_interface]、[method "
+"JavaScript.create_object] 或 [method JavaScript.create_callback] 检索或创建"
+"的 JavaScript 对象交互。\n"
"例:\n"
"[codeblock]\n"
"extends Node\n"
"\n"
-"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # "
-"This reference must be kept\n"
+"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # 必须"
+"保留这个引用\n"
"var console = JavaScript.get_interface(\"console\")\n"
"\n"
"func _init():\n"
" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new "
"ArrayBuffer(10)\n"
-" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n"
+" print(buf) # 输出 [JavaScriptObject:OBJECT_ID]\n"
" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new "
"Uint8Array(buf)\n"
" uint8arr[1] = 255\n"
-" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n"
+" prints(uint8arr[1], uint8arr.byteLength) # 输出 255 10\n"
" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
"\n"
-" # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
+" # 相当于 JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
" JavaScript.get_interface(\"Array\").from(uint8arr)."
"forEach(_my_js_callback)\n"
"\n"
"func myCallback(args):\n"
-" # Will be called with the parameters passed to the \"forEach\" callback\n"
+" # 会使用传给“forEach”回调的参数来调用\n"
" # [0, 0, [JavaScriptObject:1173]]\n"
" # [255, 1, [JavaScriptObject:1173]]\n"
" # ...\n"
" # [0, 9, [JavaScriptObject:1180]]\n"
" print(args)\n"
"[/codeblock]\n"
-"[b]注意:[/b] 只在HTML5平台上可用。"
+"[b]注意:[/b]只在 HTML5 平台上可用。"
#: doc/classes/JNISingleton.xml
msgid ""
@@ -38620,11 +39730,11 @@ msgstr ""
#: doc/classes/JNISingleton.xml
msgid "Creating Android plugins"
-msgstr ""
+msgstr "创建 Android 插件"
#: doc/classes/Joint.xml
msgid "Base class for all 3D joints."
-msgstr "所有3D关节的基类。"
+msgstr "所有 3D 关节的基类。"
#: doc/classes/Joint.xml
msgid ""
@@ -38638,21 +39748,21 @@ msgstr ""
#: doc/classes/Joint.xml doc/classes/RigidBody.xml doc/classes/VehicleBody.xml
#: doc/classes/VehicleWheel.xml
msgid "3D Truck Town Demo"
-msgstr ""
+msgstr "3D 货车镇演示"
#: doc/classes/Joint.xml
msgid ""
"If [code]true[/code], the two bodies of the nodes are not able to collide "
"with each other."
-msgstr "如果 [code]true[/code],则节点的两个主体无法相互碰撞。"
+msgstr "如果为 [code]true[/code],则节点的两个主体无法相互碰撞。"
#: doc/classes/Joint.xml
msgid "The node attached to the first side (A) of the joint."
-msgstr "连接到关节第一侧(A)的节点。"
+msgstr "连接到关节第一侧(A)的节点。"
#: doc/classes/Joint.xml
msgid "The node attached to the second side (B) of the joint."
-msgstr "连接到关节第二侧(B)的节点。"
+msgstr "连接到关节第二侧(B)的节点。"
#: doc/classes/Joint.xml
msgid ""
@@ -38679,13 +39789,13 @@ msgid ""
"can pull on the joint."
msgstr ""
"当 [member node_a] 和 [member node_b] 向不同方向移动时,[code]bias[/code] 控"
-"制关节将它们拉回原始位置的所需时间。 [code]bias[/code] 越低,两个物体在关节上"
+"制关节将它们拉回原始位置的所需时间。[code]bias[/code] 越低,两个物体在关节上"
"受到的拉力越大。"
#: doc/classes/Joint2D.xml
msgid ""
"If [code]true[/code], [member node_a] and [member node_b] can not collide."
-msgstr "如果为[code]true[/code],[member node_a]和[member node_b]不能碰撞。"
+msgstr "如果为 [code]true[/code],[member node_a]和[member node_b]不能碰撞。"
#: doc/classes/Joint2D.xml
msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
@@ -38694,7 +39804,7 @@ msgstr "连接到关节的第一个实体。必须继承自 [PhysicsBody2D] 。"
#: doc/classes/Joint2D.xml
msgid ""
"The second body attached to the joint. Must derive from [PhysicsBody2D]."
-msgstr "连接到关节的第二实体。必须继承自[PhysicsBody2D]。"
+msgstr "连接到关节的第二实体。必须继承自 [PhysicsBody2D]。"
#: doc/classes/JSON.xml
msgid "Helper class for parsing JSON data."
@@ -38712,10 +39822,9 @@ msgstr ""
msgid ""
"Parses a JSON-encoded string and returns a [JSONParseResult] containing the "
"result."
-msgstr "解析一个JSON编码的字符串并返回一个包含结果的[JSONParseResult]。"
+msgstr "解析 JSON 编码的字符串并返回包含结果的 [JSONParseResult]。"
#: doc/classes/JSON.xml
-#, fuzzy
msgid ""
"Converts a [Variant] var to JSON text and returns the result. Useful for "
"serializing data to store or send over the network.\n"
@@ -38767,11 +39876,13 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
-"将 [Variant] var 转换为 JSON 文本并返回结果。用于序列化数据以通过网络存储或发"
-"送。\n"
-"[b]注:[/b] JSON 规范没有定义 integer 或 float 类型,而只定义了 [i]number[/"
-"i] 类型。因此,将 Variant 转换为 JSON 文本会将所有数值转换为 [float] 类型。\n"
-"使用 [code]indent[/code] 参数来美观地打印输出。\n"
+"将 [Variant] 变量转换为 JSON 文本并返回结果。可用于将数据进行序列化保存或通过"
+"网络发送。\n"
+"[b]注意:[/b]JSON 规范没有定义整数和浮点数类型,只有一个[i]数字[/i]类型。因"
+"此,将 Variant 转换为 JSON 文本会将所有数字值转换为 [float] 类型。\n"
+"参数 [code]indent[/code] 控制是否以及如何缩进,输出时需要进行一级缩进时会使用"
+"该字符串参数,甚至可以使用空格 [code]\" \"[/code]。也可以使用 [code]\\t[/"
+"code] 和 [code]\\n[/code] 来进行制表符缩进,或者将每次缩进转换为换行。\n"
"[b]示例输出:[/b]\n"
"[codeblock]\n"
"## JSON.print(my_dictionary)\n"
@@ -38781,24 +39892,40 @@ msgstr ""
"\n"
"## JSON.print(my_dictionary, \"\\t\")\n"
"{\n"
-" \"name\": \"my_dictionary\",\n"
-" \"version\": \"1.0.0\",\n"
-" \"entities\": [\n"
-" {\n"
-" \"name\": \"entity_0\",\n"
-" \"value\": \"value_0\"\n"
-" },\n"
-" {\n"
-" \"name\": \"entity_1\",\n"
-" \"value\": \"value_1\"\n"
-" }\n"
-" ]\n"
+" \"name\": \"my_dictionary\",\n"
+" \"version\": \"1.0.0\",\n"
+" \"entities\": [\n"
+" {\n"
+" \"name\": \"entity_0\",\n"
+" \"value\": \"value_0\"\n"
+" },\n"
+" {\n"
+" \"name\": \"entity_1\",\n"
+" \"value\": \"value_1\"\n"
+" }\n"
+" ]\n"
+"}\n"
+"\n"
+"## JSON.print(my_dictionary, \"...\")\n"
+"{\n"
+"...\"name\": \"my_dictionary\",\n"
+"...\"version\": \"1.0.0\",\n"
+"...\"entities\": [\n"
+"......{\n"
+".........\"name\": \"entity_0\",\n"
+".........\"value\": \"value_0\"\n"
+"......},\n"
+"......{\n"
+".........\"name\": \"entity_1\",\n"
+".........\"value\": \"value_1\"\n"
+"......}\n"
+"...]\n"
"}\n"
"[/codeblock]"
#: doc/classes/JSONParseResult.xml
msgid "Data class wrapper for decoded JSON."
-msgstr "解码 JSON 的数据类包装器。"
+msgstr "解码 JSON 得到的数据类封装。"
#: doc/classes/JSONParseResult.xml
msgid ""
@@ -38821,7 +39948,7 @@ msgstr "未成功解析 JSON 源时的错误类型。请参阅 [enum Error] 常
msgid ""
"The line number where the error occurred if the JSON source was not "
"successfully parsed."
-msgstr "如果JSON源没有被成功解析,返回发生错误的行号。"
+msgstr "如果 JSON 源没有被成功解析,返回发生错误的行号。"
#: doc/classes/JSONParseResult.xml
msgid ""
@@ -38894,9 +40021,9 @@ msgid ""
"- [code]params[/code]: An array or dictionary of parameters being passed to "
"the method."
msgstr ""
-"返回JSON-RPC通知形式的字典。通知是一次性的信息,不需要有响应。\n"
-"- [code]method[/code]:被调用的方法的名称。\n"
-"- [code]params[/code]:传递给该方法的参数的数组或字典。"
+"返回 JSON-RPC 通知形式的字典。通知是一次性的信息,不需要有响应。\n"
+"- [code]method[/code]:被调用的方法的名称。\n"
+"- [code]params[/code]:传递给该方法的参数的数组或字典。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -38909,11 +40036,11 @@ msgid ""
"- [code]id[/code]: Uniquely identifies this request. The server is expected "
"to send a response with the same ID."
msgstr ""
-"以JSON-RPC请求的形式返回字典。请求被发送到服务器,并期望得到响应。ID 字段用于"
-"服务器指定它正在响应的确切请求。\n"
-"- [code]method[/code]:被调用的方法的名称。\n"
-"- [code]params[/code]:传递给该方法的参数的数组或字典。\n"
-"- [code]id[/code]:唯一标识此请求。服务器应发送具有相同 ID 的响应。"
+"以 JSON-RPC 请求的形式返回字典。请求被发送到服务器,并期望得到响应。ID 字段用"
+"于服务器指定它正在响应的确切请求。\n"
+"- [code]method[/code]:被调用的方法的名称。\n"
+"- [code]params[/code]:传递给该方法的参数的数组或字典。\n"
+"- [code]id[/code]:唯一标识此请求。服务器应发送具有相同 ID 的响应。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -38953,9 +40080,8 @@ msgid ""
"[code]action[/code]: The action to be run, as a Dictionary in the form of a "
"JSON-RPC request or notification."
msgstr ""
-"给定采用 JSON-RPC 请求形式的字典:解压请求并运行它。通过查看名为 \"method\" "
-"的字段并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方"
-"法。\n"
+"给定采用 JSON-RPC 请求形式的字典:解压请求并运行它。通过查看名为“method”的字"
+"段并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方法。\n"
"要添加新的受支持方法,请扩展 JSONRPC 类并在你的子类上调用 [method "
"process_action]。\n"
"[code]action[/code]:要运行的动作,作为 JSON-RPC 请求或通知形式的字典。"
@@ -38999,7 +40125,7 @@ msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Kinematic character (2D)"
-msgstr ""
+msgstr "运动学角色(2D)"
#: doc/classes/KinematicBody.xml
msgid ""
@@ -39028,8 +40154,8 @@ msgid ""
"code]."
msgstr ""
"返回最后一个碰撞点的地板的表面法线。只有在调用[method move_and_slide]或"
-"[method move_and_slide_with_snap]后,以及[method is_on_floor]返回[code]true[/"
-"code]时才有效。"
+"[method move_and_slide_with_snap]后,以及[method is_on_floor]返回 "
+"[code]true[/code] 时才有效。"
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -39154,8 +40280,8 @@ msgid ""
"platform's motion, it will always be first in the slide collisions."
msgstr ""
"沿着向量移动物体。如果这个物体与另一个物体相撞,它将沿着另一个物体滑动,而不"
-"是立即停止。如果另一个物体是[KinematicBody]或[RigidBody],它也会被另一个物体"
-"的运动所影响。你可以用它来制作移动和旋转的平台,或者让节点推动其他节点。\n"
+"是立即停止。如果另一个物体是 [KinematicBody] 或 [RigidBody],它也会被另一个物"
+"体的运动所影响。你可以用它来制作移动和旋转的平台,或者让节点推动其他节点。\n"
"这个方法应该在 [method Node._physics_process] 中使用,或者在被 [method Node."
"_physics_process] 调用的方法中使用,因为它在计算时,自动使用物理步骤的 "
"[code]delta[/code] 值。否则,模拟将以不正确的速度运行。\n"
@@ -39173,8 +40299,9 @@ msgstr ""
"如果 [code]infinite_inertia[/code] 是 [code]true[/code],物体将能够推动 "
"[RigidBody] 节点,但它也不会检测到任何与它们的碰撞。如果 [code]false[/code],"
"它将与 [RigidBody] 节点像 [StaticBody] 一样交互。\n"
-"返回 [code]linear_velocity[/code] 向量,如果发生滑动碰撞,则旋转和/或缩放。要"
-"获得发生碰撞的详细信息,请使用 [method get_slide_collision]。\n"
+"返回 [code]linear_velocity[/code] 向量,如果发生滑动碰撞,则返回的向量是经过"
+"了旋转和/或缩放的。要获得发生碰撞的详细信息,请使用 [method "
+"get_slide_collision]。\n"
"当物体接触到一个移动的平台时,平台的速度会自动加入到物体的运动中。如果由于平"
"台的运动而发生碰撞,它将始终是滑动碰撞中的第一个。"
@@ -39217,15 +40344,15 @@ msgstr ""
#: doc/classes/KinematicBody.xml
msgid "Lock the body's X axis movement."
-msgstr "锁定物体的X轴运动。"
+msgstr "锁定物体的 X 轴运动。"
#: doc/classes/KinematicBody.xml
msgid "Lock the body's Y axis movement."
-msgstr "锁定物体的Y轴运动。"
+msgstr "锁定物体的 Y 轴运动。"
#: doc/classes/KinematicBody.xml
msgid "Lock the body's Z axis movement."
-msgstr "锁定物体的Z轴运动。"
+msgstr "锁定物体的 Z 轴运动。"
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -39256,7 +40383,7 @@ msgid ""
"for example on moving platforms. Do [b]not[/b] use together with [method "
"move_and_slide] or [method move_and_collide] functions."
msgstr ""
-"如果为[code]true[/code],则物体的运动将与物理帧同步。当通过[AnimationPlayer]"
+"如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过[AnimationPlayer]"
"为运动设置动画时,例如在移动平台上,这个功能很有用。请[b]不要[/b]与 [method "
"move_and_slide] 或 [method move_and_collide] 函数一起使用。"
@@ -39264,19 +40391,19 @@ msgstr ""
msgid ""
"Lock the body's X axis movement. Deprecated alias for [member "
"axis_lock_motion_x]."
-msgstr "锁定物体的X轴运动。已被废弃的[member axis_lock_motion_x]的别名。"
+msgstr "锁定物体的 X 轴运动。已被废弃的 [member axis_lock_motion_x] 的别名。"
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Y axis movement. Deprecated alias for [member "
"axis_lock_motion_y]."
-msgstr "锁定物体的Y轴运动。已被废弃的[member axis_lock_motion_y]的别名。"
+msgstr "锁定物体的 Y 轴运动。已被废弃的 [member axis_lock_motion_y] 的别名。"
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Z axis movement. Deprecated alias for [member "
"axis_lock_motion_z]."
-msgstr "锁定物体的Z轴运动。已被废弃的[member axis_lock_motion_z]的别名。"
+msgstr "锁定物体的 Z 轴运动。已被废弃的 [member axis_lock_motion_z] 的别名。"
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
@@ -39337,9 +40464,8 @@ msgstr ""
"们在实现对世界进行碰撞,但不需要高级物理的角色时非常有用。"
#: doc/classes/KinematicBody2D.xml
-#, fuzzy
msgid "Using KinematicBody2D"
-msgstr "2D 运动体节点。"
+msgstr "使用 KinematicBody2D"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -39348,7 +40474,7 @@ msgid ""
"value is always positive and only valid after calling [method "
"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
msgstr ""
-"根据[code]up_direction[/code]返回最后一个碰撞点的地板碰撞角度,默认为"
+"根据 [code]up_direction[/code] 返回最后一个碰撞点的地板碰撞角度,默认为 "
"[code]Vector2.UP[/code]。此值始终为正值,并且仅在调用 [method "
"move_and_slide] 后且当 [method is_on_floor] 返回 [code]true[/code] 时有效。"
@@ -39358,8 +40484,8 @@ msgid ""
"latest collision that occurred during the last call to [method "
"move_and_slide]."
msgstr ""
-"返回[KinematicCollision2D],它包含在最后一次调用[method move_and_slide]时发生"
-"的最新碰撞信息。"
+"返回 [KinematicCollision2D],它包含在最后一次调用 [method move_and_slide] 时"
+"发生的最新碰撞信息。"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -39448,19 +40574,20 @@ msgstr ""
"move_and_collide] 不同的是,你[i]不应该[/i]将它乘以 [code]delta[/code]——物理"
"引擎会处理应用速度。\n"
"[code]up_direction[/code] 是向上的方向,用来确定什么是墙,什么是地板或天花"
-"板。如果设置为默认值 [code]Vector2(0, 0)[/code],一切都被认为是墙。这对于自上"
-"而下的游戏很有用。\n"
+"板。如果设置为默认值 [code]Vector2(0, 0)[/code],一切都被认为是墙。这对于俯视"
+"角的游戏很有用。\n"
"如果 [code]stop_on_slope[/code] 是 [code]true[/code],当你在 "
"[code]linear_velocity[/code] 中包含重力并且物体静止时,物体就不会在斜坡上滑"
"动。\n"
"如果物体发生碰撞,它最多会改变方向 [code]max_slides[/code] 次才会停止。\n"
"[code]floor_max_angle[/code] 是一个最大的角度(弧度),在这个角度下,一个斜坡"
"仍然被认为是地板或天花板,而不是墙。默认值等于45度。\n"
-"如果 [code]infinite_inertia[/code] 是 [code]true[/code],物体将能够推动"
-"[RigidBody2D]节点,但它也不会检测到任何与它们的碰撞。如果 [code]false[/"
+"如果 [code]infinite_inertia[/code] 是 [code]true[/code],物体将能够推动 "
+"[RigidBody2D] 节点,但它也不会检测到任何与它们的碰撞。如果 [code]false[/"
"code],它将与 [RigidBody2D] 节点像 [StaticBody2D] 一样交互。\n"
-"返回 [code]linear_velocity[/code] 向量,如果发生滑动碰撞,则旋转和/或缩放。要"
-"获得发生碰撞的详细信息,请使用 [method get_slide_collision]。\n"
+"返回 [code]linear_velocity[/code] 向量,如果发生滑动碰撞,则返回的向量是经过"
+"了旋转和/或缩放的。要获得发生碰撞的详细信息,请使用 [method "
+"get_slide_collision]。\n"
"当物体接触到一个移动的平台时,平台的速度会自动加入到物体的运动中。如果由于平"
"台的运动而发生碰撞,它将始终是滑动碰撞中的第一个。"
@@ -39506,9 +40633,9 @@ msgid ""
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
-"包含[KinematicBody]碰撞的碰撞数据。当[KinematicBody]使用[method "
-"KinematicBody.move_and_collide]移动时,如果它检测到与另一个物体的碰撞就会停"
-"止。如果检测到碰撞,将返回一个KinematicCollision对象。\n"
+"包含 [KinematicBody] 碰撞的碰撞数据。当 [KinematicBody] 使用 [method "
+"KinematicBody.move_and_collide] 移动时,如果它检测到与另一个物体的碰撞就会停"
+"止。如果检测到碰撞,将返回一个 KinematicCollision 对象。\n"
"这个对象包含关于碰撞的信息,包括碰撞的物体、剩余的运动和碰撞的位置。这些信息"
"可以用来计算碰撞响应。"
@@ -39517,8 +40644,8 @@ msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector3.UP[/code] by default. This value is always positive."
msgstr ""
-"根据[code]up_direction[/code]的碰撞角度,默认为[code]Vector3.UP[/code]。这个"
-"值总是为正。"
+"根据 [code]up_direction[/code] 的碰撞角度,默认为 [code]Vector3.UP[/code]。这"
+"个值总是为正。"
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body."
@@ -39527,11 +40654,11 @@ msgstr "碰撞体。"
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid ""
"The colliding body's unique instance ID. See [method Object.get_instance_id]."
-msgstr "碰撞体的唯一实例ID。参阅[method Object.get_instance_id]。"
+msgstr "碰撞体的唯一实例 ID。见 [method Object.get_instance_id]。"
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's metadata. See [Object]."
-msgstr "碰撞体的元数据。参阅[Object]。"
+msgstr "碰撞体的元数据。见 [Object]。"
#: doc/classes/KinematicCollision.xml
msgid "The colliding body's [RID] used by the [PhysicsServer]."
@@ -39543,7 +40670,7 @@ msgstr "碰撞体的形状。"
#: doc/classes/KinematicCollision.xml
msgid "The colliding shape's index. See [CollisionObject]."
-msgstr "碰撞形状的索引。参阅[CollisionObject]。"
+msgstr "碰撞形状的索引。见 [CollisionObject]。"
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding object's velocity."
@@ -39583,9 +40710,9 @@ msgid ""
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
-"包含[KinematicBody2D]碰撞的碰撞数据。当使用 [method KinematicBody2D."
-"move_and_collide] 移动[KinematicBody2D]时,如果检测到与另一个物体的碰撞,它将"
-"停止。如果检测到碰撞,则返回KinematicCollision2D对象。\n"
+"包含 [KinematicBody2D] 碰撞的碰撞数据。当使用 [method KinematicBody2D."
+"move_and_collide] 移动 [KinematicBody2D] 时,如果检测到与另一个物体的碰撞,它"
+"将停止。如果检测到碰撞,则返回 KinematicCollision2D 对象。\n"
"该对象包含有关碰撞的信息,包括碰撞对象,剩余运动和碰撞坐标。该信息可用于计算"
"碰撞响应。"
@@ -39610,7 +40737,7 @@ msgid ""
"Displays plain text in a line or wrapped inside a rectangle. For formatted "
"text, use [RichTextLabel]."
msgstr ""
-"在一行中显示纯文本,或在一个矩形内包裹。对于格式化的文本,使用"
+"在一行中显示纯文本,或在一个矩形内包裹。对于格式化的文本,使用 "
"[RichTextLabel]。"
#: doc/classes/Label.xml
@@ -39629,14 +40756,14 @@ msgid ""
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
"标签在屏幕上显示纯文本。可以控制水平和垂直的对齐方式,并且可以将文本包裹在节"
-"点的边界矩形内。它不支持粗体、斜体或其他格式。若使用,请改用 "
+"点的边界矩形内。它不支持粗体、斜体等格式。如果需要使用,请改用 "
"[RichTextLabel]。\n"
-"[b]注意:[/b] 与大多数其他 [Control] 不同,Label 的 [member Control."
-"mouse_filter] 默认为 [constant Control.MOUSE_FILTER_IGNORE],即它不响应鼠标输"
-"入事件。这意味着标签不会显示任何已配置的 [member Control.hint_tooltip],除非"
+"[b]注意:[/b]与大多数其他 [Control] 不同,Label 的 [member Control."
+"mouse_filter] 默认为 [constant Control.MOUSE_FILTER_IGNORE](即不响应鼠标输入"
+"事件)。这意味着标签不会显示任何已配置的 [member Control.hint_tooltip],除非"
"更改其鼠标过滤器。\n"
"[b]注意:[/b]Windows 上[i]不支持[/i] [code]0xffff[/code] 之后的 Unicode 字"
-"符,例如大多数表情符号,它们将显示为未知字符。这将在 Godot 4.0 中解决。"
+"符,例如大多数表情符号,它们将显示为未知字符。将在 Godot 4.0 中解决。"
#: doc/classes/Label.xml
msgid "Returns the amount of lines of text the Label has."
@@ -39672,15 +40799,16 @@ msgid ""
"If you resize the node, it will change its height automatically to show all "
"the text."
msgstr ""
-"如果[code]true[/code],则将文本包裹在节点的边界矩形内。如果你调整节点的大小,"
-"它将自动改变其高度以显示所有的文本。"
+"如果为 [code]true[/code],文本将在节点的边界矩形内自动换行。如果你调整节点的"
+"大小,它将自动改变其高度以显示所有的文本。"
#: doc/classes/Label.xml
msgid ""
"If [code]true[/code], the Label only shows the text that fits inside its "
"bounding rectangle and will clip text horizontally."
msgstr ""
-"如果 [code]true[/code],则标签仅显示适合其边界矩形的文本,并将水平剪切文本。"
+"如果为 [code]true[/code],Label 将仅显示位于其边界矩形内部的文本,并将水平裁"
+"剪文本。"
#: doc/classes/Label.xml
msgid ""
@@ -39701,78 +40829,79 @@ msgstr ""
"限制可见字符的数量。如果你把 [code]percent_visible[/code] 设置为 0.5,则屏幕"
"上最多只能显示该文本中一半数量的字符。这在对话框中对文本进行动画处理很有用。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr "要在屏幕上显示的文本。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
-msgstr "如果 [code]true[/code],则所有文本都显示为大写。"
+msgstr "如果为 [code]true[/code],所有文本都将显示为大写。"
#: doc/classes/Label.xml
msgid ""
"Controls the text's vertical align. Supports top, center, bottom, and fill. "
"Set it to one of the [enum VAlign] constants."
msgstr ""
-"控制文本的垂直对齐。支持顶部、中心、底部和填充。参阅[enum VAlign]常数。"
+"控制文本的垂直对齐。支持顶部、中心、底部和填充。参阅 [enum VAlign] 常量。"
#: doc/classes/Label.xml
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr "限制显示的字符数。设置为 -1 表示禁用限制。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr "将行左对齐,默认。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr "将行居中对齐。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr "将行右对齐。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr "扩展行空白以适应宽度。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr "将整个文本对齐到顶部。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr "将整个文本居中对齐。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr "将整个文本与底部对齐。"
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr "通过展开行来对齐整个文本。"
#: doc/classes/Label.xml
msgid "Default text [Color] of the [Label]."
-msgstr "[Label]标签的默认文本颜色[Color]。"
+msgstr "[Label] 标签的默认文本颜色 [Color]。"
#: doc/classes/Label.xml
msgid "[Color] of the text's shadow effect."
-msgstr "文本阴影效果的颜色[Color]。"
+msgstr "文本阴影效果的颜色 [Color]。"
#: doc/classes/Label.xml
msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
-msgstr "[Font]轮廓的色调。参阅[member DynamicFont.outline_color]。"
+msgstr "[Font] 轮廓的色调。见 [member DynamicFont.outline_color]。"
#: doc/classes/Label.xml
msgid "Vertical space between lines in multiline [Label]."
-msgstr "多行[Label]中各行之间的垂直空间。"
+msgstr "多行 [Label] 中各行之间的垂直空间。"
#: doc/classes/Label.xml
msgid ""
"Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed "
"around the whole text as an outline."
-msgstr "布尔值。如果设置为1,即[code]true[/code],整个文本周围显示阴影轮廓。"
+msgstr ""
+"布尔值。如果设置为 1([code]true[/code]),则整个文本周围显示阴影轮廓。"
#: doc/classes/Label.xml
msgid "The horizontal offset of the text's shadow."
@@ -39784,11 +40913,235 @@ msgstr "文本阴影的垂直偏移。"
#: doc/classes/Label.xml
msgid "[Font] used for the [Label]'s text."
-msgstr "用于标签[Label]文本的字体[Font]。"
+msgstr "用于标签 [Label] 文本的字体 [Font]。"
#: doc/classes/Label.xml
msgid "Background [StyleBox] for the [Label]."
-msgstr "为[Label]设置背景样式[StyleBox]。"
+msgstr "为 [Label] 设置背景样式盒 [StyleBox]。"
+
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr "在 3D 世界中显示普通文本。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr "Label3D 在 3D 世界中显示普通文本。你可以控制水平和垂直对齐方式。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+"返回使用该标签的顶点组成的 [TriangleMesh],遵循当前的配置(例如 [member "
+"pixel_size])。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+"如果为 [code]true[/code],会启用指定的标志。标志列表请参阅 [enum Label3D."
+"DrawFlags]。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr "该精灵的 Alpha 裁剪模式。可能的取值见 [enum AlphaCutMode]。"
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr "Alpha 裁剪丢弃数值的阈值。"
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "如果为 [code]true[/code],会按照 [member width] 将文本进行换行。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+"该标签所使用的公告板模式。可能的取值见 [enum SpatialMaterial.BillboardMode]。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+"如果为 [code]true[/code],则从后面也可以看到文本,如果为 [code]false[/code],"
+"则从后面看它是不可见的。"
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "如果为 [code]true[/code],则无论距离远近,标签都以相同的尺寸呈现。"
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr "该 [Label3D] 的文本所使用的 [Font]。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+"控制文本的水平对齐。支持左对齐、居中、右对齐。请将其设置为 [enum Align] 常量"
+"之一。"
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr "多行 [Label3D] 中各行之间的垂直空间。"
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr "该 [Label3D] 的文本颜色 [Color]。"
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr "如果为 [code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。"
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr "文本绘制偏移(单位为像素)。"
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr "对 [Font] 轮廓的染色。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
+"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
+"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr "标签上一个像素宽度的大小,以 3D 缩放。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
+"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
+"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr "如果为 [code]true[/code],则 [Environment] 中的 [Light] 对标签有影响。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+"控制文本的垂直对齐。支持顶部、中心、底部。请将其设为 [enum VAlign] 常量之一。"
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr "文本宽度(单位为像素),用于自动换行和填充对齐。"
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr "如果打开,环境中的灯光会影响该标签。"
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr "如果打开,从后面也可以看到文本,如果不打开,从后面看它是不可见的。"
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它"
+"之后绘制的对象可能会覆盖它。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr "标签会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。"
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr "代表[enum DrawFlags]枚举的大小。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+"这个模式会进行标准的 Alpha 混合。可以显示半透明区域,但透明材质存在重叠时可能"
+"会暴露透明度排序问题。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+"这个模式只允许完全透明或者完全不透明的像素。这个模式也叫 [i]Alpha 测试[/i]或"
+"者[i]1位透明度[/i]。\n"
+"[b]注意:[/b]使用抗锯齿字体和轮廓时,这个模式可能会出现问题,请尝试调整 "
+"[member alpha_scissor_threshold] 或使用 SDF 字体。\n"
+"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和"
+"轮廓的透明度排序问题。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+"这个模式会在深度预处理时绘制完全不透明的像素。比 [constant "
+"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域"
+"和平滑边缘进行正确的排序。\n"
+"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和"
+"轮廓的透明度排序问题。"
#: doc/classes/LargeTexture.xml
msgid ""
@@ -39803,29 +41156,29 @@ msgid ""
"You can dynamically add pieces ([Texture]s) to this [LargeTexture] using "
"different offsets."
msgstr ""
-"[i] 已弃用(将在 Godot 4.0 中移除)。 [/i] 一种能够存储许多具有偏移量的较小纹"
-"理的 [Texture]。\n"
-"你可以使用不同的偏移量向此 [LargeTexture] 动态添加[Texture]片段。"
+"[i]已弃用(将在 Godot 4.0 中移除)。[/i] 一种能够存储许多具有偏移量的较小纹理"
+"的 [Texture]。\n"
+"你可以使用不同的偏移量向此 [LargeTexture] 动态添加 [Texture] 片段。"
#: doc/classes/LargeTexture.xml
msgid ""
"Adds [code]texture[/code] to this [LargeTexture], starting on offset "
"[code]ofs[/code]."
msgstr ""
-"将[code]texture[/code]添加到这个[LargeTexture],从偏移量[code]ofs[/code]开"
-"始。"
+"将 [code]texture[/code] 添加到这个 [LargeTexture],从偏移量 [code]ofs[/code] "
+"开始。"
#: doc/classes/LargeTexture.xml
msgid "Clears the [LargeTexture]."
-msgstr "清除[LargeTexture]。"
+msgstr "清除 [LargeTexture]。"
#: doc/classes/LargeTexture.xml
msgid "Returns the number of pieces currently in this [LargeTexture]."
-msgstr "返回此[LargeTexture]中的片段数。"
+msgstr "返回这个 [LargeTexture] 中的片段数。"
#: doc/classes/LargeTexture.xml
msgid "Returns the offset of the piece with the index [code]idx[/code]."
-msgstr "返回索引为[code]idx[/code]的片段的偏移量。"
+msgstr "返回索引为 [code]idx[/code] 的片段的偏移量。"
#: doc/classes/LargeTexture.xml
msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
@@ -39835,7 +41188,7 @@ msgstr "返回索引为 [code]idx[/code] 的片段的 [Texture]。"
msgid ""
"Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
"code]."
-msgstr "将索引为[code]idx[/code]的片段的偏移量设置为[code]ofs[/code]。"
+msgstr "将索引为 [code]idx[/code] 的片段的偏移量设置为 [code]ofs[/code]。"
#: doc/classes/LargeTexture.xml
msgid ""
@@ -39846,7 +41199,7 @@ msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Sets the size of this [LargeTexture]."
-msgstr "设置此[LargeTexture]的大小。"
+msgstr "设置此 [LargeTexture] 的大小。"
#: doc/classes/Light.xml
msgid "Provides a base class for different kinds of light nodes."
@@ -39864,7 +41217,7 @@ msgstr ""
#: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows"
-msgstr ""
+msgstr "3D 灯光和阴影"
#: doc/classes/Light.xml
msgid "Returns the value of the specified [enum Light.Param] parameter."
@@ -39878,19 +41231,19 @@ msgstr "设置指定的 [enum Light.Param] 参数的值。"
msgid ""
"If [code]true[/code], the light only appears in the editor and will not be "
"visible at runtime."
-msgstr "如果 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。"
+msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。"
#: doc/classes/Light.xml
msgid "The light's bake mode. See [enum BakeMode]."
-msgstr "灯光的烘焙模式。参阅[enum BakeMode]。"
+msgstr "灯光的烘焙模式。见 [enum BakeMode]。"
#: doc/classes/Light.xml
msgid ""
"The light's color. An [i]overbright[/i] color can be used to achieve a "
"result equivalent to increasing the light's [member light_energy]."
msgstr ""
-"光的颜色。一个过亮[i]overbright[/i]颜色可用于实现等效于增加光的能量 [member "
-"light_energy] 的结果。"
+"光的颜色。[i]过亮[/i]的颜色可用于实现与增加光的 [member light_energy] 相等价"
+"的结果。"
#: doc/classes/Light.xml
msgid "The light will affect objects in the selected layers."
@@ -39902,8 +41255,8 @@ msgid ""
"[OmniLight] and [SpotLight], changing this value will only change the light "
"color's intensity, not the light's radius."
msgstr ""
-"光的强度乘数,注,这不是物理单位。对于 [OmniLight] 和 [SpotLight],更改此值只"
-"会更改灯光颜色的强度,而不会更改灯光的半径。"
+"光的强度乘数(这不是物理单位)。对于 [OmniLight] 和 [SpotLight],更改此值只会"
+"更改灯光颜色的强度,而不会更改灯光的半径。"
#: doc/classes/Light.xml
msgid ""
@@ -39938,8 +41291,8 @@ msgid ""
"emission, this can be used to avoid unrealistic reflections when placing "
"lights above an emissive surface."
msgstr ""
-"受灯光影响的对象中镜面反射斑点的强度。在[code]0[/code]处,灯光变成纯漫反射灯"
-"光。当不烘焙发射时,这可用于在发射表面上方放置灯光时避免不真实的反射。"
+"受灯光影响的对象中镜面反射斑点的强度。在 [code]0[/code] 处,灯光变成纯漫反射"
+"灯光。当不烘焙发射时,这可用于在发光表面上方放置灯光时避免不真实的反射。"
#: doc/classes/Light.xml
msgid ""
@@ -39947,20 +41300,29 @@ msgid ""
"shadowing (\"shadow acne\"), while too large a value causes shadows to "
"separate from casters (\"peter-panning\"). Adjust as needed."
msgstr ""
-"用于调整阴影表现。值太小会导致自阴影(“阴影暗疮”),而值太大会导致阴影与之分"
-"离(“彼得平移”)。根据需要进行调整。"
+"用于调整阴影表现。值太小会导致自阴影(“阴影失真”),而值太大会导致阴影与之分"
+"离(“阴影悬浮”)。根据需要进行调整。"
#: doc/classes/Light.xml
msgid "The color of shadows cast by this light."
msgstr "光线投射的阴影的颜色。"
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
-msgstr "尝试减少 [member shadow_bias] 差距。"
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
+msgstr ""
+"通过渲染屏幕空间的接触阴影,尝试减小 [member shadow_bias] 带来的空隙。会影响"
+"性能,尤其是取值较高时。\n"
+"[b]注意:[/b]接触阴影可能会破坏视觉效果,所以建议将这个属性保持为 [code]0.0[/"
+"code]。"
#: doc/classes/Light.xml
msgid "If [code]true[/code], the light will cast shadows."
-msgstr "如果为[code]true[/code],光线会投下阴影。"
+msgstr "如果为 [code]true[/code],光线会投下阴影。"
#: doc/classes/Light.xml
msgid ""
@@ -39969,26 +41331,26 @@ msgid ""
"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
"shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
msgstr ""
-"如果 [code]true[/code],则反转网格的背面剔除。当你有一个后面有灯的平面网格"
+"如果为 [code]true[/code],则反转网格的背面剔除。当你有一个后面有灯的平面网格"
"时,这会很有用。如果需要在网格的两侧投射阴影,请使用 [constant "
"GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED] 将网格设置为使用双面阴"
"影。"
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_energy]."
-msgstr "访问[member light_energy]的常数。"
+msgstr "用于访问 [member light_energy] 的常量。"
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_indirect_energy]."
-msgstr "访问[member light_indirect_energy]的常数。"
+msgstr "用于访问 [member light_indirect_energy] 的常量。"
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_size]."
-msgstr "访问[member light_size]的常数。"
+msgstr "用于访问 [member light_size] 的常量。"
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_specular]."
-msgstr "访问[member light_specular]的常数。"
+msgstr "用于访问 [member light_specular] 的常量。"
#: doc/classes/Light.xml
msgid ""
@@ -40065,7 +41427,7 @@ msgid ""
"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking."
msgstr ""
"烘焙时忽略灯光。\n"
-"[b]注意:[/b]隐藏灯光[i]不[/i]会影响烘焙。"
+"[b]注意:[/b]隐藏灯光[i]不会[/i]影响烘焙。"
#: doc/classes/Light.xml
msgid "Only indirect lighting will be baked (default)."
@@ -40078,7 +41440,7 @@ msgid ""
"(dynamic and baked)."
msgstr ""
"直接光和间接光都将被烘焙。\n"
-"[b]注意:[/b] 如果不想让灯光出现两次(动态和烘焙),则应隐藏灯光。"
+"[b]注意:[/b]如果不想让灯光出现两次(动态和烘焙),则应隐藏灯光。"
#: doc/classes/Light2D.xml
msgid "Casts light in a 2D environment."
@@ -40091,30 +41453,30 @@ msgid ""
"parameters (range and shadows-related).\n"
"[b]Note:[/b] Light2D can also be used as a mask."
msgstr ""
-"在2D环境中投射光线。光线由一张纹理(通常是灰度)、一种颜色、一个能量值、一种"
-"模式(参阅常数)以及其他各种参数(与范围和阴影有关)来定义。\n"
-"[b]注意:[/b] Light2D也可以作为一个遮罩使用。"
+"在 2D 环境中投射光线。光线由一张纹理(通常是灰度)、一种颜色、一个能量值、一"
+"种模式(参阅常量)以及其他各种参数(与范围和阴影有关)来定义。\n"
+"[b]注意:[/b]Light2D 也可以作为遮罩使用。"
#: doc/classes/Light2D.xml
msgid "The Light2D's [Color]."
-msgstr "Light2D光的颜色 [Color]。"
+msgstr "该 Light2D 的颜色 [Color]。"
#: doc/classes/Light2D.xml
msgid "If [code]true[/code], Light2D will only appear when editing the scene."
-msgstr "如果[code]true[/code],Light2D将只在编辑场景时出现。"
+msgstr "如果为 [code]true[/code],Light2D 将只在编辑场景时出现。"
#: doc/classes/Light2D.xml
msgid "If [code]true[/code], Light2D will emit light."
-msgstr "如果 [code]true[/code],Light2D 会发光。"
+msgstr "如果为 [code]true[/code],Light2D 会发光。"
#: doc/classes/Light2D.xml
msgid ""
"The Light2D's energy value. The larger the value, the stronger the light."
-msgstr "Light2D的能量值。该值越大,光线就越强。"
+msgstr "Light2D 的能量值。该值越大,光线就越强。"
#: doc/classes/Light2D.xml
msgid "The Light2D's mode. See [enum Mode] constants for values."
-msgstr "Light2D的模式。参阅[enum Mode]常数的值。"
+msgstr "Light2D 的模式。取值参阅 [enum Mode] 常量。"
#: doc/classes/Light2D.xml
msgid "The offset of the Light2D's [code]texture[/code]."
@@ -40122,7 +41484,7 @@ msgstr "Light2D 的 [code]texture[/code] 的偏移量。"
#: doc/classes/Light2D.xml
msgid "The height of the Light2D. Used with 2D normal mapping."
-msgstr "Light2D的高度。与2D法线贴图(normal mapping)一起使用。"
+msgstr "Light2D 的高度。与 2D 法线贴图一起使用。"
#: doc/classes/Light2D.xml
msgid ""
@@ -40132,7 +41494,7 @@ msgstr "图层遮罩。只有具有匹配遮罩的对象才会受到Light2D的
#: doc/classes/Light2D.xml
msgid "Maximum layer value of objects that are affected by the Light2D."
-msgstr "受Light2D影响的对象的最大层数值。"
+msgstr "受 Light2D 影响的对象的最大层数值。"
#: doc/classes/Light2D.xml
msgid "Minimum layer value of objects that are affected by the Light2D."
@@ -40141,12 +41503,12 @@ msgstr "受 Light2D 影响的对象的最小层数值。"
#: doc/classes/Light2D.xml
msgid ""
"Maximum [code]z[/code] value of objects that are affected by the Light2D."
-msgstr "受Light2D影响的物体的最大[code]z[/code]值。"
+msgstr "受 Light2D 影响的物体的最大 [code]z[/code] 值。"
#: doc/classes/Light2D.xml
msgid ""
"Minimum [code]z[/code] value of objects that are affected by the Light2D."
-msgstr "受Light2D影响的物体的最小[code]z[/code]值。"
+msgstr "受 Light2D 影响的物体的最小 [code]z[/code] 值。"
#: doc/classes/Light2D.xml
msgid "Shadow buffer size."
@@ -40154,15 +41516,15 @@ msgstr "阴影缓冲区大小。"
#: doc/classes/Light2D.xml
msgid "[Color] of shadows cast by the Light2D."
-msgstr "Light2D投下的影子的颜色[Color]。"
+msgstr "该 Light2D 投下的影子的颜色 [Color]。"
#: doc/classes/Light2D.xml
msgid "If [code]true[/code], the Light2D will cast shadows."
-msgstr "如果[code]true[/code],Light2D将投下阴影。"
+msgstr "如果为 [code]true[/code],则该 Light2D 将投下阴影。"
#: doc/classes/Light2D.xml
msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
-msgstr "阴影过滤器类型。相关可能的值,参阅[enum ShadowFilter] 阴影过滤器。"
+msgstr "阴影过滤器类型。可能的取值见 [enum ShadowFilter]。"
#: doc/classes/Light2D.xml
msgid "Smoothing value for shadows."
@@ -40177,12 +41539,12 @@ msgid ""
"The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
"with a matching light mask will cast shadows."
msgstr ""
-"阴影遮罩。与[LightOccluder2D]一起使用来投射阴影。只有具有匹配的光线遮罩的遮挡"
-"物才会投射阴影。"
+"阴影遮罩。与 [LightOccluder2D] 一起使用来投射阴影。只有具有匹配的光线遮罩的遮"
+"挡物才会投射阴影。"
#: doc/classes/Light2D.xml
msgid "[Texture] used for the Light2D's appearance."
-msgstr "用于Light2D外观的[Texture]。"
+msgstr "用于 Light2D 外观的 [Texture]。"
#: doc/classes/Light2D.xml
msgid "The [code]texture[/code]'s scale factor."
@@ -40198,13 +41560,13 @@ msgstr "将 Light2D 对应的像素值与其下方的像素值相加。这是灯
msgid ""
"Subtracts the value of pixels corresponding to the Light2D to the values of "
"pixels under it, resulting in inversed light effect."
-msgstr "将Light2D对应的像素值减去其下方的像素值,产生反光效果。"
+msgstr "将 Light2D 对应的像素值减去其下方的像素值,产生反光效果。"
#: doc/classes/Light2D.xml
msgid ""
"Mix the value of pixels corresponding to the Light2D to the values of pixels "
"under it by linear interpolation."
-msgstr "通过线性插值将Light2D对应的像素值与其下方的像素值混合。"
+msgstr "通过线性插值将 Light2D 对应的像素值与其下方的像素值混合。"
#: doc/classes/Light2D.xml
msgid ""
@@ -40212,46 +41574,46 @@ msgid ""
"parts of the screen underneath depending on the value of each pixel of the "
"light (mask) texture."
msgstr ""
-"Light2D的光线纹理被用作遮罩,根据光线遮罩纹理的每个像素的值,隐藏或显示屏幕下"
-"方的部分。"
+"Light2D 的光线纹理被用作遮罩,根据光线遮罩纹理的每个像素的值,隐藏或显示屏幕"
+"下方的部分。"
#: doc/classes/Light2D.xml
msgid "No filter applies to the shadow map. See [member shadow_filter]."
-msgstr "没有过滤器适用于阴影贴图。参阅[member shadow_filter]。"
+msgstr "没有过滤器适用于阴影贴图。见 [member shadow_filter]。"
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (3 samples) applies to the shadow map. See "
"[member shadow_filter]."
-msgstr "百分比接近过滤(3个样本)适用于阴影贴图。参阅[member shadow_filter]。"
+msgstr "百分比接近过滤(3 个样本)适用于阴影贴图。见 [member shadow_filter]。"
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (5 samples) applies to the shadow map. See "
"[member shadow_filter]."
-msgstr "百分比接近过滤(5个样本)适用于阴影贴图。参阅[member shadow_filter]。"
+msgstr "百分比接近过滤(5 个样本)适用于阴影贴图。见 [member shadow_filter]。"
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (7 samples) applies to the shadow map. See "
"[member shadow_filter]."
-msgstr "百分比接近过滤(7个样本)适用于阴影贴图。参阅[member shadow_filter]。"
+msgstr "百分比接近过滤(7 个样本)适用于阴影贴图。见 [member shadow_filter]。"
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (9 samples) applies to the shadow map. See "
"[member shadow_filter]."
-msgstr "百分比接近过滤(9个样本)适用于阴影贴图。参阅[member shadow_filter]。"
+msgstr "百分比接近过滤(9 个样本)适用于阴影贴图。见 [member shadow_filter]。"
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (13 samples) applies to the shadow map. See "
"[member shadow_filter]."
-msgstr "百分比接近过滤(13个样本)适用于阴影贴图。参阅[member shadow_filter]。"
+msgstr "百分比接近过滤(13 个样本)适用于阴影贴图。见 [member shadow_filter]。"
#: doc/classes/LightOccluder2D.xml
msgid "Occludes light cast by a Light2D, casting shadows."
-msgstr "遮挡由Light2D投射的光线,投射阴影。"
+msgstr "遮挡由 Light2D 投射的光线,投射阴影。"
#: doc/classes/LightOccluder2D.xml
msgid ""
@@ -40259,7 +41621,7 @@ msgid ""
"be provided with an [OccluderPolygon2D] in order for the shadow to be "
"computed."
msgstr ""
-"遮挡Light2D投射的灯光,投射阴影。为了计算阴影,必须为LightOccluder2D提供"
+"遮挡 Light2D 投射的灯光,投射阴影。为了计算阴影,必须为 LightOccluder2D 提供 "
"[OccluderPolygon2D]。"
#: doc/classes/LightOccluder2D.xml
@@ -40267,29 +41629,31 @@ msgid ""
"The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only "
"from Light2D(s) that have the same light mask(s)."
msgstr ""
-"LightOccluder2D的灯光遮罩。LightOccluder2D将仅从具有相同灯光遮罩的Light2D投射"
-"阴影。"
+"LightOccluder2D 的灯光遮罩。LightOccluder2D 将仅从具有相同灯光遮罩的 Light2D "
+"投射阴影。"
#: doc/classes/LightOccluder2D.xml
msgid "The [OccluderPolygon2D] used to compute the shadow."
-msgstr "用于计算阴影的[OccluderPolygon2D]。"
+msgstr "用于计算阴影的 [OccluderPolygon2D]。"
#: doc/classes/Line2D.xml
msgid "A 2D line."
-msgstr "一条2D线。"
+msgstr "一条 2D 线。"
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
"[member ProjectSettings.rendering/limits/buffers/"
"canvas_polygon_index_buffer_size_kb]."
msgstr ""
-"在 2D 空间中通过几个点的线。\n"
-"[b]注意:[/b]默认情况下,Godot一次最多只能绘制 4,096 个多边形点。要增加这个限"
-"制,请打开项目设置,增加 [member ProjectSettings.rendering/limits/buffers/"
+"在 2D 空间中通过几个点的线。支持宽度和颜色沿着线段长度变化,支持纹理及若干端"
+"点/交点类型。\n"
+"[b]注意:[/b]默认情况下,Godot 一次最多只能绘制 4,096 个多边形点。要增加这个"
+"限制,请打开项目设置,增加 [member ProjectSettings.rendering/limits/buffers/"
"canvas_polygon_buffer_size_kb] 和 [member ProjectSettings.rendering/limits/"
"buffers/canvas_polygon_index_buffer_size_kb]。"
@@ -40304,11 +41668,12 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
-"在[code]position[/code]添加点。将点追加到直线的末尾。\n"
-"如果给定了位置[code]at_position[/code],则在位置[code]at_position[/code]之前"
-"插入该点,并将该点(以及之后的每个点)移动到插入点之后。如果未给出位置处的"
-"[code]at_position[/code],或者是非法值([code]at_position <0[/code]或位置处的"
-"[code]>=[method get_point_count][/code]),则该点将追加到点列表的末尾。"
+"在 [code]position[/code] 添加点。将点追加到直线的末尾。\n"
+"如果给定了位置 [code]at_position[/code],则在位置 [code]at_position[/code] 之"
+"前插入该点,并将该点(以及之后的每个点)移动到插入点之后。如果未给出位置处的 "
+"[code]at_position[/code],或者是非法值([code]at_position < 0[/code] 或 "
+"[code]at_position >= [method get_point_count][/code]),则该点将追加到点列表"
+"的末尾。"
#: doc/classes/Line2D.xml
msgid "Removes all points from the line."
@@ -40316,35 +41681,52 @@ msgstr "移除直线上的所有点。"
#: doc/classes/Line2D.xml
msgid "Returns the Line2D's amount of points."
-msgstr "返回在Line2D上点的数量。"
+msgstr "返回该 Line2D 上点的数量。"
#: doc/classes/Line2D.xml
msgid "Returns point [code]i[/code]'s position."
-msgstr "返回点[code]i[/code]的位置。"
+msgstr "返回点 [code]i[/code] 的位置。"
#: doc/classes/Line2D.xml
msgid "Removes the point at index [code]i[/code] from the line."
-msgstr "将索引[code]i[/code]处的点从直线中移除。"
+msgstr "将索引 [code]i[/code] 处的点从直线中移除。"
#: doc/classes/Line2D.xml
msgid ""
"Overwrites the position in point [code]i[/code] with the supplied "
"[code]position[/code]."
-msgstr "用提供的[code]position[/code]位置覆盖索引[code]i[/code]处点的位置。"
+msgstr ""
+"用提供的 [code]position[/code] 位置覆盖索引 [code]i[/code] 处点的位置。"
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
-msgstr ""
-"如果[code]true[/code],线条的边界将抗锯齿。\n"
-"[b]注意:[/b] Line2D在抗锯齿时不会被批量加速。"
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
+"为 [code]true[/code] 时,会尝试对线段的边缘进行抗锯齿处理,方法是在边缘绘制一"
+"薄层 OpenGL 平滑线段。\n"
+"[b]注意:[/b]如果 [member antialiased] 为 [code]true[/code],那么 Line2D 就不"
+"会被分批加速。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedLine2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理进行"
+"的。这些抗锯齿线段仍然支持 2D 分批。"
#: doc/classes/Line2D.xml
msgid ""
"Controls the style of the line's first point. Use [enum LineCapMode] "
"constants."
-msgstr "控制直线的第一个点的样式。使用[enum LineCapMode]线帽模式常数。"
+msgstr "控制直线的第一个点的样式。使用 [enum LineCapMode] 常量。"
#: doc/classes/Line2D.xml
msgid "The line's color. Will not be used if a gradient is set."
@@ -40354,7 +41736,7 @@ msgstr "线条的颜色。如果设置了渐变,则不会生效。"
msgid ""
"Controls the style of the line's last point. Use [enum LineCapMode] "
"constants."
-msgstr "控制线条最后一点的样式。使用[enum LineCapMode]常数。"
+msgstr "控制线条最后一点的样式。使用 [enum LineCapMode] 常量。"
#: doc/classes/Line2D.xml
msgid ""
@@ -40374,9 +41756,17 @@ msgstr "构成线条的点。在此数组中设置的每个点之间绘制线。
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
-msgstr "圆形接头和盖子的平滑度。仅当盖子或接头设置为圆形时才使用此选项。"
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
+msgstr ""
+"连接点及端点的圆角平滑度。取值越高,边角越平滑,不过渲染和更新的消耗也越大。"
+"只会在端点或连接点被设为圆角时使用。\n"
+"[b]注意:[/b]默认值针对的是使用默认 [member width] 的线条。针对更细的线条,应"
+"该将这个值减小到 [code]2[/code] 和 [code]4[/code] 之间,提升性能。"
#: doc/classes/Line2D.xml
msgid ""
@@ -40390,52 +41780,52 @@ msgstr ""
msgid ""
"The texture used for the line's texture. Uses [code]texture_mode[/code] for "
"drawing style."
-msgstr "用于线条纹理的纹理。使用[code]texture_mode[/code]作为绘图样式。"
+msgstr "用于线条纹理的纹理。使用 [code]texture_mode[/code] 作为绘图样式。"
#: doc/classes/Line2D.xml
msgid ""
"The style to render the [code]texture[/code] on the line. Use [enum "
"LineTextureMode] constants."
msgstr ""
-"在线条上渲染[code]texture[/code]的样式。使用[enum LineTextureMode]常量。"
+"在线条上渲染 [code]texture[/code] 的样式。使用 [enum LineTextureMode] 常量。"
#: doc/classes/Line2D.xml
msgid "The line's width."
-msgstr "线的宽度。"
+msgstr "该线条的宽度。"
#: doc/classes/Line2D.xml
msgid ""
"The line's width varies with the curve. The original width is simply "
"multiply by the value of the Curve."
-msgstr "线条的宽度随曲线的变化而变化。原始宽度只需乘以曲线的值即可。"
+msgstr "该线条的宽度随曲线变化。原始宽度只需乘以曲线的值即可。"
#: doc/classes/Line2D.xml
msgid ""
"The line's joints will be pointy. If [code]sharp_limit[/code] is greater "
"than the rotation of a joint, it becomes a bevel joint instead."
msgstr ""
-"这条线的接头将是尖的。如果[code]sharp_limit[/code]大于关节的旋转,则它将变为"
-"斜角关节。"
+"该线条的交点将是尖头。如果 [code]sharp_limit[/code] 大于交点的旋转,它将变为"
+"倒角交点。"
#: doc/classes/Line2D.xml
msgid "The line's joints will be bevelled/chamfered."
-msgstr "线的接头将斜切/倒角。"
+msgstr "该线条的交点将为倒角/切角。"
#: doc/classes/Line2D.xml
msgid "The line's joints will be rounded."
-msgstr "该线的接头将为圆形。"
+msgstr "该线条的交点将为圆角。"
#: doc/classes/Line2D.xml
msgid "Don't draw a line cap."
-msgstr "不能在线帽上绘制。"
+msgstr "不绘制线条的端点。"
#: doc/classes/Line2D.xml
msgid "Draws the line cap as a box."
-msgstr "将线帽绘制为长方体。"
+msgstr "将线条端点绘制为矩形。"
#: doc/classes/Line2D.xml
msgid "Draws the line cap as a circle."
-msgstr "将线帽绘制为圆。"
+msgstr "将线条端点绘制为圆形。"
#: doc/classes/Line2D.xml
msgid ""
@@ -40446,17 +41836,17 @@ msgstr "获取纹理的左侧像素并在整个线条上渲染它。"
msgid ""
"Tiles the texture over the line. The texture must be imported with "
"[b]Repeat[/b] enabled for it to work properly."
-msgstr "在线条上平铺纹理。导入纹理时必须启用[b]Repeat[/b]才能正常工作。"
+msgstr "在线条上平铺纹理。导入纹理时必须启用 [b]Repeat[/b] 才能正常工作。"
#: doc/classes/Line2D.xml
msgid ""
"Stretches the texture across the line. Import the texture with [b]Repeat[/b] "
"disabled for best results."
-msgstr "沿直线拉伸纹理。导入禁用[b]重复[/b]的纹理以获得最佳效果。"
+msgstr "沿线条拉伸纹理。导入禁用 [b]Repeat[/b] 的纹理以获得最佳效果。"
#: doc/classes/LineEdit.xml
msgid "Control that provides single-line string editing."
-msgstr "该控件提供单行字符串编辑。"
+msgstr "提供单行字符串编辑功能的控件。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40514,18 +41904,18 @@ msgid ""
"Adds [code]text[/code] after the cursor. If the resulting value is longer "
"than [member max_length], nothing happens."
msgstr ""
-"在光标后添加[code]text[/code]文本。如果产生的值长于[member max_length],则不"
-"会发生任何事情。"
+"在光标后添加 [code]text[/code] 文本。如果最终值比 [member max_length] 长,则"
+"不会发生任何事情。"
#: doc/classes/LineEdit.xml
msgid "Erases the [LineEdit]'s [member text]."
-msgstr "擦除 [LineEdit] 的 [member text]文本 。"
+msgstr "擦除 [LineEdit] 的 [member text]。"
#: doc/classes/LineEdit.xml
msgid ""
"Deletes one character at the cursor's current position (equivalent to "
"pressing the [code]Delete[/code] key)."
-msgstr "在光标的当前位置删除一个字符(相当于按[code]Delete[/code]键)。"
+msgstr "在光标的当前位置删除一个字符(相当于按 [code]Delete[/code] 键)。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40533,10 +41923,10 @@ msgid ""
"[code]from_column[/code] to [code]to_column[/code]. Both parameters should "
"be within the text's length."
msgstr ""
-"删除从[code]from_column[/code]到[code]to_column[/code]位置的文本[member text]"
-"的一部分。两个参数都应该在文本的长度之内。"
+"删除 [member text] 中从起始列 [code]from_column[/code] 到结束列 "
+"[code]to_column[/code] 的部分。两个参数都应该在文本的长度之内。"
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr "清除当前选择。"
@@ -40548,20 +41938,32 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
-"返回这个[LineEdit]的[PopupMenu]。默认情况下,这个菜单在右键点击[LineEdit]时显"
-"示。\n"
-"[b]警告:[/b] 这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐"
-"藏它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。"
+"返回这个 [LineEdit] 的 [PopupMenu]。默认情况下,这个菜单会在右键点击 "
+"[LineEdit] 时显示。\n"
+"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
+"它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。"
#: doc/classes/LineEdit.xml
msgid ""
"Returns the scroll offset due to [member caret_position], as a number of "
"characters."
-msgstr "返回由[member caret_position]引起的滚动偏移,作为数字字符串。"
+msgstr "返回由 [member caret_position] 引起的滚动偏移,单位为字符数。"
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr "返回选择的开始列。"
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr "返回选择结束列。"
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "如果用户选中了文本,则返回 [code]true[/code]。"
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
-msgstr "执行[enum MenuItems]枚举中定义的给定操作。"
+msgstr "执行 [enum MenuItems] 枚举中定义的给定操作。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40575,26 +41977,26 @@ msgid ""
"select(2, 5) # Will select \"lco\".\n"
"[/codeblock]"
msgstr ""
-"在[code]from[/code]和[code]to[/code]之间的[LineEdit]内选择字符。默认情况下,"
-"[code]from[/code]位于开头,[code]to[/code]位于结尾。\n"
+"选中 [LineEdit] 内位于 [code]from[/code] 和 [code]to[/code] 之间的字符。默认"
+"情况下,[code]from[/code] 位于开头,[code]to[/code] 位于结尾。\n"
"[codeblock]\n"
"text = \"Welcome\"\n"
-"select() # 将选择 \"Welcome\".\n"
-"select(4) # 将选择 \"ome\".\n"
-"select(2, 5) #将选择 \"lco\".\n"
+"select() # 将选中“Welcome”。\n"
+"select(4) # 将选中“ome”。\n"
+"select(2, 5) #将选中“lco”。\n"
"[/codeblock]"
#: doc/classes/LineEdit.xml
msgid "Selects the whole [String]."
-msgstr "选择整个 [String]。"
+msgstr "选中整个 [String]。"
#: doc/classes/LineEdit.xml
msgid "Text alignment as defined in the [enum Align] enum."
-msgstr "在[enum Align]枚举中定义文本对齐方式。"
+msgstr "文本对齐方式,由 [enum Align] 枚举定义。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "If [code]true[/code], the caret (visual cursor) blinks."
-msgstr "如果为[code]true[/code],插入符号(可视光标)将闪烁。"
+msgstr "如果为 [code]true[/code],插入符号(可视光标)将闪烁。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Duration (in seconds) of a caret's blinking cycle."
@@ -40604,7 +42006,7 @@ msgstr "插入符号闪烁周期的持续时间(秒)。"
msgid ""
"The cursor's position inside the [LineEdit]. When set, the text may scroll "
"to accommodate it."
-msgstr "光标在[LineEdit]中的位置。设置后,文本可以滚动以适应它。"
+msgstr "光标在 [LineEdit] 中的位置。设置后,文本可以滚动以适应它。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40616,13 +42018,20 @@ msgstr ""
#: doc/classes/LineEdit.xml
msgid "If [code]true[/code], the context menu will appear when right-clicked."
-msgstr "如果为[code]true[/code],右键单击将出现上下文菜单。"
+msgstr "如果为 [code]true[/code],右键单击将出现上下文菜单。"
+
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr "如果为 [code]true[/code],则在丢失焦点时会取消选中文本。"
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
"be added."
-msgstr "如果为[code]false[/code],则不能修改现在的文本,也不能添加新文本。"
+msgstr "如果为 [code]false[/code],则不能修改现在的文本,也不能添加新文本。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40630,8 +42039,8 @@ msgid ""
"the [member text]. It will [b]not[/b] compress if the [member text] is "
"shortened."
msgstr ""
-"如果[code]true[/code],则[LineEdit]宽度将增加到比[member text]长。如果"
-"[member text]被缩短,它将[b]不[/b]压缩。"
+"如果为 [code]true[/code],则 [LineEdit] 宽度将增加到比 [member text] 长。如"
+"果 [member text] 被缩短,它将[b]不[/b]压缩。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40654,36 +42063,45 @@ msgid ""
"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/codeblock]"
msgstr ""
-"在[LineEdit]内可输入的最大字符量。如果[code]0[/code],则没有限制。\n"
-"当定义了限制时,超过[member max_length]的字符会被截断。这在设置最大长度时现有"
-"的 [member text] 内容,或在[LineEdit]中插入的新文本,包括粘贴时发生。如果任何"
-"输入的文本被截断,[signal text_change_rejected]信号将以被截断的子串为参数发送"
-"出来。\n"
-"[b]例如:[/b]\n"
+"[LineEdit] 内可输入的最大字符数。如果为 [code]0[/code],则没有限制。\n"
+"定义了限制时,超过 [member max_length] 的字符会被截断。适用于设置最大长度时的"
+"现有 [member text] 内容,以及在 [LineEdit] 中插入的新文本,包括粘贴进来的文"
+"本。如果任何输入的文本被截断,将触发 [signal text_change_rejected] 信号,参数"
+"为被截断的子串。\n"
+"[b]示例:[/b]\n"
"[codeblock]\n"
"text = \"Hello world\"\n"
"max_length = 5\n"
-"# `text` becomes \"Hello\".\n"
+"# `text` 变成 \"Hello\"。\n"
"max_length = 10\n"
"text += \" goodbye\"\n"
-"# `text` becomes \"Hello good\".\n"
-"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
+"# `text` 变成 \"Hello good\"。\n"
+"# 触发 `text_change_rejected`,参数为 \"bye\"。\n"
"[/codeblock]"
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+"如果为 [code]false[/code],将禁用鼠标中键粘贴剪贴板。\n"
+"[b]注意:[/b]这个方法只在 Linux 上实现。"
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
"code]."
msgstr ""
-"[member placeholder_text]的不透明度。值从[code]0[/code]到[code]1[/code]。"
+"[member placeholder_text] 的不透明度。值从 [code]0[/code] 到 [code]1[/code]。"
#: doc/classes/LineEdit.xml
msgid ""
"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
"default value (see [member text])."
msgstr ""
-"当[LineEdit]为空时显示的文本。它[b]不是[/b][LineEdit]的默认值(见 [member "
-"text])。"
+"当 [LineEdit] 为空时显示的文本。它[b]不是[/b] [LineEdit] 的默认值(见 "
+"[member text])。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40691,15 +42109,15 @@ msgid ""
"no [member text], or always, if [member clear_button_enabled] is set to "
"[code]false[/code]."
msgstr ""
-"如果没有[member text],或如果[member clear_button_enabled]设置为[code]false[/"
-"code],则设置将出现在[LineEdit]右端的图标。"
+"设置 [LineEdit] 右端的图标,这个图标会在没有 [member text] 时出现,如果 "
+"[member clear_button_enabled] 为 [code]false[/code] 则始终可见。"
#: doc/classes/LineEdit.xml
msgid ""
"If [code]true[/code], every character is replaced with the secret character "
"(see [member secret_character])."
msgstr ""
-"如果为[code]true[/code],每个字符都会被替换成密码字符(参考[member "
+"如果为 [code]true[/code],则每个字符都会被替换成密码字符(见 [member "
"secret_character])。"
#: doc/classes/LineEdit.xml
@@ -40712,11 +42130,11 @@ msgstr "用来作为密码输入的字符(默认为 \"*\")。只能用一个
msgid ""
"If [code]false[/code], it's impossible to select the text using mouse nor "
"keyboard."
-msgstr "如果为[code]false[/code],则无法用鼠标或键盘选择文本。"
+msgstr "如果为 [code]false[/code],则无法用鼠标或键盘选择文本。"
#: doc/classes/LineEdit.xml
msgid "If [code]false[/code], using shortcuts will be disabled."
-msgstr "如果为[code]false[/code],快捷键将被禁用。"
+msgstr "如果为 [code]false[/code],快捷键将被禁用。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40724,14 +42142,15 @@ msgid ""
"[b]Note:[/b] Changing text using this property won't emit the [signal "
"text_changed] signal."
msgstr ""
-"[LineEdit]的字符串值。\n"
-"[b]注意:[/b]使用这个属性更改文本不会触发[signal text_changed]信号。"
+"[LineEdit] 的字符串值。\n"
+"[b]注意:[/b]使用这个属性更改文本不会触发 [signal text_changed] 信号。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the native virtual keyboard is shown when focused on "
"platforms that support it."
-msgstr "如果[code]true[/code],则本机虚拟键盘将显示在支持它的平台上。"
+msgstr ""
+"如果为 [code]true[/code],则在获得焦点时会在支持的平台上显示原生虚拟键盘。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40739,8 +42158,9 @@ msgid ""
"appended text is truncated to fit [member max_length], and the part that "
"couldn't fit is passed as the [code]rejected_substring[/code] argument."
msgstr ""
-"当附加的文本超过了[member max_length]时触发。附加的文本被截断以适应[member "
-"max_length],不能适应的部分被作为[code]rejected_substring[/code]参数传递。"
+"当追加的文本超过了 [member max_length] 时触发。追加后的文本会被截断以适应 "
+"[member max_length],超出的部分会被作为 [code]rejected_substring[/code] 参数"
+"传递。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Emitted when the text changes."
@@ -40748,31 +42168,31 @@ msgstr "当文本更改时触发。"
#: doc/classes/LineEdit.xml
msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
-msgstr "当用户按[LineEdit]上的[constant KEY_ENTER]时触发。"
+msgstr "当用户在 [LineEdit] 上按 [constant KEY_ENTER] 时触发。"
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the left-hand side of the [LineEdit]."
-msgstr "[LineEdit]文本左对齐。"
+msgstr "将 [LineEdit] 的文本左对齐。"
#: doc/classes/LineEdit.xml
msgid "Centers the text in the middle of the [LineEdit]."
-msgstr "[LineEdit]文本居中。"
+msgstr "将 [LineEdit] 的文本居中。"
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the right-hand side of the [LineEdit]."
-msgstr "[LineEdit]文本右对齐。"
+msgstr "将 [LineEdit] 的文本右对齐。"
#: doc/classes/LineEdit.xml
msgid "Stretches whitespaces to fit the [LineEdit]'s width."
-msgstr "拉伸空白以适应[LineEdit]的宽度。"
+msgstr "拉伸空白以适应 [LineEdit] 的宽度。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Cuts (copies and clears) the selected text."
-msgstr "剪切(复制并删除)选定的文本。"
+msgstr "剪切(复制并删除)选中的文本。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Copies the selected text."
-msgstr "复制选定的文本。"
+msgstr "复制选中的文本。"
#: doc/classes/LineEdit.xml
msgid ""
@@ -40781,17 +42201,17 @@ msgid ""
"Non-printable escape characters are automatically stripped from the OS "
"clipboard via [method String.strip_escapes]."
msgstr ""
-"将剪贴板文本粘贴到所选文本上(或光标所在位置)。\n"
-"不可打印的转义字符将通过[method String.strip_escapes]从操作系统剪贴板中自动剥"
-"离。"
+"将剪贴板文本粘贴到所选文本上(或光标所在位置)。\n"
+"不可打印的转义字符将通过 [method String.strip_escapes] 从操作系统剪贴板中自动"
+"剥离。"
#: doc/classes/LineEdit.xml
msgid "Erases the whole [LineEdit] text."
-msgstr "删除整个[LineEdit]文本。"
+msgstr "删除 [LineEdit] 中的全部文本。"
#: doc/classes/LineEdit.xml
msgid "Selects the whole [LineEdit] text."
-msgstr "选择[LineEdit]中所有文本。"
+msgstr "选中 [LineEdit] 中的全部文本。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Undoes the previous action."
@@ -40803,7 +42223,7 @@ msgstr "反转最后一个撤销动作。"
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Represents the size of the [enum MenuItems] enum."
-msgstr "表示[enum MenuItems]枚举的大小。"
+msgstr "表示 [enum MenuItems] 枚举的大小。"
#: doc/classes/LineEdit.xml
msgid "Color used as default tint for the clear button."
@@ -40815,7 +42235,7 @@ msgstr "按下清除按钮时使用的颜色。"
#: doc/classes/LineEdit.xml
msgid "Color of the [LineEdit]'s visual cursor (caret)."
-msgstr "[LineEdit]可视光标(插入符号)的颜色。"
+msgstr "[LineEdit] 可视光标(插入符号)的颜色。"
#: doc/classes/LineEdit.xml
msgid "Default font color."
@@ -40823,7 +42243,7 @@ msgstr "默认字体颜色。"
#: doc/classes/LineEdit.xml
msgid "Font color for selected text (inside the selection rectangle)."
-msgstr "选定文本的字体颜色(在选择矩形内)。"
+msgstr "选定文本的字体颜色(在选择矩形内)。"
#: doc/classes/LineEdit.xml
msgid "Font color when editing is disabled."
@@ -40839,8 +42259,8 @@ msgid ""
"content margins). This value is measured in count of space characters (i.e. "
"this amount of space characters can be displayed without scrolling)."
msgstr ""
-"文本的最小水平空间(不包括清除按钮和内容边距)。该值以空格字符的计数来衡量(即无"
-"需滚动即可显示空格字符的数量)。"
+"文本的最小水平空间(不包括清除按钮和内容边距)。该值以空格字符的计数来衡量"
+"(即无需滚动即可显示空格字符的数量)。"
#: doc/classes/LineEdit.xml
msgid "Font used for the text."
@@ -40848,27 +42268,27 @@ msgstr "文本使用的字体。"
#: doc/classes/LineEdit.xml
msgid "Texture for the clear button. See [member clear_button_enabled]."
-msgstr "“清除”按钮的纹理。请参阅[member clear_button_enabled]。"
+msgstr "“清除”按钮的纹理。见 [member clear_button_enabled]。"
#: doc/classes/LineEdit.xml
msgid "Background used when [LineEdit] has GUI focus."
-msgstr "当[LineEdit]具有图形用户界面焦点时使用的背景。"
+msgstr "当 [LineEdit] 具有 GUI 焦点时使用的背景。"
#: doc/classes/LineEdit.xml
msgid "Default background for the [LineEdit]."
-msgstr "[LineEdit]的默认背景。"
+msgstr "[LineEdit] 的默认背景。"
#: doc/classes/LineEdit.xml
msgid ""
"Background used when [LineEdit] is in read-only mode ([member editable] is "
"set to [code]false[/code])."
msgstr ""
-"[LineEdit]处于只读模式时使用的背景([member editable]设置为[code]false[/"
-"code])。"
+"[LineEdit] 处于只读模式时使用的背景([member editable] 设置为 [code]false[/"
+"code])。"
#: doc/classes/LineShape2D.xml
msgid "Line shape for 2D collisions."
-msgstr "2D碰撞的线形形状。"
+msgstr "2D 碰撞的线形形状。"
#: doc/classes/LineShape2D.xml
msgid ""
@@ -40877,16 +42297,16 @@ msgid ""
"bodies, and usually not recommended for static bodies either because it "
"forces checks against it on every frame."
msgstr ""
-"2D碰撞的线形。它像2D平面一样工作,不允许任何物理体向负面运动。不建议刚性体使"
-"用,通常也不建议静态体使用,因为它会在每个框架上强制对其进行检查。"
+"2D 碰撞的线形形状。它像 2D 平面一样工作,不允许任何物理体向负面运动。不建议刚"
+"性体使用,通常也不建议静态体使用,因为它会在每个框架上强制对其进行检查。"
#: doc/classes/LineShape2D.xml
msgid "The line's distance from the origin."
-msgstr "直线与原点的距离。"
+msgstr "该直线与原点的距离。"
#: doc/classes/LineShape2D.xml
msgid "The line's normal."
-msgstr "线性法线。"
+msgstr "该直线的法线。"
#: doc/classes/LinkButton.xml
msgid "Simple button used to represent a link to some resource."
@@ -40899,31 +42319,31 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
-"这种按钮主要用于与按钮的交互引起上下文变化时,如链接到网页。\n"
-"参阅[BaseButton],它包含了该节点相关的常用属性和方法。"
+"这种按钮主要用于与按钮的交互引起上下文变化时(如链接到网页)。\n"
+"参阅 [BaseButton],它包含了该节点相关的常用属性和方法。"
#: doc/classes/LinkButton.xml
msgid ""
"Determines when to show the underline. See [enum UnderlineMode] for options."
-msgstr "决定何时显示下划线。参阅[enum UnderlineMode]的选项。"
+msgstr "决定何时显示下划线。参阅 [enum UnderlineMode] 的选项。"
#: doc/classes/LinkButton.xml
msgid "The LinkButton will always show an underline at the bottom of its text."
-msgstr "LinkButton 链接按钮将始终在其文本底部显示下划线。"
+msgstr "LinkButton 将始终在其文本底部显示下划线。"
#: doc/classes/LinkButton.xml
msgid ""
"The LinkButton will show an underline at the bottom of its text when the "
"mouse cursor is over it."
-msgstr "当鼠标光标悬停在 LinkButton 链接按钮的文本底部时,它会显示一个下划线。"
+msgstr "LinkButton 将在鼠标光标悬停时,在文本底部显示下划线。"
#: doc/classes/LinkButton.xml
msgid "The LinkButton will never show an underline at the bottom of its text."
-msgstr "LinkButton链接按钮永远不会在其文本的底部显示下划线。"
+msgstr "LinkButton 永远不会在其文本底部显示下划线。"
#: doc/classes/LinkButton.xml
msgid "Default text [Color] of the [LinkButton]."
-msgstr "[LinkButton]默认的字体颜色[Color]。"
+msgstr "[LinkButton] 默认的字体颜色 [Color]。"
#: doc/classes/LinkButton.xml
msgid ""
@@ -40931,16 +42351,16 @@ msgid ""
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"当[LinkButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。禁用、悬"
-"停和按下状态优先于这个颜色。"
+"当 [LinkButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁"
+"用、悬停和按下状态优先于这个颜色。"
#: doc/classes/LinkButton.xml
msgid "Text [Color] used when the [LinkButton] is being hovered."
-msgstr "当[LinkButton]被悬停时使用的文本颜色[Color]。"
+msgstr "当 [LinkButton] 被悬停时使用的文本颜色 [Color]。"
#: doc/classes/LinkButton.xml
msgid "Text [Color] used when the [LinkButton] is being pressed."
-msgstr "当[LinkButton]被按下时使用的文本颜色[Color]。"
+msgstr "当 [LinkButton] 被按下时使用的文本颜色 [Color]。"
#: doc/classes/LinkButton.xml
msgid "The vertical space between the baseline of text and the underline."
@@ -40948,7 +42368,7 @@ msgstr "文本基线和下划线之间的垂直空间。"
#: doc/classes/LinkButton.xml
msgid "[Font] of the [LinkButton]'s text."
-msgstr "[LinkButton]文本的字体[Font]。"
+msgstr "[LinkButton] 文本的字体 [Font]。"
#: doc/classes/LinkButton.xml
msgid ""
@@ -40956,8 +42376,8 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
-"当 [LinkButton] 被聚焦时使用的样式盒 [StyleBox]。它显示在当前的[StyleBox]上,"
-"所以使用[StyleBoxEmpty]将只是禁用焦点的视觉效果。"
+"当 [LinkButton] 被聚焦时使用的 [StyleBox]。它显示在当前的 [StyleBox]上,所以"
+"使用 [StyleBoxEmpty] 将只是禁用焦点的视觉效果。"
#: doc/classes/Listener.xml doc/classes/Listener2D.xml
msgid "Overrides the location sounds are heard from."
@@ -40969,16 +42389,16 @@ msgid ""
"node will override the location sounds are heard from. This can be used to "
"listen from a location different from the [Camera]."
msgstr ""
-"一旦被添加到场景树并使用[method make_current]启用,这个节点将覆盖听到声音的位"
-"置。这可以用来从[Camera]不同的位置聆听。"
+"添加到场景树并通过 [method make_current] 启用后,这个节点将覆盖听到声音的位"
+"置。可以用来从与 [Camera] 不同的位置聆听。"
#: doc/classes/Listener.xml
msgid "Disables the listener to use the current camera's listener instead."
-msgstr "禁用监听器,用当前相机的监听器代替。"
+msgstr "禁用该监听器,用当前相机的监听器代替。"
#: doc/classes/Listener.xml
msgid "Returns the listener's global orthonormalized [Transform]."
-msgstr "返回监听器的全局正则化[Transform]。"
+msgstr "返回该监听器的全局正交归一化 [Transform]。"
#: doc/classes/Listener.xml
msgid ""
@@ -40987,14 +42407,14 @@ msgid ""
"[b]Note:[/b] There may be more than one Listener marked as \"current\" in "
"the scene tree, but only the one that was made current last will be used."
msgstr ""
-"如果使用[method make_current]方法,使监听器成为当前状态,则返回[code]true[/"
-"code],否则返回[code]false[/code]。\n"
-"[b]注意:[/b] 在场景树中可能有一个以上的监听器被标记为 \"当前\",但只有最后变"
-"成当前的那个才会被使用。"
+"如果使用 [method make_current] 方法将该监听器标记为了当前状态,则返回 "
+"[code]true[/code],否则返回 [code]false[/code]。\n"
+"[b]注意:[/b]场景树中可能有多个被标记为“当前”的 Listener,但只会使用最后变成"
+"当前的那个。"
#: doc/classes/Listener.xml
msgid "Enables the listener. This will override the current camera's listener."
-msgstr "启用监听器。这将覆盖当前相机的监听器。"
+msgstr "启用该监听器。将覆盖当前相机的监听器。"
#: doc/classes/Listener2D.xml
msgid ""
@@ -41006,21 +42426,21 @@ msgid ""
"screen will be used as a hearing point for the audio. [Listener2D] needs to "
"be inside [SceneTree] to function."
msgstr ""
-"一旦被添加到场景树,并使用[method make_current]启用,这个节点将覆盖听到声音的"
-"位置。只有一个[Listener2D]可以是当前的。使用[method make_current]将禁用以前的"
-"[Listener2D]。\n"
-"如果在当前的[Viewport]中没有激活的[Listener2D],屏幕中心将被用作音频的聆听"
-"点。[Listener2D]需要在[SceneTree]内才能发挥作用。"
+"添加到场景树并通过 [method make_current] 启用后,这个节点将覆盖听到声音的位"
+"置。只有一个 [Listener2D] 可以是当前的。使用 [method make_current] 将禁用之前"
+"的 [Listener2D]。\n"
+"如果在当前的 [Viewport] 中没有已激活的 [Listener2D],屏幕中心将被用作音频的聆"
+"听点。[Listener2D] 需要在 [SceneTree] 内才能发挥作用。"
#: doc/classes/Listener2D.xml
msgid ""
"Disables the [Listener2D]. If it's not set as current, this method will have "
"no effect."
-msgstr "禁用[Listener2D]。如果未将其设置为当前,此方法将无效。"
+msgstr "禁用该 [Listener2D]。如果未将其设置为当前,这个方法不会产生任何效果。"
#: doc/classes/Listener2D.xml
msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
-msgstr "如果此[Listener2D]当前处于激活状态,则返回[code]true[/code]。"
+msgstr "如果这个 [Listener2D] 当前处于激活状态,则返回 [code]true[/code]。"
#: doc/classes/Listener2D.xml
msgid ""
@@ -41030,9 +42450,9 @@ msgid ""
"This method will have no effect if the [Listener2D] is not added to "
"[SceneTree]."
msgstr ""
-"使[Listener2D]处于激活状态,将其设置为声音的聆听点。如果已经有另一个激活的"
+"激活该 [Listener2D],将其设置为声音的聆听点。如果已经有另一个激活的 "
"[Listener2D],它将被禁用。\n"
-"如果[Listener2D]未添加到[SceneTree]中,此方法将无效。"
+"如果 [Listener2D] 未添加到 [SceneTree]中,这个方法不会产生任何效果。"
#: doc/classes/MainLoop.xml
msgid "Abstract base class for the game's main loop."
@@ -41083,14 +42503,14 @@ msgid ""
" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
"[/codeblock]"
msgstr ""
-"[MainLoop]是Godot项目中游戏循环的抽象基类。它被[SceneTree]继承,后者是Godot项"
-"目中使用的游戏循环的默认实现,不过也可以编写和使用自己的[MainLoop]子类,而不"
-"是场景树。\n"
-"在应用程序启动时,必须向操作系统提供一个[MainLoop]实现;否则,应用程序将退"
-"出。除非从命令行提供一个主[Script](例如:[code]godot -s my_loop.gd[/"
-"code]),这将自动发生(并且创建一个[SceneTree]),并应该是一个[MainLoop]实"
-"现。\n"
-"下面是实现简单[MainLoop]的脚本例子:\n"
+"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承,后者是 "
+"Godot 项目中使用的游戏循环的默认实现,不过也可以不使用场景树,自行编写并使用 "
+"[MainLoop] 的子类。\n"
+"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退"
+"出。这个过程会自动发生(并会创建一个 [SceneTree]),除非从命令行提供了一个主 "
+"[Script](例如:[code]godot -s my_loop.gd[/code]),这个脚本应该实现 "
+"[MainLoop]。\n"
+"下面是实现简单 [MainLoop] 的脚本例子:\n"
"[codeblock]\n"
"extends MainLoop\n"
"\n"
@@ -41099,29 +42519,29 @@ msgstr ""
"var quit = false\n"
"\n"
"func _initialize():\n"
-" print(\"Initialized:\")\n"
-" print(\" Starting time: %s\" % str(time_elapsed))\n"
+" print(\"初始化:\")\n"
+" print(\" 启动时间:%s\" % str(time_elapsed))\n"
"\n"
"func _idle(delta):\n"
" time_elapsed += delta\n"
-" # Return true to end the main loop.\n"
+" # 返回 true 会结束主循环。\n"
" return quit\n"
"\n"
"func _input_event(event):\n"
-" # Record keys.\n"
+" # 记录按键。\n"
" if event is InputEventKey and event.pressed and !event.echo:\n"
" keys_typed.append(OS.get_scancode_string(event.scancode))\n"
-" # Quit on Escape press.\n"
+" # 按 ESC 退出。\n"
" if event.scancode == KEY_ESCAPE:\n"
" quit = true\n"
-" # Quit on any mouse click.\n"
+" # 按任意鼠标按键退出。\n"
" if event is InputEventMouseButton:\n"
" quit = true\n"
"\n"
"func _finalize():\n"
-" print(\"Finalized:\")\n"
-" print(\" End time: %s\" % str(time_elapsed))\n"
-" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
+" print(\"完成:\")\n"
+" print(\" 结束时间:%s\" % str(time_elapsed))\n"
+" print(\" 按下按键:%s\" % var2str(keys_typed))\n"
"[/codeblock]"
#: doc/classes/MainLoop.xml
@@ -41141,7 +42561,7 @@ msgstr "在程序退出前调用。"
msgid ""
"Called when the user performs an action in the system global menu (e.g. the "
"Mac OS menu bar)."
-msgstr "当用户在系统全局菜单(如Mac OS的菜单栏)中执行动作时被调用。"
+msgstr "当用户在系统全局菜单(如 Mac OS 的菜单栏)中执行动作时被调用。"
#: doc/classes/MainLoop.xml
msgid ""
@@ -41151,10 +42571,10 @@ msgid ""
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
-"在每个空闲帧中调用,参数为自上一个空闲帧以来的时间(以秒为单位)。相当于"
+"在每个空闲帧中调用,参数为自上一个空闲帧以来的时间(以秒为单位)。相当于 "
"[method Node._process]。\n"
-"如果实施,该方法必须返回一个布尔值。[code]true[/code] 结束主循环,而"
-"[code]false[/code] 让它进入下一帧。"
+"如果实施,该方法必须返回一个布尔值。[code]true[/code] 会结束主循环,而 "
+"[code]false[/code] 会让它进入下一帧。"
#: doc/classes/MainLoop.xml
msgid "Called once during initialization."
@@ -41162,15 +42582,15 @@ msgstr "在初始化时调用一次。"
#: doc/classes/MainLoop.xml
msgid "Called whenever an [InputEvent] is received by the main loop."
-msgstr "每当主循环接收到[InputEvent]时,就会调用。"
+msgstr "每当主循环接收到 [InputEvent] 时,就会调用。"
#: doc/classes/MainLoop.xml
msgid ""
"Deprecated callback, does not do anything. Use [method _input_event] to "
"parse text input. Will be removed in Godot 4.0."
msgstr ""
-"废弃的回调,不做任何事情。使用[method _input_event]来解析文本输入。在Godot "
-"4.0中会被删除。"
+"已废弃的回调,不做任何事情。请使用 [method _input_event] 来解析文本输入。在 "
+"Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
@@ -41181,46 +42601,46 @@ msgid ""
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
-"在每个物理帧中调用,并将自上一个物理帧以来的时间作为参数,[code]delta[/"
-"code],单位为秒。相当于[method Node._physics_process]。\n"
-"如果实现,该方法必须返回一个布尔值。[code]true[/code]结束主循环,而"
-"[code]false[/code]让它进入下一帧。"
+"在每个物理帧中调用,并将自上一个物理帧以来的时间作为参数([code]delta[/"
+"code],单位为秒)。相当于 [method Node._physics_process]。\n"
+"如果实现,该方法必须返回一个布尔值。[code]true[/code] 会结束主循环,而 "
+"[code]false[/code] 会让它进入下一帧。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _finalize] instead. Will be "
"removed in Godot 4.0."
-msgstr "不应手动调用,而应覆盖[method _finalize]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _finalize]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _idle] instead. Will be "
"removed in Godot 4.0."
-msgstr "不应手动调用,而应覆盖[method _idle]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _idle]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _initialize] instead. Will "
"be removed in Godot 4.0."
-msgstr "不应手动调用,而应覆盖[method _initialize]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _initialize]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _input_event] instead. Will "
"be removed in Godot 4.0."
-msgstr "不应手动调用,而应重写[method _input_event]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _input_event]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _input_text] instead. Will "
"be removed in Godot 4.0."
-msgstr "不应手动调用,而应重写[method _input_text]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _input_text]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _iteration] instead. Will be "
"removed in Godot 4.0."
-msgstr "不应手动调用,而应覆盖[method _iteration]。在Godot 4.0中会被删除。"
+msgstr "不应手动调用,请覆盖 [method _iteration]。在 Godot 4.0 中会被删除。"
#: doc/classes/MainLoop.xml
msgid "Emitted when a user responds to a permission request."
@@ -41231,16 +42651,16 @@ msgid ""
"Notification received from the OS when the mouse enters the game window.\n"
"Implemented on desktop and web platforms."
msgstr ""
-"当鼠标进入游戏窗口时从操作系统收到的通知。\n"
-"在桌面和网络平台上实现。"
+"当鼠标进入游戏窗口时,从操作系统收到的通知。\n"
+"在桌面和 Web 平台上实现。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the mouse leaves the game window.\n"
"Implemented on desktop and web platforms."
msgstr ""
-"当鼠标离开游戏窗口时从操作系统收到的通知。\n"
-"在桌面和网络平台上实现。"
+"当鼠标离开游戏窗口时,从操作系统收到的通知。\n"
+"在桌面和 Web 平台上实现。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41255,7 +42675,7 @@ msgid ""
"Notification received from the OS when the game window is unfocused.\n"
"Implemented on all platforms."
msgstr ""
-"当游戏窗口未获得焦点时,从操作系统收到的通知。\n"
+"当游戏窗口失去焦点时,从操作系统收到的通知。\n"
"在所有平台上实现。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
@@ -41264,7 +42684,7 @@ msgid ""
"the window with a \"Close\" button or Alt+F4).\n"
"Implemented on desktop platforms."
msgstr ""
-"发出退出请求时,从操作系统收到的通知(例如用“关闭”按钮或 Alt+F4 关闭窗"
+"当发出退出请求时,从操作系统收到的通知(例如用“关闭”按钮或 Alt+F4 关闭窗"
"口)。\n"
"在桌面平台上实现。"
@@ -41276,7 +42696,7 @@ msgid ""
msgstr ""
"当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按"
"钮)。\n"
-"Android 平台特供。"
+"仅限 Android 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41284,9 +42704,9 @@ msgid ""
"another OS window wants to take the focus).\n"
"No supported platforms currently send this notification."
msgstr ""
-"当取消焦点的请求被发送时,从操作系统收到的通知(例如,另一个操作系统窗口想要"
-"得到焦点)。\n"
-"目前没有支持的平台发送这个通知。"
+"当发出取消焦点请求时,从操作系统收到的通知(例如另一个操作系统窗口想要获得焦"
+"点)。\n"
+"支持的平台目前都不会发送这个通知。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41295,7 +42715,7 @@ msgid ""
"Specific to the iOS platform."
msgstr ""
"当应用程序超过其分配的内存时,从操作系统收到的通知。\n"
-"专用于 iOS 平台。"
+"仅限 iOS 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41304,9 +42724,9 @@ msgid ""
"for example to change the UI strings on the fly. Useful when working with "
"the built-in translation support, like [method Object.tr]."
msgstr ""
-"当翻译可能发生变化时收到的通知。可以由用户改变区域设置来触发。可以用来响应语"
-"言的变化,例如,实时改变 UI 字符串。在使用内置的翻译支持时很有用,比如 "
-"[method Object.tr]。"
+"当翻译可能发生变化时收到的通知。会在用户改变区域设置时触发。可以用来响应语言"
+"的变化,例如实时改变 UI 字符串。可配合内置的翻译支持使用,比如 [method "
+"Object.tr]。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41314,8 +42734,8 @@ msgid ""
"is sent.\n"
"Specific to the macOS platform."
msgstr ""
-"当发送“关于”信息的请求时,从操作系统收到的通知。\n"
-"特定于 macOS 平台。"
+"当发出“关于”信息请求时,从操作系统收到的通知。\n"
+"仅限 macOS 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
@@ -41332,29 +42752,29 @@ msgid ""
"occurs (e.g. change of IME cursor position or composition string).\n"
"Specific to the macOS platform."
msgstr ""
-"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME光标位置或组成字符串的"
-"变化)。\n"
-"特定于macOS平台。"
+"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串"
+"的变化)。\n"
+"仅限 macOS 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the app is resumed.\n"
"Specific to the Android platform."
msgstr ""
-"恢复应用时从操作系统收到的通知。\n"
-"特定于 Android 平台。"
+"当应用恢复时,从操作系统收到的通知。\n"
+"仅限 Android 平台。"
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the app is paused.\n"
"Specific to the Android platform."
msgstr ""
-"暂停应用时从操作系统收到的通知。\n"
-"特定于 Android 平台。"
+"当应用暂停时,从操作系统收到的通知。\n"
+"仅限 Android 平台。"
#: doc/classes/MarginContainer.xml
msgid "Simple margin container."
-msgstr "简单边距容器。"
+msgstr "简单的边距容器。"
#: doc/classes/MarginContainer.xml
msgid ""
@@ -41373,13 +42793,13 @@ msgid ""
"add_constant_override(\"margin_right\", margin_value)\n"
"[/codeblock]"
msgstr ""
-"为所有作为容器的直接子节点的[Control]节点添加顶部、左侧、底部和右侧的边距。要"
-"控制[MarginContainer]的边距,请使用下面列出的[code]margin_*[/code] 主题属"
-"性。\n"
-"[b]注意:[/b]要小心,[Control]的margin值与常量margin值不同。如果你想通过代码"
-"改变[MarginContainer]的自定义边距值,应该使用下面的例子:\n"
+"为所有作为容器的直接子节点的 [Control] 节点添加顶部、左侧、底部和右侧的边距。"
+"要控制 [MarginContainer] 的边距,请使用下面列出的 [code]margin_*[/code] 主题"
+"属性。\n"
+"[b]注意:[/b]要小心,[Control] 的 margin 值与常量 margin 值不同。如果你想通过"
+"代码改变 [MarginContainer] 的自定义边距值,应该使用下面的例子:\n"
"[codeblock]\n"
-"# 这个代码示例假定当前脚本扩展自MarginContainer。\n"
+"# 这个代码示例假定当前脚本扩展自 MarginContainer。\n"
"var margin_value = 100\n"
"add_constant_override(\"margin_top\", margin_value)\n"
"add_constant_override(\"margin_left\", margin_value)\n"
@@ -41392,28 +42812,32 @@ msgid ""
"All direct children of [MarginContainer] will have a bottom margin of "
"[code]margin_bottom[/code] pixels."
msgstr ""
-"所有[MarginContainer]的直接子代将有[code]margin_bottom[/code]像素的底边距。"
+"所有 [MarginContainer] 的直接子节点将有 [code]margin_bottom[/code] 像素的底边"
+"距。"
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a left margin of "
"[code]margin_left[/code] pixels."
msgstr ""
-"所有[MarginContainer]的直接子代将有[code]margin_left[/code]像素的左边距。"
+"所有 [MarginContainer] 的直接子节点将有 [code]margin_left[/code] 像素的左边"
+"距。"
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a right margin of "
"[code]margin_right[/code] pixels."
msgstr ""
-"所有[MarginContainer]的直接子代将有[code]margin_right[/code]像素的右边距。"
+"所有 [MarginContainer] 的直接子节点将有 [code]margin_right[/code] 像素的右边"
+"距。"
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a top margin of "
"[code]margin_top[/code] pixels."
msgstr ""
-"所有[MarginContainer]的直接子代将有[code]margin_right[/code]像素的顶边距。"
+"所有 [MarginContainer] 的直接子节点将有 [code]margin_top[/code] 像素的顶边"
+"距。"
#: doc/classes/Marshalls.xml
msgid "Data transformation (marshalling) and encoding helpers."
@@ -41428,14 +42852,15 @@ msgid ""
"Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string "
"[code]base64_str[/code]."
msgstr ""
-"返回对应于Base64编码字符串[code]base64_str[/code]的解码的[PoolByteArray]。"
+"返回对应于 Base64 编码字符串 [code]base64_str[/code] 的解码的 "
+"[PoolByteArray]。"
#: doc/classes/Marshalls.xml
msgid ""
"Returns a decoded string corresponding to the Base64-encoded string "
"[code]base64_str[/code]."
msgstr ""
-"返回一个与Base64编码的字符串[code]base64_str[/code]相对应的解码字符串。"
+"返回与 Base64 编码的字符串 [code]base64_str[/code] 相对应的解码字符串。"
#: doc/classes/Marshalls.xml
msgid ""
@@ -41446,19 +42871,20 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"返回一个对应于Base64编码的字符串[code]base64_str[/code]的解码[Variant]。如果"
-"[code]allow_objects[/code]是[code]true[/code],则允许对对象进行解码。\n"
-"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受"
-"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
+"返回一个对应于 Base64 编码的字符串 [code]base64_str[/code] 的解码 [Variant]。"
+"如果 [code]allow_objects[/code] 是 [code]true[/code],则允许对对象进行解"
+"码。\n"
+"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信"
+"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
#: doc/classes/Marshalls.xml
msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
-msgstr "返回给定[PoolByteArray]的Base64编码的字符串。"
+msgstr "返回给定 [PoolByteArray] 的 Base64 编码的字符串。"
#: doc/classes/Marshalls.xml
msgid ""
"Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]."
-msgstr "返回UTF-8字符串[code]utf8_str[/code]的一个Base64编码的字符串。"
+msgstr "返回 UTF-8 字符串 [code]utf8_str[/code] 的一个 Base64 编码的字符串。"
#: doc/classes/Marshalls.xml
msgid ""
@@ -41466,13 +42892,13 @@ msgid ""
"[code]full_objects[/code] is [code]true[/code], encoding objects is allowed "
"(and can potentially include code)."
msgstr ""
-"返回一个Base64编码的[Variant][code]variant[/code]的字符串。如果"
-"[code]full_objects[/code]是[code]true[/code],允许对对象进行编码(有可能包括"
-"代码)。"
+"返回经过 Base64 编码的 [Variant] [code]variant[/code] 的字符串。如果 "
+"[code]full_objects[/code] 为 [code]true[/code],则允许将对象进行编码(有可能"
+"包括代码)。"
#: doc/classes/Material.xml
msgid "Abstract base [Resource] for coloring and shading geometry."
-msgstr "用于为几何体上色(Coloring)和着色(Shading)的[Resource]抽象子类。"
+msgstr "用于为几何体上色(Coloring)和着色(Shading)的 [Resource] 抽象基类。"
#: doc/classes/Material.xml
msgid ""
@@ -41481,9 +42907,9 @@ msgid ""
"carry a Material. A few flags and parameters are shared between all material "
"types and are configured here."
msgstr ""
-"材质是基本[Resource],用于几何体着色器和上色。所有的材质都继承自它,几乎所有"
-"的[VisualInstance]派生节点都带有材质。有几个标志和参数在所有材质类型之间是共"
-"享的,并在这里进行配置。"
+"Material 是用于为几何体上色和着色的 [Resource] 基类。所有的材质都继承自它,几"
+"乎所有的 [VisualInstance] 派生节点都带有材质。有几个标志和参数在所有材质类型"
+"之间是共享的,并在这里进行配置。"
#: doc/classes/Material.xml
msgid ""
@@ -41492,9 +42918,8 @@ msgid ""
"[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s "
"with type \"Spatial\"."
msgstr ""
-"设置下一次使用的 [Material]。这将使用不同的材质再次渲染对象。\n"
-"[b]注意:[/b]这只适用于“Spatial”类型的 [SpatialMaterial] 和 "
-"[ShaderMaterial]。"
+"设置下一阶段使用的 [Material]。这将使用不同的材质再次渲染对象。\n"
+"[b]注意:[/b]仅适用于 [SpatialMaterial] 和“Spatial”类型的 [ShaderMaterial]。"
#: doc/classes/Material.xml
msgid ""
@@ -41505,11 +42930,10 @@ msgid ""
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
-"设置3D场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前"
+"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前"
"面。\n"
-"[b]注意:[/b] 这只适用于透明物体的排序。这不会影响透明物体相对于不透明物体的"
-"排序方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先"
-"级)。"
+"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
+"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
#: doc/classes/Material.xml
msgid "Maximum value for the [member render_priority] parameter."
@@ -41556,7 +42980,7 @@ msgstr ""
msgid ""
"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
"the button."
-msgstr "如果[code]true[/code],快捷方式将被禁用,无法用于触发按钮。"
+msgstr "如果为 [code]true[/code],快捷方式将被禁用,无法用于触发按钮。"
#: doc/classes/MenuButton.xml
msgid ""
@@ -41564,20 +42988,21 @@ msgid ""
"within the same parent which also has [code]switch_on_hover[/code] enabled, "
"it will close the current [MenuButton] and open the other one."
msgstr ""
-"如果[code]true[/code],当光标悬停在同一父级中也启用了[code]switch_on_hover[/"
-"code]的另一个[MenuButton]上方时,它将关闭当前的[MenuButton]并打开另一个。"
+"如果为 [code]true[/code],当光标悬停在同一父级中也启用了 "
+"[code]switch_on_hover[/code] 的另一个 [MenuButton] 上方时,它将关闭当前的 "
+"[MenuButton] 并打开另一个。"
#: doc/classes/MenuButton.xml
msgid "Emitted when [PopupMenu] of this MenuButton is about to show."
-msgstr "当此MenuButton的[PopupMenu]即将显示时触发。"
+msgstr "当此 MenuButton 的 [PopupMenu] 即将显示时触发。"
#: doc/classes/MenuButton.xml
msgid "Default text [Color] of the [MenuButton]."
-msgstr "[MenuButton]默认的字体[Color]颜色。"
+msgstr "[MenuButton] 默认的字体 [Color] 颜色。"
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is disabled."
-msgstr "[MenuButton]被禁用时的字体[Color]颜色。"
+msgstr "[MenuButton] 被禁用时的字体 [Color] 颜色。"
#: doc/classes/MenuButton.xml
msgid ""
@@ -41585,8 +43010,8 @@ msgid ""
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"当[MenuButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。禁用、悬"
-"停和按下状态优先于这个颜色。"
+"当 [MenuButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁"
+"用、悬停和按下状态优先于这个颜色。"
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is being hovered."
@@ -41594,19 +43019,19 @@ msgstr "当鼠标在 [MenuButton] 上悬停时使用的字体 [Color] 颜色。"
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is being pressed."
-msgstr "当[MenuButton]被按下时使用的字体[Color]颜色。"
+msgstr "当 [MenuButton] 被按下时使用的字体 [Color] 颜色。"
#: doc/classes/MenuButton.xml
msgid "The horizontal space between [MenuButton]'s icon and text."
-msgstr "[MenuButton]的文字和图标之间的水平间隙。"
+msgstr "[MenuButton] 的文字和图标之间的水平间隙。"
#: doc/classes/MenuButton.xml
msgid "[Font] of the [MenuButton]'s text."
-msgstr "[MenuButton]文本的[Font]。"
+msgstr "[MenuButton] 文本的 [Font]。"
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is disabled."
-msgstr "当[MenuButton]被禁用时使用的[StyleBox]。"
+msgstr "当 [MenuButton] 被禁用时使用的 [StyleBox]。"
#: doc/classes/MenuButton.xml
msgid ""
@@ -41614,8 +43039,8 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
-"当[MenuButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使用"
-"[StyleBoxEmpty]将只是禁用焦点的视觉效果。"
+"当 [MenuButton] 被聚焦时使用的 [StyleBox]。它显示在当前的 [StyleBox] 上,所以"
+"使用 [StyleBoxEmpty] 将只是禁用焦点的视觉效果。"
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is being hovered."
@@ -41623,11 +43048,11 @@ msgstr "当鼠标在 [MenuButton] 上悬停时使用的 [StyleBox] 样式盒。"
#: doc/classes/MenuButton.xml
msgid "Default [StyleBox] for the [MenuButton]."
-msgstr "[MenuButton]的默认[StyleBox]样式盒。"
+msgstr "[MenuButton] 的默认 [StyleBox] 样式盒。"
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is being pressed."
-msgstr "[MenuButton]被按下时的[StyleBox]样式盒。"
+msgstr "[MenuButton] 被按下时的 [StyleBox] 样式盒。"
#: doc/classes/Mesh.xml
msgid "A [Resource] that contains vertex array-based geometry."
@@ -41658,8 +43083,8 @@ msgstr ""
"如果 [code]clean[/code] 是 [code]true[/code] (默认),重复的和内部的顶点会被"
"自动移除。你可以把它设为 [code]false[/code] 来使这个过程更快,如果不需要的"
"话。\n"
-"如果[code]simplify[/code]是[code]true[/code],可以进一步简化几何体以减少顶点"
-"的数量。默认情况下是禁用的。"
+"如果 [code]simplify[/code] 是 [code]true[/code],可以进一步简化几何体以减少顶"
+"点的数量。默认情况下是禁用的。"
#: doc/classes/Mesh.xml
msgid ""
@@ -41673,11 +43098,11 @@ msgstr ""
#: doc/classes/Mesh.xml
msgid "Calculate a [ConcavePolygonShape] from the mesh."
-msgstr "从网格中计算出[ConcavePolygonShape]。"
+msgstr "从网格中计算出 [ConcavePolygonShape]。"
#: doc/classes/Mesh.xml
msgid "Generate a [TriangleMesh] from the mesh."
-msgstr "从网格生成[TriangleMesh]。"
+msgstr "从网格生成 [TriangleMesh]。"
#: doc/classes/Mesh.xml
msgid ""
@@ -41686,9 +43111,9 @@ msgid ""
"get_transformed_aabb].\n"
"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
msgstr ""
-"返回局部空间中包围这个网格的最小的[AABB]。不受[code]custom_aabb[/code]的影"
+"返回局部空间中包围这个网格的最小的 [AABB]。不受 [code]custom_aabb[/code] 的影"
"响。参阅 [method VisualInstance.get_transformed_aabb]。\n"
-"[b]注意:[/b]这只对[ArrayMesh]和[PrimitiveMesh]实现。"
+"[b]注意:[/b]这只对 [ArrayMesh] 和 [PrimitiveMesh] 实现。"
#: doc/classes/Mesh.xml
msgid ""
@@ -41716,21 +43141,21 @@ msgstr "返回所需面的混合形状数组。"
msgid ""
"Returns a [Material] in a given surface. Surface is rendered using this "
"material."
-msgstr "返回给定面的[Material]材质。面将由该材质来渲染。"
+msgstr "返回给定面的 [Material] 材质。面将由该材质来渲染。"
#: doc/classes/Mesh.xml
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
"material."
-msgstr "设置给定面的[Material]材质。该面将会使用此材质渲染。"
+msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染。"
#: doc/classes/Mesh.xml
msgid ""
"Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides "
"[member BakedLightmap.default_texels_per_unit]."
msgstr ""
-"设置提示,用于[BakedLightmap]中的光照贴图分辨率。重写[member BakedLightmap."
-"default_texels_per_unit]。"
+"设置提示,用于 [BakedLightmap] 中的光照贴图分辨率。重写 [member "
+"BakedLightmap.default_texels_per_unit]。"
#: doc/classes/Mesh.xml
msgid "Render array as points (one vertex equals one point)."
@@ -41789,11 +43214,11 @@ msgstr "网格组包含颜色。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains UVs."
-msgstr "网格组包含UV。"
+msgstr "网格组包含 UV。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains second UV."
-msgstr "网格组包含第二套UV。"
+msgstr "网格组包含第二套 UV。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains bones."
@@ -41811,7 +43236,7 @@ msgstr "网格组使用索引。"
msgid ""
"Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum "
"values. Do not use."
-msgstr "内部用于计算其他[code]ARRAY_COMPRESS_*[/code]枚举值。不要使用。"
+msgstr "内部用于计算其他 [code]ARRAY_COMPRESS_*[/code] 枚举值。不要使用。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) vertex array."
@@ -41819,25 +43244,25 @@ msgstr "用于标记压缩(半精度浮点)顶点数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) normal array."
-msgstr "曾经用于标记压缩(半精度浮点)法向数组的 Flag。"
+msgstr "曾经用于标记压缩(半精度浮点)法向数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) tangent array."
-msgstr "曾经用于标记压缩(半精度浮点)切向数组的Flag。"
+msgstr "曾经用于标记压缩(半精度浮点)切向数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) color array."
-msgstr "曾用于标记压缩(半精度浮点)颜色数组的Flag。"
+msgstr "曾用于标记压缩(半精度浮点)颜色数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) UV coordinates array."
-msgstr "曾用于标记压缩(半精度浮点)UV 坐标数组的 Flag。"
+msgstr "曾用于标记压缩(半精度浮点)UV 坐标数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid ""
"Flag used to mark a compressed (half float) UV coordinates array for the "
"second UV coordinates."
-msgstr "曾用于标记第二套UV坐标的压缩(半精度浮点)UV坐标数组的Flag。"
+msgstr "曾用于标记第二套 UV 坐标的压缩(半精度浮点)UV 坐标数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed bone array."
@@ -41849,15 +43274,15 @@ msgstr "用于标记压缩(半精度浮点)权重数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed index array."
-msgstr "曾用于标记压缩索引数组的Flag。"
+msgstr "曾用于标记压缩索引数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array contains 2D vertices."
-msgstr "曾用于标记包含2D顶点的数组的Flag。"
+msgstr "曾用于标记包含 2D 顶点的数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
-msgstr "用于标记数组使用16位骨骼而不是8位的标志。"
+msgstr "用于标记数组使用 16 位骨骼而不是 8 位的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid ""
@@ -41873,10 +43298,10 @@ msgid ""
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
msgstr ""
-"用于快速设置标志[constant ARRAY_COMPRESS_VERTEX], [constant "
-"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
-"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
-"ARRAY_COMPRESS_TEX_UV2] , [constant ARRAY_COMPRESS_WEIGHTS], 和[constant "
+"用于快速设置标志 [constant ARRAY_COMPRESS_VERTEX]、[constant "
+"ARRAY_COMPRESS_NORMAL]、[constant ARRAY_COMPRESS_TANGENT]、[constant "
+"ARRAY_COMPRESS_COLOR]、[constant ARRAY_COMPRESS_TEX_UV]、[constant "
+"ARRAY_COMPRESS_TEX_UV2]、[constant ARRAY_COMPRESS_WEIGHTS]、[constant "
"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。"
#: doc/classes/Mesh.xml
@@ -41889,7 +43314,7 @@ msgstr "法线数组。"
#: doc/classes/Mesh.xml
msgid "Array of tangents as an array of floats, 4 floats per tangent."
-msgstr "切向数组。每一个切向数据由四个float变量描述。"
+msgstr "切向数组。每一个切向数据由四个 float 变量描述。"
#: doc/classes/Mesh.xml
msgid "Array of colors."
@@ -41901,7 +43326,7 @@ msgstr "UV 坐标数组。"
#: doc/classes/Mesh.xml
msgid "Array of second set of UV coordinates."
-msgstr "第二套UV坐标数组。"
+msgstr "第二套 UV 坐标数组。"
#: doc/classes/Mesh.xml
msgid "Array of bone data."
@@ -41953,11 +43378,11 @@ msgid ""
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
-"MeshDataTool提供对[Mesh]中单个顶点的访问。它允许用户读取和编辑网格的顶点数"
+"MeshDataTool 提供对 [Mesh] 中单个顶点的访问。它允许用户读取和编辑网格的顶点数"
"据。还可以创建面和边的数组。\n"
-"要使用MeshDataTool,请使用[method create_from_surface]加载网格。当完成编辑数"
-"据后,用[method commit_to_surface]将数据提交给Mesh。\n"
-"下面是如何使用MeshDataTool的例子。\n"
+"要使用 MeshDataTool,请使用 [method create_from_surface] 加载网格。当完成编辑"
+"数据后,用 [method commit_to_surface] 将数据提交给 Mesh。\n"
+"下面是如何使用 MeshDataTool 的例子。\n"
"[codeblock]\n"
"var mesh = ArrayMesh.new()\n"
"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()."
@@ -41977,13 +43402,13 @@ msgstr ""
"mi.mesh = mesh\n"
"add_child(mi)\n"
"[/codeblock]\n"
-"参阅[ArrayMesh]、[ImmediateGeometry]和[SurfaceTool]的程序性几何体生成。\n"
-"[b]注意:[/b] Godot对三角形原始模式的前端面使用顺时针[url=https://"
+"参阅 [ArrayMesh]、[ImmediateGeometry] 和 [SurfaceTool] 的程序性几何体生成。\n"
+"[b]注意:[/b]Godot 对三角形图元模式的前端面使用顺时针[url=https://"
"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。"
#: doc/classes/MeshDataTool.xml
msgid "Clears all data currently in MeshDataTool."
-msgstr "将当前MeshDataTool中所有的数据全部清除。"
+msgstr "将当前 MeshDataTool 中所有的数据全部清除。"
#: doc/classes/MeshDataTool.xml
msgid "Adds a new surface to specified [Mesh] with edited data."
@@ -41994,8 +43419,8 @@ msgid ""
"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
-"使用给定[Mesh]的指定表面来填充MeshDataTool的数据。\n"
-"要求[Mesh]具有基本类型[constant Mesh.PRIMITIVE_TRIANGLES]。"
+"使用给定 [Mesh] 的指定表面来填充 MeshDataTool 的数据。\n"
+"要求 [Mesh] 具有基本类型 [constant Mesh.PRIMITIVE_TRIANGLES]。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of edges in this [Mesh]."
@@ -42016,11 +43441,11 @@ msgid ""
"vertices."
msgstr ""
"返回连接到给定边的指定顶点的索引。\n"
-"顶点参数只能是0或1,因为边是由两个顶点组成的。"
+"顶点参数只能是 0 或 1,因为边是由两个顶点组成的。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of faces in this [Mesh]."
-msgstr "返回这个[Mesh]中的面数。"
+msgstr "返回这个 [Mesh] 中的面数。"
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -42057,14 +43482,14 @@ msgid ""
"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
msgstr ""
"返回 [Mesh] 的格式,该格式是由 [Mesh] 格式标识组合而成的整数。例如,一个同时"
-"包含顶点和法线的网格将返回[code]3[/code]格式,因为 [constant ArrayMesh."
+"包含顶点和法线的网格将返回 [code]3[/code]格式,因为 [constant ArrayMesh."
"ARRAY_FORMAT_VERTEX] = [code]1[/code],[constant ArrayMesh."
"ARRAY_FORMAT_NORMAL] = [code]2[/code]。\n"
"参阅 [enum ArrayMesh.ArrayFormat] 的格式标识列表。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the material assigned to the [Mesh]."
-msgstr "返回分配给[Mesh]的材质。"
+msgstr "返回分配给 [Mesh] 的材质。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the vertex at given index."
@@ -42080,7 +43505,7 @@ msgstr "返回给定顶点的颜色。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the total number of vertices in [Mesh]."
-msgstr "返回[Mesh]中顶点的总数。"
+msgstr "返回 [Mesh] 中顶点的总数。"
#: doc/classes/MeshDataTool.xml
msgid "Returns an array of edges that share the given vertex."
@@ -42104,11 +43529,11 @@ msgstr "返回给定顶点的正切值。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV of the given vertex."
-msgstr "返回给定顶点的UV。"
+msgstr "返回给定顶点的 UV。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV2 of the given vertex."
-msgstr "返回给定顶点的UV2。"
+msgstr "返回给定顶点的 UV2。"
#: doc/classes/MeshDataTool.xml
msgid "Returns bone weights of the given vertex."
@@ -42124,7 +43549,7 @@ msgstr "设置给定面的元数据。"
#: doc/classes/MeshDataTool.xml
msgid "Sets the material to be used by newly-constructed [Mesh]."
-msgstr "设置新构建的[Mesh]使用的材质。"
+msgstr "设置新构建的 [Mesh] 使用的材质。"
#: doc/classes/MeshDataTool.xml
msgid "Sets the position of the given vertex."
@@ -42152,11 +43577,11 @@ msgstr "设置给定顶点的切线。"
#: doc/classes/MeshDataTool.xml
msgid "Sets the UV of the given vertex."
-msgstr "设置给定顶点的UV。"
+msgstr "设置给定顶点的 UV。"
#: doc/classes/MeshDataTool.xml
msgid "Sets the UV2 of the given vertex."
-msgstr "设置给定顶点的UV2。"
+msgstr "设置给定顶点的 UV2。"
#: doc/classes/MeshDataTool.xml
msgid "Sets the bone weights of the given vertex."
@@ -42175,10 +43600,10 @@ msgid ""
"[Mesh] has to be instanced more than thousands of times at close proximity, "
"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
-"MeshInstance是一个节点,它获取[Mesh]资源并创建一个实例,将其添加到当前场景"
-"中。这是最常被用来渲染3D几何体的类,这可以在很多地方使用[Mesh]实例,它允许重"
-"复使用几何体并节省资源。当[Mesh]必须在很近的地方被实例化超过数千次时,可以考"
-"虑在[MultiMeshInstance]中使用[MultiMesh]来代替。"
+"MeshInstance 是一个节点,它获取 [Mesh] 资源并创建一个实例,将其添加到当前场景"
+"中。这是最常被用来渲染 3D 几何体的类,这可以在很多地方使用 [Mesh] 实例,它允"
+"许重复使用几何体并节省资源。当 [Mesh] 必须在很近的地方被实例化超过数千次时,"
+"可以考虑在 [MultiMeshInstance] 中使用 [MultiMesh] 来代替。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -42191,21 +43616,21 @@ msgid ""
"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
"simplified to reduce the amount of vertices. Disabled by default."
msgstr ""
-"这个助手创建[StaticBody]子节点,该节点具有从网格几何形状计算的"
-"[ConvexPolygonShape]碰撞形状。其主要用于测试。\n"
-"如果[code]clean[/code]是[code]true[/code](默认),重复的顶点和内部顶点会被自"
-"动移除。可以把它设置为[code]false[/code],以便在不需要的情况下使这个过程更"
-"快。\n"
-"如果[code]simplify[/code]是[code]true[/code],可以进一步简化几何体以减少顶点"
-"的数量。默认情况下是禁用的。"
+"这个辅助工具创建 [StaticBody] 子节点,该节点具有从网格几何形状计算的 "
+"[ConvexPolygonShape] 碰撞形状。其主要用于测试。\n"
+"如果 [code]clean[/code] 是 [code]true[/code](默认),重复的顶点和内部顶点会"
+"被自动移除。可以把它设置为 [code]false[/code],以便在不需要的情况下使这个过程"
+"更快。\n"
+"如果 [code]simplify[/code] 是 [code]true[/code],可以进一步简化几何体以减少顶"
+"点的数量。默认情况下是禁用的。"
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [MeshInstance] child node with gizmos at every vertex "
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
-"这个辅助工具创建[MeshInstance]子节点,在每个顶点都有根据网格几何形状计算的辅"
-"助线框。其主要用于测试。"
+"这个辅助工具创建 [MeshInstance] 子节点,在每个顶点都有根据网格几何形状计算的"
+"辅助线框。其主要用于测试。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -42213,8 +43638,8 @@ msgid ""
"[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
"convex decomposition. It's mainly used for testing."
msgstr ""
-"这个助手创建[StaticBody]子节点,该节点具有多个[ConvexPolygonShape]碰撞形状,"
-"这些碰撞形状是通过凸面分解从网格几何形状计算出来的。其主要用于测试。"
+"这个辅助工具创建 [StaticBody] 子节点,该节点具有多个 [ConvexPolygonShape] 碰"
+"撞形状,这些碰撞形状是通过凸面分解从网格几何形状计算出来的。其主要用于测试。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -42222,7 +43647,7 @@ msgid ""
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing."
msgstr ""
-"这个助手创建[StaticBody]子节点,其碰撞形状是由网格的几何形状计算出来的"
+"这个辅助工具创建 [StaticBody] 子节点,其碰撞形状是由网格的几何形状计算出来的 "
"[ConcavePolygonShape],其主要用于测试。"
#: doc/classes/MeshInstance.xml
@@ -42233,30 +43658,91 @@ msgid ""
"[Material] defined in the [Mesh]. For example, if [member GeometryInstance."
"material_override] is used, all surfaces will return the override material."
msgstr ""
-"返回[Mesh]绘制时使用的[Material]。这可以返回[member GeometryInstance."
-"material_override],这个[MeshInstance]中定义的表面覆盖[Material],或者[Mesh]"
-"中定义的表面[Material]。例如,如果使用[member GeometryInstance."
+"返回 [Mesh] 绘制时使用的 [Material]。这可以返回 [member GeometryInstance."
+"material_override],这个 [MeshInstance] 中定义的表面覆盖 [Material],或者 "
+"[Mesh] 中定义的表面 [Material]。例如,如果使用 [member GeometryInstance."
"material_override],所有的表面都会返回覆盖的材质。"
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
-msgstr "返回[Mesh]资源表面的[Material]。"
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+"返回该 [Mesh] 资源上某个表面的 [Material] 覆盖项。\n"
+"[b]注意:[/b]这个函数只会返回与这个 [MeshInstance] 相关联的[i]覆盖[/i]材质。"
+"要获取与该 [Mesh] 相关联的材质,请考虑使用 [method get_active_material] 或 "
+"[method Mesh.surface_get_material]。"
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
+msgstr "返回表面材质覆盖项的数量。"
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+"如果这个 [MeshInstance] 可以与指定的 [code]other_mesh_instance[/code] 通过 "
+"[method MeshInstance.merge_meshes] 函数合并,则返回 [code]true[/code]。\n"
+"只有属性匹配且各表面的材质、属性、顶点格式均匹配的 [MeshInstance] 才能相互合"
+"并。"
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr "返回表面材质的数量。"
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+"这个函数可以将若干 [MeshInstance] 的数据合并入单个目标 [MeshInstance](调用该"
+"函数的 MeshInstance)。主要用于减少绘制调用数和 [Node] 数量,从而提升性能。\n"
+"只应对不包含动画的简单网格尝试合并操作。\n"
+"最终返回的顶点,既可以使用全局坐标,也可以使用相对于目标 [MeshInstance] 全局"
+"变换的局部坐标(目标节点必须在 [SceneTree] 内才能正常使用局部坐标)。\n"
+"该函数默认会检查 [MeshInstance] 之间的兼容性,除非你之前已经使用 [method "
+"MeshInstance.is_mergeable_with] 检查过兼容性,否则应打开该检查。\n"
+"[b]注意:[/b]网格之间相似性的要求相当严格。可以在调用 [method MeshInstance."
+"merge_meshes] 前使用 [method MeshInstance.is_mergeable_with] 函数进行检查。\n"
+"另外请注意,目标 [MeshInstance] 中的任何初始数据都会被丢弃。"
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
-msgstr "为[Mesh]资源的表面设置[Material]。"
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
+msgstr ""
+"设置该 [Mesh] 资源的指定表面的 [Material] 覆盖项。这个材质会与这个 "
+"[MeshInstance] 关联,而不是与 [Mesh] 资源关联。"
#: doc/classes/MeshInstance.xml
msgid "The [Mesh] resource for the instance."
-msgstr "该实例的[Mesh]资源。"
+msgstr "该实例的 [Mesh] 资源。"
#: doc/classes/MeshInstance.xml
msgid "[NodePath] to the [Skeleton] associated with the instance."
-msgstr "与实例相关联[NodePath]的[Skeleton]。"
+msgstr "与实例相关联 [NodePath] 的 [Skeleton]。"
#: doc/classes/MeshInstance.xml
msgid "Sets the skin to be used by this instance."
@@ -42271,28 +43757,29 @@ msgid ""
"software_skinning_fallback] for details about how software skinning is "
"enabled."
msgstr ""
-"如果[code]true[/code],当使用软件蒙皮时,法线会被转换。当不需要法线时,设置为"
-"[code]false[/code]以获得更好的性能。\n"
-"关于如何启用软件蒙皮的细节,参阅[member ProjectSettings.rendering/quality/"
+"如果为 [code]true[/code],当使用软件蒙皮时,法线会被变换。当不需要法线时,设"
+"置为 [code]false[/code] 以获得更好的性能。\n"
+"关于如何启用软件蒙皮的细节,参阅 [member ProjectSettings.rendering/quality/"
"skinning/software_skinning_fallback]。"
#: doc/classes/MeshInstance2D.xml
msgid "Node used for displaying a [Mesh] in 2D."
-msgstr "用于在2D中显示[Mesh]的节点。"
+msgstr "用于在 2D 中显示 [Mesh] 的节点。"
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
-"用于在2D中显示[Mesh]的节点。可以通过编辑器工具栏上的工具从现有的[Sprite]构"
-"建。选择 \"Sprite\",然后选择 \"转换为Mesh2D\",在弹出的窗口中选择设置并按下 "
-"\"创建Mesh2D\"。"
+"用于在 2D 中显示 [Mesh] 的节点。可以通过编辑器工具栏上的工具从现有的 "
+"[Sprite] 构建。选中 [Sprite] 节点,然后在 2D 编辑器视区顶部选择[b]精灵 > 转换"
+"为 MeshInstance2D[/b]。"
#: doc/classes/MeshInstance2D.xml
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
-msgstr "[Mesh]将由[MeshInstance2D]绘制。"
+msgstr "[Mesh] 将由 [MeshInstance2D] 绘制。"
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid ""
@@ -42318,7 +43805,7 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid "Emitted when the [member texture] is changed."
-msgstr "当[member texture]被改变时触发。"
+msgstr "当 [member texture] 被改变时触发。"
#: doc/classes/MeshLibrary.xml
msgid "Library of meshes."
@@ -42330,8 +43817,8 @@ msgid ""
"and ID. Each item can also include collision and navigation shapes. This "
"resource is used in [GridMap]."
msgstr ""
-"网格库包含一个[Mesh]资源列表,每个资源都有一个名称和ID。每个项目还可以包括碰"
-"撞和导航形状。这个资源在[GridMap]中使用。"
+"网格库包含一个 [Mesh] 资源列表,每个资源都有一个名称和 ID。每个项目还可以包括"
+"碰撞和导航形状。这个资源在 [GridMap] 中使用。"
#: doc/classes/MeshLibrary.xml
msgid "Clears the library."
@@ -42342,8 +43829,8 @@ msgid ""
"Creates a new item in the library with the given ID.\n"
"You can get an unused ID from [method get_last_unused_item_id]."
msgstr ""
-"使用给定的ID在库中创建一个新项。\n"
-"你可以从[method get_last_unused_item_id]获取一个未使用的ID。"
+"使用给定的 ID 在库中创建一个新项。\n"
+"你可以从 [method get_last_unused_item_id] 获取一个未使用的 ID。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the first item with the given name."
@@ -42351,7 +43838,7 @@ msgstr "返回第一个指定名称的 item。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the list of item IDs in use."
-msgstr "返回正在使用的 item id列表。"
+msgstr "返回正在使用的 item id 列表。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's mesh."
@@ -42371,7 +43858,7 @@ msgstr "返回该项的导航网格。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the transform applied to the item's navigation mesh."
-msgstr "返回应用于该项导航网格的转换。"
+msgstr "返回应用于该项导航网格的变换。"
#: doc/classes/MeshLibrary.xml
msgid ""
@@ -42391,11 +43878,11 @@ msgid ""
"The array consists of each [Shape] followed by its [Transform]."
msgstr ""
"返回项目的碰撞形状。\n"
-"这个数组由每个[Shape]和它的[Transform]组成。"
+"这个数组由每个 [Shape] 和它的 [Transform] 组成。"
#: doc/classes/MeshLibrary.xml
msgid "Gets an unused ID for a new item."
-msgstr "获取新项未使用的ID。"
+msgstr "获取新项未使用的 ID。"
#: doc/classes/MeshLibrary.xml
msgid "Removes the item."
@@ -42416,7 +43903,7 @@ msgid ""
"later using [method find_item_by_name]."
msgstr ""
"设置项的名称。\n"
-"该名称显示在编辑器中。稍后还可以使用[method find_item_by_name]来查找该项。"
+"该名称显示在编辑器中。稍后还可以使用 [method find_item_by_name] 来查找该项。"
#: doc/classes/MeshLibrary.xml
msgid "Sets the item's navigation mesh."
@@ -42424,7 +43911,7 @@ msgstr "设置此项的导航网格。"
#: doc/classes/MeshLibrary.xml
msgid "Sets the transform to apply to the item's navigation mesh."
-msgstr "设置转换应用于该项的导航网格。"
+msgstr "设置应用于该项的导航网格的变换。"
#: doc/classes/MeshLibrary.xml
msgid "Sets a texture to use as the item's preview icon in the editor."
@@ -42450,8 +43937,8 @@ msgid ""
"Simple texture that uses a mesh to draw itself. It's limited because flags "
"can't be changed and region drawing is not supported."
msgstr ""
-"简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为Flag不能更改,而且"
-"不支持区域绘制。"
+"简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为 Flag 不能更改,而"
+"且不支持区域绘制。"
#: doc/classes/MeshTexture.xml
msgid "Sets the base texture that the Mesh will use to draw."
@@ -42463,11 +43950,55 @@ msgstr "设置图像的大小,需要参考。"
#: doc/classes/MeshTexture.xml
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
-msgstr "设置用于绘制的网格,该网格必须使用2D顶点。"
+msgstr "设置用于绘制的网格,该网格必须使用 2D 顶点。"
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr "对抽象值进行插值,并将其提供给一个持续调用的方法。"
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+"[MethodTweener] 类似于 [CallbackTweener] 和 [PropertyTweener] 的组合,会将插"
+"值后的值作为调用方法时的参数。更多用法信息请参阅 [method SceneTreeTween."
+"tween_method]。\n"
+"[b]注意:[/b]创建 [MethodTweener] 的唯一正确方法是 [method SceneTreeTween."
+"tween_method]。任何手动创建的 [MethodTweener] 都无法正常工作。"
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr "设置该 [MethodTweener] 开始插值的时间,单位为秒。默认无延迟。"
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+"设置所使用的缓动类型 [enum Tween.EaseType]。如果没有设置,则使用包含这个 "
+"Tweener 的 [SceneTreeTween] 的默认缓动类型。"
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+"设置所使用的过渡类型 [enum Tween.TransitionType]。如果没有设置,则使用包含这"
+"个 Tweener 的 [SceneTreeTween] 的默认过渡类型。"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
-msgstr "通用移动VR实现。"
+msgstr "通用移动 VR 实现。"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
@@ -42511,7 +44042,7 @@ msgstr "显示器的宽度,以厘米为单位。"
msgid ""
"The height at which the camera is placed in relation to the ground (i.e. "
"[ARVROrigin] node)."
-msgstr "摄像机相对于地面所处的高度,即[ARVROrigin]节点。"
+msgstr "摄像机相对于地面所处的高度,即 [ARVROrigin] 节点。"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
@@ -42523,11 +44054,12 @@ msgstr "眼间距离,也称为瞳孔间距离。左眼和右眼瞳孔之间的
msgid ""
"The k1 lens factor is one of the two constants that define the strength of "
"the lens used and directly influences the lens distortion effect."
-msgstr "k1镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。"
+msgstr ""
+"k1 镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The k2 lens factor, see k1."
-msgstr "k2镜头因子,见k1。"
+msgstr "k2 镜头因子,见 k1。"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
@@ -42582,7 +44114,7 @@ msgstr "返回已经为特定实例设置的自定义数据。"
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform] of a specific instance."
-msgstr "返回一个特定实例的[Transform]。"
+msgstr "返回一个特定实例的 [Transform]。"
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform2D] of a specific instance."
@@ -42590,6 +44122,18 @@ msgstr "返回特定实例的 [Transform2D]。"
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+"使用[i]物理插值[/i]时,这个函数可以让你在当前物理周期中阻止实例的插值。\n"
+"这样你就可以对实例进行即时移动,对子弹等实例进行初始定位时应该使用这个函数,"
+"可以防止图像问题。"
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -42610,6 +44154,24 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+"[method MultiMesh.set_as_bulk_array] 的备选版本,可用于[i]物理插值[/i]。这个"
+"方法接受两个数组,能够一次性设置当前周期和上一周期的数据。渲染器会自动在每一"
+"帧进行插值。\n"
+"可用于实例的顺序每个物理周期都会发生变化的情况,例如粒子系统。\n"
+"如果实例的顺序是连贯的,仍旧可以使用更简单的 [method MultiMesh."
+"set_as_bulk_array] 也可以进行插值。"
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -42627,8 +44189,8 @@ msgid ""
"just a container for 4 floating point numbers. The format of the number can "
"change depending on the [enum CustomDataFormat] used."
msgstr ""
-"为特定的实例设置自定义数据。虽然使用了[Color],但它只是一个容纳4个浮点数的容"
-"器。数字的格式可以根据使用的[enum CustomDataFormat]来改变。"
+"为特定的实例设置自定义数据。虽然使用了 [Color],但它只是一个容纳 4 个浮点数的"
+"容器。数字的格式可以根据使用的 [enum CustomDataFormat] 来改变。"
#: doc/classes/MultiMesh.xml
msgid "Sets the [Transform] for a specific instance."
@@ -42660,8 +44222,23 @@ msgid "Mesh to be drawn."
msgstr "将要绘制的网格。"
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+"选择所使用的插值方法倾向于速度还是质量。\n"
+"使用较低的物理周期率(一般低于 20)或较高的对象旋转率时,使用高质量设置可能带"
+"来更好的效果。\n"
+"[b]注意:[/b]快速并不意味着低质。除了上面提到的特殊情况外,质量应该与高质量选"
+"项相当。"
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
-msgstr "用于变换网格的变换格式,可以是2D或3D。"
+msgstr "用于变换网格的变换格式,可以是 2D 或 3D。"
#: doc/classes/MultiMesh.xml
msgid ""
@@ -42710,7 +44287,7 @@ msgid ""
"will be clamped."
msgstr ""
"传递给着色器时将 custom_data 压缩为 8 位。这使用更少的内存并且可以更快,但会"
-"失去精度和范围。 8 位浮点数只能表示 0 到 1 之间的值,超出该范围的数字将被限"
+"失去精度和范围。8 位浮点数只能表示 0 到 1 之间的值,超出该范围的数字将被限"
"制。"
#: doc/classes/MultiMesh.xml
@@ -42721,6 +44298,18 @@ msgstr ""
"传递给 [method set_instance_custom_data] 的 [Color] 将使用 4 个浮点数。使用它"
"以获得最高精度。"
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr "总是使用 Basis 线性插值,某些情况下可能造成变形问题。"
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr "尽可能尝试使用 Basis 球面线性插值,否则使用线性插值。"
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr "实例化 [MultiMesh] 的节点。"
@@ -42732,15 +44321,15 @@ msgid ""
"This is useful to optimize the rendering of a high amount of instances of a "
"given mesh (for example trees in a forest or grass strands)."
msgstr ""
-"[MultiMeshInstance]是特有的节点,用于基于[MultiMesh]资源的[GeometryInstance]"
-"的实例。\n"
+"[MultiMeshInstance] 是特有的节点,用于基于 [MultiMesh] 资源的 "
+"[GeometryInstance] 的实例。\n"
"这对于优化给定网格的大量实例的渲染是非常有用的(例如,森林中的树木或草丛)。"
#: doc/classes/MultiMeshInstance.xml
msgid ""
"The [MultiMesh] resource that will be used and shared among all instances of "
"the [MultiMeshInstance]."
-msgstr "在[MultiMeshInstance]的所有实例中使用和共享的[MultiMesh]资源。"
+msgstr "在 [MultiMeshInstance] 的所有实例中使用和共享的 [MultiMesh] 资源。"
#: doc/classes/MultiMeshInstance2D.xml
msgid "Node that instances a [MultiMesh] in 2D."
@@ -42752,16 +44341,16 @@ msgid ""
"resource in 2D.\n"
"Usage is the same as [MultiMeshInstance]."
msgstr ""
-"[MultiMeshInstance2D]是特有的节点,用于实例化2D的[MultiMesh]资源。\n"
-"使用方法与[MultiMeshInstance]相同。"
+"[MultiMeshInstance2D] 是特有的节点,用于实例化 2D 的 [MultiMesh] 资源。\n"
+"使用方法与 [MultiMeshInstance] 相同。"
#: doc/classes/MultiMeshInstance2D.xml
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
-msgstr "将由[MultiMeshInstance2D]绘制的[MultiMesh]。"
+msgstr "将由 [MultiMeshInstance2D] 绘制的 [MultiMesh]。"
#: doc/classes/MultiplayerAPI.xml
msgid "High-level multiplayer API."
-msgstr "高级多人游戏API。"
+msgstr "高级多人游戏 API。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42776,52 +44365,54 @@ msgid ""
"detail and isn't meant to be used by non-Godot servers. It may change "
"without notice."
msgstr ""
-"该类实现了高阶多人游戏API背后的大部分逻辑。参阅[NetworkedMultiplayerPeer]。\n"
-"默认情况下,[SceneTree]有对该类的引用,用于在整个场景中提供多人游戏功能(即"
+"该类实现了高阶多人游戏 API 背后的大部分逻辑。另请参阅 "
+"[NetworkedMultiplayerPeer]。\n"
+"默认情况下,[SceneTree] 有对该类的引用,用于在整个场景中提供多人游戏功能(即 "
"RPC/RSET)。\n"
-"通过设置[member Node.custom_multiplayer]属性,可以重写特定节点使用的多人游戏"
-"API实例,从而有效地允许在同一场景中同时运行客户端和服务器。\n"
-"[b]注意:[/b] 高阶的多人游戏API协议实现细节,并不意味着可以被非Godot服务器使"
-"用。它可能会改变,不做另行通知。"
+"通过设置 [member Node.custom_multiplayer] 属性,可以重写特定节点使用的 "
+"MultiplayerAPI 实例,从而有效地允许在同一场景中同时运行客户端和服务器。\n"
+"[b]注意:[/b]高阶的多人游戏 API 协议实现细节,并不意味着可以被非 Godot 服务器"
+"使用。它可能会改变,不做另行通知。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Clears the current MultiplayerAPI network state (you shouldn't call this "
"unless you know what you are doing)."
msgstr ""
-"清除当前的MultiplayerAPI网络状态(除非你知道自己在做什么,否则不应该调用这"
+"清除当前的 MultiplayerAPI 网络状态(除非你知道自己在做什么,否则不应该调用这"
"个)。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
"network_peer]."
-msgstr "返回此MultiplayerAPI的[member network_peer]的所有连接的对等体的ID。"
+msgstr ""
+"返回这个 MultiplayerAPI 的 [member network_peer] 的所有连接的对等体的 ID。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the unique peer ID of this MultiplayerAPI's [member network_peer]."
-msgstr "返回该多人游戏API的[member network_peer]的唯一对等体ID。"
+msgstr "返回这个 MultiplayerAPI 的 [member network_peer] 的唯一对等体 ID。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the sender's peer ID for the RPC currently being executed.\n"
"[b]Note:[/b] If not inside an RPC this method will return 0."
msgstr ""
-"返回当前正在执行的RPC的发送方的对等体ID。\n"
-"[b]注意:[/b] 如果不在RPC内,这个方法将返回0。"
+"返回当前正在执行的 RPC 的发送方的对等体 ID。\n"
+"[b]注意:[/b]如果不在 RPC 内,这个方法将返回 0。"
#: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if there is a [member network_peer] set."
-msgstr "如果有一个[member network_peer]设置,返回[code]true[/code]。"
+msgstr "如果有一个[member network_peer]设置,返回 [code]true[/code]。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
"in server mode (listening for connections)."
msgstr ""
-"如果这个MultiplayerAPI的[member network_peer]处于服务器模式(监听连接),返回"
-"[code]true[/code]。"
+"如果这个 MultiplayerAPI 的 [member network_peer] 处于服务器模式(监听连接),"
+"返回 [code]true[/code]。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42833,11 +44424,12 @@ msgid ""
"will be executed in the same context of this function (e.g. [code]_process[/"
"code], [code]physics[/code], [Thread])."
msgstr ""
-"用于轮询多人游戏API的方法。只有当你使用[member Node.custom_multiplayer]覆盖或"
-"者你将[member SceneTree.multiplayer_poll]设置为[code]false[/code]时,你才需要"
-"担心这个问题。默认情况下,[SceneTree]将为你轮询其多人游戏API。\n"
-"[b]注意:[/b]这个方法导致RPC和RSET被调用,所以它们将在这个函数的同一上下文中"
-"执行(例如,[code]_process[/code], [code]physics[/code], [Thread])。"
+"用于轮询 MultiplayerAPI 的方法。只有当你使用 [member Node."
+"custom_multiplayer] 覆盖或者你将 [member SceneTree.multiplayer_poll] 设置为 "
+"[code]false[/code] 时,你才需要担心这个问题。默认情况下,[SceneTree] 将为你轮"
+"询其 MultiplayerAPI。\n"
+"[b]注意:[/b]这个方法导致 RPC 和 RSET 被调用,所以它们将在这个函数的同一上下"
+"文中执行(例如 [code]_process[/code]、[code]physics[/code]、[Thread])。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42845,9 +44437,9 @@ msgid ""
"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
"Default ID is [code]0[/code], i.e. broadcast to all peers."
msgstr ""
-"将给定的原始[code]字节[/code]发送到由[code]id[/code]确定的特定对等体(见"
-"[method NetworkedMultiplayerPeer.set_target_peer])。默认ID是[code]0[/code],"
-"即向所有对等体广播。"
+"将给定的原始字节 [code]bytes[/code]发送到由 [code]id[/code] 确定的特定对等体"
+"(见 [method NetworkedMultiplayerPeer.set_target_peer])。默认 ID 是 "
+"[code]0[/code],即向所有对等体广播。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42858,11 +44450,11 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"如果[code]true[/code],或者如果[member network_peer]的[member PacketPeer."
-"allow_object_decoding]设置为[code]true[/code],多人游戏API将允许在RPC/RSETs期"
-"间的对象进行编码和解码。\n"
-"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受"
-"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
+"如果为 [code]true[/code](或者如果 [member network_peer] 的 [member "
+"PacketPeer.allow_object_decoding] 被设置为 [code]true[/code]),"
+"MultiplayerAPI 将允许在 RPC/RSET 期间的对象进行编码和解码。\n"
+"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信"
+"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42885,8 +44477,8 @@ msgid ""
"If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new "
"incoming connections."
msgstr ""
-"如果[code]true[/code],则MultiplayerAPI的[member network_peer]会拒绝新的传入"
-"连接。"
+"如果为 [code]true[/code],则MultiplayerAPI的[member network_peer]会拒绝新的传"
+"入连接。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42896,25 +44488,26 @@ msgid ""
"managed by different MultiplayerAPI, allowing for example to run both client "
"and server in the same scene."
msgstr ""
-"用于RPC的根节点。不使用绝对路径,而是使用相对路径来寻找应该执行RPC的节点。\n"
-"这有效地允许场景树的不同分支由不同的MultiplayerAPI管理,例如允许在同一个场景"
-"中同时运行客户端和服务器。"
+"用于 RPC 的根节点。不使用绝对路径,而是使用相对路径来寻找应该执行 RPC 的节"
+"点。\n"
+"这有效地允许场景树的不同分支由不同的 MultiplayerAPI 管理,例如允许在同一个场"
+"景中同时运行客户端和服务器。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] successfully "
"connected to a server. Only emitted on clients."
msgstr ""
-"当这个MultiplayerAPI的[member network_peer]成功连接到一个服务器时触发该信号。"
-"这只在客户端触发。"
+"当这个 MultiplayerAPI 的 [member network_peer] 成功连接到一个服务器时触发该信"
+"号。这只在客户端触发。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] fails to establish "
"a connection to a server. Only emitted on clients."
msgstr ""
-"当这个MultiplayerAPI的[member network_peer]无法与服务器建立连接时触发。只在客"
-"户端触发。"
+"当这个 MultiplayerAPI 的 [member network_peer] 无法与服务器建立连接时触发。只"
+"在客户端触发。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42923,9 +44516,9 @@ msgid ""
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
-"当此多人播放器的 [member network_peer] 与新对等连接时触发该信号。ID 是新peer"
-"的 peer ID。当其他客户端连接到同一服务器时,客户端会收到通知。连接到服务器"
-"后,客户端还会收到服务器的此信号(ID 为 1)。"
+"当这个 MultiplayerAPI 的 [member network_peer] 与新对等连接时触发该信号。ID "
+"是新 peer 的 peer ID。当其他客户端连接到同一服务器时,客户端会收到通知。连接"
+"到服务器后,客户端还会收到服务器的此信号(ID 为 1)。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42933,8 +44526,8 @@ msgid ""
"peer. Clients get notified when other clients disconnect from the same "
"server."
msgstr ""
-"当这个MultiplayerAPI的[member network_peer]与一个同伴断开连接时触发该信号。当"
-"其他客户端与同一服务器断开连接时,客户端会得到通知。"
+"当这个 MultiplayerAPI 的 [member network_peer] 与一个同伴断开连接时触发该信"
+"号。当其他客户端与同一服务器断开连接时,客户端会得到通知。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42942,16 +44535,17 @@ msgid ""
"[code]packet[/code] with custom data (see [method send_bytes]). ID is the "
"peer ID of the peer that sent the packet."
msgstr ""
-"当这个MultiplayerAPI的[member network_peer]收到一个带有自定义数据的[code]数据"
-"包[/code](见[method send_bytes])时触发。ID是发送该数据包的对等体的ID。"
+"当这个 MultiplayerAPI 的 [member network_peer] 收到一个带有自定义数据的数据"
+"包 [code]packet[/code](见 [method send_bytes])时触发。ID 是发送该数据包的对"
+"等体的ID。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] disconnects from "
"server. Only emitted on clients."
msgstr ""
-"当这个MultiplayerAPI的[member network_peer]与服务器断开连接时触发。只在客户端"
-"触发。"
+"当这个 MultiplayerAPI 的 [member network_peer] 与服务器断开连接时触发。只在客"
+"户端触发。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42959,8 +44553,8 @@ msgid ""
"method or property for all RPC calls, making it unavailable. Default for all "
"methods."
msgstr ""
-"与[method Node.rpc_config]或[method Node.rset_config]一起使用,可以在所有RPC"
-"调用中禁用某个方法或属性,使其不可用。所有方法的默认值。"
+"与 [method Node.rpc_config] 或 [method Node.rset_config] 一起使用,可以在所"
+"有 RPC 调用中禁用某个方法或属性,使其不可用。所有方法的默认值。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42970,9 +44564,10 @@ msgid ""
"changes are accepted from all remote peers, no matter if they are node's "
"master or puppets."
msgstr ""
-"与[method Node.rpc_config]或[method Node.rset_config]一起使用,用于设置只在远"
-"程端调用某个方法或改变某个属性,而不是在本地。类似于[code]remote[/code]关键"
-"字。所有远程对等体的调用和属性改变都被接受,不管它们是节点的主控还是傀儡。"
+"与 [method Node.rpc_config] 或 [method Node.rset_config] 一起使用,用于设置只"
+"在远程端调用某个方法或改变某个属性,而不是在本地。类似于 [code]remote[/code] "
+"关键字。所有远程对等体的调用和属性改变都被接受,不管它们是节点的主控还是傀"
+"儡。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -42984,7 +44579,7 @@ msgid ""
msgstr ""
"与 [method Node.rpc_config] 或 [method Node.rset_config] 一起用于设置要调用的"
"方法或仅在此节点的网络主机上更改的属性。类似于 [code]master[/code] 关键字。仅"
-"接受节点网络傀儡的方法调用或属性更改,请参阅[method Node."
+"接受节点网络傀儡的方法调用或属性更改,请参阅 [method Node."
"set_network_master]。"
#: doc/classes/MultiplayerAPI.xml
@@ -42997,15 +44592,15 @@ msgid ""
msgstr ""
"与 [method Node.rpc_config] 或 [method Node.rset_config] 一起使用,以设置仅在"
"此节点的傀儡上调用的方法或改变的属性。类似于 [code]puppet[/code] 关键字。只接"
-"受来自节点的网络主站的调用或属性更改,见[method Node.set_network_master]。"
+"受来自节点的网络主站的调用或属性更改,见 [method Node.set_network_master]。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the "
"[code]slave[/code] keyword."
msgstr ""
-"[i]已废弃。[/i] 使用[constant RPC_MODE_PUPPET]代替。类似于[code]slave[/code]"
-"关键字。"
+"[i]已废弃。[/i]使用 [constant RPC_MODE_PUPPET] 代替。类似于 [code]slave[/"
+"code] 关键字。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -43020,15 +44615,15 @@ msgid ""
"[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to "
"the [code]sync[/code] keyword."
msgstr ""
-"[i]已废弃。[/i] 使用[constant RPC_MODE_REMOTESYNC]代替。类似于[code]sync[/"
-"code]关键字。"
+"[i]已废弃。[/i]使用 [constant RPC_MODE_REMOTESYNC] 代替。类似于 [code]sync[/"
+"code] 关键字。"
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_MASTER] but also make the call or property "
"change locally. Analogous to the [code]mastersync[/code] keyword."
msgstr ""
-"类似于[constant RPC_MODE_MASTER],但也使方法调用或属性改变本地。类似于 "
+"类似于 [constant RPC_MODE_MASTER],但也使方法调用或属性改变本地。类似于 "
"[code]mastersync[/code] 关键字。"
#: doc/classes/MultiplayerAPI.xml
@@ -43041,7 +44636,7 @@ msgstr ""
#: doc/classes/Mutex.xml
msgid "A synchronization mutex (mutual exclusion)."
-msgstr "一个同步互斥锁(相互排斥)。"
+msgstr "同步互斥锁(相互排斥)。"
#: doc/classes/Mutex.xml
msgid ""
@@ -43050,9 +44645,9 @@ msgid ""
"that only one thread can ever acquire the lock at a time. A mutex can be "
"used to protect a critical section; however, be careful to avoid deadlocks."
msgstr ""
-"一个同步互斥锁(mutex)。它用于同步多个[Thread],相当于一个二进制"
-"[Semaphore]。它保证每次只有一个线程可以获得锁。互斥锁可以用来保护临界区;但"
-"是,要注意避免死锁。"
+"同步互斥锁(相互排斥)。它用于同步多个 [Thread],相当于二元 [Semaphore]。它保"
+"证每次只有一个线程可以获得锁。互斥锁可以用来保护临界区;但是,要注意避免死"
+"锁。"
#: doc/classes/Mutex.xml
msgid ""
@@ -43061,7 +44656,7 @@ msgid ""
"has ownership of the mutex."
msgstr ""
"锁定此 [Mutex],直到被当前所有者解锁为止。\n"
-"[b]注意:[/b] 如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。"
+"[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。"
#: doc/classes/Mutex.xml
msgid ""
@@ -43072,7 +44667,7 @@ msgid ""
msgstr ""
"试图锁定此[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant "
"ERR_BUSY]。\n"
-"[b]注意:[/b] 如果线程已经拥有了该Mutex的所有权,该函数返回[constant OK]。"
+"[b]注意:[/b]如果线程已经拥有了该Mutex的所有权,该函数返回[constant OK]。"
#: doc/classes/Mutex.xml
msgid ""
@@ -43082,40 +44677,40 @@ msgid ""
"unlock] the same number of times in order to unlock it correctly."
msgstr ""
"解锁这个 [Mutex],把它留给其他线程。\n"
-"[b]注意:[/b]如果一个线程在已经拥有互斥锁的情况下多次调用[method lock]或"
-"[method try_lock],它也必须调用相同次数的[method unlock]才能正确解锁."
+"[b]注意:[/b]如果一个线程在已经拥有互斥锁的情况下多次调用 [method lock] 或 "
+"[method try_lock],它也必须调用相同次数的 [method unlock] 才能正确解锁."
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_class_documentation[/code]."
msgstr ""
-"返回之前用[code]godot_nativescript_set_class_documentation[/code]设置的文档字"
-"符串。"
+"返回之前用 [code]godot_nativescript_set_class_documentation[/code] 设置的文档"
+"字符串。"
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_method_documentation[/code]."
msgstr ""
-"返回之前用[code]godot_nativescript_set_method_documentation[/code]设置的文档"
-"字符串。"
+"返回之前用 [code]godot_nativescript_set_method_documentation[/code] 设置的文"
+"档字符串。"
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_property_documentation[/code]."
msgstr ""
-"返回之前用[code]godot_nativescript_set_property_documentation[/code]设置的文"
-"档字符串。"
+"返回之前用 [code]godot_nativescript_set_property_documentation[/code] 设置的"
+"文档字符串。"
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_signal_documentation[/code]."
msgstr ""
-"返回之前用[code]godot_nativescript_set_signal_documentation[/code]设置的文档"
-"字符串。"
+"返回之前用 [code]godot_nativescript_set_signal_documentation[/code] 设置的文"
+"档字符串。"
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
@@ -43126,8 +44721,8 @@ msgid ""
"API extension."
msgstr ""
"构建基础类型的新对象,并附加此类型的脚本。\n"
-"[b]注意:[/b] 传递给这个函数的任何参数将被忽略,不会传递给局部构造函数。这将"
-"在未来的API扩展中改变。"
+"[b]注意:[/b]传递给这个函数的任何参数将被忽略,不会传递给局部构造函数。这将在"
+"未来的API扩展中改变。"
#: doc/classes/Navigation.xml
msgid "Mesh-based navigation and pathfinding node."
@@ -43135,12 +44730,17 @@ msgstr "基于网格的导航和寻路节点。"
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
"class also assists with aligning navigation agents with the meshes they are "
"navigating on."
msgstr ""
+"[i]已弃用。[/i][Navigation] 节点和 [method get_simple_path] 已弃用,会在将来"
+"的版本中移除。请用 [method NavigationServer.map_get_path] 替代。\n"
"在 [NavigationMesh] 的集合中提供导航和寻路功能。默认情况下,这些将自动从子 "
"[NavigationMeshInstance] 节点中收集。除了基本的寻路之外,这个类还能帮助导航代"
"理与其所导航的网格对齐。"
@@ -43148,7 +44748,7 @@ msgstr ""
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
#: doc/classes/NavigationServer.xml
msgid "3D Navmesh Demo"
-msgstr ""
+msgstr "3D 导航网格演示"
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
msgid ""
@@ -43184,24 +44784,32 @@ msgstr ""
"导航网格之间的交点。如果找到多个交点,则返回最接近线段起点的交点。"
#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "返回这个导航地图在 [NavigationServer] 上的 [RID]。"
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
-"返回两个给定点之间的路径。点是在局部坐标空间中。如果 [code]optimize[/code] "
-"是 [code]true[/code](默认),与每个 [NavigationMesh] 相关的代理属性(半径、"
-"高度等)在路径计算中被考虑,否则其被忽略。"
+"[i]已弃用。[/i][Navigation] 节点和 [method get_simple_path] 已弃用,会在将来"
+"的版本中移除。请用 [method NavigationServer.map_get_path] 替代。\n"
+"返回两个给定点之间的路径。点都是在局部坐标空间中的。如果 [code]optimize[/"
+"code] 为 [code]true[/code](默认),则计算路径时会考虑每个 [NavigationMesh] "
+"所关联的代理的属性(半径、高度等),否则会被忽略。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid "The cell height to use for fields."
-msgstr "用于字段Y轴单元的尺寸。"
+msgstr "用于字段的 Y 轴单元的尺寸。"
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
msgid "The XZ plane cell size to use for fields."
-msgstr "用于字段的XZ平面单元尺寸。"
+msgstr "用于字段的 XZ 平面单元尺寸。"
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
msgid ""
@@ -43210,22 +44818,41 @@ msgstr "该值用于检测相近的边界,连接兼容的地区。"
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+"位域,用于决定在使用 [method Navigation.get_simple_path] 进行路径请求时,导航"
+"所能用到的导航地图层。"
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
-"定义了向上的方向。默认情况下,这是[code](0,1,0)[/code],这是世界的“向上”方"
+"定义了向上的方向。默认情况下,这是 [code](0,1,0)[/code],这是世界的“向上”方"
"向。"
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr "当导航地图更新时、地区移动或被修改时发出。"
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr "2D 导航和寻路节点。"
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
msgstr ""
+"[i]已弃用。[/i][Navigation2D] 节点和 [method get_simple_path] 已弃用,会在将"
+"来的版本中移除。请用 [method Navigation2DServer.map_get_path] 替代。\n"
"Navigation2D 在 2D 区域内提供导航和寻路,该区域以 [NavigationPolygon] 资源合"
"集的形式指定。默认情况下,这些资源是自动从子项 [NavigationPolygonInstance] 节"
"点中收集的。"
@@ -43233,7 +44860,7 @@ msgstr ""
#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationPolygon.xml
msgid "2D Navigation Demo"
-msgstr ""
+msgstr "2D 导航演示"
#: doc/classes/Navigation2D.xml
msgid ""
@@ -43246,17 +44873,30 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
msgstr ""
-"返回两个给定点之间的路径。点是在局部坐标空间中。如果 [code]optimize[/code] "
+"[i]已弃用。[/i][Navigation2D] 节点和 [method get_simple_path] 已弃用,会在将"
+"来的版本中移除。请用 [method Navigation2DServer.map_get_path] 替代。\n"
+"返回两个给定点之间的路径。点是在局部坐标空间中的。如果 [code]optimize[/code] "
"为 [code]true[/code](默认值),路径将尽可能地合并路径段,从而平滑。"
#: doc/classes/Navigation2D.xml
msgid "The XY plane cell size to use for fields."
msgstr "用于字段的 XZ 平面单元尺寸。"
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+"位域,用于决定在使用 [method Navigation2D.get_simple_path] 进行路径请求时,导"
+"航所能用到的导航地图层。"
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr "访问底层 2D 导航的服务器接口。"
@@ -43266,11 +44906,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -43285,9 +44933,16 @@ msgstr ""
"Navigation2DServer 是负责所有 2D 导航的服务器,处理的对象有地图(map)、地区"
"(region)、代理(agent)。\n"
"地图是由地区组成的,地区又由导航多边形组成。它们一同构成了 2D 世界中的可导航"
-"区域。两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点"
-"(vertex)与另一条边界的对应顶点的距离小于 [member Navigation."
-"edge_connection_margin],则认为这两条边界相连。\n"
+"区域。\n"
+"[b]注意:[/b]NavigationServer 的大多数修改都要在下一个物理帧之后生效,不是立"
+"即生效的。SceneTree 中导航相关的节点对地图、地区、代理作出的修改也是如此,通"
+"过脚本作出的修改亦然。\n"
+"两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点"
+"(vertex)与另一条边界的对应顶点的距离小于 [code]edge_connection_margin[/"
+"code],则认为这两条边界相连。\n"
+"你可以通过 [method Navigation2DServer.region_set_navigation_layers] 为地区设"
+"置导航层,使用 [method Navigation2DServer.map_get_path] 请求路径时会对导航层"
+"进行检查。这样就能够对 2D 对象启用或禁用某些区域。\n"
"要使用防撞系统,可以使用代理。你可以设置代理的目标速度,服务器就会使用修正后"
"的速度触发回调。\n"
"[b]注意:[/b]防撞系统会忽略地区。直接使用修正后的速度可能会将代理推到可导航区"
@@ -43300,12 +44955,34 @@ msgid "Creates the agent."
msgstr "创建代理。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr "返回请求的代理 [code]agent[/code] 所关联的导航地图的 [RID]。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "如果地图在上一帧发生了改变,则返回 [code]true[/code]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
-msgstr "在 RVO 处理末尾调用的回调。"
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
+msgstr ""
+"在 RVO 处理末尾调用的回调。如果手动创建了回调,并且代理位于导航地图上,就会为"
+"该代理计算避障,并将计算出的安全速度 [code]safe_velocity[/code] 通过信号发送"
+"给 [code]receiver[/code] 对象上名为 [code]method[/code] 的方法。\n"
+"[b]注意:[/b]只要代理还在导航地图上且未被释放,创建的回调就始终会进行处理,无"
+"论 SceneTree 的状态如何。要禁用某个代理的回调分发,请再次使用 [method "
+"agent_set_callback],为 [code]receiver[/code] 设置为 [code]null[/code]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Puts the agent in the map."
@@ -43366,10 +45043,73 @@ msgid "Destroys the given RID."
msgstr "销毁给定的 RID。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+"返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 "
+"2D 和 3D 导航地图,因为理论上它们之间是没有区别的。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr "创建一张新地图。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+"这个函数会立即强制进行指定导航地图的同步,参数 [code]map[/code] 为 [RID] 类"
+"型。默认情况下,导航地图仅会在每个物理帧的末尾进行同步。这个函数可用于立即"
+"(重新)计算该导航地图的所有导航网格和地区连接。这样就能够在修改地图后,在同"
+"一帧中立即对导航路径进行查询(需要时可以进行多次同步)。\n"
+"由于技术上的限制,当前的 NavigationServer 命令队列会被清空。这意味着所有已在"
+"当前物理帧中入队的命令都会被执行,即便这些命令与指定的地图无关,针对的是其他"
+"地图、地区、代理。消耗较大的导航网格以及地区连接的计算只会对指定的地图进行。"
+"其他地图会在该物理帧的末尾进行常规的同步。如果指定的地图在进行强制更新后又收"
+"到了修改,那么它也会在其他地图更新时受到更新。\n"
+"这个函数不会触及避障处理以及 [code]safe_velocity[/code] 信号的分发,这些还是"
+"会在该物理帧的末尾针对所有地图的代理进行处理。\n"
+"[b]注意:[/b]能力越大,责任越大。只有真正明白自己在干什么的用户才应该在真正有"
+"需要时使用这个函数。强制进行导航地图的立即更新需要对 NavigationServer 加锁并"
+"清空整个 NavigationServer 的命令队列。这样做不仅会大幅影响游戏的性能,如果使"
+"用不当、缺乏远见,还可能引入 bug。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr "返回所有与请求的导航地图 [code]map[/code] 关联的导航代理的 [RID]。"
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr "返回地图单元格高度。[b]注意:[/b]尚未实现。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
msgstr "返回地图的单元格大小。"
@@ -43392,8 +45132,19 @@ msgid ""
msgstr "返回地图的边界连接边距。边界连接边距是用于连接两个地区的距离。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
-msgstr "返回从原点到终点的导航路径。"
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+"返回从起点到达终点的导航路径。[code]navigation_layers[/code] 是允许在路径中出"
+"现的所有地区层的位掩码。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr "返回所有与请求的导航地图 [code]map[/code] 关联的导航地区的 [RID]。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map is active."
@@ -43403,6 +45154,12 @@ msgstr "如果地图处于活动状态,则返回 [code]true[/code]。"
msgid "Sets the map active."
msgstr "设置地图的激活态。"
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr "设置用于焊接导航网格多边形的地图单元格高度。[b]注意:[/b]尚未实现。"
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr "设置用于焊接导航网格多边形的地图单元格大小。"
@@ -43417,9 +45174,89 @@ msgid "Creates a new region."
msgstr "创建一个新的地区。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+"返回连接门的终点。[code]connection[/code] 是 0 和 [method "
+"region_get_connections_count] 返回值之间的索引号。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+"返回连接门的起点。[code]connection[/code] 是 0 和 [method "
+"region_get_connections_count] 返回值之间的索引号。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr "返回 [code]region[/code] 地区与其他地区在地图上有多少连接。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "返回 [code]region[/code] 地区的进入消耗 [code]enter_cost[/code]。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr "返回请求的导航地区 [code]region[/code] 所关联的导航地图的 [RID]。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr "返回该地区的导航层。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "返回 [code]region[/code] 地区的移动消耗 [code]travel_cost[/code]。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+"如果给出的世界空间坐标点 [code]point[/code] 目前由给出的导航地区 "
+"[code]region[/code] 拥有,则返回 [code]true[/code]。这里的“拥有”指的是该地区"
+"的导航网格多边形面中包含这个可能的位置,并且与给出的地区的导航地区上所有其他"
+"导航地区的导航网格相比,它与这个点的距离是最近的。\n"
+"如果有多个导航网格包含这个点并且距离相等,哪个导航地区的多边形先被处理,那个"
+"导航地区就获取所有权。多边形的处理顺序与导航地区在 NavigationServer 上的注册"
+"顺序一致。\n"
+"[b]注意:[/b]如果不同导航地区的导航网格存在重叠(通常应当避免),可能得到预料"
+"之外的结果。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "设置 [code]region[/code] 地区的进入消耗 [code]enter_cost[/code]。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr "设置该地区的地图。"
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+"设置该地区的导航层。可用于(使用 [method Navigation2DServer.map_get_path])请"
+"求路径时对地区进行选择。"
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr "设置该地图的导航网格。"
@@ -43428,6 +45265,10 @@ msgstr "设置该地图的导航网格。"
msgid "Sets the global transformation for the region."
msgstr "设置该地区的全局变换。"
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "设置 [code]region[/code] 地区的移动消耗 [code]travel_cost[/code]。"
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr "在导航中用于防撞的 3D 代理。"
@@ -43437,14 +45278,26 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
"导航中使用的 3D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍"
"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理"
-"需要导航数据才能正确工作。可以通过让代理成为 [Navigation] 节点的子项实现,也"
-"可以使用 [method set_navigation]。[NavigationAgent] 是物理安全的。"
+"需要导航数据才能正确工作。默认情况下,这个节点会在默认的 [World] 导航地图中进"
+"行注册。如果这个节点是 [Navigation] 节点的子项,那么就会在这个导航节点的导航"
+"地图中进行注册,也可以使用 [method set_navigation] 函数直接设置导航节点。"
+"[NavigationAgent] 是物理安全的。\n"
+"[b]注意:[/b]使用 [method set_target_location] 之后,必须在每个物理帧使用一"
+"次 [method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个"
+"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -43465,8 +45318,21 @@ msgstr ""
"可能发生变化。因此,最好每一帧都检查一下。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
-msgstr "返回从起点到终点的路径,使用全局坐标。"
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
+msgstr ""
+"返回这个代理从起点到终点的当前路径,使用全局坐标。该路径只会在目标位置发生变"
+"化,或者代理要求重新计算路径时更新。路径数组不应直接用作移动路径,代理有其内"
+"部的路径逻辑,手动修改路径数组可能会造成破坏。请在每一个物理帧中调用一次 "
+"[method get_next_location] 获取该代理的下一个路径点,这个函数会更新其内部的路"
+"径逻辑。"
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -43480,14 +45346,37 @@ msgid ""
"system."
msgstr "返回该代理的导航系统所使用的 [Navigation] 节点。"
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+"返回这个 NavigationAgent 节点的导航地图的 [RID]。这个函数返回的始终是在 "
+"NavigationAgent 上设置的地图,不是 NavigationServer 上的抽象代理所使用的地"
+"图。如果通过 NavigationServer API 修改了代理的地图,该 NavigationAgent 节点是"
+"不会感知到地图的变化的。请使用 [method set_navigation_map] 修改该 "
+"NavigationAgent 的导航地图,能够同时在 NavigationServer 上的代理。"
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
-"返回可以移动至的 [Vector3] 全局坐标,确保中途没有静态物体阻挡。如果代理没有导"
-"航路径,则会返回代理父节点的原点。"
+"返回可以移动至的下一个位置,使用全局坐标,确保中途没有静态物体阻挡。如果代理"
+"没有导航路径,则会返回代理父节点的位置。必须在每个物理帧都调用一次这个函数,"
+"更新 NavigationAgent 内部的路径逻辑。"
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "返回这个代理在 [NavigationServer] 上的 [RID]。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -43530,6 +45419,14 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+"设置这个 NavigationAgent 节点所应使用的导航地图的 [RID],同时还会更新 "
+"NavigationServer 上的代理 [code]agent[/code]。"
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr "设置用户期望的终点位置。会将当前导航路径清空。"
@@ -43544,8 +45441,33 @@ msgstr ""
"会触发 [signal velocity_computed] 信号。"
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
-msgstr "代理的高度偏移量,用于匹配导航网格的高度。"
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+"这个 NavigationAgent 的任何向量位置的 Y 坐标值都会减去 NavigationAgent 的高度"
+"偏移量。NavigationAgent 的高度偏移量不会发生改变,也不会影响导航网格和寻路结"
+"果。如果其他导航地图使用了带有导航网格的地区,开发者使用合适的代理半径或高度"
+"对其进行了烘焙,那么就必须支持不同大小的代理。"
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+"为 [code]true[/code] 时,该代理会在 [NavigationServer] 上注册 RVO 避障回调。"
+"当使用了 [method set_velocity] 并且处理完成时,会通过与 [signal "
+"velocity_computed] 信号的连接收到安全速度 Vector3 [code]safe_velocity[/"
+"code]。为避障处理注册大量代理会对性能有显著影响,应该只在当前有需要的代理上启"
+"用。"
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -43561,12 +45483,36 @@ msgstr "代理所需考虑的最大邻居数。"
msgid "The maximum speed that an agent can move."
msgstr "代理所能达到的最大移动速度。"
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+"位域,用于决定该 [NavigationAgent] 所属的导航地图层。请求路径时,代理会忽略没"
+"有任何匹配层的导航网格。"
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr "搜索其他代理的距离。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个"
+"路径点,到达某个区域内即可。如果这个值设得太大,该 NavigationAgent 将跳过路径"
+"上的点,可能导致其离开该导航网格。如果这个值设得太小,该 NavigationAgent 将陷"
+"入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。"
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
@@ -43574,21 +45520,35 @@ msgstr ""
"允许代理偏离理想路径的最大距离。可能为了防撞而产生偏离。超出最大距离时,会重"
"新计算理想路径。"
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
-msgstr "代理的半径。"
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
+"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
+"neighbor_dist] 控制)。\n"
+"不会影响正常的寻路。要修改角色的寻路半径,请在烘焙 [NavigationMesh] 资源时使"
+"用不同的 [member NavigationMesh.agent_radius] 属性,针对不同的角色大小使用不"
+"同的导航地图。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
-"认为到达目标的距离阈值。可以让代理无需精准到达路径上的某个点,到达某个区域即"
-"可。"
+"距离阈值,用于确定是否已到达最终的目标点。使用这个值,代理就不必精确地到达最"
+"终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新"
+"寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
msgid ""
"The minimal amount of time for which this agent's velocities, that are "
"computed with the collision avoidance algorithm, are safe with respect to "
@@ -43632,14 +45592,26 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
"导航中使用的 2D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍"
"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理"
-"需要导航数据才能正确工作。可以通过让代理成为 [Navigation2D] 节点的子项实现,"
-"也可以使用 [method set_navigation]。[NavigationAgent2D] 是物理安全的。"
+"需要导航数据才能正确工作。默认情况下,这个节点会在默认的 [World2D] 导航地图中"
+"进行注册。如果这个节点是 [Navigation2D] 节点的子项,那么就会在这个导航节点的"
+"导航地图中进行注册,也可以使用 [method set_navigation] 函数直接设置导航节点。"
+"[NavigationAgent2D] 是物理安全的。\n"
+"[b]注意:[/b]使用 [method set_target_location] 之后,必须在每个物理帧使用一"
+"次 [method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个"
+"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -43654,13 +45626,8 @@ msgid ""
msgstr "返回该代理的导航系统所使用的 [Navigation2D] 节点。"
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
-"返回可以移动至的 [Vector2] 全局坐标,确保中途没有静态物体阻挡。如果代理没有导"
-"航路径,则会返回代理父节点的原点。"
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "返回这个代理在 [Navigation2DServer] 上的 [RID]。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -43670,6 +45637,41 @@ msgstr ""
"设置代理所使用的 [Navigation2D] 节点。可以在你不想让代理作为 [Navigation2D] "
"节点的子节点时使用。"
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+"为 [code]true[/code] 时,该代理会在 [Navigation2DServer] 上注册 RVO 避障回"
+"调。当使用了 [method set_velocity] 并且处理完成时,会通过与 [signal "
+"velocity_computed] 信号的连接收到安全速度 Vector2 [code]safe_velocity[/"
+"code]。为避障处理注册大量代理会对性能有显著影响,应该只在当前有需要的代理上启"
+"用。"
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+"位域,用于决定该 [NavigationAgent2D] 所属的导航地图层。请求路径时,代理会忽略"
+"没有任何匹配层的导航网格。"
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
+"neighbor_dist] 控制)。\n"
+"不会影响正常的寻路。"
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr "用于模拟可步行区域和障碍物的网格。"
@@ -43702,9 +45704,10 @@ msgstr "通过根据 [Mesh] 设置顶点和索引来初始化导航网格。"
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
-msgstr "返回[member geometry/collision_mask]的指定[code]bit[/code]是否被设置。"
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
+msgstr ""
+"返回 [member geometry_collision_mask] 上指定的 [code]bit[/code] 是否已设置。"
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -43725,14 +45728,14 @@ msgstr "返回包含用于创建多边形的所有顶点的[PoolVector3Array]。
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
-"如果 [code]value[/code] 为 [code]true[/code],则在 [member geometry/"
-"collision_mask] 中设置指定的 [code]bit[/code]。\n"
-"如果 [code]value[/code] 为 [code]false[/code],则在 [member geometry/"
-"collision_mask] 中清除指定的 [code]bit[/code]。"
+"如果 [code]value[/code] 为 [code]true[/code],则在 [member "
+"geometry_collision_mask] 中设置指定的 [code]bit[/code]。\n"
+"如果 [code]value[/code] 为 [code]false[/code],则在 [member "
+"geometry_collision_mask] 中清除指定的 [code]bit[/code]。"
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -43745,19 +45748,19 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
"地板到天花板的最小高度,仍然允许被认为是可行走的地板。\n"
-"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell/height] 的倍数。"
+"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_height] 的倍数。"
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
"被认为仍可穿越的最小墙壁高度。\n"
-"[b]注意:[/b]烘焙时,该值将向下舍入到最接近的 [member cell/height] 的倍数。"
+"[b]注意:[/b]烘焙时,该值将向下舍入到最接近的 [member cell_height] 的倍数。"
#: doc/classes/NavigationMesh.xml
msgid "The maximum slope that is considered walkable, in degrees."
@@ -43768,14 +45771,14 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
"侵蚀/缩小远离障碍物的高度场的可行走区域距离。\n"
-"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell/size] 的倍数。"
+"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。"
#: doc/classes/NavigationMesh.xml
msgid "The Y axis cell size to use for fields."
-msgstr "用于字段Y轴单元的尺寸。"
+msgstr "用于字段 Y 轴单元的尺寸。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -43798,18 +45801,20 @@ msgstr "简化轮廓的边界边缘应偏离原始原始轮廓的最大距离。
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
"沿网格边界的轮廓的最大允许长度。\n"
-"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的[member cell/size]的倍数。"
+"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的[member cell_size]的倍数。"
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
-msgstr ""
-"如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent/height],则将"
-"可行走范围标记为不可行走。"
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr "如果烘焙 [AABB] 存在体积,对该导航网格的烘焙会被限制在其内部区域中。"
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr "应用于 [member filter_baking_aabb] [AABB] 的位置偏移量。"
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -43818,19 +45823,27 @@ msgstr "如果为 [code]true[/code],则标记边缘间的跨度为不可行走
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
msgstr ""
-"如果为 [code]true[/code],如果它们的最大值在可行走邻域的 [member agent/"
-"max_climb] 内,则将不可行走范围标记为可行走。"
+"如果为 [code]true[/code],如果它们的最大值在可行走邻域的 [member "
+"agent_max_climb] 内,则将不可行走范围标记为可行走。"
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
+msgstr ""
+"如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent_height],则将"
+"可行走范围标记为不可行走。"
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
"用于扫描静态碰撞的物理层。\n"
-"仅在 [member geometry/parsed_geometry_type]是[constant "
+"仅在 [member geometry_parsed_geometry_type] 是 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 时才使"
"用。"
@@ -43838,23 +45851,24 @@ msgstr ""
msgid ""
"Determines which type of nodes will be parsed as geometry. See [enum "
"ParsedGeometryType] for possible values."
-msgstr "决定哪种类型的节点可解析为几何图形。参阅 [enum ParsedGeometryType]。"
+msgstr ""
+"决定哪种类型的节点可解析为几何图形。可能的取值见 [enum ParsedGeometryType]。"
#: doc/classes/NavigationMesh.xml
msgid ""
"The source of the geometry used when baking. See [enum SourceGeometryMode] "
"for possible values."
-msgstr "烘焙时使用的几何体的源。参阅 [enum SourceGeometryMode]。"
+msgstr "烘焙时使用的几何体的源。可能的取值见 [enum SourceGeometryMode]。"
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
"要扫描的几何体组的名称。\n"
-"只有当 [member geometry/source_geometry_mode]是[constant "
+"只有当 [member geometry_source_geometry_mode] 是 [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT] 时才使用。"
@@ -43882,15 +45896,16 @@ msgid ""
"cells allowed to form isolated island areas. For example, a value of 8 will "
"set the number of cells to 64."
msgstr ""
-"一个区域被创建的最小尺寸。\n"
-"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,8的值"
-"将把单元格的数量设为64。"
+"区域被创建所需的最小尺寸。\n"
+"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,值为 "
+"8 时将把单元格的数量设为 64。"
#: doc/classes/NavigationMesh.xml
msgid ""
"Partitioning algorithm for creating the navigation mesh polys. See [enum "
"SamplePartitionType] for possible values."
-msgstr "创建导航网格多边形单元的分割算法。参阅 [enum SamplePartitionType]。"
+msgstr ""
+"创建导航网格多边形单元的分割算法。可能的取值见 [enum SamplePartitionType]。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -43909,7 +45924,7 @@ msgstr "单调分区。如果您想要快速生成导航网格,请使用此选
msgid ""
"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
"and small sized tiles."
-msgstr "层分区。用于具有中小型瓷砖的平铺导航网格的不错选择。"
+msgstr "层分区。用于具有中小型图块的平铺导航网格的不错选择。"
#: doc/classes/NavigationMesh.xml
msgid "Represents the size of the [enum SamplePartitionType] enum."
@@ -43925,10 +45940,10 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
-"将 [StaticBody] 碰撞器解析为几何体。碰撞器应位于 [member geometry/"
-"collision_mask] 指定的任何层中。"
+"将 [StaticBody] 碰撞器解析为几何体。碰撞器应位于 [member "
+"geometry_collision_mask] 指定的任何层中。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -43950,17 +45965,17 @@ msgstr "递归扫描 [NavigationMeshInstance] 的子节点以获取几何体。"
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
-"以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member geometry/"
-"source_group_name] 指定。"
+"以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member "
+"geometry_source_group_name] 指定。"
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
-"使用一个组中的节点进行几何运算。该组由 [member geometry/source_group_name] 指"
+"使用一个组中的节点进行几何运算。该组由 [member geometry_source_group_name] 指"
"定。"
#: doc/classes/NavigationMesh.xml
@@ -43968,50 +45983,202 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "表示 [enum SourceGeometryMode] 枚举的大小。"
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
-msgstr "这个类负责导航网格的创建和清理。"
+msgid "Helper class for creating and clearing navigation meshes."
+msgstr "对导航网格进行创建和清理的辅助类。"
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
-msgstr "烘焙导航网格。可以用于导航系统中的寻路。"
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+"这个类负责 3D 导航网格的创建和清理,导航网格 [NavigationMesh] 是 "
+"[NavigationMeshInstance] 中的资源。[NavigationMeshGenerator] 在 2D 中的用处微"
+"乎其微,因为导航网格的烘焙过程需要 3D 节点类型,解析的是 3D 原始几何体。\n"
+"导航网格的烘焙过程最好在单独的线程中进行,因为涉及到的体素化、碰撞测试、网格"
+"优化等步骤非常消耗性能和时间。\n"
+"导航网格的烘焙分成若干步进行,最终结果取决于原始 3D 几何体以及该 "
+"[NavigationMesh] 资源的属性。第一步是从根节点开始,根据 [NavigationMesh] 的属"
+"性从 [SceneTree] 收集所有有效的 3D 原始几何体节点。第二步会从所有收集到的节点"
+"中解析相关的 3D 几何体数据,合并构造成一个 3D 网格。由于可解析的对象类型众"
+"多,从普通的 [MeshInstance] 到 [CSGShape] 再到各种 [CollisionObject],其中某"
+"些收集几何数据的操作可能会触发 [VisualServer] 和 [PhysicsServer] 的同步。服务"
+"器同步会为了线程安全而使用 [Mutex] 锁,拖慢烘焙、影响帧率。可解析对象过多,以"
+"及与多线程服务器之间的连续同步,都会大幅影响烘焙时间。而如果对象数量较少,但"
+"都是非常大而且复杂的对象,那么就会在为服务器准备数据上花费时间,导致下一帧渲"
+"染的停滞。一般而言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平"
+"衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对"
+"象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 "
+"[NavigationMesh] 代理行走的地形。\n"
+"然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 "
+"[NavigationMeshInstance] 使用。\n"
+"[b]注意:[/b]使用网格来定义可行走区域并遮挡导航烘焙并不总能成功。烘焙导航处理"
+"网格原始几何体时,并没有几何体“位于内部”的概念,这是有意而为之的。根据当前烘"
+"焙参数的不同,只要遮挡网格足够大,大到能够将导航网格区域包含在其内部,烘焙时"
+"就会生成一个导航网格区域,位于遮挡的原始几何体网格内部。"
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
-msgstr "清除导航网格。"
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+"将导航数据烘焙至提供的 [code]nav_mesh[/code] 中。解析的是提供的根节点 "
+"[code]root_node[/code] 的子节点,或可能包含原始几何体的分组。解析行为可以通"
+"过 [NavigationMesh] 的 [member NavigationMesh.geometry_parsed_geometry_type] "
+"和 [member NavigationMesh.geometry_source_geometry_mode] 属性控制。"
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "从提供的 [code]nav_mesh[/code] 资源中移除所有多边形和顶点。"
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr "[NavigationMesh] 的一个实例。"
#: doc/classes/NavigationMeshInstance.xml
+#, fuzzy
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
-msgstr ""
-"[NavigationMesh] 的一个实例。它会根据 [NavigationMesh] 资源,告知 "
-"[Navigation] 节点什么可以导航、什么不可以。应该是 [Navigation] 节点的子节点。"
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] 资源来确"
+"定哪些可以进行导航、哪些不能。\n"
+"默认情况下,这个节点会在默认的 [World] 导航地图中进行注册。如果这个节点是 "
+"[Navigation] 节点的子项,就会在该导航节点的导航地图中进行注册。\n"
+"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method "
+"NavigationServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所需"
+"的最小距离。\n"
+"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的"
+"边界。\n"
+"从另一个地区进入这个地图的消耗可以通过 [member enter_cost] 进行控制。\n"
+"[b]注意:[/b]如果起点已经位于这个地区之中,这个值不会加入到路径消耗之中。\n"
+"在这个地区中移动所需的消耗可以通过 [member travel_cost] 系数进行控制。"
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+"烘焙该 [NavigationMesh]。如果 [code]on_thread[/code] 为 [code]true[/code](默"
+"认),就会在单独的线程中进行烘焙。单开线程烘焙很有用,因为导航烘焙操作的消耗"
+"并不低。烘焙完成后会自动设置新的 [NavigationMesh]。请注意,如果几何体是从网格"
+"解析而来的,那么单开线程烘焙可能会非常慢,因为对网格的异步访问涉及到大量同步"
+"操作。另外,请注意在不支持多线程的操作系统上(如禁用了多线程的 HTML5),会自"
+"动禁用独立线程烘焙。"
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
-"烘焙 [NavigationMesh]。烘焙是在单独的线程中进行的,因为导航的烘焙并不是廉价操"
-"作。可以在运行时进行。完成后,会自动设置新的 [NavigationMesh]。"
+"返回这个区域在 [NavigationServer] 上的 [RID]。可以和 [method "
+"NavigationServer.map_get_closest_point_owner] 组合使用,获取合并后的导航图中"
+"与某个点最接近的 [NavigationMeshInstance]。"
#: doc/classes/NavigationMeshInstance.xml
msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr "决定该 [NavigationMeshInstance] 已启用还是已禁用。"
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+"当从另一个导航地区的网格进入这个地区的导航网格进行寻路时,会将进入消耗 "
+"[code]enter_cost[/code] 加入路径长度,从而确定最短路径。"
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+"位域,用于决定该 [NavigationMesh] 所属的导航地图层。使用 [method "
+"NavigationServer.map_get_path] 请求路径时会忽略没有任何匹配层的导航网格,导航"
+"地图只会将拥有匹配层的导航网格进行近似合并。"
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr "使用的 [NavigationMesh] 资源。"
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+"当在这个地区的导航网格中进行寻路时,会将已移动的距离乘上移动消耗 "
+"[code]travel_cost[/code],从而确定最短路径。"
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "导航网格烘焙操作完成时发出通知。"
@@ -44028,11 +46195,15 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
"导航中用于防撞的 3D 障碍物。障碍物需要导航数据才能正确工作。可以通过让障碍物"
"成为 [Navigation] 节点的子项实现,也可以使用 [method set_navigation]。"
-"[NavigationObstacle] 是物理安全的。"
+"[NavigationObstacle] 是物理安全的。\n"
+"[b]注意:[/b]障碍物应作为处理持续移动的物体的最后手段,无法进行高效的(重新)"
+"烘焙。"
#: doc/classes/NavigationObstacle.xml
msgid ""
@@ -44041,6 +46212,10 @@ msgid ""
msgstr "返回该障碍物的导航系统所使用的 [Navigation] 节点。"
#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "返回这个障碍物在 [NavigationServer] 上的 [RID]。"
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -44070,11 +46245,15 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
"导航中用于防撞的 2D 障碍物。障碍物需要导航数据才能正确工作。可以通过让障碍物"
"成为 [Navigation2D] 节点的子项实现,也可以使用 [method set_navigation]。"
-"[NavigationObstacle2D] 是物理安全的。"
+"[NavigationObstacle2D] 是物理安全的。\n"
+"[b]注意:[/b]障碍物应作为处理持续移动的物体的最后手段,这些物体无法进行高效的"
+"(重新)烘焙。"
#: doc/classes/NavigationObstacle2D.xml
msgid ""
@@ -44083,6 +46262,10 @@ msgid ""
msgstr "返回该障碍物的导航系统所使用的 [Navigation2D] 节点。"
#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "返回这个障碍物在 [Navigation2DServer] 上的 [RID]。"
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -44149,8 +46332,8 @@ msgid ""
"make_polygons_from_outlines] in order for this array to be converted to "
"polygons that the engine will use."
msgstr ""
-"将包含轮廓顶点的[PoolVector2Array]添加到包含所有轮廓的内部数组中。你必须调用"
-"[method make_polygons_from_outlines],将数组转换为引擎可使用的多边形。"
+"将包含轮廓顶点的 [PoolVector2Array] 添加到包含所有轮廓的内部数组中。你必须调"
+"用 [method make_polygons_from_outlines],将数组转换为引擎可使用的多边形。"
#: doc/classes/NavigationPolygon.xml
msgid ""
@@ -44159,9 +46342,9 @@ msgid ""
"to call [method make_polygons_from_outlines] in order for this array to be "
"converted to polygons that the engine will use."
msgstr ""
-"将包含轮廓顶点的[PoolVector2Array]添加到内部数组中,该数组包含所有固定位置的"
-"轮廓。你必须调用[method make_polygons_from_outlines],将数组转换为引擎可使用"
-"的多边形。"
+"将包含轮廓顶点的 [PoolVector2Array] 添加到内部数组中,该数组包含所有固定位置"
+"的轮廓。你必须调用 [method make_polygons_from_outlines],将数组转换为引擎可使"
+"用的多边形。"
#: doc/classes/NavigationPolygon.xml
msgid ""
@@ -44177,6 +46360,17 @@ msgstr "清除多边形数组,但不清除轮廓和顶点数组。"
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+"返回这个导航多边形的 [NavigationMesh]。这个导航网格可用于使用 [method "
+"NavigationServer.region_set_navmesh] API 直接更新某个地区的导航网格(2D 在底"
+"层使用的是 3D 服务器)。"
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr "返回[PoolVector2Array],包含在编辑器中或通过脚本创建的轮廓的顶点。"
@@ -44194,7 +46388,7 @@ msgstr "返回多边形的数量。"
msgid ""
"Returns a [PoolVector2Array] containing all the vertices being used to "
"create the polygons."
-msgstr "返回包含用于创建多边形的所有顶点的[PoolVector2Array]。"
+msgstr "返回包含用于创建多边形的所有顶点的 [PoolVector2Array]。"
#: doc/classes/NavigationPolygon.xml
msgid "Creates polygons from the outlines added in the editor or by script."
@@ -44216,6 +46410,73 @@ msgstr ""
"更改在编辑器或脚本中创建的轮廓。你必须调用 [method "
"make_polygons_from_outlines] 来更新多边形。"
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr "2D 导航地图上的一个地区。"
+
+#: doc/classes/NavigationPolygonInstance.xml
+#, fuzzy
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] 资源来确"
+"定哪些可以进行导航、哪些不能。\n"
+"默认情况下,这个节点会在默认的 [World2D] 导航地图中进行注册。如果这个节点是 "
+"[Navigation2D] 节点的子项,就会在该导航节点的导航地图中进行注册。\n"
+"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method "
+"Navigation2DServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所"
+"需的最小距离。\n"
+"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的"
+"边界。\n"
+"从另一个地区进入这个地图的寻路消耗可以通过 [member enter_cost] 进行控制。\n"
+"[b]注意:[/b]如果起点已经位于这个地区之中,这个值不会加入到路径消耗之中。\n"
+"在这个地区中移动所需的寻路消耗可以通过 [member travel_cost] 系数进行控制。"
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+"返回这个区域在 [Navigation2DServer] 上的 [RID]。可以和 [method "
+"Navigation2DServer.map_get_closest_point_owner] 组合使用,获取合并后的导航图"
+"中与某个点最接近的 [NavigationPolygonInstance]。"
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr "决定该 [NavigationPolygonInstance] 已启用还是已禁用。"
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+"位域,用于决定该 [NavigationPolygon] 所属的导航地图层。使用 [method "
+"Navigation2DServer.map_get_path] 请求路径时会忽略没有任何匹配层的导航网格,导"
+"航地图只会将拥有匹配层的导航网格进行近似合并。"
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr "使用的 [NavigationPolygon] 资源。"
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr "访问底层 3D 导航的服务器接口。"
@@ -44225,11 +46486,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -44244,7 +46509,11 @@ msgstr ""
"NavigationServer 是负责所有 3D 导航的服务器,处理的对象有地图(map)、地区"
"(region)、代理(agent)。\n"
"地图是由地区组成的,地区又由导航网格组成。它们一同构成了 3D 世界中的可导航区"
-"域。两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点"
+"域。\n"
+"[b]注意:[/b]NavigationServer 的大多数修改都要在下一个物理帧之后生效,不是立"
+"即生效的。SceneTree 中导航相关的节点对地图、地区、代理作出的修改也是如此,通"
+"过脚本作出的修改亦然。\n"
+"两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点"
"(vertex)与另一条边界的对应顶点的距离小于 [member Navigation."
"edge_connection_margin],则认为这两条边界相连。\n"
"要使用防撞系统,可以使用代理。你可以设置代理的目标速度,服务器就会使用修正后"
@@ -44255,9 +46524,8 @@ msgstr ""
"程中请求对地图进行任何修改。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Returns the map cell height."
-msgstr "返回地图的单元格大小。"
+msgstr "返回地图的单元格高度。"
#: doc/classes/NavigationServer.xml
msgid ""
@@ -44281,9 +46549,8 @@ msgid "Returns the map's up direction."
msgstr "返回地图的上方向。"
#: doc/classes/NavigationServer.xml
-#, fuzzy
msgid "Set the map cell height used to weld the navigation mesh polygons."
-msgstr "设置用于焊接导航网格多边形的地图单元格大小。"
+msgstr "设置用于焊接导航网格多边形的地图单元格高度。"
#: doc/classes/NavigationServer.xml
msgid "Sets the map up direction."
@@ -44305,9 +46572,65 @@ msgid "Bakes the navigation mesh."
msgstr "烘焙导航网格。"
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+"设置该地区的导航层。可以在(使用 [method NavigationServer.map_get_path])进行"
+"路径请求时选择地区。"
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr "控制这个服务器是否激活。"
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。"
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+#, fuzzy
+msgid "Set the max packet size that this peer can handle."
+msgstr "设置该实例使用的光照图。"
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -44327,13 +46650,13 @@ msgid ""
"the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server."
msgstr ""
-"一个 PacketPeer 实现,应该在初始化为客户端或服务器后传递给 [member SceneTree."
+"PacketPeer 的实现,应该在初始化为客户端或服务器后传递给 [member SceneTree."
"network_peer]。然后可以通过连接到 [SceneTree] 信号来处理事件。\n"
"ENet 的目的是在 UDP(用户数据报协议)之上提供一个相对简单而健全的网络通信"
"层。\n"
-"[b]注意:[/b] ENet 只使用UDP,不使用TCP。转发服务器端口使您的服务器可以在公网"
-"上访问时,只需要将服务器端口转发为UDP即可。您可以使用 [UPNP] 类尝试在启动服务"
-"器时自动转发服务器端口。"
+"[b]注意:[/b]ENet 只使用 UDP,不使用 TCP。转发服务器端口使您的服务器可以在公"
+"网上访问时,只需要将服务器端口转发为 UDP 即可。您可以使用 [UPNP] 类尝试在启动"
+"服务器时自动转发服务器端口。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44413,25 +46736,25 @@ msgid ""
"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
"connection will be closed immediately without flushing queued messages."
msgstr ""
-"断开给定对等体的连接。如果 \"now \"被设置为[code]true[/code],连接将被立即关"
-"闭而不冲刷队列中的消息。"
+"断开给定对等体的连接。如果“now”被设置为 [code]true[/code],连接将被立即关闭而"
+"不冲刷队列中的消息。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Returns the channel of the last packet fetched via [method PacketPeer."
"get_packet]."
-msgstr "返回通过[method PacketPeer.get_packet]获取的最后一个包的Channel。"
+msgstr "返回通过 [method PacketPeer.get_packet] 获取的上一个数据包的 Channel。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]."
-msgstr "返回将通过[method PacketPeer.get_packet]获取的下一个数据包的Channel。"
+msgstr "返回通过 [method PacketPeer.get_packet] 获取的下一个数据包的 Channel。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns the IP address of the given peer."
-msgstr "返回给定对等体的IP地址。"
+msgstr "返回给定对等体的 IP 地址。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
@@ -44454,8 +46777,8 @@ msgid ""
"code]. For servers, you must also setup the [CryptoKey] via [method "
"set_dtls_key]."
msgstr ""
-"当[member use_dtls]为[code]true[/code]时,配置[X509Certificate]使用。对于服务"
-"器,您还必须通过[method set_dtls_key]设置[CryptoKey]。"
+"当 [member use_dtls] 为 [code]true[/code] 时,配置 [X509Certificate] 使用。对"
+"于服务器,您还必须通过 [method set_dtls_key] 设置 [CryptoKey]。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44463,8 +46786,8 @@ msgid ""
"code]. Remember to also call [method set_dtls_certificate] to setup your "
"[X509Certificate]."
msgstr ""
-"当[member use_dtls]为[code]true[/code]时,配置[CryptoKey]来使用。记住也要调用"
-"[method set_dtls_certificate]来设置[X509Certificate]。"
+"当 [member use_dtls] 为 [code]true[/code] 时,配置 [CryptoKey] 来使用。记住也"
+"要调用 [method set_dtls_certificate] 来设置 [X509Certificate]。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44507,7 +46830,7 @@ msgid ""
"status of a packet in one channel won't stall the delivery of other packets "
"in another channel."
msgstr ""
-"ENet要使用的信道数量。通道用于分离不同类型的数据。例如,在可靠或有序模式下,"
+"ENet 要使用的信道数量。通道用于分离不同类型的数据。例如,在可靠或有序模式下,"
"包交付顺序是在每个通道的基础上保证的。这样做是为了消除延迟并减少对数据包的排"
"序限制。在一个通道中的包的交付状态不会停止在另一个通道中的其他包的交付。"
@@ -44528,11 +46851,11 @@ msgid ""
msgstr ""
"用于网络数据包的压缩方法。这些在压缩速度与带宽之间有不同的权衡,如果您完全使"
"用压缩,您可能需要测试哪一种最适合您的用例。\n"
-"[b]注:[/b]大多数游戏的网络设计都涉及频繁发送许多小数据包(每个小于4 KB)。如"
-"果有疑问,建议保留默认压缩算法,因为它对这些小数据包效果最好。\n"
-"[b]注意:[/b] [member compression_mode] 必须在服务器及其所有客户端上设置为相"
-"同的值。如果客户端上设置的 [member compression_mode] 与服务器上设置的不同,则"
-"客户端将无法连接。在 Godot 3.4 之前,默认的 [member compression_mode] 是 "
+"[b]注意:[/b]大多数游戏的网络设计都涉及频繁发送许多小数据包(每个小于 4 "
+"KB)。如果有疑问,建议保留默认压缩算法,因为它对这些小数据包效果最好。\n"
+"[b]注意:[/b][member compression_mode] 必须在服务器及其所有客户端上设置为相同"
+"的值。如果客户端上设置的 [member compression_mode] 与服务器上设置的不同,则客"
+"户端将无法连接。在 Godot 3.4 之前,默认的 [member compression_mode] 是 "
"[constant COMPRESS_NONE]。尽管如此,不建议在客户端和服务器之间混合引擎版本,"
"也不受官方支持。"
@@ -44549,9 +46872,9 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
-msgstr "当[member use_dtls] [code]true[/code]时启用或禁用证书验证。"
+msgstr "当 [member use_dtls] 为 [code]true[/code] 时启用或禁用证书验证。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44561,8 +46884,8 @@ msgid ""
"peers and won't be able to send them packets through the server."
msgstr ""
"启用或禁用服务器特性,该特性通知客户端其他对等体的连接/断开,并在它们之间转发"
-"消息。当此选项为[code]false[/code]时,客户端将不会自动收到其他对等体的通知,"
-"也无法通过服务器向他们发送数据包。"
+"消息。当此选项为 [code]false[/code] 时,客户端将不会自动收到其他对等体的通"
+"知,也无法通过服务器向他们发送数据包。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -44595,7 +46918,7 @@ msgstr ""
"启用后,由该对等体创建的客户端或服务器将使用[PacketPeerDTLS],而不是原始UDP套"
"接字与远程对等体进行通信。通信使用DTLS加密,代价是更高的资源占用和可能更大的"
"数据包。\n"
-"[b]注意:[/b] 当创建DTLS服务器时,确保用[method set_dtls_key]和[method "
+"[b]注意:[/b]当创建DTLS服务器时,确保用[method set_dtls_key]和[method "
"set_dtls_certificate]设置密钥/证书对。对于DTLS客户端,查看[member "
"dtls_verify]选项,用[method set_dtls_certificate]配置相应的证书。"
@@ -44659,18 +46982,17 @@ msgstr ""
"使用。改变时恕不另行通知。"
#: doc/classes/NetworkedMultiplayerPeer.xml
-#, fuzzy
msgid "High-level multiplayer"
-msgstr "高级多人游戏API。"
+msgstr "高级多人游戏"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "WebRTC Signaling Demo"
-msgstr ""
+msgstr "WebRTC 信号演示"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Returns the current state of the connection. See [enum ConnectionStatus]."
-msgstr "返回连接的当前状态。请参阅 [enum ConnectionStatus]。"
+msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -44712,7 +47034,7 @@ msgstr ""
msgid ""
"The manner in which to send packets to the [code]target_peer[/code]. See "
"[enum TransferMode]."
-msgstr "向[code]target_peer[/code]发送数据包的方式。参阅[enum TransferMode]。"
+msgstr "向 [code]target_peer[/code] 发送数据包的方式。见 [enum TransferMode]。"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted when a connection attempt fails."
@@ -44777,7 +47099,7 @@ msgstr "正在进行的连接断开了。"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "A connection attempt is ongoing."
-msgstr "一个连接尝试正在进行中。"
+msgstr "正在尝试进行连接。"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "The connection attempt succeeded."
@@ -44806,43 +47128,45 @@ msgid ""
"grid. When you scale the node, it tiles the texture's sides horizontally or "
"vertically, the center on both axes but it doesn't scale or tile the corners."
msgstr ""
-"NinePatchRect也被称为9片式面板,它基于一个小的纹理,产生任何尺寸的干净面板。"
-"为了做到这一点,它将纹理分割成3×3的网格。当你缩放节点时,它在水平或垂直方向上"
-"平铺纹理的两侧,在两个轴上平铺中心,但它不会缩放或平铺角部。"
+"NinePatchRect 也被称为 9 片式面板,它基于一个小的纹理,产生任何尺寸的干净面"
+"板。为了做到这一点,它将纹理分割成 3×3 的网格。当你缩放节点时,它在水平或垂直"
+"方向上平铺纹理的两侧,在两个轴上平铺中心,但它不会缩放或平铺角部。"
#: doc/classes/NinePatchRect.xml
msgid ""
"Returns the size of the margin identified by the given [enum Margin] "
"constant."
-msgstr "返回由给定的[enum Margin]常量标识的边距大小。"
+msgstr "返回由给定的 [enum Margin] 常量标识的边距大小。"
#: doc/classes/NinePatchRect.xml
msgid ""
"Sets the size of the margin identified by the given [enum Margin] constant "
"to [code]value[/code] in pixels."
msgstr ""
-"将由给定的[enum Margin]常量标识的边距大小设置为[code]value[/code],单位为像"
-"素。"
+"将由给定的 [enum Margin] 常量标识的边距大小设置为 [code]value[/code],单位为"
+"像素。"
#: doc/classes/NinePatchRect.xml
msgid ""
"The stretch mode to use for horizontal stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
-"水平拉伸/平铺时使用的拉伸模式。参阅[enum NinePatchRect.AxisStretchMode]。"
+"水平拉伸/平铺时使用的拉伸模式。可能的取值见 [enum NinePatchRect."
+"AxisStretchMode]。"
#: doc/classes/NinePatchRect.xml
msgid ""
"The stretch mode to use for vertical stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
-"用于垂直拉伸/平铺的拉伸模式。参阅[enum NinePatchRect.AxisStretchMode]。"
+"用于垂直拉伸/平铺的拉伸模式。可能的取值见 [enum NinePatchRect."
+"AxisStretchMode]。"
#: doc/classes/NinePatchRect.xml
msgid ""
"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
"borders."
-msgstr "如果[code]true[/code],则绘制面板的中心。否则,只画9-slice的边框。"
+msgstr "如果为 [code]true[/code],则绘制面板的中心。否则,只画9-slice的边框。"
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -44850,8 +47174,8 @@ msgid ""
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
-"9-slice的底层行的高度。边距为16意味着9片的底角和侧面将有16像素的高度。你可以"
-"单独设置所有4个边距值来创建具有非统一边框的面板。"
+"9-切片底行的高度。边距为 16 意味着 9-切片的底角和侧面将有 16 像素的高度。你可"
+"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -44859,8 +47183,8 @@ msgid ""
"left corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
-"9-切片的左列宽度。边距为16意味着9切片的左角和侧面将有16像素的宽度。你可以单独"
-"设置所有4个边距值,来创建有非统一边框的面板。"
+"9-切片左列的宽度。边距为 16 意味着 9-切片的左角和侧面将有 16 像素的宽度。你可"
+"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -44868,8 +47192,8 @@ msgid ""
"right corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
-"9-切片的右列宽度。边距为16意味着9切片的右角和侧面将有16像素的宽度。你可以单独"
-"设置所有4个边距值,以创建有非统一边框的面板。"
+"9-切片右列的宽度。边距为 16 意味着 9-切片的右角和侧面将有 16 像素的宽度。你可"
+"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -44877,8 +47201,8 @@ msgid ""
"corners and side will have a height of 16 pixels. You can set all 4 margin "
"values individually to create panels with non-uniform borders."
msgstr ""
-"9切片的顶行的高度。边距为16意味着9切片的顶角和侧面将有16像素的高度。你可以单"
-"独设置所有4个边距值,来创建有非统一边框的面板。"
+"9-切片顶行的高度。边距为 16 意味着 9-切片的顶角和侧面将有 16 像素的高度。你可"
+"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -44887,9 +47211,9 @@ msgid ""
"other properties are relative to this one. If the rect is empty, "
"NinePatchRect will use the whole texture."
msgstr ""
-"要取样的纹理的矩形区域。如果你正在使用一个图集,使用这个属性来定义9-slice应该"
-"使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空,NinePatchRect"
-"将使用整个纹理。"
+"要取样的纹理的矩形区域。如果你正在使用一个图集,使用这个属性来定义 9-切片应该"
+"使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空,"
+"NinePatchRect 将使用整个纹理。"
#: doc/classes/NinePatchRect.xml
msgid "The node's texture resource."
@@ -44903,7 +47227,7 @@ msgstr "当节点的纹理发生变化时触发。"
msgid ""
"Stretches the center texture across the NinePatchRect. This may cause the "
"texture to be distorted."
-msgstr "将中间纹理拉伸到9切片矩形。这可能会导致纹理失真。"
+msgstr "在 NinePatchRect 上拉伸中心纹理。这可能会导致纹理失真。"
#: doc/classes/NinePatchRect.xml
msgid ""
@@ -44915,7 +47239,7 @@ msgid ""
msgstr ""
"在 NinePatchRect 上重复中心纹理。这不会导致任何可见的失真。纹理必须是无缝的,"
"这样才能在边缘之间不显示伪影的情况下工作。\n"
-"[b]注:[/b] 仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 "
+"[b]注意:[/b]仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 "
"[constant AXIS_STRETCH_MODE_STRETCH]。"
#: doc/classes/NinePatchRect.xml
@@ -44931,7 +47255,7 @@ msgstr ""
"在 NinePatchRect 上重复中心纹理,但也会拉伸纹理以确保每个图块都完整可见。这可"
"能会导致纹理扭曲,但小于 [constant AXIS_STRETCH_MODE_STRETCH]。纹理必须是无缝"
"的,这样才能在边缘之间不显示伪影的情况下工作。\n"
-"[b]注:[/b] 仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 "
+"[b]注意:[/b]仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 "
"[constant AXIS_STRETCH_MODE_STRETCH]。"
#: doc/classes/Node.xml
@@ -45003,8 +47327,8 @@ msgstr ""
"节点的直接子节点)的名字唯一。\n"
"节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这"
"使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n"
-"[b]场景树:[/b] [SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,"
-"它将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method "
+"[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它"
+"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method "
"_enter_tree] 回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method "
"_enter_tree] 回调将在其子节点的之前被触发。\n"
"一旦所有的节点被添加到场景树中,它们就会收到 [constant NOTIFICATION_READY] 通"
@@ -45013,8 +47337,8 @@ msgstr ""
"这意味着,当把一个节点添加到场景树中时,将使用下面的顺序进行回调:父节点的 "
"[method _enter_tree]、子节点的 [method _enter_tree]、子节点的 [method "
"_ready],最后是父节点的 [method _ready](对整个场景树进行递归)。\n"
-"[b]处理:[/b] 节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们"
-"进行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method "
+"[b]处理:[/b]节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们进"
+"行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method "
"set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/"
"i](单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以"
"使用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60),对物理"
@@ -45029,11 +47353,11 @@ msgstr ""
"工具时非常有用。\n"
"最后,当一个节点被 [method Object.free] 或 [method queue_free] 释放时,它也将"
"释放它的所有子节点。\n"
-"[b]分组:[/b] 节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需"
-"要来创建类似“敌人”或“收集品”这样的组。参阅 [method add_to_group]、[method "
+"[b]分组:[/b]节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需要"
+"来创建类似“敌人”或“收集品”这样的组。参阅 [method add_to_group]、[method "
"is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所"
"有节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n"
-"[b]节点的网络编程:[/b] 在连接到服务器(或制作服务器,参阅 "
+"[b]节点的网络编程:[/b]在连接到服务器(或制作服务器,参阅 "
"[NetworkedMultiplayerENet])之后,可以使用内置的 RPC(远程过程调用)系统在网"
"络上进行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体"
"中调用对应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 "
@@ -45042,11 +47366,11 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "节点与场景"
#: doc/classes/Node.xml
msgid "All Demos"
-msgstr ""
+msgstr "所有演示"
#: doc/classes/Node.xml
msgid ""
@@ -45057,11 +47381,11 @@ msgid ""
"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in "
"[method Object._notification]."
msgstr ""
-"当节点进入[SceneTree]时调用(例如实例化时,场景改变时,或者在脚本中调用"
-"[method add_child]后)。如果节点有子节点,则首先调用它的[method _enter_tree]回"
-"调函数,然后再调用子节点的回调函数。\n"
-"对应于[method Object._notification]中的[constant NOTIFICATION_ENTER_TREE]通"
-"知。"
+"当节点进入 [SceneTree] 时调用(例如实例化时,场景改变时,或者在脚本中调用 "
+"[method add_child] 后)。如果节点有子节点,则首先调用它的 [method "
+"_enter_tree] 回调函数,然后再调用子节点的回调函数。\n"
+"对应于 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] "
+"通知。"
#: doc/classes/Node.xml
msgid ""
@@ -45074,12 +47398,12 @@ msgid ""
"the node has already left the active tree, connect to the [signal "
"tree_exited]."
msgstr ""
-"当节点即将离开[SceneTree]时被调用(例如,在释放、场景改变或在脚本中调用"
-"[method remove_child]后)。如果该节点有子节点,它的[method _exit_tree]回调将"
-"在所有子节点离开树后被最后调用。\n"
+"当节点即将离开 [SceneTree] 时被调用(例如,在释放、场景改变或在脚本中调用 "
+"[method remove_child] 后)。如果该节点有子节点,它的 [method _exit_tree] 回调"
+"将在所有子节点离开树后被最后调用。\n"
"对应于 [method Object._notification] 中的 [constant NOTIFICATION_EXIT_TREE] "
"通知和 [signal tree_exiting] 信号。要在节点已经离开活动树时得到通知,请连接"
-"到 [signal tree_exited] 。"
+"到 [signal tree_exited]。"
#: doc/classes/Node.xml
msgid ""
@@ -45089,13 +47413,12 @@ msgid ""
"Call [method update_configuration_warning] when the warning needs to be "
"updated for this node."
msgstr ""
-"如果覆盖该方法的脚本是一个[code]tool[/code]脚本,那么从该方法返回的字符串将在"
-"Scene Dock中显示为一个警告。\n"
+"如果覆盖该方法的脚本是一个 [code]tool[/code] 脚本,那么从该方法返回的字符串将"
+"在场景面板中显示为一个警告。\n"
"返回一个空字符串不会产生警告。\n"
-"当需要更新这个节点的警告时,调用[method update_configuration_warning]。"
+"当需要更新这个节点的警告时,调用 [method update_configuration_warning]。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called when there is an input event. The input event propagates up through "
"the node tree until a node consumes it.\n"
@@ -45121,7 +47444,6 @@ msgstr ""
"非“孤儿”)。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called during the physics processing step of the main loop. Physics "
"processing means that the frame rate is synced to the physics, i.e. the "
@@ -45145,7 +47467,6 @@ msgstr ""
"是“孤儿”)。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called during the processing step of the main loop. Processing happens at "
"every frame and as fast as possible, so the [code]delta[/code] time since "
@@ -45167,7 +47488,6 @@ msgstr ""
"是“孤儿”)。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called when the node is \"ready\", i.e. when both the node and its children "
"have entered the scene tree. If the node has children, their [method _ready] "
@@ -45184,18 +47504,17 @@ msgid ""
"call with [method request_ready], which may be called anywhere before adding "
"the node again."
msgstr ""
-"当节点 \"就绪 \"时被调用。子节点的[method _ready]回调会首先被触发,而父节点会"
-"在之后收到就绪通知。\n"
-"对应于[method Object._notification]中的[constant NOTIFICATION_READY]通知。也"
-"请参阅变量的[code]onready[/code]关键字。\n"
-"通常用于初始化。对于更早的初始化,可以使用[method Object._init]。也请参阅"
+"当节点“就绪”时被调用。子节点的 [method _ready] 回调会首先被触发,而父节点会在"
+"之后收到就绪通知。\n"
+"对应于 [method Object._notification] 中的 [constant NOTIFICATION_READY] 通"
+"知。也请参阅变量的 [code]onready[/code] 关键字。\n"
+"通常用于初始化。对于更早的初始化,可以使用 [method Object._init]。也请参阅 "
"[method _enter_tree]。\n"
-"[b]注意:[/b] [method _ready] 对于每个节点只能调用一次。在从场景树中删除一个"
-"节点并再次添加后,[code]_ready[/code]将不会被第二次调用。这可以通过请求再次调"
-"用[method request_ready]来绕过,它可以在再次添加节点之前的任何地方调用。"
+"[b]注意:[/b][method _ready] 对于每个节点只会调用一次。在从场景树中删除一个节"
+"点并再次添加后,[code]_ready[/code] 将不会被第二次调用。这可以通过请求再次调"
+"用 [method request_ready] 来绕过,它可以在再次添加节点之前的任何地方调用。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
"GUI [Control] item. The input event propagates up through the node tree "
@@ -45211,8 +47530,8 @@ msgid ""
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
-"当 [InputEvent] 还未被 [method _input] 或任何 GUI 消耗时调用。输入事件通过节"
-"点树向上传播,直到一个节点消耗它。\n"
+"当 [InputEvent] 还未被 [method _input] 或任何 GUI [Control] 项目消耗时调用。"
+"输入事件通过节点树向上传播,直到一个节点消耗它。\n"
"只有在启用了未处理的输入处理时才会被调用,如果这个方法被重写,它就会自动完"
"成,并且可以用 [method set_process_unhandled_input] 来切换。\n"
"要消耗输入事件并阻止它进一步传播到其他节点,可以调用 [method SceneTree."
@@ -45223,7 +47542,6 @@ msgstr ""
"是“孤儿”)。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Called when an [InputEventKey] hasn't been consumed by [method _input] or "
"any GUI [Control] item. The input event propagates up through the node tree "
@@ -45239,8 +47557,8 @@ msgid ""
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
-"当 [InputEventKey] 没有被 [method _input] 或任何 GUI 消耗时被调用。输入事件通"
-"过节点树向上传播,直到一个节点消耗它。\n"
+"当 [InputEventKey] 没有被 [method _input] 或任何 GUI [Control] 项目消耗时被调"
+"用。输入事件通过节点树向上传播,直到一个节点消耗它。\n"
"只有在启用了未处理的键输入处理时才会被调用,如果这个方法被重写,它就会自动完"
"成,并且可以用 [method set_process_unhandled_key_input] 来切换。\n"
"要消耗输入事件并阻止它进一步传播到其他节点,可以调用 [method SceneTree."
@@ -45269,31 +47587,31 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
"添加子节点。节点可以有任意数量的子节点,但是每个子节点必须有唯一的名字。当父"
"节点被删除时,子节点会被自动删除,所以整个场景可以通过删除其最上面的节点而被"
"删除。\n"
-"如果[code]legible_unique_name[/code]是[code]true[/code],子节点将有一个基于被"
-"实例化的节点的名称,而不是其类型可读的名称。\n"
-"[b]注意:[/b] 如果子节点已经有父节点,该函数将失败。首先使用[method "
-"remove_child]将节点从其当前的父节点中移除。如:\n"
+"如果 [code]legible_unique_name[/code] 是 [code]true[/code],子节点将有一个基"
+"于被实例化的节点的名称,而不是其类型可读的名称。\n"
+"[b]注意:[/b]如果子节点已经有父节点,该函数将失败。首先使用 [method "
+"remove_child] 将节点从其当前的父节点中移除。如:\n"
"[codeblock]\n"
"if child_node.get_parent():\n"
" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/codeblock]\n"
-"[b]注意:[/b] 如果你想让一个子节点被持久化到[PackedScene]中,除了调用[method "
-"add_child]外,还必须设置[member owner]。这通常与[url=https://godot."
-"readthedocs.io/en/3.2/tutorials/misc/running_code_in_the_editor.html]工具脚本"
-"[/url]和[url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/"
-"index.html]编辑器插件[/url]有关。如果调用[method add_child]而不设置[member "
-"owner],新添加的[Node]在场景树中是不可见的,尽管它在2D/3D视图中可见。"
+"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method "
+"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/"
+"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 "
+"[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树"
+"中不可见,但在 2D/3D 视图中可见。"
#: doc/classes/Node.xml
msgid ""
@@ -45337,9 +47655,22 @@ msgid ""
"scene tree is not paused, and [code]false[/code] if the node is not in the "
"tree."
msgstr ""
-"如果节点可以在场景树暂停时进行处理,返回[code]true[/code](见[member "
-"pause_mode])。如果场景树没有暂停,总是返回[code]true[/code],如果节点不在树"
-"中,则返回[code]false[/code]。"
+"如果节点可以在场景树暂停时进行处理,返回 [code]true[/code](见 [member "
+"pause_mode])。如果场景树没有暂停,总是返回 [code]true[/code],如果节点不在树"
+"中,则返回 [code]false[/code]。"
+
+#: doc/classes/Node.xml
+msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+"新建 [SceneTreeTween] 并将其绑定到这个节点。与如下操作等价:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
#: doc/classes/Node.xml
msgid ""
@@ -45352,7 +47683,7 @@ msgid ""
msgstr ""
"复制节点,返回一个新的节点。\n"
"你可以使用[code]flags[/code]来微调这个行为(见[enum DuplicateFlags])。\n"
-"[b]注意:[/b] 如果节点包含一个带有构造参数的脚本(即需要向[method Object."
+"[b]注意:[/b]如果节点包含一个带有构造参数的脚本(即需要向[method Object."
"_init]方法提供参数),它将不能正常工作。在这种情况下,节点将被复制而没有脚"
"本。"
@@ -45397,13 +47728,13 @@ msgid ""
"[method get_node] instead. To avoid using [method find_parent] too often, "
"consider caching the node reference into a variable."
msgstr ""
-"查找当前节点的第一个父节点,其名称与[method String.match]中的[code]mask[/"
-"code]相匹配,区分大小写,其[code]\"*\"[/code]匹配零或多个字符,[code]\"?\"[/"
-"code]匹配任何单个字符,除了[code]\".\"[/code]。\n"
+"查找当前节点的第一个父节点,其名称与 [method String.match] 中的 [code]mask[/"
+"code] 相匹配,区分大小写,其 [code]\"*\"[/code] 匹配零或多个字符,[code]\"?"
+"\"[/code] 匹配任何单个字符,除了 [code]\".\"[/code]。\n"
"[b]注意:[/b]它不是全路径匹配,只与单个节点名称匹配。\n"
"[b]注意:[/b]由于这个方法在场景树中向上行走,在大型的、深度嵌套的场景树中可能"
-"会很慢。只要有可能,请考虑使用[method get_node]代替。为了避免过于频繁地使用"
-"[method find_parent],考虑将节点引用缓存到一个变量中。"
+"会很慢。只要有可能,请考虑使用 [method get_node] 代替。为了避免过于频繁地使"
+"用 [method find_parent],考虑将节点引用缓存到一个变量中。"
#: doc/classes/Node.xml
msgid ""
@@ -45464,7 +47795,7 @@ msgstr "返回节点的索引,即它在其父节点的兄弟节点中的位置
msgid ""
"Returns the peer ID of the network master for this node. See [method "
"set_network_master]."
-msgstr "返回此节点的网络主节点的对等 ID。请参阅 [method set_network_master]。"
+msgstr "返回此节点的网络主节点的对等 ID。见 [method set_network_master]。"
#: doc/classes/Node.xml
msgid ""
@@ -45540,13 +47871,15 @@ msgid ""
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/codeblock]"
msgstr ""
-"获取一个节点及其由[NodePath]子名称指定的资源(例如[code]Area2D/"
-"CollisionShape2D:shape[/code])。如果在[NodePath]中指定了多个嵌套资源,则将获"
-"取最后一个。\n"
-"返回值是一个大小为3的数组:第一个索引指向[Node](或[code]null[/code]),第二个索"
-"引指向[Resource](或[code]null[/code]),第三个索引是剩余的[NodePath]。\n"
-"例如,假设[code]Area2D/CollisionShape2D[/code]是一个有效的节点,并且它的"
-"[code]shape[/code]属性被分配了一个[RectangleShape2D]资源,可以有这样的输出:\n"
+"获取一个节点及其由 [NodePath] 子名称指定的资源(例如[code]Area2D/"
+"CollisionShape2D:shape[/code])。如果在 [NodePath] 中指定了多个嵌套资源,则将"
+"获取最后一个。\n"
+"返回值是一个大小为 3 的数组:第一个索引指向 [Node](或 [code]null[/code]),第"
+"二个索引指向 [Resource](或 [code]null[/code]),第三个索引是剩余的 "
+"[NodePath]。\n"
+"例如,假设 [code]Area2D/CollisionShape2D[/code] 是一个有效的节点,并且它的 "
+"[code]shape[/code] 属性被分配了一个 [RectangleShape2D] 资源,可以有这样的输"
+"出:\n"
"[codeblock]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
"[[CollisionShape2D:1161], Null, ]\n"
@@ -45583,8 +47916,8 @@ msgid ""
"Returns the relative [NodePath] from this node to the specified [code]node[/"
"code]. Both nodes must be in the same scene or the function will fail."
msgstr ""
-"从这个节点返回到指定的[code]node[/code]的相对[NodePath]。两个节点必须在同一个"
-"场景中,否则函数将失败。"
+"从这个节点返回到指定的 [code]node[/code] 的相对 [NodePath]。两个节点必须在同"
+"一个场景中,否则函数将失败。"
#: doc/classes/Node.xml
msgid ""
@@ -45593,17 +47926,17 @@ msgid ""
"processing unless the frames per second is changed via [member Engine."
"iterations_per_second]."
msgstr ""
-"返回自上次物理绑定帧以来所经过的时间(单位为秒),参阅 [method "
-"_physics_process]。在物理处理中,这始终是一个常数,除非通过 [member Engine."
-"iterations_per_second] 改变每秒的帧数。"
+"返回自上次物理绑定帧以来所经过的秒数(见 [method _physics_process])。在物理"
+"处理中,除非通过 [member Engine.iterations_per_second] 来改变每秒的帧数,否则"
+"始终为常量。"
#: doc/classes/Node.xml
msgid ""
"Returns the node's order in the scene tree branch. For example, if called on "
"the first child node the position is [code]0[/code]."
msgstr ""
-"返回场景树分支中节点的顺序。例如,如果在第一个子节点上调用,则位置为[code]0[/"
-"code]。"
+"返回场景树分支中节点的顺序。例如,如果在第一个子节点上调用,则位置为 "
+"[code]0[/code]。"
#: doc/classes/Node.xml
msgid ""
@@ -45616,21 +47949,21 @@ msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
-"如果这是一个实例加载占位符,则返回[code]true[/code]。看到"
+"如果这是一个实例加载占位符,则返回 [code]true[/code]。见 "
"[InstancePlaceholder]。"
#: doc/classes/Node.xml
msgid "Returns the [SceneTree] that contains this node."
-msgstr "返回包含该节点的[SceneTree]。"
+msgstr "返回包含该节点的 [SceneTree]。"
#: doc/classes/Node.xml
msgid "Returns the node's [Viewport]."
-msgstr "返回节点的[Viewport]。"
+msgstr "返回节点的 [Viewport]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
-msgstr "如果[NodePath]指向的节点存在,则返回[code]true[/code]。"
+msgstr "如果 [NodePath] 指向的节点存在,则返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
@@ -45639,100 +47972,131 @@ msgid ""
"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
"math types) are not considered resources."
msgstr ""
-"如果[NodePath]指向一个有效的节点,并且它的子名称指向一个有效的资源,例如"
-"[code]Area2D/CollisionShape2D:shape[/code],则返回[code]true[/code]。具有非"
-"[Resource]类型的属性(例如节点或基本数学类型)不被认为是资源。"
+"如果 [NodePath] 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 "
+"[code]Area2D/CollisionShape2D:shape[/code],则返回 [code]true[/code]。具有非 "
+"[Resource] 类型的属性(例如节点或基本数学类型)不被认为是资源。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
-msgstr "如果给定节点是当前节点的直接或间接子节点,则返回[code]true[/code]。"
+msgstr "如果给定节点是当前节点的直接或间接子节点,则返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
"dock."
-msgstr "如果节点在场景dock中折叠(collapsed),则返回[code]true[/code]。"
+msgstr "如果节点在场景dock中折叠(collapsed),则返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
-"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回[code]true[/code]。"
+"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/"
+"code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
-"如果该节点在指定的组中,则返回[code]true[/code]。参阅描述中的注释和"
-"[SceneTree]中的组方法。"
+"如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和 "
+"[SceneTree] 中的组方法。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
-msgstr "如果该节点当前在[SceneTree]中,返回[code]true[/code]。"
+msgstr "如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
-"如果本地系统是此节点的主系统(用于多人游戏),则返回[code]true[/code]。"
+"如果本地系统是此节点的主系统(用于多人游戏),则返回 [code]true[/code]。"
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [member "
+"physics_interpolation_mode])。\n"
+"[b]注意:[/b]只有在设置了标志[b]并且[/b]该 [SceneTree] 启用了物理插值时,才会"
+"启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。"
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+"如果启用了物理插值(见 [member physics_interpolation_mode])[b]并且[/b]该 "
+"[SceneTree] 也启用了物理插值,则返回 [code]true[/code]。\n"
+"这是 [method is_physics_interpolated] 的简便版本,还会检查是否全局启用了物理"
+"插值。\n"
+"见 [member SceneTree.physics_interpolation] 和 [member ProjectSettings."
+"physics/common/physics_interpolation]。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
-"如果启用了物理处理,返回[code]true[/code](参阅[method set_physics_process])。"
+"如果启用了物理处理,返回 [code]true[/code](见 [method "
+"set_physics_process])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if internal physics processing is enabled (see "
"[method set_physics_process_internal])."
msgstr ""
-"如果内部物理处理被启用,返回[code]true[/code](见[method "
-"set_physics_process_internal])。"
+"如果内部物理处理被启用,返回 [code]true[/code](见 [method "
+"set_physics_process_internal])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if processing is enabled (see [method "
"set_process])."
-msgstr "如果开启了处理,返回[code]true[/code](参阅[method set_process])。"
+msgstr "如果开启了处理,返回 [code]true[/code](见 [method set_process])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing input (see [method "
"set_process_input])."
msgstr ""
-"如果节点正在处理输入(请参阅 [method set_process_input]),则返回[code]true[/"
-"code]。"
+"如果节点正在处理输入,则返回 [code]true[/code](见 [method "
+"set_process_input])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if internal processing is enabled (see [method "
"set_process_internal])."
msgstr ""
-"如果启用了内部处理,返回[code]true[/code](参阅[method "
-"set_process_internal])。"
+"如果启用了内部处理,则返回 [code]true[/code](见 [method "
+"set_process_internal])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing unhandled input (see "
"[method set_process_unhandled_input])."
msgstr ""
-"如果节点正在处理未被处理的输入(参阅[method set_process_unhandled_input]),则"
-"返回[code]true[/code]。"
+"如果节点正在处理未被处理的输入,则返回 [code]true[/code](见 [method "
+"set_process_unhandled_input])。"
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing unhandled key input (see "
"[method set_process_unhandled_key_input])."
msgstr ""
-"如果节点正在处理未被处理的键输入(参阅[method "
-"set_process_unhandled_key_input]),则返回[code]true[/code]。"
+"如果节点正在处理未被处理的键输入,则返回 [code]true[/code](见 [method "
+"set_process_unhandled_key_input])。"
#: doc/classes/Node.xml
msgid ""
@@ -45740,15 +48104,15 @@ msgid ""
"Since calls, signals, etc are performed by tree order, changing the order of "
"children nodes may be useful."
msgstr ""
-"在其他子节点中将子节点移动到不同的位置(顺序)。由于调用、信号等是按树顺序执行"
-"的,因此更改子节点的顺序可能会很有用。"
+"在其他子节点中将子节点移动到不同的位置(顺序)。由于调用、信号等是按树顺序执"
+"行的,因此更改子节点的顺序可能会很有用。"
#: doc/classes/Node.xml
msgid ""
"Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. "
"Works only in debug builds."
msgstr ""
-"打印所有散在节点([SceneTree]之外的节点)。用于调试。只能在调试版本中工作。"
+"打印所有离群节点([SceneTree] 之外的节点)。用于调试。只能在调试版本中工作。"
#: doc/classes/Node.xml
msgid ""
@@ -45766,8 +48130,8 @@ msgid ""
"[/codeblock]"
msgstr ""
"将树打印到标准输出。主要用于调试。这个版本显示相对于当前节点的路径,适合复制/"
-"粘贴到[method get_node]函数中。\n"
-"[b]示例输出:[/b]\n"
+"粘贴到 [method get_node] 函数中。\n"
+"[b]示例输出:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
@@ -45792,8 +48156,8 @@ msgid ""
" ┖╴Camera2D\n"
"[/codeblock]"
msgstr ""
-"类似于[method print_tree],它将树打印到标准输出。这个版本显示更多的图形,类似"
-"于在场景检查器中显示的内容。它对于检查较大的树很有用。\n"
+"类似于 [method print_tree],它将树打印到标准输出。这个版本显示更多的图形,类"
+"似于在场景检查器中显示的内容。它对于检查较大的树很有用。\n"
"[b]输出示例:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
@@ -45813,17 +48177,18 @@ msgid ""
"[code]parent_first[/code] is [code]false[/code], the children will be called "
"first."
msgstr ""
-"在这个节点上使用[code]args[/code]中给出的参数调用给定的方法(如果存在),并递归"
-"地在其所有子节点身上调用。如果[code]parent_first[/code]参数为[code]true[/"
-"code],该方法将首先在当前节点上调用,然后在其所有子节点上调用。如果"
-"[code]parent_first[/code]为[code]false[/code],子节点的方法将首先被调用。"
+"在这个节点上使用 [code]args[/code] 中给出的参数调用给定的方法(如果存在),并递"
+"归地在其所有子节点身上调用。如果 [code]parent_first[/code] 参数为 "
+"[code]true[/code],该方法将首先在当前节点上调用,然后在其所有子节点上调用。如"
+"果 [code]parent_first[/code] 为 [code]false[/code],子节点的方法将首先被调"
+"用。"
#: doc/classes/Node.xml
msgid ""
"Notifies the current node and all its children recursively by calling "
"[method Object.notification] on all of them."
msgstr ""
-"通过对所有节点调用[method Object.notification],递归地通知当前节点和它的所有"
+"通过对所有节点调用 [method Object.notification],递归地通知当前节点和它的所有"
"子节点。"
#: doc/classes/Node.xml
@@ -45839,12 +48204,13 @@ msgid ""
"[method @GDScript.is_instance_valid] before attempting to call its methods "
"or access its properties."
msgstr ""
-"在当前帧结束时排队删除一个节点。当删除时,其所有的子节点也将被删除。这个方法"
-"确保删除节点是安全的,与[method Object.free]相反。使用[method Object."
-"is_queued_for_deletion]来检查一个节点是否会在帧末被删除。\n"
-"[b]重要:[/b] 如果你有变量指向节点,一旦节点被释放,它将[i]不会[/i] 被分配到"
-"[code]null[/code]。相反,它将指向一个[i]先前被释放的实例[/i],你应该在尝试调"
-"用其方法或访问其属性之前用[method @GDScript.is_instance_valid]来验证它。"
+"在当前帧结束时排队删除一个节点。被删除时,其所有的子节点也将被删除。这个方法"
+"能够确保删除节点是安全的,与 [method Object.free] 相反。可以使用 [method "
+"Object.is_queued_for_deletion] 来检查节点是否会在帧末被删除。\n"
+"[b]重要:[/b]如果你有一个指向节点的变量,该节点被释放后,这个变量[i]不会[/i]"
+"被赋值为 [code]null[/code]。相反,它将指向一个[i]先前被释放的实例[/i],你应该"
+"在尝试调用其方法或访问其属性之前用 [method @GDScript.is_instance_valid] 来检"
+"验其有效性。"
#: doc/classes/Node.xml
msgid ""
@@ -45877,8 +48243,8 @@ msgid ""
"longer a parent or ancestor."
msgstr ""
"删除一个子节点。该节点不会被删除,必须手动删除。\n"
-"[b]注:[/b]如果该[member owner]不再是父节点或祖先,则该函数可以将被移除节点"
-"(或其后代)的[member owner]设置为[code]null[/code]。"
+"[b]注意:[/b]如果该 [member owner] 不再是父节点或祖先,则该函数可以将被移除节"
+"点(或其后代)的 [member owner] 设置为 [code]null[/code]。"
#: doc/classes/Node.xml
msgid ""
@@ -45912,10 +48278,33 @@ msgid ""
"which case, [code]_ready[/code] will be called in the same order as it would "
"normally)."
msgstr ""
-"请求再次调用[code]_ready[/code]。注意,该方法不会被立即调用,而是被安排在该节"
-"点再次被添加到场景树时(见[method _ready])。[code]_ready[/code]只为请求它的"
-"节点调用,这意味着如果你想让每个子节点也调用[code]_ready[/code],你需要为它们"
-"请求ready(在这种情况下,[code]_ready[/code]的调用顺序与正常情况下相同)。"
+"请求再次调用 [code]_ready[/code]。注意,该方法不会被立即调用,而是被安排在该"
+"节点再次被添加到场景树时(见 [method _ready])。[code]_ready[/code] 只为请求"
+"它的节点调用,这意味着如果你想让每个子节点也调用 [code]_ready[/code],你需要"
+"为它们请求 ready(在这种情况下,[code]_ready[/code] 的调用顺序与正常情况下相"
+"同)。"
+
+#: doc/classes/Node.xml
+msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+"启用物理插值时,将节点移动到显著不同的变换(例如在关卡中进行放置)可能造成可"
+"见的问题,因为渲染出的效果就是在该物理周期内从旧位置移动到了新位置。\n"
+"这个问题可以通过调用 [code]reset_physics_interpolation[/code] 解决,会在该物"
+"理周期完成前暂时关闭插值。\n"
+"该节点及其子项会递归地接收到 [constant "
+"NOTIFICATION_RESET_PHYSICS_INTERPOLATION]。\n"
+"[b]注意:[/b]这个函数应该在移动节点[b]之后[/b]调用,而不是之前。"
#: doc/classes/Node.xml
msgid ""
@@ -45925,22 +48314,22 @@ msgid ""
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
"like [code]server_disconnected[/code] or by checking [code]SceneTree."
"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
msgstr ""
-"为给定的[code]method[/code]向网络(和本地)上的对等体发送远程过程调用请求,可"
-"选择将所有附加参数作为参数发送给RPC调用的方法。调用请求将只被具有相同"
-"[NodePath]的节点接收,包括完全相同的节点名称。行为取决于给定方法的RPC配置,见"
-"[method rpc_config]。方法在默认情况下不会暴露给RPC。参阅[method rset]和"
-"[method rset_config]的属性。返回一个空的[Variant]。\n"
-"[b]注意:[/b]只有在你从[SceneTree]收到[code]connected_to_server[/code]信号之"
-"后,你才能安全地在客户端使用RPC。你还需要跟踪连接状态,可以通过"
-"[code]server_disconnected[/code]等[SceneTree]信号或者检查[code]SceneTree."
+"为给定的 [code]method[/code] 向网络(和本地)上的对等体发送远程过程调用请求,"
+"可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 "
+"[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配"
+"置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method "
+"rset] 和[method rset_config] 的属性。返回 [code]null[/code]。\n"
+"[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信"
+"号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态,可以通过 "
+"[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree."
"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]。"
#: doc/classes/Node.xml
@@ -45953,8 +48342,8 @@ msgid ""
"By default, methods are not exposed to networking (and RPCs). See also "
"[method rset] and [method rset_config] for properties."
msgstr ""
-"将 [code]method[/code] 方法的 RPC 模式改为 [code]mode[/code] 模式。请参阅 "
-"[enum MultiplayerAPI.RPCMode]。另一种方法是在方法和属性上加入相应的关键字注解"
+"将 [code]method[/code] 方法的 RPC 模式改为 [code]mode[/code] 模式。见 [enum "
+"MultiplayerAPI.RPCMode]。另一种方法是在方法和属性上加入相应的关键字注解"
"([code]remote[/code]、[code]master[/code]、[code]puppet[/code]、"
"[code]remoteesync[/code]、[code]masterync[/code]、[code]puppetsync[/code])。"
"默认情况下,方法不暴露于网络(和 RPC)。请参阅 [method rset] 和 [method "
@@ -45963,27 +48352,26 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
-"向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method "
-"NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。"
+"向由 [code]peer_id[/code] 确定的特定对等体发送一个 [method rpc](见 [method "
+"NetworkedMultiplayerPeer.set_target_peer])。返回 [code]null[/code]。"
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
-msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。"
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
+msgstr "使用不可靠的协议发送一个 [method rpc]。返回 [code]null[/code]。"
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
-"使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由"
-"[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的"
-"[Variant]。"
+"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])向由 "
+"[code]peer_id[/code] 标识的特定对等体发送一个 [method rpc]。返回 [code]null[/"
+"code]。"
#: doc/classes/Node.xml
msgid ""
@@ -45992,9 +48380,9 @@ msgid ""
"rset_config]. See also [method rpc] for RPCs for methods, most information "
"applies to this method as well."
msgstr ""
-"在其他对等体上远程改变一个属性的值(和本地)。行为取决于给定属性的RPC配置,见"
-"[method rset_config]。关于方法的RPC,也请参阅[method rpc],大多数信息也适用于"
-"这个方法。"
+"在其他对等体上远程改变一个属性的值(和本地)。行为取决于给定属性的RPC配置,"
+"见 [method rset_config]。关于方法的 RPC,也请参阅 [method rpc],大多数信息也"
+"适用于这个方法。"
#: doc/classes/Node.xml
msgid ""
@@ -46018,14 +48406,14 @@ msgid ""
"Remotely changes the property's value on a specific peer identified by "
"[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])."
msgstr ""
-"远程改变属性的值在一个指定的peer上[code]peer_id[/code](参阅[method "
-"NetworkedMultiplayerPeer.set_target_peer])。"
+"远程改变属性的值在一个指定的 peer 上 [code]peer_id[/code](见 [method "
+"NetworkedMultiplayerPeer.set_target_peer])。"
#: doc/classes/Node.xml
msgid ""
"Remotely changes the property's value on other peers (and locally) using an "
"unreliable protocol."
-msgstr "使用不可靠的协议远程更改其他对等点(和本地)上的属性值。"
+msgstr "使用不可靠的协议远程更改其他对等点(和本地)上的属性值。"
#: doc/classes/Node.xml
msgid ""
@@ -46033,12 +48421,12 @@ msgid ""
"[code]peer_id[/code] using an unreliable protocol (see [method "
"NetworkedMultiplayerPeer.set_target_peer])."
msgstr ""
-"使用不可靠的协议(参阅[method NetworkedMultiplayerPeer.set_target_peer])远程更"
-"改指定对等体[code]peer_id[/code]上的属性值。"
+"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])远程"
+"更改指定对等体 [code]peer_id[/code] 上的属性值。"
#: doc/classes/Node.xml
msgid "Sets the folded state of the node in the Scene dock."
-msgstr "设置场景dock中节点的折叠状态。"
+msgstr "设置场景面板中节点的折叠状态。"
#: doc/classes/Node.xml
msgid ""
@@ -46049,9 +48437,9 @@ msgid ""
"defaults to peer ID 1 (the server). If [code]recursive[/code], the given "
"peer is recursively set as the master for all children of this node."
msgstr ""
-"将节点的网络主节点设置为具有给定ID的对等体。网络主节点是对网络上的节点具有权"
-"威的对等体。与[code]master[/code]和[code]puppet[/code]关键字一起使用很有用。"
-"默认情况下从父节点继承,父节点最终默认为peer ID 1(服务器)。如果"
+"将节点的网络主节点设置为具有给定 ID 的对等体。网络主节点是对网络上的节点具有"
+"权威的对等体。与 [code]master[/code] 和 [code]puppet[/code] 关键字一起使用很"
+"有用。默认情况下从父节点继承,父节点最终默认为 peer ID 1(服务器)。如果 "
"[code]recursive[/code],则递归地将给定的对等节点设置为该节点所有子节点的主节"
"点。"
@@ -46066,10 +48454,10 @@ msgid ""
"_ready] will be ignored."
msgstr ""
"启用或禁用物理处理(即固定帧率)。当一个节点被处理时,它将以一个固定的(通常"
-"是60FPS,参阅[member Engine.iterations_per_second]来更改该值)时间间隔收到一"
-"个[constant NOTIFICATION_PHYSICS_PROCESS](如果存在,[method "
-"_physics_process]回调将被调用)。如果[method _physics_process]被重写,则自动"
-"启用。在[method _ready]之前对它的任何调用都将被忽略。"
+"是 60 FPS,参阅 [member Engine.iterations_per_second] 来更改该值)时间间隔收"
+"到一个 [constant NOTIFICATION_PHYSICS_PROCESS](如果存在,[method "
+"_physics_process] 回调将被调用)。如果 [method _physics_process] 被重写,则自"
+"动启用。在 [method _ready] 之前对它的任何调用都将被忽略。"
#: doc/classes/Node.xml
msgid ""
@@ -46084,11 +48472,11 @@ msgid ""
"behavior. Script access to this internal logic is provided for specific "
"advanced uses, but is unsafe and not supported."
msgstr ""
-"启用或禁用该节点的内部物理。内部物理处理与正常的[method _physics_process]调用"
-"隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因脚"
-"本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高级"
-"用途。\n"
-"[b]警告:[/b] 内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值"
+"启用或禁用该节点的内部物理。内部物理处理与正常的 [method _physics_process] 调"
+"用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因"
+"脚本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高"
+"级用途。\n"
+"[b]警告:[/b]内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值"
"可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全"
"且不支持。"
@@ -46111,8 +48499,8 @@ msgid ""
"Enabled automatically if [method _input] is overridden. Any calls to this "
"before [method _ready] will be ignored."
msgstr ""
-"启用或禁用输入处理。对于GUI控件来说,这不是必需的。如果[method _input]被重"
-"写,则自动启用。任何在[method _ready]之前对它的调用都将被忽略。"
+"启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 [method _input] 被覆"
+"盖,则自动启用。任何在 [method _ready] 之前对它的调用都将被忽略。"
#: doc/classes/Node.xml
msgid ""
@@ -46129,9 +48517,9 @@ msgstr ""
"启用或禁用此节点的内部处理。内部处理与正常的 [method _process] 调用隔离进行,"
"并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用"
"([method set_process])。仅适用于操纵内置节点行为的高级用途。\n"
-"[b]警告:[/b] 内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值"
-"可能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且"
-"不支持。"
+"[b]警告:[/b]内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可"
+"能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不"
+"支持。"
#: doc/classes/Node.xml
msgid ""
@@ -46140,9 +48528,9 @@ msgid ""
"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
"is overridden. Any calls to this before [method _ready] will be ignored."
msgstr ""
-"启用未处理的输入处理。这对GUI控件来说是不需要的! 它使节点能够接收所有以前没有"
-"处理的输入(通常是由[Control]处理的)。如果[method _unhandled_input]被重载,"
-"则自动启用。在[method _ready]之前对它的任何调用都将被忽略。"
+"启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没"
+"有处理的输入(通常是由 [Control] 处理的)。如果 [method _unhandled_input] 被"
+"覆盖,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。"
#: doc/classes/Node.xml
msgid ""
@@ -46150,13 +48538,13 @@ msgid ""
"_unhandled_key_input] is overridden. Any calls to this before [method "
"_ready] will be ignored."
msgstr ""
-"启用未处理的按键输入处理。如果[method _unhandled_key_input]被重写,则自动启"
-"用。任何在[method _ready]之前对它的调用都将被忽略。"
+"启用未处理的按键输入处理。如果 [method _unhandled_key_input] 被重写,则自动启"
+"用。任何在 [method _ready] 之前对它的调用都将被忽略。"
#: doc/classes/Node.xml
msgid ""
"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
-msgstr "设置这是否是一个实例加载占位符。参阅[InstancePlaceholder]。"
+msgstr "设置这是否是实例加载占位符。见 [InstancePlaceholder]。"
#: doc/classes/Node.xml
msgid ""
@@ -46172,7 +48560,7 @@ msgid ""
"The override to the default [MultiplayerAPI]. Set to [code]null[/code] to "
"use the default [SceneTree] one."
msgstr ""
-"对默认的[MultiplayerAPI]的重写。设置为[code]null[/code]可以使用默认的"
+"对默认的 [MultiplayerAPI] 的重写。设置为 [code]null[/code] 可以使用默认的 "
"[SceneTree]。"
#: doc/classes/Node.xml
@@ -46191,8 +48579,8 @@ msgid ""
"The [MultiplayerAPI] instance associated with this node. Either the [member "
"custom_multiplayer], or the default SceneTree one (if inside tree)."
msgstr ""
-"与该节点相关的[MultiplayerAPI]实例。要么是[member custom_multiplayer],要么是"
-"默认的SceneTree(如果在树内)。"
+"与该节点相关的 [MultiplayerAPI] 实例。要么是 [member custom_multiplayer],要"
+"么是默认的 SceneTree(如果在树内)。"
#: doc/classes/Node.xml
msgid ""
@@ -46205,7 +48593,7 @@ msgid ""
msgstr ""
"节点的名称。此名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当设置"
"为现有名称时,节点将自动重命名。\n"
-"[b]注意:[/b] 自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method "
+"[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method "
"add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/"
"code]。"
@@ -46215,11 +48603,25 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
-msgstr ""
-"节点的所有者。节点可以使用任何其他节点作为其所有者(只要是能够沿着场景树向上"
-"追溯到的有效父节点、祖父节点等)。(使用 [PackedScene])保存节点时,所有它拥"
-"有的节点也会随之保存。由此即可通过实例化和子实例化来创建复杂的 [SceneTree]。"
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
+msgstr ""
+"节点的所有者。节点的所有者可以是任何其他节点(需要是父节点或祖父节点等,即场"
+"景树上的祖先)。(通过 [PackedScene])保存一个节点时,它拥有的所有节点也会随"
+"之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例化。\n"
+"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method "
+"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/"
+"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 "
+"[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树"
+"中不可见,但在 2D/3D 视图中可见。"
#: doc/classes/Node.xml
msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
@@ -46227,6 +48629,17 @@ msgstr "暂停模式。暂停 [SceneTree] 时该节点的行为。"
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+"启用或禁用该节点的物理插值,可以在开关全局物理插值的基础上进行微调。\n"
+"[b]注意:[/b]对 [Camera] 尤其有用,自定义插值有时会带来更好的效果。"
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -46239,77 +48652,122 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+"将这个节点的名称设置为其 [member owner] 中的唯一名称。这样就可以从该场景中的"
+"任意节点处使用 [code]%名称[/code] 来访问这个节点,无需使用完整路径。\n"
+"如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名"
+"称设置为唯一名称。"
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
+"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着"
+"该子节点一起进入。\n"
+"这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal "
+"tree_entered] [i]之后[/i]触发。"
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
+"在子节点即将退出场景树时触发,可以是因为该子节点自行退出,也可以是因为本节点"
+"带着该子节点一起退出。\n"
+"收到这个信号时,该子节 [code]node[/code] 仍在树中并且有效。这个信号会在该子节"
+"点自身的 [signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/"
+"i]触发。"
#: doc/classes/Node.xml
msgid "Emitted when the node is ready."
-msgstr "当节点准备好时触发。"
+msgstr "当该节点准备好时触发。"
#: doc/classes/Node.xml
msgid "Emitted when the node is renamed."
-msgstr "在重命名节点时触发。"
+msgstr "当该节点被重命名时触发。"
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
-msgstr "当节点进入树时触发。"
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
+"当该节点进入树时触发。\n"
+"这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。"
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
-msgstr "在节点退出树之后触发,并且不再处于活动状态。"
+msgstr "当该节点退出树之后触发,并且不再处于活动状态。"
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
-"当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也"
-"可以称之为“析构函数”)。"
+"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,"
+"也可以称之为“析构函数”)。\n"
+"这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。"
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
-msgstr "当节点进入 [SceneTree] 时收到该通知。"
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
+msgstr ""
+"当该节点进入 [SceneTree] 时收到的通知。\n"
+"这个通知会在相关的 [signal tree_entered] [i]之前[/i]发出。"
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
-msgstr "当节点即将退出 [SceneTree] 时收到该通知。"
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
+msgstr ""
+"当该节点即将退出 [SceneTree] 时收到的通知。\n"
+"这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。"
#: doc/classes/Node.xml
msgid "Notification received when the node is moved in the parent."
-msgstr "在父节点中移动节点时收到该通知。"
+msgstr "当该节点在其父节点中移动时收到的通知。"
#: doc/classes/Node.xml
msgid "Notification received when the node is ready. See [method _ready]."
-msgstr "当节点就绪时接收到通知。请参阅 [method _ready]。"
+msgstr "当该节点就绪时接收到通知。见 [method _ready]。"
#: doc/classes/Node.xml
msgid "Notification received when the node is paused."
-msgstr "暂停节点时接收到的通知。"
+msgstr "当该节点被暂停时接收到的通知。"
#: doc/classes/Node.xml
msgid "Notification received when the node is unpaused."
-msgstr "节点暂停时收到该通知。"
+msgstr "当该节点被取消暂停时收到的通知。"
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
-"当 physics process flag 被设置时,每一帧都会收到该通知(见[method "
+"当设置了 physics process 标志时,每一帧都会收到的通知(见 [method "
"set_physics_process])。"
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
-msgstr "当 process flag 被设置时,每一帧都收到通知(见[method set_process])。"
+msgstr ""
+"当设置了 process 标志时,每一帧都会收到的通知(见 [method set_process])。"
#: doc/classes/Node.xml
msgid ""
@@ -46317,7 +48775,7 @@ msgid ""
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
"当一个节点被设置为另一个节点的子节点时收到该通知。\n"
-"[b]注意:[/b]这并不意味着一个节点进入了[SceneTree]。"
+"[b]注意:[/b]这并不意味着一个节点进入了 [SceneTree]。"
#: doc/classes/Node.xml
msgid ""
@@ -46327,26 +48785,40 @@ msgstr "当节点失去父节点时收到的通知(父节点将其从子节点
#: doc/classes/Node.xml
msgid "Notification received when the node is instanced."
-msgstr "节点被实例化时收到的通知。"
+msgstr "当该节点被实例化时收到的通知。"
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
-msgstr "拖动开始时收到的通知。"
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
+msgstr ""
+"当拖拽操作开始时收到的通知。所有节点都会收到这个通知,不仅仅是被拖拽的那"
+"个。\n"
+"可以通过拖拽提供拖拽数据的 [Control] 触发(见 [method Control."
+"get_drag_data]),也可以通过使用 [method Control.force_drag] 触发。\n"
+"请使用 [method Viewport.gui_get_drag_data] 获取拖拽数据。"
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
-msgstr "拖动结束时收到的通知。"
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
+msgstr ""
+"当拖拽操作结束时收到的通知。\n"
+"请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。"
#: doc/classes/Node.xml
msgid "Notification received when the node's [NodePath] changed."
-msgstr "当节点的 [NodePath] 改变时收到的通知。"
+msgstr "当该节点的 [NodePath] 改变时收到的通知。"
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
-"当 internal process flag 被设置时,每一帧都收到通知(见[method "
+"当设置了 internal process 标志时,每一帧都会收到的通知(见 [method "
"set_process_internal])。"
#: doc/classes/Node.xml
@@ -46354,8 +48826,8 @@ msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
-"当 internal physics process flag 被设置时,每一帧都会收到通知(见[method "
-"set_physics_process_internal])。"
+"当设置了 internal physics process flag 标志时,每一帧都会收到的通知(见 "
+"[method set_physics_process_internal])。"
#: doc/classes/Node.xml
msgid ""
@@ -46363,24 +48835,56 @@ msgid ""
"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
"node enters tree, instead of only once."
msgstr ""
-"在节点准备好时收到通知,就在收到[constant NOTIFICATION_READY]之前。与后者不"
-"同,它每次节点进入树时都会发送,而不是只发送一次。"
+"当该节点就绪,在收到 [constant NOTIFICATION_READY] 之前收到的通知。与后者不"
+"同,该节点每次进入树时都会发送,而不是只发送一次。"
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+"在该节点或其父节点上调用 [method reset_physics_interpolation] 时会收到该通"
+"知。"
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
-"继承节点的父节点的暂停模式。对于根节点,它相当于[constant PAUSE_MODE_STOP]。"
-"默认值。"
+"继承该节点的父节点的暂停模式。如果是根节点则相当于 [constant "
+"PAUSE_MODE_STOP]。默认值。"
#: doc/classes/Node.xml
msgid "Stops processing when the [SceneTree] is paused."
-msgstr "当 [SceneTree] 被暂停时,停止 process。"
+msgstr "[SceneTree] 暂停时停止处理。"
#: doc/classes/Node.xml
msgid "Continue to process regardless of the [SceneTree] pause state."
-msgstr "不管 [SceneTree] 的暂停状态如何,继续 process。"
+msgstr "无论 [SceneTree] 的暂停状态如何都继续处理。"
+
+#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+"继承该节点的父节点的物理插值模式。如果是根节点则相当于 [constant "
+"PHYSICS_INTERPOLATION_MODE_ON]。默认值。"
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+"关闭这个节点的物理插值,使用 [constant PHYSICS_INTERPOLATION_MODE_INHERIT] 的"
+"子节点也会相应关闭。"
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+"打开这个节点的物理插值,使用 [constant PHYSICS_INTERPOLATION_MODE_INHERIT] 的"
+"子节点也会相应打开。"
#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
@@ -46422,7 +48926,7 @@ msgstr ""
#: doc/classes/Node2D.xml doc/classes/Vector2.xml
msgid "All 2D Demos"
-msgstr ""
+msgstr "所有 2D 演示"
#: doc/classes/Node2D.xml
msgid "Multiplies the current scale by the [code]ratio[/code] vector."
@@ -46458,8 +48962,8 @@ msgid ""
"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
"code], normalizes the movement."
msgstr ""
-"基于[method Node._process]的[code]delta[/code],在节点的X轴上应用一个局部平"
-"移。如果[code]scaled[/code]是[code]false[/code],则对运动进行标准化。"
+"基于 [method Node._process] 的 [code]delta[/code],在节点的 X 轴上应用一个局"
+"部平移。如果 [code]scaled[/code] 是 [code]false[/code],则对运动进行标准化。"
#: doc/classes/Node2D.xml
msgid ""
@@ -46467,8 +48971,8 @@ msgid ""
"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
"code], normalizes the movement."
msgstr ""
-"基于[method Node._process]的[code]delta[/code],在节点的Y轴上应用一个局部平"
-"移。如果[code]scaled[/code]是[code]false[/code],则对运动进行标准化。"
+"基于 [method Node._process] 的 [code]delta[/code],在节点的 Y 轴上应用一个局"
+"部平移。如果 [code]scaled[/code] 是 [code]false[/code],则对运动进行标准化。"
#: doc/classes/Node2D.xml
msgid ""
@@ -46537,8 +49041,18 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr "旋转角度,相对于父节点。"
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
-msgstr "节点的缩放。未缩放时为:[code](1, 1)[/code]。"
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
+msgstr ""
+"该节点的缩放。未缩放值:[code](1, 1)[/code]。\n"
+"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变"
+"换矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度"
+"的旋转。"
#: doc/classes/Node2D.xml
msgid "Local [Transform2D]."
@@ -46550,9 +49064,9 @@ msgid ""
"index. If this node's Z index is 2 and its parent's effective Z index is 3, "
"then this node's effective Z index will be 2 + 3 = 5."
msgstr ""
-"如果 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如果"
-"这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索引"
-"将是 2 + 3 = 5。"
+"如果为 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如"
+"果这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索"
+"引将是 2 + 3 = 5。"
#: doc/classes/Node2D.xml
msgid ""
@@ -46623,18 +49137,18 @@ msgstr ""
"@\"..\" # 父节点。\n"
"@\"../C\" # 兄弟节点 C.\n"
"# 前导斜杠表示它是来自场景树的绝对路径。\n"
-"@\"/root\" # 等价于 get_tree().get_root()。\n"
+"@\"/root\" # 相当于 get_tree().get_root()。\n"
"@\"/root/Main\" # 如果你的主场景的根节点被命名为“Main”。\n"
"@\"/root/MyAutoload\" # 如果你有一个自动加载的节点或场景。\n"
"[/codeblock]\n"
-"[b]注意:[/b] 在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会"
+"[b]注意:[/b]在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会"
"自动更新,但它们不会在运行时更新。"
#: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml
#: doc/classes/PanelContainer.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Role Playing Game Demo"
-msgstr ""
+msgstr "2D 角色扮演游戏演示"
#: doc/classes/NodePath.xml
msgid ""
@@ -46670,17 +49184,17 @@ msgstr ""
"目标节点路径后加上可选的“子名称”可以指向资源或属性,也可以嵌套。\n"
"有效 NodePath 的示例(假设这些节点存在并具有引用的资源或属性):\n"
"[codeblock]\n"
-"# 指向精灵节点\n"
+"# 指向 Sprite 节点\n"
"“Path2D/PathFollow2D/Sprite”\n"
"# 指向 Sprite 节点及其“纹理”资源。\n"
-"# get_node() 将检索“Sprite”,而 get_node_and_resource()\n"
-"# 将同时检索 Sprite 节点和“纹理”资源。\n"
+"# get_node() 将获取“Sprite”,而 get_node_and_resource()\n"
+"# 将同时获取 Sprite 节点及其“texture”资源。\n"
"“Path2D/PathFollow2D/Sprite:texture”\n"
-"# 指向 Sprite 节点及其“位置”属性。\n"
+"# 指向 Sprite 节点及其“position”属性。\n"
"\"Path2D/PathFollow2D/Sprite:position\"\n"
"# 指向 Sprite 节点及其“position”属性的“x”组件。\n"
"\"Path2D/PathFollow2D/Sprite:position:x\"\n"
-"# 绝对路径(来自“root”)\n"
+"# 绝对路径(以“root”开头)\n"
"“/root/Level/Path2D”\n"
"[/codeblock]"
@@ -46728,7 +49242,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -46736,7 +49250,7 @@ msgid ""
"print(node_path.get_name(2)) # Sprite\n"
"[/codeblock]"
msgstr ""
-"获取由 [code]idx[/code](0 到 [method get_name_count])指示的节点名称。\n"
+"获取由 [code]idx[/code](0 到 [method get_name_count] - 1)指示的节点名称。\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -46794,9 +49308,9 @@ msgid ""
"autoload was registered)."
msgstr ""
"如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返"
-"回[code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/code])"
-"或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自动加载"
-"项)。"
+"回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/"
+"code])或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自"
+"动加载项)。"
#: doc/classes/NodePath.xml
msgid "Returns [code]true[/code] if the node path is empty."
@@ -46839,8 +49353,8 @@ msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
msgstr ""
-"如果 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为凹"
-"凸贴图。"
+"如果为 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为"
+"凹凸贴图。"
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
@@ -46876,7 +49390,7 @@ msgid ""
"seamless noise."
msgstr ""
"纹理是否可以平铺而没有可见的接缝。生成无缝纹理需要更长的时间。\n"
-"[b]注:[/b] 与非无缝噪声相比,无缝噪声具有较低的对比度。这是由于噪声使用更高"
+"[b]注意:[/b]与非无缝噪声相比,无缝噪声具有较低的对比度。这是由于噪声使用更高"
"维度来生成无缝噪声的方式。"
#: modules/opensimplex/doc_classes/NoiseTexture.xml
@@ -46929,9 +49443,9 @@ msgstr ""
"的 [code]new Object[/code] 或 VisualScript 中的“构造对象”节点。\n"
"对象不管理内存。如果类继承自 Object,则必须手动删除它的实例。为此,请从您的脚"
"本中调用 [method free] 方法或从 C++ 中删除该实例。\n"
-"一些继承 Object 的类添加了内存管理。 [Reference] 就是这种情况,它对引用进行计"
-"数,并在不再被引用时自动删除自己。 [Node] 是另一种基本类型,在从内存中释放时"
-"删除其所有子节点。\n"
+"一些继承 Object 的类添加了内存管理。[Reference] 就是这种情况,它对引用进行计"
+"数,并在不再被引用时自动删除自己。[Node] 是另一种基本类型,在从内存中释放时删"
+"除其所有子节点。\n"
"对象导出属性,这些属性主要用于存储和编辑,但在编程中并不是那么有用。属性在 "
"[method _get_property_list] 中导出并在 [method _get] 和 [method _set] 中处"
"理。然而,脚本语言和 C++ 有更简单的方法来导出它们。\n"
@@ -46948,17 +49462,17 @@ msgstr ""
"[b]注意:[/b]与对 [Reference] 的引用不同,对存储在变量中的对象的引用可能会在"
"没有警告的情况下变得无效。因此,建议对数据类使用 [Reference] 而不是 "
"[Object]。\n"
-"[b]注意:[/b]由于一个 bug,你无法使用 [code]Object.new()[/code] 创建“普通” "
-"Object 对象。请换用 [code]ClassDB.instance(\"Object\")[/code]。这个 bug 仅限"
-"于 Object 本身,[Reference] 等派生类不受影响。"
+"[b]注意:[/b]由于一个 bug,你无法使用 [code]Object.new()[/code] 创建“普"
+"通”Object 对象。请换用 [code]ClassDB.instance(\"Object\")[/code]。这个 bug 仅"
+"限于 Object 本身,[Reference] 等派生类不受影响。"
#: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml
msgid "When and how to avoid using nodes for everything"
-msgstr ""
+msgstr "何时以及如何避免为任何事情使用节点"
#: doc/classes/Object.xml
msgid "Advanced exports using _get_property_list()"
-msgstr ""
+msgstr "使用 _get_property_list() 进行高级导出"
#: doc/classes/Object.xml
msgid ""
@@ -46967,8 +49481,9 @@ msgid ""
"Returns the given property. Returns [code]null[/code] if the [code]property[/"
"code] does not exist."
msgstr ""
-"虚方法,可以被重载以定制 [method get] 的返回值。\n"
-"返回给定的属性。如果 [code]property[/code] 不存在,返回 [code]null[/code]。"
+"虚方法。可对其进行覆盖,定制 [method get] 的返回值。\n"
+"返回给定的属性。如果该 [code]property[/code] 不存在,则返回 [code]null[/"
+"code]。"
#: doc/classes/Object.xml
msgid ""
@@ -46981,16 +49496,28 @@ msgid ""
"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
"PropertyUsageFlags])."
msgstr ""
-"虚方法,可以被重载以定制 [method get_property_list] 的返回值。\n"
-"返回对象的属性列表为一个 [Array] 的字典。\n"
-"每个属性的 [Dictionary] 必须至少包含 [code]name: String[/code] 和 "
-"[code]type: int[/code](见[enum Variant.Type])条目。另外,它还可以包括 "
-"[code]hint: int[/code](见 [enum PropertyHint])、[code]hint_string: String[/"
-"code],以及 [code]usage: int[/code](见 [enum PropertyUsageFlags])。"
+"虚方法。可对其进行覆盖,定制 [method get_property_list] 的返回值。\n"
+"返回一个 [Array],表示该对象的属性列表,其中的元素为字典类型。\n"
+"每个属性的 [Dictionary] 必须至少包含名称 [code]name: String[/code] 和类型 "
+"[code]type: int[/code](见 [enum Variant.Type])条目。另外,它还可以包括提示 "
+"[code]hint: int[/code](见 [enum PropertyHint])、提示字符串 "
+"[code]hint_string: String[/code],以及用法 [code]usage: int[/code](见 [enum "
+"PropertyUsageFlags])。"
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
-msgstr "当对象被初始化时被调用。"
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
+msgstr ""
+"会在该对象在内存中初始化时调用。可以被定义为接受参数的形式,参数需要在构造时"
+"传入。\n"
+"[b]注意:[/b]如果 [method _init] 被定义要求参数的形式,那么就只能通过显式构造"
+"来创建该类的 Object。使用其他方法(如 [method PackedScene.instance])会导致初"
+"始化失败。"
#: doc/classes/Object.xml
msgid ""
@@ -47000,10 +49527,10 @@ msgid ""
"NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more "
"notifications which are also received by this method."
msgstr ""
-"每当对象收到一个通知时就会被调用,这个通知在[code]what[/code]中由一个常量来标"
-"识。基类 [Object] 有两个常量 [constant NOTIFICATION_POSTINITIALIZE] 和 "
-"[constant NOTIFICATION_PREDELETE],但是诸如 [Node] 等子类定义了更多的通知,这"
-"些通知也是由这个方法接收。"
+"该对象每收到一条通知时,就会调用这个方法。该通知是个常量,在 [code]what[/"
+"code] 中标识。基类 [Object] 有两个常量 [constant "
+"NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE],但是 "
+"[Node] 等子类定义了更多的通知,也会由这个方法接收。"
#: doc/classes/Object.xml
msgid ""
@@ -47012,8 +49539,8 @@ msgid ""
"Sets a property. Returns [code]true[/code] if the [code]property[/code] "
"exists."
msgstr ""
-"虚方法,可以被重载以定制 [method set] 的返回值。\n"
-"设置一个属性。如果 [code]property[/code] 存在,返回 [code]true[/code]。"
+"虚方法。可对其进行覆盖,定制 [method set] 的返回值。\n"
+"设置属性。如果该 [code]property[/code] 存在,则返回 [code]true[/code]。"
#: doc/classes/Object.xml
msgid ""
@@ -47023,8 +49550,8 @@ msgid ""
"Returns a [String] representing the object. If not overridden, defaults to "
"[code]\"[ClassName:RID]\"[/code]."
msgstr ""
-"虚方法,可以被重载以定制 [method to_string] 的返回值,从而在对象被转换为字符"
-"串的地方,例如用 [code]print(obj)[/code] 表示。\n"
+"虚方法。可对其进行覆盖,定制 [method to_string] 的返回值,从而在对象被转换为"
+"字符串的地方,例如用 [code]print(obj)[/code] 表示。\n"
"返回一个代表该对象的 [String] 字符串。如果没有被覆盖,默认为 "
"[code]\"[ClassName:RID]\"[/code]。"
@@ -47056,7 +49583,7 @@ msgstr ""
"[codeblock]\n"
"call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
"[/codeblock]\n"
-"[b]注意:[/b] 在C#中,如果方法是由内置的Godot节点定义的,那么方法名必须被指定"
+"[b]注意:[/b]在C#中,如果方法是由内置的Godot节点定义的,那么方法名必须被指定"
"为snake_case。这不适用于用户定义的方法,在那里你应该使用与C#源代码中相同的约"
"定(通常是PascalCase)。"
@@ -47073,14 +49600,14 @@ msgid ""
"where you should use the same convention as in the C# source (typically "
"PascalCase)."
msgstr ""
-"在空闲时间调用对象上的[code]method[/code]。这个方法支持可变数量的参数,所以参"
-"数是以逗号分隔的列表形式传递。下面是个例子:\n"
+"在空闲时间调用对象上的 [code]method[/code]。这个方法支持可变数量的参数,所以"
+"参数是以逗号分隔的列表形式传递。下面是个例子:\n"
"[codeblock]\n"
"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
"[/codeblock]\n"
-"[b]注意:[/b] 在C#中,如果方法名称是由内置的Godot节点定义的,必须指定为"
-"snake_case。这不适用于用户定义的方法,在那里你应该使用与C#源代码中相同的约定"
-"(通常是PascalCase)。"
+"[b]注意:[/b]在 C# 中,如果方法名称是由内置的 Godot 节点定义的,必须指定为 "
+"snake_case。这不适用于用户定义的方法,在那里你应该使用与 C# 源代码中相同的约"
+"定(通常是 PascalCase)。"
#: doc/classes/Object.xml
msgid ""
@@ -47091,8 +49618,8 @@ msgid ""
"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
"[/codeblock]"
msgstr ""
-"在对象上调用[code]method[/code]并返回结果。与[method call]相反,这个方法不支"
-"持可变数量的参数,而是期望所有的参数都通过一个[Array]。\n"
+"在对象上调用 [code]method[/code] 并返回结果。与 [method call] 相反,这个方法"
+"不支持可变数量的参数,而是期望所有的参数都通过一个 [Array]。\n"
"[codeblock]\n"
"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
"[/codeblock]"
@@ -47102,8 +49629,8 @@ msgid ""
"Returns [code]true[/code] if the object can translate strings. See [method "
"set_message_translation] and [method tr]."
msgstr ""
-"如果该对象可以翻译字符串,则返回[code]true[/code]。参阅[method "
-"set_message_translation]和[method tr]。"
+"如果该对象可以翻译字符串,则返回 [code]true[/code]。见 [method "
+"set_message_translation] 和 [method tr]。"
#: doc/classes/Object.xml
msgid ""
@@ -47113,7 +49640,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -47145,7 +49672,7 @@ msgstr ""
"ConnectFlags] 常量。\n"
"一个信号 [code]signal[/code] 与同一方法 [code]method[/code] 只能连接一次。除"
"非之前在连接信号时使用了 [constant CONNECT_REFERENCE_COUNTED],否则在进行重复"
-"连接时会抛出错误。为避免这种情况,首先使用 [method is_connected] 检查是否已有"
+"连接时会打印错误。为避免这种情况,首先使用 [method is_connected] 检查是否已有"
"连接。\n"
"如果 [code]target[/code] 在游戏生命周期中被销毁,连接将丢失。\n"
"例子:\n"
@@ -47172,11 +49699,11 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
"将 [code]信号[/code] 与给定 [code]目标[/code] 上的 [code]方法[/code] 断开。\n"
-"如果您尝试断开不存在的连接,该方法将引发错误。使用 [method is_connected] 确保"
+"如果您尝试断开不存在的连接,该方法将打印错误。使用 [method is_connected] 确保"
"连接存在。"
#: doc/classes/Object.xml
@@ -47226,8 +49753,8 @@ msgid ""
"(typically PascalCase)."
msgstr ""
"返回给定[code]property[/code]的[Variant]值。如果该[code]property[/code]不存"
-"在,这将返回[code]null[/code]。\n"
-"[b]注意:[/b] 在C#中,如果属性是由内置的Godot节点定义的,那么属性名必须被指定"
+"在,这将返回 [code]null[/code]。\n"
+"[b]注意:[/b]在C#中,如果属性是由内置的Godot节点定义的,那么属性名必须被指定"
"为snake_case。这不适用于用户定义的属性,在那里你应该使用与C#源代码中相同的约"
"定(通常是PascalCase)。"
@@ -47239,8 +49766,8 @@ msgid ""
"defined, the base class name will be returned instead."
msgstr ""
"返回对象的类型为一个[String]。参见[method is_class]。\n"
-"[b]注意:[/b] [method get_class] 不考虑[code]class_name[/code]的声明。如果对"
-"象有一个[code]class_name[/code]的定义,基类名称将被返回。"
+"[b]注意:[/b][method get_class] 不考虑[code]class_name[/code]的声明。如果对象"
+"有一个[code]class_name[/code]的定义,基类名称将被返回。"
#: doc/classes/Object.xml
msgid ""
@@ -47282,13 +49809,19 @@ msgid ""
"This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the "
"object instance with [method @GDScript.instance_from_id]."
msgstr ""
-"返回对象的唯一实例ID。\n"
-"这个ID可以保存在[EncodedObjectAsID]中,并且可以用[method @GDScript."
-"instance_from_id]来检索对象实例。"
+"返回该对象的唯一实例 ID。\n"
+"这个 ID 可以保存在 [EncodedObjectAsID] 中,并且可以用 [method @GDScript."
+"instance_from_id] 来检索对象实例。"
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
-msgstr "返回给定[code]name[/code]的对象的元数据条目。"
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
+msgstr ""
+"返回该对象的名称为给定的 [code]name[/code] 的元数据条目。\n"
+"条目不存在时会抛出错误,除非 [code]default[/code] 不为 [code]null[/code](此"
+"时会返回该默认值)。"
#: doc/classes/Object.xml
msgid "Returns the object's metadata as a [PoolStringArray]."
@@ -47310,18 +49843,18 @@ msgstr ""
"将该对象的属性列表作为 [Array] 返回,元素为字典。\n"
"每个属性的 [Dictionary] 至少包含 [code]name: String[/code] 和 [code]type: "
"int[/code](见 [enum Variant.Type])条目。另外,它还可以包括 [code]hint: "
-"int[/code](见[enum PropertyHint])、[code]hint_string: String[/code],以及"
-"[code]usage: int[/code](见[enum PropertyUsageFlags])。"
+"int[/code](见 [enum PropertyHint])、[code]hint_string: String[/code],以及 "
+"[code]usage: int[/code](见 [enum PropertyUsageFlags])。"
#: doc/classes/Object.xml
msgid ""
"Returns the object's [Script] instance, or [code]null[/code] if none is "
"assigned."
-msgstr "返回该对象的[Script]实例,如果没有指定,则返回[code]null[/code]。"
+msgstr "返回该对象的 [Script] 实例,如果没有指定,则返回 [code]null[/code]。"
#: doc/classes/Object.xml
msgid "Returns an [Array] of connections for the given [code]signal[/code]."
-msgstr "返回给定[code]signal[/code]的连接的[Array]。"
+msgstr "返回给定信号 [code]signal[/code] 的连接的 [Array]。"
#: doc/classes/Object.xml
msgid "Returns the list of signals as an [Array] of dictionaries."
@@ -47332,17 +49865,18 @@ msgid ""
"Returns [code]true[/code] if a metadata entry is found with the given "
"[code]name[/code]."
msgstr ""
-"如果找到一个具有给定[code]name[/code]的元数据条目,则返回[code]true[/code]。"
+"如果能够找到具有给定名称 [code]name[/code] 的元数据条目,则返回 [code]true[/"
+"code]。"
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the object contains the given [code]method[/"
"code]."
-msgstr "如果对象包含给定的[code]method[/code],返回[code]true[/code]。"
+msgstr "如果对象包含给定的方法 [code]method[/code],则返回 [code]true[/code]。"
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if the given [code]signal[/code] exists."
-msgstr "如果给定的[code]signal[/code]存在,返回[code]true[/code]。"
+msgstr "如果给定的信号 [code]signal[/code] 存在,则返回 [code]true[/code]。"
#: doc/classes/Object.xml
msgid ""
@@ -47350,12 +49884,12 @@ msgid ""
"exists. Only signals added using [method add_user_signal] are taken into "
"account."
msgstr ""
-"如果给定的用户定义的[code]signal[/code]存在,返回[code]true[/code]。只有使用"
-"[method add_user_signal]添加的信号才被考虑在内。"
+"如果给定的用户定义的信号 [code]signal[/code] 存在,则返回 [code]true[/code]。"
+"只有使用 [method add_user_signal] 添加的信号才被考虑在内。"
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if signal emission blocking is enabled."
-msgstr "如果启用了信号发射阻断,则返回[code]true[/code]。"
+msgstr "如果启用了信号发射阻断,则返回 [code]true[/code]。"
#: doc/classes/Object.xml
msgid ""
@@ -47367,24 +49901,24 @@ msgid ""
msgstr ""
"如果对象从给定的 [code]class[/code] 中继承,则返回 [code]true[/code]。另请参"
"阅 [method get_class]。\n"
-"[b]注:[/b] [method is_class] 没有考虑 [code]class_name[/code] 声明。如果对象"
-"有 [code]class_name[/code] 定义,[method is_class] 将为该名称返回 "
-"[code]false[/code] 。"
+"[b]注意:[/b][method is_class] 没有考虑 [code]class_name[/code] 声明。如果对"
+"象有 [code]class_name[/code] 定义,[method is_class] 将为该名称返回 "
+"[code]false[/code]。"
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
"code], [code]target[/code], and [code]method[/code]."
msgstr ""
-"如果给定 [code]信号[/code]、[code]目标[/code] 和 [code]方法[/code] 存在连接,"
-"则返回 [code]true[/code]。"
+"如果给定的信号 [code]signal[/code]、目标 [code]target[/code]、方法 "
+"[code]method[/code] 存在连接,则返回 [code]true[/code]。"
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
-"如果为该对象调用了[method Node.queue_free]方法,返回[code]true[/code]。"
+"如果为该对象调用了 [method Node.queue_free] 方法,则返回 [code]true[/code]。"
#: doc/classes/Object.xml
msgid ""
@@ -47397,12 +49931,12 @@ msgid ""
"_notification] is called first on the highest ancestor ([Object] itself), "
"and then down to its successive inheriting classes."
msgstr ""
-"向对象发送一个给定的通知,这也将触发对该对象继承的所有类的[method "
-"_notification]方法的调用。\n"
-"如果[code]reversed[/code]是[code]true[/code],[method _notification]首先在对"
-"象自己的类上被调用,然后再到其连续的父类上。如果[code]reversed[/code]是"
-"[code]false[/code],[method _notification]首先在最高的祖先([Object]本身)上"
-"被调用,然后向下到其连续的继承类。"
+"向对象发送给定的通知,也会触发对该对象继承的所有类的 [method _notification] "
+"方法的调用。\n"
+"如果 [code]reversed[/code] 为 [code]true[/code],[method _notification] 会首"
+"先在对象自己的类上被调用,然后再向上依次在父类上调用。如果 [code]reversed[/"
+"code] 为 [code]false[/code],[method _notification] 会首先在最高的祖先"
+"([Object] 本身)上被调用,然后向下依次在继承类上调用。"
#: doc/classes/Object.xml
msgid ""
@@ -47415,10 +49949,9 @@ msgstr ""
#: doc/classes/Object.xml
msgid ""
"Removes a given entry from the object's metadata. See also [method set_meta]."
-msgstr "从对象的元数据中删除给定条目。另见 [method set_meta]。"
+msgstr "从对象的元数据中删除给定条目。另请参阅 [method set_meta]。"
#: doc/classes/Object.xml
-#, fuzzy
msgid ""
"Assigns a new value to the given property. If the [code]property[/code] does "
"not exist or the given value's type doesn't match, nothing will happen.\n"
@@ -47427,15 +49960,15 @@ msgid ""
"properties where you should use the same convention as in the C# source "
"(typically PascalCase)."
msgstr ""
-"为给定的属性赋一个新值。如果 [code]property[/code] 不存在,则不会发生任何事"
-"情。\n"
+"为给定的属性赋一个新值。如果 [code]property[/code] 不存在,或者给定的值的类型"
+"与之不匹配时,则不会发生任何事情。\n"
"[b]注意:[/b]在 C# 中,如果属性名由内置的 Godot 节点定义,则必须将其指定为 "
"snake_case。这不适用于用户定义的属性,在这些属性中,您应该使用与 C# 源中相同"
"的约定(通常是 PascalCase)。"
#: doc/classes/Object.xml
msgid "If set to [code]true[/code], signal emission is blocked."
-msgstr "如果设置为[code]true[/code],信号发射被阻止。"
+msgstr "如果设置为 [code]true[/code],信号发射被阻止。"
#: doc/classes/Object.xml
msgid ""
@@ -47465,8 +49998,8 @@ msgid ""
"print(position) # (42, -10)\n"
"[/codeblock]"
msgstr ""
-"为[NodePath]标识的属性分配一个新值。节点路径应该相对于当前对象,可以使用冒号"
-"([code]:[/code])访问嵌套属性。举例如下:\n"
+"为 [NodePath] 标识的属性分配新值。节点路径应该相对于当前对象,可以使用冒号"
+"([code]:[/code])访问嵌套属性。示例:\n"
"[codeblock]\n"
"set_indexed(\"position\", Vector2(42, 0))\n"
"set_indexed(\"position:y\", -10)\n"
@@ -47477,7 +50010,7 @@ msgstr ""
msgid ""
"Defines whether the object can translate strings (with calls to [method "
"tr]). Enabled by default."
-msgstr "定义对象是否可以转换字符串(通过调用[method tr])。默认启用。"
+msgstr "定义对象是否可以转换字符串(通过调用 [method tr])。默认启用。"
#: doc/classes/Object.xml
msgid ""
@@ -47513,7 +50046,7 @@ msgid ""
"Override the method [method _to_string] to customize the [String] "
"representation."
msgstr ""
-"返回一个表示对象的 [String]。如果没有覆盖,默认为 [code]\"[ClassName:RID]\"[/"
+"返回表示对象的 [String]。如果没有覆盖,默认为 [code]\"[ClassName:RID]\"[/"
"code]。\n"
"可以通过重写 [method _to_string] 方法来自定义 [String] 表示。"
@@ -47546,16 +50079,15 @@ msgid ""
"Connects a signal in deferred mode. This way, signal emissions are stored in "
"a queue, then set on idle time."
msgstr ""
-"在延迟模式下连接一个信号。这样,信号发射被储存在一个队列中,然后在空闲时间发"
-"出。"
+"以延迟模式连接信号。这样,信号发射会被储存在一个队列中,然后在空闲时间发出。"
#: doc/classes/Object.xml
msgid "Persisting connections are saved when the object is serialized to file."
-msgstr "当对象序列化为文件时,将保存持久连接。"
+msgstr "持久化连接,会在该对象序列化为文件时保存。"
#: doc/classes/Object.xml
msgid "One-shot connections disconnect themselves after emission."
-msgstr "信号触发后断开一次性连接。"
+msgstr "一次性连接,会在触发后自行断开。"
#: doc/classes/Object.xml
msgid ""
@@ -47563,12 +50095,12 @@ msgid ""
"connected several times to the same target, and will only be fully "
"disconnected once no references are left."
msgstr ""
-"连接一个信号作为引用计数。这意味着一个给定的信号可以多次连接到同一个目标,并"
-"且只有在没有引用时才会完全断开连接。"
+"以引用计数形式连接信号。这意味着一个给定的信号可以多次连接到同一个目标,并且"
+"只有在没有引用时才会完全断开连接。"
#: doc/classes/Occluder.xml
msgid "Allows [OccluderShape]s to be used for occlusion culling."
-msgstr "允许使用[OccluderShape]来进行遮挡剔除。"
+msgstr "允许使用 [OccluderShape] 来进行遮挡剔除。"
#: doc/classes/Occluder.xml
msgid ""
@@ -47609,13 +50141,13 @@ msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid "Defines a 2D polygon for LightOccluder2D."
-msgstr "为LightOccluder2D定义一个2D多边形。"
+msgstr "为 LightOccluder2D 定义一个 2D 多边形。"
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"Editor facility that helps you draw a 2D polygon used as resource for "
"[LightOccluder2D]."
-msgstr "编辑工具,帮助你绘制一个2D多边形用作资源[LightOccluder2D]。"
+msgstr "编辑工具,帮助你绘制一个 2D 多边形用作资源 [LightOccluder2D]。"
#: doc/classes/OccluderPolygon2D.xml
msgid ""
@@ -47623,7 +50155,7 @@ msgid ""
"occludes the light coming from any direction. An opened OccluderPolygon2D "
"occludes the light only at its outline's direction."
msgstr ""
-"如果[code]true[/code],封闭该多边形。一个封闭的polygon2d封闭来自任何方向的"
+"如果为 [code]true[/code],封闭该多边形。一个封闭的polygon2d封闭来自任何方向的"
"光。一个开放的OccluderPolygon2D只在其轮廓方向上遮挡光。"
#: doc/classes/OccluderPolygon2D.xml
@@ -47636,37 +50168,36 @@ msgid ""
"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
"than a reference."
msgstr ""
-"带有多边形顶点位置索引的[Vector2]数组。\n"
-"[b]注意:[/b]返回值是基础数组的副本,而不是引用。"
+"带有多边形顶点位置索引的 [Vector2] 数组。\n"
+"[b]注意:[/b]返回值是基础数组的副本,而不是引用。"
#: doc/classes/OccluderPolygon2D.xml
msgid "Culling is disabled. See [member cull_mode]."
-msgstr "禁用剔除。参阅[member cull_mode]。"
+msgstr "禁用剔除。见 [member cull_mode]。"
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"Culling is performed in the clockwise direction. See [member cull_mode]."
-msgstr "按顺时针方向进行剔除。见[member cull_mode]。"
+msgstr "按顺时针方向进行剔除。见 [member cull_mode]。"
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"Culling is performed in the counterclockwise direction. See [member "
"cull_mode]."
-msgstr "按逆时针方向进行剔除。参阅[member cull_mode]。"
+msgstr "按逆时针方向进行剔除。见 [member cull_mode]。"
#: doc/classes/OccluderShape.xml
msgid ""
"Base class for shapes used for occlusion culling by the [Occluder] node."
-msgstr "用于[Occluder]节点进行遮挡剔除的形状的基类。"
+msgstr "用于 [Occluder] 节点进行遮挡剔除的形状的基类。"
#: doc/classes/OccluderShape.xml
msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]."
-msgstr "[Occluder] 可以使用从 [OccluderShape] 派生的任何原始形状。"
+msgstr "[Occluder] 可以使用从 [OccluderShape] 派生的任何图元。"
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Polygon occlusion primitive for use with the [Occluder] node."
-msgstr "与 [Occluder] 节点一起使用的球形遮挡基本单元。"
+msgstr "用于 [Occluder] 节点的多边形遮挡图元。"
#: doc/classes/OccluderShapePolygon.xml
msgid ""
@@ -47683,32 +50214,36 @@ msgid ""
"the system will operate at runtime, so in most cases you will want to use 4 "
"points for each."
msgstr ""
+"[OccluderShape] 是 [Occluder] 节点所使用的资源,用于几何遮挡剔除。\n"
+"该多边形必须是凸多边形。多边形顶点的创建与删除可以在编辑器的检查器中进行,也"
+"可以通过调用 [code]set_polygon_points[/code] 实现。每一条边的顶点都可以通过在"
+"编辑器视窗中拖拽句柄设置。\n"
+"另外,每一个多边形遮挡器都可以支持单个空洞。如果你在编辑器的检查器中为空洞添"
+"加至少三个顶点,就可以在编辑器视窗中拖拽空洞边缘顶点的句柄。\n"
+"一般而言,多边形以及空洞的边数越少,运行时系统的处理速度就越快,所以在大多数"
+"情况下你都只会设置 4 个顶点。"
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Sets an individual hole point position."
-msgstr "设置单个球体的位置。"
+msgstr "设置单独的空洞顶点位置。"
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Sets an individual polygon point position."
-msgstr "设置单个球体的位置。"
+msgstr "设置单独的多边形顶点位置。"
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Allows changing the hole geometry from code."
-msgstr "通过代码绘制简单的几何形状。"
+msgstr "允许通过代码修改空洞形状。"
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Allows changing the polygon geometry from code."
-msgstr "通过代码绘制简单的几何形状。"
+msgstr "允许通过代码修改多边形形状。"
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
-msgstr ""
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
+msgstr "指定该遮挡器是否为双向。为 [code]false[/code] 时,遮挡器为单向。"
#: doc/classes/OccluderShapeSphere.xml
msgid "Spherical occlusion primitive for use with the [Occluder] node."
@@ -47747,7 +50282,7 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid "Omnidirectional light, such as a light bulb or a candle."
-msgstr "全方位的光,如灯泡或蜡烛。"
+msgstr "全向光,如灯泡或蜡烛。"
#: doc/classes/OmniLight.xml
msgid ""
@@ -47784,31 +50319,40 @@ msgid ""
"[member omni_attenuation] in use, the light will never reach anything "
"outside this radius."
msgstr ""
-"光的半径。请注意,有效的照明区域可能看起来更小,这取决于使用的[member "
-"omni_attenuation]。无论使用何种[member omni_attenuation],光线都不会到达这个"
+"光的半径。请注意,有效的照明区域可能看起来更小,这取决于使用的 [member "
+"omni_attenuation]。无论使用何种 [member omni_attenuation],光线都不会到达这个"
"半径以外的地方。"
#: doc/classes/OmniLight.xml
msgid "See [enum ShadowDetail]."
-msgstr "参阅[enum ShadowDetail]。"
+msgstr "见 [enum ShadowDetail]。"
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
-msgstr "参阅[enum ShadowMode]。"
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
+msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
"SHADOW_CUBE], but lower-quality."
msgstr ""
-"阴影被渲染到一个双抛物面纹理。比[constant SHADOW_CUBE]更快,但质量较差。"
+"阴影被渲染到一个双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。"
#: doc/classes/OmniLight.xml
+#, fuzzy
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
-"阴影被渲染成一个cubemap。比[constant SHADOW_DUAL_PARABOLOID]慢,但质量更高。"
+"阴影被渲染成一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] 慢,但质量更"
+"高。"
#: doc/classes/OmniLight.xml
msgid "Use more detail vertically when computing the shadow."
@@ -47820,7 +50364,7 @@ msgstr "在计算阴影时,在水平方向上使用更多的细节。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Noise generator based on Open Simplex."
-msgstr "基于Open Simplex的噪声发生器。"
+msgstr "基于 Open Simplex 的噪声发生器。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -47844,17 +50388,17 @@ msgid ""
"[/codeblock]"
msgstr ""
"这个资源允许你配置和采样一个分形噪声空间。下面是一个简短的使用例子,它配置了"
-"一个OpenSimplexNoise,并在不同的位置和维度上得到采样。\n"
+"一个 OpenSimplexNoise,并在不同的位置和维度上得到采样。\n"
"[codeblock]\n"
"var noise = OpenSimplexNoise.new()\n"
"\n"
-"# Configure\n"
+"# 配置\n"
"noise.seed = randi()\n"
"noise.octaves = 4\n"
"noise.period = 20.0\n"
"noise.persistence = 0.8\n"
"\n"
-"# Sample\n"
+"# 采样\n"
"print(\"Values:\")\n"
"print(noise.get_noise_2d(1.0, 1.0))\n"
"print(noise.get_noise_3d(0.5, 3.0, 15.0))\n"
@@ -47869,9 +50413,9 @@ msgid ""
"value is used as the coordinates of the top-left corner of the generated "
"noise."
msgstr ""
-"根据当前的噪声参数,生成一个[constant Image.FORMAT_L8]格式的噪声图像,需要指"
-"定其[code]width[/code] 和 [code]height[/code]。如果指定了[code]noise_offset[/"
-"code],那么偏移值将作为生成的噪声左上角的坐标。"
+"根据当前的噪声参数,生成一个 [constant Image.FORMAT_L8] 格式的噪声图像,需要"
+"指定其 [code]width[/code] 和 [code]height[/code]。如果指定了 "
+"[code]noise_offset[/code],那么偏移值将作为生成的噪声左上角的坐标。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -47879,21 +50423,21 @@ msgid ""
"[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/"
"code] with fixed y-coordinate value 0.0."
msgstr ""
-"返回给定x坐标处的一维噪声值[code][-1,1][/code]。\n"
-"[b]注意:[/b]这个方法实际上返回的是固定Y坐标值为0.0的二维噪声值[code][-1,1][/"
-"code]。"
+"返回给定 x 坐标处的 1D 噪声值 [code][-1,1][/code]。\n"
+"[b]注意:[/b]这个方法实际上返回的是固定 Y 坐标值为 0.0 的 2D 噪声值 [code]"
+"[-1,1][/code]。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 2D noise value [code][-1,1][/code] at the given position."
-msgstr "返回给定位置的2D噪声值[code][-1,1][/code]。"
+msgstr "返回在给定位置的 2D 噪声值 [code][-1,1][/code]。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 3D noise value [code][-1,1][/code] at the given position."
-msgstr "返回在给定位置的3D噪声值[code][-1,1][/code]。"
+msgstr "返回在给定位置的 3D 噪声值 [code][-1,1][/code]。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 4D noise value [code][-1,1][/code] at the given position."
-msgstr "返回指定位置的4D噪声值[code][-1,1][/code]。"
+msgstr "返回在给定位置的 4D 噪声值 [code][-1,1][/code]。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -47906,8 +50450,8 @@ msgid ""
msgstr ""
"根据当前的噪声参数,以 [constant Image.FORMAT_L8] 格式生成可平铺噪声图像。生"
"成的无缝图像始终是方形的([code]size[/code]× [code]size[/code])。\n"
-"[b]注意:[/b] 与非无缝噪声相比,无缝噪声的对比度较低。。这是由于噪声使用更高"
-"维度来生成无缝噪声的方式。"
+"[b]注意:[/b]与非无缝噪声相比,无缝噪声的对比度较低。。这是由于噪声使用更高维"
+"度来生成无缝噪声的方式。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Difference in period between [member octaves]."
@@ -47920,16 +50464,16 @@ msgid ""
"generate.\n"
"[b]Note:[/b] The maximum allowed value is 9."
msgstr ""
-"采样得到分形噪声的OpenSimplex噪声层数。更高的值导致更详细的噪声,但需要更多的"
-"时间来生成。\n"
-"[b]备注:[/b]最大值为9。"
+"采样得到分形噪声的 OpenSimplex 噪声层数。更高的值导致更详细的噪声,但需要更多"
+"的时间来生成。\n"
+"[b]备注:[/b]最大值为 9。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Period of the base octave. A lower period results in a higher-frequency "
"noise (more value changes across the same distance)."
msgstr ""
-"基本八度的周期。较低的周期会导致更高频率的噪声(在相同距离上的值变化更多)。"
+"基本八度的周期。较低的周期会导致更高频率的噪声(在相同距离上的值变化更多)。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -47995,15 +50539,15 @@ msgstr "清除[OptionButton]中的所有项目。"
#: doc/classes/OptionButton.xml
msgid "Returns the amount of items in the OptionButton, including separators."
-msgstr "返回OptionButton中的项目数量,包括分隔符。"
+msgstr "返回 OptionButton 中的项目数量,包括分隔符。"
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Returns the icon of the item at index [code]idx[/code]."
-msgstr "返回索引[code]idx[/code]处项目的图标。"
+msgstr "返回索引 [code]idx[/code] 处项目的图标。"
#: doc/classes/OptionButton.xml
msgid "Returns the ID of the item at index [code]idx[/code]."
-msgstr "返回索引[code]idx[/code]处项目的ID。"
+msgstr "返回索引 [code]idx[/code] 处项目的 ID。"
#: doc/classes/OptionButton.xml
msgid "Returns the index of the item with the given [code]id[/code]."
@@ -48019,34 +50563,42 @@ msgstr ""
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Returns the text of the item at index [code]idx[/code]."
-msgstr "返回索引[code]idx[/code]处项目的文本。"
+msgstr "返回索引 [code]idx[/code] 处项目的文本。"
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "返回索引 [code]idx[/code] 处项目的工具提示。"
#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
-msgstr "返回所选项目的ID,如果没有选择项目,则返回[code]0[/code]。"
+msgstr "返回所选项目的 ID,如果没有选择项目,则返回 [code]-1[/code]。"
#: doc/classes/OptionButton.xml
msgid ""
"Gets the metadata of the selected item. Metadata for items can be set using "
"[method set_item_metadata]."
-msgstr "获取选定项的元数据。可以使用[method set_item_metadata]设置项的元数据。"
+msgstr ""
+"获取选定项的元数据。可以使用 [method set_item_metadata] 设置项的元数据。"
#: doc/classes/OptionButton.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled."
-msgstr "如果索引[code]idx[/code]项被禁用,返回[code]true[/code]。"
+msgstr "如果索引 [code]idx[/code] 项被禁用,返回 [code]true[/code]。"
#: doc/classes/OptionButton.xml
msgid "Removes the item at index [code]idx[/code]."
-msgstr "移除索引[code]idx[/code]处的项目。"
+msgstr "移除索引 [code]idx[/code] 处的项目。"
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
-msgstr "按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。"
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
+msgstr ""
+"按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。\n"
+"将 [code]-1[/code] 作为索引传入会取消选中任何当前选中的项目。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -48061,11 +50613,11 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid "Sets the icon of the item at index [code]idx[/code]."
-msgstr "设置在索引[code]idx[/code]处项的图标。"
+msgstr "设置在索引 [code]idx[/code] 处项的图标。"
#: doc/classes/OptionButton.xml
msgid "Sets the ID of the item at index [code]idx[/code]."
-msgstr "设置在索引[code]idx[/code]处项的ID。"
+msgstr "设置在索引 [code]idx[/code] 处项的 ID。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -48077,7 +50629,11 @@ msgstr ""
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Sets the text of the item at index [code]idx[/code]."
-msgstr "在索引[code]idx[/code]处设置项的文本。"
+msgstr "设置在索引 [code]idx[/code] 处的项目的文本。"
+
+#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "设置在索引 [code]idx[/code] 处的项目的工具提示。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -48102,11 +50658,11 @@ msgstr "当用户更改当前项时触发。所选项目的索引作为参数传
#: doc/classes/OptionButton.xml
msgid "Default text [Color] of the [OptionButton]."
-msgstr "[OptionButton]的默认文本[Color]。"
+msgstr "[OptionButton] 的默认文本 [Color]。"
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is disabled."
-msgstr "当[OptionButton]被禁用时使用的文本[Color]。"
+msgstr "当 [OptionButton] 被禁用时使用的文本 [Color]。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -48114,16 +50670,16 @@ msgid ""
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
-"当[OptionButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。禁用、"
-"悬停和按下状态优先于这个颜色。"
+"当 [OptionButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁"
+"用、悬停和按下状态优先于这个颜色。"
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being hovered."
-msgstr "当鼠标悬停[OptionButton]时使用的文本[Color]。"
+msgstr "当鼠标悬停 [OptionButton] 时使用的文本 [Color]。"
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being pressed."
-msgstr "当[OptionButton]被按下时使用的文本[Color]。"
+msgstr "当 [OptionButton] 被按下时使用的文本 [Color]。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -48132,11 +50688,11 @@ msgstr "箭头图标和按钮的右边缘之间的水平空间。"
#: doc/classes/OptionButton.xml
msgid "The horizontal space between [OptionButton]'s icon and text."
-msgstr "[OptionButton]图标与文本之间的水平间距。"
+msgstr "[OptionButton] 图标与文本之间的水平间距。"
#: doc/classes/OptionButton.xml
msgid "[Font] of the [OptionButton]'s text."
-msgstr "[OptionButton]的文本的[Font]。"
+msgstr "[OptionButton] 的文本的 [Font]。"
#: doc/classes/OptionButton.xml
msgid "The arrow icon to be drawn on the right end of the button."
@@ -48144,7 +50700,7 @@ msgstr "要绘制在按钮右侧的箭头图标。"
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is disabled."
-msgstr "当[OptionButton]被禁用时使用的[StyleBox]。"
+msgstr "当 [OptionButton] 被禁用时使用的 [StyleBox]。"
#: doc/classes/OptionButton.xml
msgid ""
@@ -48152,20 +50708,20 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
-"当[OptionButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使"
-"用[StyleBoxEmpty]将只是禁用焦点的视觉效果。"
+"当 [OptionButton] 被聚焦时使用的 [StyleBox]。它显示在当前的 [StyleBox] 上,所"
+"以使用 [StyleBoxEmpty] 将只是禁用焦点的视觉效果。"
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being hovered."
-msgstr "当[OptionButton]被鼠标悬停时使用的[StyleBox]。"
+msgstr "当 [OptionButton] 被鼠标悬停时使用的 [StyleBox]。"
#: doc/classes/OptionButton.xml
msgid "Default [StyleBox] for the [OptionButton]."
-msgstr "[OptionButton]的默认[StyleBox]。"
+msgstr "[OptionButton] 的默认 [StyleBox]。"
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being pressed."
-msgstr "当按下[OptionButton]时使用的[StyleBox]。"
+msgstr "当按下 [OptionButton] 时使用的 [StyleBox]。"
#: doc/classes/OS.xml
msgid "Operating System functions."
@@ -48178,8 +50734,8 @@ msgid ""
"driver, date and time, timers, environment variables, execution of binaries, "
"command line, etc."
msgstr ""
-"操作系统的功能。OS包装了与主机操作系统通信的最常见功能,如剪贴板、视频驱动程"
-"序、日期和时间、计时器、环境变量、二进制文件的执行、命令行等。"
+"操作系统的功能。OS 封装了与主机操作系统通信的最常见功能,如剪贴板、视频驱动、"
+"日期和时间、计时器、环境变量、二进制文件的执行、命令行等。"
#: doc/classes/OS.xml
msgid ""
@@ -48196,7 +50752,7 @@ msgstr "如果主机操作系统允许绘制,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the current host platform is using multiple "
"threads."
-msgstr "如果当前主机平台使用多个线程,则返回[code]true[/code]。"
+msgstr "如果当前主机平台使用多个线程,则返回 [code]true[/code]。"
#: doc/classes/OS.xml
msgid "Centers the window on the screen if in windowed mode."
@@ -48207,8 +50763,8 @@ msgid ""
"Shuts down system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
-"关闭系统MIDI驱动程序。\n"
-"[b]注意:[/b]该方法只在Linux, macOS和Windows上实现。"
+"关闭系统 MIDI 驱动程序。\n"
+"[b]注意:[/b]该方法只在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48242,18 +50798,18 @@ msgid ""
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
-"将当前线程的执行延迟 [code]msec[/code] 毫秒。 [code]msec[/code] 必须大于或等"
-"于 [code]0[/code]。否则, [method delay_msec] 将不执行任何操作并打印错误消"
+"将当前线程的执行延迟 [code]msec[/code] 毫秒。[code]msec[/code] 必须大于或等"
+"于 [code]0[/code]。否则,[method delay_msec] 将不执行任何操作并打印错误消"
"息。\n"
-"[b]注:[/b] [method delay_msec]是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻"
-"塞方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method "
+"[b]注意:[/b][method delay_msec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非"
+"阻塞方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method "
"SceneTree.create_timer] 生成将延迟位于 [code]yield[/code] 下方的代码的执行,"
"而不会影响项目的其余部分(或编辑器,例如 [EditorPlugin] 和 "
"[EditorScript])。\n"
-"[b]注意:[/b]当在主线程上调用[method delay_msec]时,它会冻结项目并阻止它重新"
-"绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 [EditorPlugin] "
-"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因"
-"为项目是一个独立的子进程)。"
+"[b]注意:[/b]当在主线程上调用 [method delay_msec] 时,它会冻结项目并阻止它重"
+"新绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 "
+"[EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在"
+"运行的项目(因为项目是一个独立的子进程)。"
#: doc/classes/OS.xml
msgid ""
@@ -48274,26 +50830,26 @@ msgid ""
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
-"将当前线程的执行延迟 [code]usec[/code] 微秒。 [code]usec[/code] 必须大于或等"
-"于 [code]0[/code]。否则, [method delay_usec] 将什么也不做,并会打印错误消"
+"将当前线程的执行延迟 [code]usec[/code] 微秒。[code]usec[/code] 必须大于或等"
+"于 [code]0[/code]。否则,[method delay_usec] 将什么也不做,并会打印错误消"
"息。\n"
-"[b]注:[/b] [method delay_usec]是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻"
-"塞方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method "
+"[b]注意:[/b][method delay_usec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非"
+"阻塞方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method "
"SceneTree.create_timer] 生成将延迟位于 [code]yield[/code] 下方的代码的执行,"
"而不会影响项目的其余部分(或编辑器,例如 [EditorPlugin] 和 "
"[EditorScript])。\n"
-"[b]注意:[/b]当在主线程上调用[method delay_usec]时,它会冻结项目并阻止它重绘"
-"和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 [EditorPlugin] 或 "
-"[EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为项"
-"目是一个独立的子进程)。"
+"[b]注意:[/b]当在主线程上调用 [method delay_usec] 时,它会冻结项目并阻止它重"
+"绘和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 [EditorPlugin] "
+"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因"
+"为项目是一个独立的子进程)。"
#: doc/classes/OS.xml
msgid ""
"Dumps the memory allocation ringlist to a file (only works in debug).\n"
"Entry format per line: \"Address - Size - Description\"."
msgstr ""
-"将内存分配ringlist转储到一个文件(仅在调试中工作)。\n"
-"每行输入格式:“地址-大小-描述”。"
+"将内存分配 ringlist 转储到一个文件(仅在调试时可用)。\n"
+"每行条目格式:“地址 - 大小 - 描述”。"
#: doc/classes/OS.xml
msgid ""
@@ -48301,12 +50857,11 @@ msgid ""
"Entry format per line: \"Resource Type : Resource Location\".\n"
"At the end of the file is a statistic of all used Resource Types."
msgstr ""
-"将所有使用的资源转储到文件中(仅在调试中有效)。\n"
-"每行输入格式:“资源类型:资源位置”。\n"
+"将所有使用的资源转储到文件中(仅在调试中有效)。\n"
+"每行输入格式:“资源类型:资源位置”。\n"
"在文件的末尾是所有已使用资源类型的统计数据。"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Execute the file at the given path with the arguments passed as an array of "
"strings. Platform path resolution will take place. The resolved file must "
@@ -48393,7 +50948,16 @@ msgstr ""
"[codeblock]\n"
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
"[/codeblock]\n"
-"[b]注意:[/b]此方法仅在 Android、iOS、Linux、macOS 和 Windows 上实现。"
+"[b]注意:[/b]此方法仅在 Android、iOS、Linux、macOS 和 Windows 上实现。\n"
+"[b]注意:[/b]如果要执行 Windows 命令解释器的内置命令,请将 [code]path[/code] "
+"指定为 [code]cmd.exe[/code],将第一个参数设为 [code]/c[/code],第二个参数设为"
+"想要的命令。\n"
+"[b]注意:[/b]如果要执行 PowerShell 的内置命令,请将 [code]path[/code] 指定为 "
+"[code]powershell.exe[/code],将第一个参数设为 [code]-Command[/code],第二个参"
+"数设为想要的命令。\n"
+"[b]注意:[/b]如果要执行 Unix Shell 的内置命令,请将 [code]path[/code] 指定为 "
+"Shell 可执行文件的名称,将第一个参数设为 [code]-c[/code],第二个参数设为想要"
+"的命令。"
#: doc/classes/OS.xml
msgid "Returns the scancode of the given string (e.g. \"Escape\")."
@@ -48444,6 +51008,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
"返回传递给引擎的命令行参数。\n"
@@ -48461,6 +51029,10 @@ msgstr ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # 将不带参数的选项加入该字典,\n"
+" # 取值为空字符串。\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
#: doc/classes/OS.xml
@@ -48490,7 +51062,7 @@ msgstr ""
"返回MIDI设备名称数组。\n"
"如果系统MIDI驱动程序之前没有使用[method open_midi_inputs]初始化,返回的数组将"
"是空的。\n"
-"[b]注意:[/b]该方法仅在Linux, macOS和Windows上实现。"
+"[b]注意:[/b]该方法仅在Linux, macOS和Windows上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48554,6 +51126,21 @@ msgstr ""
"令时。"
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+"[Rect2] 的 [Array] 数组,元素是显示器裁切或刘海的包围矩形。它们是全面屏上被相"
+"机和传感器所占用的非功能性区域。如果该设备没有裁切则返回空数组。另请参阅 "
+"[method get_window_safe_area]。\n"
+"[b]注意:[/b]目前仅在 Android 上实现。其他平台即便存在显示器裁切或刘海,也会"
+"返回空数组。"
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr "返回使用的动态内存总量(仅适用于调试)。"
@@ -48565,7 +51152,7 @@ msgid ""
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
"返回环境变量的值。如果环境变量不存在,则返回一个空字符串。\n"
-"[b]注意:[/b] 仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 "
+"[b]注意:[/b]仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 "
"Windows 之外的所有平台上都区分大小写。"
#: doc/classes/OS.xml
@@ -48578,8 +51165,8 @@ msgid ""
"been granted to the Android application.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
-"通过这个函数,你可以获得已经授予Android应用程序的危险权限列表。\n"
-"[b]注意:[/b] 这个方法在Android上实现。"
+"通过这个函数,你可以获得已经授予 Android 应用程序的危险权限列表。\n"
+"[b]注意:[/b]这个方法在 Android 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48592,7 +51179,7 @@ msgstr ""
"返回相对于组合字符串中的字符的 IME 光标位置(字符串的当前编辑部分)。\n"
"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] 被发送到应用程序以通知它 IME "
"光标位置的变化。\n"
-"[b]注:[/b]此方法在macOS上实现。"
+"[b]注意:[/b]此方法在 macOS 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48604,7 +51191,7 @@ msgstr ""
"返回 IME 中间组合字符串。\n"
"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] 被发送到应用程序以通知它对 "
"IME 组合字符串的更改。\n"
-"[b]注:[/b]此方法在macOS上实现。"
+"[b]注意:[/b]此方法在 macOS 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48616,11 +51203,11 @@ msgid ""
"[code]\"QWERTY\"[/code] on unsupported platforms."
msgstr ""
"将当前拉丁键盘变体作为字符串返回。\n"
-"可能的返回值是: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/code], "
+"可能的返回值是:[code]\"QWERTY\"[/code],[code]\"AZERTY\"[/code],"
"[code]\"QZERTY\"[/code],[code]\"DVORAK\"[/code],[code]\"NEO\"[/code],"
"[code]\"COLEMAK\"[/code]或[code]\"错误ERROR\"[/code]。\n"
-"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。在不受支持的平台上返"
-"回 [code]\"QWERTY\"[/code] 。"
+"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。在不受支持的平台上返回 "
+"[code]\"QWERTY\"[/code] 。"
#: doc/classes/OS.xml
msgid ""
@@ -48648,8 +51235,8 @@ msgstr ""
"ISO_15924]文字代码 [/url],首字母大写。\n"
"[code]COUNTRY[/code] - 可选,2 个或 3 个字母 [url=https://en.wikipedia.org/"
"wiki/ISO_3166-1]国家地区代码[/url],大写。\n"
-"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。 变体可以有任意数量的"
-"带下划线的关键字。\n"
+"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。变体可以有任意数量的带"
+"下划线的关键字。\n"
"[code]extra[/code] - 可选,分号分隔的附加关键字列表。货币、日历、排序顺序和编"
"号系统信息。"
@@ -48664,8 +51251,8 @@ msgid ""
"about country code or variants. For example, for a French Canadian user with "
"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
msgstr ""
-"将主机操作系统区域设置的 2 或 3 个字母 [url=https://en.wikipedia.org/wiki/"
-"List_of_ISO_639-1_codes]语言代码[/url] 作为字符串返回,该字符串应在所有平台上"
+"将主机操作系统区域设置的 2 或 3 个字母的[url=https://en.wikipedia.org/wiki/"
+"List_of_ISO_639-1_codes]语言代码[/url]作为字符串返回,该字符串应在所有平台上"
"保持一致。这相当于提取 [method get_locale] 字符串的 [code]language[/code] 部"
"分。\n"
"当您不需要有关国家/地区代码或变体的附加信息时,这可用于将完全指定的区域设置字"
@@ -48688,7 +51275,7 @@ msgid ""
"[code]\"GenericDevice\"[/code] on unsupported platforms."
msgstr ""
"返回当前设备的模型名称。\n"
-"[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回"
+"[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回 "
"[code]\"GenericDevice\"[/code]。"
#: doc/classes/OS.xml
@@ -48698,10 +51285,9 @@ msgid ""
"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
"[code]\"X11\"[/code]."
msgstr ""
-"返回主机操作系统的名称。可能的值有: [code]\"Android\"[/code], "
-"[code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], "
-"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
-"[code]\"X11\"[/code]."
+"返回主机操作系统的名称。可能的值有:[code]\"Android\"[/code], [code]\"iOS\"[/"
+"code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], [code]\"Server\"[/"
+"code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], [code]\"X11\"[/code]."
#: doc/classes/OS.xml
msgid ""
@@ -48709,8 +51295,8 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will "
"soon be supported)."
msgstr ""
-"返回内部结构指针,以便在GDNative插件中使用。\n"
-"[b]注意:[/b]此方法在Linux和Windows上实现(其他操作系统将很快被支持)。"
+"返回内部结构指针,以便在 GDNative 插件中使用。\n"
+"[b]注意:[/b]这个方法在 Linux 和 Windows 上实现(其他操作系统将很快被支持)。"
#: doc/classes/OS.xml
msgid ""
@@ -48720,7 +51306,7 @@ msgid ""
msgstr ""
"以百分比形式返回设备中剩余的电池电量。如果电源状态未知,则返回 [code]-1[/"
"code]。\n"
-"[b]注意:[/b]该方法在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48730,7 +51316,7 @@ msgid ""
msgstr ""
"返回设备耗尽电池前几秒钟内剩余时间的估计值。如果电源状态未知,则返回 "
"[code]-1[/code]。\n"
-"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。"
+"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48738,8 +51324,8 @@ msgid ""
"[enum PowerState] constants.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
-"返回设备关于电池和电源的当前状态。请参阅 [enum PowerState] 常量。\n"
-"[b]注意:[/b]该方法在Linux、macOS和Windows上实现。"
+"返回设备关于电池和电源的当前状态。见 [enum PowerState] 常量。\n"
+"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -48748,11 +51334,28 @@ msgid ""
"Windows."
msgstr ""
"返回项目的进程 ID。\n"
-"[b]注意:[/b]此方法在Android、iOS、Linux、macOS和Windows上实现。"
+"[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。"
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+"返回主机的[i]逻辑[/i] CPU 核心数。对于启用了超线程的 CPU,这个数会比[i]物理[/"
+"i] CPU 核心数大。"
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
-msgstr "返回宿主机上可用的线程数。"
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
+msgstr ""
+"返回主机的 CPU 型号名称(例如“Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz”)。\n"
+"[b]注意:[/b]这个方法仅在 Windows、macOS、Linux 和 iOS 上实现。在 Android、"
+"HTML5 和 UWP 上,[method get_processor_name] 返回的是空字符串。"
#: doc/classes/OS.xml
msgid "Returns the window size including decorations like window borders."
@@ -48772,7 +51375,7 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of displays attached to the host machine."
-msgstr "返回连接到宿主机的显示器数量。"
+msgstr "返回连接到主机的显示器数量。"
#: doc/classes/OS.xml
msgid ""
@@ -48818,8 +51421,8 @@ msgid ""
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"返回最大的屏幕的缩放。\n"
-"[b]注:[/b] 在macOS上,如果系统中至少有一个hiDPI(Retina)屏幕,则返回值为"
-"[code]2.0[/code],其他情况为[code]1.0[/code]。\n"
+"[b]注意:[/b]在 macOS 上,如果系统中至少有一个 hiDPI(Retina)屏幕,则返回值"
+"为 [code]2.0[/code],其他情况为 [code]1.0[/code]。\n"
"[b]注意:[/b]此方法仅在macOS上实现。"
#: doc/classes/OS.xml
@@ -48833,6 +51436,34 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+"返回指定屏幕的当前刷新率。如果 [code]screen[/code] 为 [code]-1[/code](默认"
+"值),则会使用当前屏幕。\n"
+"[b]注意:[/b]如果 Godot 无法获取给定屏幕的刷新率,则会返回 [code]-1.0[/"
+"code]。在 HTML5 上,[method get_screen_refresh_rate] 总是返回 [code]-1.0[/"
+"code],因为在该平台上无法获取刷新率。\n"
+"要在该方法失败时回退至默认刷新率,请尝试:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -48881,10 +51512,10 @@ msgid ""
"differentiate between app specific and shared directories. Shared "
"directories have additional restrictions on Android."
msgstr ""
-"返回不同平台上常用文件夹的实际路径。可用的位置在[enum SystemDir]中指定。\n"
-"[b]注意:[/b] 这个方法在Android、Linux、macOS和Windows上实现。\n"
-"[b]注意:[/b] 共享存储在Android上实现,并允许区分应用程序特定目录和共享目录。"
-"共享目录在Android上有额外的限制。"
+"返回不同平台上常用文件夹的实际路径。可用的位置在 [enum SystemDir] 中指定。\n"
+"[b]注意:[/b]这个方法在 Android、Linux、macOS 和 Windows 上实现。\n"
+"[b]注意:[/b]共享存储在 Android 上实现,并允许区分应用程序特定目录和共享目"
+"录。共享目录在 Android 上有额外的限制。"
#: doc/classes/OS.xml
msgid "Returns the epoch time of the operating system in milliseconds."
@@ -48918,7 +51549,7 @@ msgid ""
"application restarts."
msgstr ""
"返回当前线程的 ID。这可用于日志,以简化多线程应用程序的调试。\n"
-"[b]注:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。"
+"[b]注意:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。"
#: doc/classes/OS.xml
msgid ""
@@ -48947,7 +51578,7 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current time zone as a dictionary with the keys: bias and name."
-msgstr "以字典形式返回当前时区,键为:bias和name。"
+msgstr "以字典形式返回当前时区,键为:bias 和 name。"
#: doc/classes/OS.xml
msgid ""
@@ -48962,12 +51593,11 @@ msgid ""
"implemented on those platforms yet."
msgstr ""
"返回设备所特有的字符串。\n"
-"[b]注意:[/b] 如果用户重新安装/升级其操作系统或更改其硬件,此字符串可能会在不"
+"[b]注意:[/b]如果用户重新安装/升级其操作系统或更改其硬件,此字符串可能会在不"
"通知的情况下更改。这意味着它通常不应用于加密持续数据,因为在意外的 ID 更改变"
"得无法访问之前保存的数据。返回的字符串也可能使用外部程序伪造,因此出于安全目"
"的,不要依赖 [method get_unique_id] 返回的字符串。\n"
-"[b]注意:[/b] 返回 HTML5 和 UWP 上的空字符串,因为此方法尚未在这些平台上实"
-"施。"
+"[b]注意:[/b]返回 HTML5 和 UWP 上的空字符串,因为此方法尚未在这些平台上实施。"
#: doc/classes/OS.xml
msgid ""
@@ -48980,8 +51610,8 @@ msgid ""
"decrease)."
msgstr ""
"以秒为单位返回当前的 UNIX 纪元时间戳。\n"
-"[b]重要:[/b] 这是用户可以手动设置的系统时钟。 [b]永远不要使用[/b]这种方法进"
-"行精确的时间计算,因为它的结果也会受到操作系统的自动调整。 [b]始终使用[/b] "
+"[b]重要:[/b]这是用户可以手动设置的系统时钟。[b]永远不要使用[/b]这种方法进行"
+"精确的时间计算,因为它的结果也会受到操作系统的自动调整。[b]始终使用[/b] "
"[method get_ticks_usec] 或 [method get_ticks_msec] 进行精确时间计算,因为它们"
"保证是单调的(即永不减少)。"
@@ -49076,7 +51706,7 @@ msgid ""
msgstr ""
"将带有文本“标签”的新项目添加到全局菜单。使用“_dock”菜单将项目添加到 macOS 停"
"靠栏图标菜单。\n"
-"[b]注:[/b]此方法在macOS上实现。"
+"[b]注意:[/b]此方法在 macOS 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49084,7 +51714,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"在项目之间添加一个分隔符。分隔符也占用一个索引。\n"
-"[b]注意:[/b] 这个方法在macOS上实现。"
+"[b]注意:[/b]这个方法在macOS上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49102,12 +51732,11 @@ msgid ""
msgstr ""
"将索引为 \"idx\" 的项目从全局菜单中移除。注意,在被删除的项目之后的项目的索引"
"将被移动1位。\n"
-"[b]注意:[/b] 这个方法在macOS上实现。"
+"[b]注意:[/b]这个方法在macOS上实现。"
#: doc/classes/OS.xml
-#, fuzzy
msgid "Returns [code]true[/code] if there is content on the clipboard."
-msgstr "如果文件当前被打开,返回[code]true[/code]。"
+msgstr "如果剪贴板上存在内容,则返回 [code]true[/code]。"
#: doc/classes/OS.xml
msgid ""
@@ -49117,7 +51746,7 @@ msgid ""
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
"如果名称为 [code]variable[/code] 的环境变量存在,则返回 [code]true[/code]。\n"
-"[b]注意:[/b] 仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 "
+"[b]注意:[/b]仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 "
"Windows 之外的所有平台上都区分大小写。"
#: doc/classes/OS.xml
@@ -49162,9 +51791,9 @@ msgid ""
"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
"instead."
msgstr ""
-"如果用于运行项目的Godot二进制文件是[i]debug[/i]导出,或在编辑器中运行时,返回"
-"[code]true[/code]。\n"
-"如果用于运行项目的Godot二进制文件是[i]release[/i]导出,则返回[code]false[/"
+"如果用于运行项目的Godot二进制文件是[i]debug[/i]导出,或在编辑器中运行时,返"
+"回 [code]true[/code]。\n"
+"如果用于运行项目的Godot二进制文件是[i]release[/i]导出,则返回 [code]false[/"
"code]。\n"
"要检查用于运行项目的Godot二进制文件是否是被导出版本(调试或发布),请使用"
"[code]OS.has_feature(\"standalone\")[/code]代替。"
@@ -49179,6 +51808,19 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+"如果该子进程 ID([code]pid[/code])仍在运行则返回 [code]true[/code],如果已经"
+"终止则返回 [code]false[/code]。\n"
+"必须是由 [method execute] 生成的有效 ID。\n"
+"[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。"
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr "如果输入的扫描码与 Unicode 字符对应,则返回 [code]true[/code]。"
@@ -49205,7 +51847,7 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the window should always be on top of other "
"windows."
-msgstr "如果该窗口应总是在其他窗口之上,则返回[code]true[/code]。"
+msgstr "如果该窗口应总是在其他窗口之上,则返回 [code]true[/code]。"
#: doc/classes/OS.xml
msgid ""
@@ -49213,8 +51855,8 @@ msgid ""
"[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
"will always return [code]true[/code]."
msgstr ""
-"如果窗口当前获得焦点,则返回[code]true[/code]。\n"
-"[b]注意:[/b] 只在桌面平台上实现。在其他平台上,它将总是返回[code]true[/"
+"如果窗口当前获得焦点,则返回 [code]true[/code]。\n"
+"[b]注意:[/b]只在桌面平台上实现。在其他平台上,它将总是返回 [code]true[/"
"code]。"
#: doc/classes/OS.xml
@@ -49223,7 +51865,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"返回活动键盘布局索引。\n"
-"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49249,17 +51891,17 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"返回位于[code]index[/code]位置的键盘布局的本地名称。\n"
-"[b]注意:[/b] 本方法可在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]本方法可在Linux、macOS和Windows上实现。"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Converts a physical (US QWERTY) [code]scancode[/code] to one in the active "
"keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
-"设置活动键盘布局。\n"
-"[b]注:[/b]此方法可在Linux、macOS和Windows上实现。"
+"将物理(美式 QWERTY)扫描码 [code]scancode[/code] 转换为当前活动键盘布局的扫"
+"描码。\n"
+"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49267,7 +51909,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"设置活动键盘布局。\n"
-"[b]注:[/b]此方法可在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49286,6 +51928,30 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+"将文件或目录移动到系统的回收站。另请参阅 [method Directory.remove].\n"
+"该方法仅支持全局路径,所以你可能需要使用 [method ProjectSettings."
+"globalize_path]。请勿将其用于 [code]res://[/code] 中的文件,因为在导出后的项"
+"目中是无法正常工作的。\n"
+"[b]注意:[/b]如果用户在系统中禁用了回收站,那么该文件会被永久删除。\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -49297,8 +51963,8 @@ msgid ""
"Returns [code]true[/code] if native video is playing.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
-"如果本地视频正在播放,返回[code]true[/code]。\n"
-"[b]注意:[/b] 这个方法只在iOS上实现。"
+"如果本地视频正在播放,返回 [code]true[/code]。\n"
+"[b]注意:[/b]这个方法只在 iOS 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49306,7 +51972,7 @@ msgid ""
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
"暂停本地视频播放。\n"
-"[b]注意:[/b] 这个方法只在iOS上实现。"
+"[b]注意:[/b]这个方法只在 iOS 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49315,7 +51981,7 @@ msgid ""
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
"以给定的音量、音频和字幕轨道播放来自指定路径的本地视频。\n"
-"[b]注意:[/b] 这个方法只在iOS上实现。"
+"[b]注意:[/b]这个方法只在 iOS 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49323,7 +51989,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
"停止本地视频播放。\n"
-"[b]注意:[/b] 这个方法在iOS上实现。"
+"[b]注意:[/b]这个方法在 iOS 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49331,7 +51997,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
"恢复本地视频播放。\n"
-"[b]注意:[/b] 这个方法在iOS上实现。"
+"[b]注意:[/b]这个方法在 iOS 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49346,8 +52012,8 @@ msgid ""
"Shows all resources in the game. Optionally, the list can be written to a "
"file by specifying a file path in [code]tofile[/code]."
msgstr ""
-"显示游戏中的所有资源。也可以通过在[code]tofile[/code]中指定文件路径将该列表写"
-"入文件。"
+"显示游戏中的所有资源。也可以通过在 [code]tofile[/code] 中指定文件路径将该列表"
+"写入文件。"
#: doc/classes/OS.xml
msgid "Shows the list of loaded textures sorted by size in memory."
@@ -49367,16 +52033,17 @@ msgid ""
"Windows or bounce the dock icon on OSX.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
-"要求用户注意该窗口。它会在Windows上闪烁任务栏按钮,或在OSX上弹出Dock图标。\n"
-"[b]注意:[/b] 这个方法在Linux、macOS和Windows上实现。"
+"要求用户注意该窗口。它会在 Windows 上闪烁任务栏按钮,或在 OSX 上让 Dock 图标"
+"弹跳。\n"
+"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
"At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
"to request permission for [code]RECORD_AUDIO[/code] on Android."
msgstr ""
-"目前,这个函数只被[code]AudioDriverOpenSL[/code]用来请求Android上"
-"[code]RECORD_AUDIO[/code]的权限。"
+"目前,这个函数只被 [code]AudioDriverOpenSL[/code] 用来请求 Android 上 "
+"[code]RECORD_AUDIO[/code] 的权限。"
#: doc/classes/OS.xml
msgid ""
@@ -49385,9 +52052,9 @@ msgid ""
"applications.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
-"通过这个功能,你可以申请危险的权限,因为在Android应用程序中,正常的权限会在安"
+"你可以通过这个函数申请危险的权限,因为在 Android 应用程序中,正常的权限会在安"
"装时自动授予。\n"
-"[b]注意:[/b] 此方法在Android上实现。"
+"[b]注意:[/b]这个方法在 Android 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49399,11 +52066,12 @@ msgid ""
"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
-"将环境变量[code]variable[/code]的值设置为[code]value[/code]。在运行[method "
-"set_environment]后,环境变量将被设置为Godot进程和任何用[method execute]执行的"
-"进程。环境变量将[i]不[/i]持续存在于Godot进程终止后运行的进程中。\n"
-"[b]注意:[/b] 仔细检查[code]variable[/code]的大小写。除Windows外,环境变量名"
-"称在所有平台上都是区分大小写的。"
+"将环境变量 [code]variable[/code] 的值设置为 [code]value[/code]。在运行 "
+"[method set_environment] 后,环境变量将被设置为 Godot 进程和任何用 [method "
+"execute] 执行的进程。环境变量[i]不会[/i]持续存在于 Godot 进程终止后运行的进程"
+"中。\n"
+"[b]注意:[/b]仔细检查 [code]variable[/code] 的大小写。除 Windows 外,环境变量"
+"名称在所有平台上都是区分大小写的。"
#: doc/classes/OS.xml
msgid ""
@@ -49433,15 +52101,15 @@ msgstr ""
"应用程序可以通过使用 [method get_ime_selection] 和 [method get_ime_text] 函数"
"来检索组合状态。\n"
"输入完成时提交完成的组合字符串。\n"
-"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。"
+"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
"Sets position of IME suggestion list popup (in window coordinates).\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
-"设置 IME 建议列表弹出窗口的位置(在窗口坐标中)。\n"
-"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。"
+"设置 IME 建议列表弹出窗口的位置(使用窗口坐标)。\n"
+"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49454,7 +52122,7 @@ msgstr ""
"使用多尺寸平台特定图标文件设置游戏的图标(在 Windows 上是 [code]*.ico[/"
"code],在 macOS 上是 [code]*.icns[/code])。\n"
"适当的大小子图标用于窗口标题、任务栏/程序坞和窗口选择对话框。\n"
-"[b]注意:[/b]此方法在 macOS 和 Windows 上实现。"
+"[b]注意:[/b]这个方法在 macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid "Sets the name of the current thread."
@@ -49462,7 +52130,7 @@ msgstr "设置当前线程的名称。"
#: doc/classes/OS.xml
msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
-msgstr "如果[code]enabled[/code]为[code]true[/code],则启用备份保存。"
+msgstr "如果 [code]enabled[/code] 为 [code]true[/code],则启用备份保存。"
#: doc/classes/OS.xml
msgid ""
@@ -49470,7 +52138,7 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"设置窗口是否应始终位于顶部。\n"
-"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。"
+"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49495,18 +52163,18 @@ msgstr ""
"设置窗口的一个接受鼠标事件的多边形区域。该区域外的鼠标事件将被传递出去。\n"
"传递一个空数组将禁用穿透支持(所有鼠标事件将被窗口拦截,这是默认行为)。\n"
"[codeblock]\n"
-"# 设置区域,使用Path2D节点。\n"
-"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points() )\n"
+"# 设置区域,使用 Path2D 节点。\n"
+"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n"
"\n"
-"# 设置区域,使用Polygon2D节点。\n"
+"# 设置区域,使用 Polygon2D 节点。\n"
"OS.set_window_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# 重置区域为默认值。\n"
-"OS.set_window_mouse_passthrough([] )\n"
+"OS.set_window_mouse_passthrough([])\n"
"[/codeblock]\n"
-"[b]注意:[/b]在Windows上,位于区域外的窗口部分不会被绘制,而在Linux和macOS上则"
-"会。\n"
-"[b]注意:[/b] 这个方法在Linux、macOS和Windows上实现。"
+"[b]注意:[/b]在 Windows 上,位于区域外的窗口部分不会被绘制,而在 Linux 和 "
+"macOS 上则会。\n"
+"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49518,7 +52186,7 @@ msgstr ""
"将窗口标题设置为指定的字符串。\n"
"[b]注意:[/b]应该偶尔使用,不要每帧都设置,因为这会对某些窗口管理器的性能产生"
"负面影响。\n"
-"[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。"
+"[b]注意:[/b]这个方法在 HTML5、Linux、macOS 和 Windows 上实现。"
#: doc/classes/OS.xml
msgid ""
@@ -49530,9 +52198,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -49545,11 +52213,11 @@ msgstr ""
"器打开 Godot 官方网站。\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮"
"件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定"
-"义的字段见 [url=https://blog.escapecreative.com/customizing-mailto-links/]自"
-"定义 [code]mailto:[/code] 链接[/url] 。\n"
+"义的字段见 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - "
+"[code]mailto[/code] URL 方案[/url]。\n"
"可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 "
"[code]user://[/code] 路径转换为本方法所使用的系统路径。\n"
-"[b]注意:[/b]本方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实"
+"[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实"
"现。"
#: doc/classes/OS.xml
@@ -49569,11 +52237,11 @@ msgstr ""
"测)。\n"
"需要把 [code]multiline[/code] 参数设置为 [code]true[/code] 才能输入多行文本,"
"如在 [TextEdit] 中。\n"
-"[b]注意:[/b]此方法在 Android、iOS 和 UWP 上实现。"
+"[b]注意:[/b]这个方法在 Android、iOS 和 UWP 上实现。"
#: doc/classes/OS.xml
msgid "The clipboard from the host OS. Might be unavailable on some platforms."
-msgstr "宿主操作系统的剪贴板。在某些平台上可能不可用。"
+msgstr "主机操作系统的剪贴板。在某些平台上可能不可用。"
#: doc/classes/OS.xml
msgid "The current screen index (starting from 0)."
@@ -49585,7 +52253,7 @@ msgid ""
"each frame, and attempts to compensate for random variation. This will only "
"operate on systems where V-Sync is active."
msgstr ""
-"如果 [code]true[/code],引擎会过滤每帧之间测量的时间增量,并尝试补偿随机变"
+"如果为 [code]true[/code],引擎会过滤每帧之间测量的时间增量,并尝试补偿随机变"
"化。这只会在垂直同步处于活动状态的系统上运行。"
#: doc/classes/OS.xml
@@ -49672,8 +52340,8 @@ msgid ""
"framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n"
"[b]Note:[/b] This property is only implemented on Windows."
msgstr ""
-"为 [code]true[/code] 时,如果 [code]vsync_enabled[/code] 为真,当操作系统的窗"
-"口合成器被启用并且游戏处于窗口模式时,将使用该合成器进行垂直同步。\n"
+"如果为 [code]true[/code] 且 [code]vsync_enabled[/code] 为真,当操作系统的窗口"
+"合成器被启用并且游戏处于窗口模式时,将使用该合成器进行垂直同步。\n"
"[b]注意:[/b]此选项是实验性的,旨在缓解某些用户遇到的卡顿。但是,一些用户在使"
"用时遇到了 Vsync 帧率减半,例如从 60 FPS 到 30 FPS。\n"
"[b]注意:[/b]此属性仅在 Windows 上实现。"
@@ -49881,34 +52549,34 @@ msgid ""
"- Linux: [code]X11::GLXContext[/code]\n"
"- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)"
msgstr ""
-"OpenGL上下文:\n"
+"OpenGL 上下文:\n"
"- Windows:[code]HGLRC[/code]\n"
"- Linux:[code]X11::GLXContext[/code]\n"
-"- MacOS:[code]NSOpenGLContext*[/code] (尚未实现)"
+"- MacOS:[code]NSOpenGLContext*[/code](尚未实现)"
#: doc/classes/OS.xml
msgid "Landscape screen orientation."
-msgstr "横向屏幕方向。"
+msgstr "横屏方向。"
#: doc/classes/OS.xml
msgid "Portrait screen orientation."
-msgstr "纵向屏幕方向。"
+msgstr "竖屏方向。"
#: doc/classes/OS.xml
msgid "Reverse landscape screen orientation."
-msgstr "反转横向屏幕方向。"
+msgstr "倒横屏方向。"
#: doc/classes/OS.xml
msgid "Reverse portrait screen orientation."
-msgstr "反转纵向屏幕方向。"
+msgstr "倒竖屏方向。"
#: doc/classes/OS.xml
msgid "Uses landscape or reverse landscape based on the hardware sensor."
-msgstr "根据硬件传感器使用横向或反向横向。"
+msgstr "根据硬件传感器使用横屏或倒横屏方向。"
#: doc/classes/OS.xml
msgid "Uses portrait or reverse portrait based on the hardware sensor."
-msgstr "根据硬件传感器使用纵向或反向纵向。"
+msgstr "根据硬件传感器使用竖屏或倒竖屏。"
#: doc/classes/OS.xml
msgid "Uses most suitable orientation based on the hardware sensor."
@@ -49972,7 +52640,7 @@ msgstr "[PackedDataContainer] 的引用版本。"
#: doc/classes/PackedScene.xml
msgid "An abstraction of a serialized scene."
-msgstr "一个序列化场景的抽象。"
+msgstr "对序列化场景的抽象。"
#: doc/classes/PackedScene.xml
msgid ""
@@ -50100,7 +52768,7 @@ msgstr ""
#: doc/classes/PackedScene.xml
msgid "If passed to [method instance], blocks edits to the scene state."
-msgstr "如果传递给[method instance],则阻止对场景状态的编辑。"
+msgstr "如果传递给 [method instance],则阻止对场景状态的编辑。"
#: doc/classes/PackedScene.xml
msgid ""
@@ -50108,8 +52776,8 @@ msgid ""
"scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
-"如果传递给[method instance],则向本地场景提供本地场景资源。\n"
-"[b]注意:[/b] 只在编辑器构建中可用。"
+"如果传递给 [method instance],则向本地场景提供本地场景资源。\n"
+"[b]注意:[/b]只在编辑器构建中可用。"
#: doc/classes/PackedScene.xml
msgid ""
@@ -50117,9 +52785,9 @@ msgid ""
"scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
-"如果传递给[method instance],向本地场景提供本地场景资源。只有主场景应该接收主"
-"编辑状态。\n"
-"[b]注意:[/b] 只在编辑器构建中可用。"
+"如果传递给 [method instance],向本地场景提供本地场景资源。只有主场景应该接收"
+"主编辑状态。\n"
+"[b]注意:[/b]仅在编辑器构建中可用。"
#: doc/classes/PackedScene.xml
msgid ""
@@ -50131,6 +52799,17 @@ msgstr ""
"化的情况。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+"[b]注意:[/b]这个类仅在编辑器构建中编译。运行时 glTF 的加载与保存功能在导出后"
+"的项目中[i]不可用[/i]。脚本中对 [PackedSceneGLTF] 的引用在导出后的项目中会导"
+"致错误。"
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr "基于包的协议的抽象和基类。"
@@ -50143,9 +52822,9 @@ msgid ""
"without having to encode data as low-level bytes or having to worry about "
"network ordering."
msgstr ""
-"PacketPeer是基于数据包的协议(如UDP)的抽象和基类。它提供了一个API,用于发送"
-"和接收作为原始数据或变量的数据包。这使得通过协议传输数据变得很容易,而不必将"
-"数据编码为低级字节或担心网络顺序。"
+"PacketPeer 是基于数据包的协议(如 UDP)的抽象和基类。它提供了一个 API,用于发"
+"送和接收作为原始数据或变量的数据包。这使得通过协议传输数据变得很容易,而不必"
+"将数据编码为低级字节或担心网络顺序。"
#: doc/classes/PacketPeer.xml
msgid "Returns the number of packets currently available in the ring-buffer."
@@ -50160,7 +52839,8 @@ msgid ""
"Returns the error state of the last packet received (via [method get_packet] "
"and [method get_var])."
msgstr ""
-"返回最后接收的数据包的错误状态(通过[method get_packet]和[method get_var])。"
+"返回最后接收的数据包的错误状态(通过 [method get_packet] 和 [method "
+"get_var])。"
#: doc/classes/PacketPeer.xml
msgid ""
@@ -50170,8 +52850,8 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"获取一个变量。如果[code]allow_objects[/code] 或 [member "
-"allow_object_decoding]为[code]true[/code],则允许对对象进行解码。\n"
+"获取一个变量。如果 [code]allow_objects[/code] 或 [member "
+"allow_object_decoding] 为 [code]true[/code],则允许对对象进行解码。\n"
"[b]警告:[/b]反序列化对象可能包含执行的代码。如果序列化对象来自不受信任的源,"
"请不要使用此选项,以避免潜在的安全威胁,如远程代码执行。"
@@ -50185,9 +52865,9 @@ msgid ""
"allow_object_decoding]) is [code]true[/code], encoding objects is allowed "
"(and can potentially include code)."
msgstr ""
-"将[Variant]作为数据包发送。如果[code]full_objects[/code] 或 [member "
-"allow_object_decoding]为[code]true[/code],则允许对对象进行编码(并且可能包含"
-"代码)。"
+"将 [Variant] 作为数据包发送。如果 [code]full_objects[/code] 或 [member "
+"allow_object_decoding] 为 [code]true[/code],则允许对对象进行编码(并且可能包"
+"含代码)。"
#: doc/classes/PacketPeer.xml
msgid ""
@@ -50199,12 +52879,12 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"[i]已废弃。[/i] 你应该使用 [code]get_var[/code] 和 [code]put_var[/code] 参数"
-"来代替它。\n"
-"如果[code]true[/code],多人游戏API将允许在RPC/RSETs期间对对象进行编码和解"
-"码。\n"
-"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受"
-"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
+"[i]已废弃。[/i]你应该使用 [code]get_var[/code] 和 [code]put_var[/code] 参数来"
+"代替它。\n"
+"如果为 [code]true[/code],多人游戏 API 将允许在 RPC/RSET 期间对对象进行编码和"
+"解码。\n"
+"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信"
+"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
#: doc/classes/PacketPeer.xml
msgid ""
@@ -50216,14 +52896,15 @@ msgid ""
"[code]encode_buffer_max_size[/code], the method will error out with "
"[constant ERR_OUT_OF_MEMORY]."
msgstr ""
-"编码[Variant]时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n"
-"[method put_var]方法在堆栈上分配内存,使用的缓冲区将自动增长到最接近的二次"
-"方,以匹配[Variant]的大小。如果[Variant]大于 [code]encode_buffer_max_size[/"
-"code],则该方法将以[constant ERR_OUT_OF_MEMORY]出错。"
+"编码 [Variant] 时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n"
+"[method put_var] 方法在堆栈上分配内存,使用的缓冲区将自动增长到最接近的二次"
+"方,以匹配 [Variant] 的大小。如果 [Variant] 大于 "
+"[code]encode_buffer_max_size[/code],则该方法将以 [constant "
+"ERR_OUT_OF_MEMORY] 出错。"
#: doc/classes/PacketPeerDTLS.xml
msgid "DTLS packet peer."
-msgstr "DTLS数据包客户端。"
+msgstr "DTLS 数据包客户端。"
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -50234,11 +52915,11 @@ msgid ""
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
-"这个类表示DTLS对等连接。它可以用来连接到DTLS服务器,由[method DTLSServer."
-"take_connection]返回。\n"
-"[b]警告:[/b]当前不支持SSL/TLS证书撤销和证书固定。只要撤销的证书在其他情况下是"
-"有效的,都将被接受。如果这是一个问题,您可能希望使用具有短有效期的自动管理证"
-"书。"
+"这个类表示 DTLS 对等连接。它可以用来连接到 DTLS 服务器,由 [method "
+"DTLSServer.take_connection] 返回。\n"
+"[b]警告:[/b]当前不支持 SSL/TLS 证书撤销和证书固定。只要撤销的证书在其他情况"
+"下是有效的,都将被接受。如果这是一个问题,您可能希望使用具有短有效期的自动管"
+"理证书。"
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -50250,19 +52931,19 @@ msgid ""
"argument. You can specify a custom [X509Certificate] to use for validation "
"via the [code]valid_certificate[/code] argument."
msgstr ""
-"使用必须连接的底层[PacketPeerUDP](见[method PacketPeerUDP.connect_to_host])"
-"连接一个[code]peer[/code],开始DTLS握手过程。如果[code]validate_certs[/code]"
-"是[code]true[/code],[PacketPeerDTLS]将验证远程对等体提交的证书并与"
-"[code]for_hostname[/code]参数匹配。你可以通过[code]valid_certificate[/code]参"
-"数指定一个自定义的[X509Certificate]来进行验证。"
+"使用必须连接的底层 [PacketPeerUDP](见 [method PacketPeerUDP."
+"connect_to_host])连接一个 [code]peer[/code],开始 DTLS 握手过程。如果 "
+"[code]validate_certs[/code] 为 [code]true[/code],[PacketPeerDTLS] 将验证远程"
+"对等体提交的证书并与 [code]for_hostname[/code] 参数匹配。你可以通过 "
+"[code]valid_certificate[/code] 参数指定用于验证的自定义 [X509Certificate]。"
#: doc/classes/PacketPeerDTLS.xml
msgid "Disconnects this peer, terminating the DTLS session."
-msgstr "断开此对等体的连接,终止DTLS会话。"
+msgstr "断开此对等体的连接,终止 DTLS 会话。"
#: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml
msgid "Returns the status of the connection. See [enum Status] for values."
-msgstr "返回连接的状态。有关值,请参阅[enum Status]。"
+msgstr "返回连接的状态。取值见 [enum Status]。"
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -50273,32 +52954,32 @@ msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
-msgstr "表示已断开连接的[PacketPeerDTLS]的状态。"
+msgstr "表示已断开连接的 [PacketPeerDTLS] 的状态。"
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"A status representing a [PacketPeerDTLS] that is currently performing the "
"handshake with a remote peer."
-msgstr "表示当前正在与远程对等方进行握手的[PacketPeerDTLS]的状态。"
+msgstr "表示当前正在与远程对等方进行握手的 [PacketPeerDTLS] 的状态。"
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
-msgstr "表示连接到远程对等方的[PacketPeerDTLS]的状态。"
+msgstr "表示连接到远程对等方的 [PacketPeerDTLS] 的状态。"
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] in a generic error state."
-msgstr "表示处于一般错误状态的[PacketPeerDTLS]的状态。"
+msgstr "表示处于一般错误状态的 [PacketPeerDTLS] 的状态。"
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"An error status that shows a mismatch in the DTLS certificate domain "
"presented by the host and the domain requested for validation."
-msgstr "显示主机提供的DTLS证书域与请求验证的域不匹配的错误状态。"
+msgstr "显示主机提供的 DTLS 证书域与请求验证的域不匹配的错误状态。"
#: doc/classes/PacketPeerStream.xml
msgid "Wrapper to use a PacketPeer over a StreamPeer."
-msgstr "在StreamPeer上使用PacketPeer的包装器。"
+msgstr "在 StreamPeer 上使用 PacketPeer 的包装器。"
#: doc/classes/PacketPeerStream.xml
msgid ""
@@ -50307,26 +52988,26 @@ msgid ""
"implements a custom protocol over the StreamPeer, so the user should not "
"read or write to the wrapped StreamPeer directly."
msgstr ""
-"PacketStreamPeer提供了一个包装器,用于在流上使用数据包工作。这允许在"
-"StreamPeer上使用基于数据包的代码。PacketPeerStream在StreamPeer上实现了一个自"
-"定义的协议,所以用户不应该直接读或写到被包装的StreamPeer上。"
+"PacketStreamPeer 提供了一个包装器,用于在流上使用数据包工作。这允许在 "
+"StreamPeer 上使用基于数据包的代码。PacketPeerStream 在 StreamPeer 上实现了一"
+"个自定义的协议,所以用户不应该直接读或写到被包装的 StreamPeer 上。"
#: doc/classes/PacketPeerStream.xml
msgid "The wrapped [StreamPeer] object."
-msgstr "被·包装的[StreamPeer]对象。"
+msgstr "被包装的 [StreamPeer] 对象。"
#: doc/classes/PacketPeerUDP.xml
msgid "UDP packet peer."
-msgstr "UDP数据包客户端。"
+msgstr "UDP 数据包客户端。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s."
-msgstr "UDP数据包对等体。可以用来发送原始的UDP数据包以及[Variant]。"
+msgstr "UDP 数据包对等体。可以用来发送原始的 UDP 数据包以及 [Variant]。"
#: doc/classes/PacketPeerUDP.xml
msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on."
-msgstr "关闭[PacketPeerUDP]当前正在侦听的UDP套接字。"
+msgstr "关闭 [PacketPeerUDP] 当前正在侦听的 UDP 套接字。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -50343,41 +53024,41 @@ msgid ""
"technique like SSL or DTLS if you feel like your application is transferring "
"sensitive information."
msgstr ""
-"调用此方法将UDP对等体连接到给定的[code]host[/code]/[code]port[/code]对。UDP实"
-"际上是无连接的,所以这个选项只意味着来自不同地址的入包被自动丢弃,而出包总是"
-"被发送到连接的地址(不允许将来调用[method set_dest_address])。该方法不向远程对"
-"等体发送任何数据,要发送数据,请使用[method PacketPeer.put_var]或[method "
-"PacketPeer.put_packet]。参见[UDPServer]。\n"
-"[b]注意:[/b]连接到远程对等体并不能防止IP欺骗等恶意攻击。如果您觉得您的应用程"
-"序正在传输敏感信息,可以考虑使用SSL或DTLS等加密技术。"
+"调用此方法将 UDP 对等体连接到给定的 [code]host[/code]/[code]port[/code] 对。"
+"UDP 实际上是无连接的,所以这个选项只意味着来自不同地址的入包被自动丢弃,而出"
+"包总是被发送到连接的地址(不允许将来调用 [method set_dest_address])。该方法"
+"不向远程对等体发送任何数据,要发送数据,请使用 [method PacketPeer.put_var] "
+"或 [method PacketPeer.put_packet]。另请参阅 [UDPServer]。\n"
+"[b]注意:[/b]连接到远程对等体并不能防止 IP 欺骗等恶意攻击。如果您觉得您的应用"
+"程序正在传输敏感信息,可以考虑使用 SSL 或 DTL S等加密技术。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns the IP of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
-"返回发送最后一个数据包(通过[method PacketPeer.get_packet]或[method "
-"PacketPeer.get_var]接收)的远程对等体的IP。"
+"返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method "
+"PacketPeer.get_var] 接收)的远程对等体的 IP。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns the port of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
-"返回发送最后一个数据包(通过[method PacketPeer.get_packet]或[method "
-"PacketPeer.get_var]接收)的远程对等方的端口。"
+"返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method "
+"PacketPeer.get_var] 接收)的远程对等方的端口。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns [code]true[/code] if the UDP socket is open and has been connected "
"to a remote address. See [method connect_to_host]."
msgstr ""
-"如果UDP套接字已打开并已连接到远程地址,则返回[code]true[/code]。请参阅"
+"如果 UDP 套接字已打开并已连接到远程地址,则返回 [code]true[/code]。见 "
"[method connect_to_host]。"
#: doc/classes/PacketPeerUDP.xml
msgid "Returns whether this [PacketPeerUDP] is listening."
-msgstr "返回这个[PacketPeerUDP]是否正在监听。"
+msgstr "返回这个 [PacketPeerUDP] 是否正在监听。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -50400,8 +53081,8 @@ msgid ""
"Removes the interface identified by [code]interface_name[/code] from the "
"multicast group specified by [code]multicast_address[/code]."
msgstr ""
-"从[code]multicast_address[/code]指定的组播组中移除[code]interface_name[/code]"
-"标识的接口。"
+"从 [code]multicast_address[/code] 指定的组播组中移除 [code]interface_name[/"
+"code] 标识的接口。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -50417,15 +53098,16 @@ msgid ""
"only listen on the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
-"使这个[PacketPeerUDP]在与[code]bind_address[/code]绑定的[code]端口[/code]上监"
-"听,缓冲区大小为[code]recv_buf_size[/code]。\n"
-"如果[code]bind_address[/code]被设置为[code]\"*\"[/code](默认),对等体将监听"
-"所有可用地址(包括IPv4和IPv6)。\n"
-"如果[code]bind_address[/code]被设置为[code]\"0.0.0.0\"[/code](对于IPv4)或"
-"[code]\":\"[/code](对于IPv6),对等体将监听所有符合该IP类型的可用地址。\n"
-"如果[code]bind_address[/code]被设置为任何有效的地址(例如"
-"[code]\"192.168.1.101\"[/code],[code]\":1\"[/code]等),对等体将只监听具有该"
-"地址的接口(如果不存在具有该地址的接口,则失败)。"
+"使这个 [PacketPeerUDP] 在与 [code]bind_address[/code] 绑定的端口 [code]port[/"
+"code] 上监听,缓冲区大小为 [code]recv_buf_size[/code]。\n"
+"如果 [code]bind_address[/code] 被设置为 [code]\"*\"[/code](默认),对等体将"
+"监听所有可用地址(包括 IPv4 和 IPv6)。\n"
+"如果 [code]bind_address[/code] 被设置为 [code]\"0.0.0.0\"[/code](对于 IPv4)"
+"或 [code]\":\"[/code](对于 IPv6),对等体将监听所有符合该 IP 类型的可用地"
+"址。\n"
+"如果 [code]bind_address[/code] 被设置为任何有效的地址(例如 "
+"[code]\"192.168.1.101\"[/code]、[code]\":1\"[/code] 等),对等体将只监听具有"
+"该地址的接口(如果不存在具有该地址的接口,则失败)。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -50449,9 +53131,9 @@ msgid ""
"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
msgstr ""
-"设置发送数据包和变量的目标地址和端口。如果需要,将使用DNS解析一个主机名。\n"
+"设置发送数据包和变量的目标地址和端口。如果需要,将使用 DNS 解析主机名。\n"
"[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之"
-"前,必须启用[method set_broadcast_enabled]。"
+"前,必须启用 [method set_broadcast_enabled]。"
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -50471,15 +53153,15 @@ msgid ""
" return\n"
"[/codeblock]"
msgstr ""
-"等待数据包到达侦听端口。参见[method listen]。\n"
-"[b]注意:[/b][method wait]一旦被调用就不能被中断。这可以通过允许另一方发送一"
+"等待数据包到达侦听端口。见 [method listen]。\n"
+"[b]注意:[/b][method wait] 一旦被调用就不能被中断。这可以通过允许另一方发送一"
"个特定的“death pill”包来解决,如下所示:\n"
"[codeblock]\n"
-"# Server\n"
+"# 服务器\n"
"socket.set_dest_address(\"127.0.0.1\", 789)\n"
"socket.put_packet(\"Time to stop\".to_ascii())\n"
"\n"
-"# Client\n"
+"# 客户的\n"
"while socket.wait() == OK:\n"
" var data = socket.get_packet().get_string_from_ascii()\n"
" if data == \"Time to stop\":\n"
@@ -50488,23 +53170,23 @@ msgstr ""
#: doc/classes/Panel.xml
msgid "Provides an opaque background for [Control] children."
-msgstr "为[Control]子控件提供不透明的背景。"
+msgstr "为 [Control] 子控件提供不透明的背景。"
#: doc/classes/Panel.xml
msgid ""
"Panel is a [Control] that displays an opaque background. It's commonly used "
"as a parent and container for other types of [Control] nodes."
msgstr ""
-"面板是一个显示不透明背景的[Control]。它通常用作其他类型的[Control]节点的父节"
-"点和容器。"
+"面板是一个显示不透明背景的 [Control]。它通常用作其他类型的 [Control] 节点的父"
+"节点和容器。"
#: doc/classes/Panel.xml
msgid "2D Finite State Machine Demo"
-msgstr ""
+msgstr "2D 有限状态机演示"
#: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml
msgid "3D Inverse Kinematics Demo"
-msgstr ""
+msgstr "3D 逆运动学演示"
#: doc/classes/Panel.xml
msgid "The style of this [Panel]."
@@ -50591,8 +53273,8 @@ msgid ""
"limit, the background will stop scrolling. Must be lower than [member "
"scroll_limit_end] to work."
msgstr ""
-"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于[member "
-"scroll_limit_end]才能工作。"
+"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于 [member "
+"scroll_limit_end] 才能工作。"
#: doc/classes/ParallaxBackground.xml
msgid ""
@@ -50600,8 +53282,8 @@ msgid ""
"limit, the background will stop scrolling. Must be higher than [member "
"scroll_limit_begin] to work."
msgstr ""
-"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于[member "
-"scroll_limit_begin]才能工作。"
+"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于 [member "
+"scroll_limit_begin] 才能工作。"
#: doc/classes/ParallaxBackground.xml
msgid ""
@@ -50609,8 +53291,8 @@ msgid ""
"[Camera2D], but can be used to manually manage scrolling when no camera is "
"present."
msgstr ""
-"视差背景的滚动值。使用[Camera2D]时自动计算,但可用于手动管理无摄像头时的滚"
-"动。"
+"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无摄像机时"
+"的滚动。"
#: doc/classes/ParallaxLayer.xml
msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
@@ -50628,7 +53310,7 @@ msgstr ""
"ParallaxLayer 必须是 [ParallaxBackground] 节点的子节点。每个 ParallaxLayer 都"
"可以设置为相对于相机移动或 [member ParallaxBackground.scroll_offset] 值。\n"
"该节点的子节点将受其滚动偏移量的影响。\n"
-"[b]注意:[/b] 当该节点进入场景后,对其位置和比例的任何改变都将被忽略。"
+"[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。"
#: doc/classes/ParallaxLayer.xml
msgid ""
@@ -50636,26 +53318,26 @@ msgid ""
"scrolling background. If an axis is set to [code]0[/code], the [Texture] "
"will not be mirrored."
msgstr ""
-"视差图层的[Texture]镜像。用于创建无限滚动的背景。如果一个轴被设置为[code]0[/"
-"code], [Texture]将不会被镜像。"
+"视差图层的 [Texture] 镜像。用于创建无限滚动的背景。如果某个轴被设置为 "
+"[code]0[/code],[Texture] 将不会被镜像。"
#: doc/classes/ParallaxLayer.xml
msgid ""
"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
"[member ParallaxBackground.scroll_offset]."
msgstr ""
-"ParallaxLayer相对于父ParallaxBackground的偏移量[member ParallaxBackground."
-"scroll_offset]。"
+"该 ParallaxLayer 的偏移量,相对于父 ParallaxBackground 的 [member "
+"ParallaxBackground.scroll_offset]。"
#: doc/classes/ParallaxLayer.xml
msgid ""
"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
"it will not scroll."
-msgstr "复制视差图层的运动。如果一个轴被设置为[code]0[/code],它将不会滚动。"
+msgstr "复制视差图层的运动。如果一个轴被设置为 [code]0[/code],它将不会滚动。"
#: doc/classes/Particles.xml
msgid "GPU-based 3D particle emitter."
-msgstr "基于GPU的3D粒子发射器。"
+msgstr "基于 GPU 的 3D 粒子发射器。"
#: doc/classes/Particles.xml
msgid ""
@@ -50697,7 +53379,7 @@ msgstr ""
#: doc/classes/Particles.xml
msgid "Controlling thousands of fish with Particles"
-msgstr ""
+msgstr "用粒子控制数千条鱼"
#: doc/classes/Particles.xml
msgid ""
@@ -50719,36 +53401,36 @@ msgstr "设置在索引 [code]pass[/code] 处绘制的 [Mesh] 。"
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the first draw pass."
-msgstr "第一次抽取的[Mesh]。"
+msgstr "第一绘制阶段所绘制的 [Mesh]。"
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the second draw pass."
-msgstr "[Mesh]在第二次抽取时被抽出的。"
+msgstr "第二绘制阶段所绘制的 [Mesh]。"
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the third draw pass."
-msgstr "[Mesh]这是为第三次抽取所抽出的。"
+msgstr "第三绘制阶段所绘制的 [Mesh]。"
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the fourth draw pass."
-msgstr "[Mesh]这是为第四次抽取所抽出的。"
+msgstr "第四绘制阶段所绘制的 [Mesh]。"
#: doc/classes/Particles.xml
msgid "The number of draw passes when rendering particles."
-msgstr "渲染粒子时的绘制次数。"
+msgstr "渲染粒子时的绘制阶段数。"
#: doc/classes/Particles.xml
msgid ""
"Time ratio between each emission. If [code]0[/code], particles are emitted "
"continuously. If [code]1[/code], all particles are emitted simultaneously."
msgstr ""
-"每次发射之间的时间比。如果[code]0[/code],粒子是连续发射的。如果[code]1[/"
-"code],所有的粒子都同时发射。"
+"每次发射之间的时间比。如果为 [code]0[/code],则粒子是连续发射的。如果为 "
+"[code]1[/code],则所有的粒子都同时发射。"
#: doc/classes/Particles.xml
msgid ""
"If [code]true[/code], only [code]amount[/code] particles will be emitted."
-msgstr "如果[code]true[/code],将只发出[code]amount[/code]粒子。"
+msgstr "如果为 [code]true[/code],将只发出 [code]amount[/code] 数量的粒子。"
#: doc/classes/Particles.xml
msgid ""
@@ -50773,7 +53455,7 @@ msgstr "发出随机率。"
msgid ""
"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
"particles."
-msgstr "速度缩放比。一个[code]0[/code]的值可以用来暂停粒子。"
+msgstr "速度缩放比。值为 [code]0[/code] 时可暂停粒子。"
#: doc/classes/Particles.xml
msgid ""
@@ -50787,18 +53469,18 @@ msgid ""
"when particles are off-screen."
msgstr ""
"[AABB] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n"
-"如果在节点进入/退出屏幕时粒子突然出现/消失,则增大框。 [AABB] 可以通过代码或"
-"使用 [b]Particles → Generate AABB[/b] 编辑器工具生成。\n"
-"[b]注意:[/b] 如果使用中的 [ParticlesMaterial] 配置为投射阴影,您可能需要放大"
+"如果在节点进入/退出屏幕时粒子突然出现/消失,则增大框。[AABB] 可以通过代码或使"
+"用 [b]Particles → Generate AABB[/b] 编辑器工具生成。\n"
+"[b]注意:[/b]如果使用中的 [ParticlesMaterial] 配置为投射阴影,您可能需要放大"
"此 AABB 以确保在粒子离屏时更新阴影。"
#: doc/classes/Particles.xml
msgid "Maximum number of draw passes supported."
-msgstr "支持的最大抽取次数。"
+msgstr "支持的最大绘制阶段数。"
#: doc/classes/Particles2D.xml
msgid "GPU-based 2D particle emitter."
-msgstr "基于GPU的2D粒子发射器。"
+msgstr "基于 GPU 的 2D 粒子发射器。"
#: doc/classes/Particles2D.xml
msgid ""
@@ -50825,7 +53507,7 @@ msgid ""
"[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the "
"texture region defined in [AtlasTexture]s."
msgstr ""
-"用于创建各种粒子系统和效果的 2D 粒子节点。 [Particles2D] 具有一个发射器,可以"
+"用于创建各种粒子系统和效果的 2D 粒子节点。[Particles2D] 具有一个发射器,可以"
"以给定的速率生成一定数量的粒子。\n"
"使用 [code]process_material[/code] 属性添加 [ParticlesMaterial] 以配置粒子外"
"观和行为。或者,您可以添加将应用于所有粒子的 [ShaderMaterial]。\n"
@@ -50844,7 +53526,7 @@ msgstr ""
#: doc/classes/Particles2D.xml
msgid "Particle systems (2D)"
-msgstr ""
+msgstr "粒子系统(2D)"
#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
@@ -50863,7 +53545,7 @@ msgid ""
"→ Generate Visibility Rect[/b] editor tool."
msgstr ""
"[Rect2] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n"
-"如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。 [Rect2] 可以通过代码"
+"如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。[Rect2] 可以通过代码"
"或使用 [b]Particles → Generate Visibility Rect[/b] 编辑器工具生成。"
#: doc/classes/ParticlesMaterial.xml
@@ -50885,18 +53567,18 @@ msgid ""
"ratio of [code]0.4[/code] would scale the original property between "
"[code]0.4-1.0[/code] of its original value."
msgstr ""
-"ParticlesMaterial定义了粒子的属性和行为。它可用于[Particles]和[Particles2D]发"
-"射器节点的[code]process_material[/code]中。\n"
-"这个材质的一些属性在发射时被应用到每个粒子上,而其他属性可以应用"
-"[CurveTexture]来在粒子的生命周期中改变数值。\n"
-"当随机性比率被应用到一个属性时,用来以一个随机量来扩展该属性。随机率用来在"
-"[code]1.0[/code]和一个小于1的随机数之间插值,结果乘以属性,得到随机的属性。例"
-"如,一个[code]0.4[/code]的随机比率将在[code]0.4-1.0[/code]之间缩放原始属性的"
-"原值。"
+"ParticlesMaterial 定义了粒子的属性和行为。它可用于 [Particles] 和 "
+"[Particles2D] 发射器节点的 [code]process_material[/code]中。\n"
+"这个材质的一些属性在发射时被应用到每个粒子上,而其他属性可以应用 "
+"[CurveTexture] 来在粒子的生命周期中改变数值。\n"
+"当随机性比率被应用到一个属性时,用来以一个随机量来扩展该属性。随机率用来在 "
+"[code]1.0[/code] 和一个小于 1 的随机数之间插值,结果乘以属性,得到随机的属"
+"性。例如,一个 [code]0.4[/code] 的随机比率将在 [code]0.4-1.0[/code] 之间缩放"
+"原始属性的原值。"
#: doc/classes/ParticlesMaterial.xml
msgid "Returns [code]true[/code] if the specified flag is enabled."
-msgstr "如果指定的Flag被启用,返回[code]true[/code]。"
+msgstr "如果指定的Flag被启用,返回 [code]true[/code]。"
#: doc/classes/ParticlesMaterial.xml
msgid "Returns the randomness ratio associated with the specified parameter."
@@ -50910,15 +53592,15 @@ msgstr "返回指定参数使用的 [Texture]。"
msgid ""
"If [code]true[/code], enables the specified flag. See [enum Flags] for "
"options."
-msgstr "如果[code]true[/code],启用指定的Flag。选项请参阅[enum Flags]。"
+msgstr "如果为 [code]true[/code],启用指定的标志。选项请参阅 [enum Flags]。"
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the specified [enum Parameter]."
-msgstr "设置指定的[enum Parameter]。"
+msgstr "设置指定的 [enum Parameter]。"
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the randomness ratio for the specified [enum Parameter]."
-msgstr "为指定的[enum Parameter]设置随机比率。"
+msgstr "为指定的 [enum Parameter] 设置随机比率。"
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the [Texture] for the specified [enum Parameter]."
@@ -50938,7 +53620,7 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's rotation will be animated along this [CurveTexture]."
-msgstr "每个粒子的旋转将沿着这个[CurveTexture]动画。"
+msgstr "每个粒子的旋转将沿着这个 [CurveTexture] 动画。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -50955,15 +53637,15 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's angular velocity will vary along this [CurveTexture]."
-msgstr "每个粒子的角速度将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的角速度将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's animation offset will vary along this [CurveTexture]."
-msgstr "每个粒子的动画偏移将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的动画偏移将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's animation speed will vary along this [CurveTexture]."
-msgstr "每个粒子的动画速度将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的动画速度将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -50978,22 +53660,23 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Damping will vary along this [CurveTexture]."
-msgstr "阻尼将沿着这个[CurveTexture]变化。"
+msgstr "阻尼将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The box's extents if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
-"[code]emission_shape[/code]设置为[constant EMISSION_SHAPE_BOX]时,Box的范围。"
+"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_BOX] 时,该 Box "
+"的范围。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particle color will be modulated by color determined by sampling this "
"texture at the same point as the [member emission_point_texture]."
msgstr ""
-"粒子颜色将由颜色调制,颜色由采样纹理在与[member emission_point_texture]相同的"
-"点决定。"
+"粒子颜色将由颜色调制,颜色由采样纹理在与 [member emission_point_texture] 相同"
+"的点决定。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -51014,8 +53697,8 @@ msgid ""
"[constant EMISSION_SHAPE_POINTS] or [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
-"[code]emission_shape[/code]设置为[constant EMISSION_SHAPE_POINTS]或[constant "
-"EMISSION_SHAPE_DIRECTED_POINTS],时的释放粒子数。"
+"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_POINTS] 或 "
+"[constant EMISSION_SHAPE_DIRECTED_POINTS] 时,发射点的数量。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -51070,12 +53753,12 @@ msgstr "沿 Y 轴的 [member spread] 量。"
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's hue will vary along this [CurveTexture]."
-msgstr "每个粒子的色调将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的色调将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's linear acceleration will vary along this [CurveTexture]."
-msgstr "每个粒子的线性加速度将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的线性加速度将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -51089,37 +53772,37 @@ msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
-msgstr "每个粒子的轨道速度将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的轨道速度将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's radial acceleration will vary along this [CurveTexture]."
-msgstr "每个粒子的径向加速度将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的径向加速度将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's scale will vary along this [CurveTexture]."
-msgstr "每个粒子的比例将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的比例将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
-msgstr "每个粒子的切向加速度将沿着这个[CurveTexture]变化。"
+msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid "Trail particles' color will vary along this [GradientTexture]."
-msgstr "轨迹粒子的颜色将沿着这个[GradientTexture]变化。"
+msgstr "轨迹粒子的颜色将沿着这个 [GradientTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] "
"particles. The remaining particles will be used as trail(s)."
msgstr ""
-"发射器将发射[code]amount[/code]除以[code]trail_visor[/code]的粒子。剩下的粒子"
-"将作为轨迹使用。"
+"发射器将发射 [code]amount[/code] 除以 [code]trail_visor[/code] 的粒子。剩下的"
+"粒子将作为轨迹使用。"
#: doc/classes/ParticlesMaterial.xml
msgid "Trail particles' size will vary along this [CurveTexture]."
-msgstr "轨迹粒子的大小将沿着这个[CurveTexture]变化。"
+msgstr "轨迹粒子的大小将沿着这个 [CurveTexture] 变化。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -51235,8 +53918,8 @@ msgid ""
"point on the [member emission_point_texture]. Particle color will be "
"modulated by [member emission_color_texture]."
msgstr ""
-"粒子将在[member emission_point_texture]上随机采样点所决定的位置发射。粒子颜色"
-"将由[member emission_color_texture]调节。"
+"粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子颜"
+"色将由 [member emission_color_texture] 调节。"
#: doc/classes/ParticlesMaterial.xml
msgid ""
@@ -51245,9 +53928,9 @@ msgid ""
"will be set based on [member emission_normal_texture]. Particle color will "
"be modulated by [member emission_color_texture]."
msgstr ""
-"粒子将在[member emission_point_texture]上随机采样点所决定的位置发射。粒子速度"
-"和旋转将基于[member emission_normal_texture]进行设置。粒子颜色将由[member "
-"emission_color_texture]调节。"
+"粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子速"
+"度和旋转将基于 [member emission_normal_texture] 进行设置。粒子颜色将由 "
+"[member emission_color_texture] 调节。"
#: doc/classes/Path.xml
msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
@@ -51268,15 +53951,15 @@ msgstr ""
#: doc/classes/Path.xml
msgid "A [Curve3D] describing the path."
-msgstr "A [Curve3D]描述路径。"
+msgstr "描述路径的 [Curve3D]。"
#: doc/classes/Path.xml
msgid "Emitted when the [member curve] changes."
-msgstr "当[member curve]改变时触发。"
+msgstr "当 [member curve] 改变时触发。"
#: doc/classes/Path2D.xml
msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
-msgstr "包含一个[Curve2D]路径,供[PathFollow2D]节点遵循。"
+msgstr "包含一个 [Curve2D] 路径,供 [PathFollow2D] 节点遵循。"
#: doc/classes/Path2D.xml
msgid ""
@@ -51286,14 +53969,14 @@ msgid ""
"of [PathFollow2D]). As such, the curve should usually start with a zero "
"vector ([code](0, 0)[/code])."
msgstr ""
-"可以让[PathFollow2D]子节点沿着[Curve2D]移动。有关用法的更多信息,请参阅"
+"可以让 [PathFollow2D] 子节点沿着 [Curve2D] 移动。有关用法的更多信息,请参阅 "
"[PathFollow2D]。\n"
-"[b]注:[/b]该路径被认为是相对于移动的节点([PathFollow2D]的子节点)。因此,曲线"
-"通常以零向量([code](0,0)[/code])开始。"
+"[b]注意:[/b]该路径被认为是相对于移动的节点([PathFollow2D] 的子节点)。因"
+"此,曲线通常以零向量([code](0,0)[/code])开始。"
#: doc/classes/Path2D.xml
msgid "A [Curve2D] describing the path."
-msgstr "A [Curve2D]描述路径。"
+msgstr "描述路径的 [Curve2D]。"
#: doc/classes/PathFollow.xml
msgid "Point sampler for a [Path]."
@@ -51326,10 +54009,11 @@ msgid ""
"points and increase memory consumption, or make a cubic interpolation "
"between two points at the cost of (slightly) slower calculations."
msgstr ""
-"如果[code]true[/code],两个缓存的点之间的位置是立方插值,否则是线性插值。\n"
-"沿着[Path]的[Curve3D]的点在使用前被预计算,以加快计算。而后,在确定偏移量上的"
-"点会在两个相邻的缓存点之间进行插值计算。如果曲线有急转弯,这可能会产生一个问"
-"题,因为缓存的点可能不会足够紧跟曲线。\n"
+"如果为 [code]true[/code],两个缓存的点之间的位置是立方插值,否则是线性插"
+"值。\n"
+"沿着 [Path] 的 [Curve3D] 的点在使用前被预计算,以加快计算。而后,在确定偏移量"
+"上的点会在两个相邻的缓存点之间进行插值计算。如果曲线有急转弯,这可能会产生一"
+"个问题,因为缓存的点可能不会足够紧跟曲线。\n"
"这个问题有两个答案:要么增加缓存点的数量,代价是增加内存消耗;要么在两个点之"
"间进行立方插值,代价是计算速度稍慢。"
@@ -51342,8 +54026,8 @@ msgid ""
"If [code]true[/code], any offset outside the path's length will wrap around, "
"instead of stopping at the ends. Use it for cyclic paths."
msgstr ""
-"如果[code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停止。对"
-"于循环路径使用它。"
+"如果为 [code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停"
+"止。对于循环路径使用它。"
#: doc/classes/PathFollow.xml
msgid ""
@@ -51358,7 +54042,7 @@ msgid ""
"Allows or forbids rotation on one or more axes, depending on the [enum "
"RotationMode] constants being used."
msgstr ""
-"允许或禁止在一个或多个轴上旋转,这取决于使用的[enum RotationMode]常量。"
+"允许或禁止在一个或多个轴上旋转,这取决于使用的 [enum RotationMode] 常量。"
#: doc/classes/PathFollow.xml
msgid ""
@@ -51367,8 +54051,8 @@ msgid ""
"the path, as the offset supplied is multiplied internally by the path's "
"length."
msgstr ""
-"到第一个顶点的距离,将0.0作为第一个顶点,1.0作为最后一个顶点。这只是表示路径"
-"内偏移量的另一种方式,因为提供的偏移量在内部乘以路径的长度。"
+"到第一个顶点的距离,将 0.0 作为第一个顶点,1.0 作为最后一个顶点。这只是表示路"
+"径内偏移量的另一种方式,因为提供的偏移量在内部乘以路径的长度。"
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid "The node's offset perpendicular to the curve."
@@ -51401,7 +54085,7 @@ msgstr ""
#: doc/classes/PathFollow2D.xml
msgid "Point sampler for a [Path2D]."
-msgstr "对[Path2D]的点取样的取样器。"
+msgstr "对 [Path2D] 的点取样的取样器。"
#: doc/classes/PathFollow2D.xml
msgid ""
@@ -51412,8 +54096,8 @@ msgid ""
"descendant nodes will then move accordingly when setting an offset in this "
"node."
msgstr ""
-"这个节点接受它的父节点[Path2D],并返回其中一个点的坐标(给定到第一个顶点的距"
-"离)。\n"
+"这个节点接受它的父节点 [Path2D] 并返回其中一个点的坐标,需要给定到第一个顶点"
+"的距离。\n"
"在不编码移动模式的情况下,它可以使其他节点遵循一条路径。因此,节点必须是这个"
"节点的子节点。当在该节点中设置偏移量时,后代节点将相应地移动。"
@@ -51463,8 +54147,9 @@ msgid ""
"offset within the path, as the offset supplied is multiplied internally by "
"the path's length."
msgstr ""
-"在0.0(第一个顶点)到1.0(最后一个顶点)的范围内,沿着路径的距离为一个数字。这只"
-"是表示路径内偏移量的另一种方式,因为提供的偏移量在内部乘以路径的长度。"
+"在 0.0(第一个顶点)到 1.0(最后一个顶点)的范围内,沿着路径的距离为一个数"
+"字。这只是表示路径内偏移量的另一种方式,因为提供的偏移量在内部乘以路径的长"
+"度。"
#: doc/classes/PCKPacker.xml
msgid "Creates packages that can be loaded into a running project."
@@ -51483,24 +54168,24 @@ msgid ""
"The above [PCKPacker] creates package [code]test.pck[/code], then adds a "
"file named [code]text.txt[/code] at the root of the package."
msgstr ""
-"[PCKPacker]用于创建可以通过[method ProjectSettings.load_resource_pack]加载到"
-"正在运行的项目中的包。\n"
+"[PCKPacker] 用于创建可以通过 [method ProjectSettings.load_resource_pack] 加载"
+"到正在运行的项目中的包。\n"
"[codeblock]\n"
"var packer = PCKPacker.new()\n"
"packer.pck_start(\"test.pck\")\n"
"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
"packer.flush()\n"
"[/codeblock]\n"
-"上面的[PCKPacker]创建包[code]test.pck[/code],然后在包的根目录中添加一个名为"
-"[code]text.txt[/code]的文件。"
+"上面的 [PCKPacker] 创建包 [code]test.pck[/code],然后在包的根目录中添加一个名"
+"为 [code]text.txt[/code] 的文件。"
#: doc/classes/PCKPacker.xml
msgid ""
"Adds the [code]source_path[/code] file to the current PCK package at the "
"[code]pck_path[/code] internal path (should start with [code]res://[/code])."
msgstr ""
-"将[code]source_path[/code]文件添加到当前PCK包的[code]pck_path[/code]内部路径"
-"(应该以[code]res://[/code]开始)。"
+"将 [code]source_path[/code] 文件添加到当前 PCK 包的 [code]pck_path[/code] 内"
+"部路径(应该以 [code]res://[/code] 开头)。"
#: doc/classes/PCKPacker.xml
msgid ""
@@ -51508,9 +54193,9 @@ msgid ""
"flush. If [code]verbose[/code] is [code]true[/code], a list of files added "
"will be printed to the console for easier debugging."
msgstr ""
-"自上次刷新以来,使用所有[method add_file]调用写入指定的文件。如果"
-"[code]verbose[/code]为[code]true[/code],添加的文件列表将被打印到控制台,以便"
-"于调试。"
+"自上次刷新以来,使用所有 [method add_file] 调用写入指定的文件。如果 "
+"[code]verbose[/code] 为 [code]true[/code],添加的文件列表将被打印到控制台,以"
+"便于调试。"
#: doc/classes/PCKPacker.xml
msgid ""
@@ -51518,8 +54203,9 @@ msgid ""
"code] file extension isn't added automatically, so it should be part of "
"[code]pck_name[/code] (even though it's not required)."
msgstr ""
-"创建一个名为[code]pck_name[/code]的新PCK文件。[code].Pck[/code]文件扩展名不会"
-"自动添加,所以它应该是[code]pck_name[/code]的一部分(即使它不是必需的)。"
+"创建一个名为 [code]pck_name[/code] 的新 PCK 文件。不会自动添加 [code].pck[/"
+"code] 文件扩展名,所以它应该是 [code]pck_name[/code] 的一部分(即使它不是必需"
+"的)。"
#: doc/classes/Performance.xml
msgid "Exposes performance-related data."
@@ -51537,12 +54223,12 @@ msgid ""
"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
"may be a short delay between changes."
msgstr ""
-"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和FPS。"
-"这些与编辑器的[b]Monitor[/b]标签中的[b]Debugger[/b]面板所显示的数值相同。通过"
-"使用这个类的[method get_monitor]方法,可以从你的代码中访问这些数据。\n"
-"[b]注意:[/b] 这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将"
-"总是返回0。\n"
-"[b]注意:[/b] 这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延"
+"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和 "
+"FPS。这些与编辑器[b]调试器[/b]面板的[b]监视[/b]标签中的所显示的数值相同。通过"
+"使用这个类的 [method get_monitor] 方法,可以从你的代码中访问这些数据。\n"
+"[b]注意:[/b]这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将"
+"总是返回 0。\n"
+"[b]注意:[/b]这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延"
"迟。"
#: doc/classes/Performance.xml
@@ -51554,10 +54240,9 @@ msgid ""
"console\n"
"[/codeblock]"
msgstr ""
-"返回一个可用监视器的值。你应该提供一个[enum Monitor]常量作为参数,像这样:\n"
+"返回一个可用监视器的值。你应该提供一个 [enum Monitor] 常量作为参数,像这样:\n"
"[codeblock]\n"
-"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
-"console\n"
+"print(Performance.get_monitor(Performance.TIME_FPS)) # 在终端中输出 FPS\n"
"[/codeblock]"
#: doc/classes/Performance.xml
@@ -51595,12 +54280,12 @@ msgid ""
"Largest amount of memory the message queue buffer has used, in bytes. The "
"message queue is used for deferred functions calls and notifications."
msgstr ""
-"消息队列缓冲区使用的最大内存数量(以字节为单位)。消息队列用于延迟函数调用和通"
-"知。"
+"消息队列缓冲区使用的最大内存数量(以字节为单位)。消息队列用于延迟函数调用和"
+"通知。"
#: doc/classes/Performance.xml
msgid "Number of objects currently instanced (including nodes)."
-msgstr "当前实例化的对象数量(包括节点)。"
+msgstr "当前实例化的对象数量(包括节点)。"
#: doc/classes/Performance.xml
msgid "Number of resources currently used."
@@ -51620,27 +54305,27 @@ msgstr "孤儿节点的数量,孤儿节点即无法被按父级追溯到根节
#: doc/classes/Performance.xml
msgid "3D objects drawn per frame."
-msgstr "每帧绘制3D对象的数量。"
+msgstr "每帧绘制 3D 对象的数量。"
#: doc/classes/Performance.xml
msgid "Vertices drawn per frame. 3D only."
-msgstr "每帧绘制的顶点数。只在3D中有效。"
+msgstr "每帧绘制的顶点数。只在 3D 中有效。"
#: doc/classes/Performance.xml
msgid "Material changes per frame. 3D only."
-msgstr "每一帧的材质变化。仅限3D。"
+msgstr "每一帧的材质变化。仅限 3D。"
#: doc/classes/Performance.xml
msgid "Shader changes per frame. 3D only."
-msgstr "每一帧的着色器变化。仅限3D。"
+msgstr "每一帧的着色器变化。仅限 3D。"
#: doc/classes/Performance.xml
msgid "Render surface changes per frame. 3D only."
-msgstr "每帧渲染面的变化。仅3D中有效。"
+msgstr "每帧渲染面的变化。仅 3D 中有效。"
#: doc/classes/Performance.xml
msgid "Draw calls per frame. 3D only."
-msgstr "每一帧的绘图调用。仅限3D。"
+msgstr "每一帧的绘图调用。仅限 3D。"
#: doc/classes/Performance.xml
msgid "Items or joined items drawn per frame."
@@ -51670,15 +54355,15 @@ msgstr "在 GLES2 和 GLES3 渲染后端中未实现,始终返回 0。"
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody2D] nodes in the game."
-msgstr "游戏中活跃的[RigidBody2D]节点数量。"
+msgstr "游戏中活跃的 [RigidBody2D] 节点数量。"
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 2D physics engine."
-msgstr "2D物理引擎中的碰撞对数量。"
+msgstr "2D 物理引擎中的碰撞对数量。"
#: doc/classes/Performance.xml
msgid "Number of islands in the 2D physics engine."
-msgstr "2D物理引擎中的岛屿数量。"
+msgstr "2D 物理引擎中的岛屿数量。"
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
@@ -51686,19 +54371,19 @@ msgstr "游戏中活动的 [RigidBody] 和 [VehicleBody] 节点的数量。"
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 3D physics engine."
-msgstr "3D物理引擎中的碰撞对数量。"
+msgstr "3D 物理引擎中的碰撞对数量。"
#: doc/classes/Performance.xml
msgid "Number of islands in the 3D physics engine."
-msgstr "3D物理引擎中的岛屿数量。"
+msgstr "3D 物理引擎中的岛屿数量。"
#: doc/classes/Performance.xml
msgid "Output latency of the [AudioServer]."
-msgstr "[AudioServer]的输出延迟。"
+msgstr "[AudioServer] 的输出延迟。"
#: doc/classes/Performance.xml
msgid "Represents the size of the [enum Monitor] enum."
-msgstr "表示[enum Monitor] enum的大小。"
+msgstr "表示 [enum Monitor] 枚举的大小。"
#: doc/classes/PHashTranslation.xml
msgid "Optimized translation."
@@ -51708,13 +54393,13 @@ msgstr "优化的翻译。"
msgid ""
"Optimized translation. Uses real-time compressed translations, which results "
"in very small dictionaries."
-msgstr "优化翻译。使用实时压缩翻译,从而生成非常小的词典。"
+msgstr "优化的翻译。使用实时压缩翻译,从而生成非常小的词典。"
#: doc/classes/PHashTranslation.xml
msgid ""
"Generates and sets an optimized translation from the given [Translation] "
"resource."
-msgstr "从给定的[Translation]资源生成并设置优化的翻译。"
+msgstr "从给定的 [Translation] 资源生成并设置优化的翻译。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid "Direct access object to a physics body in the [Physics2DServer]."
@@ -51736,7 +54421,7 @@ msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
msgid "Ray-casting"
-msgstr ""
+msgstr "发射射线"
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant directional force without affecting rotation."
@@ -51776,30 +54461,30 @@ msgstr "对物体施加旋转冲量。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's [RID]."
-msgstr "返回碰撞体的[RID]。"
+msgstr "返回该碰撞体的 [RID]。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's object id."
-msgstr "返回碰撞体的对象id。"
+msgstr "返回该碰撞体的对象 id。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
-"返回碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将返"
-"回场景节点)。"
+"返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将"
+"返回场景节点)。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the contact position in the collider."
-msgstr "返回碰撞体中的接触位置。"
+msgstr "返回该碰撞体中的接触位置。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's shape index."
-msgstr "返回碰撞体的形状索引。"
+msgstr "返回该碰撞体的形状索引。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -51807,13 +54492,13 @@ msgid ""
"[method Object.get_meta], and is set with [method Physics2DServer."
"shape_set_data]."
msgstr ""
-"返回碰撞形状的元数据。这个元数据不同于[method Object.get_meta],是用[method "
-"Physics2DServer.shape_set_data]设置的。"
+"返回该碰撞形状的元数据。这个元数据不同于 [method Object.get_meta],是用 "
+"[method Physics2DServer.shape_set_data] 设置的。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the linear velocity vector at the collider's contact point."
-msgstr "返回碰撞体接触点处的线速度向量。"
+msgstr "返回该碰撞体接触点处的线速度向量。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -51821,8 +54506,8 @@ msgid ""
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
-"返回此物体与其他物体的接触次数。\n"
-"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member "
+"返回这个物体与其他物体的接触次数。\n"
+"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
#: doc/classes/Physics2DDirectBodyState.xml
@@ -51878,12 +54563,12 @@ msgstr "物体的线性速度,单位为像素每秒。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "If [code]true[/code], this body is currently sleeping (not active)."
-msgstr "如果[code]true[/code],则该物体当前处于睡眠状态(不活动)。"
+msgstr "如果为 [code]true[/code],则该物体当前处于睡眠状态(不活动)。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The timestep (delta) used for the simulation."
-msgstr "用于模拟的时间步长(delta)。"
+msgstr "用于模拟的时间步长(delta)。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
@@ -51911,15 +54596,15 @@ msgstr "物体的变换矩阵。"
#: doc/classes/Physics2DDirectSpaceState.xml
msgid "Direct access object to a space in the [Physics2DServer]."
-msgstr "直接访问[Physics2DServer]中的空间的对象。"
+msgstr "直接访问 [Physics2DServer] 中的空间的对象。"
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Direct access object to a space in the [Physics2DServer]. It's used mainly "
"to do queries against objects and areas residing in a given space."
msgstr ""
-"直接访问[Physics2DServer]中的空间的对象。它主要用于对位于给定空间中的对象和区"
-"域进行查询。"
+"直接访问 [Physics2DServer] 中的空间的对象。它主要用于对位于给定空间中的对象和"
+"区域进行查询。"
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -51940,7 +54625,7 @@ msgstr ""
"返回一个包含运动的安全和不安全比例(0 到 1 之间)的数组。安全比例是在没有碰撞"
"的情况下可以进行的运动的最大比例。不安全比例是碰撞必须移动的距离的最小部分。"
"如果没有检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n"
-"[b]注意:[/b] 任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
+"[b]注意:[/b]任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
"collide_shape] 确定形状已经碰撞的 [Shape2D]。"
#: doc/classes/Physics2DDirectSpaceState.xml
@@ -51978,7 +54663,7 @@ msgstr ""
"通过[Physics2DShapeQueryParameters]对象给出的形状与空间的检查交点。如果它与一"
"个以上的形状发生碰撞,则选择最近的一个。如果该形状没有与任何对象相交,那么将"
"返回一个空字典。\n"
-"[b]注意:[/b] 这个方法不考虑对象的[code]motion[/code]属性。返回的对象是包含以"
+"[b]注意:[/b]这个方法不考虑对象的[code]motion[/code]属性。返回的对象是包含以"
"下字段的字典。\n"
"[code]collider_id[/code]:碰撞对象的ID。\n"
"[code]linear_velocity[/code]:碰撞物体的速度[Vector2]。如果对象是一个"
@@ -52122,7 +54807,7 @@ msgstr ""
"通过 [Physics2DShapeQueryParameters] 对象检查给出的形状与空间的交点。返回的相"
"交形状是一个字典数组,包含以下字段:\n"
"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
"[code]metadata[/code]:相交形状的元数据。这个元数据与 [method Object."
"get_meta] 不同,是用 [method Physics2DServer.shape_set_data] 设置的。\n"
"[code]rid[/code]:相交对象的 [RID]。\n"
@@ -52131,15 +54816,15 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Server interface for low-level 2D physics access."
-msgstr "用于底层2D物理访问服务的接口。"
+msgstr "用于底层 2D 物理访问服务的接口。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Physics2DServer is the server responsible for all 2D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
msgstr ""
-"Physics2DServer 是负责所有 2D 物理的服务。它可以创建多种物理对象,但不会将它"
-"们插入到节点树中。"
+"Physics2DServer 是负责所有 2D 物理的服务器。它可以创建多种物理对象,但不会将"
+"它们插入到节点树中。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52172,17 +54857,17 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Gets the instance ID of the object the area is assigned to."
-msgstr "获取区域分配给的对象的实例ID。"
+msgstr "获取区域分配给的对象的实例 ID。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns an area parameter value. See [enum AreaParameter] for a list of "
"available parameters."
-msgstr "返回区域参数值。有关可用参数的列表,请参阅[enum AreaParameter]。"
+msgstr "返回区域参数值。有关可用参数的列表,请参阅 [enum AreaParameter]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of an area."
-msgstr "返回区域的第n个形状的[RID]。"
+msgstr "返回区域的第 n 个形状的 [RID]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to an area."
@@ -52231,13 +54916,13 @@ msgid ""
"5: The shape index of the area where the object entered/exited."
msgstr ""
"设置当任何主体/区域进入或退出该区域时调用的函数。这个回调函数将被任何与区域交"
-"互的对象调用,并接受5个参数:\n"
-"1: [constant AREA_BODY_ADDED]或[constant AREA_BODY_REMOVED],取决于对象是否进"
-"入或退出该区域。\n"
-"2:进入/退出该区域对象的[RID]。\n"
-"3:进入/退出该区域对象的实例ID。\n"
-"4:进入/离开该区域的物体的形状指数。\n"
-"5:物体进入/离开区域的形状指数。"
+"互的对象调用,并接受 5 个参数:\n"
+"1:[constant AREA_BODY_ADDED] 或 [constant AREA_BODY_REMOVED],取决于对象是否"
+"进入或退出该区域。\n"
+"2:进入/退出该区域对象的 [RID]。\n"
+"3:进入/退出该区域对象的实例 ID。\n"
+"4:进入/离开该区域的物体的形状指数。\n"
+"5:物体进入/离开区域的形状指数。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52269,8 +54954,8 @@ msgid ""
"Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] "
"for a list of available modes."
msgstr ""
-"为该区域设置空间覆盖模式。请参阅[enum AreaSpaceOverrideMode]获取可用模式的列"
-"表。"
+"为该区域设置空间覆盖模式。请参阅 [enum AreaSpaceOverrideMode] 获取可用模式的"
+"列表。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for an area."
@@ -52287,9 +54972,9 @@ msgid ""
"in global coordinates. A force differs from an impulse in that, while the "
"two are forces, the impulse clears itself after being applied."
msgstr ""
-"在施加的力和扭矩上添加一个有作用点的力。与[method body_apply_impulse]一样,力"
-"和物体原点的偏移量都在全局坐标中。力与冲量的不同之处在于,虽然两者都是力,但"
-"冲量在被施加后会自动清除。"
+"在施加的力和扭矩上添加一个有作用点的力。与 [method body_apply_impulse] 一样,"
+"力和物体原点的偏移量都在全局坐标中。力与冲量的不同之处在于,虽然两者都是力,"
+"但冲量在被施加后会自动清除。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52339,7 +55024,7 @@ msgstr ""
msgid ""
"Returns the maximum contacts that can be reported. See [method "
"body_set_max_contacts_reported]."
-msgstr "返回可报告的最大接触数。参阅[method body_set_max_contacts_reported]。"
+msgstr "返回可报告的最大接触数。见 [method body_set_max_contacts_reported]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the body mode."
@@ -52349,11 +55034,11 @@ msgstr "返回物体模式。"
msgid ""
"Returns the value of a body parameter. See [enum BodyParameter] for a list "
"of available parameters."
-msgstr "返回物体参数的值。请参阅[enum BodyParameter]获取可用参数列表。"
+msgstr "返回物体参数的值。请参阅 [enum BodyParameter] 获取可用参数列表。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of a body."
-msgstr "返回body的第n个碰撞形状的[RID]。"
+msgstr "返回物体的第 n 个碰撞形状的 [RID]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to a body."
@@ -52369,7 +55054,7 @@ msgstr "返回物体碰撞形状的变换矩阵。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the space assigned to a body."
-msgstr "返回分配给物体的空间的[RID]。"
+msgstr "返回分配给物体的空间的 [RID]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns a body state."
@@ -52380,8 +55065,8 @@ msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
-"返回一个body是否使用回调函数来计算它自己的物理值(参阅"
-"body_set_force_integration_callback方法)。"
+"返回一个物体是否使用回调函数来计算它自己的物理值(见 [method "
+"body_set_force_integration_callback])。"
#: doc/classes/Physics2DServer.xml
msgid "Removes a body from the list of bodies exempt from collisions."
@@ -52418,7 +55103,7 @@ msgid ""
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
-"设置使用[enum CCDMode]常量之一的连续碰撞检测模式。\n"
+"设置使用 [enum CCDMode] 常量之一的连续碰撞检测模式。\n"
"连续碰撞检测试图预测一个运动体将在哪里发生碰撞,而不是移动它并在它发生碰撞时"
"纠正其运动。"
@@ -52441,47 +55126,48 @@ msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Sets the body mode using one of the [enum BodyMode] constants."
-msgstr "使用[enum BodyMode]常量之一设置body模式。"
+msgstr "使用 [enum BodyMode] 常量之一设置 body 模式。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
-"设置一个物体是否使用回调函数来计算它自己的物理(参阅 [method "
-"body_set_force_integration_callback])。"
+"设置一个物体是否使用回调函数来计算它自己的物理(见 [method "
+"body_set_force_integration_callback])。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a body parameter. See [enum BodyParameter] for a list of available "
"parameters."
-msgstr "设置主体参数。请参阅[enum BodyParameter]获取可用参数列表。"
+msgstr "设置主体参数。请参阅 [enum BodyParameter] 获取可用参数列表。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Substitutes a given body shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
-"用一个给定的物体形状代替另一个。旧的形状是通过其索引选择的,新的是通过其[RID]"
-"选择的。"
+"用一个给定的物体形状代替另一个。旧的形状是通过其索引选择的,新的是通过其 "
+"[RID] 选择的。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables one way collision on body if [code]enable[/code] is [code]true[/"
"code]."
-msgstr "如果[code]enable[/code]为[code]true[/code],则在body上启用单向碰撞。"
+msgstr ""
+"如果 [code]enable[/code] 为 [code]true[/code],则在 body 上启用单向碰撞。"
#: doc/classes/Physics2DServer.xml
msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
-msgstr "如果[code]disable[/code]为[code]true[/code],则在body中禁用形状。"
+msgstr "如果 [code]disable[/code] 为 [code]true[/code],则在 body 中禁用形状。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets metadata of a shape within a body. This metadata is different from "
"[method Object.set_meta], and can be retrieved on shape queries."
msgstr ""
-"设置一个体中的形状的元数据。这个元数据与[method Object.set_meta]不同,可以在"
-"形状查询中检索。"
+"设置一个体中的形状的元数据。这个元数据与 [method Object.set_meta] 不同,可以"
+"在形状查询中检索。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for a body shape."
@@ -52489,7 +55175,7 @@ msgstr "设置物体形状的变换矩阵。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the body (see [method space_create])."
-msgstr "给物体分配一个空间(参阅[method space_create])。"
+msgstr "给物体分配一个空间(见 [method space_create])。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52508,7 +55194,7 @@ msgid ""
"can be passed to return additional information in."
msgstr ""
"如果从空间中的给定点沿给定方向移动会导致碰撞,则返回 [code]true[/code]。边距"
-"增加了碰撞检测中涉及的形状的大小。 通过返回[Physics2DTestMotionResult] 可以附"
+"增加了碰撞检测中涉及的形状的大小。通过返回[Physics2DTestMotionResult] 可以附"
"加信息。"
#: doc/classes/Physics2DServer.xml
@@ -52526,7 +55212,8 @@ msgstr "返回阻尼弹簧关节参数值。"
msgid ""
"Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
"list of available parameters."
-msgstr "设置阻尼弹簧关节参数。参阅[enum DampedStringParam]获取可用参数的列表。"
+msgstr ""
+"设置阻尼弹簧关节参数。参阅 [enum DampedStringParam] 获取可用参数的列表。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52542,7 +55229,7 @@ msgid ""
"Returns information about the current state of the 2D physics engine. See "
"[enum ProcessInfo] for a list of available states."
msgstr ""
-"返回关于2D物理引擎当前状态的信息。有关可用状态列表,请参阅[enum "
+"返回关于 2D 物理引擎当前状态的信息。有关可用状态列表,请参阅 [enum "
"ProcessInfo]。"
#: doc/classes/Physics2DServer.xml
@@ -52557,13 +55244,13 @@ msgstr "返回关节参数的值。"
#: doc/classes/Physics2DServer.xml
msgid "Returns a joint's type (see [enum JointType])."
-msgstr "返回一个关节的类型(见[enum JointType])。"
+msgstr "返回一个关节的类型(见 [enum JointType])。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a joint parameter. See [enum JointParam] for a list of available "
"parameters."
-msgstr "设置关节参数。有关可用参数的列表,请参阅[enum JointParam]。"
+msgstr "设置关节参数。有关可用参数的列表,请参阅 [enum JointParam]。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52593,14 +55280,14 @@ msgstr "返回形状数据。"
#: doc/classes/Physics2DServer.xml
msgid "Returns a shape's type (see [enum ShapeType])."
-msgstr "返回一个形状的类型(参阅[enum ShapeType])。"
+msgstr "返回一个形状的类型(见 [enum ShapeType])。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the shape data that defines its shape and size. The data to be passed "
"depends on the kind of shape created [method shape_get_type]."
msgstr ""
-"设置定义形状和大小的形状数据。要传递的数据取决于创建的形状的类型[method "
+"设置定义形状和大小的形状数据。要传递的数据取决于创建的形状的类型 [method "
"shape_get_type]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
@@ -52609,9 +55296,9 @@ msgid ""
"engine that can be assigned to an area or a body. It can be assigned to an "
"area with [method area_set_space], or to a body with [method body_set_space]."
msgstr ""
-"创建一个空间。空间是物理引擎的参数集合,可以分配给区域或主体。它可以通过"
-"[method area_set_space]分配给一个区域,或者通过[method body_set_space]分配给"
-"一个主体。"
+"创建一个空间。空间是物理引擎的参数集合,可以分配给区域或主体。它可以通过 "
+"[method area_set_space] 分配给一个区域,或者通过 [method body_set_space] 分配"
+"给一个主体。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52638,25 +55325,25 @@ msgstr "将空间标记为活动空间。它不会有效果,除非它被分配
msgid ""
"Sets the value for a space parameter. See [enum SpaceParameter] for a list "
"of available parameters."
-msgstr "设置空间参数的值。参阅[enum SpaceParameter]获取可用参数列表。"
+msgstr "设置空间参数的值。参阅 [enum SpaceParameter] 获取可用参数列表。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated."
-msgstr "常数,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。"
+msgstr "常量,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated."
-msgstr "常数,用于设置/获取形状在被视为分离之前与另一形状之间的最大距离。"
+msgstr "常量,用于设置/获取形状在被视为分离之前与另一形状之间的最大距离。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision."
-msgstr "常数,用来设置/得到一个形状在被认为碰撞之前穿透另一个形状的最大距离。"
+msgstr "常量,用来设置/得到一个形状在被认为碰撞之前穿透另一个形状的最大距离。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52664,7 +55351,7 @@ msgid ""
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
-"常数,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃"
+"常量,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃"
"的物体将在给定的时间后进入睡眠状态。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
@@ -52673,7 +55360,7 @@ msgid ""
"marked as potentially inactive for both linear and angular velocity will be "
"put to sleep after the time given."
msgstr ""
-"常数,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物"
+"常量,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物"
"体,在给定的时间后将会进入睡眠状态。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
@@ -52682,8 +55369,8 @@ msgid ""
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time."
msgstr ""
-"常数来设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物体,"
-"在这个时间之后将被置入睡眠状态。"
+"常量,用于设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物"
+"体,在这个时间之后将被置入睡眠状态。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52692,8 +55379,8 @@ msgid ""
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision."
msgstr ""
-"常数,用于设置/获取所有物理约束的默认求解器偏置。解算器偏差是一个控制两个物体"
-"在违反约束后 \"反弹 \"程度的因素,以避免由于数值不精确而使它们处于这种状态。"
+"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏置是一个控制两个物体"
+"在违反约束后“反弹”程度的因素,以避免由于数值不精确而使它们处于这种状态。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52745,8 +55432,8 @@ msgid ""
"supplied form is a convex polygon."
msgstr ""
"这是用于创建凸多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交点"
-"和内/外侧检查。与[member CollisionPolygon2D.polygon]属性不同,用[method "
-"shape_set_data]修改的多边形并不验证所提供的点的形式是一个凸形多边形。"
+"和内/外侧检查。与 [member CollisionPolygon2D.polygon] 属性不同,用 [method "
+"shape_set_data] 修改的多边形并不验证所提供的点的形式是一个凸形多边形。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52761,21 +55448,21 @@ msgstr ""
msgid ""
"This constant is used internally by the engine. Any attempt to create this "
"kind of shape results in an error."
-msgstr "这个常数是由引擎内部使用的。任何试图创建这种形状的行为都会导致错误。"
+msgstr "引擎内部会使用这个常量。任何试图创建这种形状的行为都会导致错误。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity strength in an area."
-msgstr "在一个地区设置/获得重力强度的常数。"
+msgstr "常量,用于设置/获取区域中的重力强度。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity vector/center in an area."
-msgstr "在一个区域内设置/获取重力向量/中心的常数。"
+msgstr "常量,用于设置/获取区域中的重力向量/中心。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point."
-msgstr "常数用于设置/获取一个区域的重力向量是一个方向,还是一个中心点。"
+msgstr "常量,用于设置/获取区域中的重力向量是方向,还是中心点。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52783,28 +55470,28 @@ msgid ""
"greater this value is, the faster the strength of gravity decreases with the "
"square of distance."
msgstr ""
-"常数,用于设置/获取一个区域的点重力的衰减系数。这个值越大,重力的强度随着距离"
-"的平方下降得越快。"
+"常量,用于设置/获取区域中的点重力的衰减系数。这个值越大,重力的强度随着距离的"
+"平方下降得越快。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This constant was used to set/get the falloff factor for point gravity. It "
"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
msgstr ""
-"这个常数用于设置/获取点重力的衰减因子。它已经被[constant "
-"AREA_PARAM_GRAVITY_DISTANCE_SCALE]所取代了。"
+"这个常量用于设置/获取点重力的衰减因子。它已经被 [constant "
+"AREA_PARAM_GRAVITY_DISTANCE_SCALE] 所取代了。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the linear dampening factor of an area."
-msgstr "常数,用于设置/获取一个区域的线性阻尼系数。"
+msgstr "常量,用于设置/获取区域的线性阻尼系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the angular dampening factor of an area."
-msgstr "常数,用于设置/获取一个区域的角度阻尼系数。"
+msgstr "常量,用于设置/获取区域的角度阻尼系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the priority (order of processing) of an area."
-msgstr "常数,用于设置/获取一个区域的优先级(处理顺序)。"
+msgstr "常量,用于设置/获取区域的优先级(处理顺序)。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -52848,71 +55535,71 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for static bodies."
-msgstr "StaticBody 的常量。"
+msgstr "静态物体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for kinematic bodies."
-msgstr "KinematicBody 的常数。"
+msgstr "运动学物体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for rigid bodies."
-msgstr "RigidBody 的常数。"
+msgstr "刚体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant for rigid bodies in character mode. In this mode, a body can not "
"rotate, and only its linear velocity is affected by physics."
msgstr ""
-"角色模式下刚体的常数。在这种模式下,物体不能旋转,只有它的线速度受物理运算影"
+"角色模式下刚体的常量。在这种模式下,物体不能旋转,只有它的线速度受物理运算影"
"响。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's bounce factor."
-msgstr "常数,用于设置/获取物体的反弹系数。"
+msgstr "常量,用于设置/获取物体的反弹系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's friction."
-msgstr "常数,用于设置/获取一个物体的摩擦力。"
+msgstr "常量,用于设置/获取物体的摩擦力。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's mass."
-msgstr "设置/获取一个物体的质量的常数。"
+msgstr "常量,用于设置/获取物体的质量。"
#: doc/classes/Physics2DServer.xml
msgid "Constant to set/get a body's inertia."
-msgstr "常数,用于设置/获取一个物体的惯性。"
+msgstr "常量,用于设置/获取物体的惯性。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's gravity multiplier."
-msgstr "常数,用于设置/获取一个物体的重力倍数。"
+msgstr "常量,用于设置/获取物体的重力倍数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's linear dampening factor."
-msgstr "常数,用于设置/获取一个物体的线性阻尼系数。"
+msgstr "常量,用于设置/获取物体的线性阻尼系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's angular dampening factor."
-msgstr "常数,用于设置/获取一个物体的角度阻尼系数。"
+msgstr "常量,用于设置/获取物体的角度阻尼系数。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Represents the size of the [enum BodyParameter] enum."
-msgstr "表示[enum BodyParameter]枚举的大小。"
+msgstr "表示 [enum BodyParameter] 枚举的大小。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current transform matrix of the body."
-msgstr "常数,用于设置/获取物体的当前变换矩阵。"
+msgstr "常量,用于设置/获取物体的当前变换矩阵。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current linear velocity of the body."
-msgstr "常数,用于设置/获取物体的当前线速度。"
+msgstr "常量,用于设置/获取物体的当前线速度。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current angular velocity of the body."
-msgstr "常数,用于设置/获取物体的当前角速度。"
+msgstr "常量,用于设置/获取物体的当前角速度。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
-msgstr "常数,用于使物体沉睡/唤醒,或得到它是否在沉睡。"
+msgstr "常量,用于使物体沉睡/唤醒,或得到它是否在沉睡。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get whether the body can sleep."
@@ -52920,15 +55607,15 @@ msgstr "常量,用于设置/获取物体是否可以休眠。"
#: doc/classes/Physics2DServer.xml
msgid "Constant to create pin joints."
-msgstr "常数,用于创造针状关节。"
+msgstr "常量,用于创造钉关节。"
#: doc/classes/Physics2DServer.xml
msgid "Constant to create groove joints."
-msgstr "常数,用于创造槽型关节。"
+msgstr "常量,用于创造槽关节。"
#: doc/classes/Physics2DServer.xml
msgid "Constant to create damped spring joints."
-msgstr "常数,用于创造有阻尼的弹簧关节。"
+msgstr "常量,用于创造有阻尼的弹簧关节。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52948,8 +55635,8 @@ msgid ""
"undamped spring, while 1 causes the system to reach equilibrium as fast as "
"possible (critical damping)."
msgstr ""
-"设置弹簧接头的阻尼比率。值为0表示无阻尼弹簧,而1导致系统尽可能快地达到平衡"
-"(临界阻尼)。"
+"设置弹簧接头的阻尼比率。值为 0 表示无阻尼弹簧,而 1 导致系统尽可能快地达到平"
+"衡(临界阻尼)。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -52963,13 +55650,13 @@ msgstr ""
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
-msgstr "通过射线投射实现连续的碰撞检测。它比shapecasting更快,但不够精确。"
+msgstr "通过射线投射实现连续的碰撞检测。它比形状投射更快,但不够精确。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest "
"CCD method, and the most precise."
-msgstr "通过形变实现连续的碰撞检测。它是最慢的CCD方法,也是最精确的。"
+msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法,也是最精确的。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -53013,12 +55700,12 @@ msgstr "设置用于碰撞/相交查询的 [Shape2D]。"
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [Area2D]s into account."
-msgstr "如果[code]true[/code],查询将考虑[Area2D]。"
+msgstr "如果为 [code]true[/code],查询将考虑 [Area2D]。"
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"If [code]true[/code], the query will take [PhysicsBody2D]s into account."
-msgstr "如果[code]true[/code],查询将考虑[PhysicsBody2D]。"
+msgstr "如果为 [code]true[/code],查询将考虑 [PhysicsBody2D]。"
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
@@ -53050,7 +55737,7 @@ msgstr "正在查询的形状的运动。"
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "The queried shape's [RID]. See also [method set_shape]."
-msgstr "查询形状的 [RID]。另见[method set_shape]。"
+msgstr "查询形状的 [RID]。另请参阅 [method set_shape]。"
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
@@ -53059,7 +55746,7 @@ msgstr "被查询形状的变换矩阵。"
#: doc/classes/PhysicsBody.xml
msgid "Base class for all objects affected by physics in 3D space."
-msgstr "在3D空间中受物理影响的所有对象的基类。"
+msgstr "在 3D 空间中受物理影响的所有对象的基类。"
#: doc/classes/PhysicsBody.xml
msgid ""
@@ -53123,7 +55810,7 @@ msgid ""
"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
msgstr ""
"增加一个恒定的方向力,而不影响旋转。\n"
-"这相当于[code]add_force(force, Vector3(0,0,0))[/code]。"
+"相当于 [code]add_force(force, Vector3(0,0,0))[/code]。"
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Adds a constant rotational force without affecting position."
@@ -53135,7 +55822,7 @@ msgid ""
"This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]."
msgstr ""
"施加单一方向的冲量而不影响旋转。\n"
-"这等价于 [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]。"
+"相当于 [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]。"
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
@@ -53169,7 +55856,7 @@ msgid ""
"monitor contacts. See [member RigidBody.contact_monitor]."
msgstr ""
"返回此物体与其他物体的接触次数。\n"
-"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member "
+"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
#: doc/classes/PhysicsDirectBodyState.xml
@@ -53218,7 +55905,7 @@ msgstr ""
"返回一个包含运动的安全和不安全比例(0 到 1 之间)的数组。安全比例是在没有碰撞"
"的情况下可以进行的运动的最大比例。不安全比例是碰撞必须移动的距离的最小部分。"
"如果未检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n"
-"[b]注意:[/b] 任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
+"[b]注意:[/b]任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
"collide_shape] 确定形状已经碰撞的 [Shape]。"
#: doc/classes/PhysicsDirectSpaceState.xml
@@ -53249,15 +55936,15 @@ msgid ""
"If the shape did not intersect anything, then an empty dictionary is "
"returned instead."
msgstr ""
-"检查通过[PhysicsShapeQueryParameters]对象给出的形状与空间的交点。如果它与一个"
-"以上的形状发生碰撞,则选择最近的。返回的对象是包含以下字段的字典:\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]linear_velocity[/code]:碰撞对象的速度[Vector3]。如果对象是一个[Area],"
-"结果是[code](0, 0, 0)[/code]。\n"
-"[code]normal[/code]:物体在交点处的表面法线。\n"
-"[code]点[/code]:相交点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。\n"
+"检查通过 [PhysicsShapeQueryParameters] 对象给出的形状与空间的交点。如果它与一"
+"个以上的形状发生碰撞,则选择最近的。返回的对象是包含以下字段的字典:\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]linear_velocity[/code]:碰撞对象的速度 [Vector3]。如果对象是一个 "
+"[Area],结果是 [code](0, 0, 0)[/code]。\n"
+"[code]normal[/code]:物体在交点处的表面法线。\n"
+"[code]point[/code]:相交点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果该形状没有与任何物体相交,那么将返回空的字典。"
#: doc/classes/PhysicsDirectSpaceState.xml
@@ -53306,17 +55993,17 @@ msgid ""
"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
"respectively."
msgstr ""
-"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n"
-"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]normal[/code]:物体在相交点的表面法线。\n"
-"[code]position[/code]:交叉点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]形状[/code]:碰撞形状的形状索引。\n"
+"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n"
+"[code]collider[/code]:碰撞的对象。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]normal[/code]:物体在相交点的表面法线。\n"
+"[code]position[/code]:交叉点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果射线没有与任何物体相交,那么将返回空的字典。\n"
-"此外,该方法可以接受一个[code]exclude[/code]对象或[RID]数组,该数组将被排除在"
-"碰撞之外,[code]collision_mask[/code]位掩码表示要检查的物理层,或者布尔值来确"
-"定射线是否应该分别与[PhysicsBody]或[Area]发生碰撞。"
+"此外,该方法可以接受一个 [code]exclude[/code] 对象或 [RID] 数组,该数组将被排"
+"除在碰撞之外,[code]collision_mask[/code] 位掩码表示要检查的物理层,或者布尔"
+"值来确定射线是否应该分别与 [PhysicsBody] 或 [Area] 发生碰撞。"
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
@@ -53331,13 +56018,13 @@ msgid ""
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time."
msgstr ""
-"通过[PhysicsShapeQueryParameters]对象给出的形状与空间检查交点。相交的形状会以"
-"数组的形式返回,该数组包含有以下字段的字典:\n"
-"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。\n"
-"可以用[code]max_results[/code]参数限制相交的数量,以减少处理时间。"
+"通过 [PhysicsShapeQueryParameters] 对象给出的形状与空间检查交点。相交的形状会"
+"以数组的形式返回,该数组包含有以下字段的字典:\n"
+"[code]collider[/code]:碰撞的对象。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
+"可以用 [code]max_results[/code] 参数限制相交的数量,以减少处理时间。"
#: doc/classes/PhysicsMaterial.xml
msgid "A material for physics properties."
@@ -53346,27 +56033,30 @@ msgstr "具有物理属性的材质。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"Provides a means of modifying the collision properties of a [PhysicsBody]."
-msgstr "提供了一种修改[PhysicsBody]的碰撞属性的方法。"
+msgstr "提供了一种修改 [PhysicsBody] 的碰撞属性的方法。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"If [code]true[/code], subtracts the bounciness from the colliding object's "
"bounciness instead of adding it."
-msgstr "如果[code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。"
+msgstr ""
+"如果为 [code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
-"实体的弹性。值的范围从[code]0[/code](无反弹)到[code]1[/code](完全反弹)。"
+"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反"
+"弹)。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
-"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。"
+"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩"
+"擦)。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -53376,9 +56066,9 @@ msgid ""
"instead. If [code]true[/code] for both colliding objects, the physics engine "
"will use the highest friction."
msgstr ""
-"如果 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体的"
-"摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代替。"
-"如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。"
+"如果为 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体"
+"的摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代"
+"替。如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。"
#: doc/classes/PhysicsServer.xml
msgid "Server interface for low-level physics access."
@@ -53389,28 +56079,28 @@ msgid ""
"PhysicsServer is the server responsible for all 3D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
msgstr ""
-"PhysicsServer是负责所有3D物理的服务。它可以创建许多种类的物理对象,但不会在节"
-"点树上插入这些对象。"
+"PhysicsServer 是负责所有 3D 物理的服务器。它可以创建许多种类的物理对象,但不"
+"会在节点树上插入这些对象。"
#: doc/classes/PhysicsServer.xml
msgid "Creates an [Area]."
-msgstr "创建一个[Area]区域。"
+msgstr "创建一个 [Area] 区域。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns an area parameter value. A list of available parameters is on the "
"[enum AreaParameter] constants."
-msgstr "返回区域参数值。可用参数列表位于[enum AreaParameter]常量上。"
+msgstr "返回区域参数值。可用参数列表位于 [enum AreaParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], area collides with rays."
-msgstr "如果[code]true[/code],则区域与光线碰撞。"
+msgstr "如果为 [code]true[/code],则区域与光线碰撞。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the value for an area parameter. A list of available parameters is on "
"the [enum AreaParameter] constants."
-msgstr "设置面积参数的值。可用参数列表位于[enum AreaParameter]常量上。"
+msgstr "设置面积参数的值。可用参数列表位于 [enum AreaParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid "Sets object pickable with rays."
@@ -53421,13 +56111,13 @@ msgid ""
"Sets the space override mode for the area. The modes are described in the "
"[enum AreaSpaceOverrideMode] constants."
msgstr ""
-"设置区域的空间替代模式。[enum AreaSpaceOverrideMode]常量中描述了这些模式。"
+"设置区域的空间替代模式。[enum AreaSpaceOverrideMode] 常量中描述了这些模式。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Gives the body a push at a [code]position[/code] in the direction of the "
"[code]impulse[/code]."
-msgstr "在[code]position[/code]impulse[code]冲量方向推动物体[/code]。"
+msgstr "在 [code]position[/code] 处将物体朝 [code]impluse[/code] 方向推。"
#: doc/classes/PhysicsServer.xml
msgid "Gives the body a push to rotate it."
@@ -53439,7 +56129,7 @@ msgid ""
"BodyMode] constants, for the type of body created. Additionally, the body "
"can be created in sleeping state to save processing time."
msgstr ""
-"创建物理体。对于创建的物体类型,第一个参数可以是[enum BodyMode]常量中的任何"
+"创建物理体。对于创建的物体类型,第一个参数可以是 [enum BodyMode] 常量中的任何"
"值。此外,物体可以在休眠状态下创建,以节省处理时间。"
#: doc/classes/PhysicsServer.xml
@@ -53454,16 +56144,16 @@ msgstr ""
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
-msgstr "返回物体参数的值。可用参数列表位于[enum BodyParameter]常量上。"
+msgstr "返回物体参数的值。可用参数列表位于 [enum BodyParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled."
-msgstr "如果[code]true[/code],则启用连续碰撞检测模式。"
+msgstr "如果为 [code]true[/code],则启用连续碰撞检测模式。"
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the body can be detected by rays."
-msgstr "如果[code]true[/code],物体可以被光线探测到。"
+msgstr "如果为 [code]true[/code],则物体可以被光线探测到。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -53480,26 +56170,26 @@ msgid ""
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
-"如果[code]true[/code],则启用连续碰撞检测模式。\n"
+"如果为 [code]true[/code],则启用连续碰撞检测模式。\n"
"连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。"
#: doc/classes/PhysicsServer.xml
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
-msgstr "从[enum BodyMode]常量之一设置主体模式。"
+msgstr "从 [enum BodyMode] 常量之一设置主体模式。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a body parameter. A list of available parameters is on the [enum "
"BodyParameter] constants."
-msgstr "设置物体参数。可用参数列表位于[enum BodyParameter]常量上。"
+msgstr "设置物体参数。可用参数列表位于 [enum BodyParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
-msgstr "如果设置了[code]enabled[/code],则设置可使用光线拾取的物体。"
+msgstr "如果设置了 [code]enabled[/code],则设置可使用光线拾取的物体。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a body state (see [enum BodyState] constants)."
-msgstr "设置主体状态(请参阅[enum BodyState]常量)。"
+msgstr "设置主体状态(见 [enum BodyState] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -53507,18 +56197,18 @@ msgid ""
"given direction from a given point in space. [PhysicsTestMotionResult] can "
"be passed to return additional information in."
msgstr ""
-"如果从空间的给定点向给定方向移动会导致碰撞,则返回[code]true[/code]。可以通过"
-"[PhysicsTestMotionResult]来返回额外的信息。"
+"如果从空间的给定点向给定方向移动会导致碰撞,则返回 [code]true[/code]。可以通"
+"过[PhysicsTestMotionResult]来返回额外的信息。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
-msgstr "获取圆锥体扭曲关节参数(请参阅[enum ConeTwistJointParam]常量)。"
+msgstr "获取圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
-msgstr "设置圆锥体扭曲关节参数(请参阅[enum ConeTwistJointParam]常量)。"
+msgstr "设置圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -53532,65 +56222,69 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
-msgstr "获取generic_6_DOF_joit flag(请参阅[enum G6DOFJointAxisFlag]常量)。"
+msgstr "获取 generic_6_DOF_joit 标志(见 [enum G6DOFJointAxisFlag] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
-msgstr ""
-"获取 generic_6_DOF_joint 参数(请参阅[enum G6DOFJointAxisParam]常量)。"
+msgstr "获取 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
-msgstr "设置generic_6_DOF_joint flag(请参阅[enum G6DOFJointAxisFlag]常量)。"
+msgstr "设置 generic_6_DOF_joint 标志(见 [enum G6DOFJointAxisFlag] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
-msgstr "设置 generic_6_DOF_joint参数(请参阅[enum G6DOFJointAxisParam]常量)。"
+msgstr "设置 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。"
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
-msgstr "返回由给定的[enum ProcessInfo]输入定义的信息。"
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
+msgstr ""
+"返回关于 3D 物理引擎当前状态的信息。有关可用状态列表,请参阅 [enum "
+"ProcessInfo]。仅在 Godot Physics 实现。"
#: doc/classes/PhysicsServer.xml
msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
-msgstr "获取铰链关节标志(请参阅[enum HingeJointFlag]常量)。"
+msgstr "获取 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
-msgstr "获取铰链关节参数(请参阅[enum HingeJointParam])。"
+msgstr "获取 hinge_joint 参数(见 [enum HingeJointParam])。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
-msgstr "设置铰链关节标志(请参阅[enum HingeJointFlag]常量)。"
+msgstr "设置 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
-msgstr "设置铰链关节参数(请参阅[enum HingeJointParam]常量)。"
+msgstr "设置 hinge_joint 参数(见 [enum HingeJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Creates a [ConeTwistJoint]."
-msgstr "创建一个[ConeTwistJoint]。"
+msgstr "创建一个 [ConeTwistJoint]。"
#: doc/classes/PhysicsServer.xml
msgid "Creates a [Generic6DOFJoint]."
-msgstr "创建一个 [Generic6DOFJoint]通用6向关节。"
+msgstr "创建一个 [Generic6DOFJoint] 通用 6 向关节。"
#: doc/classes/PhysicsServer.xml
msgid "Creates a [HingeJoint]."
-msgstr "创建一个 [HingeJoint]关节。"
+msgstr "创建一个 [HingeJoint] 铰链关节。"
#: doc/classes/PhysicsServer.xml
msgid "Creates a [PinJoint]."
-msgstr "创建一个 [PinJoint]图钉关节。"
+msgstr "创建一个 [PinJoint] 图钉关节。"
#: doc/classes/PhysicsServer.xml
msgid "Creates a [SliderJoint]."
-msgstr "创建一个 [SliderJoint]关节。"
+msgstr "创建一个 [SliderJoint] 关节。"
#: doc/classes/PhysicsServer.xml
msgid "Gets the priority value of the Joint."
@@ -53607,32 +56301,32 @@ msgstr "设置关节的优先级值。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body a of the joint."
-msgstr "返回关节在关节物体A的局部空间中的位置。"
+msgstr "返回关节在关节物体 A 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body b of the joint."
-msgstr "返回关节在关节物体B的局部空间中的位置。"
+msgstr "返回关节在关节物体 B 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
-msgstr "获取pin_joint参数(请参阅[enum PinJointParam]常量)。"
+msgstr "获取 pin_joint 参数(见 [enum PinJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body a of the joint."
-msgstr "设置关节在关节物体A的局部空间中的位置。"
+msgstr "设置关节在关节物体 A 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body b of the joint."
-msgstr "设置关节在关节物体B的局部空间中的位置。"
+msgstr "设置关节在关节物体 B 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
-msgstr "设置pin_joint参数(请参阅[enum PinJointParam]常量)。"
+msgstr "设置 pin_joint 参数(见 [enum PinJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Activates or deactivates the 3D physics engine."
-msgstr "激活或停用3D物理引擎。"
+msgstr "激活或停用 3D 物理引擎。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -53646,8 +56340,7 @@ msgid ""
msgstr ""
"设置计算碰撞体速度的迭代次数。迭代次数越多,碰撞就越准确。但是,更大量的迭代"
"需要更多的 CPU 能力,这会降低性能。默认值为 [code]8[/code]。\n"
-"[b]注意:[/b] 仅在使用 GodotPhysics 引擎时有效,而不是默认的 Bullet 物理引"
-"擎。"
+"[b]注意:[/b]仅在使用 GodotPhysics 引擎时有效,而不是默认的 Bullet 物理引擎。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -53655,16 +56348,16 @@ msgid ""
"body or an area. To do so, you must use [method area_set_shape] or [method "
"body_set_shape]."
msgstr ""
-"创建一个[enum ShapeType]类型的形状。不把它分配给一个体或一个区域。要做到这一"
-"点,你必须使用[method area_set_shape]或[method body_set_shape]。"
+"创建一个 [enum ShapeType] 类型的形状。不把它分配给一个体或一个区域。要做到这"
+"一点,你必须使用 [method area_set_shape] 或 [method body_set_shape]。"
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of shape (see [enum ShapeType] constants)."
-msgstr "返回形状的类型(请参阅[enum ShapeType]常量)。"
+msgstr "返回形状的类型(见 [enum ShapeType] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
-msgstr "获取slider_joint参数(请参阅[enum SliderJointParam]常量)。"
+msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -53677,11 +56370,11 @@ msgstr ""
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
-msgstr "设置空间参数的值。可用参数列表位于[enum SpaceParameter]常量上。"
+msgstr "设置空间参数的值。可用参数列表位于 [enum SpaceParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [PinJoint]."
-msgstr "该[Joint] 是 [PinJoint]。"
+msgstr "该 [Joint] 是 [PinJoint]。"
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [HingeJoint]."
@@ -53721,7 +56414,7 @@ msgstr ""
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"puts on its ends."
-msgstr "如果大于0,这个值就是这个关节对其两端施加的冲量的最大值。"
+msgstr "如果大于 0,这个值就是这个关节对其两端施加的冲量的最大值。"
#: doc/classes/PhysicsServer.xml
msgid "The maximum rotation across the Hinge."
@@ -53733,7 +56426,7 @@ msgstr "铰链上的最小旋转。"
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
-msgstr "如果[code]true[/code],铰链具有最大和最小旋转。"
+msgstr "如果为 [code]true[/code],铰链具有最大和最小旋转。"
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], a motor turns the Hinge."
@@ -53879,7 +56572,7 @@ msgstr "线性马达在试图达到目标速度时可以施加的最大力。"
#: doc/classes/PhysicsServer.xml
msgid "A factor that gets multiplied onto all rotations across the axes."
-msgstr "一个乘以所有轴旋转的因子。"
+msgstr "乘以所有轴旋转的因子。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -53909,7 +56602,7 @@ msgstr "设置时,存在跨这些轴的线性马达,以指定的速度为目
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [PlaneShape]."
-msgstr "该[Shape] 是 [PlaneShape]。"
+msgstr "该 [Shape] 是 [PlaneShape]。"
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [RayShape]."
@@ -53959,11 +56652,11 @@ msgstr "设置将用于碰撞/相交查询的 [Shape]。"
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [Area]s into account."
-msgstr "如果[code]true[/code],查询将考虑 [Area]。"
+msgstr "如果为 [code]true[/code],查询将考虑 [Area]。"
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
-msgstr "如果 [code]true[/code],则查询将考虑 [PhysicsBody]。"
+msgstr "如果为 [code]true[/code],则查询将考虑 [PhysicsBody]。"
#: doc/classes/PinJoint.xml
msgid "Pin joint for 3D PhysicsBodies."
@@ -53974,7 +56667,7 @@ msgid ""
"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
"See also [Generic6DOFJoint]."
msgstr ""
-"3D刚体的钉关节。它将两个物体(刚体或静态体)钉在一起。参阅"
+"3D 刚体的钉关节。它将两个物体(刚体或静态体)钉在一起。另请参阅 "
"[Generic6DOFJoint]。"
#: doc/classes/PinJoint.xml
@@ -53993,7 +56686,7 @@ msgstr "被钉在一起的物体之间保持共速的力。越高,力越大。
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"produces."
-msgstr "如果大于0,这个值就是此关节产生的冲量的最大值。"
+msgstr "如果大于 0,这个值就是此关节产生的冲量的最大值。"
#: doc/classes/PinJoint2D.xml
msgid "Pin Joint for 2D shapes."
@@ -54021,9 +56714,9 @@ msgid ""
"the plane is considered the side of the plane towards where the normal is "
"pointing."
msgstr ""
-"平面表示标准化的平面方程。基本上,“法线”是平面的法线(a、b、c归一化),而“d”是"
-"原点到平面的距离(在“法线”方向)。“上方”或“上方”平面被认为是法线指向的平面一"
-"侧。"
+"平面表示标准化的平面方程。基本上,“法线”是平面的法线(归一化的 a、b、c),"
+"而“d”是原点到平面的距离(在“法线”方向)。“上方”或“上方”平面被认为是法线指向的"
+"平面一侧。"
#: doc/classes/Plane.xml
msgid ""
@@ -54051,7 +56744,7 @@ msgstr "返回平面的中心。"
msgid ""
"Returns the shortest distance from the plane to the position [code]point[/"
"code]."
-msgstr "返回从平面到位置[code]point[/code]的最短距离。"
+msgstr "返回从平面到位置 [code]point[/code] 的最短距离。"
#: doc/classes/Plane.xml
msgid ""
@@ -54066,8 +56759,8 @@ msgid ""
"Returns [code]true[/code] if [code]point[/code] is inside the plane. "
"Comparison uses a custom minimum [code]epsilon[/code] threshold."
msgstr ""
-"如果[code]point[/code]在平面内,则返回[code]true[/code]。比较使用自定义的最小"
-"[code]epsilon』[/code] ε 阈值。"
+"如果[code]point[/code]在平面内,则返回 [code]true[/code]。比较使用自定义的最"
+"小[code]epsilon』[/code] ε 阈值。"
#: doc/classes/Plane.xml
msgid ""
@@ -54076,7 +56769,7 @@ msgid ""
"returned."
msgstr ""
"返回三个平面[code]b[/code],[code]c[/code]与该平面的交点。如果没有找到交集,"
-"则返回[code]null[/code]。"
+"则返回 [code]null[/code]。"
#: doc/classes/Plane.xml
msgid ""
@@ -54085,7 +56778,7 @@ msgid ""
"If no intersection is found, [code]null[/code] is returned."
msgstr ""
"返回由位置[code]from[/code]和方向法线[code]dir[/code]组成的射线与该平面的交"
-"点。如果没有找到交点,则返回[code]null[/code]。"
+"点。如果没有找到交点,则返回 [code]null[/code]。"
#: doc/classes/Plane.xml
msgid ""
@@ -54094,7 +56787,7 @@ msgid ""
"[code]null[/code] is returned."
msgstr ""
"返回从位置[code]begin[/code]到位置[code]end[/code]的线段与这个平面的交点。如"
-"果没有找到交点,则返回[code]null[/code]。"
+"果没有找到交点,则返回 [code]null[/code]。"
#: doc/classes/Plane.xml
msgid ""
@@ -54102,13 +56795,13 @@ msgid ""
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"如果此平面和 [code]plane[/code] 近似相等,则返回[code]true[/code],方法是对每"
-"个分量运行 [method @GDScript.is_equal_approx]。"
+"如果此平面和 [code]plane[/code] 近似相等,则返回 [code]true[/code],方法是对"
+"每个分量运行 [method @GDScript.is_equal_approx]。"
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is located above the plane."
-msgstr "如果[code]point[/code]位于平面上方,则返回[code]true[/code]。"
+msgstr "如果 [code]point[/code] 位于平面上方,则返回 [code]true[/code]。"
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
@@ -54118,7 +56811,7 @@ msgstr "返回平面的一个标准化副本。"
msgid ""
"Returns the orthogonal projection of [code]point[/code] into a point in the "
"plane."
-msgstr "返回[code]点[/code]在平面上的正交投影。"
+msgstr "返回 [code]point[/code] 在平面上的正交投影。"
#: doc/classes/Plane.xml
msgid ""
@@ -54128,9 +56821,9 @@ msgid ""
"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
"by the [member normal] property."
msgstr ""
-"从原点到平面的距离,沿[member normal]方向。这个值通常是非负的。\n"
-"在平面[code]ax + by + cz = d[/code]的标量方程中,这是[code]d[/code],而[code]"
-"(a, b, c)[/code]坐标由[member normal]属性表示。"
+"从原点到平面的距离,沿 [member normal] 方向。这个值通常是非负的。\n"
+"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code]d[/code],而 "
+"[code](a, b, c)[/code] 坐标由 [member normal] 属性表示。"
#: doc/classes/Plane.xml
msgid ""
@@ -54140,20 +56833,20 @@ msgid ""
"property."
msgstr ""
"平面的法线,必须归一化。\n"
-"在平面[code]ax + by + cz = d[/code]的标量方程中,这是向量[code](a, b, c)[/"
-"code],其中[code]d[/code]是[member d]属性。"
+"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是向量 [code](a, b, c)[/"
+"code],其中 [code]d[/code] 是 [member d] 属性。"
#: doc/classes/Plane.xml
msgid "The X component of the plane's [member normal] vector."
-msgstr "平面的[member normal]向量的X分量。"
+msgstr "平面法向量 [member normal] 的 X 分量。"
#: doc/classes/Plane.xml
msgid "The Y component of the plane's [member normal] vector."
-msgstr "平面的[member normal]向量的Y分量。"
+msgstr "平面法向量 [member normal] 的 Y 分量。"
#: doc/classes/Plane.xml
msgid "The Z component of the plane's [member normal] vector."
-msgstr "平面的[member normal]向量的Z分量。"
+msgstr "平面法向量 [member normal] 的 Z 分量。"
#: doc/classes/Plane.xml
msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
@@ -54185,9 +56878,9 @@ msgstr ""
"表示平面 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,此网格在 X "
"轴和 Z 轴上对齐;此默认旋转不适合与广告牌材质一起使用。对于广告牌材质,请改"
"用 [QuadMesh]。\n"
-"[b]注意:[/b] 当使用大纹理 [PlaneMesh](例如作为地板)时,你可能会偶然发现 "
-"UV 抖动问题,具体取决于相机角度。要解决此问题,请增加 [member "
-"subdivide_depth] 和 [member subdivide_width],直到你不再注意到 UV 抖动。"
+"[b]注意:[/b]当使用大纹理 [PlaneMesh](例如作为地板)时,你可能会偶然发现 UV "
+"抖动问题,具体取决于相机角度。要解决此问题,请增加 [member subdivide_depth] "
+"和 [member subdivide_width],直到你不再注意到 UV 抖动。"
#: doc/classes/PlaneMesh.xml
msgid "Offset from the origin of the generated plane. Useful for particles."
@@ -54226,7 +56919,7 @@ msgstr "[PlaneShape] 用于碰撞的 [Plane]。"
#: doc/classes/PointMesh.xml
msgid "Mesh with a single Point primitive."
-msgstr "单点原始网格。"
+msgstr "使用单个点图元的网格。"
#: doc/classes/PointMesh.xml
msgid ""
@@ -54242,19 +56935,19 @@ msgid ""
"When using PointMeshes, properties that normally alter vertices will be "
"ignored, including billboard mode, grow, and cull face."
msgstr ""
-"PointMesh是由单个的点构成。与其依赖三角形与点在屏幕上渲染形成具有恒定尺寸的单"
-"独矩形。其旨在与粒子系统一起使用,但也可以作为一种消耗小的方式来渲染恒定尺寸"
-"的广告牌精灵,例如,在点云中。\n"
-"PointMeshes,必须与具有点大小的材质一起使用。点大小可以通过[code]POINT_SIZE[/"
-"code]在着色器中访问,或者通过设置[member SpatialMaterial."
-"flags_use_point_size]和变量[member SpatialMaterial.params_point_size]在"
-"[SpatialMaterial]中访问。\n"
-"当使用PointMeshes时,通常改变顶点的属性将被忽略,包括广告牌模式、增长和剔除"
+"PointMesh 是由单个点构成的。与其依赖三角形与点在屏幕上渲染形成具有恒定尺寸的"
+"单独矩形。其旨在与粒子系统一起使用,但也可以作为一种消耗小的方式来渲染恒定尺"
+"寸的广告牌精灵,例如,在点云中。\n"
+"PointMesh 必须与具有点大小的材质一起使用。点大小可以通过 [code]POINT_SIZE[/"
+"code] 在着色器中访问,或者通过设置 [member SpatialMaterial."
+"flags_use_point_size] 和变量 [member SpatialMaterial.params_point_size] 在 "
+"[SpatialMaterial] 中访问。\n"
+"当使用 PointMesh 时,通常改变顶点的属性将被忽略,包括广告牌模式、增长和剔除"
"面。"
#: doc/classes/Polygon2D.xml
msgid "A 2D polygon."
-msgstr "一个2D多边形。"
+msgstr "2D 多边形。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -54269,7 +56962,7 @@ msgid ""
"canvas_polygon_index_buffer_size_kb]."
msgstr ""
"Polygon2D 由一组点定义。每个点都连接到下一个点,最后一个点连接到第一个点,从"
-"而形成封闭的多边形。 Polygon2D 可以填充颜色(纯色或渐变色)或填充给定的纹"
+"而形成封闭的多边形。Polygon2D 可以填充颜色(纯色或渐变色)或填充给定的纹"
"理。\n"
"[b]注意:[/b]默认情况下,Godot 一次最多只能绘制 4096 个多边形点。要增加此限"
"制,请打开项目设置并增加 [member ProjectSettings.rendering/limits/buffers/"
@@ -54279,39 +56972,54 @@ msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Adds a bone with the specified [code]path[/code] and [code]weights[/code]."
-msgstr "添加指定[code]path[/code]和[code]weights[/code]的骨骼."
+msgstr "添加指定 [code]path[/code] 和 [code]weights[/code] 的骨骼。"
#: doc/classes/Polygon2D.xml
msgid "Removes all bones from this [Polygon2D]."
-msgstr "删除这个[Polygon2D]的所有骨骼."
+msgstr "删除这个 [Polygon2D] 的所有骨骼。"
#: doc/classes/Polygon2D.xml
msgid "Removes the specified bone from this [Polygon2D]."
-msgstr "从这个[Polygon2D]中删除指定的骨骼."
+msgstr "从这个 [Polygon2D] 中删除指定的骨骼。"
#: doc/classes/Polygon2D.xml
msgid "Returns the number of bones in this [Polygon2D]."
-msgstr "返回这个[Polygon2D]中骨骼的数量."
+msgstr "返回这个 [Polygon2D] 中骨骼的数量。"
#: doc/classes/Polygon2D.xml
msgid "Returns the path to the node associated with the specified bone."
-msgstr "返回与指定骨骼相关联的节点的路径."
+msgstr "返回与指定骨骼相关联的节点的路径。"
#: doc/classes/Polygon2D.xml
msgid "Returns the height values of the specified bone."
-msgstr "返回指定骨骼的高度值."
+msgstr "返回指定骨骼的高度值。"
#: doc/classes/Polygon2D.xml
msgid "Sets the path to the node associated with the specified bone."
-msgstr "设置与指定骨骼相关联的节点的路径."
+msgstr "设置与指定骨骼相关联的节点的路径。"
#: doc/classes/Polygon2D.xml
msgid "Sets the weight values for the specified bone."
-msgstr "设置指定骨骼的权重值."
+msgstr "设置指定骨骼的权重值。"
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
-msgstr "如果为[code]true[/code],则多边形边缘将抗锯齿."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+"为 [code]true[/code] 时,会尝试对多边形的边缘进行抗锯齿处理,方法是在边缘绘制"
+"一薄层 OpenGL 平滑线段。\n"
+"[b]注意:[/b]由于实现的原因,内置的抗锯齿无法在透明多边形上得到正确的效果,并"
+"且可能无法在某些平台上正常工作。作为替代方案,请安装[url=https://github.com/"
+"godot-extended-libraries/godot-antialiased-line2d]抗锯齿 Line2D[/url] 插件并"
+"创建 AntialiasedPolygon2D 节点。该节点的抗锯齿是使用带有自定义 mipmap 的纹理"
+"进行的。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -54335,12 +57043,12 @@ msgid ""
"If [code]true[/code], polygon will be inverted, containing the area outside "
"the defined points and extending to the [code]invert_border[/code]."
msgstr ""
-"如果为[code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到"
-"[code]invert_border[/code](反转边界)."
+"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到 "
+"[code]invert_border[/code](反转边界)。"
#: doc/classes/Polygon2D.xml
msgid "The offset applied to each vertex."
-msgstr "应用于每个顶点的位置偏移量."
+msgstr "应用于每个顶点的位置偏移量。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -54350,7 +57058,7 @@ msgid ""
"reference."
msgstr ""
"多边形的顶点列表。最后一点将连接到第一个。\n"
-"[b]注意:[/b] 这将返回 [PoolVector2Array] 的副本而不是引用。"
+"[b]注意:[/b]这将返回 [PoolVector2Array] 的副本而不是引用。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -54401,35 +57109,69 @@ msgstr ""
"如果数量少,则未定义的顶点将使用[code]color[/code]."
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
-msgstr "[Array] 字节集合。"
+msgid "A pooled array of bytes."
+msgstr "字节池数组。"
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"专门设计用于保存字节的 [Array]。针对内存使用进行了优化,不会造成内存碎片。\n"
-"[b]注意:[/b]这种类型是按值传递而不是按引用传递。"
+"专门为存储字节设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolByteArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolByteArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]](Array 中包含了空的 PoolByteArray)\n"
+"[/codeblock]\n"
+"整个 [PoolByteArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]](Array 中包含了含有 1 个元素的 PoolByteArray)\n"
+"[/codeblock]"
#: doc/classes/PoolByteArray.xml
msgid ""
"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolByteArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolByteArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolByteArray.xml
msgid "Appends a [PoolByteArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolByteArray]。"
+msgstr "在这个数组的最后添加 [PoolByteArray]。"
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a new [PoolByteArray] with the data compressed. Set the compression "
"mode using one of [enum File.CompressionMode]'s constants."
msgstr ""
-"返回新的[PoolByteArray],其中的数据被压缩。使用[enum File.CompressionMode]中"
-"的一个常数来设置压缩模式。"
+"返回新的 [PoolByteArray],其中的数据被压缩。使用 [enum File.CompressionMode] "
+"中的常量来设置压缩模式。"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -54437,7 +57179,7 @@ msgid ""
"[code]buffer_size[/code] to the size of the uncompressed data. Set the "
"compression mode using one of [enum File.CompressionMode]'s constants."
msgstr ""
-"返回新的 [PoolByteArray] 解压数据。 [code]buffer_size[/code] 设置未压缩数据的"
+"返回新的 [PoolByteArray] 解压数据。[code]buffer_size[/code] 设置未压缩数据的"
"大小。使用 [enum File.CompressionMode] 常量之一设置压缩模式。"
#: doc/classes/PoolByteArray.xml
@@ -54467,6 +57209,18 @@ msgstr ""
"函数分配的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会"
"返回错误。"
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+"将数组中的所有元素都设为给定的值。通常与 [method resize] 一起使用,创建给定大"
+"小的数组并初始化元素。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -54491,6 +57245,17 @@ msgstr ""
"但支持 UTF-8 编码的数据。如果不确定数据的来源,请使用此函数。对于用户输入,应"
"该始终首选此函数。"
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+"如果该数组包含给定的值,则返回 [code]true[/code]。\n"
+"[b]注意:[/b]相当于使用 [code]in[/code] 操作符。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -54537,12 +57302,19 @@ msgid ""
msgstr ""
"设置数组的大小。如果数组增长,则保留数组末尾的元素。如果数组缩小,则将数组截"
"断为新大小。\n"
-"[b]注意:[/b] 添加的元素不会自动初始化为 0,并且会包含垃圾,即不确定值。"
+"[b]注意:[/b]添加的元素不会自动初始化为 0,并且会包含垃圾,即不确定值。"
#: doc/classes/PoolByteArray.xml
msgid "Changes the byte at the given index."
msgstr "改变给定索引处的字节。"
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr "将该数组中的元素按升序排列。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54553,28 +57325,63 @@ msgstr ""
"负的索引都被认为是从数组的末端开始的。"
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
-msgstr "[Color]的[Array]的集合。"
+msgid "A pooled array of [Color]s."
+msgstr "[Color] 池数组。"
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"专门用于保存 [Color] 的 [Array]。对内存的使用进行了优化,不会使内存碎片化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。"
+"专门为存储 [Color] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolColorArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolColorArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]](Array 中包含了空的 PoolColorArray)\n"
+"[/codeblock]\n"
+"整个 [PoolColorArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]](Array 中包含了含有 1 个元素的 "
+"PoolColorArray)\n"
+"[/codeblock]"
#: doc/classes/PoolColorArray.xml
msgid ""
"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolColorArray]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolColorArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolColorArray.xml
msgid "Appends a [PoolColorArray] at the end of this array."
-msgstr "在这个数组的最后添加一个[PoolColorArray]。"
+msgstr "在这个数组的最后添加一个 [PoolColorArray]。"
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
msgid "Appends a value to the array."
@@ -54592,26 +57399,59 @@ msgstr ""
#: doc/classes/PoolColorArray.xml
msgid "Changes the [Color] at the given index."
-msgstr "更改给定索引处的[Color]。"
+msgstr "更改给定索引处的 [Color]。"
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
-msgstr "整数[int]的[Array]的集合。"
+msgid "A pooled array of integers ([int])."
+msgstr "整数([int])池数组。"
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
"around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values."
msgstr ""
-"专门用于保存整数值([int])的 [Array]。对内存的使用进行了优化,不会使内存碎片"
-"化。\n"
-"[b]注意:[/b]这种类型是通过值传递的,而不是引用。\n"
+"专门为存储整数([int])设计的数组。针对内存使用进行了优化,不会产生内存碎"
+"片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolIntArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] 中"
+"的 [PoolIntArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]](Array 中包含了空的 PoolIntArray)\n"
+"[/codeblock]\n"
+"整个 [PoolIntArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发生"
+"变化:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]](Array 中包含了含有 1 个元素的 PoolIntArray)\n"
+"[/codeblock]\n"
"[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]"
"[-2^31, 2^31 - 1][/code] 的区间取值,即 [code][-2147483648, 2147483647][/"
"code]。超过这些界限就会被包起来。相比之下,[int] 使用有符号的 64 位整数,可以"
@@ -54621,18 +57461,19 @@ msgstr ""
msgid ""
"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolIntArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolIntArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolIntArray.xml
msgid "Appends a [PoolIntArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolIntArray]。"
+msgstr "在这个数组的最后添加 [PoolIntArray]。"
#: doc/classes/PoolIntArray.xml
msgid ""
"Inserts a new int at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
-"在数组中的指定位置插入一个新的int。这个位置必须是有效的,或者在数组的末端"
+"在数组中的指定位置插入一个新的 int。这个位置必须是有效的,或者在数组的末端"
"([code]idx == size()[/code])。"
#: doc/classes/PoolIntArray.xml
@@ -54640,14 +57481,31 @@ msgid "Changes the int at the given index."
msgstr "更改给定索引处的 int。"
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
-msgstr "实数 [float] 的[Array]集合。"
+msgid "A pooled array of real numbers ([float])."
+msgstr "实数([float])池数组。"
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -54656,12 +57514,27 @@ msgid ""
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
-"专门设计用于保存浮点值的 [Array] 。针对内存使用进行了优化,不会造成内存碎"
-"片。\n"
-"[b]注意:[/b] 这种类型是按值传递而不是按引用传递。\n"
-"[b]注意:[/b] 与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 "
-"32 位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较"
-"低的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 "
+"专门为存储浮点数设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolRealArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] "
+"中的 [PoolRealArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]](Array 中包含了空的 PoolRealArray)\n"
+"[/codeblock]\n"
+"整个 [PoolRealArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发"
+"生变化:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]](Array 中包含了含有 1 个元素的 PoolRealArray)\n"
+"[/codeblock]\n"
+"[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 "
+"位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低"
+"的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 "
"[Array],因为这些元素仍为 64 位。但是,与 [PoolRealArray] 相比,使用通用 "
"[Array] 存储 [float] 将使用大约 6 倍的内存。"
@@ -54669,40 +57542,73 @@ msgstr ""
msgid ""
"Constructs a new [PoolRealArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolRealArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolRealArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolRealArray.xml
msgid "Appends a [PoolRealArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolRealArray]。"
+msgstr "在这个数组的最后添加 [PoolRealArray]。"
#: doc/classes/PoolRealArray.xml
msgid "Changes the float at the given index."
msgstr "更改给定索引处的浮点数。"
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
-msgstr "[String] 的 [Array] 集合。"
+msgid "A pooled array of [String]s."
+msgstr "[String] 池数组。"
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
-"[Array] 专门设计用于保存 [String]。针对内存使用进行了优化,不会造成内存碎"
-"片。\n"
-"[b]注意:[/b] 这种类型是按值传递,而不是引用传递。"
+"专门为存储 [String] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolStringArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolStringArray] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]](Array 中包含了空的 PoolStringArray)\n"
+"[/codeblock]\n"
+"整个 [PoolStringArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]](Array 中包含了含有 1 个元素的 PoolStringArray)\n"
+"[/codeblock]"
#: doc/classes/PoolStringArray.xml
msgid ""
"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolStringArray]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolStringArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolStringArray.xml
msgid "Appends a [PoolStringArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolStringArray]。"
+msgstr "在这个数组的最后添加 [PoolStringArray]。"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -54717,73 +57623,142 @@ msgstr "在数组的末尾追加字符串元素。"
#: doc/classes/PoolStringArray.xml
msgid "Changes the [String] at the given index."
-msgstr "更改给定索引处的[String]。"
+msgstr "更改给定索引处的 [String]。"
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
-msgstr "[Vector2] 的 [Array] 集合。"
+msgid "A pooled array of [Vector2]s."
+msgstr "[Vector2] 池数组。"
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"专门用来保存[Vector2]的[Array]。对内存的使用进行了优化,不会使内存碎片化。\n"
-"[b]注意:[/b] 这种类型是通过值传递的,而不是引用。"
+"专门为存储 [Vector2] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolVector2Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolVector2Array] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]](Array 中包含了空的 PoolVector2Array)\n"
+"[/codeblock]\n"
+"整个 [PoolVector2Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]](Array 中包含了含有 1 个元素的 "
+"PoolVector2Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Navigation Astar Demo"
-msgstr ""
+msgstr "2D A 星导航演示"
#: doc/classes/PoolVector2Array.xml
msgid ""
"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolVector2Array]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolVector2Array]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolVector2Array.xml
msgid "Appends a [PoolVector2Array] at the end of this array."
-msgstr "在这个数组的最后添加[PoolVector2Array]。"
+msgstr "在这个数组的最后添加 [PoolVector2Array]。"
#: doc/classes/PoolVector2Array.xml
msgid "Inserts a [Vector2] at the end."
-msgstr "在末尾插入[Vector2]。"
+msgstr "在末尾插入一个 [Vector2]。"
#: doc/classes/PoolVector2Array.xml
msgid "Changes the [Vector2] at the given index."
msgstr "更改给定索引处的 [Vector2]。"
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
-msgstr "[Vector3] 的 [Array] 集合。"
+msgid "A pooled array of [Vector3]."
+msgstr "[Vector3] 池数组。"
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
-"专门设计来容纳[Vector3]的[Array]。对内存的使用进行了优化,不会使内存碎片"
-"化。\n"
-"[b]注意:[/b] 这种类型是通过值传递的,而不是引用。"
+"专门为存储 [Vector3] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n"
+"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 "
+"[PoolVector3Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 "
+"[Dictionary] 中的 [PoolVector3Array] 进行了修改,那么这些修改就会丢失:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]](Array 中包含了空的 PoolVector3Array)\n"
+"[/codeblock]\n"
+"整个 [PoolVector3Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会"
+"发生变化:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]](Array 中包含了含有 1 个元素的 "
+"PoolVector3Array)\n"
+"[/codeblock]"
#: doc/classes/PoolVector3Array.xml
msgid ""
"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolVector3Array]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolVector3Array]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolVector3Array.xml
msgid "Appends a [PoolVector3Array] at the end of this array."
-msgstr "在这个数组的最后添加[PoolVector3Array]。"
+msgstr "在这个数组的最后添加 [PoolVector3Array]。"
#: doc/classes/PoolVector3Array.xml
msgid "Inserts a [Vector3] at the end."
-msgstr "在末尾插入[Vector3]。"
+msgstr "在末尾插入一个 [Vector3]。"
#: doc/classes/PoolVector3Array.xml
msgid "Changes the [Vector3] at the given index."
@@ -54858,10 +57833,10 @@ msgid ""
"ConfirmationDialog.get_cancel] and hide the buttons in question by setting "
"their [member CanvasItem.visible] property to [code]false[/code]."
msgstr ""
-"如果[code]true[/code],当点击事件发生在它之外,或者当它收到[code]ui_cancel[/"
-"code]动作事件时,弹出窗口不会被隐藏。\n"
-"[b]注意:[/b] 启用此属性不会影响从此类继承的对话框中关闭或取消按钮的行为。作"
-"为解决方法,您可以使用 [method WindowDialog.get_close_button] 或 [method "
+"如果为 [code]true[/code],当点击事件发生在它之外,或者当它收到"
+"[code]ui_cancel[/code]动作事件时,弹出窗口不会被隐藏。\n"
+"[b]注意:[/b]启用此属性不会影响从此类继承的对话框中关闭或取消按钮的行为。作为"
+"解决方法,您可以使用 [method WindowDialog.get_close_button] 或 [method "
"ConfirmationDialog.get_cancel] 并通过将其 [member CanvasItem.visible] 属性设"
"置为 [code]false[/code] 来隐藏有问题的按钮。"
@@ -54897,18 +57872,36 @@ msgstr "PopupDialog 是弹出对话框的基类,与 [WindowDialog] 一起。"
#: doc/classes/PopupDialog.xml
msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
-msgstr "为[PopupDialog]的面板设置自定义的[StyleBox]。"
+msgstr "为 [PopupDialog] 的面板设置自定义的 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid "PopupMenu displays a list of options."
-msgstr "PopupMenu(弹出菜单)显示选项列表."
+msgstr "PopupMenu 会显示一个选项列表。"
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
-msgstr ""
-"[PopupMenu]是一个显示选项列表的[Control].它们在工具栏或上下文菜单中很常用."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+"[PopupMenu] 是会显示一个选项列表的 [Control]。常见于工具栏和上下文菜单中。\n"
+"[b]增量搜索:[/b]与 [ItemList] 和 [Tree] 类似,[PopupMenu] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -54922,13 +57915,14 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的带有[code]label[/code]文本的可检查项目.\n"
-"可以选择提供一个[code]id[/code]以及一个快捷键([code]accel[/code])加速.如果没"
-"有提供[code]id[/code],将从索引中创建一个.如果没有提供[code]accel[/code],那么"
-"将为其分配默认的[code]0[/code].参阅 [method get_item_accelerator]了解更多关于"
-"快捷键的信息.\n"
-"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
-"检查或取消检查.参阅[method set_item_checked]了解更多关于如何控制它的信息."
+"添加一个新的带有 [code]label[/code] 文本的可勾选项目。\n"
+"可以选择提供一个 [code]id[/code] 以及一个快捷键([code]accel[/code])。如果没"
+"有提供 [code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/code],"
+"那么将为其分配默认的 [code]0[/code]。参阅 [method get_item_accelerator] 了解"
+"更多关于快捷键的信息.\n"
+"[b]注意:[/b]可勾选项目只是显示一个勾选标记,但没有任何内置的检查行为,必须手"
+"动勾选或取消勾选。参阅 [method set_item_checked] 了解更多关于如何控制它的信"
+"息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -54940,12 +57934,13 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可检查项目,并将指定的[ShortCut]分配给它.将复选框的标签设置为"
-"ShortCut的名称.\n"
-"可以选择提供一个[code]id[/code].如果没有提供[code]id[/code],将从索引中创建一"
-"个.\n"
-"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
-"检查或取消检查. 参阅 [method set_item_checked]了解更多关于如何控制它的信息."
+"添加一个新的可检查项目,并将指定的 [ShortCut] 分配给它。将复选框的标签设置为 "
+"ShortCut 的名称。\n"
+"可以选择提供一个 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创"
+"建一个。\n"
+"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手"
+"动检查或取消检查。参阅 [method set_item_checked] 了解更多关于如何控制它的信"
+"息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -54960,14 +57955,14 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可检查项目,带有文本[code]label[/code]和图标[code]texture[/"
+"添加一个新的可检查项目,带有文本 [code]label[/code] 和图标 [code]texture[/"
"code]。\n"
-"可以选择提供一个[code]id[/code],以及一个加速器([code]accel[/code])。如果没"
-"有提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],那"
-"么默认的[code]0[/code]将被分配给它。参阅[method get_item_accelerator]获取更多"
-"关于加速器的信息。\n"
-"[b]注意:[/b] 可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手"
-"动检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"可以选择提供一个 [code]id[/code],以及一个加速器([code]accel[/code])。如果"
+"没有提供 [code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/"
+"code],那么默认的 [code]0[/code] 将被分配给它。参阅 [method "
+"get_item_accelerator] 获取更多关于加速器的信息。\n"
+"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
+"检查/取消检查。参阅 [method set_item_checked] 获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -54980,12 +57975,12 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可选项目,并为其分配指定的[ShortCut]和图标[code]texture[/code]。"
-"将复选框的标签设置为[ShortCut]的名称。\n"
-"可以选择提供一个[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建"
-"一个。\n"
-"[b]注意:[/b] 可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手"
-"动检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"添加一个新的可选项目,并为其分配指定的 [ShortCut] 和图标 [code]texture[/"
+"code]。将复选框的标签设置为 [ShortCut] 的名称。\n"
+"可以选择提供一个 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创"
+"建一个。\n"
+"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
+"检查/取消检查。参阅 [method set_item_checked] 获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -54996,20 +57991,20 @@ msgid ""
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators."
msgstr ""
-"添加带有文本[code]lable[/code]和图标[code]texture[/code]的新项目。\n"
-"可以选择提供一个[code]id[/code],以及一个加速器([code]accel[/code])。如果没有"
-"提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则将"
-"为其分配默认的[code]0[/code]。有关加速器的更多信息,请参阅[method "
-"get_item_accelerator]。"
+"添加带有文本 [code]lable[/code] 和图标 [code]texture[/code] 的新项目。\n"
+"可以选择提供一个 [code]id[/code],以及一个快捷键([code]accel[/code])。如果"
+"没有提供 [code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/"
+"code],则将为其分配默认的[code]0[/code]。有关快捷键的更多信息,请参阅 "
+"[method get_item_accelerator]。"
#: doc/classes/PopupMenu.xml
msgid "Same as [method add_icon_check_item], but uses a radio check button."
-msgstr "与[method add_icon_check_item]相同,但使用单选按钮。"
+msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。"
#: doc/classes/PopupMenu.xml
msgid ""
"Same as [method add_icon_check_shortcut], but uses a radio check button."
-msgstr "与[method add_icon_check_shortcut]相同,但使用一个单选按钮。"
+msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55018,9 +58013,9 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个新项,并分配指定的[ShortCut]和图标[code]texture[/code]给它。将复选框"
-"的标签设置为[ShortCut]的名称。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个新项,并分配指定的 [ShortCut] 和图标 [code]texture[/code] 给它。将复"
+"选框的标签设置为 [ShortCut] 的名称。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
@@ -55032,10 +58027,10 @@ msgid ""
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators."
msgstr ""
-"添加一个带有文本[code]label[/code]的新项目。\n"
-"可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供"
-"[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的"
-"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method "
+"添加一个带有文本 [code]label[/code] 的新项目。\n"
+"可以选择提供 [code]id[/code],以及加速器([code]accel[/code])。如果没有提供 "
+"[code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/code],则默认"
+"的 [code]0[/code] 将被分配给它。有关加速器的更多信息,请参阅 [method "
"get_item_accelerator]。"
#: doc/classes/PopupMenu.xml
@@ -55051,13 +58046,13 @@ msgid ""
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators."
msgstr ""
-"添加一个带有文本[code]label[/code]的新的多状态项。\n"
-"与普通的二进制项相反,多状态项可以有两个以上的状态,如[code]max_states[/code]"
-"所定义的。每次按下或激活物品将增加一个状态。默认值由[code]default_state[/"
-"code]定义。\n"
-"可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供"
-"[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的"
-"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method "
+"添加一个带有文本 [code]label[/code] 的新的多状态项。\n"
+"与普通的二进制项相反,多状态项可以有两个以上的状态,如 [code]max_states[/"
+"code] 所定义的。每次按下或激活物品将增加一个状态。默认值由 "
+"[code]default_state[/code] 定义。\n"
+"可以选择提供 [code]id[/code],以及加速器([code]accel[/code])。如果没有提供"
+"[code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/code],则默认"
+"的 [code]0[/code] 将被分配给它。有关加速器的更多信息,请参阅 [method "
"get_item_accelerator]。"
#: doc/classes/PopupMenu.xml
@@ -55072,10 +58067,10 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个带有文本[code]label[/code]的单选按钮。\n"
-"可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供"
-"[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的"
-"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method "
+"添加一个带有文本 [code]label[/code] 的单选按钮。\n"
+"可以选择提供 [code]id[/code],以及加速器([code]accel[/code])。如果没有提供"
+"[code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/code],则默认"
+"的 [code]0[/code] 将被分配给它。有关加速器的更多信息,请参阅 [method "
"get_item_accelerator]。\n"
"[b]注意:[/b]Checkable 项目只是显示一个复选标记,但没有任何内置的检查行为,必"
"须手动检查/不检查。有关如何控制它的更多信息,请参阅 [method "
@@ -55091,12 +58086,12 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的单选复选按钮并为其分配一个[ShortCut]。将复选框的标签设置为"
-"[ShortCut]的名称。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个新的单选复选按钮并为其分配一个 [ShortCut]。将复选框的标签设置为 "
+"[ShortCut] 的名称。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。\n"
-"[b]注:[/b] Checkable项目只是显示一个复选标记,但没有任何内置的检查行为,必须"
-"手动检查/不检查。有关如何控制它的更多信息,请参阅[method set_item_checked]。"
+"[b]注意:[/b]可勾选的项目只是显示一个复选标记,但没有任何内置的检查行为,必须"
+"手动检查/不检查。有关如何控制它的更多信息,请参阅 [method set_item_checked]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55105,9 +58100,9 @@ msgid ""
"A [code]label[/code] can optionally be provided, which will appear at the "
"center of the separator."
msgstr ""
-"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用[code]id[/code]"
-"参数来设置。\n"
-"可以选择提供一个标签[code]label[/code],它将出现在分隔符的中心。"
+"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用 [code]id[/"
+"code] 参数来设置。\n"
+"可以选择提供一个标签 [code]label[/code],它将出现在分隔符的中心。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55115,8 +58110,8 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个[ShortCut]。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个 [ShortCut]。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
@@ -55127,14 +58122,14 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个项目,当单击父[PopupMenu]节点时,它将作为子菜单。[code]submenu[/code]"
-"参数是子节点[PopupMenu]的名称,当点击项目时显示该子节点。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个项目,当单击父 [PopupMenu] 节点时,它将作为子菜单。[code]submenu[/"
+"code] 参数是子节点 [PopupMenu] 的名称,当点击项目时显示该子节点。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
msgid "Removes all items from the [PopupMenu]."
-msgstr "从[PopupMenu]中移除所有项目。"
+msgstr "从该 [PopupMenu] 中移除所有项目。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55148,19 +58143,20 @@ msgid ""
"are special combinations of keys that activate the item, no matter which "
"control is focused."
msgstr ""
-"返回索引[code]idx[/code]处项目的加速项。加速器是一种特殊的按键组合,可以激活"
-"物品,无论哪个控制键处于焦点状态。"
+"返回索引 [code]idx[/code] 处项目的加速项。加速器是一种特殊的按键组合,可以激"
+"活物品,无论哪个控制键处于焦点状态。"
#: doc/classes/PopupMenu.xml
msgid "Returns the number of items in the [PopupMenu]."
-msgstr "返回[PopupMenu]中的项目数。"
+msgstr "返回该 [PopupMenu] 中的项目数。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
"manually assigned, while index can not."
msgstr ""
-"返回索引[code]idx[/code]处项目的id。[code]id[/code]可以手动分配,而索引不能。"
+"返回索引 [code]idx[/code] 处项目的 id。[code]id[/code] 可以手动分配,而索引不"
+"能。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55168,8 +58164,8 @@ msgid ""
"Index is automatically assigned to each item by the engine. Index can not be "
"set manually."
msgstr ""
-"返回包含指定的[code]id[/code]的项的索引。索引由引擎自动分配给每个项目。不能手"
-"动设置索引。"
+"返回包含指定的 [code]id[/code] 的项的索引。索引由引擎自动分配给每个项目。不能"
+"手动设置索引。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55177,27 +58173,26 @@ msgid ""
"can set it with [method set_item_metadata], which provides a simple way of "
"assigning context data to items."
msgstr ""
-"返回指定项的元数据,该项可以是任何类型。您可以使用[method set_item_metadata]"
-"来设置它,它提供了一种将上下文数据分配给项的简单方法。"
+"返回指定项的元数据,该项可以是任何类型。您可以使用 [method "
+"set_item_metadata] 来设置它,它提供了一种将上下文数据分配给项的简单方法。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the [ShortCut] associated with the specified [code]idx[/code] item."
-msgstr "返回与指定的[code]idx[/code]项关联的[ShortCut]。"
+msgstr "返回与指定的 [code]idx[/code] 项关联的 [ShortCut]。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the submenu name of the item at index [code]idx[/code]. See [method "
"add_submenu_item] for more info on how to add a submenu."
msgstr ""
-"返回在索引[code]idx[/code]处的项目的子菜单名。更多关于如何添加子菜单的信息,"
-"请参阅[method add_submenu_item]。"
+"返回在索引 [code]idx[/code] 处的项目的子菜单名。更多关于如何添加子菜单的信"
+"息,请参阅 [method add_submenu_item]。"
#: doc/classes/PopupMenu.xml
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr "返回与指定索引 [code]idx[/code]关联的工具提示。"
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "返回与指定索引 [code]idx[/code] 关联的工具提示。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55213,15 +58208,15 @@ msgid ""
"don't have any built-in checking behavior and must be checked/unchecked "
"manually."
msgstr ""
-"如果索引[code]idx[/code]的项目以某种方式是可检查的,例如,如果它有一个复选框"
-"或单选按钮,则返回[code]true[/code]。\n"
-"[b]注:[/b]可检查项目只是显示一个复选标记或单选按钮,但没有任何内置的检查行"
-"为,必须手动检查/取消。"
+"如果索引 [code]idx[/code] 的项目以某种方式是可检查的,例如,如果它有一个复选"
+"框或单选按钮,则返回 [code]true[/code]。\n"
+"[b]注意:[/b]可勾选项目只是显示一个复选标记或单选按钮,但没有任何内置的检查行"
+"为,必须手动勾选/取消。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
-msgstr "如果索引[code]idx[/code]项被选中,则返回[code]true[/code]。"
+msgstr "如果索引[code]idx[/code]项被选中,则返回 [code]true[/code]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55229,8 +58224,8 @@ msgid ""
"When it is disabled it can't be selected, or its action invoked.\n"
"See [method set_item_disabled] for more info on how to disable an item."
msgstr ""
-"如果索引[code]idx[/code]项被禁用,返回[code]true[/code]。当它被禁用时,就无法"
-"选择它,或者调用它的操作。\n"
+"如果索引[code]idx[/code]项被禁用,返回 [code]true[/code]。当它被禁用时,就无"
+"法选择它,或者调用它的操作。\n"
"有关如何禁用一个项目的更多信息,请参阅[method set_item_disabled]。"
#: doc/classes/PopupMenu.xml
@@ -55240,9 +58235,10 @@ msgid ""
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups."
msgstr ""
-"如果index [code]idx[/code]具有单选按钮样式的可检查性,则返回[code]true[/"
+"如果索引号 [code]idx[/code] 具有单选按钮样式的可检查性,则返回 [code]true[/"
"code]。\n"
-"[b]注:[/b]这纯粹是装饰性的;您必须添加用于在单选组中检查/取消检查项目的逻辑。"
+"[b]注意:[/b]这纯粹是装饰性的;您必须添加用于在单选组中检查/取消检查项目的逻"
+"辑。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55250,12 +58246,12 @@ msgid ""
"displayed as a line. See [method add_separator] for more info on how to add "
"a separator."
msgstr ""
-"如果项目是分隔符,则返回[code]true[/code]。如果是,它将显示为一行。有关如何添"
-"加分隔符的更多信息,请参阅[method add_separator]。"
+"如果项目是分隔符,则返回 [code]true[/code]。如果是,它将显示为一行。有关如何"
+"添加分隔符的更多信息,请参阅[method add_separator]。"
#: doc/classes/PopupMenu.xml
msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
-msgstr "如果指定项的快捷方式被禁用,则返回[code]true[/code]。"
+msgstr "如果指定项的快捷方式被禁用,则返回 [code]true[/code]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55263,17 +58259,16 @@ msgid ""
"[b]Note:[/b] The indices of items after the removed item will be shifted by "
"one."
msgstr ""
-"从菜单中移除索引[code]idx[/code]项。\n"
-"[b]注:[/b]被移除项后的项的索引将被移位1。"
+"从菜单中移除索引 [code]idx[/code] 项。\n"
+"[b]注意:[/b]被移除项后的项的索引将被移位 1。"
#: doc/classes/PopupMenu.xml
-#, fuzzy
msgid "Sets the currently focused item as the given [code]index[/code]."
-msgstr "设置在索引[code]idx[/code]处项的图标。"
+msgstr "将当前聚焦项目设置为给定的索引 [code]index[/code]。"
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
-msgstr "当窗口失去焦点时隐藏[PopupMenu]。"
+msgstr "当窗口失去焦点时隐藏 [PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55281,7 +58276,7 @@ msgid ""
"special combinations of keys that activate the item, no matter which control "
"is focused."
msgstr ""
-"设置索引[code]idx[/code]项的加速键。加速器是一种特殊的按键组合,可以激活物"
+"设置索引 [code]idx[/code] 项的加速键。加速器是一种特殊的按键组合,可以激活物"
"品,无论哪个控制键处于焦点状态。"
#: doc/classes/PopupMenu.xml
@@ -55291,17 +58286,17 @@ msgid ""
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually."
msgstr ""
-"设置索引[code]idx[/code]项是否有复选框。如果[code]false[/code],则将项目类型"
-"设置为纯文本。\n"
-"[b]注:[/b] Checkable项目只是显示一个复选标记,但没有任何内置的检查行为,必须"
-"手动检查/不检查。"
+"设置索引 [code]idx[/code] 项是否有复选框。如果为 [code]false[/code],则将项目"
+"类型设置为纯文本。\n"
+"[b]注意:[/b]可勾选项目只是显示一个复选标记,但没有任何内置的勾选行为,必须手"
+"动勾选/取消。"
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the type of the item at the specified index [code]idx[/code] to radio "
"button. If [code]false[/code], sets the type of the item to plain text."
msgstr ""
-"将指定索引[code]idx[/code]处的项目类型设置为单选按钮。如果[code]false[/"
+"将指定索引[code]idx[/code]处的项目类型设置为单选按钮。如果为 [code]false[/"
"code],则将项目类型设置为纯文本。"
#: doc/classes/PopupMenu.xml
@@ -55310,24 +58305,24 @@ msgid ""
"would be displayed as a line. If [code]false[/code], sets the type of the "
"item to plain text."
msgstr ""
-"将索引 [code]idx[/code]标记为分隔符,这意味着它将显示为一行。如果"
+"将索引 [code]idx[/code]标记为分隔符,这意味着它将显示为一行。如果为 "
"[code]false[/code],则将项目类型设置为纯文本。"
#: doc/classes/PopupMenu.xml
msgid "Sets the checkstate status of the item at index [code]idx[/code]."
-msgstr "设置项目在index [code]idx[/code]处的checkstate状态。"
+msgstr "设置在索引号 [code]idx[/code] 处的项目的勾选状态。"
#: doc/classes/PopupMenu.xml
msgid ""
"Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
"can't be selected and its action can't be invoked."
msgstr ""
-"启用/禁用索引[code]idx[/code]项。当它被禁用时,就无法选择它,也无法调用它的操"
-"作。"
+"启用/禁用索引 [code]idx[/code] 项。当它被禁用时,就无法选择它,也无法调用它的"
+"操作。"
#: doc/classes/PopupMenu.xml
msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
-msgstr "替换指定[code]idx[/code]的纹理[Texture]图标。"
+msgstr "替换指定 [code]idx[/code] 的纹理 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]."
@@ -55346,15 +58341,15 @@ msgstr ""
msgid ""
"Sets the state of a multistate item. See [method add_multistate_item] for "
"details."
-msgstr "设置一个多态项目的状态。详见[method add_multistate_item]。"
+msgstr "设置一个多态项目的状态。详情请参阅 [method add_multistate_item]。"
#: doc/classes/PopupMenu.xml
msgid "Sets a [ShortCut] for the specified item [code]idx[/code]."
-msgstr "为指定的项目[code]idx[/code]设置[ShortCut]。"
+msgstr "为指定的项目 [code]idx[/code] 设置 [ShortCut]。"
#: doc/classes/PopupMenu.xml
msgid "Disables the [ShortCut] of the specified index [code]idx[/code]."
-msgstr "禁用指定索引[code]idx[/code]的[ShortCut]。"
+msgstr "禁用指定索引 [code]idx[/code] 的 [ShortCut]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55362,44 +58357,45 @@ msgid ""
"name of a child [PopupMenu] node that would be shown when the item is "
"clicked."
msgstr ""
-"将项目的子菜单设置为索引[code]idx[/code]。子菜单是一个子[PopupMenu]节点的名"
-"称,在单击项目时显示该节点。"
+"将项目的子菜单设置为索引 [code]idx[/code]。子菜单是一个子 [PopupMenu] 节点的"
+"名称,在单击项目时显示该节点。"
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the [String] tooltip of the item at the specified index [code]idx[/"
"code]."
-msgstr "在指定的索引[code]idx[/code]处设置项目的[String]工具提示。"
+msgstr "在指定的索引 [code]idx[/code] 处设置项目的 [String] 工具提示。"
#: doc/classes/PopupMenu.xml
msgid ""
"Toggles the check state of the item of the specified index [code]idx[/code]."
-msgstr "切换指定索引[code]idx[/code]项的检查状态。"
+msgstr "切换指定索引 [code]idx[/code] 项的检查状态。"
#: doc/classes/PopupMenu.xml
msgid ""
"Cycle to the next state of a multistate item. See [method "
"add_multistate_item] for details."
-msgstr "循环到一个多态项目的下一个状态。详见[method add_multistate_item]。"
+msgstr ""
+"循环到一个多态项目的下一个状态。详情请参阅 [method add_multistate_item]。"
#: doc/classes/PopupMenu.xml
msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
-msgstr "如果为[code]true[/code],允许用字母键导航[PopupMenu]。"
+msgstr "如果为 [code]true[/code],允许用字母键导航 [PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
"is selected."
-msgstr "如果[code]true[/code],则在选中复选框或单选按钮时隐藏[PopupMenu]。"
+msgstr "如果为 [code]true[/code],则在选中复选框或单选按钮时隐藏 [PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
-msgstr "如果[code]true[/code],当一个项目被选中时隐藏[PopupMenu]。"
+msgstr "如果为 [code]true[/code],当一个项目被选中时隐藏 [PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
-msgstr "如果[code]true[/code],则在选中状态项时隐藏[PopupMenu]。"
+msgstr "如果为 [code]true[/code],则在选中状态项时隐藏 [PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55407,16 +58403,16 @@ msgid ""
"hovering. If the popup menu is added as a child of another (acting as a "
"submenu), it will inherit the delay time of the parent menu item."
msgstr ""
-"设置鼠标悬停时子菜单项弹出的延迟时间(以秒为单位)。如果弹出菜单被添加为另一个"
-"菜单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。"
+"设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个"
+"菜单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。"
#: doc/classes/PopupMenu.xml
msgid ""
"Emitted when user navigated to an item of some [code]id[/code] using "
"[code]ui_up[/code] or [code]ui_down[/code] action."
msgstr ""
-"当用户使用[code]ui_up[/code]或[code]ui_down[/code]操作导航到某个[code]id[/"
-"code]项时触发。"
+"当用户使用 [code]ui_up[/code] 或 [code]ui_down[/code] 操作导航到某个 "
+"[code]id[/code] 项时触发。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55432,7 +58428,7 @@ msgstr "当按下某个[code]index[/code]的项或激活其加速器时触发。
#: doc/classes/PopupMenu.xml
msgid "The default text [Color] for menu items' names."
-msgstr "菜单项名称的默认文本[Color]。"
+msgstr "菜单项名称的默认文本 [Color]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55440,20 +58436,20 @@ msgid ""
"menu item name when defined. See [method get_item_accelerator] for more info "
"on accelerators."
msgstr ""
-"文本[Color]用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更多"
-"信息,请参阅[method get_item_accelerator]。"
+"文本 [Color] 用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更"
+"多信息,请参阅 [method get_item_accelerator]。"
#: doc/classes/PopupMenu.xml
msgid "[Color] used for disabled menu items' text."
-msgstr "用于禁用菜单项的文本[Color]。"
+msgstr "用于禁用菜单项的文本 [Color]。"
#: doc/classes/PopupMenu.xml
msgid "[Color] used for the hovered text."
-msgstr "用于悬停文本的[Color]。"
+msgstr "用于悬停文本的 [Color]。"
#: doc/classes/PopupMenu.xml
msgid "[Color] used for labeled separators' text. See [method add_separator]."
-msgstr "用于标注分隔符文本的颜色[Color]。见[method add_separator]。"
+msgstr "用于标注分隔符文本的颜色 [Color]。见 [method add_separator]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -55467,55 +58463,59 @@ msgstr "每个菜单项之间的垂直间距。"
#: doc/classes/PopupMenu.xml
msgid "[Font] used for the menu items."
-msgstr "用于菜单项的[Font]字体。"
+msgstr "用于菜单项的 [Font] 字体。"
+
+#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr "用于带文字分隔线的 [Font] 字体。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
-msgstr "选中的复选框项目的 [Texture] 图标。"
+msgstr "复选菜单项被勾选时使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked radio button items."
-msgstr "选中的单选按钮项目的纹理[Texture]图标。"
+msgstr "单选菜单项被选中时使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the unchecked radio button items."
-msgstr "未选中的单选按钮项目的 [Texture] 图标。"
+msgstr "单选菜单项未被选中时使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the submenu arrow."
-msgstr "子菜单箭头的纹理[Texture]图标。"
+msgstr "子菜单箭头使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the unchecked checkbox items."
-msgstr "未选中的复选框项目的纹理[Texture]图标。"
+msgstr "复选菜单项未被勾选时使用的 [Texture] 图标。"
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
-msgstr "当[PopupMenu]项目被鼠标悬停时显示的[StyleBox]。"
+msgstr "当 [PopupMenu] 菜单项被悬停时显示的 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid ""
"[StyleBox] for the left side of labeled separator. See [method "
"add_separator]."
-msgstr "用于标签分隔器的左侧[StyleBox](样式盒子).参阅 [method add_separator]."
+msgstr "用于标签分隔器的左侧 [StyleBox]。请参阅 [method add_separator]。"
#: doc/classes/PopupMenu.xml
msgid ""
"[StyleBox] for the right side of labeled separator. See [method "
"add_separator]."
-msgstr "用于标签分隔器的右侧[StyleBox](样式盒子).参阅 [method add_separator]."
+msgstr "用于标签分隔器的右侧 [StyleBox]。请参阅 [method add_separator]。"
#: doc/classes/PopupMenu.xml
msgid "Default [StyleBox] of the [PopupMenu] items."
-msgstr "[PopupMenu](弹出菜单)项的默认[StyleBox](样式盒子)."
+msgstr "[PopupMenu] 菜单项的默认 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] used when the [PopupMenu] item is disabled."
-msgstr "禁用[PopupMenu](弹出菜单)项时使用的[StyleBox](样式盒子)."
+msgstr "[PopupMenu] 菜单项被禁用时使用的 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] used for the separators. See [method add_separator]."
-msgstr "用于分隔符的[StyleBox]。请参阅[method add_separator]。"
+msgstr "用于分隔符的 [StyleBox]。请参阅 [method add_separator]。"
#: doc/classes/PopupPanel.xml
msgid "Class for displaying popups with a panel background."
@@ -55527,12 +58527,13 @@ msgid ""
"be simpler to use than [Popup], since it provides a configurable background. "
"If you are making windows, better check [WindowDialog]."
msgstr ""
-"用于显示具有面板背景的弹出窗口的类。在某些情况下,它可能比[Popup]更容易使用,"
-"因为它提供了一个可配置的背景。如果你正在制作窗口,最好是查看[WindowDialog]。"
+"用于显示具有面板背景的弹出窗口的类。在某些情况下,它可能比 [Popup] 更容易使"
+"用,因为它提供了一个可配置的背景。如果你正在制作窗口,最好是查看 "
+"[WindowDialog]。"
#: doc/classes/PopupPanel.xml
msgid "The background panel style of this [PopupPanel]."
-msgstr "这个[PopupPanel]的背景面板样式。"
+msgstr "这个 [PopupPanel] 的背景面板样式。"
#: doc/classes/Portal.xml
msgid "Portal nodes are used to enable visibility between [Room]s."
@@ -55585,7 +58586,7 @@ msgstr ""
"定义 [Portal] 多边形形状的点(应该是凸面)。\n"
"这些是在 2D 中定义的,[code]0,0[/code] 是 [Portal] 节点的 [member Spatial."
"global_transform] 的原点。\n"
-"[b]注意:[/b] 这些原始点会被整理以便在内部缠绕顺序。"
+"[b]注意:[/b]这些原始点会被整理以便在内部缠绕顺序。"
#: doc/classes/Portal.xml
msgid ""
@@ -55620,14 +58621,14 @@ msgid ""
"If you want to override this default, set this value to [code]false[/code], "
"and the local [member portal_margin] will take effect."
msgstr ""
-"在大多数情况下,您会希望在Portal中使用默认的 [Portal] 边距(这是在 "
+"在大多数情况下,您会希望在 Portal 中使用默认的 [Portal] 边距(这是在 "
"[RoomManager] 中设置的)。\n"
-"如果要覆盖这个默认值,把这个值设置为[code]false[/code],本地的[member "
-"portal_margin]就会生效。"
+"如果要覆盖这个默认值,把这个值设置为 [code]false[/code],本地的 [member "
+"portal_margin] 就会生效。"
#: doc/classes/Position2D.xml
msgid "Generic 2D position hint for editing."
-msgstr "用于编辑的通用2D位置提示。"
+msgstr "用于编辑的通用 2D 位置提示。"
#: doc/classes/Position2D.xml
msgid ""
@@ -55635,8 +58636,9 @@ msgid ""
"it displays as a cross in the 2D editor at all times. You can set cross' "
"visual size by using the gizmo in the 2D editor while the node is selected."
msgstr ""
-"用于编辑的通用2D位置提示。它就像一个普通的[Node2D],但它在2D编辑器中始终显示"
-"为一个十字。选择节点时,可以使用2D编辑器中的小控件来设置十字的视觉大小。"
+"用于编辑的通用 2D 位置提示。它就像一个普通的 [Node2D],但它在 2D 编辑器中始终"
+"显示为一个十字。选择节点时,可以使用 2D 编辑器中的小控件来设置十字的视觉大"
+"小。"
#: doc/classes/Position3D.xml
msgid "Generic 3D position hint for editing."
@@ -55654,7 +58656,7 @@ msgstr ""
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh."
-msgstr "所有原始网格的基类。处理将材质[Material]应用到原始网格的问题。"
+msgstr "所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。"
#: doc/classes/PrimitiveMesh.xml
msgid ""
@@ -55662,7 +58664,7 @@ msgid ""
"primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], "
"[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]."
msgstr ""
-"所有基本网格的基类。处理将[Material]材质应用于基本网格。示例包括 "
+"所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。示例包括 "
"[CapsuleMesh]、[CubeMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、"
"[QuadMesh]、[SphereMesh] 等。"
@@ -55700,11 +58702,11 @@ msgstr ""
#: doc/classes/PrimitiveMesh.xml
msgid "The current [Material] of the primitive mesh."
-msgstr "原始网格的当前[Material]。"
+msgstr "该图元网格的当前 [Material]。"
#: doc/classes/PrismMesh.xml
msgid "Class representing a prism-shaped [PrimitiveMesh]."
-msgstr "表示棱柱形[PrimitiveMesh]的类。"
+msgstr "表示棱柱形 [PrimitiveMesh] 的类。"
#: doc/classes/PrismMesh.xml
msgid ""
@@ -56228,12 +59230,12 @@ msgid ""
"The [member application/config/use_custom_user_dir] setting must be enabled "
"for this to take effect."
msgstr ""
-"该用户目录用于存储持久数据([code]user://[/code]文件系统)。如果留空,"
-"[code]user://[/code]将解析为Godot自己的配置文件夹中特定于项目的文件夹(请参阅"
-"[method OS.get_user_data_dir])。如果定义了自定义目录名,将使用该名称并将其附"
-"加到系统特定的用户数据目录(与[method OS.get_user_data_dir]中记录的Godot配置文"
-"件夹相同的父文件夹)。\n"
-"必须启用 [member application/config/use_custom_user_dir]设置才能使其生效。"
+"这个用户目录用于存储持久数据([code]user://[/code]文件系统)。如果留空,"
+"[code]user://[/code] 将解析为 Godot 自己的配置文件夹中特定于项目的文件夹(见 "
+"[method OS.get_user_data_dir])。如果定义了自定义目录名,将使用该名称并将其附"
+"加到系统特定的用户数据目录(与 [method OS.get_user_data_dir] 中记录的 Godot "
+"配置文件夹相同的父文件夹)。\n"
+"必须启用 [member application/config/use_custom_user_dir] 设置才能使其生效。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56245,7 +59247,7 @@ msgstr "项目的描述,在项目管理器中悬停时显示为工具提示。
msgid ""
"Icon used for the project, set when project loads. Exporters will also use "
"this icon when possible."
-msgstr "用于项目的图标,在项目加载时设置。导出时也将尽可能使用此图标。"
+msgstr "项目所使用的图标,在项目加载时设置。导出时也将尽可能使用此图标。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56284,8 +59286,8 @@ msgid ""
"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
"code] will still be read to override the project settings."
msgstr ""
-"指定一个文件来覆盖项目设置。比如说。[code]user://custom_settings.cfg[/code]。"
-"参见 [ProjectSettings] 顶部类描述中的“Overriding”以获取更多信息。\n"
+"指定一个文件来覆盖项目设置。例如:[code]user://custom_settings.cfg[/code]。参"
+"见 [ProjectSettings] 顶部类描述中的“Overriding”以获取更多信息。\n"
"[b]注意:[/b]不管这个设置的值如何,[code]res://override.cfg[/code] 仍然会被读"
"取来覆盖项目设置。"
@@ -56298,11 +59300,11 @@ msgid ""
"effect. If [code]false[/code], the project will save user data to [code](OS "
"user data directory)/Godot/app_userdata/(project name)[/code]."
msgstr ""
-"如果[code]true[/code],项目将把用户数据保存到自己的用户目录中(请参阅[member "
-"application/config/custom_user_dir_name])。此设置仅在桌面平台上有效。必须在"
-"[member application/config/custom_user_dir_name]设置中设置名称才能生效。如果"
-"[code]false[/code],项目将把用户数据保存到[code](OS user data directory)/"
-"Godot/app_userdata/(project name)[/code]。"
+"如果为 [code]true[/code],项目将把用户数据保存到自己的用户目录中(请参阅"
+"[member application/config/custom_user_dir_name])。此设置仅在桌面平台上有"
+"效。必须在[member application/config/custom_user_dir_name]设置中设置名称才能"
+"生效。如果为 [code]false[/code],项目将把用户数据保存到[code](OS user data "
+"directory)/Godot/app_userdata/(project name)[/code]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56318,12 +59320,12 @@ msgid ""
"default can impact compatibility with some external tools or plugins which "
"expect the default [code].import[/code] folder."
msgstr ""
-"如果 [code]true[/code],项目将使用一个隐藏目录([code].import[/code])来存储"
-"项目特定的数据(元数据、着色器缓存等)。\n"
-"如果 [code]false[/code],将使用非隐藏目录 ([code]import[/code])。\n"
+"如果为 [code]true[/code],项目将使用一个隐藏目录([code].import[/code])来存"
+"储项目特定的数据(元数据、着色器缓存等)。\n"
+"如果为 [code]false[/code],将使用非隐藏目录([code]import[/code])。\n"
"[b]注意:[/b]更改此设置后重新启动应用程序。\n"
-"[b]注意:[/b] 更改此值有助于在平台上或使用不允许隐藏目录模式的第三方工具。仅"
-"当您知道您的环境需要时才修改此设置,因为更改默认设置会影响与某些需要默认 "
+"[b]注意:[/b]更改此值有助于在平台上或使用不允许隐藏目录模式的第三方工具。仅当"
+"您知道您的环境需要时才修改此设置,因为更改默认设置会影响与某些需要默认 "
"[code].import[/code] 文件夹的外部工具或插件的兼容性。"
#: doc/classes/ProjectSettings.xml
@@ -56331,8 +59333,8 @@ msgid ""
"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
"This is done automatically on start by calling [method OS.set_native_icon]."
msgstr ""
-"以[code].ico[/code]格式设置的图标,在Windows上用于设置游戏的图标。这在启动时"
-"通过调用[method OS.set_native_icon]自动完成。"
+"以 [code].ico[/code] 格式设置的图标,在 Windows 上用于设置游戏的图标。这在启"
+"动时通过调用 [method OS.set_native_icon] 自动完成。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56350,7 +59352,7 @@ msgstr ""
"帧增量的时间样本会受到平台引入的随机变化的影响,即使由于 V-Sync 以固定间隔显"
"示帧也是如此。这会导致抖动。通过过滤输入增量以校正刷新率的微小波动,增量平滑"
"通常可以提供更好的结果。\n"
-"[b]注意:[/b] Delta 平滑仅在 [member display/window/vsync/use_vsync] 开启时尝"
+"[b]注意:[/b]Delta 平滑仅在 [member display/window/vsync/use_vsync] 开启时尝"
"试,因为它在没有 V-Sync 的情况下无法正常工作。\n"
"在最初激活平滑之前,以稳定的帧速率可能需要几秒钟的时间。它只会在性能足以以刷"
"新率渲染帧的机器上激活。"
@@ -56372,9 +59374,9 @@ msgid ""
"application/run/disable_stdout].\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
-"如果 [code]true[/code],则禁用打印到标准错误。如果 [code]true[/code],这也会"
-"隐藏由 [method @GDScript.push_error] 和 [method @GDScript.push_warning] 打印"
-"的错误和警告消息。另见[member application/run/disable_stdout]。\n"
+"如果为 [code]true[/code],则禁用打印到标准错误。如果为 [code]true[/code],这"
+"也会隐藏由 [method @GDScript.push_error] 和 [method @GDScript.push_warning] "
+"打印的错误和警告消息。另见[member application/run/disable_stdout]。\n"
"对此设置的更改只会在重新启动应用程序时应用。"
#: doc/classes/ProjectSettings.xml
@@ -56384,7 +59386,7 @@ msgid ""
"command line argument. See also [member application/run/disable_stderr].\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
-"如果 [code]true[/code],则禁用打印到标准输出。这相当于使用 [code]--quiet[/"
+"如果为 [code]true[/code],则禁用打印到标准输出。这相当于使用 [code]--quiet[/"
"code] 命令行参数启动编辑器或项目。另见[member application/run/"
"disable_stderr]。\n"
"对此设置的更改只会在重新启动应用程序时应用。"
@@ -56404,13 +59406,13 @@ msgid ""
"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
-"如果 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记录"
-"和文件日志记录。\n"
+"如果为 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记"
+"录和文件日志记录。\n"
"运行项目时,如果希望由 systemd/journalctl 等服务管理器收集日志,则必须启用此"
"设置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每"
"个打印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃"
"或以其他方式被用户杀死(不会“正常”关闭),则仍会成功写入日志文件。\n"
-"[b]注意:[/b] 无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总"
+"[b]注意:[/b]无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总"
"是被刷新。\n"
"对此设置的更改只会在重新启动应用程序时应用。"
@@ -56439,15 +59441,16 @@ msgid ""
"visually. This is meant for writing applications and editors, but is pretty "
"useless (and can hurt performance) in most games."
msgstr ""
-"如果 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如果"
-"视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数"
-"游戏中这是非常无用的(并可能损害性能)。"
+"如果为 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如"
+"果视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多"
+"数游戏中这是非常无用的(并可能损害性能)。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
-msgstr "启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。"
+msgstr ""
+"启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。"
#: doc/classes/ProjectSettings.xml
msgid "Path to the main scene file that will be loaded when the project runs."
@@ -56459,8 +59462,8 @@ msgid ""
"threshold for a given time. This saves CPU as effects assigned to that bus "
"will no longer do any processing."
msgstr ""
-"当声音在给定的时间内低于给定的dB阈值时,音频总线将自动关闭。这可以节省CPU,因"
-"为分配给该总线的效果将不再做任何处理。"
+"当声音在给定的时间内低于给定的 dB 阈值时,音频总线将自动关闭。这可以节省 "
+"CPU,因为分配给该总线的效果将不再做任何处理。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56482,8 +59485,8 @@ msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
"appropriate permissions to be set when exporting to Android or iOS."
msgstr ""
-"如果[code]true[/code],将允许麦克风输入。这需要在导出到Android或iOS时设置适当"
-"的权限。"
+"如果为 [code]true[/code],将允许麦克风输入。导出到 Android 或 iOS 时须设置适"
+"当的权限。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56500,7 +59503,7 @@ msgid ""
"like forcing the mix rate)."
msgstr ""
"更安全地覆盖 Web 平台中的 [member audio/mix_rate]。这里 [code]0[/code] 的意思"
-"是“让浏览器选择”(因为有些浏览器不喜欢强制混合速率)。"
+"是“让浏览器选择”(因为有些浏览器不喜欢强制混音率)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56517,9 +59520,9 @@ msgstr ""
"指定偏好的音频输出延迟,单位为毫秒。值越低,音频延迟越小,代价是 CPU 占用率会"
"更高。在较慢的硬件上,使用较低的值可能产生爆裂声。\n"
"音频输出延迟可能受到宿主的操作系统和音频硬件驱动的限制。如果宿主无法提供指定"
-"的音频输出延迟,Godot 会尝试使用宿主所允许范围内与其最接近的值。因此你应当始"
+"的音频输出延迟,Godot 会尝试使用主机所允许范围内与其最接近的值。因此你应当始"
"终使用 [method AudioServer.get_output_latency] 获取实际的音频输出延迟。\n"
-"[b]注意:[/b] 此设置在 Windows 上会被忽略。"
+"[b]注意:[/b]此设置在 Windows 上会被忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56545,9 +59548,10 @@ msgid ""
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
-"gzip的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
-"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级"
-"别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。"
+"gzip 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
+"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压"
+"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变"
+"化。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56558,9 +59562,10 @@ msgid ""
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
-"Zlib的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
-"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级"
-"别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。"
+"Zlib 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
+"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压"
+"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变"
+"化。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56568,16 +59573,16 @@ msgid ""
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level."
msgstr ""
-"Zstandard的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导"
-"致文件变小。解压缩速度大多不受压缩级别的影响。"
+"Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价"
+"导致文件变小。解压缩速度大多不受压缩级别的影响。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
"distance matching[/url] in Zstandard."
msgstr ""
-"在Zstandard中启用 [url=https://github.com/facebook/zstd/releases/tag/"
-"v1.3.2]long-distance matching[/url] 。"
+"在 Zstandard 中启用[url=https://github.com/facebook/zstd/releases/tag/v1.3.2]"
+"长距离匹配[/url] 。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56585,8 +59590,8 @@ msgid ""
"distance matching with Zstandard. Higher values can result in better "
"compression, but will require more memory when compressing and decompressing."
msgstr ""
-"使用与Zstandard的长距离匹配进行压缩时,允许的最大大小限制(2的幂)。更高的值可"
-"以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。"
+"使用 Zstandard 的长距离匹配进行压缩时,允许的最大大小限制(2 的幂)。更高的值"
+"可以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56632,9 +59637,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+"如果为 [code]true[/code],则启用导出变量的默认值类型与其导出类型不一致时的警"
+"告。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
-msgstr "如果为[code]true[/code],当函数被声明为与常量同名时,启用警告。"
+msgstr "如果为 [code]true[/code],当函数被声明为与常量同名时,启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56642,8 +59655,8 @@ msgid ""
"same name as a variable. This will turn into an error in a future version "
"when first-class functions become supported in GDScript."
msgstr ""
-"如果为[code]true[/code], 当一个函数与一个变量同名声明时,启用警告。在未来的版"
-"本中,当GDScript支持第一类函数时,这将变成一个错误。"
+"如果为 [code]true[/code], 当一个函数与一个变量同名声明时,启用警告。在未来的"
+"版本中,当GDScript支持第一类函数时,这将变成一个错误。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56657,14 +59670,15 @@ msgstr ""
msgid ""
"If [code]true[/code], enables warnings when using a function as if it was a "
"property."
-msgstr "如果[code]true[/code],则在使用函数时启用警告,就像它是属性一样。"
+msgstr "如果为 [code]true[/code],则在使用函数时启用警告,就像它是属性一样。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a ternary operator may emit "
"values with incompatible types."
msgstr ""
-"如果[code]true[/code],则当三元运算符可能发出类型不兼容的值时,将启用警告。"
+"如果为 [code]true[/code],则当三元运算符可能发出类型不兼容的值时,将启用警"
+"告。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56687,7 +59701,7 @@ msgstr ""
msgid ""
"If [code]true[/code], enables warnings when using a property as if it was a "
"function."
-msgstr "如果[code]true[/code],则在将属性当作函数使用时启用警告。"
+msgstr "如果为 [code]true[/code],则在将属性当作函数使用时启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56696,9 +59710,9 @@ msgid ""
"argument). Such return values are sometimes used to denote possible errors "
"using the [enum Error] enum."
msgstr ""
-"如果[code]true[/code],则在不使用函数返回值(通过将其赋值给变量或将其用作函数"
-"参数)调用函数时启用警告。这样的返回值有时使用[enum Error] 枚举来表示可能的错"
-"误。"
+"如果为 [code]true[/code],则在不使用函数返回值(通过将其赋值给变量或将其用作函"
+"数参数)调用函数时启用警告。这样的返回值有时使用[enum Error] 枚举来表示可能的"
+"错误。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56706,8 +59720,8 @@ msgid ""
"member variable that would shadow a variable at an upper level (such as a "
"member variable)."
msgstr ""
-"如果[code]true[/code],则在定义局部或子类成员变量时启用警告,该局部或子类成员"
-"变量将在上层阴影变量(如成员变量)。"
+"如果为 [code]true[/code],则在定义局部或子类成员变量时启用警告,该局部或子类"
+"成员变量将在上层阴影变量(如成员变量)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56715,8 +59729,8 @@ msgid ""
"no effect on the surrounding code, such as writing [code]2 + 2[/code] as a "
"statement."
msgstr ""
-"如果[code]true[/code],则在调用对周围代码没有影响的表达式时启用警告,例如将"
-"[code]2 + 2[/code]写成语句。"
+"如果为 [code]true[/code],则在调用对周围代码没有影响的表达式时启用警告,例如"
+"将[code]2 + 2[/code]写成语句。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56724,19 +59738,19 @@ msgid ""
"that has no effect on the surrounding code, such as writing [code]42 if "
"active else 0[/code] as a statement."
msgstr ""
-"如果[code]true[/code],则在调用对周围代码没有影响的三元表达式时启用警告,例如"
-"将[code]42(如果激活else 0[/code])写入语句。"
+"如果为 [code]true[/code],则在调用对周围代码没有影响的三元表达式时启用警告,"
+"例如将[code]42(如果激活else 0[/code])写入语句。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], all warnings will be reported as if they were errors."
-msgstr "如果[code]true[/code],所有警告将被报告为错误。"
+msgstr "如果为 [code]true[/code],所有警告将被报告为错误。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when using a variable that wasn't "
"previously assigned."
-msgstr "如果[code]true[/code],则在使用以前没有赋值的变量时启用警告。"
+msgstr "如果为 [code]true[/code],则在使用以前没有赋值的变量时启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56744,60 +59758,60 @@ msgid ""
"assignment operator like [code]+=[/code] if the variable wasn't previously "
"assigned."
msgstr ""
-"如果[code]true[/code],则在使用赋值操作符[code]+=[/code](如果变量之前没有赋"
-"值)为变量赋值时启用警告。"
+"如果为 [code]true[/code],则在使用赋值操作符[code]+=[/code](如果变量之前没有"
+"赋值)为变量赋值时启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when unreachable code is detected "
"(such as after a [code]return[/code] statement that will always be executed)."
msgstr ""
-"如果[code]true[/code],则在检测到不可达的代码时启用警告(例如在始终执行的"
-"[code]return[/code]语句之后)。"
+"如果为 [code]true[/code],则在检测到不可达的代码时启用警告(例如在始终执行的"
+"[code]return[/code]语句之后)。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when using an expression whose type "
"may not be compatible with the function parameter expected."
msgstr ""
-"如果[code]true[/code],则在使用类型可能与期望的函数参数不兼容的表达式时启用警"
-"告。"
+"如果为 [code]true[/code],则在使用类型可能与期望的函数参数不兼容的表达式时启"
+"用警告。"
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when performing an unsafe cast."
-msgstr "如果[code]true[/code],则在执行不安全的强制转换时启用警告。"
+msgstr "如果为 [code]true[/code],则在执行不安全的强制转换时启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when calling a method whose presence "
"is not guaranteed at compile-time in the class."
msgstr ""
-"如果[code]true[/code],则在调用类中不能保证在编译时存在的方法时启用警告。"
+"如果为 [code]true[/code],则在调用类中不能保证在编译时存在的方法时启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when accessing a property whose "
"presence is not guaranteed at compile-time in the class."
msgstr ""
-"如果[code]true[/code],则在访问类中不能保证在编译时存在的属性时启用警告。"
+"如果为 [code]true[/code],则在访问类中不能保证在编译时存在的属性时启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function parameter is unused."
-msgstr "如果[code]true[/code],当一个函数参数未使用时,启用警告。"
+msgstr "如果为 [code]true[/code],当一个函数参数未使用时,启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a member variable is unused."
-msgstr "如果[code]true[/code],当一个成员变量未使用时,启用警告。"
+msgstr "如果为 [code]true[/code],当一个成员变量未使用时,启用警告。"
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when a signal is unused."
-msgstr "如果[code]true[/code],则在信号未使用时启用警告。"
+msgstr "如果为 [code]true[/code],则在信号未使用时启用警告。"
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when a local variable is unused."
-msgstr "如果[code]true[/code],则在局部变量未使用时启用警告。"
+msgstr "如果为 [code]true[/code],则在局部变量未使用时启用警告。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56805,20 +59819,33 @@ msgid ""
"same name as a function. This will turn into an error in a future version "
"when first-class functions become supported in GDScript."
msgstr ""
-"如果 [code]true[/code],则在声明与函数同名的变量时启用警告。当 GDScript 支持"
-"一流函数时,这将在未来版本中变成错误。"
+"如果为 [code]true[/code],则在声明与函数同名的变量时启用警告。当 GDScript 支"
+"持一流函数时,这将在未来版本中变成错误。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when assigning the result of a "
"function that returns [code]void[/code] to a variable."
msgstr ""
-"如果[code]true[/code],则在将返回[code]void[/code]的函数的结果赋值给变量时启"
-"用警告。"
+"如果为 [code]true[/code],则在将返回 [code]void[/code]的函数的结果赋值给变量"
+"时启用警告。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+"引擎崩溃时,在调用站回溯前显示的消息。默认情况下,这个消息只会在导出后的项目"
+"中使用,因为编辑器会对这个设置进行覆盖。"
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
-msgstr "当引擎崩溃时,在回溯之前显示的消息。"
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
+msgstr ""
+"仅用于编辑器的 [member debug/settings/crash_handler/message] 覆盖项。不会影响"
+"用调试或发布模式导出的项目。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56847,6 +59874,20 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr "调试GDScript时允许的最大调用堆栈。"
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+"为 [code]true[/code] 时,启用利于定位不正确更新的节点的警告,不正确的更新会导"
+"致不正确的插值和画面问题。\n"
+"对节点进行插值时,在 [method Node._physics_process](位于物理周期)而不是 "
+"[method Node._process](位于帧)中更新变换非常关键。"
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr "分析时每个帧允许的最大函数数量。"
@@ -56871,43 +59912,42 @@ msgstr "最大的可视脚本调用堆栈,以避免无限递归。"
msgid ""
"Color of the contact points between collision shapes, visible when \"Visible "
"Collision Shapes\" is enabled in the Debug menu."
-msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“可见碰撞形状”时可见。"
+msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“显示碰撞形状”时可见。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets whether 2D physics will display collision outlines in game when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr ""
-"设置当调试菜单中的启用 \"可见的碰撞形状\" 时,2D物理是否会在游戏中显示碰撞轮"
-"廓。"
+"设置当调试菜单中的启用“显示碰撞形状”时,2D 物理是否会在游戏中显示碰撞轮廓。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum number of contact points between collision shapes to display when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
-msgstr "当在调试菜单中启用“可见碰撞形状”时,碰撞形状之间显示的最大接触点数。"
+msgstr "当在调试菜单中启用“显示碰撞形状”时,碰撞形状之间显示的最大接触点数。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
"enabled in the Debug menu."
-msgstr "碰撞形状的颜色,当在调试菜单中启用“可见碰撞形状”时可见。"
+msgstr "碰撞形状的颜色,当在调试菜单中启用“显示碰撞形状”时可见。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the disabled navigation geometry, visible when \"Visible "
"Navigation\" is enabled in the Debug menu."
-msgstr "被禁用的导航几何图形的颜色,在调试菜单中启用“可见导航”时可见。"
+msgstr "被禁用的导航几何图形的颜色,在调试菜单中启用“显示导航”时可见。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the navigation geometry, visible when \"Visible Navigation\" is "
"enabled in the Debug menu."
-msgstr "导航几何图形的颜色,在调试菜单中启用“可见导航”时可见。"
+msgstr "导航几何图形的颜色,在调试菜单中启用“显示导航”时可见。"
#: doc/classes/ProjectSettings.xml
msgid "Custom image for the mouse cursor (limited to 256×256)."
-msgstr "鼠标光标的自定义图像(最大256×256)。"
+msgstr "鼠标光标的自定义图像(最大 256×256)。"
#: doc/classes/ProjectSettings.xml
msgid "Hotspot for the custom mouse cursor image."
@@ -56923,16 +59963,16 @@ msgid ""
"platform. This setting has no effect on desktop Linux, as DPI-awareness "
"fallbacks are not supported there."
msgstr ""
-"如果[code]true[/code],允许在Windows、macOS和HTML5平台上显示HiDPI。这个设置对"
-"桌面Linux没有影响,因为它不支持DPI感知回退。"
+"如果为 [code]true[/code],则允许在 Windows、macOS 和 HTML5 平台上显示 HiDPI。"
+"这个设置对桌面 Linux 没有影响,因为它不支持 DPI 感知回退。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
"the screensaver does not take over. Works on desktop and mobile platforms."
msgstr ""
-"如果[code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保护程序"
-"不会接管。适用于桌面和移动平台。"
+"如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保"
+"护程序不会接管。适用于桌面和移动平台。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56942,18 +59982,18 @@ msgid ""
"you have to set [member display/window/size/width] and [member display/"
"window/size/height] accordingly."
msgstr ""
-"在移动设备上使用的默认屏幕方向。\n"
-"[b]注意:[/b]设置为纵向时,此项目设置不会自动翻转项目分辨率的宽度和高度。相"
-"反,您必须相应地设置 [member display/window/size/width] 和 [member display/"
-"window/size/height]。"
+"在移动设备上使用的默认屏幕朝向。\n"
+"[b]注意:[/b]设置为竖屏(Portrait)时,此项目设置不会自动翻转项目分辨率的宽度"
+"和高度。相反,您必须相应地设置 [member display/window/size/width] 和 [member "
+"display/window/size/height]。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the home indicator is hidden automatically. This only "
"affects iOS devices without a physical home button."
msgstr ""
-"如果[code]true[/code],主指示器将自动隐藏。这只会影响没有物理home键的iOS设"
-"备。"
+"如果为 [code]true[/code],主指示器将自动隐藏。这只会影响没有物理 home 键的 "
+"iOS 设备。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56964,11 +60004,11 @@ msgid ""
"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
"and Android."
msgstr ""
-"如果 [code]true[/code],则允许窗口背景的逐像素透明度。这会影响性能,因此除非"
-"需要,否则将其保留为 [code]false[/code]。\n"
+"如果为 [code]true[/code],则允许窗口背景的逐像素透明度。这会影响性能,因此除"
+"非需要,否则将其保留为 [code]false[/code]。\n"
"有关更多详细信息,请参阅 [member OS."
"window_per_pixel_transparency_enabled]。\n"
-"[b]注意:[/b] 此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。"
+"[b]注意:[/b]此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56980,7 +60020,7 @@ msgstr ""
"启动时将窗口背景设置为透明。\n"
"有关更多详细信息,请参阅 [member OS."
"window_per_pixel_transparency_enabled]。\n"
-"[b]注意:[/b] 此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。"
+"[b]注意:[/b]此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56988,7 +60028,7 @@ msgid ""
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
"强制主窗口始终在顶部。\n"
-"[b]注意:[/b] 此设置在 iOS、Android 和 HTML5 上被忽略。"
+"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -56996,7 +60036,7 @@ msgid ""
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
"强制主窗口无边框。\n"
-"[b]注意:[/b] 此设置在 iOS、Android 和 HTML5 上被忽略。"
+"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57010,13 +60050,13 @@ msgid ""
"resolutions[/url] when enabling fullscreen mode.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
-"项目启动时将主窗口设置为全屏。请注意,这不是 [i] 独立 的[/i] 全屏显示。在 "
+"项目启动时将主窗口设置为全屏。请注意,这不是[i]独占的[/i]全屏显示。在 "
"Windows 和 Linux 上,无边框窗口用于模拟全屏。在 macOS 上,会创建一个新的桌面"
"用于显示正在运行的项目。\n"
"无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,请确保您的项"
-"目在启用全屏模式时支持 [url=$DOCS_URL/tutorials/rendering/"
-"multiple_resolutions.html]multiple resolutions]多种分辨率[/url]。\n"
-"[b]注意:[/b] 在 iOS、Android 和 HTML5 上忽略此设置。"
+"目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/"
+"multiple_resolutions.html]多种分辨率[/url]。\n"
+"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57030,10 +60070,10 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
"允许窗口默认可调整大小。\n"
-"[b]注意:[/b] 这个设置在iOS和Android上将忽略。"
+"[b]注意:[/b]这个设置在 iOS 上将忽略。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57084,7 +60124,7 @@ msgid ""
"experienced by some users. However, some users have experienced a Vsync "
"framerate halving (e.g. from 60 FPS to 30 FPS) when using it."
msgstr ""
-"如果 [code]Use Vsync[/code] 已启用,且这个设置为 [code]true[/code],则在窗口"
+"如果[code]使用垂直同步[/code]已启用,且这个设置为 [code]true[/code],则在窗口"
"模式下且启用了合成器时,会通过操作系统的窗口合成器启用垂直同步。这将防止在某"
"些情况下卡顿。(仅限 Windows)。\n"
"[b]注意:[/b]这个选项是实验性的,旨在缓解一些用户的卡顿体验。然而,有些用户在"
@@ -57117,11 +60157,28 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+"场景文件的默认命名风格,从场景根节点推导时使用。可能的选项有:\n"
+"- [code]0[/code](自动):保持场景根节点名称,不修改大小写。\n"
+"- [code]1[/code](PascalCase):将场景根节点名称转换为 PascalCase 驼峰风"
+"格。\n"
+"- [code]2[/code](snake_case):将场景根节点名称转换为 snake_case 蛇形风格。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
msgstr ""
-"对于项目特定的脚本模板的搜索路径。 Godot 将在编辑器的特定路径和此项目的路径中"
+"对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中"
"搜索。"
#: doc/classes/ProjectSettings.xml
@@ -57131,7 +60188,7 @@ msgid ""
"parse your scene files, especially if you use built-in scripts which are "
"serialized in the scene files."
msgstr ""
-"脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如"
+"脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如 "
"[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件"
"中序列化的内置脚本。"
@@ -57154,48 +60211,67 @@ msgid ""
"Default value for [member ScrollContainer.scroll_deadzone], which will be "
"used for all [ScrollContainer]s unless overridden."
msgstr ""
-"[member ScrollContainer.scroll_deadzone],它将用于所有[ScrollContainer]s,除"
-"非重写。"
+"[member ScrollContainer.scroll_deadzone],它将用于所有 [ScrollContainer],除"
+"非fug。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+"如果已启用,则会在将 [member Viewport.gui_disable_input] 设为 [code]false[/"
+"code] 禁用视区的 GUI 输入时,将当前的鼠标悬停及聚焦丢弃。\n"
+"这样的行为能够帮助保持 GUI 状态的健壮,输入恢复时,无论当时发生了什么都不会产"
+"生意外的结果。\n"
+"如果已禁用,会使用旧有行为,除了禁用 GUI 输入本身不会进行额外操作。\n"
+"[b]注意:[/b]新项目会默认将其设为 [code]true[/code],这也是推荐的设置。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
-"如果[code]true[/code],在Windows和UWP的对话框中交换确定和取消按钮,以遵循界面"
-"惯例。"
+"如果为 [code]true[/code],在Windows和UWP的对话框中交换确定和取消按钮,以遵循"
+"界面惯例。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Path to a custom [Theme] resource file to use for the project ([code]theme[/"
"code] or generic [code]tres[/code]/[code]res[/code] extension)."
msgstr ""
-"用于项目的自定义[Theme]资源文件的路径([code]theme[/code]或通用[code]tres[/"
-"code]/[code]res[/code]扩展名)。"
+"用于项目的自定义 [Theme] 资源文件的路径([code]theme[/code] 或通用 "
+"[code]tres[/code]/[code]res[/code] 扩展名)。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Path to a custom [Font] resource to use as default for all GUI elements of "
"the project."
-msgstr "自定义[Font]资源的路径,用于项目的所有GUI元素的默认字体。"
+msgstr "自定义 [Font] 资源的路径,用于项目的所有 GUI 元素的默认字体。"
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], makes sure the theme used works with HiDPI."
-msgstr "如果[code]true[/code],确保使用的主题将在HiDPI下工作。"
+msgstr "如果为 [code]true[/code],确保使用的主题将在 HiDPI 下工作。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Timer setting for incremental search in [Tree], [ItemList], etc. controls "
"(in milliseconds)."
-msgstr "在[Tree], [ItemList]等控件中为增量搜索设置计时器(以毫秒为单位)。"
+msgstr "在 [Tree]、[ItemList] 等控件中为增量搜索设置计时器(单位为毫秒)。"
#: doc/classes/ProjectSettings.xml
msgid "Timer for detecting idle in [TextEdit] (in seconds)."
-msgstr "检测[TextEdit]空闲的计时器(单位为秒)。"
+msgstr "检测 [TextEdit] 空闲的计时器(单位为秒)。"
#: doc/classes/ProjectSettings.xml
msgid "Default delay for tooltips (in seconds)."
-msgstr "工具提示的默认延迟(以秒为单位)。"
+msgstr "工具提示的默认延迟(单位为秒)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57206,7 +60282,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认用于确认焦点按钮、菜单或列表项,或验证输入的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57217,7 +60293,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认放弃一个模态或挂起的输入的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57228,7 +60304,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认在UI中向下移动的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57242,7 +60318,7 @@ msgid ""
msgstr ""
"默认[InputEventAction]去[Control]的结束位置(例如[ItemList]或[Tree]中的最后一"
"项),匹配典型桌面UI系统中[constant KEY_END]的行为。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57255,7 +60331,7 @@ msgid ""
msgstr ""
"默认聚焦场景中的下一个[Control]的[InputEventAction]。焦点行为可以通过[member "
"Control.focus_next]配置。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57268,7 +60344,7 @@ msgid ""
msgstr ""
"默认聚焦场景中的前一个[Control]的[InputEventAction]。焦点行为可以通过[member "
"Control.focus_previous]配置。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57282,8 +60358,8 @@ msgid ""
msgstr ""
"默认的将进入[Control]的起始位置(例如[ItemList]或[Tree]中的第一个项目)时的"
"[InputEventAction],与典型的桌面UI系统中[constant KEY_HOME]的行为相匹配。\n"
-"[b]注意:[/b] 默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个"
-"[Control]的内部逻辑是必要的。然而,分配给动作的事件可以被修改。"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个[Control]"
+"的内部逻辑是必要的。然而,分配给动作的事件可以被修改。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57293,7 +60369,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认在UI中向左移动的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57305,10 +60381,11 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
-"默认的在[Control](例如[ItemList]或[Tree])中下拉页面的[InputEventAction],与典"
-"型桌面UI系统中[constant KEY_PAGEDOWN]的行为相匹配。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"默认的在 [Control](例如 [ItemList] 或 [Tree])中向下翻页的 "
+"[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEDOWN] 的行为相匹"
+"配。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 "
+"[Control] 的内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57319,10 +60396,11 @@ msgid ""
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
-"默认在[Control](例如[ItemList]或[Tree])中上移页面的[InputEventAction],与典型"
-"桌面UI系统中[constant KEY_PAGEUP]的行为相匹配。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
-"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
+"默认的在 [Control](例如 [ItemList] 或 [Tree])中向上翻页的 "
+"[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEUP] 的行为相匹"
+"配。\n"
+"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 "
+"[Control] 的内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57332,7 +60410,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认在UI中右移的[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57344,7 +60422,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认选择[Control](例如[ItemList]或[Tree])中的一个项目[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57355,7 +60433,7 @@ msgid ""
"to the action can however be modified."
msgstr ""
"默认在UI中向上移动[InputEventAction]。\n"
-"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
+"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的"
"内部逻辑所必需的。但是,可以修改分配给该操作的事件。"
#: doc/classes/ProjectSettings.xml
@@ -57369,200 +60447,392 @@ msgid ""
"because they can't run at the target frame rate.\n"
"[b]Note:[/b] Currently implemented only in Android."
msgstr ""
-"如果 [code]true[/code],按键/触摸/操纵杆事件将在每个空闲帧和物理帧之前刷"
+"如果为 [code]true[/code],按键/触摸/操纵杆事件将在每个空闲帧和物理帧之前刷"
"新。\n"
-"如果 [code]false[/code],此类事件将在引擎迭代之间每个空闲帧仅刷新一次。\n"
+"如果为 [code]false[/code],此类事件将在引擎迭代之间每个空闲帧仅刷新一次。\n"
"启用此功能可以大大提高对输入的响应能力,特别是在需要每个可见(空闲)帧运行多"
"个物理帧的设备中,因为它们无法以目标帧速率运行。\n"
-"[b]注:[/b] 目前仅在 Android 中实现。"
+"[b]注意:[/b]目前仅在 Android 中实现。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], sends mouse input events when tapping or swiping on "
"the touchscreen."
-msgstr "如果[code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。"
+msgstr "如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], sends touch input events when clicking or dragging the "
"mouse."
-msgstr "如果[code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。"
+msgstr "如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。"
#: doc/classes/ProjectSettings.xml
msgid "Default delay for touch events. This only affects iOS devices."
-msgstr "工具提示的默认延迟(以秒为单位)。"
+msgstr "触摸事件的默认延迟(单位为秒)。仅影响 iOS 设备。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr "2D 导航层 1 的可选名称。留空则会显示为“层 1”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr "2D 导航层 10 的可选名称。留空则会显示为“层 10”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr "2D 导航层 11 的可选名称。留空则会显示为“层 11”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr "2D 导航层 12 的可选名称。留空则会显示为“层 12”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr "2D 导航层 13 的可选名称。留空则会显示为“层 13”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr "2D 导航层 14 的可选名称。留空则会显示为“层 14”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr "2D 导航层 15 的可选名称。留空则会显示为“层 15”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr "2D 导航层 16 的可选名称。留空则会显示为“层 16”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr "2D 导航层 17 的可选名称。留空则会显示为“层 17”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr "2D 导航层 18 的可选名称。留空则会显示为“层 18”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr "2D 导航层 19 的可选名称。留空则会显示为“层 19”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr "2D 导航层 2 的可选名称。留空则会显示为“层 2”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr "2D 导航层 20 的可选名称。留空则会显示为“层 20”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr "2D 导航层 21 的可选名称。留空则会显示为“层 21”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr "2D 导航层 22 的可选名称。留空则会显示为“层 22”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr "2D 导航层 23 的可选名称。留空则会显示为“层 23”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr "2D 导航层 24 的可选名称。留空则会显示为“层 24”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr "2D 导航层 25 的可选名称。留空则会显示为“层 25”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr "2D 导航层 26 的可选名称。留空则会显示为“层 26”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr "2D 导航层 27 的可选名称。留空则会显示为“层 27”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr "2D 导航层 28 的可选名称。留空则会显示为“层 28”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr "2D 导航层 29 的可选名称。留空则会显示为“层 29”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr "2D 导航层 3 的可选名称。留空则会显示为“层 3”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr "2D 导航层 30 的可选名称。留空则会显示为“层 30”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr "2D 导航层 31 的可选名称。留空则会显示为“层 31”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr "2D 导航层 32 的可选名称。留空则会显示为“层 32”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr "2D 导航层 4 的可选名称。留空则会显示为“层 4”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr "2D 导航层 5 的可选名称。留空则会显示为“层 5”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr "2D 导航层 6 的可选名称。留空则会显示为“层 6”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr "2D 导航层 7 的可选名称。留空则会显示为“层 7”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr "2D 导航层 8 的可选名称。留空则会显示为“层 8”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr "2D 导航层 9 的可选名称。留空则会显示为“层 9”。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
-msgstr "2D物理层1的可选名称。"
+msgstr "2D 物理层 1 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 10."
-msgstr "2D物理层10的可选名称。"
+msgstr "2D 物理层 10 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 11."
-msgstr "2D物理层11的可选名称。"
+msgstr "2D 物理层 11 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 12."
-msgstr "2D物理层12的可选名称。"
+msgstr "2D 物理层 12 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 13."
-msgstr "2D物理层13的可选名称。"
+msgstr "2D 物理层 13 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 14."
-msgstr "2D物理层14的可选名称。"
+msgstr "2D 物理层 14 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 15."
-msgstr "2D物理层15的可选名称。"
+msgstr "2D 物理层 15 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 16."
-msgstr "2D物理层16的可选名称。"
+msgstr "2D 物理层 16 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 17."
-msgstr "2D物理层17的可选名称。"
+msgstr "2D 物理层 17 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 18."
-msgstr "2D物理层18的可选名称。"
+msgstr "2D 物理层 18 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 19."
-msgstr "2D物理层19的可选名称。"
+msgstr "2D 物理层 19 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 2."
-msgstr "2D物理层2的可选名称。"
+msgstr "2D 物理层 2 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 20."
-msgstr "2D物理层20的可选名称。"
+msgstr "2D 物理层 20 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 21."
-msgstr "2D 物理层 21 的可选名称 ."
+msgstr "2D 物理层 21 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 22."
-msgstr "2D物理层22 的可选名称。"
+msgstr "2D 物理层 22 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 23."
-msgstr "2D物理层23的可选名称。"
+msgstr "2D 物理层 23 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 24."
-msgstr "2D物理层24的可选名称。"
+msgstr "2D 物理层 24 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 25."
-msgstr "2D物理层25的可选名称。"
+msgstr "2D 物理层 25 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 26."
-msgstr "2D物理层26的可选名称。"
+msgstr "2D 物理层 26 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 27."
-msgstr "2D物理层27的可选名称。"
+msgstr "2D 物理层 27 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 28."
-msgstr "2D物理层28的可选名称。"
+msgstr "2D 物理层 28 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 29."
-msgstr "2D物理层29的可选名称。"
+msgstr "2D 物理层 29 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 3."
-msgstr "2D物理层3的可选名称。"
+msgstr "2D 物理层 3 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 30."
-msgstr "2D物理层30的可选名称。"
+msgstr "2D 物理层 30 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 31."
-msgstr "2D物理层31的可选名称。"
+msgstr "2D 物理层 31 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 32."
-msgstr "2D物理层32的可选名称。"
+msgstr "2D 物理层 32 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 4."
-msgstr "2D物理层4的可选名称。"
+msgstr "2D 物理层 4 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 5."
-msgstr "2D物理层5的可选名称。"
+msgstr "2D 物理层 5 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 6."
-msgstr "2D物理层6的可选名称。"
+msgstr "2D 物理层 6 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 7."
-msgstr "2D物理层7的可选名称。"
+msgstr "2D 物理层 7 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 8."
-msgstr "2D物理层8的可选名称。"
+msgstr "2D 物理层 8 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 9."
-msgstr "2D物理层9的可选名称。"
+msgstr "2D 物理层 9 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 1."
-msgstr "2D物理层1的可选名称。"
+msgstr "2D 渲染层 1 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 10."
-msgstr "2D渲染层10的可选名称。"
+msgstr "2D 渲染层 10 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 11."
-msgstr "2D渲染层11的可选名称。"
+msgstr "2D 渲染层 11 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 12."
-msgstr "2D渲染层12的可选名称。"
+msgstr "2D 渲染层 12 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 13."
-msgstr "2D渲染层13的可选名称。"
+msgstr "2D 渲染层 13 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 14."
-msgstr "2D渲染层14的可选名称。"
+msgstr "2D 渲染层 14 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 15."
-msgstr "2D渲染层15的可选名称。"
+msgstr "2D 渲染层 15 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 16."
-msgstr "2D渲染层16的可选名称。"
+msgstr "2D 渲染层 16 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 17."
-msgstr "2D渲染层17的可选名称。"
+msgstr "2D 渲染层 17 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 18."
-msgstr "2D渲染层18的可选名称。"
+msgstr "2D 渲染层 18 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 19."
-msgstr "2D渲染层19的可选名称。"
+msgstr "2D 渲染层 19 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 2."
@@ -57601,212 +60871,404 @@ msgid "Optional name for the 2D render layer 9."
msgstr "2D 渲染层 9 的可选名称。"
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr "3D 导航层 1 的可选名称。留空则会显示为“层 1”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr "3D 导航层 10 的可选名称。留空则会显示为“层 10”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr "3D 导航层 11 的可选名称。留空则会显示为“层 11”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr "3D 导航层 12 的可选名称。留空则会显示为“层 12”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr "3D 导航层 13 的可选名称。留空则会显示为“层 13”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr "3D 导航层 14 的可选名称。留空则会显示为“层 14”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr "3D 导航层 15 的可选名称。留空则会显示为“层 15”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr "3D 导航层 16 的可选名称。留空则会显示为“层 16”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr "3D 导航层 17 的可选名称。留空则会显示为“层 17”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr "3D 导航层 18 的可选名称。留空则会显示为“层 18”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr "3D 导航层 19 的可选名称。留空则会显示为“层 19”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr "3D 导航层 2 的可选名称。留空则会显示为“层 2”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr "3D 导航层 20 的可选名称。留空则会显示为“层 20”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr "3D 导航层 21 的可选名称。留空则会显示为“层 21”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr "3D 导航层 22 的可选名称。留空则会显示为“层 22”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr "3D 导航层 23 的可选名称。留空则会显示为“层 23”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr "3D 导航层 24 的可选名称。留空则会显示为“层 24”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr "3D 导航层 25 的可选名称。留空则会显示为“层 25”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr "3D 导航层 26 的可选名称。留空则会显示为“层 26”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr "3D 导航层 27 的可选名称。留空则会显示为“层 27”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr "3D 导航层 28 的可选名称。留空则会显示为“层 28”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr "3D 导航层 29 的可选名称。留空则会显示为“层 29”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr "3D 导航层 3 的可选名称。留空则会显示为“层 3”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr "3D 导航层 30 的可选名称。留空则会显示为“层 30”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr "3D 导航层 31 的可选名称。留空则会显示为“层 31”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr "3D 导航层 32 的可选名称。留空则会显示为“层 32”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr "3D 导航层 4 的可选名称。留空则会显示为“层 4”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr "3D 导航层 5 的可选名称。留空则会显示为“层 5”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr "3D 导航层 6 的可选名称。留空则会显示为“层 6”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr "3D 导航层 7 的可选名称。留空则会显示为“层 7”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr "3D 导航层 8 的可选名称。留空则会显示为“层 8”。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr "3D 导航层 9 的可选名称。留空则会显示为“层 9”。"
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
-msgstr "3D物理层1 的可选名称。"
+msgstr "3D 物理层 1 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 10."
-msgstr "3D物理层10 的可选名称。"
+msgstr "3D 物理层 10 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 11."
-msgstr "3D物理层11 的可选名称。"
+msgstr "3D 物理层 11 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 12."
-msgstr "3D物理层12 的可选名称。"
+msgstr "3D 物理层 12 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 13."
-msgstr "3D物理层13 的可选名称。"
+msgstr "3D 物理层 13 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 14."
-msgstr "3D物理层14 的可选名称。"
+msgstr "3D 物理层 14 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 15."
-msgstr "3D物理层15 的可选名称。"
+msgstr "3D 物理层 15 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 16."
-msgstr "3D物理层16 的可选名称。"
+msgstr "3D 物理层 16 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 17."
-msgstr "3D物理层17 的可选名称。"
+msgstr "3D 物理层 17 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 18."
-msgstr "3D物理层18 的可选名称。"
+msgstr "3D 物理层 18 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 19."
-msgstr "3D物理层19 的可选名称。"
+msgstr "3D 物理层 19 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 2."
-msgstr "3D物理层2 的可选名称。"
+msgstr "3D 物理层 2 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 20."
-msgstr "3D物理层20 的可选名称。"
+msgstr "3D 物理层 20 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 21."
-msgstr "3D物理层 21 的可选名称。"
+msgstr "3D 物理层 21 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 22."
-msgstr "3D物理层22 的可选名称。"
+msgstr "3D 物理层 22 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 23."
-msgstr "3D物理层23 的可选名称。"
+msgstr "3D 物理层 23 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 24."
-msgstr "3D物理层24 的可选名称。"
+msgstr "3D 物理层 24 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 25."
-msgstr "3D物理层 25 的可选名称。"
+msgstr "3D 物理层 25 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 26."
-msgstr "3D物理层26 的可选名称。"
+msgstr "3D 物理层 26 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 27."
-msgstr "3D物理层27 的可选名称。"
+msgstr "3D 物理层 27 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 28."
-msgstr "3D物理层28 的可选名称。"
+msgstr "3D 物理层 28 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 29."
-msgstr "3D物理层29 的可选名称。"
+msgstr "3D 物理层 29 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 3."
-msgstr "3D物理层3 的可选名称。"
+msgstr "3D 物理层 3 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 30."
-msgstr "3D物理层30 的可选名称。"
+msgstr "3D 物理层 30 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 31."
-msgstr "3D物理层31 的可选名称。"
+msgstr "3D 物理层 31 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 32."
-msgstr "3D物理层32 的可选名称。"
+msgstr "3D 物理层 32 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 4."
-msgstr "3D物理层4 的可选名称。"
+msgstr "3D 物理层 4 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 5."
-msgstr "3D物理层5 的可选名称。"
+msgstr "3D 物理层 5 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 6."
-msgstr "3D物理层6 的可选名称。"
+msgstr "3D 物理层 6 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 7."
-msgstr "3D物理层7 的可选名称。"
+msgstr "3D 物理层 7 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 8."
-msgstr "3D物理层8 的可选名称。"
+msgstr "3D 物理层 8 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 9."
-msgstr "3D物理层9 的可选名称。"
+msgstr "3D 物理层 9 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 1."
-msgstr "3D渲染层1 的可选名称。"
+msgstr "3D 渲染层 1 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 10."
-msgstr "3D渲染层10 的可选名称。"
+msgstr "3D 渲染层 10 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 11."
-msgstr "3D渲染层11 的可选名称。"
+msgstr "3D 渲染层 11 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 12."
-msgstr "3D渲染层12 的可选名称。"
+msgstr "3D 渲染层 12 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 13."
-msgstr "3D渲染层13 的可选名称。"
+msgstr "3D 渲染层 13 的可选名称。"
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
-msgstr "3D渲染层14 的可选名称"
+msgid "Optional name for the 3D render layer 14."
+msgstr "3D 渲染层 14 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 15."
-msgstr "3D渲染层15 的可选名称。"
+msgstr "3D 渲染层 15 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 16."
-msgstr "3D渲染层16 的可选名称。"
+msgstr "3D 渲染层 16 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 17."
-msgstr "3D渲染层17 的可选名称。"
+msgstr "3D 渲染层 17 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 18."
-msgstr "3D渲染层18 的可选名称。"
+msgstr "3D 渲染层 18 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 19."
-msgstr "3D渲染层19 的可选名称。"
+msgstr "3D 渲染层 19 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 2."
-msgstr "3D渲染层2 的可选名称。"
+msgstr "3D 渲染层 2 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 20."
-msgstr "3D渲染层20 的可选名称。"
+msgstr "3D 渲染层 20 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 3."
-msgstr "3D渲染层3 的可选名称。"
+msgstr "3D 渲染层 3 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 4."
-msgstr "3D渲染层4 的可选名称。"
+msgstr "3D 渲染层 4 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 5."
-msgstr "3D渲染层5 的可选名称。"
+msgstr "3D 渲染层 5 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 6."
-msgstr "3D渲染层6 的可选名称。"
+msgstr "3D 渲染层 6 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 7."
-msgstr "3D渲染层7 的可选名称。"
+msgstr "3D 渲染层 7 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 8."
-msgstr "3D渲染层8 的可选名称。"
+msgstr "3D 渲染层 8 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 9."
-msgstr "3D渲染层9 的可选名称。"
+msgstr "3D 渲染层 9 的可选名称。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57824,7 +61286,7 @@ msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], logs all output to files."
-msgstr "如果[code]true[/code],将所有输出记录到文件中。"
+msgstr "如果为 [code]true[/code],将所有输出记录到文件中。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -57849,7 +61311,7 @@ msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
msgstr ""
-"Godot使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错"
+"Godot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错"
"误),你可以在这里增加大小。"
#: doc/classes/ProjectSettings.xml
@@ -57859,7 +61321,7 @@ msgid ""
"on threads. If servers get stalled too often when loading resources in a "
"thread, increase this number."
msgstr ""
-"在多线程模式下使用时,服务器会使用它(服务器和可视化端)。 RID 是预先分配的,"
+"在多线程模式下使用时,服务器会使用它(服务器和可视化端)。RID 是预先分配的,"
"以避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请"
"增加此数字。"
@@ -57882,6 +61344,61 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+"2D 导航地图的默认单元格高度。见 [method Navigation2DServer."
+"map_set_cell_height]。\n"
+"[b]注意:[/b]尚未实现。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+"2D 导航地图的默认单元格大小。见 [method Navigation2DServer."
+"map_set_cell_size]。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+"2D 导航地图的默认边界连接边距。见 [method Navigation2DServer."
+"map_set_edge_connection_margin]。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+"3D 导航地图的默认单元格高度。见 [method NavigationServer."
+"map_set_cell_height]。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+"3D 导航地图的默认单元格大小。见 [method NavigationServer.map_set_cell_size]。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+"3D 导航地图的默认边界连接边距。见 [method NavigationServer."
+"map_set_edge_connection_margin]。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr "3D 导航地图的默认地图上向量。见 [method NavigationServer.map_set_up]。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -57932,11 +61449,11 @@ msgstr "使用TCP的连接尝试的超时(以秒为单位)。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
-msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。"
+msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位为 kiB)。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
-msgstr "[WebSocketClient] 输入缓冲区的最大尺寸,以 kiB 为单位。"
+msgstr "[WebSocketClient] 输入缓冲区的最大尺寸(单位为 kiB)。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketClient]."
@@ -57944,7 +61461,7 @@ msgstr "[WebSocketClient] 的最大并发输入数据包数。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
-msgstr "[WebSocketClient]输出缓冲区的最大尺寸,以kiB为单位。"
+msgstr "[WebSocketClient]输出缓冲区的最大尺寸(单位为 kiB)。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketClient]."
@@ -57952,7 +61469,7 @@ msgstr "[WebSocketClient]的最大并发输出数据包数量。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
-msgstr "[WebSocketServer]输入缓冲区的最大尺寸,以kiB为单位。"
+msgstr "[WebSocketServer]输入缓冲区的最大尺寸(单位为 kiB)。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketServer]."
@@ -57960,7 +61477,7 @@ msgstr "[WebSocketServer] 的最大并发输入数据包数量。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
-msgstr "[WebSocketServer] 输出缓冲区的最大尺寸,以 kiB 为单位。"
+msgstr "[WebSocketServer] 输出缓冲区的最大尺寸(单位为 kiB)。"
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketServer]."
@@ -57987,9 +61504,9 @@ msgid ""
"bundle will be used.\n"
"If in doubt, leave this setting empty."
msgstr ""
-"用于SSL连接的CA证书包。如果设置为非空值,这将[i]覆盖[/i]Godot默认的"
+"用于 SSL 连接的 CA 证书包。如果设置为非空值,这将[i]覆盖[/i] Godot 默认的 "
"[url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-"
-"certificates.crt]Mozilla证书包[/url]。如果留空,将使用默认的证书包。\n"
+"certificates.crt]Mozilla 证书包[/url]。如果留空,将使用默认的证书包。\n"
"如果有疑问,让这个设置为空。"
#: doc/classes/ProjectSettings.xml
@@ -58012,7 +61529,7 @@ msgid ""
"enabled."
msgstr ""
"用于宽相 2D 哈希网格算法的哈希表的大小。\n"
-"[b]注意:[/b] 如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使"
+"[b]注意:[/b]如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使"
"用。"
#: doc/classes/ProjectSettings.xml
@@ -58055,11 +61572,11 @@ msgid ""
"stop in one iteration."
msgstr ""
"2D 中的默认角阻尼。\n"
-"[b]注意:[/b] 良好的值在 [code]0[/code] 到 [code]1[/code] 的范围内。在值为 "
+"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 "
"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在"
-"不到一秒的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在在"
-"半秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代"
-"中停止,[member ProjectSettings.physics/common/physics_fps]默认情况下为 "
+"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在在半"
+"秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中"
+"停止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 "
"[code]60[/code]。"
#: doc/classes/ProjectSettings.xml
@@ -58073,11 +61590,11 @@ msgid ""
"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
"[/codeblock]"
msgstr ""
-"2D中默认的重力强度,单位:每秒平方像素。\n"
+"2D 中默认的重力强度(单位:每秒平方像素)。\n"
"[b]注意:[/b]这个属性只在项目启动时被读取。要在运行时改变默认的重力,请使用以"
"下代码示例:\n"
"[codeblock]\n"
-"# 设置默认的重力强度为98。\n"
+"# 设置默认的重力强度为 98。\n"
"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
"[/codeblock]"
@@ -58094,10 +61611,10 @@ msgid ""
"[/codeblock]"
msgstr ""
"2D 中的默认重力方向。\n"
-"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下"
+"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下"
"代码示例:\n"
"[codeblock]\n"
-"# 设置默认重力方向为`Vector2(0, 1)`。\n"
+"# 设置默认重力方向为 `Vector2(0, 1)`。\n"
"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
"Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
"[/codeblock]"
@@ -58115,12 +61632,12 @@ msgid ""
"stop in one iteration."
msgstr ""
"2D 中的默认线性阻尼。\n"
-"[b]注:[/b]良好的值在[code]0[/code]到[code]1[/code]的范围内。在值为 [code]0[/"
-"code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在不到一秒"
-"的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半秒内将速"
-"度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停止,"
-"[member ProjectSettings.physics/common/physics_fps],默认情况下为 [code]60[/"
-"code]。"
+"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 "
+"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在"
+"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒"
+"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停"
+"止([member ProjectSettings.physics/common/physics_fps],默认情况下为 "
+"[code]60[/code])。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58130,7 +61647,7 @@ msgid ""
"enabled."
msgstr ""
"定义构成大对象的表面尺寸的阈值,与宽相 2D 散列网格算法中的单元有关。\n"
-"[b]注意:[/b]如果启用了[member ProjectSettings.physics/2d/use_bvh],则不使"
+"[b]注意:[/b]如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使"
"用。"
#: doc/classes/ProjectSettings.xml
@@ -58140,8 +61657,7 @@ msgid ""
"alternative 2D physics server implemented."
msgstr ""
"设置用于 2D 物理的物理引擎。\n"
-"\"DEFAULT\" 和 \"GodotPhysics\" 是一样的,因为目前没有实现可替代的 2D 物理服"
-"务。"
+"“DEFAULT”和“GodotPhysics”是一样的,因为目前没有实现可替代的 2D 物理服务器。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58149,7 +61665,7 @@ msgid ""
"inactive. See [constant Physics2DServer."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
-"阈值角速度,在该阈值下 2D 物理体将被视为非活动。参阅 [constant "
+"角速度阈值,低于该阈值的 2D 物理体将被视为非活动。参阅 [constant "
"Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。"
#: doc/classes/ProjectSettings.xml
@@ -58158,7 +61674,7 @@ msgid ""
"inactive. See [constant Physics2DServer."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
-"线性速度的阈值。在此阈值下2D物理体被认为是非活动的。参阅[constant "
+"线速度阈值,低于该阈值的 2D 物理体被认为是非活动。参阅 [constant "
"Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。"
#: doc/classes/ProjectSettings.xml
@@ -58171,17 +61687,17 @@ msgid ""
"give you extra performance and no regressions when using it."
msgstr ""
"设置物理运算是在主线程上运行还是单独的线程上运行。在一个线程上运行服务器可以"
-"提高性能,但限制了对物理过程的API访问。\n"
-"[b]警告:[/b] 从Godot 3.2开始,关于物理运算使用多线程的反馈不一。请务必评估它"
-"是否确实给你带来了额外的性能,并且在使用它时没有过时。"
+"提高性能,但限制了对物理过程的 API 访问。\n"
+"[b]警告:[/b]从 Godot 3.2 开始,关于物理运算使用多线程的反馈不一。请务必评估"
+"它是否确实给你带来了额外的性能,并且在使用它时没有过时。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Time (in seconds) of inactivity before which a 2D physics body will put to "
"sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
-"2D物理物体非活动的时间,以秒为单位。在此之前,2D物理物体将进入休眠状态。参阅"
-"[constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
+"2D 物理物体非活动的时间,以秒为单位。在此时间之后,2D 物理物体将进入休眠状"
+"态。参阅 [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58212,11 +61728,11 @@ msgid ""
"stop in one iteration."
msgstr ""
"3D 中的默认角阻尼。\n"
-"[b]注意:[/b] 良好的值在 [code]0[/code] 到 [code]1[/code] 的范围内。在值为 "
+"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 "
"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在"
-"不到一秒的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半"
-"秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中"
-"停止,[member ProjectSettings.physics/common/physics_fps]默认情况下为 "
+"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒"
+"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停"
+"止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 "
"[code]60[/code]。"
#: doc/classes/ProjectSettings.xml
@@ -58231,10 +61747,10 @@ msgid ""
"[/codeblock]"
msgstr ""
"3D 中的默认重力强度,单位:米/秒平方。\n"
-"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力,请使用以下代码"
+"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力,请使用以下代码"
"示例:\n"
"[codeblock]\n"
-"# 设置默认重力强度为9.8。\n"
+"# 设置默认重力强度为 9.8。\n"
"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
"[/codeblock]"
@@ -58251,10 +61767,10 @@ msgid ""
"[/codeblock]"
msgstr ""
"3D 中的默认重力方向。\n"
-"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下"
+"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下"
"代码示例:\n"
"[codeblock]\n"
-"# 设置默认重力方向为`Vector3(0, -1, 0)`。\n"
+"# 设置默认重力方向为 `Vector3(0, -1, 0)`。\n"
"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n"
"[/codeblock]"
@@ -58272,12 +61788,12 @@ msgid ""
"stop in one iteration."
msgstr ""
"3D 中的默认线性阻尼。\n"
-"[b]注:[/b]好的值在[code]0[/code]到[code]1[/code]的范围内。在值为 [code]0[/"
-"code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在不到一秒"
-"的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半秒内将速"
-"度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停止,"
-"[member ProjectSettings.physics/common/physics_fps]默认情况下为 [code]60[/"
-"code]。"
+"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 "
+"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在"
+"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒"
+"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停"
+"止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 "
+"[code]60[/code]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58313,8 +61829,23 @@ msgid ""
"alternative."
msgstr ""
"设置用于 3D 物理的物理引擎。\n"
-"\"DEFAULT\"目前是 [url=https://bulletphysics.org]Bullet[/url] 物理引擎。仍然"
-"支持\"GodotPhysics\"引擎作为替代。"
+"“DEFAULT”目前是 [url=https://bulletphysics.org]Bullet[/url] 物理引擎。仍然支"
+"持“GodotPhysics”引擎作为替代。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+"如果为 [code]true[/code],会让 Bullet 物理引擎为每一个三角网格形状生成内部边"
+"缘信息,让与三角网格形状([ConcavePolygonShape])的碰撞变平滑。\n"
+"[b]注意:[/b]仅在 [member physics/3d/physics_engine] 被设为 [code]DEFAULT[/"
+"code] 或 [code]Bullet[/code] 时有效,为 [code]GodotPhysics[/code] 时[i]无效[/"
+"i]。"
#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
@@ -58333,13 +61864,13 @@ msgid ""
"picking input events during pause (so nodes won't get them) and flushing "
"that queue on resume, against the state of the 2D/3D world at that point."
msgstr ""
-"如果启用,2D 和 3D 物理pick在暂停时会这样表现:\n"
+"如果启用,2D 和 3D 物理拾取在暂停时会这样表现:\n"
"- 暂停开始时,悬停或捕获的每个碰撞对象(仅限 3D)都会从该状态中释放出来,获得"
"相关的鼠标退出回调,除非其暂停模式使其免于暂停。\n"
-"- 在暂停期间,pick只考虑不受暂停的碰撞对象,发送输入事件和输入/退出回调到他们"
-"预期。\n"
-"如果禁用,则使用过去的行为,包括在暂停期间排队等待pick输入事件(因此节点不会"
-"获取它们),并在恢复时根据2D/3D世界的状态刷新该队列。"
+"- 在暂停期间,拾取只会考虑不受暂停影响的碰撞对象,正常发送输入事件和进入/退出"
+"回调。\n"
+"如果禁用,则使用旧有行为,包括在暂停期间排队等待拾取输入事件(因此节点不会获"
+"取它们),并在恢复时根据 2D/3D 世界的状态刷新该队列。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58361,14 +61892,30 @@ msgstr ""
"执行频率。另请参见 [member debug/settings/fps/force_fps]。\n"
"[b]注意:[/b]本属性在程序开始运行时是只读的。要在运行时修改物理 FPS,请设置 "
"[member Engine.iterations_per_second]。\n"
-"[b]注意:[/b]每个渲染帧最多只能模拟 8 次物理迭代。如果为了追赶渲染,需要在每"
-"个渲染帧中模拟多于 8 次物理迭代,游戏看上去会是降速的(即便在物理计算中始终使"
+"[b]注意:[/b]每个渲染帧最多只能模拟 8 个物理周期。如果为了追赶渲染,需要在每"
+"个渲染帧中模拟多于 8 个物理周期,游戏看上去会是降速的(即便在物理计算中始终使"
"用 [code]delta[/code])。因此,建议不要将 [member physics/common/"
"physics_fps] 设为大于 240 的值。否则,渲染帧率低于 30 FPS 时游戏就会低速运"
"行。"
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+"为 [code]true[/code] 时,渲染器会根据物理对象最近两次的变换对其变换进行插值,"
+"从而在物理周期与渲染帧不一致时得到平滑的运动。\n"
+"[b]注意:[/b]将对象移动到新位置时(并非一般的物理运动)你可能会想要临时关闭插"
+"值,避免显示问题。你可以使用 [method Node.reset_physics_interpolation] 函数实"
+"现。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -58379,17 +61926,21 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
-msgstr ""
-"控制物理时钟实时同步的程度。如果是0或更少,时钟是同步的。这样的值建议用于网络"
-"游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟的偏差较"
-"大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应是不错的;超过2的值可能"
-"会导致游戏对掉帧的反应有明显的延迟,因此不建议使用。\n"
-"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值解决方案时,应该通过将"
-"[member physics/common/physics_jitter_fix]设置为[code]0[/code]来禁用物理抖动"
-"修复。\n"
-"[b]注意:[/b] 这个属性只在项目启动时被读取。要在运行时改变物理FPS,请设置"
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
+msgstr ""
+"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建"
+"议用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟"
+"的偏差较大,但可以平滑帧速率的抖动。默认值 0.5 对大多数人来说应是不错的;超"
+"过 2 的值可能会导致游戏对掉帧的反应有明显的延迟,因此不建议使用。\n"
+"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值解决方案时,应该通过将 "
+"[member physics/common/physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖"
+"动修复。\n"
+"[b]注意:[/b]如果启用了 [member physics/common/physics_interpolation],运行时"
+"会自动禁用抖动修复。\n"
+"[b]注意:[/b]这个属性只在项目启动时被读取。要在运行时改变物理 FPS,请设置 "
"[member Engine.physics_jitter_fix]。"
#: doc/classes/ProjectSettings.xml
@@ -58457,8 +62008,9 @@ msgid ""
"Not available in GLES3 when [member rendering/batching/options/use_batching] "
"is off."
msgstr ""
-"在固定模式和缩放模式之间进行选择,前者保留了与图稿(artwork)相匹配的角缩放。\n"
-"当[member rendering/batching/options/use_batching]关闭时,在GLES3中不可用。"
+"在固定模式和缩放模式之间进行选择,前者保留了与图稿相匹配的角缩放。\n"
+"当 [member rendering/batching/options/use_batching] 关闭时,在 GLES3 中不可"
+"用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58490,14 +62042,14 @@ msgid ""
"with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] "
"skinning."
msgstr ""
-"如果 [code]true[/code],则在 CPU 而非 GPU 上执行 2D 蒙皮。这提供了与各种硬件"
-"的更大兼容性,并且在某些情况下也可能更快。\n"
+"如果为 [code]true[/code],则在 CPU 而非 GPU 上执行 2D 蒙皮。这提供了与各种硬"
+"件的更大兼容性,并且在某些情况下也可能更快。\n"
"当前仅在 [member rendering/batching/options/use_batching] 处于活动状态时可"
"用。\n"
-"[b]注意:[/b] 不支持抗锯齿软件蒙皮多边形,将在没有抗锯齿的情况下渲染。\n"
-"[b]注意:[/b] 使用内置 [code]VERTEX[/code] 的自定义着色器在应用蒙皮[i]之后[/"
-"i]以 [code]VERTEX[/code] 位置运行,而使用硬件蒙皮,[code]VERTEX[/code] 是被应"
-"用蒙皮[i]之前[/i]的位置。"
+"[b]注意:[/b]不支持抗锯齿软件蒙皮多边形,将在没有抗锯齿的情况下渲染。\n"
+"[b]注意:[/b]使用内置 [code]VERTEX[/code] 的自定义着色器在应用蒙皮[i]之后[/i]"
+"以 [code]VERTEX[/code] 位置运行,而使用硬件蒙皮,[code]VERTEX[/code] 是被应用"
+"蒙皮[i]之前[/i]的位置。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58507,8 +62059,8 @@ msgid ""
"Consider using the project setting [member rendering/batching/precision/"
"uv_contract] to prevent artifacts."
msgstr ""
-"如果 [code]true[/code],则在 2D 渲染中强制将顶点对齐到像素。可能有助于某些像"
-"素艺术风格。\n"
+"如果为 [code]true[/code],则在 2D 渲染中强制将顶点对齐到像素。可能有助于某些"
+"像素艺术风格。\n"
"这种捕捉是在顶点着色器中的 GPU 上执行的。\n"
"考虑使用项目设置[member rendering/batching/precision/uv_contract] 来防止出现"
"伪影。"
@@ -58637,11 +62189,10 @@ msgid ""
"coordinates used. Note that this can result in a slight squashing of border "
"texels."
msgstr ""
-"在某些平台(尤其是移动平台)上,着色器中的精度问题可能会导致读取 1 texel 超出"
-"边界,尤其是在缩放 rect 的情况下。这尤其会导致瓷砖地图中瓷砖周围的边界伪"
-"影。\n"
+"在某些平台(尤其是移动平台)上,着色器中的精度问题可能会导致读取 1 纹素超出边"
+"界,尤其是在缩放矩形的情况下。这尤其会导致图块地图中图块周围的边界伪影。\n"
"此调整通过对使用的 UV 坐标进行小幅收缩来对此进行校正。请注意,这可能会导致边"
-"界纹理的轻微挤压。"
+"界纹素的轻微挤压。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58650,8 +62201,8 @@ msgid ""
"both ranged from 0.0 to 1.0.\n"
"Use the default unless correcting for a problem on particular hardware."
msgstr ""
-"UV收缩量。这个数字除以1000000,是总纹理尺寸的一个比例,宽度和高度都在0.0到1.0"
-"之间。\n"
+"UV 收缩量。这个数字除以 1000000,是总纹理尺寸的一个比例,宽度和高度都在 0.0 "
+"到 1.0 之间。\n"
"除非为了纠正特定硬件上的问题,否则请使用默认值。"
#: doc/classes/ProjectSettings.xml
@@ -58730,7 +62281,7 @@ msgid ""
msgstr ""
"如果 [code]true[/code] 并且在目标 Android 设备上可用,则为 GLES2 中的所有着色"
"器计算启用高浮点精度。\n"
-"[b]警告:[/b] 高浮点精度在旧设备上可能非常慢,而且通常根本不可用。谨慎使用。"
+"[b]警告:[/b]高浮点精度在旧设备上可能非常慢,而且通常根本不可用。谨慎使用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58768,9 +62319,8 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
"这是同一时间所能编译(或者从缓存中重建)的着色器的最大数量。\n"
"在运行时,如果已经达到了这个数量,其他能够进行异步编译的着色器会直接使用它们"
@@ -58779,59 +62329,82 @@ msgstr ""
"能多的异步编译的同时,不对游戏的响应性造成影响,否则就会辜负异步编译所带来的"
"好处。换句话说,你可能会牺牲一点点的 FPS,总比同步编译让整个游戏停滞要好。\n"
"默认值比较保守,所以建议你根据自己的目标硬件作出调整。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
-"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆"
+"默认是针对 [member rendering/gles3/shaders/max_simultaneous_compiles] 的覆"
"盖,取值非常保守。\n"
"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+"默认是针对 [member rendering/gles3/shaders/max_simultaneous_compiles] 的覆"
+"盖,取值非常保守。\n"
+"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
"超级着色器缓存所能增长到的最大大小,单位为兆字节。在启动时,会删除最久未用的"
"条目,直到总大小到达范围内。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
-"[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针"
-"对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[member rendering/gles3/shaders/shader_cache_size_mb] 的覆盖项,为针对移动平"
+"台配置更小的最大大小,移动平台的存储空间更有限。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+"[member rendering/gles3/shaders/shader_cache_size_mb] 的覆盖项,为针对移动平"
+"台配置更小的最大大小,移动平台的存储空间更有限。\n"
+"[b]注意:[/b]目前 Web 平台尚不支持着色器缓存。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"If set to [code]Asynchronous[/code] and available on the target device, "
"asynchronous compilation of shaders is enabled (in contrast to "
@@ -58867,10 +62440,34 @@ msgstr ""
"超级着色器是一个非常复杂的着色器,虽然慢但是可以用于任何渲染环境。引擎会在内"
"部生成这个着色器,这样在一开始就能使用,而传统的根据不同条件优化的版本则需要"
"进行编译。\n"
-"为了节省加载时间,你可以使用 [code]Asynchronous + Cache[/code],会让超级着色"
-"器也被缓存到存储之中,这样下一次使用时准备起来就会更快(前提是平台支持这么"
-"做)。\n"
-"[b]警告:[/b] 异步编译目前只支持空间和粒子材质/着色器。"
+"如果想要在项目运行至少一次后减少加载时间,你可以使用 [code]Asynchronous + "
+"Cache[/code]。这样会让超级着色器也被缓存到存储之中,这样下一次使用时准备起来"
+"就会更快(前提是平台支持这么做)。\n"
+"[b]注意:[/b]异步编译目前只支持空间(3D)和粒子材质/着色器。即使该设置为 "
+"[code]Asynchronous[/code] 或 [code]Asynchronous + Cache[/code],画布项(2D)"
+"着色器也不会使用异步编译。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+"[member rendering/gles3/shaders/shader_compilation_mode] 的覆盖项,用于为移动"
+"设备禁用异步编译。\n"
+"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。"
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+"[member rendering/gles3/shaders/shader_compilation_mode] 的覆盖项,用于为 "
+"Web 平台禁用异步编译。\n"
+"某些浏览器(尤其在移动平台上)通常不会支持超级着色器,因为其复杂度较高。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58961,8 +62558,8 @@ msgid ""
"If [code]true[/code], the texture importer will import lossless textures "
"using the PNG format. Otherwise, it will default to using WebP."
msgstr ""
-"如果[code]true[/code],纹理导入器将使用PNG格式导入无损纹理。否则,将默认使用"
-"WebP。"
+"如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使"
+"用 WebP。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58972,9 +62569,9 @@ msgid ""
"Note that compression levels above 6 are very slow and offer very little "
"savings."
msgstr ""
-"无损WebP的默认压缩级别。更高的级别会产生更小的文件,但会牺牲压缩速度。解压速"
-"度大多不受压缩级别的影响。支持的值是0到9。请注意,高于6的压缩级别是非常慢的,"
-"而且节省的占用非常少。"
+"无损 WebP 的默认压缩级别。更高的级别会产生更小的文件,但会牺牲压缩速度。解压"
+"速度大多不受压缩级别的影响。支持的值是 0 到 9。请注意,高于 6 的压缩级别非常"
+"慢,而且节省的占用非常少。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -58987,7 +62584,6 @@ msgstr ""
"用于交错属性数据。如果用于移动设备,建议启用。切换后需要手动重新导入网格。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"Determines the maximum number of polygon occluders that will be used at any "
"one time.\n"
@@ -58999,7 +62595,8 @@ msgid ""
msgstr ""
"确定将在任何时候使用的球体遮挡器的最大数量。\n"
"尽管一个场景中可以有许多遮挡物,但系统会根据屏幕空间度量从这些遮挡物中选择最"
-"相关的每一帧,以提供最佳的整体性能。"
+"相关的每一帧,以提供最佳的整体性能。\n"
+"大量的多边形可能剔除更多的对象,但是剔除计算的消耗也会随遮挡物的数量增加。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59034,7 +62631,7 @@ msgid ""
"[b]Note:[/b] This will automatically be disabled in exports."
msgstr ""
"显示转换日志。\n"
-"[b]注意:[/b] 这将在导出时自动禁用。"
+"[b]注意:[/b]这将在导出时自动禁用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59042,7 +62639,7 @@ msgid ""
"code]. If [code]false[/code], they will be sent as [code]notifications[/"
"code]."
msgstr ""
-"如果 [code]true[/code],游戏回调将作为 [code]信号[/code] 发送。如果"
+"如果为 [code]true[/code],游戏回调将作为 [code]signal[/code] 发送。如果为 "
"[code]false[/code],它们将作为[code]通知[/code]发送。"
#: doc/classes/ProjectSettings.xml
@@ -59063,7 +62660,7 @@ msgid ""
"[b]Note:[/b] This will automatically be disabled in exports."
msgstr ""
"在 PVS 生成期间显示日志。\n"
-"[b]注意:[/b] 这将在导出时自动禁用。"
+"[b]注意:[/b]这将在导出时自动禁用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59074,29 +62671,39 @@ msgid ""
"when it is set to [code]false[/code], i.e. there are problems with the "
"default method."
msgstr ""
-"使用生成 PVS(潜在可见集)数据的简化方法。当多个portal连接相邻空间时,结果可"
-"能不准确。\n"
-"[b]注意:[/b]一般只有在设置为[code]false[/code]时遇到bug,即默认方法有问题"
+"使用生成 PVS(潜在可见集)数据的简化方法。当多个入口连接相邻空间时,结果可能"
+"不准确。\n"
+"[b]注意:[/b]一般只有在设置为 [code]false[/code] 遇到问题,即默认方法有问题"
"时,才应该使用该选项。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
"如果为 [code]true[/code],分配根 [Viewport] 的帧缓冲时将使用高动态范围。高动"
-"态范围允许使用大于 1 的 [Color] 值。\n"
+"态范围允许使用大于 1 的 [Color] 值。如果 [member Environment."
+"glow_hdr_threshold] 大于等于 [code]1.0[/code],那么就必须将其设为 "
+"[code]true[/code],辉光渲染才能正常工作。\n"
"[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"由于性能问题或驱动支持,移动设备上的 [member rendering/quality/depth/hdr] 的"
-"低端覆盖。"
+"[member rendering/quality/depth/hdr] 在移动设备上的低端的覆盖项,为的是性能考"
+"量或驱动支持。如果 [member Environment.glow_hdr_threshold] 大于等于 "
+"[code]1.0[/code],那么就必须将其设为 [code]true[/code],辉光渲染才能正常工"
+"作。\n"
+"[b]注意:[/b]仅在 GLES3 后端中可用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59123,7 +62730,8 @@ msgid ""
"Disables depth pre-pass for some GPU vendors (usually mobile), as their "
"architecture already does this."
msgstr ""
-"对一些GPU供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这个。"
+"对一些 GPU 供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这"
+"个。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59131,11 +62739,10 @@ msgid ""
"materials. This increases performance in scenes with high overdraw, when "
"complex materials and lighting are used."
msgstr ""
-"如果 [code]true[/code],则在渲染材质之前执行先前的深度传递。当使用复杂的材质"
-"和照明时,这会提高高透支场景的性能。"
+"如果为 [code]true[/code],则在渲染材质之前执行更早的深度阶段。当使用复杂的材"
+"质和照明时,会提高高度重绘场景的性能。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The directional shadow's size in pixels. Higher values will result in "
"sharper shadows, at the cost of performance. The value will be rounded up to "
@@ -59143,7 +62750,8 @@ msgid ""
"will be applied immediately."
msgstr ""
"方向性阴影的大小,以像素为单位。更高的值会导致更清晰的阴影,但会以性能为代"
-"价。该值将被四舍五入到最接近的2次方。"
+"价。该值将被四舍五入到最接近的 2 的指数倍。该设置可以在运行时修改;修改会立即"
+"生效。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59179,9 +62787,9 @@ msgid ""
"VRAM-compressed textures will be exported on Android and iOS, increasing the "
"data pack's size."
msgstr ""
-"如果 [code]true[/code],且不支持 GLES3 驱动程序,则允许回退到 GLES2 驱动程"
+"如果为 [code]true[/code],且不支持 GLES3 驱动程序,则允许回退到 GLES2 驱动程"
"序。\n"
-"[b]注意:[/b] 两个显卡驱动不是互相替代的,所以为 GLES3 设计的游戏在回退到 "
+"[b]注意:[/b]两个显卡驱动不是互相替代的,所以为 GLES3 设计的游戏在回退到 "
"GLES2 时可能无法正常运行。特别是,GLES3 后端的某些功能在 GLES2 中不可用。启用"
"此设置还意味着 ETC 和 ETC2 VRAM 压缩纹理将在 Android 和 iOS 上导出,从而增加"
"数据包的大小。"
@@ -59194,7 +62802,7 @@ msgid ""
"4, 8, 16)."
msgstr ""
"用于启用各向异性的纹理的最大各向异性过滤器级别。从倾斜角度查看时,较高的值将"
-"导致更清晰的纹理,但会牺牲性能。只有二的指数倍的值(如2、4、8、16)是有效。"
+"导致更清晰的纹理,但会牺牲性能。只有二的指数倍的值是有效(如 2、4、8、16)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59203,9 +62811,9 @@ msgid ""
"but can be significantly slower on some hardware.\n"
"[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend."
msgstr ""
-"设置要使用的MSAA样本数。MSAA用来减少多边形边缘的混叠。较高的MSAA值可以使边缘"
-"更平滑,但在某些硬件上会明显变慢。\n"
-"[b]注意:[/b] MSAA在使用GLES2后端的HTML5导出中不可用。"
+"设置要使用的 MSAA 样本数。MSAA 可用于减少多边形边缘的混叠。较高的 MSAA 值可以"
+"使边缘更平滑,但在某些硬件上会明显变慢。\n"
+"[b]注意:[/b]MSAA 在使用 GLES2 后端的 HTML5 导出中不可用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59216,8 +62824,8 @@ msgid ""
"[member rendering/quality/filters/use_fxaa]."
msgstr ""
"如果设置为大于 [code]0.0[/code] 的值,对比度自适应锐化将应用于 3D 视口。这具"
-"有较低的性能成本,可用于恢复使用 FXAA 时损失的一些锐度。 [code]0.5[/code] 附"
-"近的值通常会给出最好的结果。另见[member rendering/quality/filters/use_fxaa]。"
+"有较低的性能成本,可用于恢复使用 FXAA 时损失的一些锐度。[code]0.5[/code] 附近"
+"的值通常会给出最好的结果。另见 [member rendering/quality/filters/use_fxaa]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59232,13 +62840,13 @@ msgid ""
"mobile platforms. Due to this, it is recommended to leave this option "
"disabled when targeting mobile platforms."
msgstr ""
-"如果 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些情"
-"况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用 debanding,因"
-"为抖动模式会使无损压缩的屏幕截图更大。\n"
-"[b]注意:[/b] 仅在 GLES3 后端可用。 [member rendering/quality/depth/hdr] 也必"
-"须为 [code]true[/code] 才能使去色带有效。\n"
-"[b]注意:[/b] 已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移"
-"动平台时禁用此选项。"
+"如果为 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些"
+"情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条带,因为"
+"抖动模式会使无损压缩的屏幕截图更大。\n"
+"[b]注意:[/b]仅在 GLES3 后端可用。[member rendering/quality/depth/hdr] 也必须"
+"为 [code]true[/code] 才能使去色带有效。\n"
+"[b]注意:[/b]已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移动"
+"平台时禁用此选项。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59249,10 +62857,10 @@ msgid ""
"recovered by enabling contrast-adaptive sharpening (see [member rendering/"
"quality/filters/sharpen_intensity])."
msgstr ""
-"在根视窗中启用FXAA。FXAA是一种流行的屏幕空间抗锯齿方法,它速度快,但会使图像"
-"看起来很模糊,特别是在低分辨率下。在1440p和4K这样的大分辨率下,可以工作得比较"
-"好。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅[member rendering/"
-"quality/filters/sharpen_intensity]。"
+"在根 Viewport 中启用 FXAA。FXAA 是一种流行的屏幕空间抗锯齿方法,它速度快,但"
+"会使图像看起来很模糊,特别是在低分辨率下。在 1440p 和 4K 这样的大分辨率下,可"
+"以工作得比较好。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅 "
+"[member rendering/quality/filters/sharpen_intensity]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59262,10 +62870,10 @@ msgid ""
"mobile as less memory bandwidth is used. If [code]false[/code], linear "
"mipmap filtering (also called \"trilinear filtering\") is used."
msgstr ""
-"如果 [code]true[/code],则在使用 mipmap 时使用最近邻 mipmap 过滤(也称为“双线"
-"性过滤”),这将导致 mipmap 阶段之间出现可见的接缝。由于使用较少的内存带宽,这"
-"可能会提高移动设备的性能。如果 [code]false[/code],则使用线性 mipmap 过滤(也"
-"称为“三线性过滤”)。"
+"如果为 [code]true[/code],则在使用 mipmap 时使用最近邻 mipmap 过滤(也称为“双"
+"线性过滤”),这将导致 mipmap 阶段之间出现可见的接缝。由于使用较少的内存带宽,"
+"这可能会提高移动设备的性能。如果 [code]false[/code],则使用线性 mipmap 过滤"
+"(也称为“三线性过滤”)。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59273,13 +62881,13 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
"用于帧缓冲区的分配策略。它越简单,使用的资源就越少(但支持的功能也越少)。如"
"果设置为“2D Without Sampling”(2D 无采样)或“3D Without Effects”(3D 无特"
"效),将不分配采样缓冲区。这意味着 [code]SCREEN_TEXTURE[/code] 和 "
-"[code]DEPTH_TEXTURE[/code] 将不能在着色器中使用,后期处理特效将不能在 "
+"[code]DEPTH_TEXTURE[/code] 将不能在着色器中使用,辉光等后处理特效将不能在 "
"[Environment] 中使用。"
#: doc/classes/ProjectSettings.xml
@@ -59288,8 +62896,8 @@ msgid ""
"framebuffer_allocation] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"由于性能或驱动支持问题,在移动设备上对[member rendering/quality/"
-"intended_usage/framebuffer_allocation]以低配数值覆盖。"
+"由于性能或驱动支持问题,在移动设备上对 [member rendering/quality/"
+"intended_usage/framebuffer_allocation] 以低配数值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59305,8 +62913,8 @@ msgid ""
"Lower-end override for [member rendering/quality/lightmapping/"
"use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage."
msgstr ""
-"在移动设备上对[member rendering/quality/lightmapping/use_bicubic_sampling]进"
-"行低端覆盖,以减少带宽使用。"
+"在移动设备上对 [member rendering/quality/lightmapping/use_bicubic_sampling] "
+"进行低端覆盖,以减少带宽使用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59330,8 +62938,8 @@ msgid ""
"variants of reflection probes and panorama backgrounds (sky). Those blurred "
"variants are used by rough materials."
msgstr ""
-"如果 [code]true[/code],则使用大量样本来创建反射探针和全景背景(天空)的模糊"
-"变体。这些模糊的变体可以被粗糙的材质使用。"
+"如果为 [code]true[/code],则使用大量样本来创建反射探针和全景背景(天空)的模"
+"糊变体。这些模糊的变体可以被粗糙的材质使用。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59352,10 +62960,10 @@ msgid ""
"[b]Note:[/b] Low and mid range hardware do not support complex irradiance "
"maps well and may crash if this is set too high."
msgstr ""
-"限制辐照度贴图的大小,通常由 [member Sky.radiance_size] 确定。与[member "
+"限制辐照度贴图的大小,通常由 [member Sky.radiance_size] 确定。与 [member "
"rendering/quality/reflections/high_quality_ggx] 类似,更大的尺寸会产生更高质"
"量的辐照度贴图。使用高频 HDRI 贴图时使用较高的值,否则请尽可能降低该值。\n"
-"[b]注意:[/b] 中低档硬件不能很好地支持复杂的辐照度贴图,如果设置太高可能会崩"
+"[b]注意:[/b]中低档硬件不能很好地支持复杂的辐照度贴图,如果设置太高可能会崩"
"溃。"
#: doc/classes/ProjectSettings.xml
@@ -59373,16 +62981,16 @@ msgid ""
"texture_array_reflections] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/"
-"reflections/texture_array_reflections]以低性能数值覆盖。"
+"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/"
+"reflections/texture_array_reflections] 以低性能数值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Blinn model to generate "
"blurred reflections instead of the GGX model."
msgstr ""
-"如果 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型而不是 GGX 模型"
-"来生成模糊反射。"
+"如果为 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型来生成模糊反"
+"射,不使用 GGX 模型。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59390,16 +62998,16 @@ msgid ""
"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"由于性能或驱动支持问题,在移动设备上将对[member rendering/quality/shading/"
-"force_blinn_over_ggx]以低值覆盖。"
+"由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/shading/"
+"force_blinn_over_ggx] 以低值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Lambert material "
"lighting model instead of Burley."
msgstr ""
-"如果 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型而不"
-"是 Burley。"
+"如果为 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型,不"
+"使用 Burley 模型。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59407,26 +63015,41 @@ msgid ""
"force_lambert_over_burley] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/"
-"force_lambert_over_burley]以低配数值覆盖。"
+"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/shading/"
+"force_lambert_over_burley] 以低配数值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
-msgstr ""
-"如果 [code]true[/code],则为所有渲染强制顶点着色。这可以大大提高性能,但也会"
-"极大地降低质量。可用于优化低端移动设备的性能。"
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
+msgstr ""
+"如果为 [code]true[/code],会强制所有 3D [SpatialMaterial] 和 "
+"[ShaderMaterial] 使用顶点着色渲染。可用于在低端移动设备上提升性能。缺点是着色"
+"精度会大幅下降,相连的顶点间会有可见的线性插值。可以通过确保网格有足够的细分"
+"层级来补偿(但层级不能过多,否则会降低性能)。启用顶点着色时,不支持某些材质"
+"特性。\n"
+"另请参阅 [member SpatialMaterial.flags_vertex_lighting],可以仅在特定的材质启"
+"用顶点着色。\n"
+"[b]注意:[/b]这个设置不会影响未着色材质。"
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
-"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/"
-"force_vertex_shading]以低配数值覆盖。"
+"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/shading/"
+"force_vertex_shading] 以低配数值覆盖。如果将项目导出至移动平台后,光照出现问"
+"题,请尝试禁用此设置。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59438,9 +63061,9 @@ msgid ""
"energy or attenuation values.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
-"如果 [code]true[/code],则为 [OmniLight] 和 [SpotLight] 启用新的物理光衰减。"
-"这会以非常小的性能成本获得更逼真的照明外观。启用物理光衰减后,由于新的衰减公"
-"式,灯光会显得更暗。这可以通过调整灯光的能量或衰减值来补偿。\n"
+"如果为 [code]true[/code],则为 [OmniLight] 和 [SpotLight] 启用新的物理光衰"
+"减。这会以非常小的性能成本获得更逼真的照明外观。启用物理光衰减后,由于新的衰"
+"减公式,灯光会显得更暗。这可以通过调整灯光的能量或衰减值来补偿。\n"
"对此设置的更改只会在重新启动应用程序时应用。"
#: doc/classes/ProjectSettings.xml
@@ -59464,9 +63087,11 @@ msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。"
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
-msgstr "阴影图集的尺寸(用于OmniLights和SpotLights)。见文档。"
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
+msgstr ""
+"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的"
+"幂。见阴影贴图文档。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59474,7 +63099,7 @@ msgid ""
"mobile devices, due to performance concerns or driver support."
msgstr ""
"由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/"
-"shadow_atlas/size]以低配数值覆盖。"
+"shadow_atlas/size] 以低配数值覆盖。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59486,11 +63111,11 @@ msgid ""
"uses 16 samples to emulate linear filtering in the shader. This results in a "
"shadow appearance similar to the one produced by the GLES3 backend."
msgstr ""
-"阴影过滤模式。较高的质量设置会产生更平滑的阴影,在移动时闪烁更少。\"禁用 \"是"
-"最快的选项,但也有最低的质量。\"PCF5 \"更平滑,但也更慢。\"PCF13 \"是最平滑的"
-"选项,但也是最慢的。\n"
-"[b]注意:[/b] 当使用GLES2后端时,\"PCF13 \"选项实际上使用16个样本来模拟着色器"
-"中的线性滤波。这导致了与GLES3后端产生的阴影外观相似。"
+"阴影过滤模式。较高的质量设置会产生更平滑的阴影,在移动时闪烁更"
+"少。“Disabled”是最快的选项,但也有最低的质量。“PCF5”更平滑,但也更"
+"慢。“PCF13”是最平滑的选项,但也是最慢的。\n"
+"[b]注意:[/b]当使用 GLES2 后端时,“PCF13”选项实际上使用 16 个样本来模拟着色器"
+"中的线性滤波。这导致了与 GLES3 后端产生的阴影外观相似。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59507,7 +63132,7 @@ msgid ""
"See also [member rendering/quality/skinning/software_skinning_fallback]."
msgstr ""
"强制 [MeshInstance] 始终在 CPU 上执行蒙皮(适用于 GLES2 和 GLES3)。\n"
-"另见[member rendering/quality/skinning/software_skinning_fallback]。"
+"另见 [member rendering/quality/skinning/software_skinning_fallback]。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59525,8 +63150,8 @@ msgstr ""
"如果 [code]false[/code],则在这种情况下使用 GPU 上的替代蒙皮过程(在大多数情"
"况下较慢)。\n"
"另见[member rendering/quality/skinning/force_software_skinning]。\n"
-"[b]注意:[/b] 当触发软件蒙皮回退时,自定义顶点着色器将以不同的方式运行,因为"
-"骨骼变换已经应用于模型视图矩阵。"
+"[b]注意:[/b]当触发软件蒙皮回退时,自定义顶点着色器将以不同的方式运行,因为骨"
+"骼变换已经应用于模型视图矩阵。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59608,8 +63233,8 @@ msgid ""
"Try enabling this option if you see any visual anomalies in 3D (such as "
"incorrect object visibility)."
msgstr ""
-"如果 [code]true[/code],则将在渲染和 Godot 物理中使用线程安全版本的 BVH(边界"
-"体积层次结构)。\n"
+"如果为 [code]true[/code],则将在渲染和 Godot 物理中使用线程安全版本的 BVH(边"
+"界体积层次结构)。\n"
"如果您在 3D 中看到任何视觉异常,例如不正确的可见性对象,请尝试启用此选项。"
#: doc/classes/ProjectSettings.xml
@@ -59624,10 +63249,10 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用 BPTC 算法导入 VRAM 压缩的纹理。此纹"
-"理压缩算法仅在桌面平台得到支持,并且仅在使用 GLES3 渲染器时才受支持。\n"
-"[b]注意:[/b]更改此设置不会[i]不[/i]影响之前已经导入的纹理。要将此设置应用于"
-"已导入的纹理,请退出编辑器,删除位于项目文件夹内的 [code].import/[/code] 文件"
+"如果为 [code]true[/code],纹理导入器将使用 BPTC 算法导入 VRAM 压缩的纹理。此"
+"纹理压缩算法仅在桌面平台得到支持,并且仅在使用 GLES3 渲染器时才受支持。\n"
+"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
+"导入的纹理,请退出编辑器,删除位于项目文件夹内的 [code].import/[/code] 文件"
"夹,然后重新启动编辑器(参阅 [member application/config/"
"use_hidden_project_data_directory])。"
@@ -59642,8 +63267,8 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用爱立信纹理压缩算法导入 VRAM 压缩的纹"
-"理。此算法不支持纹理中的 Alpha 通道。\n"
+"如果为 [code]true[/code],纹理导入器将使用爱立信纹理压缩算法导入 VRAM 压缩的"
+"纹理。此算法不支持纹理中的 Alpha 通道。\n"
"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后"
"重新启动编辑器,参阅 [member application/config/"
@@ -59660,8 +63285,8 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用爱立信纹理压缩 2 算法导入 VRAM 压缩的"
-"纹理。仅在使用 GLES3 渲染器时,才支持此纹理压缩算法。\n"
+"如果为 [code]true[/code],纹理导入器将使用爱立信纹理压缩 2 算法导入 VRAM 压缩"
+"的纹理。仅在使用 GLES3 渲染器时,才支持此纹理压缩算法。\n"
"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后"
"重新启动编辑器,参阅 [member application/config/"
@@ -59678,8 +63303,8 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用 PowerVR 纹理压缩算法导入 VRAM 压缩的"
-"纹理。此纹理压缩算法仅在 iOS 上受支持。\n"
+"如果为 [code]true[/code],纹理导入器将使用 PowerVR 纹理压缩算法导入 VRAM 压缩"
+"的纹理。此纹理压缩算法仅在 iOS 上受支持。\n"
"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后"
"重新启动编辑器,参阅 [member application/config/"
@@ -59696,7 +63321,7 @@ msgid ""
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
-"如果 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法导入 VRAM 压缩的纹"
+"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法导入 VRAM 压缩的纹"
"理。此算法仅在桌面平台和控制台中受支持。\n"
"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已"
"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后"
@@ -59714,11 +63339,276 @@ msgstr ""
msgid ""
"Objects can use this signal to restrict reading of settings only to "
"situations where a change has been made."
+msgstr "对象可以利用该信号,只在发生修改时才读取设置。"
+
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr "随时间对 [Object] 的属性进行插值。"
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
msgstr ""
+"[PropertyTweener] 可用于对某个对象的某个属性进行插值。更多用法信息请参阅 "
+"[method SceneTreeTween.tween_property]。\n"
+"[b]注意:[/b]创建 [PropertyTweener] 的唯一正确方法是 [method SceneTreeTween."
+"tween_property]。任何手动创建的 [PropertyTweener] 都无法正常工作。"
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+"调用后,最终值会被作为相对值使用。示例:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() # 该节点会向右移动 100 个像素\n"
+"[/codeblock]"
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+"设置该 [PropertyTweener] 的自定义初始值。示例:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) # 会将该节点从 (100, 100) 移动到 (200, 100)\n"
+"[/codeblock]"
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+"让该 [PropertyTweener] 使用当前属性值作为起点(即创建这个 [PropertyTweener] "
+"时的值)。与使用当前值调用 [method from] 等价。以下两种调用方法效果相同:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr "设置该 [PropertyTweener] 开始插值的时间,单位为秒。默认无延迟。"
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr "通用的 3D 邻近检测节点。"
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+"通用邻近检测节点。[ProximityGroup] 可用于[i]大致的[/i]距离检查,比使用 "
+"[method Vector3.distance_to] 或 [method Vector3.distance_squared_to] 进行精确"
+"检查要快。\n"
+"[member group_name] 相同的 [ProximityGroup] 节点如果相交,就会自动组合。你可"
+"以通过调用 [method broadcast] 来对所有相交的成员调用特定的方法,参数任意。\n"
+"[ProximityGroup] 是立方体形状的,包含一组 [Vector3] 坐标。这些坐标是自动调用 "
+"[member grid_radius] 计算的。要让 [ProximityGroup] 找到其对等体(并进行自动组"
+"合),你需要将其 [member group_name] 设为非空的 [String]。当这个对象的形状与"
+"另一个 [ProximityGroup] 对象的形状相交时,如果它们的 [member group_name] 一"
+"致,就会被组合在一起,直到不再相交。\n"
+"因为 [ProximityGroup] 不依赖于物理引擎,你不需要为其添加任何其他子节点(不同"
+"于 [PhysicsBody])。\n"
+"[ProximityGroup] 实际使用的是 [SceneTree] 的分组,会在内部调用 [method Node."
+"add_to_group]。[SceneTree] 分组名称是通过将 [member group_name] 及其坐标组合"
+"而来的,其中的坐标则是根据你事先定义的 [member grid_radius] 计算而来的。\n"
+"[b]示例:[/b]名为 [code]\"PlanetEarth\"[/code] 的 [ProximityGroup] 节点位于 "
+"[code]Vector3(6, 6, 6)[/code],其 [member group_name] 为 [code]\"planets\"[/"
+"code],[member grid_radius] 为 [code]Vector3(1, 2, 3)[/code],那么就会创建下"
+"列 [SceneTree] 分组名:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"如果有另一个名叫 [code]\"PlanetMars\"[/code] 的 [ProximityGroup],分组名为 "
+"[code]\"planets\"[/code],包含 [code]Vector3(5, 4, 7)[/code] 坐标,那么正常就"
+"会创建一个名叫 [code]\"planets|5|4|7\"[/code] 的 [SceneTree] 分组。然而,因为"
+"这个分组名已存在,这个 [ProximityGroup] 对象就会[i]加入[/i]这个现有的分组。"
+"[code]\"PlanetEarth\"[/code] 已经存在于这个分组中。只要这两个节点都不改变其变"
+"换、不停止相交(或者退出场景树),那么它们就会被组合在一起。相交时,任何 "
+"[method broadcast] 都会影响到[i]这两个[/i] [ProximityGroup] 节点。\n"
+"使用 [ProximityGroup] 时有 3 个需要记住的缺陷:\n"
+"- 网格半径越大,坐标数量越多,创建的 [SceneTree] 分组也越多。如果创建了太多的"
+"分组,就会影响性能。\n"
+"- 如果通过任何手段改变了 [ProximityGroup] 节点的变换(或者从场景树中移除),"
+"就需要重新计算分组,也会影响性能。\n"
+"- 如果你的 [member grid_radius] 比 [code]Vector3(1, 1, 1)[/code] 小,就会被舍"
+"入到 [code]Vector3(1, 1, 1)[/code]。因此,较小的网格半径可能会导致意外的分"
+"组。\n"
+"[b]注意:[/b]Godot 4.0 会移除 [ProximityGroup],使用更高效、快速的 "
+"[VisibilityNotifier] 功能。对于大多数情况,[method Vector3.distance_to] 和 "
+"[method Vector3.distance_squared_to] 都足够快了,尤其是在使用 [Timer] 节点减"
+"少调用次数时。"
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
-msgstr "通用的靠近检测节点。"
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+"对所有相交的 [ProximityGroup] 使用给定的参数调用给定的方法。\n"
+"如果 [member dispatch_mode] 为 [constant MODE_PROXY](默认值),这些调用会被"
+"代理到它们各自的父级 [Node] 上。"
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr "指定调用 [method broadcast] 方法时联系到的节点。"
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+"空间的大小,使用 3D 单位。同时还会设置坐标的数量,用于计算两个 "
+"[ProximityGroup] 节点是否相交。较小的 [member grid_radius] 会牺牲性能实现更精"
+"确的临近检测,因为会创建更多的分组。"
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+"指定共用的分组名称,其它 [ProximityGroup] 节点可以借此得知相交时是否应该与这"
+"个节点自动组合。\n"
+"例如,假设你有一个名为 [code]\"地球\"[/code] 的 [ProximityGroup] 节点,另一个"
+"名叫 [code]\"火星\"[/code],这两个节点的 [member group_name] 都叫 [code]\"星"
+"球\"[/code]。如果为这两个星球设置比它们实际半径更大的 [member grid_radius],"
+"那么只要将它们放得足够近,就会自动组合到一起。"
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+"当用户调用 [method broadcast] 方法且 [member dispatch_mode] 为 [constant "
+"MODE_SIGNAL] 时触发。\n"
+"给定的方法和参数会传递给连接到这个信号的监听者,无论是这个对象的信号,还是与"
+"这个节点组合的 [ProximityGroup] 节点的信号。\n"
+"[b]注意:[/b]这个信号默认[i]不会[/i]触发,因为 [member dispatch_mode] 默认为 "
+"[constant MODE_PROXY]。"
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr "这个 [ProximityGroup] 的父级会成为 [method broadcast] 的目标。"
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
+msgstr ""
+"这个 [ProximityGroup] 会在调用 [method broadcast] [i]方法[/i]时发出 [signal "
+"broadcast] [i]信号[/i]。"
#: doc/classes/QuadMesh.xml
msgid "Class representing a square mesh."
@@ -59731,14 +63621,14 @@ msgid ""
"default rotation is more suited for use with billboarded materials. Unlike "
"[PlaneMesh], this mesh doesn't provide subdivision options."
msgstr ""
-"代表一个正方形的类[PrimitiveMesh]。这个平面网格没有厚度。默认情况下,这个网格"
-"在X轴和Y轴上是对齐的;这个默认的旋转方式更适合于使用广告牌的材质。与"
-"[PlaneMesh]不同,这个网格不提供细分选项。"
+"代表正方形 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,这个网格"
+"在 X 轴和 Y 轴上是对齐的;这个默认的旋转方式更适合于使用广告牌的材质。与 "
+"[PlaneMesh] 不同,这个网格不提供细分选项。"
#: doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "2D in 3D Demo"
-msgstr ""
+msgstr "3D 中的 2D 演示"
#: doc/classes/QuadMesh.xml
msgid "Offset of the generated Quad. Useful for particles."
@@ -59763,7 +63653,7 @@ msgid ""
"operations (obtaining axis-angle and performing SLERP, in particular) are "
"more efficient and robust against floating-point errors."
msgstr ""
-"一个用于表示 3D 旋转的单位四元数。四元数需要经过归一化才能用于旋转。\n"
+"用于表示 3D 旋转的单位四元数。四元数需要经过归一化才能用于旋转。\n"
"它类似于 Basis,后者实现了旋转的矩阵表示,并且可以使用轴-角对或欧拉角进行参数"
"化。Basis 可以存储旋转、缩放和错切,而 Quat 只存储旋转。\n"
"由于它的紧凑性和在内存中的存储方式,某些操作(特别是获得轴角和执行 SLERP)更"
@@ -59882,7 +63772,7 @@ msgid ""
"[b]Note:[/b] Both quaternions must be normalized."
msgstr ""
"返回四元数 [code]to[/code]和 [code]weight[/code]值的球面线性插值的结果。\n"
-"[b]注意:[/b] 四元数必须被归一化。"
+"[b]注意:[/b]四元数必须被归一化。"
#: doc/classes/Quat.xml
msgid ""
@@ -59935,12 +63825,12 @@ msgid ""
"[Basis] matrix. If a vector is transformed by an identity quaternion, it "
"will not change."
msgstr ""
-"单位四元数,代表无旋转。等效于单位 [Basis] 矩阵。如果一个向量被一个单位四元数"
+"单位四元数,代表无旋转。相当于单位 [Basis] 矩阵。如果一个向量被一个单位四元数"
"变换,它不会改变。"
#: doc/classes/RandomNumberGenerator.xml
msgid "A class for generating pseudo-random numbers."
-msgstr "一个用于生成伪随机数的类。"
+msgstr "用于生成伪随机数的类。"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -59964,8 +63854,8 @@ msgid ""
msgstr ""
"RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=http://www."
"pcg-random.org/]PCG32[/url]。\n"
-"[b]注:[/b]底层算法是实现细节。因此,跨 Godot 版本的可重复随机流不应该依赖于"
-"此。\n"
+"[b]注意:[/b]底层算法是实现细节。因此,跨 Godot 版本的可重复随机流不应该依赖"
+"于此。\n"
"要根据时间相关种子生成随机浮点数,在给定范围内:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
@@ -59973,28 +63863,27 @@ msgstr ""
" rng.randomize()\n"
" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
"[/codeblock]\n"
-"[b]注:[/b] [member seed] 和 [member state] 属性的默认值是伪随机的,在调用"
+"[b]注意:[/b][member seed] 和 [member state] 属性的默认值是伪随机的,在调用 "
"[method randomize] 时会发生变化。此处记录的 [code]0[/code] 值是一个占位符,而"
"不是实际的默认种子。"
#: doc/classes/RandomNumberGenerator.xml
-#, fuzzy
msgid "Random number generation"
-msgstr "设置随机数生成器的种子。"
+msgstr "随机数生成"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive)."
msgstr ""
-"产生一个[code]0.0[/code]和[code]1.0[/code](包括端点)之间的伪随机浮点数。"
+"生成一个[code]0.0[/code]和[code]1.0[/code](包括端点)之间的伪随机浮点数。"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]from[/code] and [code]to[/"
"code] (inclusive)."
msgstr ""
-"产生一个[code]from[/code]和[code]to[/code](包括端点)之间的伪随机浮点数。"
+"生成一个[code]from[/code]和[code]to[/code](包括端点)之间的伪随机浮点数。"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -60003,8 +63892,8 @@ msgid ""
"specified [code]mean[/code] and a standard [code]deviation[/code]. This is "
"also called Gaussian distribution."
msgstr ""
-"产生一个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]"
-"的伪随机数,使用Box-Muller变换,具有指定的[code]mean[/code]和标准"
+"生成一个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]"
+"的伪随机数,使用 Box-Muller 变换,具有指定的 [code]mean[/code] 和标准 "
"[code]deviation[/code]。这也被称为高斯分布。"
#: doc/classes/RandomNumberGenerator.xml
@@ -60012,16 +63901,16 @@ msgid ""
"Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
"[code]4294967295[/code] (inclusive)."
msgstr ""
-"产生一个[code]0[/code]和[code]4294967295[/code](含端点)之间的伪随机32位无符"
-"号整数。"
+"生成一个 [code]0[/code] 和 [code]4294967295[/code](含端点)之间的伪随机 32 "
+"位无符号整数。"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random 32-bit signed integer between [code]from[/code] "
"and [code]to[/code] (inclusive)."
msgstr ""
-"产生一个[code]to[/code]和[code]from[/code](含端点)之间的伪随机32位有符号整"
-"数。"
+"生成一个 [code]to[/code] 和 [code]from[/code](含端点)之间的伪随机 32 位有符"
+"号整数。"
#: doc/classes/RandomNumberGenerator.xml
msgid "Setups a time-based seed to generator."
@@ -60048,17 +63937,17 @@ msgid ""
msgstr ""
"根据给定的种子值初始化随机数生成器状态。给定的种子将提供可重复的伪随机数序"
"列。\n"
-"[b]注:[/b] RNG 没有雪崩效应,可以输出相似的随机流给定相似的种子。如果种子来"
+"[b]注意:[/b]RNG 没有雪崩效应,可以输出相似的随机流给定相似的种子。如果种子来"
"自外部,请考虑使用哈希函数来提高种子质量。\n"
-"[b]注:[/b]设置这个属性会产生改变内部[member state]的副作用,所以一定要在修改"
-"[member state][i]之前[/i]初始化种子:\n"
+"[b]注意:[/b]设置这个属性会产生改变内部 [member state] 的副作用,所以一定要在"
+"修改 [member state] [i]之前[/i]初始化种子:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"rng.seed = hash(\"Godot\")\n"
-"rng.state = 100 # Restore to some previously saved state.\n"
+"rng.state = 100 # 恢复之前保存的某个状态。\n"
"[/codeblock]\n"
-"[b]警告:[/b]该属性的getter返回之前的[member state],而不是初始种子值,这将在"
-"Godot 4.0中修复。"
+"[b]警告:[/b]该属性的 getter 返回之前的 [member state],而不是初始种子值,这"
+"将在 Godot 4.0 中修复。"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -60082,14 +63971,14 @@ msgstr ""
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
-"var saved_state = rng.state # Store current state.\n"
-"print(rng.randf()) # Advance internal state.\n"
-"rng.state = saved_state # Restore the state.\n"
-"print(rng.randf()) # Prints the same value as in previous.\n"
+"var saved_state = rng.state # 保存当前状态。\n"
+"print(rng.randf()) # 让内部状态发生步进。\n"
+"rng.state = saved_state # 恢复状态。\n"
+"print(rng.randf()) # 输出和之前一样的值。\n"
"[/codeblock]\n"
-"[b]注意:[/b] 不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才"
-"能正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生"
-"成器,请改用 [member seed]。"
+"[b]注意:[/b]不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才能"
+"正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生成"
+"器,请改用 [member seed]。"
#: doc/classes/Range.xml
msgid "Abstract base class for range-based controls."
@@ -60098,42 +63987,46 @@ msgstr "基于范围的控件的抽象基类。"
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
-"Range是一个用于[Control]节点的基类,它在[i]最小值[/i]和[i]最大值[/i]之间改变"
-"一个浮点[i]值[/i],用于[i]步进[/i]和[i]页面[/i],例如[ScrollBar]。"
+"Range 是一些 [Control] 节点的基类,这些节点能够将浮点值 [member value] 在最小"
+"值 [member min_value] 和最大值 [member max_value] 之间进行调整,并且能够对步"
+"长 [member step] 和分页大小 [member page] 进行设置。使用 Range 的更高级节点示"
+"例请参考 [ScrollBar] 和 [Slider]。"
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
-"将两个范围和之前与它们中任何一个分组的任何范围绑定在一起。当任何一个范围的成"
-"员变量改变时,它将与它的组中的所有其他范围共享新的值。"
+"将两个 [Range] 绑定,之前已与两者之中的任何一个组合的 Range 也会被绑定在一"
+"起。其中任何一个 Range 的成员变量改变时,它将与它的组中的所有其他 Range 共享"
+"新值。"
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
-msgstr "停止与任何其他成员变量共享其成员变量的范围。"
+msgid "Stops the [Range] from sharing its member variables with any other."
+msgstr "使该 [Range] 停止与任何其他 Range 共享其成员变量。"
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [member value] may be greater than [member max_value]."
-msgstr "如果[code]true[/code],[member value]可能大于[member max_value]。"
+msgstr "如果为 [code]true[/code],[member value] 可能大于 [member max_value]。"
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [member value] may be less than [member min_value]."
-msgstr "如果[code]true[/code],[member value]可能小于[member min_value]。"
+msgstr "如果为 [code]true[/code],[member value] 可能小于 [member min_value]。"
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], and [code]min_value[/code] is greater than 0, "
"[code]value[/code] will be represented exponentially rather than linearly."
msgstr ""
-"如果[code]true[/code],并且[code]min_value[/code]大于0,[code]value[/code]将"
-"以指数方式而不是线性方式表示。"
+"如果为 [code]true[/code],并且 [code]min_value[/code] 大于 0,[code]value[/"
+"code] 将以指数方式而不是线性方式表示。"
#: doc/classes/Range.xml
msgid ""
@@ -60155,19 +64048,19 @@ msgid ""
"multiplied by [code]page[/code] over the difference between [code]min_value[/"
"code] and [code]max_value[/code]."
msgstr ""
-"页面大小。主要用于[ScrollBar]。ScrollBar的长度是它的尺寸乘以[code]page[/code]"
-"超过[code]min_value[/code]和[code]max_value[/code]之间的差值。"
+"页面大小。主要用于 [ScrollBar]。ScrollBar 的长度是它的尺寸乘以 [code]page[/"
+"code] 超过 [code]min_value[/code] 和 [code]max_value[/code] 之间的差值。"
#: doc/classes/Range.xml
msgid "The value mapped between 0 and 1."
-msgstr "该值在0和1之间进行映射。"
+msgstr "该值在 0 和 1 之间进行映射。"
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [code]value[/code] will always be rounded to the "
"nearest integer."
msgstr ""
-"如果 [code]true[/code],[code]value[/code] 将始终四舍五入到最接近的整数。"
+"如果为 [code]true[/code],[code]value[/code] 将始终四舍五入到最接近的整数。"
#: doc/classes/Range.xml
msgid ""
@@ -60176,9 +64069,9 @@ msgid ""
"[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
"then rounded to the nearest integer."
msgstr ""
-"如果大于0,[code]value[/code]将总是被四舍五入为[code]step[/code]的倍数。如果"
-"[code]rounded[/code]也是[code]true[/code],[code]value[/code]将首先被四舍五入"
-"为[code]step[/code]的倍数,然后舍入为最近的整数。"
+"如果大于 0,[code]value[/code] 将总是被四舍五入为 [code]step[/code] 的倍数。"
+"如果 [code]rounded[/code] 也是 [code]true[/code],[code]value[/code] 将首先被"
+"四舍五入为 [code]step[/code] 的倍数,然后舍入为最近的整数。"
#: doc/classes/Range.xml
msgid "Range's current value."
@@ -60189,12 +64082,24 @@ msgid ""
"Emitted when [member min_value], [member max_value], [member page], or "
"[member step] change."
msgstr ""
-"在 [member min_value], [member max_value], [member page], 或 [member step] 改"
-"变时释放信号。"
+"在 [member min_value]、[member max_value]、[member page]、[member step] 改变"
+"时释放信号。"
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
-msgstr "在 [member value] 改变时释放信号。"
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
+msgstr ""
+"[member value] 变化时触发。用于 [Slider] 时,拖拽时会连续调用(可能每帧都会调"
+"用)。如果你在与 [signal value_changed] 相连的函数中执行较昂贵的操作,请考虑"
+"使用 [Timer] [i]去除抖动[/i],降低该函数的调用频率。\n"
+"[b]注意:[/b]与 [signal LineEdit.text_changed] 等信号不同,[signal "
+"value_changed] 还会在 [code]value[/code] 由代码直接修改时触发。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
@@ -60221,12 +64126,12 @@ msgstr ""
"以便找到沿光线路径最近的对象。\n"
"RayCast 可以忽略某些对象,方法是通过 [code]add_exception[/code] 将它们添加到"
"例外列表中,或者通过使用碰撞层和掩码设置,进行适当的过滤。\n"
-"RayCast 可以配置为报告与 [Area]([member collide_with_areas]) 和/或 "
-"[PhysicsBody]([member collide_with_bodies]) 的碰撞。\n"
+"RayCast 可以配置为报告与 [Area]([member collide_with_areas])和/或 "
+"[PhysicsBody]([member collide_with_bodies])的碰撞。\n"
"只有启用的光线投射才能检测空间并报告碰撞。\n"
-"RayCast 计算每个物理帧的交集(参阅 [Node]),并将结果缓存起来,以便稍后使用,"
-"直到下一帧。如果物理帧之间(或同一帧期间)需要多次检测,请在调整光线投射后使"
-"用[method force_raycast_update]。"
+"RayCast 计算每个物理帧的交集(见 [Node]),并将结果缓存起来,以便稍后使用,直"
+"到下一帧。如果物理帧之间(或同一帧期间)需要多次检测,请在调整光线投射后使用 "
+"[method force_raycast_update]。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -60254,7 +64159,7 @@ msgid ""
msgstr ""
"更新射线的碰撞信息。使用此方法立即更新碰撞信息,而不是等待下一次 "
"[code]_physics_process[/code] 调用,例如,如果光线或其父级已更改状态。\n"
-"[b]注意:[/b] [code]enabled[/code]不需要此功能。"
+"[b]注意:[/b][code]enabled[/code] 不需要此功能。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -60279,8 +64184,8 @@ msgid ""
"Returns [code]true[/code] if the bit index passed is turned on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
-"如果通过的位索引被打开,则返回[code]true[/code]。\n"
-"[b]注意:[/b] 位指数范围为0-19。"
+"如果通过的位索引被打开,则返回 [code]true[/code]。\n"
+"[b]注意:[/b]位指数范围为 0-19。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -60318,21 +64223,21 @@ msgid ""
"Sets the bit index passed to the [code]value[/code] passed.\n"
"[b]Note:[/b] Bit indexes range from 0-19."
msgstr ""
-"将传递的位索引设置为传递的[code]值[/code]。\n"
-"[b]注意:[/b] 位索引的范围是0-19。"
+"将传递的位索引设置为传递的 [code]value[/code]。\n"
+"[b]注意:[/b]位索引的范围是 0-19。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"The ray's destination point, relative to the RayCast's [code]position[/code]."
-msgstr "光线相对于光线投射的 [code]position[/code]的目标点,。"
+msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。"
#: doc/classes/RayCast.xml
msgid "If [code]true[/code], collision with [Area]s will be reported."
-msgstr "如果 [code]true[/code],将反馈与 [Area] 的碰撞。"
+msgstr "如果为 [code]true[/code],将报告与 [Area] 的碰撞。"
#: doc/classes/RayCast.xml
msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
-msgstr "如果 [code]true[/code],将反馈与 [PhysicsBody] 的碰撞。"
+msgstr "如果为 [code]true[/code],将报告与 [PhysicsBody] 的碰撞。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -60354,9 +64259,9 @@ msgid ""
"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
msgstr ""
-"如果在 [b]Debug[/b] 菜单中启用了可见碰撞形状 [b]Visible Collision Shapes[/"
-"b],则可用于在编辑器中和运行时绘制形状的自定义颜色。如果 [RayCast] 与某物体发"
-"生碰撞,此颜色将在运行时突出显示。\n"
+"如果在[b]调试[/b]菜单中启用了[b]显示碰撞区域[/b],则可用于在编辑器中和运行时"
+"绘制形状的自定义颜色。如果 [RayCast] 与某物体发生碰撞,此颜色将在运行时突出显"
+"示。\n"
"如果设置为 [code]Color(0.0, 0.0, 0.0)[/code](默认),则使用 [member "
"ProjectSettings.debug/shapes/collision/shape_color] 中设置的颜色。"
@@ -60368,18 +64273,18 @@ msgid ""
"shape to be visible at run-time."
msgstr ""
"如果设置为 [code]1[/code],则将一条线用作调试形状。否则,将绘制一个截断的金字"
-"塔来表示 [RayCast]。需要在 [b]调试[/b] 菜单中启用可见碰撞形状 [b]Visible "
-"Collision Shapes[/b],以便调试形状在运行时可见。"
+"塔来表示 [RayCast]。需要在[b]调试[/b]菜单中启用[b]显示碰撞区域[/b],以便调试"
+"形状在运行时可见。"
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collisions will be reported."
-msgstr "如果 [code]true[/code],将报告碰撞。"
+msgstr "如果为 [code]true[/code],将报告碰撞。"
#: doc/classes/RayCast.xml
msgid ""
"If [code]true[/code], collisions will be ignored for this RayCast's "
"immediate parent."
-msgstr "如果 [code]true[/code],则此 RayCast 的直接父级的碰撞将被忽略。"
+msgstr "如果为 [code]true[/code],将忽略与这个 RayCast 的直接父级的碰撞。"
#: doc/classes/RayCast2D.xml
msgid ""
@@ -60399,8 +64304,8 @@ msgid ""
"queries are required between physics frames (or during the same frame) use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
-"RayCast 表示一条从原点到目标位置 [code]cast_to[/code] 的直线。它被用来查询2D"
-"空间,以便沿着射线的路径找到最近的物体。\n"
+"RayCast 表示一条从原点到目标位置 [code]cast_to[/code] 的直线。它被用来查询 "
+"2D 空间,以便沿着射线的路径找到最近的物体。\n"
"RayCast2D 可以忽略一些物体,通过 [code]add_exception[/code] 将它们添加到异常"
"列表中,通过设置碰撞层进行适当的过滤,或者通过类型掩码过滤物体类型。\n"
"RayCast2D 可以被配置为报告 [Area2D]([member collide_with_areas])和 "
@@ -60418,17 +64323,17 @@ msgstr "设置或清除碰撞掩码上的单个位。这使得选择扫描区域
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [Area2D]s will be reported."
-msgstr "如果[code]true[/code],将报告与[Area2D]的碰撞。"
+msgstr "如果为 [code]true[/code],将报告与 [Area2D] 的碰撞。"
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
-msgstr "如果[code]true[/code],会报告与[PhysicsBody2D]的碰撞。"
+msgstr "如果为 [code]true[/code],将报告与 [PhysicsBody2D] 的碰撞。"
#: doc/classes/RayCast2D.xml
msgid ""
"If [code]true[/code], the parent node will be excluded from collision "
"detection."
-msgstr "如果[code]true[/code],父节点将被排除在碰撞检测之外。"
+msgstr "如果为 [code]true[/code],父节点将被排除在碰撞检测之外。"
#: doc/classes/RayShape.xml
msgid "Ray shape for 3D collisions."
@@ -60441,9 +64346,9 @@ msgid ""
"itself from whatever is touching its far endpoint. It's often useful for "
"characters."
msgstr ""
-"用于3D碰撞的射线形状,它可以被设置成一个[PhysicsBody]或[Area]。一条射线并不是"
-"真正的碰撞体;然而,它试图将自己与其远端点接触的东西分开。这通常对角色很有"
-"用。"
+"用于 3D 碰撞的射线形状,它可以被设置成一个 [PhysicsBody] 或 [Area]。一条射线"
+"并不是真正的碰撞体;然而,它试图将自己与其远端点接触的东西分开。这通常对角色"
+"很有用。"
#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
msgid "The ray's length."
@@ -60451,7 +64356,7 @@ msgstr "射线的长度。"
#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
msgid "If [code]true[/code], allow the shape to return the correct normal."
-msgstr "如果 [code]true[/code],则允许形状返回正确的法线。"
+msgstr "如果为 [code]true[/code],则允许形状返回正确的法线。"
#: doc/classes/RayShape2D.xml
msgid "Ray shape for 2D collisions."
@@ -60463,8 +64368,8 @@ msgid ""
"it tries to separate itself from whatever is touching its far endpoint. It's "
"often useful for characters."
msgstr ""
-"二维碰撞的射线形状。射线并不是真正的碰撞体;相反,它试图将自己与接触其远端的"
-"任何东西分开。它通常对角色很有用。"
+"2D 碰撞的射线形状。射线并不是真正的碰撞体;相反,它试图将自己与接触其远端的任"
+"何东西分开。它通常对角色很有用。"
#: doc/classes/Rect2.xml
msgid "2D axis-aligned bounding box."
@@ -60483,11 +64388,11 @@ msgstr ""
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by position and size."
-msgstr "按位置和大小构造一个[Rect2]。"
+msgstr "按位置和大小构造一个 [Rect2]。"
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by x, y, width, and height."
-msgstr "通过x、y、宽度和高度构造一个[Rect2]。"
+msgstr "通过 x、y、宽度和高度构造一个 [Rect2]。"
#: doc/classes/Rect2.xml
msgid ""
@@ -60528,9 +64433,8 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Rect2.xml
-#, fuzzy
msgid "Returns the area of the [Rect2]. See also [method has_no_area]."
-msgstr "返回 [Rect2] 面积。"
+msgstr "返回该 [Rect2] 的面积。另请参阅 [method has_no_area]。"
#: doc/classes/Rect2.xml
msgid ""
@@ -60557,18 +64461,16 @@ msgid ""
msgstr "返回[Rect2]向[enum Margin]方向增长给定数量单位的副本。"
#: doc/classes/Rect2.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/"
"code] otherwise. See also [method get_area].\n"
"[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
"[method has_no_area] will return [code]true[/code]."
msgstr ""
-"如果对象从给定的 [code]class[/code] 中继承,则返回 [code]true[/code]。另请参"
-"阅 [method get_class]。\n"
-"[b]注:[/b] [method is_class] 没有考虑 [code]class_name[/code] 声明。如果对象"
-"有 [code]class_name[/code] 定义,[method is_class] 将为该名称返回 "
-"[code]false[/code] 。"
+"如果该 [Rect2] 为线段或为空,则返回 [code]true[/code],否则返回 [code]false[/"
+"code]。另请参阅 [method get_area]。\n"
+"[b]注意:[/b]如果该 [Rect2] 的大小为负数,且既不是线段也不为空,则 [method "
+"has_no_area] 会返回 [code]true[/code]。"
#: doc/classes/Rect2.xml
msgid ""
@@ -60581,7 +64483,7 @@ msgid ""
msgstr ""
"返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和"
"下边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n"
-"[b]注意:[/b] 对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method "
+"[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method "
"abs] 获取等价的正数大小矩形再检查是否包含某个点。"
#: doc/classes/Rect2.xml
@@ -60611,13 +64513,13 @@ msgstr "返回一个更大的 [Rect2],其中包含这个 [Rect2] 和 [code]b[/
#: doc/classes/RectangleShape2D.xml
msgid "Rectangle shape for 2D collisions."
-msgstr "二维碰撞的矩形。"
+msgstr "2D 碰撞的矩形。"
#: doc/classes/RectangleShape2D.xml
msgid ""
"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
"like 2D objects."
-msgstr "二维碰撞的矩形。这个形状对于建模盒状2D对象很有用。"
+msgstr "2D 碰撞的矩形。这个形状对于建模盒状 2D 对象很有用。"
#: doc/classes/RectangleShape2D.xml
msgid ""
@@ -60645,7 +64547,7 @@ msgid ""
"free references that are no longer in use. This means that unused references "
"will linger on for a while before being removed."
msgstr ""
-"任何保持引用计数对象的基类。 [Resource] 和许多其他辅助对象继承了这个类。\n"
+"任何保持引用计数对象的基类。[Resource] 和许多其他辅助对象继承了这个类。\n"
"与其他 [Object] 类型不同,Reference 保留一个内部引用计数器,以便在不使用且仅"
"在那时自动释放。因此,不需要使用 [method Object.free] 手动释放引用。\n"
"在绝大多数用例中,您只需要实例化和使用 [Reference] 派生类型。此类中提供的方法"
@@ -60670,7 +64572,7 @@ msgid ""
"code] otherwise."
msgstr ""
"内部引用增量计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
-"如果增量成功,返回[code]true[/code],否则返回[code]false[/code]。"
+"如果增量成功,返回 [code]true[/code],否则返回 [code]false[/code]。"
#: doc/classes/Reference.xml
msgid ""
@@ -60680,7 +64582,7 @@ msgid ""
"code] otherwise."
msgstr ""
"内部引用减量计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
-"如果减量成功,返回[code]true[/code],否则返回[code]false[/code]。"
+"如果减量成功,返回 [code]true[/code],否则返回 [code]false[/code]。"
#: doc/classes/ReferenceRect.xml
msgid "Reference frame for GUI."
@@ -60693,8 +64595,8 @@ msgid ""
"display a rectangle filled with a solid color, consider using [ColorRect] "
"instead."
msgstr ""
-"矩形框,仅在其矩形周围显示 [member border_color] 边框颜色。 [ReferenceRect] "
-"没有填充 [Color]。如果你需要显示填充纯色的矩形,请考虑使用 [ColorRect] 。"
+"矩形框,仅在其矩形周围显示 [member border_color] 边框颜色。[ReferenceRect] 没"
+"有填充 [Color]。如果你需要显示填充纯色的矩形,请考虑使用 [ColorRect] 。"
#: doc/classes/ReferenceRect.xml
msgid "Sets the border [Color] of the [ReferenceRect]."
@@ -60711,7 +64613,7 @@ msgid ""
"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
"in editor. Otherwise, [ReferenceRect] will be visible in game."
msgstr ""
-"如果设置为[code]true[/code],[ReferenceRect]将只在编辑器中可见。否则,"
+"如果设置为 [code]true[/code],[ReferenceRect]将只在编辑器中可见。否则,"
"[ReferenceRect]将在游戏中可见。"
#: doc/classes/ReflectionProbe.xml
@@ -60794,8 +64696,8 @@ msgid ""
"the reflection probe slower to render; you may want to disable this if using "
"the [constant UPDATE_ALWAYS] [member update_mode]."
msgstr ""
-"如果[code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果想"
-"禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。"
+"如果为 [code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果"
+"想禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。"
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -60844,11 +64746,10 @@ msgid ""
"lighting is then controlled by the [code]interior_ambient_*[/code] "
"properties."
msgstr ""
-"如果[code]true[/code],反射将忽略天空的贡献。然后环境照明由"
+"如果为 [code]true[/code],反射将忽略天空的贡献。然后环境照明由"
"[code]internal_ambient_*[/code]属性控制。"
#: doc/classes/ReflectionProbe.xml
-#, fuzzy
msgid ""
"The maximum distance away from the [ReflectionProbe] an object can be before "
"it is culled. Decrease this to improve performance, especially when using "
@@ -60859,7 +64760,10 @@ msgid ""
"[member extents] are already large."
msgstr ""
"设置对象在被剔除前与该 [ReflectionProbe] 的最大距离。调低可以提升性能,尤其是"
-"使用 [constant UPDATE_ALWAYS] 作为 [member update_mode] 时。"
+"使用 [constant UPDATE_ALWAYS] 作为 [member update_mode] 时。\n"
+"[b]注意:[/b]最大反射距离总是至少等于 [member extents] 的。这意味着减小 "
+"[member max_distance] 并不总能将对象剔除出反射,尤其是在反射探针的 [member "
+"extents] 相当大时。"
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -60978,61 +64882,63 @@ msgid ""
"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test "
"regular expressions online."
msgstr ""
-"正则表达式(或称regex)是一种紧凑的语言,可用于识别遵循特定模式的字符串,如"
-"URL、电子邮件地址、完整句子等。例如,一个[code]ab[0-9][/code]的正则表达式可以"
-"找到[code]ab[/code]后面跟着[code]0[/code]到[code]9[/code]的任何数字的字符串。"
-"要想更深入地了解,你可以很容易地在互联网上找到各种教程和详细解释。\n"
-"首先,在使用RegEx对象之前,需要用[method compile] 对其进行搜索模式的编译。\n"
+"正则表达式(或称 regex)是一种紧凑的语言,可用于识别遵循特定模式的字符串,如 "
+"URL、电子邮件地址、完整句子等。例如正则表达式 [code]ab[0-9][/code] 可以找到 "
+"[code]ab[/code] 后面跟着 [code]0[/code] 到 [code]9[/code] 的任何数字的字符"
+"串。要想更深入地了解,你可以很容易地在互联网上找到各种教程和详细解释。\n"
+"首先,在使用 RegEx 对象之前,需要用 [method compile] 对其进行搜索模式的编"
+"译。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"[/codeblock]\n"
-"在为表达式转义之前,必须先为GDScript转义搜索模式。例如,[code]compile(\"\\"
-"\\d+\")[/code]会被RegEx读成[code]\\d+[/code]。同样,[code]compile(\"\\\"(?:\\"
-"\\\\\\.|[^\\\"])*\\\")[/code]会被读作[code]\"(?:\\.|[^\"])*\"[/code]。\n"
-"使用 [method search] ,你可以在给定的文本中匹配模式。如果匹配到一个模式,将返"
-"回[RegExMatch],你可以使用[method RegExMatch.get_string]和[method RegExMatch."
-"get_start]等方法检索结果的细节。\n"
+"在为表达式转义之前,必须先为 GDScript 转义搜索模式。例如,[code]compile(\"\\"
+"\\d+\")[/code] 会被 RegEx 读成 [code]\\d+[/code]。同样,[code]compile(\"\\"
+"\"(?:\\\\\\\\.|[^\\\"])*\\\")[/code] 会被读作 [code]\"(?:\\.|[^\"])*\"[/"
+"code]。\n"
+"使用 [method search],你可以在给定的文本中匹配模式。如果匹配到一个模式,将返"
+"回 [RegExMatch],你可以使用 [method RegExMatch.get_string] 和 [method "
+"RegExMatch.get_start] 等方法检索结果的细节。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"var result = regex.search(\"abc n-0123\")\n"
"if result:\n"
-" print(result.get_string()) # Would print n-0123\n"
+" print(result.get_string()) # 会输出 n-0123\n"
"[/codeblock]\n"
-"捕获组的结果[code]()[/code]可以通过向[RegExMatch]中的各种方法传递组号来检索。"
-"默认是组0,并且将总是指整个模式。在上面的例子中,调用[code]result."
-"get_string(1)[/code]会得到[code]0123[/code]。\n"
-"这个版本的RegEx也支持命名的捕获组,名称可以用来检索结果。如果两个或更多的组有"
-"相同的名称,那么这个名称将只指第一个有匹配的组。\n"
+"捕获组的结果 [code]()[/code] 可以通过向 [RegExMatch] 中的各种方法传递组号来检"
+"索。默认是组 0,并且将总是指整个模式。在上面的例子中,调用 [code]result."
+"get_string(1)[/code] 会得到 [code]0123[/code]。\n"
+"这个版本的 RegEx 也支持命名的捕获组,名称可以用来检索结果。如果两个或更多的组"
+"有相同的名称,那么这个名称将只指第一个有匹配的组。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
-"var result = regex.search(\"the number is x2f\")\n"
+"var result = regex.search(\"数字是 x2f\")\n"
"if result:\n"
-" print(result.get_string(\"digit\")) # Would print 2f\n"
+" print(result.get_string(\"digit\")) # 会输出 2f\n"
"[/codeblock]\n"
-"如果你需要处理多个结果,[method search_all]会生成一个所有不重叠的结果列表。为"
-"了方便起见,这可以和一个[code]for[/code]循环结合起来。\n"
+"如果你需要处理多个结果,[method search_all] 会生成一个所有不重叠的结果列表。"
+"为了方便起见,这可以和一个 [code]for[/code] 循环结合起来。\n"
"[codeblock]\n"
"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
" print(result.get_string(\"digit\"))\n"
-"# Would print 01 03 0 3f 42\n"
+"# 会输出 01 03 0 3f 42\n"
"[/codeblock]\n"
-"[b]使用RegEx分割字符串的例子:[/b]\n"
+"[b]使用 RegEx 分割字符串的例子:[/b]\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
-"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n"
+"regex.compile(\"\\\\S+\") # 非空白字符类。\n"
"var results = []\n"
"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
" results.push_back(result.get_string())\n"
-"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
+"# `results` 数组包含 \"One\"、\"Two\"、\"Three\"。\n"
"[/codeblock]\n"
-"[b]注意:[/b] Godot的regex实现是基于[url=https://www.pcre.org/]PCRE2[/url] "
-"库。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/"
+"[b]注意:[/b]Godot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/"
+"url]。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/"
"pcre2pattern.html]这里[/url]。\n"
-"[b]提示:[/b] 你可以使用[url=https://regexr.com/]Regexr[/url]来在线测试正则表"
-"达式。"
+"[b]提示:[/b] 你可以使用 [url=https://regexr.com/]Regexr[/url] 来在线测试正则"
+"表达式。"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
@@ -61048,8 +64954,8 @@ msgid ""
"compilation is successful. If an error is encountered, details are printed "
"to standard output and an error is returned."
msgstr ""
-"编译并指定要使用的搜索模式。如果编译成功,返回[constant OK]。如果遇到错误,细"
-"节将被打印到标准输出,并返回一个错误。"
+"编译并指定要使用的搜索模式。如果编译成功,返回 [constant OK]。如果遇到错误,"
+"细节将被打印到标准输出,并返回一个错误。"
#: modules/regex/doc_classes/RegEx.xml
msgid "Returns the number of capturing groups in compiled pattern."
@@ -61077,9 +64983,9 @@ msgid ""
"region to search within can be specified without modifying where the start "
"and end anchor would be."
msgstr ""
-"在文本中搜索编译后的模式。如果找到,返回第一个匹配结果的[RegExMatch]容器,否"
-"则返回[code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点的位"
-"置。"
+"在文本中搜索编译后的模式。如果找到,返回第一个匹配结果的 [RegExMatch] 容器,"
+"否则返回 [code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点"
+"的位置。"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
@@ -61088,9 +64994,9 @@ msgid ""
"empty array is returned instead. The region to search within can be "
"specified without modifying where the start and end anchor would be."
msgstr ""
-"在文本中搜索编译过的模式。为每个不重叠的结果返回一个[RegExMatch]容器数组。如"
-"果没有发现任何结果,则返回一个空数组。可以指定要搜索的区域,而不需要修改开始"
-"和结束锚点的位置。"
+"在文本中搜索编译过的模式。为每个不重叠的结果返回一个 [RegExMatch] 容器数组。"
+"如果没有发现任何结果,则返回一个空数组。可以指定要搜索的区域,而不需要修改开"
+"始和结束锚点的位置。"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
@@ -61101,14 +65007,14 @@ msgid ""
"replacement). The region to search within can be specified without modifying "
"where the start and end anchor would be."
msgstr ""
-"搜索文本中的编译模式,并将其替换为指定的字符串。诸如[code]$1[/code]和"
-"[code]$name[/code]等转义和反向引用会被展开和解决。默认情况下,只有第一个实例"
+"搜索文本中的编译模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 "
+"[code]$name[/code] 等转义和反向引用会被展开和解决。默认情况下,只有第一个实例"
"被替换,但可以对所有实例进行修改(全局替换)。可以指定要搜索的区域,而不需要"
"修改开始和结束锚的位置。"
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Contains the results of a [RegEx] search."
-msgstr "包含[RegEx]搜索的结果。"
+msgstr "包含 [RegEx] 搜索的结果。"
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
@@ -61117,8 +65023,9 @@ msgid ""
"and range of the match and its capturing groups, and it can extract its "
"substring for you."
msgstr ""
-"包含由[method RegEx.search]和[method RegEx.search_all]返回的单个[RegEx]匹配结"
-"果。它可以用来查找匹配的位置和范围以及它的捕获组,并且可以提取其子字符串。"
+"包含由 [method RegEx.search] 和 [method RegEx.search_all] 返回的单个 [RegEx] "
+"匹配结果。它可以用来查找匹配的位置和范围以及它的捕获组,并且可以提取其子字符"
+"串。"
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
@@ -61129,8 +65036,8 @@ msgid ""
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的结束位置。捕获组的结束位置可以通过提供其组号的整数或其字"
-"符串名称(如果它是一个命名组)来检索。默认值为0,指的是整个表达式。\n"
-"如果该组没有匹配或不存在,则返回-1。"
+"符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n"
+"如果该组没有匹配或不存在,则返回 -1。"
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Returns the number of capturing groups."
@@ -61167,8 +65074,8 @@ msgid ""
"that were matched are included. If multiple groups have the same name, that "
"name would refer to the first matching one."
msgstr ""
-"一个命名组的字典和它相应的组号。只有被匹配的组才被包括在内。如果多个组有相同"
-"的名称,该名称将指第一个匹配的组。"
+"命名组的字典和它相应的组号。只有被匹配的组才被包括在内。如果多个组有相同的名"
+"称,该名称将指第一个匹配的组。"
#: modules/regex/doc_classes/RegExMatch.xml
msgid "An [Array] of the match and its capturing groups."
@@ -61184,7 +65091,7 @@ msgid ""
"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
"in the scene."
msgstr ""
-"RemoteTransform将自己的[Transform]推送到场景中另一个[Spatial]派生节点。"
+"RemoteTransform 将自己的 [Transform] 推送到场景中另一个 [Spatial] 派生节点。"
#: doc/classes/RemoteTransform.xml
msgid ""
@@ -61193,8 +65100,8 @@ msgid ""
"It can be set to update another Node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
-"RemoteTransform将自己的[Transform]推送到场景中另一个[Spatial]派生节点(称为远"
-"程节点)。\n"
+"RemoteTransform 将自己的 [Transform] 推送到场景中另一个 [Spatial] 派生节点"
+"(称为远程节点)。\n"
"它可以被设置为更新另一个节点的位置、旋转和/或比例。它可以使用全局坐标或局部坐"
"标。"
@@ -61215,31 +65122,31 @@ msgstr "远程节点的节点位置 [NodePath],相对于 RemoteTransform 在
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's position is updated."
-msgstr "如果 [code]true[/code],则更新远程节点的位置。"
+msgstr "如果为 [code]true[/code],则更新远程节点的位置。"
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's rotation is updated."
-msgstr "如果 [code]true[/code],则更新远程节点的旋转。"
+msgstr "如果为 [code]true[/code],则更新远程节点的旋转。"
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's scale is updated."
-msgstr "如果 [code]true[/code],则更新远程节点的比例。"
+msgstr "如果为 [code]true[/code],则更新远程节点的比例。"
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid ""
"If [code]true[/code], global coordinates are used. If [code]false[/code], "
"local coordinates are used."
msgstr ""
-"如果 [code]true[/code],则使用全局坐标。如果 [code]false[/code],则使用本地坐"
-"标。"
+"如果为 [code]true[/code],则使用全局坐标。如果 [code]false[/code],则使用本地"
+"坐标。"
#: doc/classes/RemoteTransform2D.xml
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
"derived Node in the scene."
msgstr ""
-"RemoteTransform2D将自己的[Transform2D]推送到场景中另一个[CanvasItem]派生节"
-"点。"
+"RemoteTransform2D 将自己的 [Transform2D] 推送到场景中另一个 [CanvasItem] 派生"
+"节点。"
#: doc/classes/RemoteTransform2D.xml
msgid ""
@@ -61287,17 +65194,17 @@ msgid ""
"free resources that are no longer in use. This means that unused resources "
"will linger on for a while before being removed."
msgstr ""
-"资源是所有Godot特定资源类型的基类,主要作为数据容器。由于它们继承自"
+"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。由于它们继承自 "
"[Reference],资源被引用计数,并在不再使用时被释放。一旦从磁盘加载,它们也会被"
-"缓存,因此任何从给定路径加载资源的尝试都会返回相同的引用(这与[Node]相反,"
-"[Node]没有引用计数,可以根据需要从磁盘实例化多次)。资源可以从外部保存在磁盘"
+"缓存,因此任何从给定路径加载资源的尝试都会返回相同的引用(这与 [Node] 相反,"
+"[Node] 没有引用计数,可以根据需要从磁盘实例化多次)。资源可以从外部保存在磁盘"
"上,也可以捆绑在另一个对象中,如[Node]或另一个资源。\n"
-"[b]注意:[/b] 在C#中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运"
+"[b]注意:[/b]在 C# 中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运"
"行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。"
#: doc/classes/Resource.xml
msgid "Resources"
-msgstr ""
+msgstr "资源"
#: doc/classes/Resource.xml
msgid ""
@@ -61325,8 +65232,8 @@ msgstr ""
"函数被调用,没有参数。当构造函数没有默认值时,这个方法会出错。\n"
"默认情况下,为了提高效率,子资源在资源副本之间被共享。这可以通过向"
"[code]subresources[/code]参数传递[code]true[/code]来改变,它将复制子资源。\n"
-"[b]注意:[/b] 如果[code]subresources[/code]是[code]true[/code],这个方法将只"
-"执行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n"
+"[b]注意:[/b]如果[code]subresources[/code]是[code]true[/code],这个方法将只执"
+"行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n"
"[b]注意:[/b]当复制一个资源时,只有导出[code]export[/code]的属性被复制。其他"
"属性将被设置为新资源中的默认值。"
@@ -61342,14 +65249,14 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This method is called automatically for built-in resources."
msgstr ""
-"发出[signal changed]更改信号。\n"
+"发出 [signal changed] 更改信号。\n"
"如果依赖该资源的外部对象应该被更新,那么每当该资源的状态发生变化(如属性的修"
"改)时,必须手动调用该方法。\n"
"该方法等同于。\n"
"[codeblock]\n"
"emit_signal(\"change\")\n"
"[/codeblock]\n"
-"[b]注意:[/b] 这个方法对于内置资源来说是自动调用的。"
+"[b]注意:[/b]这个方法对于内置资源来说是自动调用的。"
#: doc/classes/Resource.xml
msgid ""
@@ -61357,8 +65264,8 @@ msgid ""
"from a [PackedScene] instantiation, returns the local scene where this "
"resource's unique copy is in use. Otherwise, returns [code]null[/code]."
msgstr ""
-"如果[member resource_local_to_scene]被启用,并且该资源是从一个[PackedScene]实"
-"例中加载的,则返回该资源的唯一副本正在使用的本地场景。否则,返回[code]null[/"
+"如果启用了 [member resource_local_to_scene],并且该资源是从 [PackedScene] 实"
+"例中加载的,则返回该资源的唯一副本正在使用的本地场景。否则返回 [code]null[/"
"code]。"
#: doc/classes/Resource.xml
@@ -61367,8 +65274,8 @@ msgid ""
"[Texture], [Mesh], etc) are high-level abstractions of resources stored in a "
"server, so this function will return the original RID."
msgstr ""
-"返回资源的RID(或者一个空的RID)。许多资源(如[Texture]、[Mesh]等)是存储在服"
-"务器server中的资源的高级抽象,所以这个函数将返回原始的RID。"
+"返回该资源的 RID(或者空的 RID)。许多资源(如 [Texture]、[Mesh] 等)是存储在"
+"服务器中的资源的高级抽象,所以这个函数将返回原始的 RID。"
#: doc/classes/Resource.xml
msgid ""
@@ -61379,11 +65286,11 @@ msgid ""
"performs custom logic to properly set the proxy texture and flags in the "
"local viewport."
msgstr ""
-"当启用了[member resource_local_to_scene]的资源从[PackedScene]实例化中加载时,"
-"这个方法会被调用。它的行为可以通过覆盖脚本中的[method _setup_local_to_scene]"
-"进行定制。\n"
-"对于大多数资源,该方法不执行任何基本逻辑。[ViewportTexture]执行自定义逻辑以正"
-"确设置本地视窗中的代理纹理和标志。"
+"当启用了 [member resource_local_to_scene] 的资源从 [PackedScene] 实例化中加载"
+"时,这个方法会被调用。它的行为可以通过覆盖脚本中的 [method "
+"_setup_local_to_scene] 进行定制。\n"
+"对于大多数资源,该方法不执行任何基本逻辑。[ViewportTexture] 执行自定义逻辑以"
+"正确设置本地视窗中的代理纹理和标志。"
#: doc/classes/Resource.xml
msgid ""
@@ -61392,8 +65299,8 @@ msgid ""
"the latter would error out if another resource was already cached for the "
"given path."
msgstr ""
-"设置资源的路径,可能会覆盖这个路径的现有缓存条目。这与设置[member "
-"resource_path]不同,因为后者会在其他资源已经被缓存在给定的路径上时出错。"
+"设置资源的路径,可能会覆盖这个路径的现有缓存条目。这与设置 [member "
+"resource_path] 不同,因为后者会在其他资源已经被缓存在给定的路径上时出错。"
#: doc/classes/Resource.xml
msgid ""
@@ -61401,8 +65308,8 @@ msgid ""
"its local scene. It can thus be modified in a scene instance without "
"impacting other instances of that same scene."
msgstr ""
-"如果 [code]true[/code],则资源在其本地场景的每个实例中都将是唯一的。因此,它"
-"可以在场景实例中进行修改,而不会影响同一场景的其他实例。"
+"如果为 [code]true[/code],那么在本地场景的各个实例中,该资源都会被唯一化。因"
+"此,在场景的某个实例中对其进行修改,不会影响同一场景中的其他实例。"
#: doc/classes/Resource.xml
msgid ""
@@ -61411,9 +65318,9 @@ msgid ""
"current resource in the editor inspector. For built-in scripts, the [member "
"resource_name] will be displayed as the tab name in the script editor."
msgstr ""
-"资源名称。这是一个可选的标识符。如果 [member resource_name] 资源名不是空的,"
-"则将显示其值,以表示编辑器检查器中的当前资源。对于内置脚本,[member "
-"resource_name]将作为脚本编辑器中的选项卡名称显示。"
+"资源的名称,是可选的标识符。如果 [member resource_name] 不为空,则编辑器检查"
+"器中将用这个值来表示当前的资源。对于内置脚本,[member resource_name] 将作为脚"
+"本编辑器中的选项卡名称显示。"
#: doc/classes/Resource.xml
msgid ""
@@ -61430,9 +65337,9 @@ msgid ""
"[b]Note:[/b] This signal is not emitted automatically for custom resources, "
"which means that you need to create a setter and emit the signal yourself."
msgstr ""
-"每当资源发生变化时就会发射。\n"
-"[b]注意:[/b]对于自定义资源,这个信号不会自动发射,这意味着你需要自己创建一个"
-"设置器setter并发射信号。"
+"每当资源发生变化时就会触发。\n"
+"[b]注意:[/b]自定义资源不会自动触发这个信号,这意味着你需要自己创建一个 "
+"Setter 并触发信号。"
#: doc/classes/ResourceFormatLoader.xml
msgid "Loads a specific resource type from a file."
@@ -61458,17 +65365,17 @@ msgid ""
"as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with "
"better efficiency on the graphics card."
msgstr ""
-"Godot使用ResourceFormatLoaders在编辑器或导出的游戏中加载资源。它们通过"
-"[ResourceLoader]单例自动查询,或者在加载具有内部依赖性的资源时被查询。每个文"
-"件类型可以作为不同的资源类型加载,因此在引擎中注册了多个"
-"ResourceFormatLoaders。\n"
+"Godot 使用 ResourceFormatLoader 在编辑器或导出的游戏中加载资源。它们通过 "
+"[ResourceLoader] 单例自动查询,或者在加载具有内部依赖性的资源时被查询。每个文"
+"件类型可以作为不同的资源类型加载,因此在引擎中注册了多个 "
+"ResourceFormatLoader。\n"
"扩展这个类允许你定义你自己的加载器。请确保尊重文档中的返回类型和值。你应该给"
-"它一个带有[code]class_name[/code]的全局类名,这样它才能被注册。像内置的"
-"ResourceFormatLoaders一样,它将在加载其处理的类型的资源时被自动调用。你也可以"
-"实现一个[ResourceFormatSaver]。\n"
-"[b]注意:[/b] 如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展"
+"它一个带有 [code]class_name[/code] 的全局类名,这样它才能被注册。像内置的 "
+"ResourceFormatLoader 一样,它将在加载其处理的类型的资源时被自动调用。你也可以"
+"实现一个 [ResourceFormatSaver]。\n"
+"[b]注意:[/b]如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展 "
"[EditorImportPlugin]。选择一种方式而不是另一种方式,取决于该格式是否适合于最"
-"终导出的游戏。例如,最好先把[code].png[/code]纹理导入为[code].stex[/code]"
+"终导出的游戏。例如,最好先把 [code].png[/code] 纹理导入为 [code].stex[/code]"
"([StreamTexture]),这样它们在显卡上的加载效率会更好。"
#: doc/classes/ResourceFormatLoader.xml
@@ -61483,7 +65390,7 @@ msgstr ""
"如果实现,则获取给定资源的依赖项。如果 [code]add_types[/code] 是 [code]true[/"
"code],路径应该附加 [code]::TypeName[/code],其中 [code]TypeName[/code] 是依"
"赖的类名。\n"
-"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
+"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
"回 [code]\"Resource\"[/code]。"
#: doc/classes/ResourceFormatLoader.xml
@@ -61497,9 +65404,9 @@ msgid ""
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
-"获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回[code]\"\"[/"
+"获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回 [code]\"\"[/"
"code]。\n"
-"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
+"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
"回 [code]\"Resource\"[/code]。"
#: doc/classes/ResourceFormatLoader.xml
@@ -61509,7 +65416,7 @@ msgid ""
"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
msgstr ""
"说明这个加载器可以加载哪个资源类。\n"
-"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处"
+"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处"
"理 [code]\"Resource\"[/code]。"
#: doc/classes/ResourceFormatLoader.xml
@@ -61520,8 +65427,8 @@ msgid ""
"Error] constant in case of failure."
msgstr ""
"当引擎发现这个加载器是兼容的,就会加载一个资源。如果加载的资源是导入的结果,"
-"[code]original_path[/code]将针对源文件。成功时返回一个[Resource]对象,失败时"
-"返回一个[enum Error]常量。"
+"[code]original_path[/code] 将针对源文件。成功时返回一个 [Resource] 对象,失败"
+"时返回一个 [enum Error] 常量。"
#: doc/classes/ResourceFormatLoader.xml
msgid ""
@@ -61531,8 +65438,8 @@ msgid ""
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
-"如果实现,重命名给定资源中的依赖项并保存它。 [code]renames[/code] 是一个将旧"
-"的依赖路径映射到新的路径的 [code]{ String => String }[/code]的字典 。\n"
+"如果实现,重命名给定资源中的依赖项并保存它。[code]renames[/code] 是一个将旧的"
+"依赖路径映射到新的路径的 [code]{ String => String }[/code]的字典 。\n"
"成功时返回 [constant OK],失败时返回 [enum Error] 常量。"
#: doc/classes/ResourceFormatSaver.xml
@@ -61558,8 +65465,8 @@ msgstr ""
"默认情况下,Godot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/"
"code](二进制)或其他内置格式,但您可以选择通过扩展这个类来创建自己的格式。请"
"务必遵守记录的返回类型和值。你应该给它一个全局类名 [code]class_name[/code] 以"
-"便它被注册。与内置的 ResourceFormatSavers 一样,它会在保存其识别类型的资源时"
-"自动调用。你也可以实现一个 [ResourceFormatLoader]。"
+"便它被注册。与内置的 ResourceFormatSaver 一样,它会在保存其识别类型的资源时自"
+"动调用。你也可以实现一个 [ResourceFormatLoader]。"
#: doc/classes/ResourceFormatSaver.xml
msgid ""
@@ -61580,9 +65487,9 @@ msgid ""
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
-"将给定的资源对象保存到目标[code]path[/code]处的文件。[code]flags[/code]是一个"
-"由[enum ResourceSaver.SaverFlags]常量组成的位掩码。\n"
-"成功时返回[constant OK],失败时返回[enum Error]常量。"
+"将给定的资源对象保存到目标 [code]path[/code] 处的文件。[code]flags[/code] 是"
+"一个由 [enum ResourceSaver.SaverFlags] 常量组成的位掩码。\n"
+"成功时返回 [constant OK],失败时返回 [enum Error] 常量。"
#: doc/classes/ResourceImporter.xml
msgid "Base class for the implementation of core resource importers."
@@ -61599,7 +65506,7 @@ msgstr ""
#: doc/classes/ResourceImporter.xml
msgid "Import plugins"
-msgstr ""
+msgstr "导入插件"
#: doc/classes/ResourceImporter.xml
msgid "The default import order."
@@ -61627,21 +65534,20 @@ msgid ""
"granularity, which makes it mainly useful for displaying loading bars or "
"percentages."
msgstr ""
-"交互式资源[Resource]加载器。这个对象在执行交互式加载时由[ResourceLoader]返"
-"回。它允许以高粒度(high granularity)加载资源,这使得它主要用于显示加载条或"
-"百分比。"
+"交互式 [Resource] 加载器。这个对象在执行交互式加载时由 [ResourceLoader] 返"
+"回。它允许以高粒度加载资源,这使得它主要用于显示加载条或百分比。"
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Returns the loaded resource if the load operation completed successfully, "
"[code]null[/code] otherwise."
-msgstr "如果加载操作成功完成,返回加载的资源,否则为空[code]null[/code]。"
+msgstr "如果加载操作成功完成,返回加载的资源,否则为 [code]null[/code]。"
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Returns the load stage. The total amount of stages can be queried with "
"[method get_stage_count]."
-msgstr "返回加载阶段。可以使用[method get_stage_count]查询阶段总数。"
+msgstr "返回加载阶段。可以使用 [method get_stage_count] 查询阶段总数。"
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
@@ -61704,14 +65610,14 @@ msgid ""
"An optional [code]type_hint[/code] can be used to further specify the "
"[Resource] type that should be handled by the [ResourceFormatLoader]."
msgstr ""
-"返回给定的[code]path[/code]是否存在已识别的资源。\n"
-"一个可选的[code]type_hint[/code]可以用来进一步指定[ResourceFormatLoader]应该"
-"处理的[Resource]类型。"
+"返回给定的路径 [code]path[/code] 处是否存在已识别的资源。\n"
+"一个可选的 [code]type_hint[/code] 可以用来进一步指定 [ResourceFormatLoader] "
+"应该处理的 [Resource] 类型。"
#: doc/classes/ResourceLoader.xml
msgid ""
"Returns the dependencies for the resource at the given [code]path[/code]."
-msgstr "返回给定[code]path[/code]处资源的依赖关系。"
+msgstr "返回给定路径 [code]path[/code] 处资源的依赖关系。"
#: doc/classes/ResourceLoader.xml
msgid "Returns the list of recognized extensions for a resource type."
@@ -61720,7 +65626,8 @@ msgstr "返回资源类型的已识别扩展名列表。"
#: doc/classes/ResourceLoader.xml
msgid ""
"[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead."
-msgstr "[i]废弃的方法。[/i]使用[method has_cached]或[method exists]代替。"
+msgstr ""
+"[i]废弃的方法。[/i]请使用 [method has_cached] 或 [method exists] 代替。"
#: doc/classes/ResourceLoader.xml
msgid ""
@@ -61834,7 +65741,7 @@ msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[code]name[/code]."
msgstr ""
-"如果预加载器包含一个与[code]name[/code]相关的资源,则返回[code]true[/code]。"
+"如果预加载器包含一个与[code]name[/code]相关的资源,则返回 [code]true[/code]。"
#: doc/classes/ResourcePreloader.xml
msgid ""
@@ -61904,7 +65811,7 @@ msgstr "不要保存编辑器特定的元数据(由其 [code]__editor[/code]
#: doc/classes/ResourceSaver.xml
msgid "Save as big endian (see [member File.endian_swap])."
-msgstr "保存为大端(参阅 [member File.endian_swap])。"
+msgstr "保存为大端(见 [member File.endian_swap])。"
#: doc/classes/ResourceSaver.xml
msgid ""
@@ -61918,7 +65825,7 @@ msgstr ""
msgid ""
"Take over the paths of the saved subresources (see [method Resource."
"take_over_path])."
-msgstr "接管保存的子资源的路径(见[method Resource.take_over_path])。"
+msgstr "接管保存的子资源的路径(见 [method Resource.take_over_path])。"
#: doc/classes/RichTextEffect.xml
msgid "A custom effect for use with [RichTextLabel]."
@@ -61938,14 +65845,14 @@ msgid ""
"[RichTextEffect], it will continuously process the effect unless the project "
"is paused. This may impact battery life negatively."
msgstr ""
-"一个用于[RichTextLabel]的自定义效果。\n"
-"[b]注意:[/b] 为了使[RichTextEffect]能够使用,必须在脚本中定义一个名为"
-"[code]bbcode[/code]的BBCode标签作为成员变量。\n"
+"用于 [RichTextLabel] 的自定义效果。\n"
+"[b]注意:[/b]为了使 [RichTextEffect] 能够使用,必须在脚本中定义一个名为 "
+"[code]bbcode[/code] 的 BBCode 标签作为成员变量。\n"
"[codeblock]\n"
-"# RichTextEffect将可以像这样使用:`[example]一些文本[/example]`.\n"
+"# 这个 RichTextEffect 的用法就会是:`[example]一些文本[/example]`.\n"
"var bbcode = \"example\"\n"
"[/codeblock]\n"
-"[b]注意:[/b]只要一个[RichTextLabel]包含至少一个[RichTextEffect],它就会持续"
+"[b]注意:[/b]只要 [RichTextLabel] 中包含至少一个 [RichTextEffect],它就会持续"
"处理这个效果,除非项目暂停。这可能会对电池寿命产生负面影响。"
#: doc/classes/RichTextEffect.xml
@@ -61956,8 +65863,8 @@ msgid ""
"transformation to avoid displaying broken text."
msgstr ""
"覆盖这个方法来修改[code]char_fx[/code]中的属性。如果字符可以被成功转换,该方"
-"法必须返回[code]true[/code]。如果该方法返回[code]false[/code],它将跳过转换,"
-"以避免显示破碎的文本。"
+"法必须返回 [code]true[/code]。如果该方法返回 [code]false[/code],它将跳过转"
+"换,以避免显示破碎的文本。"
#: doc/classes/RichTextLabel.xml
msgid "Label that displays rich text."
@@ -62007,11 +65914,11 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "BBCode in RichTextLabel"
-msgstr ""
+msgstr "RichTextLabel 中的 BBCode"
#: doc/classes/RichTextLabel.xml
msgid "GUI Rich Text/BBcode Demo"
-msgstr ""
+msgstr "GUI 富文本/BBcode 演示"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -62031,21 +65938,23 @@ msgstr "将非 BBCode 解析的原始文本添加到标签栈中。"
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
-msgstr ""
-"解析 [code]bbcode[/code] 并根据需要将标签添加到标签堆栈中。返回解析结果,成功"
-"则返回 [constant OK]。\n"
-"[b]注意:[/b] 使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打"
-"开的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重"
-"建整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 "
-"[member bbcode_text] 而不是使用 [method append_bbcode]。"
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+"解析 [code]bbcode[/code] 并根据需要将标签添加到标签堆栈中。\n"
+"[b]注意:[/b]使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打开"
+"的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重建"
+"整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 [member "
+"bbcode_text] 而不是使用 [method append_bbcode]。\n"
+"[b]注意:[/b]这个方法内部是不可能失败的,返回错误码是为了向后兼容,始终为 "
+"[constant OK]。"
#: doc/classes/RichTextLabel.xml
msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
@@ -62062,6 +65971,10 @@ msgid ""
msgstr "返回标签栈中文本标签的换行总数。将被包裹的文本视为一行。"
#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "返回当前选中的文本。不包括 BBCode。"
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -62076,7 +65989,7 @@ msgid ""
"Installs a custom effect. [code]effect[/code] should be a valid "
"[RichTextEffect]."
msgstr ""
-"安装自定义效果。 [code]effect[/code] 应该是一个有效的 [RichTextEffect]。"
+"安装自定义效果。[code]effect[/code] 应该是一个有效的 [RichTextEffect]。"
#: doc/classes/RichTextLabel.xml
msgid "Adds a newline tag to the tag stack."
@@ -62085,11 +65998,13 @@ msgstr "在标签堆中添加一个换行标签。"
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"[method append_bbcode] 的指定版本。清除标记堆栈并插入新内容。如果成功解析 "
-"[code]bbcode[/code],则返回 [constant OK]。"
+"[method append_bbcode] 的赋值版本。会清除标签栈并插入新内容。\n"
+"[b]注意:[/b]这个方法内部是不可能失败的,返回错误码是为了向后兼容,始终为 "
+"[constant OK]。"
#: doc/classes/RichTextLabel.xml
msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary."
@@ -62108,8 +66023,8 @@ msgid ""
"Adds an [code][align][/code] tag based on the given [code]align[/code] "
"value. See [enum Align] for possible values."
msgstr ""
-"根据给定的[code][align][/code]值,添加一个[code]align[/code]标签。可能的值见"
-"[enum Align]。"
+"根据给定的 [code][align][/code] 值,添加一个 [code]align[/code] 标签。可能的"
+"取值见 [enum Align]。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -62235,12 +66150,11 @@ msgid ""
"add_text] will reset this to [code]false[/code]. Use instead [method "
"append_bbcode] to preserve BBCode formatting."
msgstr ""
-"如果 [code]true[/code],标签使用 BBCode 格式。\n"
-"[b]注意:[/b] 尝试使用 [method add_text] 更改 [RichTextLabel] 的文本会将其重"
-"置为 [code]false[/code]。改用 [method append_bbcode] 来保留 BBCode 格式。"
+"如果为 [code]true[/code],标签使用 BBCode 格式。\n"
+"[b]注意:[/b]尝试使用 [method add_text] 更改 [RichTextLabel] 的文本会将其重置"
+"为 [code]false[/code]。改用 [method append_bbcode] 来保留 BBCode 格式。"
#: doc/classes/RichTextLabel.xml
-#, fuzzy
msgid ""
"The label's text in BBCode format. Is not representative of manual "
"modifications to the internal tag stack. Erases changes made by other "
@@ -62254,10 +66168,11 @@ msgid ""
msgstr ""
"BBCode 格式的标签文本。不代表对内部标签栈的手动修改。编辑时擦除通过其他方法所"
"做的更改。\n"
-"[b]注意:[/b] 不建议将 [code]+=[/code] 运算符与 [code]bbcode_text[/code] 一起"
+"[b]注意:[/b]不建议将 [code]+=[/code] 运算符与 [code]bbcode_text[/code] 一起"
"使用(例如 [code]bbcode_text += \"some string\"[/code]),因为它会替换整个文"
-"本并可能导致速度变慢。使用 [method append_bbcode] 代替添加文本,除非你必须关"
-"闭在先前方法调用中打开的标签。"
+"本并可能导致速度变慢。它还会清除所有使用 [code]push_*[/code] 方法入栈的 "
+"BBCode。使用 [method append_bbcode] 代替添加文本,除非你必须关闭在先前方法调"
+"用中打开的标签。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -62276,21 +66191,21 @@ msgid ""
"[RichTextLabel] in [Container]s, but it's unreliable in some cases and will "
"be removed in future versions."
msgstr ""
-"如果 [code]true[/code],标签的高度将自动更新以适应其内容。\n"
-"[b]注意:[/b] 此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法,"
-"但在某些情况下不可靠,将在未来版本中删除。"
+"如果为 [code]true[/code],标签的高度将自动更新以适应其内容。\n"
+"[b]注意:[/b]此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法,但"
+"在某些情况下不可靠,将在未来版本中删除。"
#: doc/classes/RichTextLabel.xml
msgid ""
"If [code]true[/code], the label underlines meta tags such as [code][url]"
"{text}[/url][/code]."
msgstr ""
-"如果 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/"
+"如果为 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/"
"code]。"
#: doc/classes/RichTextLabel.xml
msgid "If [code]true[/code], the label uses the custom font color."
-msgstr "如果 [code]true[/code],则标签使用自定义字体颜色。"
+msgstr "如果为 [code]true[/code],则标签使用自定义字体颜色。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -62301,7 +66216,7 @@ msgid ""
msgstr ""
"要显示的字符范围,数值为0.0和1.0之间的[float]。当分配一个超出范围的值时,它和"
"分配1.0是一样的。\n"
-"[b]注意:[/b] 设置这个属性会根据当前的[method get_total_character_count]更新"
+"[b]注意:[/b]设置这个属性会根据当前的[method get_total_character_count]更新"
"[member visible_characters]。"
#: doc/classes/RichTextLabel.xml
@@ -62309,18 +66224,18 @@ msgid ""
"If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
"code] does not block scrolling completely. See [method scroll_to_line]."
msgstr ""
-"如果 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完全"
-"阻止滚动。见[method scroll_to_line]。"
+"如果为 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完"
+"全阻止滚动。见[method scroll_to_line]。"
#: doc/classes/RichTextLabel.xml
msgid ""
"If [code]true[/code], the window scrolls down to display new content "
"automatically."
-msgstr "如果 [code]true[/code],则窗口向下滚动以自动显示新内容。"
+msgstr "如果为 [code]true[/code],则窗口向下滚动以自动显示新内容。"
#: doc/classes/RichTextLabel.xml
msgid "If [code]true[/code], the label allows text selection."
-msgstr "如果 [code]true[/code],标签允许文本选择。"
+msgstr "如果为 [code]true[/code],标签允许文本选择。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -62348,7 +66263,7 @@ msgid ""
"current [method get_total_character_count]."
msgstr ""
"在标签中显示的字符数限制。如果[code]-1[/code],将显示所有字符。\n"
-"[b]注意:[/b] 设置此属性会根据当前的[method get_total_character_count]更新"
+"[b]注意:[/b]设置此属性会根据当前的[method get_total_character_count]更新"
"[member percent_visible]。"
#: doc/classes/RichTextLabel.xml
@@ -62388,6 +66303,22 @@ msgid "Makes text fill width."
msgstr "使文本填充宽度。"
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr "将内联图像的顶部与文本的顶部对齐。"
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr "将内联图像的中心与文本的中心对齐。"
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr "将内联图像的底部与文本的基线对齐。"
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr "将内联图像的底部与文本的底部对齐。"
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr "每个列表项都有一个数字标记。"
@@ -62408,7 +66339,7 @@ msgid ""
"The color of selected text, used when [member selection_enabled] is "
"[code]true[/code]."
msgstr ""
-"选定文本的颜色(当[member selection_enabled]为[code]true[/code]时使用)。"
+"选定文本的颜色(当 [member selection_enabled] 为 [code]true[/code] 时使用)。"
#: doc/classes/RichTextLabel.xml
msgid "The color of the font's shadow."
@@ -62466,7 +66397,7 @@ msgid "The default text font."
msgstr "默认的文本字体。"
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr "[RichTextLabel] 获得焦点时使用的背景。"
#: doc/classes/RichTextLabel.xml
@@ -62484,16 +66415,16 @@ msgid ""
"themselves. They are used by and with the low-level Server classes such as "
"[VisualServer]."
msgstr ""
-"RID类型用于访问资源的唯一整数ID。它们不透明,这意味着其本身并不授予对相关资源"
-"的访问。它们被低级别的服务类使用,如[VisualServer]。"
+"RID 类型用于访问资源的唯一整数 ID。它们不透明,这意味着其本身并不授予对相关资"
+"源的访问。它们被低级别的服务类使用,如 [VisualServer]。"
#: doc/classes/RID.xml
msgid ""
"Creates a new RID instance with the ID of a given resource. When not handed "
"a valid resource, silently stores the unused ID 0."
msgstr ""
-"用给定资源的ID创建一个新的RID实例。当没有得到一个有效的资源时,默认存储未使用"
-"的ID 0。"
+"用给定资源的 ID 创建一个新的 RID 实例。当没有得到一个有效的资源时,默认存储未"
+"使用的 ID 0。"
#: doc/classes/RID.xml
msgid "Returns the ID of the referenced resource."
@@ -62546,8 +66477,8 @@ msgid ""
"for a body."
msgstr ""
"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它"
-"是在通常的物理行为之外工作的,但是[member custom_integrator]属性允许你禁用默"
-"认行为,为一个物体施加完全自定义的合力。"
+"会和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁"
+"用默认行为,为物体施加完全自定义的合力。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62556,7 +66487,7 @@ msgid ""
"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
msgstr ""
"在不影响旋转的情况下添加恒定的方向力(即加速度)。\n"
-"这相当于 [code]add_force(force, Vector3(0,0,0))[/code]。"
+"相当于 [code]add_force(force, Vector3(0,0,0))[/code]。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62578,7 +66509,7 @@ msgid ""
"This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
msgstr ""
"施加单一方向的冲量而不影响旋转。\n"
-"这等价于[code]apply_impulse(Vector3(0,0,0), impulse)[/code]。"
+"相当于 [code]apply_impulse(Vector3(0,0,0), impulse)[/code]。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62588,7 +66519,7 @@ msgid ""
"position uses the rotation of the global coordinate system, but is centered "
"at the object's origin."
msgstr ""
-"对物体施加一个有向的冲量。冲量是与时间无关的! 在每一帧中施加一个冲量将产生一"
+"对物体施加一个有向的冲量。冲量是与时间无关的!在每一帧中施加一个冲量将产生一"
"个与帧率相关的力。出于这个原因,它应该只在模拟一次性影响时使用。该位置使用全"
"局坐标系的旋转,但以物体的原点为中心。"
@@ -62615,10 +66546,11 @@ msgid ""
"For performance, list of collisions is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
-"返回一个与此碰撞的物体的列表。要求[member contact_monitor]设置为[code]true[/"
-"code],[member contacts_reported]设置得足够高,以检测所有碰撞。\n"
-"[b]注意:[/b] 在移动物体后,这个测试的结果不是立即的。为了性能,碰撞列表每帧"
-"在物理运算之前更新一次。可以考虑使用信号来代替。"
+"返回一个与此碰撞的物体的列表。要求 [member contact_monitor] 设置为 "
+"[code]true[/code],[member contacts_reported] 设置得足够高,以检测所有碰"
+"撞。\n"
+"[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,碰撞列表每帧在"
+"物理运算之前更新一次。可以考虑使用信号来代替。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62632,37 +66564,39 @@ msgstr "锁定指定的线性或旋转轴。"
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"阻尼刚体的旋转力。\n"
-"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
+"对该实体的旋转力进行阻尼运算。如果这个值与 -1.0 不同,将会追加到任何从世界或"
+"区域派生的角度阻尼中。\n"
+"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
-msgstr "锁定实体在X轴上的旋转。"
+msgstr "锁定实体在 X 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Y axis."
-msgstr "锁定实体在Y轴上的旋转。"
+msgstr "锁定实体在 Y 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Z axis."
-msgstr "锁定实体在Z轴上的旋转。"
+msgstr "锁定实体在 Z 轴上的旋转。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the X axis."
-msgstr "锁定实体在X轴上的移动。"
+msgstr "锁定实体在 X 轴上的移动。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Y axis."
-msgstr "锁定实体在Y轴上的移动。"
+msgstr "锁定实体在 Y 轴上的移动。"
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Z axis."
-msgstr "锁定实体在Z轴上的移动。"
+msgstr "锁定实体在 Z 轴上的移动。"
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
@@ -62685,18 +66619,18 @@ msgid ""
"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
"manually by setting its [member sleeping] property to [code]true[/code]."
msgstr ""
-"如果[code]true[/code],实体可以在没有运动的情况下进入睡眠模式。见[member "
+"如果为 [code]true[/code],实体可以在没有运动的情况下进入睡眠模式。见[member "
"sleeping]。\n"
-"[b]注意:[/b] RigidBody3D 的模式[member mode] 为常量[constant "
-"MODE_CHARACTER] 时不会自动进入休眠模式。仍然可以通过将其 [member sleeping] 属"
-"性设置为 [code]true[/code] 来手动使其进入休眠状态。"
+"[b]注意:[/b]RigidBody3D 的模式[member mode] 为常量[constant MODE_CHARACTER] "
+"时不会自动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 "
+"[code]true[/code] 来手动使其进入休眠状态。"
#: doc/classes/RigidBody.xml
msgid ""
"If [code]true[/code], the RigidBody will emit signals when it collides with "
"another RigidBody. See also [member contacts_reported]."
msgstr ""
-"如果[code]true[/code],当RigidBody与另一个RigidBody碰撞时会发出信号。参阅"
+"如果为 [code]true[/code],当RigidBody与另一个RigidBody碰撞时会发出信号。参阅"
"[member contacts_reported]。"
#: doc/classes/RigidBody.xml
@@ -62710,7 +66644,7 @@ msgid ""
msgstr ""
"将被记录的最大接触次数。需要将 [member contact_monitor] 设置为 [code]true[/"
"code]。\n"
-"[b]注:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将导致两个接触(每端一"
+"[b]注意:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将导致两个接触(每端一"
"个),平行面之间的碰撞将导致四个接触(每个角一个)。"
#: doc/classes/RigidBody.xml
@@ -62722,7 +66656,7 @@ msgid ""
"small, fast-moving objects. Not using continuous collision detection is "
"faster to compute, but can miss small, fast-moving objects."
msgstr ""
-"如果 [code]true[/code],则使用连续碰撞检测。\n"
+"如果为 [code]true[/code],则使用连续碰撞检测。\n"
"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在它发生碰撞时"
"纠正它的运动。连续碰撞检测更精确,并且错过了较小的、快速移动的物体的撞击。不"
"使用连续碰撞检测的计算速度更快,但可能会错过小的、快速移动的物体。"
@@ -62734,9 +66668,9 @@ msgid ""
"body will only move as determined by the [method _integrate_forces] "
"function, if defined."
msgstr ""
-"如果 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除了"
-"碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动(如"
-"果已定义)。"
+"如果为 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除"
+"了碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动"
+"(如果已定义)。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62744,7 +66678,7 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
-"实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n"
+"该实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n"
"已废弃,请通过 [member physics_material_override] 使用 [member "
"PhysicsMaterial.friction] 代替。"
@@ -62755,21 +66689,21 @@ msgid ""
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
-"这与在[b]项目 > 项目设置 > Physics > 3d[/b] 中找到的全局 3D 重力设置相乘,产"
-"生 RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对"
-"这个物体应用一半的重力。"
+"这与在[b]项目 > 项目设置 > 物理 > 3D[/b] 中找到的全局 3D 重力设置相乘,产生 "
+"RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对这"
+"个物体应用一半的重力。"
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
-"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线"
-"性阻尼将被覆盖。\n"
-"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/"
+"该实体的线性阻尼。不能小于 -1.0。如果这个值与 -1.0 不同,将会追加到任何从世界"
+"或区域派生的线性阻尼中。\n"
+"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/"
"default_linear_damp]。"
#: doc/classes/RigidBody.xml
@@ -62789,7 +66723,7 @@ msgstr "实体的质量。"
#: doc/classes/RigidBody.xml
msgid "The body mode. See [enum Mode] for possible values."
-msgstr "物体的模式。可能的值见[enum Mode]。"
+msgstr "物体的模式。可能的取值见 [enum Mode]。"
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
@@ -62808,8 +66742,8 @@ msgid ""
"until woken up by another body through, for example, a collision, or by "
"using the [method apply_impulse] or [method add_force] methods."
msgstr ""
-"如果 [code]true[/code],物体不会移动并且不会计算力,直到被另一个物体唤醒,例"
-"如碰撞,或使用 [method apply_impulse] 或 [method add_force] 方法。"
+"如果为 [code]true[/code],物体不会移动并且不会计算力,直到被另一个物体唤醒,"
+"例如碰撞,或使用 [method apply_impulse] 或 [method add_force] 方法。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62828,12 +66762,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当与另一个[PhysicsBody]或[GridMap]发生碰撞时触发。需要将[member "
-"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置"
-"得足够高以检测所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检测"
-"到。\n"
-"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
-"的节点。"
+"当与另一个 [PhysicsBody] 或 [GridMap] 发生碰撞时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测所有的碰撞。如果 [MeshLibrary] 有碰撞 [Shape],[GridMap] 就"
+"会被检测到。\n"
+"[code]body[/code] 的 [Node],如果它存在于树中,则是其他 [PhysicsBody] 或 "
+"[GridMap] 的节点。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62844,12 +66778,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当与另一个[PhysicsBody]或[GridMap]的碰撞结束时触发。需要将[member "
-"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置"
-"得足够高以检测到所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检"
-"测到。\n"
-"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
-"的节点。"
+"当与另一个 [PhysicsBody]或 [GridMap] 的碰撞结束时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测到所有的碰撞。如果 [MeshLibrary] 有碰撞 [Shape],[GridMap] "
+"就会被检测到。\n"
+"[code]body[/code]的[Node],如果它存在于树中,则是其他 [PhysicsBody] 或 "
+"[GridMap] 的节点。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62873,22 +66807,23 @@ msgid ""
"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
"[ConcavePolygonShape] with Bullet physics if you need shape indices."
msgstr ""
-"当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发"
-"出的。需要将监控[member contact_monitor]设置为[code]true[/code],且[member "
-"contacts_reported]设置的足够高以检测所有碰撞。如果[MeshLibrary]有碰撞形状"
-"[Shape],就会检测到[GridMap]。\n"
-"[code]body_id[/code]由[PhysicsServer]使用的其他[PhysicsBody]或[MeshLibrary]的"
-"[CollisionObject]的[RID]。\n"
-"[code]body[/code] 其他[PhysicsBody]或[GridMap]的[Node](如果它存在于树中)。\n"
-"[code]body_shape_index[/code] 由[PhysicsServer]使用的其他[PhysicsBody]或"
-"[GridMap]的[Shape]的索引。用 [code]body."
-"shape_owner_get_owner(body_shape_index)[/code]获取 [CollisionShape] 节点。\n"
-"[code]local_shape[/code] 由[PhysicsServer]使用的这个刚体(RigidBody)的[Shape]"
-"的索引。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获取"
-"[CollisionShape]节点。\n"
-"[b]注意:[/b]当使用[ConcavePolygonShape]时,对于子弹的物理运算无法识别形状索"
-"引。如果你需要形状指数,在使用[ConcavePolygonShape]和对于子弹的物理运算时,不"
-"要使用多个[CollisionShape]。"
+"当 [PhysicsBody] 或 [GridMap] 的一个形状 [Shape] 进入这个区域的一个形状 "
+"[Shape] 时发出的。需要将监控 [member contact_monitor] 设置为 [code]true[/"
+"code],且 [member contacts_reported] 设置的足够高以检测所有碰撞。如果 "
+"[MeshLibrary] 有碰撞形状 [Shape],就会检测到 [GridMap]。\n"
+"[code]body_id[/code] 由 [PhysicsServer] 使用的其他 [PhysicsBody] 或 "
+"[MeshLibrary] 的 [CollisionObject] 的 [RID]。\n"
+"[code]body[/code] 其他 [PhysicsBody] 或 [GridMap] 的 [Node](如果它存在于树"
+"中)。\n"
+"[code]body_shape_index[/code] 由 [PhysicsServer] 使用的其他 [PhysicsBody] 或 "
+"[GridMap] 的 [Shape] 的索引。用 [code]body."
+"shape_owner_get_owner(body_shape_index)[/code] 获取 [CollisionShape] 节点。\n"
+"[code]local_shape[/code] 由 [PhysicsServer] 使用的这个 RigidBody 的 [Shape] "
+"的索引。用 [code]self.shape_owner_get_owner(local_shape_index)[/code] 获取 "
+"[CollisionShape] 节点。\n"
+"[b]注意:[/b]当使用 [ConcavePolygonShape] 时,对于子弹的物理运算无法识别形状"
+"索引。如果你需要形状指数,在使用 [ConcavePolygonShape] 和对于子弹的物理运算"
+"时,不要使用多个[CollisionShape]。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -62941,39 +66876,38 @@ msgid ""
"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
msgstr ""
"当物理引擎改变物体的睡眠状态时发出。\n"
-"[b]注意:[/b]改变[member sleeping]的值不会触发这个信号。只有当物理引擎改变了"
-"睡眠状态或者使用了[code]emit_signal(\"sleeping_state_changed\")[/code]时,它"
-"才会被发出。"
+"[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变"
+"了睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] "
+"时,它才会被发出。"
#: doc/classes/RigidBody.xml
msgid ""
"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
"affected by forces, and can move, rotate, and be affected by user code."
msgstr ""
-"刚体模式。这是一个刚体的 \"自然 \"状态。它受到力的影响,可以移动、旋转,并受"
-"到用户代码的影响。"
+"刚体模式。这是一个刚体的“自然”状态。它受到力的影响,可以移动、旋转,并受到用"
+"户代码的影响。"
#: doc/classes/RigidBody.xml
msgid ""
"Static mode. The body behaves like a [StaticBody], and can only move by user "
"code."
-msgstr "静止模式。实体的行为就像一个[StaticBody],只能通过用户代码移动。"
+msgstr "静止模式。该实体的行为与 [StaticBody] 类似,只能被用户代码移动。"
#: doc/classes/RigidBody.xml
msgid ""
"Character body mode. This behaves like a rigid body, but can not rotate."
-msgstr "角色模式。这与刚体的行为类似,但不能旋转。"
+msgstr "角色模式。与刚体的行为类似,但不能旋转。"
#: doc/classes/RigidBody.xml
msgid ""
"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
"move by user code."
-msgstr ""
-"运动体模式。这个实体的行为就像一个[KinematicBody],只能通过用户代码来移动。"
+msgstr "运动体模式。该实体的行为与 [KinematicBody] 类似,只能被用户代码移动。"
#: doc/classes/RigidBody2D.xml
msgid "A body that is controlled by the 2D physics engine."
-msgstr "由2D物理引擎控制的实体。"
+msgstr "由 2D 物理引擎控制的实体。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -62997,26 +66931,26 @@ msgid ""
"The center of mass is always located at the node's origin without taking "
"into account the [CollisionShape2D] centroid offsets."
msgstr ""
-"该节点实现了模拟的2D物理。你不能直接控制一个RigidBody2D。而是,你对它施加力"
+"该节点实现了模拟的 2D 物理。你不能直接控制 RigidBody2D。而是,你对它施加力"
"(重力、冲力等),物理模拟会根据它的质量、摩擦力和其他物理属性来计算出运动结"
"果。\n"
-"RigidBody2D有4种行为[member mode]。刚性、静态、角色和运动。\n"
-"[b]注意:[/b] 你不应该每一帧或经常改变RigidBody2D的[code]position[/code]或"
-"[code]linear_velocity[/code]。如果需要直接影响物体的状态,请使用[method "
+"RigidBody2D 有 4 种行为 [member mode]。刚性、静态、角色和运动。\n"
+"[b]注意:[/b]你不应该每一帧或经常改变 RigidBody2D 的 [code]position[/code] "
+"或 [code]linear_velocity[/code]。如果需要直接影响物体的状态,请使用 [method "
"_integrate_forces],它允许你直接访问物理状态。\n"
"要记住,物理物体在自己管理变换,它会覆盖你的变换设置。所以任何直接或间接的变"
"换(包括节点或其父级的缩放)将只在编辑器中可见,并在运行时立即重置。\n"
-"如果你需要重载默认的物理行为或者在运行时添加变换,你可以写一个自定义的合力。"
-"参阅[member custom_integrator]。\n"
-"质量中心总是位于节点的原点,而不考虑[CollisionShape2D]中心点的偏移。"
+"如果你需要覆盖默认的物理行为或者在运行时添加变换,你可以写一个自定义的合力。"
+"见 [member custom_integrator]。\n"
+"质量中心总是位于节点的原点,而不考虑 [CollisionShape2D] 中心点的偏移。"
#: doc/classes/RigidBody2D.xml
msgid "2D Physics Platformer Demo"
-msgstr ""
+msgstr "2D 物理平台跳跃演示"
#: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml
msgid "Instancing Demo"
-msgstr ""
+msgstr "实例化演示"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63027,10 +66961,10 @@ msgid ""
"custom_integrator] allows you to disable the default behavior and write "
"custom force integration for a body."
msgstr ""
-"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的"
-"[code]position[/code]或其他物理属性,请使用它代替[method Node."
-"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是[member "
-"custom_integrator]允许你禁用默认行为并为一个物体编写自定义的合力。"
+"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的 "
+"[code]position[/code] 或其他物理属性,请使用它代替 [method Node."
+"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是 [member "
+"custom_integrator] 允许你禁用默认行为并为一个物体编写自定义的合力。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63041,8 +66975,8 @@ msgid ""
"global coordinate system, but is centered at the object's origin."
msgstr ""
"对物体施加一个有向的冲量。冲量是与时间无关的。每一帧应用一个冲量会有一个与帧"
-"相关的力。由于这个原因,它只应该在模拟一次性冲击时使用(否则就使用\"_force "
-"\"函数)。位置使用全局坐标系的旋转,但以物体的原点为中心。"
+"相关的力。由于这个原因,它只应该在模拟一次性冲击时使用(否则就使用“_force”函"
+"数)。位置使用全局坐标系的旋转,但以物体的原点为中心。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63070,13 +67004,14 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"对物体的 [member angular_velocity]进行阻尼运算。如果 [code]-1[/code],物体将"
-"使用[b]项目 > 项目设置 > Physics > 2d[/b] 中定义的 [b]Default Angular Damp[/"
-"b](默认角度阻尼)。\n"
+"对该实体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
+"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。如果"
+"大于 [code]-1[/code],会加入到项目默认值之上。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_angular_damp]。"
@@ -63096,10 +67031,10 @@ msgid ""
"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
"manually by setting its [member sleeping] property to [code]true[/code]."
msgstr ""
-"如果[code]true[/code],身体可以在没有运动的情况下进入睡眠模式。见[member "
+"如果为 [code]true[/code],身体可以在没有运动的情况下进入睡眠模式。见[member "
"sleeping]。\n"
-"[b]注意:[/b] RigidBody2D 的[member mode] 为[constant MODE_CHARACTER] 时不会"
-"自动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 [code]true[/"
+"[b]注意:[/b]RigidBody2D 的[member mode] 为[constant MODE_CHARACTER] 时不会自"
+"动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 [code]true[/"
"code] 来手动使其休眠。"
#: doc/classes/RigidBody2D.xml
@@ -63107,8 +67042,8 @@ msgid ""
"If [code]true[/code], the body will emit signals when it collides with "
"another RigidBody2D. See also [member contacts_reported]."
msgstr ""
-"如果[code]true[/code],则物体在与另一个RigidBody2D碰撞时会发出信号。参阅"
-"[member contacts_reported]。"
+"如果为 [code]true[/code],则物体在与另一个 RigidBody2D 碰撞时会发出信号。另请"
+"参阅 [member contacts_reported]。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63120,8 +67055,8 @@ msgid ""
msgstr ""
"将被记录的最大接触次数。需要将 [member contact_monitor] 设置为 [code]true[/"
"code]。\n"
-"[b]注:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将意味着两个接触(每端一"
-"个),平行面之间的碰撞将意味着四个接触(每个角一个)。"
+"[b]注意:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将意味着两次接触(两端各"
+"一次)。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63143,7 +67078,7 @@ msgid ""
"Aside from collision response, the body will only move as determined by the "
"[method _integrate_forces] function."
msgstr ""
-"如果 [code]true[/code],则禁用该物体的内力积分。除了碰撞响应,物体只会按照 "
+"如果为 [code]true[/code],则禁用该物体的内力积分。除了碰撞响应,物体只会按照 "
"[method _integrate_forces] 函数确定的方式移动。"
#: doc/classes/RigidBody2D.xml
@@ -63153,9 +67088,10 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
-"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。\n"
-"已弃用,通过 [member physics_material_override] 使用 [member PhysicsMaterial."
-"friction]。"
+"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩"
+"擦)。\n"
+"已弃用,请通过 [member physics_material_override] 使用 [member "
+"PhysicsMaterial.friction]。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63163,9 +67099,8 @@ msgid ""
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
-"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > Physics > 2d[/b]中"
-"的 [b]Default Gravity[/b](默认重力)值和/或任何由 [Area2D] 应用的额外重力矢"
-"量计算出来的。"
+"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b] 中的"
+"[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63175,21 +67110,22 @@ msgid ""
"this function allows you to set a custom value. Set 0 inertia to return to "
"automatically computing it."
msgstr ""
-"物体的惯性力矩。这就像质量,但对于旋转来说:它决定了旋转物体需要多大的力矩。"
-"惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定义"
-"值。设置0惯性会切换回自动计算。"
+"该实体的惯性力矩。类似于质量,但是针对旋转的:它决定了旋转物体需要多大的力"
+"矩。惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定"
+"义值。设置 0 惯性会切换回自动计算。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
-"对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用"
-"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线"
-"性阻尼)。\n"
+"对该实体的 [member linear_velocity] 进行阻尼运算。如果为 [code]-1[/code],物"
+"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认线性阻尼[/b]。如果大于 "
+"[code]-1[/code],会加入到项目默认值之上。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/"
"default_linear_damp]。"
@@ -63200,21 +67136,21 @@ msgid ""
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
-"物体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因"
-"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
+"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都去设置[/b],"
+"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
#: doc/classes/RigidBody2D.xml
msgid "The body's mode. See [enum Mode] for possible values."
-msgstr "物体的模式。可能的值见[enum Mode]。"
+msgstr "该实体的模式。可能的取值见 [enum Mode]。"
#: doc/classes/RigidBody2D.xml
msgid ""
"The body's weight based on its mass and the [b]Default Gravity[/b] value in "
"[b]Project > Project Settings > Physics > 2d[/b]."
msgstr ""
-"物体的重量基于其质量和[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default "
-"Gravity[/b](默认重力)值。"
+"该实体的重量,基于其质量和[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认重力"
+"[/b]值。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63225,11 +67161,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
-"当与另一个[PhysicsBody2D]或[TileMap]发生碰撞时触发。需要将[member "
-"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置"
-"得足够高以检测所有的碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到[TileMap]"
-"的。\n"
-"[code]body[/code]是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树中。"
+"当与另一个 [PhysicsBody2D] 或 [TileMap] 发生碰撞时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测所有的碰撞。如果[TileSet] 有碰撞 [Shape2D],就会检测到 "
+"[TileMap] 的。\n"
+"[code]body[/code] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存在于"
+"树中。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63240,11 +67177,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
-"当与另一个[PhysicsBody2D]或[TileMap]的碰撞结束时发出的。需要将 [member "
+"当与另一个 [PhysicsBody2D] 或 [TileMap] 的碰撞结束时发出的。需要将 [member "
"contact_monitor] 设置为 [code]true[/code] 并将 [member contacts_reported] 设"
-"置为足够高以检测所有碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到"
+"置为足够高以检测所有碰撞。如果[TileSet] 有碰撞 [Shape2D],就会检测到 "
"[TileMap]。\n"
-"[code]body[/code] 其他[PhysicsBody2D]或[TileMap]的[Node](如果它存在于树中)。"
+"[code]body[/code] 其他 [PhysicsBody2D] 或 [TileMap] 的 [Node](如果它存在于树"
+"中)。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63299,20 +67237,22 @@ msgid ""
"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
-"当这个RigidBody2D的一个[Shape2D]和另一个[PhysicsBody2D]或[TileMap]的[Shape2D]"
-"之间的碰撞结束时触发。要求[member contact_monitor]设置为[code]true[/code],"
-"[member contacts_reported]设置得足够高以检测所有的碰撞。如果[TileSet]有碰撞"
-"[Shape2D],就会检测到[TileMap]的。\n"
-"[code]body_rid[/code] [Physics2DServer]使用的其他[PhysicsBody2D]或[TileSet]的"
-"[CollisionObject2D]的 [RID]。\n"
-"[code]body[/code] 另一个[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树"
-"中。\n"
-"[code]body_shape_index[/code] 由[Physics2DServer]使用的其他[PhysicsBody2D]或"
-"[TileMap]的[Shape2D]的索引。用[code]body."
-"shape_owner_get_owner(body_shape_index)[/code]获得[CollisionShape2D]节点。\n"
-"[code]local_shape_index[/code]这个RigidBody2D的[Shape2D]的索引,由"
-"[Physics2DServer]使用。用[code]self.shape_owner_get_owner(local_shape_index)"
-"[/code]获取[CollisionShape2D]节点。"
+"当这个 RigidBody2D 的一个 [Shape2D] 和另一个 [PhysicsBody2D] 或 [TileMap] 的 "
+"[Shape2D] 之间的碰撞结束时触发。要求 [member contact_monitor] 设置为 "
+"[code]true[/code],[member contacts_reported] 设置得足够高以检测所有的碰撞。"
+"如果 [TileSet] 有碰撞 [Shape2D],就会检测到 [TileMap] 的。\n"
+"[code]body_rid[/code] [Physics2DServer] 使用的其他 [PhysicsBody2D] 或 "
+"[TileSet] 的 [CollisionObject2D] 的 [RID]。\n"
+"[code]body[/code] 另一个 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存在于"
+"树中。\n"
+"[code]body_shape_index[/code] 由 [Physics2DServer] 使用的其他 "
+"[PhysicsBody2D] 或 [TileMap] 的 [Shape2D]的索引。用 [code]body."
+"shape_owner_get_owner(body_shape_index)[/code] 获得 [CollisionShape2D] 节"
+"点。\n"
+"[code]local_shape_index[/code] 这个 RigidBody2D 的 [Shape2D] 的索引,由 "
+"[Physics2DServer] 使用。用 [code]self."
+"shape_owner_get_owner(local_shape_index)[/code] 获取 [CollisionShape2D] 节"
+"点。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63324,20 +67264,20 @@ msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
-msgstr "静态模式。物体的行为就像一个[StaticBody2D],不会移动。"
+msgstr "静态模式。该物体的行为与 [StaticBody2D] 类似,不会移动。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Character mode. Similar to [constant MODE_RIGID], but the body can not "
"rotate."
-msgstr "角色模式。与[constant MODE_RIGID]类似,但主体不能旋转。"
+msgstr "角色模式。与 [constant MODE_RIGID] 类似,但该实体不能旋转。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
"by code."
msgstr ""
-"运动学模式。这个物体的行为就像一个[KinematicBody2D],必须通过代码来移动。"
+"运动学模式。该物体的行为就像与 [KinematicBody2D] 类似,必须通过代码来移动。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -63351,18 +67291,17 @@ msgstr ""
msgid ""
"Continuous collision detection enabled using raycasting. This is faster than "
"shapecasting but less precise."
-msgstr "使用射线投射启用连续碰撞检测。这比 shapecasting 快,但精度较低。"
+msgstr "使用射线投射启用连续碰撞检测。这比形状投射快,但精度较低。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Continuous collision detection enabled using shapecasting. This is the "
"slowest CCD method and the most precise."
-msgstr ""
-"使用 shapecasting 启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。"
+msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。"
#: doc/classes/Room.xml
msgid "Room node, used to group objects together locally for [Portal] culling."
-msgstr "Room 节点,用于在本地将对象组合在一起以进行 [Portal] 剔除。"
+msgstr "房间节点,用于在本地将对象组合在一起以进行 [Portal] 剔除。"
#: doc/classes/Room.xml
msgid ""
@@ -63457,7 +67396,7 @@ msgstr ""
"[RoomGroup] 应作为[b]空间列表[/b](您的 [Room] 的父 [Node])的子项,而 "
"[Room] 应作为 [RoomGroup] 的子项依次放置以便将它们分配给 RoomGroup。\n"
"例如,[RoomGroup] 可用于指定[b]处于外部[/b]的 [Room],并在玩家进入/退出该区域"
-"时打开或关闭定向光、天空或雨效果。\n"
+"时打开或关闭平行光、天空或雨效果。\n"
"当 [code]gameplay_monitor[/code] 开启时,[RoomGroup] 可以收到[b]游戏回调[/"
"b],在他们进入和退出[b]游戏区域[/b]时,以[code]信号[/code]或[code]通知[/code]"
"的形式(详见 [RoomManager])。"
@@ -63494,7 +67433,7 @@ msgid ""
msgstr ""
"为了使用入口遮挡剔除系统,您必须使用 [Room] 和 [Portal] 来构建您的关卡。在这"
"些可以在运行时使用之前,它们必须经过一个简短的转换过程来构建 [code]room "
-"graph[/code],这是入口剔除所需的运行时数据。 [code]portal graph[/code] 由 "
+"graph[/code],这是入口剔除所需的运行时数据。[code]portal graph[/code] 由 "
"[RoomManager] 节点控制,[RoomManager] 还包含整个入口系统通用的设置。"
#: doc/classes/RoomManager.xml
@@ -63503,7 +67442,7 @@ msgid ""
"before unloading a level, when transitioning from level to level, or "
"returning to a main menu."
msgstr ""
-"该方法会从 [b]portal graph[/b] 清除所有转换数据。在卸载关卡、从关卡转换到关卡"
+"该方法会清除 [b]room graph[/b] 中所有的转换数据。在卸载关卡、从关卡转换到关卡"
"或返回主菜单时使用此选项。"
#: doc/classes/RoomManager.xml
@@ -63601,9 +67540,9 @@ msgstr ""
"请注意,已经转换为 [Portal] 节点(而不是 [MeshInstance])的 [Portal] 仍然需要"
"遵循相同的命名约定,因为它们在转换过程中每次都会重新链接。\n"
"建议您仅将对象放置在希望留在这些空间内的空间中 - 即 [code]portal mode[/code]"
-"是 [code]STATIC[/code] 或 [code]DYNAMIC[/code](不穿越 Portal)。 "
+"是 [code]STATIC[/code] 或 [code]DYNAMIC[/code](不穿越 Portal)。"
"[code]GLOBAL[/code] 和 [code]ROAMING[/code] 对象最好放置在场景树的另一部分,"
-"以避免混淆。有关portal模式的完整说明,请参阅 [CullInstance]。"
+"以避免混淆。有关 portal 模式的完整说明,请参阅 [CullInstance]。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -63801,7 +67740,7 @@ msgstr ""
#: doc/classes/RoomManager.xml
msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
-msgstr "当在编辑器中使用portal工具时,显示[Portal]的边界。"
+msgstr "当在编辑器中使用入口工具时,显示 [Portal] 的边界。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -63812,8 +67751,8 @@ msgid ""
"Sometimes using the larger gameplay area of the secondary PVS may be "
"preferable."
msgstr ""
-"当对象进入和退出游戏时接收游戏回调时,[b]游戏区域[/b]可以由[Room]的主要PVS"
-"(潜在可见集)或次要PVS(主要PVS及其相邻的PVS)定义[Room])。\n"
+"当对象进入和退出游戏时接收游戏回调时,[b]游戏区域[/b]可以由 [Room] 的主要 PVS"
+"(潜在可见集)或次要 PVS(主要 PVS 及其相邻的 PVS)定义 [Room])。\n"
"有时使用次要 PVS 的较大游戏区域可能更可取。"
#: doc/classes/RoomManager.xml
@@ -63821,8 +67760,8 @@ msgid ""
"Use only [Portal]s at runtime to determine visibility. PVS will not be "
"generated at [Room]s conversion, and gameplay notifications cannot be used."
msgstr ""
-"在运行时仅使用 [Portal] 来确定可见性。 [Room] 的转换不会产生 PVS,无法使用游"
-"戏通知。"
+"在运行时仅使用 [Portal] 来确定可见性。[Room] 的转换不会产生 PVS,无法使用游戏"
+"通知。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -63838,7 +67777,7 @@ msgstr "仅使用 [Room] 的 PVS(潜在可见集)来确定可见性。"
#: doc/classes/RootMotionView.xml
msgid "Editor-only helper for setting up root motion in [AnimationTree]."
-msgstr "在[AnimationTree]中设置根运动的仅编辑器可用的辅助工具。"
+msgstr "在 [AnimationTree] 中设置根运动的仅编辑器可用的辅助工具。"
#: doc/classes/RootMotionView.xml
msgid ""
@@ -63856,9 +67795,9 @@ msgid ""
"[code]tool[/code] script."
msgstr ""
"[i]根运动[/i](Root Motion)指的是一种动画技术,其中使用网格的骨架为角色提供"
-"动力。在处理 3D 动画时,一种流行的技术是动画师使用根骨架骨骼来为骨架的其余部"
-"分提供运动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过场"
-"动画期间与对象进行精确交互。另见 [AnimationTree]。\n"
+"动力。在处理 3D 动画时,一种流行的技术是动画师使用骨架的根骨骼来为骨架的其余"
+"部分提供运动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过"
+"场动画期间与对象进行精确交互。另见 [AnimationTree]。\n"
"[b]注意:[/b][RootMotionView] 仅在编辑器中可见。在运行的项目中会自动隐藏,在"
"运行的项目中也会转换为普通的 [Node]。这意味着附加到 [RootMotionView] 节点的脚"
"本[i]必须[/i]具写 [code]extends Node[/code] 而不是 [code]extends "
@@ -63866,7 +67805,7 @@ msgstr ""
#: doc/classes/RootMotionView.xml
msgid "Using AnimationTree - Root motion"
-msgstr ""
+msgstr "使用 AnimationTree - 根运动"
#: doc/classes/RootMotionView.xml
msgid "Path to an [AnimationTree] node to use as a basis for root motion."
@@ -63894,8 +67833,8 @@ msgid ""
"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
"coordinate is preserved."
msgstr ""
-"如果 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y = "
-"0)。如果 [code]false[/code],则保留点的原始 Y 坐标。"
+"如果为 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y "
+"= 0)。如果 [code]false[/code],则保留点的原始 Y 坐标。"
#: doc/classes/SceneState.xml
msgid "A script interface to a scene file's data."
@@ -63909,8 +67848,8 @@ msgid ""
"scene as the result of [method PackedScene.get_state]."
msgstr ""
"维护一个与场景相关的资源、节点、导出的和重写的属性以及内置脚本的列表。\n"
-"这个类不能直接实例化,它是作为[method PackedScene.get_state]的结果为一个给定"
-"的场景检索的。"
+"这个类不能直接实例化,它是作为 [method PackedScene.get_state] 的结果为一个给"
+"定的场景检索的。"
#: doc/classes/SceneState.xml
msgid ""
@@ -63925,20 +67864,20 @@ msgid ""
"get_connection_count() - 1][/code]."
msgstr ""
"返回场景中的信号连接数。\n"
-"用于查询其他[code]get_connection_*[/code]方法中的连接元数据的[code]idx[/code]"
-"参数,其间隔时间为[code][0, get_connection_count() - 1][/code]。"
+"用于查询其他 [code]get_connection_*[/code] 方法中的连接元数据的 [code]idx[/"
+"code] 参数,范围是 [code][0, get_connection_count() - 1][/code]。"
#: doc/classes/SceneState.xml
msgid ""
"Returns the connection flags for the signal at [code]idx[/code]. See [enum "
"Object.ConnectFlags] constants."
msgstr ""
-"返回 [code]idx[/code] 处的信号的连接标志。请参阅 [enum Object.ConnectFlags] "
-"常量。"
+"返回 [code]idx[/code] 处的信号的连接标志。见 [enum Object.ConnectFlags] 常"
+"量。"
#: doc/classes/SceneState.xml
msgid "Returns the method connected to the signal at [code]idx[/code]."
-msgstr "返回连接到[code]idx[/code]处信号的方法。"
+msgstr "返回连接到 [code]idx[/code] 处信号的方法。"
#: doc/classes/SceneState.xml
msgid "Returns the name of the signal at [code]idx[/code]."
@@ -63948,7 +67887,7 @@ msgstr "返回 [code]idx[/code] 处的信号名称。"
msgid ""
"Returns the path to the node that owns the signal at [code]idx[/code], "
"relative to the root node."
-msgstr "返回拥有[code]idx[/code]处信号的节点的相对于根节点的路径。"
+msgstr "返回拥有 [code]idx[/code] 处信号的节点的相对于根节点的路径。"
#: doc/classes/SceneState.xml
msgid ""
@@ -63965,8 +67904,8 @@ msgid ""
"1][/code]."
msgstr ""
"返回场景中节点的数量。\n"
-"[code]idx[/code]参数用于在其他[code]get_node_*[/code]方法中查询节点数据,其间"
-"隔为[code][0, get_node_count() - 1][/code]。"
+"[code]idx[/code] 参数用于在其他 [code]get_node_*[/code] 方法中查询节点数据,"
+"范围为 [code][0, get_node_count() - 1][/code]。"
#: doc/classes/SceneState.xml
msgid ""
@@ -63991,8 +67930,8 @@ msgid ""
"branch starting at this node, with its child nodes and resources), or "
"[code]null[/code] if the node is not an instance."
msgstr ""
-"返回[code]idx[/code]处的节点的[PackedScene](即从该节点开始的整个分支,包括其"
-"子节点和资源),如果该节点不是一个实例,则返回[code]null[/code]。"
+"返回 [code]idx[/code]处的节点的[PackedScene](即从该节点开始的整个分支,包括"
+"其子节点和资源),如果该节点不是一个实例,则返回 [code]null[/code]。"
#: doc/classes/SceneState.xml
msgid ""
@@ -64004,7 +67943,7 @@ msgstr ""
#: doc/classes/SceneState.xml
msgid "Returns the name of the node at [code]idx[/code]."
-msgstr "返回[code]idx[/code]处的节点名称。"
+msgstr "返回 [code]idx[/code]处的节点名称。"
#: doc/classes/SceneState.xml
msgid ""
@@ -64018,9 +67957,9 @@ msgid ""
"If [code]for_parent[/code] is [code]true[/code], returns the path of the "
"[code]idx[/code] node's parent instead."
msgstr ""
-"返回[code]idx[/code]处的节点的路径。\n"
-"如果[code]for_parent[/code]是[code]true[/code],则返回[code]idx[/code]节点的"
-"父节点的路径。"
+"返回 [code]idx[/code] 处的节点的路径。\n"
+"如果 [code]for_parent[/code] 是 [code]true[/code],则返回 [code]idx[/code] 节"
+"点的父节点的路径。"
#: doc/classes/SceneState.xml
msgid ""
@@ -64038,7 +67977,7 @@ msgstr ""
msgid ""
"Returns the name of the property at [code]prop_idx[/code] for the node at "
"[code]idx[/code]."
-msgstr "返回[code]prop_idx[/code]处的属性名称,用于[code]idx[/code]处的节点。"
+msgstr "返回 [code]prop_idx[/code]处的属性名称,用于[code]idx[/code]处的节点。"
#: doc/classes/SceneState.xml
msgid ""
@@ -64048,15 +67987,15 @@ msgstr "返回 [code]idx[/code] 节点的 [code]prop_idx[/code] 属性值。"
#: doc/classes/SceneState.xml
msgid "Returns the type of the node at [code]idx[/code]."
-msgstr "返回[code]idx[/code]处节点的类型。"
+msgstr "返回 [code]idx[/code]处节点的类型。"
#: doc/classes/SceneState.xml
msgid ""
"Returns [code]true[/code] if the node at [code]idx[/code] is an "
"[InstancePlaceholder]."
msgstr ""
-"如果[code]idx[/code]处的节点是一个[InstancePlaceholder],返回[code]true[/"
-"code]。"
+"如果 [code]idx[/code] 处的节点是一个 [InstancePlaceholder],则返回 "
+"[code]true[/code]。"
#: doc/classes/SceneState.xml
msgid ""
@@ -64136,11 +68075,11 @@ msgstr ""
"对给定组的每个成员调用 [code]method[/code]。您可以通过在方法调用结束时指定参"
"数来将参数传递给 [code]method[/code]。此方法等效于使用 [constant "
"GROUP_CALL_DEFAULT] 标志调用 [method call_group_flags]。\n"
-"[b]注:[/b] [code]method[/code]最多只能有5个参数(总共7个参数传递给这个方"
-"法)。\n"
-"[b]注意:[/b] 由于设计限制,如果参数之一为 [code]null[/code],[method "
+"[b]注意:[/b][code]method[/code] 最多只能有 5 个参数(总共 7 个参数传递给这个"
+"方法)。\n"
+"[b]注意:[/b]由于设计限制,如果参数之一为 [code]null[/code],[method "
"call_group] 将静默失败。\n"
-"[b]注意:[/b] [method call_group] 将始终调用具有一帧延迟的方法,其方式类似于 "
+"[b]注意:[/b][method call_group] 将始终调用具有一帧延迟的方法,其方式类似于 "
"[method Object.call_deferred]。要立即调用方法,请将 [method "
"call_group_flags] 与 [constant GROUP_CALL_REALTIME] 标志一起使用。"
@@ -64162,9 +68101,9 @@ msgstr ""
"对给定组的每个成员调用 [code]method[/code],遵从给定的 [enum "
"GroupCallFlags]。您可以通过在方法调用结束时指定参数来将参数传递给 "
"[code]method[/code]。\n"
-"[b]注:[/b] [code]method[/code]最多只能有5个参数(总共8个参数传递给这个方"
-"法)。\n"
-"[b]注意:[/b] 由于设计限制,如果参数之一为 [code]null[/code],[method "
+"[b]注意:[/b][code]method[/code] 最多只能有 5 个参数(总共 8 个参数传递给这个"
+"方法)。\n"
+"[b]注意:[/b]由于设计限制,如果参数之一为 [code]null[/code],[method "
"call_group_flags] 将静默失败。\n"
"[codeblock]\n"
"# 立即以相反的顺序调用该方法。\n"
@@ -64234,6 +68173,10 @@ msgstr ""
"计时器将在其时间结束后被自动释放。"
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr "创建并返回一个新的 [SceneTreeTween]。"
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -64252,27 +68195,35 @@ msgstr "返回此 [SceneTree] 的 [member network_peer] 的唯一对等 ID。"
#: doc/classes/SceneTree.xml
msgid "Returns the number of nodes in this [SceneTree]."
-msgstr "返回此[SceneTree]中的节点数。"
+msgstr "返回此 [SceneTree] 中的节点数。"
#: doc/classes/SceneTree.xml
msgid "Returns a list of all nodes assigned to the given group."
msgstr "返回一个分配给给定组的所有节点的列表。"
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+"返回当前在该 [SceneTree] 中存在的 [SceneTreeTween] 的数组(包含正在执行的和已"
+"暂停的)。"
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
-msgstr "返回最近收到的RPC调用的发送者的对等ID。"
+msgstr "返回最近收到的 RPC 调用的发送者的对等 ID。"
#: doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if the given group exists."
-msgstr "如果给定的组存在,返回[code]true[/code]。"
+msgstr "如果给定的组存在,返回 [code]true[/code]。"
#: doc/classes/SceneTree.xml
msgid ""
"Returns [code]true[/code] if the most recent [InputEvent] was marked as "
"handled with [method set_input_as_handled]."
msgstr ""
-"如果最近的 [InputEvent] 被使用 [method set_input_as_handled] 设置为已处理,返"
-"回 [code]true[/code]。"
+"如果最近的 [InputEvent] 被使用 [method set_input_as_handled] 设置为已处理,则"
+"返回 [code]true[/code]。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -64332,15 +68283,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-"为 [code]true[/code] 时应用程序将自动接受退出。默认启用。\n"
-"对于移动平台,请参阅 [method set_quit_on_go_back]。"
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -64361,18 +68303,6 @@ msgstr "将最新的 [InputEvent] 标记为已处理。"
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
-msgstr ""
-"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。默认"
-"启用。\n"
-"要在这个选项被禁用时处理“返回”按钮,请使用 [constant MainLoop."
-"NOTIFICATION_WM_GO_BACK_REQUEST]。"
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Configures screen stretching to the given [enum StretchMode], [enum "
"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
@@ -64380,6 +68310,14 @@ msgstr ""
"[code]scale[/code]。"
#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
+msgstr ""
+"为 [code]true[/code] 时应用程序将自动接受退出。\n"
+"对于移动平台,请参阅 [member quit_on_go_back]。"
+
+#: doc/classes/SceneTree.xml
msgid "The current scene."
msgstr "当前场景。"
@@ -64388,14 +68326,15 @@ msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
"from the editor for debugging purposes."
msgstr ""
-"如果 [code]true[/code],以调试为目的从编辑器运行游戏时,碰撞形状将是可见的。"
+"如果为 [code]true[/code],以调试为目的从编辑器运行游戏时,碰撞形状将是可见"
+"的。"
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
"game from the editor for debugging purposes."
msgstr ""
-"如果 [code]true[/code],以调试为目的从编辑器运行游戏时,导航多边形将是可见"
+"如果为 [code]true[/code],以调试为目的从编辑器运行游戏时,导航多边形将是可见"
"的。"
#: doc/classes/SceneTree.xml
@@ -64416,11 +68355,12 @@ msgid ""
"and for manual [Mutex] protection when accessing the [MultiplayerAPI] from "
"threads."
msgstr ""
-"如果 [code]true[/code](默认值),则在 [signal idle_frame] 期间启用此 "
+"如果为 [code]true[/code](默认值),则在 [signal idle_frame] 期间启用此 "
"SceneTree 的 [MultiplayerAPI] 自动轮询。\n"
-"如果[code]false[/code],则需要手动调用[method MultiplayerAPI.poll]来处理网络"
-"数据包并投递RPCs/RSETs。这允许在不同的循环(例如物理、线程、特定时间步长)中"
-"运行 RPC/RSET,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。"
+"如果为 [code]false[/code],则需要手动调用 [method MultiplayerAPI.poll] 来处理"
+"网络数据包并投递 RPC/RSET。这样就能够在不同的循环(例如物理、线程、特定时间步"
+"长)中运行 RPC/RSET,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保"
+"护。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -64432,11 +68372,11 @@ msgid ""
"by default. Handling of networking-related events (connection, "
"disconnection, new clients) is done by connecting to [SceneTree]'s signals."
msgstr ""
-"处理 RPC 系统的对等对象(设置后有效地启用网络)。根据peer本身的不同,"
-"[SceneTree]将成为网络服务器(检查[method is_network_server])并将根节点的网络"
-"模式设置为master,或者它将成为根节点被设置为puppet的普通对等体。所有子节点默"
-"认设置为继承网络模式。与网络相关的事件(连接、断开连接、新客户端)的处理是通"
-"过连接到 [SceneTree] 的信号来完成的。"
+"处理 RPC 系统的对等对象(设置后有效地启用网络)。根据对等体本身的不同,"
+"[SceneTree] 将成为网络服务器(检查 [method is_network_server])并将根节点的网"
+"络模式设置为 master,或者它将成为根节点被设置为 puppet 的普通对等体。所有子节"
+"点默认设置为继承网络模式。与网络相关的事件(连接、断开连接、新客户端)的处理"
+"是通过连接到 [SceneTree] 的信号来完成的。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -64447,18 +68387,38 @@ msgid ""
"- [method Node._process], [method Node._physics_process] and [method Node."
"_input] will not be called anymore in nodes."
msgstr ""
-"如果[code]true[/code],[SceneTree]会暂停。这样做会有以下行为:\n"
-"- 2D和3D物理将停止。这包括信号和碰撞检测。\n"
-"- 节点不再调用[method Node._process]、[method Node._physics_process]和"
+"如果为 [code]true[/code],[SceneTree] 会暂停。这样做会有以下行为:\n"
+"- 2D 和 3D 物理将停止,包括信号和碰撞检测。\n"
+"- 节点不再调用 [method Node._process]、[method Node._physics_process] 和 "
"[method Node._input]。"
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+"尽管一般是使用 [member ProjectSettings.physics/common/physics_interpolation] "
+"来全局开关物理插值的,这个属性可以在运行时控制插值。"
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。\n"
+"要在这个选项被禁用时处理“返回”按钮,请使用 [constant MainLoop."
+"NOTIFICATION_WM_GO_BACK_REQUEST]。"
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
-"如果 [code]true[/code],则 [SceneTree] 的 [member network_peer] 拒绝新的传入"
-"连接。"
+"如果为 [code]true[/code],则 [SceneTree] 的 [member network_peer] 拒绝新的传"
+"入连接。"
#: doc/classes/SceneTree.xml
msgid "The [SceneTree]'s root [Viewport]."
@@ -64494,16 +68454,16 @@ msgid ""
"Emitted whenever this [SceneTree]'s [member network_peer] successfully "
"connected to a server. Only emitted on clients."
msgstr ""
-"当这个[SceneTree]的[member network_peer]成功连接到一个服务器时发出。只在客户"
-"端发出。"
+"每当这个 [SceneTree] 的 [member network_peer] 成功连接到服务器时发出。只会在"
+"客户端发出。"
#: doc/classes/SceneTree.xml
msgid ""
"Emitted whenever this [SceneTree]'s [member network_peer] fails to establish "
"a connection to a server. Only emitted on clients."
msgstr ""
-"每当此 [SceneTree] 的 [member network_peer] 无法与服务器建立连接时发出。仅在"
-"客户端上发出。"
+"每当这个 [SceneTree] 的 [member network_peer] 无法建立与服务器的连接时发出。"
+"只会在客户端发出。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -64522,7 +68482,8 @@ msgstr "每当单击全局菜单项时触发。"
msgid ""
"Emitted immediately before [method Node._process] is called on every node in "
"the [SceneTree]."
-msgstr "在对[SceneTree]中的每个节点调用[method Node._process]之前立即发出。"
+msgstr ""
+"在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -64531,9 +68492,9 @@ msgid ""
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
-"当这个[SceneTree]的[member network_peer]与一个新的对等体连接时发出。ID是新对"
-"等体的对等体ID。当其他客户端连接到同一个服务器时,客户端会得到通知。当连接到"
-"一个服务器时,客户端也会收到该服务器的这个信号(ID为1)。"
+"每当这个 [SceneTree] 的 [member network_peer] 连上一个新的对等体时发出。ID 是"
+"新对等体的对等体 ID。当有其他客户端连接到同一个服务器时,客户端会得到通知。当"
+"连接到服务器时,客户端也会收到针对该服务器的这个信号(ID 为 1)。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -64541,8 +68502,8 @@ msgid ""
"peer. Clients get notified when other clients disconnect from the same "
"server."
msgstr ""
-"每当此 [SceneTree] 的 [member network_peer] 与对等方断开连接时发出。当其他客"
-"户端与同一服务器断开连接时,客户端会收到通知。"
+"每当这个 [SceneTree] 的 [member network_peer] 断开与对等体的连接时发出。当其"
+"他客户端与同一服务器断开连接时,客户端会收到通知。"
#: doc/classes/SceneTree.xml
msgid "Emitted whenever a node is added to the [SceneTree]."
@@ -64592,23 +68553,23 @@ msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等
#: doc/classes/SceneTree.xml
msgid "Call a group with no flags (default)."
-msgstr "调用没有标志的组(默认)。"
+msgstr "对组进行调用时,不使用标志(默认)。"
#: doc/classes/SceneTree.xml
msgid "Call a group in reverse scene order."
-msgstr "以相反的场景顺序调用组。"
+msgstr "对组进行调用时,使用逆场景序。"
#: doc/classes/SceneTree.xml
msgid "Call a group immediately (calls are normally made on idle)."
-msgstr "立即调用一个组(调用通常在空闲时进行)。"
+msgstr "对组进行调用时,立即执行(正常情况下是在空闲时调用的)。"
#: doc/classes/SceneTree.xml
msgid "Call a group only once even if the call is executed many times."
-msgstr "即使调用多次执行,也只调用一次组。"
+msgstr "对组进行调用时,即便执行了多次调用也只调用一次。"
#: doc/classes/SceneTree.xml
msgid "No stretching."
-msgstr "未拉伸。"
+msgstr "不拉伸。"
#: doc/classes/SceneTree.xml
msgid "Render stretching in higher resolution (interpolated)."
@@ -64618,7 +68579,7 @@ msgstr "以更高的分辨率渲染拉伸(插值)。"
msgid ""
"Keep the specified display resolution. No interpolation. Content may appear "
"pixelated."
-msgstr "保持指定的显示分辨率。没有插值。内容可能会出现像素化。"
+msgstr "保持指定的显示分辨率。不做插值。内容可能会出现像素化。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -64636,13 +68597,13 @@ msgstr "在任意轴上用黑条填充来保持相同的长宽比。这可以防
msgid ""
"Expand vertically. Left/right black bars may appear if the window is too "
"wide."
-msgstr "垂直展开。如果窗口太宽,可能会出现左/右黑条。"
+msgstr "垂直扩展。如果窗口太宽,可能会出现左/右黑条。"
#: doc/classes/SceneTree.xml
msgid ""
"Expand horizontally. Top/bottom black bars may appear if the window is too "
"tall."
-msgstr "水平展开。如果窗口太高,可能会出现顶部/底部黑条。"
+msgstr "水平扩展。如果窗口太高,可能会出现顶部/底部黑条。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -64666,11 +68627,12 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
-"由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 "
+"由场景树管理的一次性定时器,它在完成时发 [signal timeout] 信号。另请参阅 "
"[method SceneTree.create_timer]。\n"
-"与 [Timer] 相反,它不需要实例化节点。常用于创建一次性的延迟定时器,如下面的例"
+"与 [Timer] 不同,它不需要实例化节点。常用于创建一次性的延迟定时器,如下面的例"
"子:\n"
"[codeblock]\n"
"func some_function():\n"
@@ -64678,7 +68640,8 @@ msgstr ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"计时器结束。\")\n"
"[/codeblock]\n"
-"时间结束后,该计时器将被自动释放。"
+"时间结束后,对该计时器的引用将被自动释放。要保留该计时器,你可以保持对它的引"
+"用。见 [Reference]。"
#: doc/classes/SceneTreeTimer.xml
msgid "The time remaining (in seconds)."
@@ -64688,6 +68651,627 @@ msgstr "剩余时间(单位为秒)。"
msgid "Emitted when the timer reaches 0."
msgstr "当计时器到 0 时发出。"
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+"[SceneTreeTween] 是由场景树管理的补间动画。与 [Tween] 相对,不需要实例化节"
+"点。\n"
+"[SceneTreeTween] 比 [AnimationPlayer] 更轻量,非常适合简单的动画,以及不需要"
+"编辑器可视化操作的通用任务。可以即发即弃,无需再编写额外的代码。例如,你可以"
+"循环使用带延迟的 [CallbackTweener],让某些对象不断地进行射击。\n"
+"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 来创"
+"建 [SceneTreeTween]。手动创建的 [SceneTreeTween](即使用 [code]Tween.new()[/"
+"code])是无效的,不能用于对值进行补间,但你可以用 [method interpolate_value] "
+"来手动插值。\n"
+"补间动画是通过向 [SceneTreeTween] 对象中添加 [Tweener] 创建的,添加的方法有 "
+"[method tween_property]、[method tween_interval]、[method tween_callback]、"
+"[method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"这个序列会让 [code]$Sprite[/code] 变红,然后缩小,最后再调用 [method Node."
+"queue_free] 来释放该精灵。[Tweener] 默认是一个接一个执行的。这个行为可以通过 "
+"[method parallel] 和 [method set_parallel] 更改。\n"
+"使用 [code]tween_*[/code] 方法创建 [Tweener] 后,可以使用链式方法调用来调整"
+"该 [Tweener] 的属性。例如,如果你想要在上面的例子中设置不同的过渡类型,那么你"
+"可以使用 [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"[SceneTreeTween] 的大部分方法都可以用这种方法进行链式调用。在下面的示例中,我"
+"们将该 [SceneTreeTween] 绑定到了执行脚本的节点,并为其 [Tweener] 设置了默认的"
+"过渡:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"[SceneTreeTween] 还有一种有意思的用法,可以对任意一组对象进行动画:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"上面的示例中,该节点的所有子节点都会依次被移动到 (0, 0)。\n"
+"一些 [Tweener] 会用到过渡和缓动。前者接受 [enum Tween.TransitionType] 常量,"
+"指的是如何处理该动画的时间(示例见 [url=https://easings.net/]easings.net[/"
+"url])。第二个接受的是 [enum Tween.EaseType] 常量,控制 [code]trans_type[/"
+"code] 应用到插值中的位置(开头、结尾、头尾均有)。如果你不知道该选用哪种过渡"
+"和缓动,可以使用 [constant Tween.EASE_IN_OUT] 配合尝试不同的 [enum Tween."
+"TransitionType],然后选用看上去最好的那种。\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]补间缓动与过渡类型速查表[/url]\n"
+"[b]注意:[/b]所有 [SceneTreeTween] 都默认会自动启动。如果要阻止某个 "
+"[SceneTreeTween] 自动启动,你可以在创建后立即调用 [method stop]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+"将这个 [SceneTreeTween] 绑定到给定的 [code]node[/code] 上。[SceneTreeTween] "
+"是由 [SceneTree] 直接处理的,所以不依赖被动画的节点运行。将该 "
+"[SceneTreeTween] 绑定到某个 [Node] 后,该对象不在树中时该 [SceneTreeTween] 就"
+"会暂停动画,绑定对象被释放时该 [SceneTreeTween] 会被自动销毁。另外,"
+"[constant TWEEN_PAUSE_BOUND] 会让暂停行为依赖于绑定的节点。\n"
+"使用 [method Node.create_tween] 来创建并绑定 [SceneTreeTween] 更简单。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+"用于在使用 [code]true[/code] 调用 [method set_parallel] 后,将两个 [Tweener] "
+"串联。\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # 会和上一条并行执行。\n"
+"tween.chain().tween_property(...) # 会在前两条完成后执行。\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+"使用给定的增量秒数 [code]delta[/code] 处理该 [SceneTreeTween]。最常见的用法是"
+"在该 [SceneTreeTween] 暂停时对其进行手动控制。也可用于立即停止该 "
+"[SceneTreeTween] 的动画,将 [code]delta[/code] 设得比完整长度更大即可。\n"
+"如果该 [SceneTreeTween] 仍然有未完成的 [Tweener],则返回 [code]true[/"
+"code]。\n"
+"[b]注意:[/b]该 [SceneTreeTween] 完成动画后,会在下一个处理帧中失效。你可以在"
+"执行 [method custom_step] 后调用 [method stop] 将该 [SceneTreeTween] 保留并重"
+"置。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+"返回该 [SceneTreeTween] 已进行动画的总时长(即自开始以来经过的时间,不计算暂"
+"停等时间),单位为秒。时长会受到 [method set_speed_scale] 影响,[method "
+"stop] 会将其重置为 [code]0[/code]。\n"
+"[b]注意:[/b]由于时长是由帧的增量时间累计而来的,该 [SceneTreeTween] 完成动画"
+"后所返回的时长会比 [SceneTreeTween] 的实际时长略大。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+"不想使用 [SceneTreeTween] 进行动画时,可以使用这个方法进行手动插值。与 "
+"[method @GDScript.lerp] 类似,但支持自定义过渡和缓动。\n"
+"[code]initial_value[/code] 为插值的起始值。\n"
+"[code]delta_value[/code] 为插值的变化值,即等于 [code]final_value - "
+"initial_value[/code]。\n"
+"[code]elapsed_time[/code] 为插值开始后所经过的秒数,用于控制插值的位置。例"
+"如,等于 [code]duration[/code] 的一半时,插值后的值位于初始值和最终值的一半。"
+"这个值也可以比 [code]duration[/code] 大或者比 0 小,此时会进行外插。\n"
+"[code]duration[/code] 为插值的总时长。\n"
+"[b]注意:[/b]如果 [code]duration[/code] 等于 [code]0[/code],那么无论提供的 "
+"[code]elapsed_time[/code] 为多少,该方法返回的始终是最终值。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr "返回该 [SceneTreeTween] 目前是否正在执行,即未暂停且未完成。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+"返回该 [SceneTreeTween] 是否有效。有效的 [SceneTreeTween] 是由场景树包含的 "
+"[SceneTreeTween](即 [method SceneTree.get_processed_tweens] 返回的数组中包含"
+"这个 [SceneTreeTween])。[SceneTreeTween] 失效的情况有:补间完成、被销毁、使"
+"用 [code]SceneTreeTween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 "
+"[Tweener]。但你仍然能够使用 [method interpolate_value]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr "终止所有补间操作并将该 [SceneTreeTween] 置为无效。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+"让下一个 [Tweener] 与上一个并行执行。示例:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"该示例中的所有 [Tweener] 都会同时执行。\n"
+"你可以通过使用 [method set_parallel] 让该 [SceneTreeTween] 默认并行。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr "暂停补间。可以使用 [method play] 恢复动画。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr "恢复暂停或停止的 [SceneTreeTween]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+"设置由这个 [SceneTreeTween] 进行动画的 [PropertyTweener] 和 [MethodTweener] "
+"的默认缓动类型。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+"这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n"
+"调用这个方法时如果不带参数,那么该 [SceneTreeTween] 会无限执行,直到被 "
+"[method kill] 销毁、该 [SceneTreeTween] 绑定的节点被释放、或者所有进行动画的"
+"对象都被释放(无法再进行任何动画)。\n"
+"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结,0 时"
+"长的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造"
+"成出乎预料的结果。如果 [SceneTreeTween] 的生命期依赖于某个节点,请一定使用 "
+"[method bind_node]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+"如果 [code]parallel[/code] 为 [code]true[/code],那么在这个方法之后追加的 "
+"[Tweener] 将默认同时执行,而不是顺序执行。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+"决定该 [SceneTreeTween] 在 [SceneTree] 暂停时的行为。可选项请查看 [enum "
+"TweenPauseMode]。\n"
+"默认值为 [constant TWEEN_PAUSE_BOUND]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+"决定该 [SceneTreeTween] 应当在空闲帧(见 [method Node._process])还是物理帧"
+"(见 [method Node._physics_process])执行。\n"
+"默认值为 [constant Tween.TWEEN_PROCESS_IDLE]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr "补间的速度缩放。影响所有 [Tweener] 及其延迟。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+"设置由这个 [SceneTreeTween] 进行动画的 [PropertyTweener] 和 [MethodTweener] "
+"的默认过渡类型。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+"停止补间,并将该 [SceneTreeTween] 重置为初始状态。不会移除已追加的 "
+"[Tweener]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+"创建并追加一个 [CallbackTweener]。这个方法可用于调用任意对象的任意方法。请使"
+"用 [code]binds[/code] 绑定额外的调用参数。\n"
+"示例:总是每隔 1 秒射击一次的对象。\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"示例:将精灵变红然后变蓝,带有 2 秒延迟。\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+"创建并追加一个 [IntervalTweener]。这个方法可用于在补间动画中创建延迟,可以替"
+"代在其他 [Tweener] 中使用延迟,或无动画的情况(此时 [SceneTreeTween] 充当计时"
+"器的角色)。[code]time[/code] 为间隔时间,单位为秒。\n"
+"示例:创建代码执行的间隔。\n"
+"[codeblock]\n"
+"# ... 一些代码\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... 更多代码\n"
+"[/codeblock]\n"
+"示例:创建每隔几秒就来回移动并跳跃的对象。\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+"创建并追加一个 [MethodTweener]。这个方法与 [method tween_callback] 和 "
+"[method tween_property] 的组合类似,会使用补间后的值作为参数去持续调用某个方"
+"法。该值是从 [code]from[/code] 到 [code]to[/code] 进行补间的,时长为 "
+"[code]duration[/code] 秒。请使用 [code]binds[/code] 绑定额外的调用参数。你可"
+"以使用 [method MethodTweener.set_ease] 和 [method MethodTweener.set_trans] 来"
+"调整该值的缓动和过渡,可以使用 [method MethodTweener.set_delay] 来延迟补"
+"间。\n"
+"示例:让 3D 对象面向另一个点。\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # look_at() 方法的第二个参数接受的是上向量。\n"
+"[/codeblock]\n"
+"示例:在一段延迟后,使用中间方法来设置 [Label] 的文本。\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+"创建并追加一个 [PropertyTweener]。这个方法会将 [code]object[/code] 对象的 "
+"[code]property[/code] 属性在初始值和最终值 [code]final_val[/code] 之间进行补"
+"间,持续时间为 [code]duration[/code] 秒。初始值默认为该 [PropertyTweener] 启"
+"动时该属性的值。例如:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"会将该精灵移动到 (100, 200) 然后再移动到 (200, 300)。如果你使用了 [method "
+"PropertyTweener.from] 或 [method PropertyTweener.from_current],那么起始位置"
+"就会被给定的值所覆盖。更多调整项请参阅 [PropertyTweener] 中的其他方法。\n"
+"[b]注意:[/b]鼠标悬停在检查器中的属性上即可查看正确的属性名称。你还可以用 "
+"[code]\"属性:组件\"[/code] 的形式提供属性中的组件(例如 [code]position:x[/"
+"code]),这样就只会修改这个特定的组件。\n"
+"示例:使用不同的过渡类型从同一位置开始移动两次。\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+"在该 [SceneTreeTween] 完成所有补间时触发。该 [SceneTreeTween] 被设为无限循环"
+"时不会触发(见 [method set_loops])。\n"
+"[b]注意:[/b]触发这个信号后,该 [SceneTreeTween] 会在下一个处理帧中被移除(置"
+"为无效)。在该信号的回调中调用 [method stop] 可以防止该 [SceneTreeTween] 被移"
+"除。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+"完成一次循环时触发(见 [method set_loops]),会提供该循环的索引号。这个信号不"
+"会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+"完成该 [SceneTreeTween] 的一步完成后触发,会提供这一步的索引号。一步指的是单"
+"个 [Tweener] 或一组并行执行的 [Tweener]。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+"如果该 [SceneTreeTween] 绑定了节点,会在该节点能够处理时进行处理(见 [member "
+"Node.pause_mode])。否则与 [constant TWEEN_PAUSE_STOP] 相同。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr "如果 [SceneTree] 暂停了,则该 [SceneTreeTween] 也会暂停。"
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr "无论 [SceneTree] 是否暂停,该 [SceneTreeTween] 都会进行处理。"
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr "作为资源存储的类。"
@@ -64793,9 +69377,9 @@ msgstr ""
"调用 [method Popup.popup] 方法之前配置其字段。\n"
"[codeblock]\n"
"func _ready():\n"
-" dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n"
+" dialog.config(\"Node\", \"res://new_node.gd\") # 引擎内置类型\n"
" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
-"# For script types\n"
+"# 脚本类型\n"
" dialog.popup_centered()\n"
"[/codeblock]"
@@ -64805,19 +69389,19 @@ msgstr "预填必填字段以配置 ScriptCreateDialog 以供使用。"
#: doc/classes/ScriptCreateDialog.xml
msgid "Emitted when the user clicks the OK button."
-msgstr "当用户点击OK按钮时发出。"
+msgstr "当用户点击确定按钮时发出。"
#: doc/classes/ScriptEditor.xml
msgid "Godot editor's script editor."
-msgstr "Godot编辑器的脚本编辑器。"
+msgstr "Godot 编辑器的脚本编辑器。"
#: doc/classes/ScriptEditor.xml
msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
-"[b]注意:[/b] 这个类不应该被直接实例化。相反,使用[method EditorInterface."
-"get_script_editor]来访问这个单例。"
+"[b]注意:[/b]这个类不应该被直接实例化。相反,使用 [method EditorInterface."
+"get_script_editor] 来访问这个单例。"
#: doc/classes/ScriptEditor.xml
msgid "Returns a [Script] that is currently active in editor."
@@ -64839,8 +69423,8 @@ msgid ""
"code]. The file extension can be omitted from [code]base_path[/code]. It "
"will be added based on the selected scripting language."
msgstr ""
-"打开创建脚本的对话框。脚本将扩展[code]base_name[/code]。文件扩展名可以从"
-"[code]base_path[/code]中省略。它将根据所选择的脚本语言添加。"
+"打开创建脚本的对话框。脚本将扩展 [code]base_name[/code]。文件扩展名可以从 "
+"[code]base_path[/code] 中省略。它将根据所选择的脚本语言添加。"
#: doc/classes/ScriptEditor.xml
msgid ""
@@ -64870,8 +69454,8 @@ msgid ""
"size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) "
"versions are available."
msgstr ""
-"滚动条是基于 [Range] 的 [Control],显示可拖动区域(页面大小)。提供水平 "
-"([HScrollBar]) 和垂直 ([VScrollBar]) 版本。"
+"滚动条是基于 [Range] 的 [Control],显示可拖动区域(页面大小)。提供水平"
+"([HScrollBar])和垂直([VScrollBar])版本。"
#: doc/classes/ScrollBar.xml
msgid ""
@@ -64902,13 +69486,13 @@ msgid ""
"they will upscale to the ScrollContainer's size if it's larger (scroll is "
"invisible for the chosen dimension)."
msgstr ""
-"滚动容器节点,用于包含 [Control] 子节点。 滚动容器将在需要时自动创建滚动条子"
-"项([HScrollBar]、[VScrollBar] 或两者),且仅在滚动容器区域内绘制控件。滚动条"
-"将自动绘制在右侧或底部,即垂直或水平,并允许拖动以在滚动容器内移动可视控件及"
-"其子项。滚动条还将根据控件相对于滚动容器的 [member Control.rect_min_size] 自"
-"动调整抓取器的大小。与 [Panel] 控件配合使用效果很好。您可以将子项的大小标志设"
-"置为 [code]EXPAND[/code],当滚动容器的大小更大(滚动对于所选维度不可见),它"
-"们将放大到滚动容器的大小。"
+"滚动容器节点,用于包含 [Control] 子节点。滚动容器将在需要时自动创建滚动条子项"
+"([HScrollBar]、[VScrollBar] 或两者),且仅在滚动容器区域内绘制控件。滚动条将"
+"自动绘制在右侧或底部,即垂直或水平,并允许拖动以在滚动容器内移动可视控件及其"
+"子项。滚动条还将根据控件相对于滚动容器的 [member Control.rect_min_size] 自动"
+"调整抓取器的大小。与 [Panel] 控件配合使用效果很好。您可以将子项的大小标志设置"
+"为 [code]EXPAND[/code],当滚动容器的大小更大(滚动对于所选维度不可见),它们"
+"将放大到滚动容器的大小。"
#: doc/classes/ScrollContainer.xml
msgid ""
@@ -64941,10 +69525,10 @@ msgid ""
"[member scroll_horizontal_enabled]. If you want to only hide it instead, use "
"its [member CanvasItem.visible] property."
msgstr ""
-"返回此[ScrollContainer]的水平滚动条[HScrollBar]。\n"
-"[b]警告:[/b] 这是一个必须的内部节点,移除和释放它可能会导致崩溃。如果你想禁"
-"用水平滚动条,请使用[member scroll_horizontal_enabled]。如果你只想隐藏它,则"
-"使用其[member CanvasItem.visible]属性。"
+"返回此 [ScrollContainer] 的水平滚动条 [HScrollBar]。\n"
+"[b]警告:[/b]这是一个必须的内部节点,移除和释放它可能会导致崩溃。如果你想禁用"
+"水平滚动条,请使用 [member scroll_horizontal_enabled]。如果你只想隐藏它,则使"
+"用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ScrollContainer.xml
msgid ""
@@ -64954,10 +69538,10 @@ msgid ""
"[member scroll_vertical_enabled]. If you want to only hide it instead, use "
"its [member CanvasItem.visible] property."
msgstr ""
-"返回此[ScrollContainer]的垂直滚动条[VScrollBar]。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想禁"
-"用垂直滚动条,请使用[member scroll_vertical_enabled]。如果你只想隐藏它,则使"
-"用其[member CanvasItem.visible]属性。"
+"返回此 [ScrollContainer] 的垂直滚动条 [VScrollBar]。\n"
+"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想禁用"
+"垂直滚动条,请使用 [member scroll_vertical_enabled]。如果你只想隐藏它,则使用"
+"其 [member CanvasItem.visible] 属性。"
#: doc/classes/ScrollContainer.xml
msgid ""
@@ -64965,8 +69549,8 @@ msgid ""
"focused children (including indirect children) to make sure they are fully "
"visible."
msgstr ""
-"如果 [code]true[/code],则 ScrollContainer 将自动滚动到获得焦点的子项(包括间"
-"接子项)以确保它们完全可见。"
+"如果为 [code]true[/code],则 ScrollContainer 将自动滚动到获得焦点的子项(包括"
+"间接子项)以确保它们完全可见。"
#: doc/classes/ScrollContainer.xml
msgid "The current horizontal scroll value."
@@ -64974,7 +69558,7 @@ msgstr "当前水平滚动值。"
#: doc/classes/ScrollContainer.xml
msgid "If [code]true[/code], enables horizontal scrolling."
-msgstr "如果 [code]true[/code],启用水平滚动。"
+msgstr "如果为 [code]true[/code],启用水平滚动。"
#: doc/classes/ScrollContainer.xml
msgid "The current vertical scroll value."
@@ -64982,7 +69566,7 @@ msgstr "当前垂直滚动值。"
#: doc/classes/ScrollContainer.xml
msgid "If [code]true[/code], enables vertical scrolling."
-msgstr "如果 [code]true[/code],则启用垂直滚动。"
+msgstr "如果为 [code]true[/code],则启用垂直滚动。"
#: doc/classes/ScrollContainer.xml
msgid "Emitted when scrolling stops."
@@ -65004,7 +69588,7 @@ msgstr "2D 碰撞的分段形状。"
msgid ""
"Segment shape for 2D collisions. Consists of two points, [code]a[/code] and "
"[code]b[/code]."
-msgstr "2D 碰撞的分段形状。由[code]a[/code] 和 [code]b[/code]两点组成。"
+msgstr "2D 碰撞的分段形状。由 [code]a[/code] 和 [code]b[/code] 两点组成。"
#: doc/classes/SegmentShape2D.xml
msgid "The segment's first point position."
@@ -65029,19 +69613,32 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+"减小 [Semaphore],允许再进入一个线程。\n"
+"[b]注意:[/b]这个方法内部是不可能失败的,返回错误码是为了向后兼容,始终为 "
+"[constant OK]。"
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
msgstr ""
-"试图锁定这个[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant "
-"ERR_BUSY]。"
+"与 [method wait] 类似,但不会阻塞,所以如果值为零,则会立即失败并返回 "
+"[constant ERR_BUSY]。如果非零,则会返回 [constant OK],表示成功。"
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"试图锁定这个[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant "
-"ERR_BUSY]。"
+"等待该 [Semaphore],如果其值为零,则阻塞至非零。\n"
+"[b]注意:[/b]这个方法内部是不可能失败的,返回错误码是为了向后兼容,始终为 "
+"[constant OK]。"
#: doc/classes/Separator.xml
msgid "Base class for separators."
@@ -65078,7 +69675,7 @@ msgid ""
"code exactly."
msgstr ""
"返回被设置为指定参数的默认纹理。\n"
-"[b]注意:[/b] [code]param[/code]必须与代码中的uniform名称完全匹配。"
+"[b]注意:[/b][code]param[/code]必须与代码中的uniform名称完全匹配。"
#: doc/classes/Shader.xml
msgid ""
@@ -65095,8 +69692,8 @@ msgid ""
"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
"code exactly."
msgstr ""
-"如果着色器在其代码中把这个参数定义为uniform,则返回[code]true[/code]。\n"
-"[b]注意:[/b] [code]param[/code] 必须与代码中的uniform名称完全匹配。"
+"如果着色器在其代码中把这个参数定义为 uniform,则返回 [code]true[/code]。\n"
+"[b]注意:[/b][code]param[/code] 必须与代码中的 uniform 名称完全匹配。"
#: doc/classes/Shader.xml
msgid ""
@@ -65123,9 +69720,9 @@ msgid ""
"[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so "
"care should be taken when using them."
msgstr ""
-"返回该着色器的自定义。自定义可以在Godot中用于添加着色器逻辑所需的GLSL预处理指"
-"令(例如:扩展)。\n"
-"[b]注意:[/b] 自定义没有经过Godot着色器解析器的验证,所以使用时要注意。"
+"返回该着色器的自定义。自定义可以在 Godot 中用于添加着色器逻辑所需的 GLSL 预处"
+"理指令(例如:扩展)。\n"
+"[b]注意:[/b]自定义没有经过 Godot 着色器解析器的验证,所以使用时要注意。"
#: doc/classes/Shader.xml
msgid "Mode used to draw all 3D objects."
@@ -65156,21 +69753,22 @@ msgid ""
"emit light in a [GIProbe]."
msgstr ""
"使用自定义 [Shader] 程序渲染项目以筛选或处理粒子的材质。您可以为同一个着色器"
-"创建多种材质,但可以为着色器中定义的uniforms配置不同的值。\n"
-"[b]注意:[/b] 由于渲染器限制,在 [GIProbe] 中使用时,自发光 [ShaderMaterial] "
-"无法发光。只有自发光的 [SpatialMaterial] 可以在 [GIProbe] 中发光。"
+"创建多种材质,但可以为着色器中定义的 uniform 配置不同的值。\n"
+"[b]注意:[/b]由于渲染器限制,在 [GIProbe] 中使用时,发光的 [ShaderMaterial] "
+"无法发光。只有发光的 [SpatialMaterial] 可以在 [GIProbe] 中发光。"
#: doc/classes/ShaderMaterial.xml
msgid ""
"Returns the current value set for this material of a uniform in the shader."
-msgstr "返回在着色器中此uniform材质的当前值。"
+msgstr "返回在着色器中此 uniform 材质的当前值。"
#: doc/classes/ShaderMaterial.xml
msgid ""
"Returns [code]true[/code] if the property identified by [code]name[/code] "
"can be reverted to a default value."
msgstr ""
-"如果由[code]name[/code]标识的属性可以恢复到默认值,则返回[code]true[/code]。"
+"如果由 [code]name[/code] 标识的属性可以恢复到默认值,则返回 [code]true[/"
+"code]。"
#: doc/classes/ShaderMaterial.xml
msgid ""
@@ -65184,8 +69782,8 @@ msgid ""
"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
"code exactly."
msgstr ""
-"改变着色器中材质的uniform值。\n"
-"[b]注意:[/b] [code]param[/code]必须与代码中的uniform名称完全匹配。"
+"改变着色器中材质的 uniform 值。\n"
+"[b]注意:[/b][code]param[/code] 必须与代码中的 uniform 名称完全匹配。"
#: doc/classes/ShaderMaterial.xml
msgid "The [Shader] program used to render this material."
@@ -65200,7 +69798,8 @@ msgid ""
"Base class for all 3D shape resources. Nodes that inherit from this can be "
"used as shapes for a [PhysicsBody] or [Area] objects."
msgstr ""
-"所有3D形状资源的基类。继承于此的节点可以作为[PhysicsBody]或[Area]对象的形状。"
+"所有3D形状资源的基类。继承于此的节点可以作为 [PhysicsBody] 或 [Area] 对象的形"
+"状。"
#: doc/classes/Shape.xml
msgid ""
@@ -65223,11 +69822,11 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid "Base class for all 2D shapes."
-msgstr "所有2D形状的基类。"
+msgstr "所有 2D 形状的基类。"
#: doc/classes/Shape2D.xml
msgid "Base class for all 2D shapes. All 2D shape types inherit from this."
-msgstr "所有2D形状的基类。所有的2D形状类型都继承于此。"
+msgstr "所有 2D 形状的基类。所有的 2D 形状类型都继承于此。"
#: doc/classes/Shape2D.xml
msgid ""
@@ -65237,24 +69836,35 @@ msgid ""
"([code]with_shape[/code]), and the transformation matrix of that shape "
"([code]shape_xform[/code])."
msgstr ""
-"如果这个形状与另一个形状发生碰撞,返回[code]true[/code]。\n"
+"如果这个形状与另一个形状发生碰撞,返回 [code]true[/code]。\n"
"这个方法需要这个形状的变换矩阵([code]local_xform[/code]),要检查碰撞的形状"
"([code]with_shape[/code]),以及那个形状的变换矩阵([code]shape_xform[/"
"code])。"
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
"([code]shape_xform[/code])."
msgstr ""
-"返回这个形状与另一个形状相接触的点的列表。如果没有碰撞,则列表为空。\n"
-"这个方法需要这个形状的变换矩阵([code]local_xform[/code]),要检查碰撞的形状"
-"([code]with_shape[/code]),以及那个形状的变换矩阵([code]shape_xform[/"
-"code])。"
+"返回这个形状与其他形状的接触点列表。\n"
+"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是一对对出现的接触"
+"点,这个形状上的点和 [code]with_shape[/code] 上的点交替排列。\n"
+"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法"
+"线,通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形"
+"状,在碰撞求解器中比较常见。\n"
+"这个方法需要用到这个形状的变换矩阵([code]local_xform[/code])、对方形状"
+"([code]with_shape[/code])、对方形状的变换矩阵([code]shape_xform[/code])。"
#: doc/classes/Shape2D.xml
msgid ""
@@ -65275,8 +69885,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -65284,12 +69902,16 @@ msgid ""
"([code]shape_xform[/code]), and the movement to test onto the other object "
"([code]shape_motion[/code])."
msgstr ""
-"如果应用了给定的移动,则返回此形状将与另一个形状接触的点的列表。如果没有碰"
-"撞,则列表为空。\n"
-"这个方法需要这个形状的变换矩阵([code]local_xform[/code]),这个形状上测试的"
-"运动([code]local_motion[/code]),检查碰撞的形状([code]with_shape[/"
-"code] )、那个形状的变换矩阵 ([code]shape_xform[/code]),以及在另一个对象上测"
-"试的运动 ([code]shape_motion[/code])。"
+"返回在进行给定的移动后,这个形状与其他形状的接触点列表。\n"
+"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是一对对出现的接触"
+"点,这个形状上的点和 [code]with_shape[/code] 上的点交替排列。\n"
+"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法"
+"线,通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形"
+"状,在碰撞求解器中比较常见。\n"
+"这个方法需要用到这个形状的变换矩阵([code]local_xform[/code])、这个形状的测"
+"试移动([code]local_motion[/code])、对方形状([code]with_shape[/code])、对"
+"方形状的变换矩阵([code]shape_xform[/code])、对方形状的测试移动"
+"([code]shape_motion[/code])。"
#: doc/classes/Shape2D.xml
msgid ""
@@ -65297,12 +69919,12 @@ msgid ""
"with the specified [code]color[/code]. The exact drawing method is specific "
"for each shape and cannot be configured."
msgstr ""
-"用[VisualServer]API在[CanvasItem]上绘制实体形状,并填充指定的[code]color[/"
-"code]。确切的绘制方法是每个形状特有的,无法配置。"
+"用 [VisualServer] API 在 [CanvasItem] 上绘制实体形状,并填充指定的 "
+"[code]color[/code]。确切的绘制方法是每个形状特有的,无法配置。"
#: doc/classes/Shape2D.xml
msgid "The shape's custom solver bias."
-msgstr "形状的自定义求解器偏差。"
+msgstr "形状的自定义求解器偏置。"
#: doc/classes/ShortCut.xml
msgid "A shortcut for binding input."
@@ -65331,7 +69953,7 @@ msgstr ""
#: doc/classes/ShortCut.xml
msgid "If [code]true[/code], this shortcut is valid."
-msgstr "如果 [code]true[/code],则此快捷方式有效。"
+msgstr "如果为 [code]true[/code],则此快捷方式有效。"
#: doc/classes/ShortCut.xml
msgid ""
@@ -65357,8 +69979,8 @@ msgid ""
"with respect to skeleton, so it not the actual global/world transform of the "
"bone."
msgstr ""
-"骨架为管理骨骼提供了分层的界面,包括姿势、放松和动画(请参阅 [Animation])。"
-"它还可以使用布娃娃物理。\n"
+"骨架为管理骨骼提供了分层的界面,包括姿势、放松和动画(见 [Animation])。它还"
+"可以使用布娃娃物理。\n"
"骨骼相对于骨架的整体变换是由以下层次顺序决定的:放松姿势、自定义姿势和姿"
"势。\n"
"注意,下面的“全局姿势”是指骨骼相对于骨架的整体变换,所以它不是骨骼的实际全局"
@@ -65369,7 +69991,7 @@ msgid ""
"Adds a bone, with name [code]name[/code]. [method get_bone_count] will "
"become the bone index."
msgstr ""
-"添加一个骨骼,名称为 [code]name[/code]。 [method get_bone_count] 将成为骨骼索"
+"添加一个骨骼,名称为 [code]name[/code]。[method get_bone_count] 将成为骨骼索"
"引。"
#: doc/classes/Skeleton.xml
@@ -65382,7 +70004,7 @@ msgstr "清除这个骨架上的所有骨骼。"
#: doc/classes/Skeleton.xml
msgid "Returns the bone index that matches [code]name[/code] as its name."
-msgstr "返回[code]name[/code]与其名称匹配的的骨骼索引。"
+msgstr "返回 [code]name[/code]与其名称匹配的的骨骼索引。"
#: doc/classes/Skeleton.xml
msgid "Returns the amount of bones in the skeleton."
@@ -65400,8 +70022,8 @@ msgid ""
"skeleton. Being relative to the skeleton frame, this is not the actual "
"\"global\" transform of the bone."
msgstr ""
-"返回相对于骨架的指定骨骼的整体变换。由于是相对于骨架的,这不是该骨骼的实际 "
-"\"全局 \"变换。"
+"返回指定骨骼的整体变换,相对于骨架。由于是相对于骨架的,这不是该骨骼的实际“全"
+"局”变换。"
#: doc/classes/Skeleton.xml
msgid ""
@@ -65409,8 +70031,8 @@ msgid ""
"skeleton, but without any global pose overrides. Being relative to the "
"skeleton frame, this is not the actual \"global\" transform of the bone."
msgstr ""
-"返回指定骨骼的整体变换,相对于骨架,但没有任何全局姿势覆盖。相对于骨架帧,这"
-"不是骨骼的实际“全局”变换。"
+"返回指定骨骼的整体变换,相对于骨架,不包含任何全局姿势覆盖。由于是相对于骨架"
+"的,这不是该骨骼的实际“全局”变换。"
#: doc/classes/Skeleton.xml
msgid "Returns the name of the bone at index [code]index[/code]."
@@ -65423,9 +70045,9 @@ msgid ""
"[b]Note:[/b] The parent bone returned will always be less than "
"[code]bone_idx[/code]."
msgstr ""
-"返回在[code]bone_idx[/code]处的骨骼的父级索引。如果是-1,那么骨骼就没有父骨"
-"骼。\n"
-"[b]注意:[/b]返回的父骨骼将总是小于[code]bone_idx[/code]。"
+"返回在 [code]bone_idx[/code] 处的骨骼的父级索引。如果是 -1,那么骨骼就没有父"
+"骨骼。\n"
+"[b]注意:[/b]返回的父骨骼将总是小于 [code]bone_idx[/code]。"
#: doc/classes/Skeleton.xml
msgid ""
@@ -65447,7 +70069,7 @@ msgid ""
msgstr ""
"将骨骼索引 [code]parent_idx[/code] 设置为 [code]bone_idx[/code] 处骨骼的父"
"级。如果 -1,则骨骼没有父级。\n"
-"[b]注意:[/b] [code]parent_idx[/code] 必须小于 [code]bone_idx[/code]。"
+"[b]注意:[/b][code]parent_idx[/code] 必须小于 [code]bone_idx[/code]。"
#: doc/classes/Skeleton.xml
msgid "Sets the pose transform for bone [code]bone_idx[/code]."
@@ -65455,7 +70077,7 @@ msgstr "设置骨骼 [code]bone_idx[/code] 的姿势变换。"
#: doc/classes/Skeleton.xml
msgid "Sets the rest transform for bone [code]bone_idx[/code]."
-msgstr "为骨骼[code]bone_idx[/code]设置休息变换。"
+msgstr "为骨骼 [code]bone_idx[/code] 设置休息变换。"
#: doc/classes/Skeleton2D.xml
msgid "Skeleton for 2D characters and animated objects."
@@ -65496,8 +70118,8 @@ msgid ""
"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
"certain point in 3D by rotating all bones in the chain accordingly."
msgstr ""
-"SkeletonIK用于将[Skeleton]骨链的末端骨骼置于3D中的某一点,并相应地旋转骨链中"
-"的所有骨骼。"
+"SkeletonIK 可用于将 [Skeleton] 的骨骼链的末端骨骼置于 3D 中的某一点,并相应地"
+"旋转骨骼链中的所有骨骼。"
#: doc/classes/SkeletonIK.xml
msgid ""
@@ -65532,29 +70154,30 @@ msgid ""
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]"
msgstr ""
-"SkeletonIK用于将[Skeleton]骨链的末端骨骼放置在3D某一点上,并相应地旋转骨链中"
-"的所有骨骼。游戏中IK的典型场景是将角色的脚放在地面上,或者将角色的手放在当前"
-"持有的物体上。SkeletonIK在内部使用FabrikInverseKinematic来解决骨骼链,并将结"
-"果应用于[Skeleton] [code]bones_global_pose_override[/code]属性中所有受影响的"
-"骨骼链。如果完全应用,这将覆盖任何来自[Animation]的骨骼变换或用户设置的骨骼自"
-"定义姿势。应用量可以用[code]interpolation[/code]属性来控制。\n"
+"SkeletonIK 用于将 [Skeleton] 骨骼链的末端骨骼放置在 3D 某一点上,并相应地旋转"
+"骨骼链中的所有骨骼。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的"
+"手放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨"
+"骼链,并将结果应用于 [Skeleton] [code]bones_global_pose_override[/code] 属性"
+"中所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换或"
+"用户设置的骨骼自定义姿势。应用量可以用 [code]interpolation[/code] 属性来控"
+"制。\n"
"[codeblock]\n"
-"# 在每一个新的帧上自动应用IK效果(不是当前的)。\n"
+"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n"
"skeleton_ik_node.start()\n"
"\n"
-"# 只在当前帧上应用IK效果\n"
+"# 只在当前帧上应用 IK 效果\n"
"skeleton_ik_node.start(true)\n"
"\n"
-"# 停止IK效果并重置骨骼上的bones_global_pose_override\n"
+"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n"
"skeleton_ik_node.stop()\n"
"\n"
-"# 应用完整的IK效果\n"
+"# 应用完整的 IK 效果\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
-"# 应用一半的IK效果\n"
+"# 应用一半的 IK 效果\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
-"# 应用零IK效果(数值为0.01或低于0.01也会移除骨骼上的"
+"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除骨骼上的 "
"bones_global_pose_override)。\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]"
@@ -65607,7 +70230,7 @@ msgid ""
"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls "
"[method Skeleton.clear_bones_global_pose_override]."
msgstr ""
-"IK 效果应用于当前骨架骨骼链的插值。 [code]1.0[/code] 的值将完全覆盖所有骨架骨"
+"IK 效果应用于当前骨架骨骼链的插值。[code]1.0[/code] 的值将完全覆盖所有骨架骨"
"骼变换,而 [code]0.0[/code] 的值将在视觉上禁用 SkeletonIK。等于或低于 "
"[code]0.01[/code] 的值也调用 [method Skeleton."
"clear_bones_global_pose_override]。"
@@ -65643,12 +70266,12 @@ msgid ""
"If [code]true[/code] overwrites the rotation of the tip bone with the "
"rotation of the [member target] (or [member target_node] if defined)."
msgstr ""
-"如果[code]true[/code],则用 [member target] (或者如果定义了[member "
+"如果为 [code]true[/code],则用 [member target](或者如果定义了 [member "
"target_node]])的旋转覆盖尖端骨骼的旋转。"
#: doc/classes/SkeletonIK.xml
msgid "The name of the current root bone, the first bone in the IK chain."
-msgstr "当前根骨的名称,即IK链中的第一个骨。"
+msgstr "当前的根骨骼的名称,即 IK 链中的第一条骨骼。"
#: doc/classes/SkeletonIK.xml
msgid ""
@@ -65666,8 +70289,8 @@ msgid ""
"Target node [NodePath] for the IK chain. If available, the node's current "
"[Transform] is used instead of the [member target] property."
msgstr ""
-"IK链的目标节点[NodePath]。如果有的话,将使用节点当前的[Transform],而不是"
-"[member target]属性。"
+"IK 链的目标节点 [NodePath]。如果有的话,将使用节点当前的 [Transform],而不是 "
+"[member target] 属性。"
#: doc/classes/SkeletonIK.xml
msgid ""
@@ -65683,8 +70306,8 @@ msgid ""
"magnet target (pole target) when calculating the bone chain. Use the magnet "
"position (pole target) to control the bending of the IK chain."
msgstr ""
-"如果[code]true[/code],指示IK求解器在解算器链时考虑次要磁铁目标(极点目标)。"
-"使用磁铁位置(磁极目标)来控制IK链的弯曲。"
+"如果为 [code]true[/code],指示 IK 求解器在解算器链时考虑次要磁铁目标(极点目"
+"标)。使用磁铁位置(磁极目标)来控制 IK 链的弯曲。"
#: doc/classes/Sky.xml
msgid "The base class for [PanoramaSky] and [ProceduralSky]."
@@ -65702,9 +70325,9 @@ msgid ""
"and performance. Be careful when using high radiance size values as these "
"can cause crashes on low-end GPUs."
msgstr ""
-"[Sky]的辐射贴图大小。辐射贴图尺寸越大,[Sky]的照明就越详细。\n"
+"[Sky] 的辐射贴图大小。辐射贴图尺寸越大,[Sky] 的照明就越详细。\n"
"有关值,参阅 [enum RadianceSize] 常量。\n"
-"[b]注意:[/b] 如果您的项目中有非常清晰的反射表面,并且不使用 "
+"[b]注意:[/b]如果您的项目中有非常清晰的反射表面,并且不使用 "
"[ReflectionProbe] 或 [GIProbe],您才会受益于高辐射尺寸。对于大多数项目,将 "
"[member radiance_size] 保持为默认值是视觉效果和性能之间的最佳折衷。使用高辐射"
"大小值时要小心,因为这可能会导致低端 GPU 崩溃。"
@@ -65736,8 +70359,8 @@ msgid ""
"as it is known to cause GPU hangs on certain systems."
msgstr ""
"辐射纹理尺寸为1024×1024像素。\n"
-"[b]注意:[/b] [constant RADIANCE_SIZE_1024]在检查器中没有公开,因为它在某些系"
-"统上会导致GPU挂起。"
+"[b]注意:[/b][constant RADIANCE_SIZE_1024] 在检查器中没有公开,因为它在某些系"
+"统上会导致 GPU 挂起。"
#: doc/classes/Sky.xml
msgid ""
@@ -65746,12 +70369,12 @@ msgid ""
"as it is known to cause GPU hangs on certain systems."
msgstr ""
"辐射纹理尺寸为2048×2048像素。\n"
-"[b]注意:[/b] [constant RADIANCE_SIZE_2048]没有在检查器中公开,因为它在某些系"
-"统上会导致GPU挂起。"
+"[b]注意:[/b][constant RADIANCE_SIZE_2048] 没有在检查器中公开,因为它在某些系"
+"统上会导致 GPU 挂起。"
#: doc/classes/Sky.xml
msgid "Represents the size of the [enum RadianceSize] enum."
-msgstr "代表[enum RadianceSize]枚举的大小。"
+msgstr "代表 [enum RadianceSize] 枚举的大小。"
#: doc/classes/Slider.xml
msgid "Base class for GUI sliders."
@@ -65810,7 +70433,7 @@ msgstr "3D 中,两个 PhysicsBody 之间的滑动条。"
#: doc/classes/SliderJoint.xml
msgid ""
"Slides across the X axis of the pivot object. See also [Generic6DOFJoint]."
-msgstr "在轴心对象的 X 轴上滑动。参阅 [Generic6DOFJoint]。"
+msgstr "在轴心对象的 X 轴上滑动。另请参阅 [Generic6DOFJoint]。"
#: doc/classes/SliderJoint.xml
msgid ""
@@ -65852,8 +70475,8 @@ msgid ""
"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
"surpassed."
msgstr ""
-"一旦超过[member linear_limit/lower_distance]和[member linear_limit/"
-"upper_distance]所定义的极限,就会产生的阻尼量。"
+"一旦超过 [member linear_limit/lower_distance] 和 [member linear_limit/"
+"upper_distance] 所定义的极限,就会产生的阻尼量。"
#: doc/classes/SliderJoint.xml
msgid ""
@@ -65873,6 +70496,9 @@ msgid ""
"recommended to use them for things that can affect gameplay (such as a "
"player character made entirely out of soft bodies)."
msgstr ""
+"可发生形变的物理体。用于创建布料、橡胶等柔性材质的可拉伸或变形的对象。\n"
+"[b]注意:[/b][SoftBody] 存在很多已知的问题。因此,建议不要用于对游戏性有影响"
+"的地方(例如完全由柔体制作的玩家角色)。"
#: doc/classes/SoftBody.xml
msgid "Returns local translation of a vertex in the surface array."
@@ -65933,7 +70559,7 @@ msgid ""
"If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to "
"[code]false[/code] to pause the physics simulation."
msgstr ""
-"为 [code]true[/code] 时 [SoftBody] 会进行物理模拟。可以通过设置为 "
+"为 [code]true[/code] 时该 [SoftBody] 会进行物理模拟。可以通过设置为 "
"[code]false[/code] 来暂停物理模拟。"
#: doc/classes/SoftBody.xml
@@ -65981,11 +70607,28 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Introduction to 3D"
-msgstr ""
+msgstr "3D 简介"
#: doc/classes/Spatial.xml doc/classes/Vector3.xml
msgid "All 3D Demos"
-msgstr ""
+msgstr "所有 3D 演示"
+
+#: doc/classes/Spatial.xml
+msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+"使用物理插值时,你可能会想要知道节点在插值后(显示)的变换,而不是标准的变换"
+"(只有对最近的一次物理周期而言才准确)。\n"
+"这对于基于帧的操作而言尤为重要,这些操作是在 [method Node._process] 中进行"
+"的,而不是 [method Node._physics_process]。例如让 [Camera] 聚焦到某个节点上,"
+"在某一帧中查找应该从哪里发射激光,而不是物理帧。"
#: doc/classes/Spatial.xml
msgid ""
@@ -66068,6 +70711,14 @@ msgid ""
"[code]up[/code] vector.\n"
"Operations take place in global space."
msgstr ""
+"旋转该节点,让向前的局部坐标轴(-Z)指向目标位置 [code]target[/code]。\n"
+"向上的局部坐标轴(+Y)在与向前的局部坐标轴保持垂直的前提下,指向尽量接近 "
+"[code]up[/code] 向量的方向。最终的变换是正交的,位置原有缩放。如果是非统一缩"
+"放,可能无法正常工作。\n"
+"目标位置 [code]target[/code] 不能与该节点的位置相同,[code]up[/code] 向量不能"
+"是零,从该节点的位置到 [code]target[/code] 向量的方向不能与 [code]up[/code] "
+"平行。\n"
+"操作发生在全局空间。"
#: doc/classes/Spatial.xml
msgid ""
@@ -66084,22 +70735,22 @@ msgid ""
"its rotation and translation by performing Gram-Schmidt orthonormalization "
"on this node's [Transform]."
msgstr ""
-"通过对该节点的[Transform]进行Gram-Schmidt正则化,重新设置该节点的变换(如比"
-"例、倾斜和锥度),保留其旋转和平移。"
+"通过对该节点的 [Transform] 进行 Gram-Schmidt 正则化,重新设置该节点的变换(如"
+"比例、倾斜和锥度),保留其旋转和平移。"
#: doc/classes/Spatial.xml
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians."
-msgstr "围绕轴(一个单位[Vector3])旋转局部变换,指定角度(弧度)。"
+msgstr "围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。"
#: doc/classes/Spatial.xml
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians. The rotation axis is in object-local coordinate system."
msgstr ""
-"围绕轴(一个单位[Vector3])旋转本地变换,指定角度(弧度)。旋转轴是在物体的本"
-"地坐标系中。"
+"围绕轴(单位 [Vector3])旋转本地变换,指定角度(弧度)。旋转轴是在物体的本地"
+"坐标系中。"
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the X axis by angle in radians."
@@ -66131,8 +70782,8 @@ msgid ""
"transformation scale. Changes to the local transformation scale are "
"preserved."
msgstr ""
-"设置节点是否使用[code](1, 1, 1)[/code]的比例或其本地变换比例。对本地变换比例"
-"的改变会被保留下来。"
+"设置节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。对本地变换比"
+"例的改变会被保留下来。"
#: doc/classes/Spatial.xml
msgid ""
@@ -66151,7 +70802,7 @@ msgid ""
"Sets whether the node notifies about its local transformation changes. "
"[Spatial] will not propagate this by default."
msgstr ""
-"设置节点是否通知它的局部变换变化。默认情况下,[Spatial]不会传播这一点。"
+"设置节点是否通知它的局部变换变化。默认情况下,[Spatial] 不会传播这一点。"
#: doc/classes/Spatial.xml
msgid ""
@@ -66159,26 +70810,26 @@ msgid ""
"changes. [Spatial] will not propagate this by default, unless it is in the "
"editor context and it has a valid gizmo."
msgstr ""
-"设置节点是否通知其全局和局部变换的变化。[Spatial]默认情况下不会传播,除非是在"
-"编辑器上下文中,并且它有一个有效的gizmo。"
+"设置节点是否通知其全局和局部变换的变化。[Spatial] 默认情况下不会传播,除非是"
+"在编辑器上下文中,并且它有一个有效的控制器。"
#: doc/classes/Spatial.xml
msgid ""
"Enables rendering of this node. Changes [member visible] to [code]true[/"
"code]."
-msgstr "启用此节点的呈现。将[member visible]更改为[code]true[/code]。"
+msgstr "启用此节点的呈现。将 [member visible] 更改为 [code]true[/code]。"
#: doc/classes/Spatial.xml
msgid ""
"Transforms [code]local_point[/code] from this node's local space to world "
"space."
-msgstr "将[code]local_point[/code]从该节点的本地空间转换为世界空间。"
+msgstr "将 [code]local_point[/code] 从这个节点的局部空间转换为世界空间。"
#: doc/classes/Spatial.xml
msgid ""
"Transforms [code]global_point[/code] from world space to this node's local "
"space."
-msgstr "将[code]global_point[/code]从世界空间转换到这个节点的本地空间。"
+msgstr "将 [code]global_point[/code] 从世界空间转换到这个节点的局部空间。"
#: doc/classes/Spatial.xml
msgid ""
@@ -66188,31 +70839,56 @@ msgid ""
"offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) "
"to the X coordinate."
msgstr ""
-"通过给定的偏移量[Vector3]改变节点的位置。\n"
-"注意,平移[code]offset[/code]受节点比例因子(scale)的影响,所以如果按例如"
-"[code](10,1,1)[/code]进行缩放,平移[code](2,0,0)[/code]实际上会在X坐标上增加"
+"通过给定的偏移量 [Vector3] 改变该节点的位置。\n"
+"注意,平移 [code]offset[/code] 受节点缩放的影响,所以如果按例如 [code]"
+"(10,1,1)[/code] 进行缩放,平移 [code](2,0,0)[/code] 实际上会在 X 坐标上增加 "
"20 ([code]2 * 10[/code])。"
#: doc/classes/Spatial.xml
msgid ""
"Changes the node's position by the given offset [Vector3] in local space."
-msgstr "通过给定的偏移量[Vector3]改变节点在局部空间中的位置。"
+msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置。"
#: doc/classes/Spatial.xml
msgid "Updates the [SpatialGizmo] of this node."
-msgstr "更新该节点的 [SpatialGizmo]。"
+msgstr "更新这个节点的 [SpatialGizmo]。"
#: doc/classes/Spatial.xml
msgid ""
"The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] "
"as custom visualization and editing handles in Editor."
msgstr ""
-"此节点的 [SpatialGizmo]。例如在 [EditorSpatialGizmo] 中用作编辑器中的自定义可"
-"视化和编辑手柄。"
+"这个节点的 [SpatialGizmo]。例如在 [EditorSpatialGizmo] 中用作编辑器中的自定义"
+"可视化和编辑手柄。"
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"全局变换的旋转部分,单位为弧度,以 YXZ 欧拉角的形式表示(X 角、Y 角、Z "
+"角)。\n"
+"[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩"
+"阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个"
+"矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向"
+"量”应用仿射操作是没有意义的。"
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
-msgstr "此节点的世界空间(全局)[Transform]。"
+msgstr "这个节点的世界空间(全局)变换 [Transform]。"
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr "这个节点的全局位置。与 [code]global_transform.origin[/code] 等价。"
#: doc/classes/Spatial.xml
msgid ""
@@ -66226,29 +70902,38 @@ msgid ""
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
-"局部变换的旋转部分以弧度表示,以YXZ-Euler角的形式表示(X角、Y角、Z角)。\n"
-"[b]注:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩阵"
-"欧拉角参数化的三个独立参数,存储在[Vector3]数据结构中并不是因为旋转是一个矢"
-"量,而是因为[Vector3]是一种方便存储3个浮点数的数据结构。因此,对旋转“向量”应"
-"用仿射操作是没有意义的。"
+"局部变换的旋转部分,单位为弧度,以 YXZ 欧拉角的形式表示(X 角、Y 角、Z "
+"角)。\n"
+"[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩"
+"阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个"
+"矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向"
+"量”应用仿射操作是没有意义的。"
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in degrees, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle)."
-msgstr "旋转部分局部变换为度,按YXZ-Euler角格式指定(X角、Y角、Z角)。"
+msgstr "旋转部分局部变换为度,按 YXZ-Euler 角格式指定(X 角、Y 角、Z 角)。"
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
-msgstr "局部变换的缩放部分。"
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
+msgstr ""
+"局部变换的缩放部分。\n"
+"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变"
+"换矩阵来表示缩放,得到的缩放值要么全正、要么全负。"
#: doc/classes/Spatial.xml
msgid "Local space [Transform] of this node, with respect to the parent node."
-msgstr "该节点相对于父节点的局部空间[Transform]。"
+msgstr "这个节点相对于父节点的局部空间 [Transform]。"
#: doc/classes/Spatial.xml
msgid "Local translation of this node."
-msgstr "此节点的局部变换。"
+msgstr "这个节点的局部变换。"
#: doc/classes/Spatial.xml
msgid ""
@@ -66256,8 +70941,8 @@ msgid ""
"its antecedents are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code])."
msgstr ""
-"如果[code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的时"
-"候,这个节点才是可见的(换句话说,[method is_visible_in_tree]必须返回"
+"如果为 [code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的"
+"时候,这个节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
"[code]true[/code])。"
#: doc/classes/Spatial.xml
@@ -66356,7 +71041,7 @@ msgid ""
"way the cost for using the feature is only incurred when specified. Features "
"can also be enabled by setting the corresponding member to [code]true[/code]."
msgstr ""
-"如果 [code]true[/code],则启用指定的 [enum Feature]。 [SpatialMaterial]s 中可"
+"如果为 [code]true[/code],则启用指定的 [enum Feature]。[SpatialMaterial] 中可"
"用的许多功能需要在使用前启用。这样,只有在指定时才会产生使用该功能的成本。也"
"可以通过将相应的成员设置为 [code]true[/code] 来启用功能。"
@@ -66413,13 +71098,13 @@ msgid ""
"a texture in the FileSystem dock, going to the Import dock, checking the "
"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
msgstr ""
-"如果为 [code]true[/code],则启用各向异性。各向异性会改变高光点的形状并将其与"
-"切线空间对其。可用于拉丝铝材和毛发反射。\n"
+"如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并"
+"将其与切线空间对其。可用于拉丝铝材和毛发反射。\n"
"[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,各向异性"
"效果就会看上去有问题。\n"
"[b]注意:[/b]材质的各向异性不应与纹理的各向异性过滤相混淆。纹理各向异性过滤的"
-"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选 "
-"[b]Anisotropic[/b] 复选框,然后点击[b]重新导入[/b]。"
+"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选[b]各向异性[/b]"
+"复选框,然后点击[b]重新导入[/b]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66448,8 +71133,8 @@ msgid ""
"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion "
"darkens areas based on the [member ao_texture]."
msgstr ""
-"如果 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区域"
-"变暗。"
+"如果为 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区"
+"域变暗。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66468,8 +71153,8 @@ msgid ""
"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
"[member ao_texture]."
msgstr ""
-"如果 [code]true[/code],请使用 [code]UV2[/code] 坐标从[member ao_texture]中查"
-"找。"
+"如果为 [code]true[/code],请使用 [code]UV2[/code] 坐标从 [member ao_texture] "
+"中查找。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66516,9 +71201,9 @@ msgid ""
"[b]Note:[/b] Clearcoat rendering is not visible if the material has [member "
"flags_unshaded] set to [code]true[/code]."
msgstr ""
-"如果 [code]true[/code],则启用清漆渲染。在照明计算中添加二级透明通路,从而导"
-"致添加镜面反射斑点。这使得材质看起来好像有一层透明层,可以是有光泽的也可以是"
-"粗糙的。\n"
+"如果为 [code]true[/code],则启用清漆渲染。在照明计算中添加二级透明通路,从而"
+"导致添加镜面反射斑点。这使得材质看起来好像有一层透明层,可以是有光泽的也可以"
+"是粗糙的。\n"
"[b]注意:[/b]如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则"
"透明涂层渲染不可见。"
@@ -66545,8 +71230,8 @@ msgid ""
"along the view ray to determine occlusion and parrallax. This can be very "
"performance demanding, but results in more realistic looking depth mapping."
msgstr ""
-"如果 [code]true[/code],着色器将在沿视图射线的多个点上读取深度纹理以确定遮挡"
-"和视差。这可能对性能要求很高,但会产生更逼真的深度映射。"
+"如果为 [code]true[/code],着色器将在沿视图射线的多个点上读取深度纹理以确定遮"
+"挡和视差。这可能对性能要求很高,但会产生更逼真的深度映射。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66556,8 +71241,8 @@ msgid ""
"the same material. The value of [member depth_enabled] will be ignored if "
"[member uv1_triplanar] is enabled."
msgstr ""
-"如果 [code]true[/code],则启用深度映射(也称为“视差映射”或“高度映射”)。另见 "
-"[member normal_enabled]。\n"
+"如果为 [code]true[/code],则启用深度映射(也称为“视差映射”或“高度映射”)。另"
+"见 [member normal_enabled]。\n"
"[b]注意:[/b]如果在同一材质上使用三平面贴图,则不支持深度贴图。如果启用 "
"[member uv1_triplanar],则 [member depth_enabled] 的值将被忽略。"
@@ -66567,8 +71252,8 @@ msgid ""
"the depth effect. This may be necessary if you have encoded your binormals "
"in a way that is conflicting with the depth effect."
msgstr ""
-"如果 [code]true[/code],则在深度效果中使用之前会翻转副法线的方向。如果你对你"
-"的副法线的编码方式与深度效果有冲突,这可能是必要的。"
+"如果为 [code]true[/code],则在深度效果中使用之前会翻转副法线的方向。如果你对"
+"你的副法线的编码方式与深度效果有冲突,这可能是必要的。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66576,8 +71261,8 @@ msgid ""
"the depth effect. This may be necessary if you have encoded your tangents in "
"a way that is conflicting with the depth effect."
msgstr ""
-"如果 [code]true[/code],切线方向在深度效果中使用前会翻转。如果你对切线的编码"
-"方式与深度效果有冲突,这可能是必要的。"
+"如果为 [code]true[/code],切线方向在深度效果中使用前会翻转。如果你对切线的编"
+"码方式与深度效果有冲突,这可能是必要的。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66628,9 +71313,9 @@ msgid ""
"detail_mask]. This can be used to add variation to objects, or to blend "
"between two different albedo/normal textures."
msgstr ""
-"如果[code]true[/code],启用细节叠加。Detail是基于[member detail_mask]在对象表"
-"面混合的第二个纹理。这可以用来给物体增加变化,或者在两种不同的反射率/法线纹理"
-"之间进行混合。"
+"如果为 [code]true[/code],启用细节叠加。Detail是基于[member detail_mask]在对"
+"象表面混合的第二个纹理。这可以用来给物体增加变化,或者在两种不同的反射率/法线"
+"纹理之间进行混合。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66657,7 +71342,7 @@ msgid ""
"Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
"layer. See [enum DetailUV] for options."
msgstr ""
-"指定细节层是使用[code]UV[/code]还是[code]UV2[/code]。选项请参阅[enum "
+"指定细节层是使用 [code]UV[/code] 还是 [code]UV2[/code]。选项请参阅 [enum "
"DetailUV]。"
#: doc/classes/SpatialMaterial.xml
@@ -66695,11 +71380,11 @@ msgstr ""
msgid ""
"Specifies which type of fade to use. Can be any of the [enum "
"DistanceFadeMode]s."
-msgstr "指定要使用的淡入淡出类型。可以是任何一个[enum DistanceFadeMode]。"
+msgstr "指定要使用的淡入淡出类型。可以是任何一个 [enum DistanceFadeMode]。"
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's color. See [member emission_enabled]."
-msgstr "发出的光的颜色。参阅[member emission_enabled]。"
+msgstr "发出的光的颜色。参阅 [member emission_enabled]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66708,25 +71393,25 @@ msgid ""
"[GIProbe] or [BakedLightmap] is used and this object is used in baked "
"lighting."
msgstr ""
-"如果 [code]true[/code],物体会发光。发光使物体看起来更亮。如果使用 [GIProbe] "
-"或 [BakedLightmap] 并且此对象用于烘焙照明,则该对象还可以将光投射到其他对象"
-"上。"
+"如果为 [code]true[/code],物体会发光。发光使物体看起来更亮。如果使用 "
+"[GIProbe] 或 [BakedLightmap] 并且此对象用于烘焙照明,则该对象还可以将光投射到"
+"其他对象上。"
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's strength. See [member emission_enabled]."
-msgstr "发出的光的强度。参阅[member emission_enabled]。"
+msgstr "发出的光的强度。见 [member emission_enabled]。"
#: doc/classes/SpatialMaterial.xml
msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
-msgstr "使用[code]UV2[/code]从[member emission_texture]中读取。"
+msgstr "使用 [code]UV2[/code] 从 [member emission_texture] 中读取。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Sets how [member emission] interacts with [member emission_texture]. Can "
"either add or multiply. See [enum EmissionOperator] for options."
msgstr ""
-"设置[member emission]与[member emission_texture]的交互方式。可以是加法或乘"
-"法。选项参阅 [enum EmissionOperator] 。"
+"设置 [member emission] 与 [member emission_texture] 的交互方式。可以是加法或"
+"乘法。可选值见 [enum EmissionOperator] 。"
#: doc/classes/SpatialMaterial.xml
msgid "Texture that specifies how much surface emits light at a given point."
@@ -66739,14 +71424,18 @@ msgid ""
msgstr "强制将 [member albedo_texture] 从sRGB空间转换为线性空间。"
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr "启用有符号距离场渲染着色器。"
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
-msgstr "如果[code]true[/code],则对象不接收环境光。"
+msgstr "如果为 [code]true[/code],则对象不接收环境光。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the object receives no shadow that would otherwise be "
"cast onto it."
-msgstr "如果[code]true[/code],则对象不会收到投射到其上的阴影。"
+msgstr "如果为 [code]true[/code],则对象不会收到投射到其上的阴影。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66754,31 +71443,26 @@ msgid ""
"the normal stays correct when using a non-uniform scale. Only enable if "
"using non-uniform scaling."
msgstr ""
-"如果 [code]true[/code],着色器将计算额外的操作,以确保在使用非均匀比例时法线"
-"保持正确。仅在使用非均匀缩放时启用。"
+"如果为 [code]true[/code],着色器将计算额外的操作,以确保在使用非均匀比例时法"
+"线保持正确。仅在使用非均匀缩放时启用。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the object is rendered at the same size regardless of "
"distance."
-msgstr "如果[code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。"
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr "如果[code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。"
+msgstr "如果为 [code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
-"如果[code]true[/code],则启用物体的透明度。参阅 [member params_blend_mode]。"
+"如果为 [code]true[/code],则启用物体的透明度。参阅 [member "
+"params_blend_mode]。"
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object is unaffected by lighting."
-msgstr "如果 [code]true[/code],则物体不受光照影响。"
+msgstr "如果为 [code]true[/code],则物体不受光照影响。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66786,8 +71470,8 @@ msgid ""
"[b]Note:[/b] This is only effective for objects whose geometry is point-"
"based rather than triangle-based. See also [member params_point_size]."
msgstr ""
-"如果[code]true[/code],可以改变渲染点的大小。\n"
-"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。参阅[member "
+"如果为 [code]true[/code],则可以改变渲染点的大小。\n"
+"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。见 [member "
"params_point_size]。"
#: doc/classes/SpatialMaterial.xml
@@ -66797,25 +71481,48 @@ msgid ""
"areas are transparent. Useful for overlaying shadows onto a camera feed in "
"AR."
msgstr ""
-"如果 [code]true[/code],启用 \"阴影到不透明度 \"的渲染模式,在该模式下,光照"
-"会修改 alpha,使阴影区域不透明,非阴影区域透明。对于在AR中把阴影叠加到相机画"
+"如果为 [code]true[/code],启用“阴影到不透明度”的渲染模式,在该模式下,光照会"
+"修改 Alpha,使阴影区域不透明,非阴影区域透明。对于在 AR 中把阴影叠加到相机画"
"面上很有用。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
-msgstr ""
-"如果 [code]true[/code],则按顶点而不是按像素计算光照。这可能会提高低端设备的"
-"性能。"
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
+msgstr ""
+"如果为 [code]true[/code],会按顶点计算光照,而不是按像素。可能在低端设备上提"
+"升性能,尤其是针对多边形数量较低的网格。缺点是着色精度会大幅下降,相连的顶点"
+"间会有可见的线性插值。可以通过确保网格有足够的细分层级来补偿(但层级不能过"
+"多,否则会降低性能)。启用顶点着色时,不支持某些材质特性。\n"
+"另请参阅 [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading],可以全局启用对所有材质的顶点着色。\n"
+"[b]注意:[/b]默认情况下,[member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] 的 [code]mobile[/code] 覆盖项会强制在移动平台上启用顶点"
+"着色。\n"
+"[b]注意:[/b]如果 [member flags_unshaded] 为 [code]true[/code],则 [member "
+"flags_vertex_lighting] 无效。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], triplanar mapping is calculated in world space rather "
"than object local space. See also [member uv1_triplanar]."
msgstr ""
-"如果 [code]true[/code],则在世界空间而不是物体局部空间中计算三平面映射。另见 "
-"[member uv1_triplanar]。"
+"如果为 [code]true[/code],则在世界空间而不是物体局部空间中计算三平面映射。另"
+"见 [member uv1_triplanar]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66843,15 +71550,15 @@ msgid ""
"should be left at [code]0.5[/code] in most cases. See also [member "
"roughness]."
msgstr ""
-"设置镜面光叶的大小。镜面叶是光源反射的亮点。\n"
-"[b]注意:[/b]与[member metallic]不同,这不是能量守恒,所以在大多数情况下,应该"
-"将其保留在[code]0.5[/code]。参阅[member roughness]。"
+"设置镜面反射光叶的大小。镜面反射光叶是光源反射的亮点。\n"
+"[b]注意:[/b]这与 [member metallic] 不同,能量不守恒,所以在大多数情况下,应"
+"该将其保留在 [code]0.5[/code]。另请参阅 [member roughness]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to specify metallic for an object. This is multiplied by "
"[member metallic]."
-msgstr "用于指定对象的金属质感。此值乘[member metallic]。"
+msgstr "用于指定对象的金属质感。此值乘 [member metallic]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66867,7 +71574,7 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], normal mapping is enabled."
-msgstr "如果[code]true[/code],则启用法线映射。"
+msgstr "如果为 [code]true[/code],则启用法线映射。"
#: doc/classes/SpatialMaterial.xml
msgid "The strength of the normal map's effect."
@@ -66903,18 +71610,14 @@ msgstr ""
"引擎所期望的法线贴图坐标的比较。"
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr "alpha scissor 会丢弃数值的阈值。"
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
"params_billboard_mode] is [constant BILLBOARD_ENABLED]."
msgstr ""
-"如果 [code]true[/code],着色器将保持为网格缩放设置。否则,当做广告牌时,缩放"
-"会丢失。仅在 [member params_billboard_mode] 为 [constant BILLBOARD_ENABLED] "
-"时适用。"
+"如果为 [code]true[/code],着色器将保持为网格缩放设置。否则,当做广告牌时,缩"
+"放会丢失。仅在 [member params_billboard_mode] 为 [constant "
+"BILLBOARD_ENABLED] 时适用。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -66925,8 +71628,8 @@ msgid ""
"issues/41567]GitHub issue #41567[/url] for details."
msgstr ""
"控制对象如何面向摄像机。参阅[enum BillboardMode]。\n"
-"[b]注意:[/b] 广告牌模式不适合VR,因为当屏幕贴在你的头部而不是在桌子上时,摄"
-"像机的左右向量不是水平的。参阅[url=https://github.com/godotengine/godot/"
+"[b]注意:[/b]广告牌模式不适合VR,因为当屏幕贴在你的头部而不是在桌子上时,摄像"
+"机的左右向量不是水平的。参阅[url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url]。"
#: doc/classes/SpatialMaterial.xml
@@ -66936,34 +71639,34 @@ msgid ""
"transparent pipeline. See [enum BlendMode]."
msgstr ""
"材质的混合模式。\n"
-"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参阅 [enum "
+"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参阅 [enum "
"BlendMode]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Which side of the object is not drawn when backfaces are rendered. See [enum "
"CullMode]."
-msgstr "渲染背面时,不绘制对象的哪一面。参阅 [enum CullMode]。"
+msgstr "渲染背面时,不绘制对象的哪一面。见 [enum CullMode]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
"also [member flags_transparent]."
msgstr ""
-"确定深度渲染发生的时间。请参阅深度绘制模式 [enum DepthDrawMode] 。另见"
+"确定深度渲染发生的时间。请参阅深度绘制模式 [enum DepthDrawMode] 。另请参阅 "
"[member flags_transparent]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
-msgstr "用于漫反射光散射的算法。参见 [enum DiffuseMode]。"
+msgstr "用于漫反射光散射的算法。见 [enum DiffuseMode]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], enables the vertex grow setting. See [member "
"params_grow_amount]."
msgstr ""
-"如果[code]true[/code],启用顶点生长设置。参见[member params_grow_amount]。"
+"如果为 [code]true[/code],启用顶点生长设置。参见[member params_grow_amount]。"
#: doc/classes/SpatialMaterial.xml
msgid "Grows object vertices in the direction of their normals."
@@ -66979,14 +71682,14 @@ msgstr "点的大小,以像素为单位。参见[member flags_use_point_size]
#: doc/classes/SpatialMaterial.xml
msgid "The method for rendering the specular blob. See [enum SpecularMode]."
-msgstr "镜面小球的渲染方法。参阅[enum SpecularMode]。"
+msgstr "镜面反射斑点的渲染方法。请参阅 [enum SpecularMode]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will discard all pixels that have an alpha "
"value less than [member params_alpha_scissor_threshold]."
msgstr ""
-"如果[code]true[/code],着色器将丢弃所有alpha值小于[member "
+"如果为 [code]true[/code],着色器将丢弃所有alpha值小于[member "
"params_alpha_scissor_threshold]的像素。"
#: doc/classes/SpatialMaterial.xml
@@ -67003,7 +71706,7 @@ msgid ""
"If [code]true[/code], particle animations are looped. Only enabled when "
"using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]."
msgstr ""
-"如果 [code]true[/code],循环粒子动画。仅在使用 [constant "
+"如果为 [code]true[/code],循环粒子动画。仅在使用 [constant "
"BILLBOARD_PARTICLES] 时启用。参阅[member params_billboard_mode]。"
#: doc/classes/SpatialMaterial.xml
@@ -67026,8 +71729,8 @@ msgid ""
"If [code]true[/code], the proximity fade effect is enabled. The proximity "
"fade effect fades out each pixel based on its distance to another object."
msgstr ""
-"如果[code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另一个"
-"对象的距离淡出。"
+"如果为 [code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另"
+"一个对象的距离淡出。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67036,9 +71739,9 @@ msgid ""
"backend, the material's roughness value will affect the blurriness of the "
"refraction. Higher roughness values will make the refraction look blurrier."
msgstr ""
-"如果[code]true[/code],则启用折射效果。折射是根据来自物体后面的光线来扭曲透明"
-"度的。当使用GLES3后端时,材质的粗糙度值会影响折射的模糊度。较高的粗糙度值会使"
-"折射看起来更模糊。"
+"如果为 [code]true[/code],则启用折射效果。折射是根据来自物体后面的光线来扭曲"
+"透明度的。当使用GLES3后端时,材质的粗糙度值会影响折射的模糊度。较高的粗糙度值"
+"会使折射看起来更模糊。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67075,16 +71778,16 @@ msgid ""
"[b]Note:[/b] Rim lighting is not visible if the material has [member "
"flags_unshaded] set to [code]true[/code]."
msgstr ""
-"如果 [code]true[/code],则启用边缘效果。边缘照明增加了物体上掠过角度的亮"
+"如果为 [code]true[/code],则启用边缘效果。边缘照明增加了物体上掠过角度的亮"
"度。\n"
-"[b]注意:[/b] 如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则"
+"[b]注意:[/b]如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则"
"边缘光照不可见。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to set the strength of the rim lighting effect per-pixel. "
"Multiplied by [member rim]."
-msgstr "纹理用于设置每个像素的边缘光照效果的强度。乘以[member rim]。"
+msgstr "纹理用于设置每个像素的边缘光照效果的强度。乘以 [member rim]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67092,8 +71795,8 @@ msgid ""
"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
"color is used. An intermediate value generally works best."
msgstr ""
-"渲染边缘效果时,混合光照色和反射色的数量。如果[code]0[/code]表示使用光色,"
-"[code]1[/code]表示使用反照色。一般来说,中间值的效果最好。"
+"渲染边缘效果时,混合光照色和反射色的数量。如果 [code]0[/code] 表示使用光色,"
+"[code]1[/code] 表示使用反照色。一般来说,中间值的效果最好。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67102,21 +71805,21 @@ msgid ""
"[member metallic]."
msgstr ""
"表面反射。[code]0[/code] 值表示一面完美的镜像,而 [code]1[/code] 值则完全模糊"
-"了反射。另请参阅[member metallic]。"
+"了反射。另请参阅 [member metallic]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to control the roughness per-pixel. Multiplied by [member "
"roughness]."
-msgstr "用于控制每个像素粗糙度的纹理。乘以[member roughness]。"
+msgstr "用于控制每个像素粗糙度的纹理。乘以 [member roughness]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
"penetrates an object's surface, is scattered, and then emerges."
msgstr ""
-"如果[code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然后出"
-"现。"
+"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然"
+"后出现。"
#: doc/classes/SpatialMaterial.xml
msgid "The strength of the subsurface scattering effect."
@@ -67127,7 +71830,7 @@ msgid ""
"Texture used to control the subsurface scattering strength. Stored in the "
"red texture channel. Multiplied by [member subsurf_scatter_strength]."
msgstr ""
-"用于控制次表面散射强度的纹理。存储在红色纹理通道中。乘以[member "
+"用于控制次表面散射强度的纹理。存储在红色纹理通道中。乘以 [member "
"subsurf_scatter_strength]。"
#: doc/classes/SpatialMaterial.xml
@@ -67138,13 +71841,13 @@ msgstr "传输效果使用的颜色。表示穿过物体的光。"
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the transmission effect is enabled."
-msgstr "如果 [code]true[/code],则启用传输效果。"
+msgstr "如果为 [code]true[/code],则启用传输效果。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to control the transmission effect per-pixel. Added to [member "
"transmission]."
-msgstr "纹理用于控制每个像素的传输效果。添加到[member transmission]。"
+msgstr "纹理用于控制每个像素的传输效果。添加到 [member transmission]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67160,7 +71863,7 @@ msgid ""
"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
"[code]UV[/code] in the vertex function."
msgstr ""
-"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的[code]UV[/code]。"
+"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的 [code]UV[/code]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67175,12 +71878,12 @@ msgid ""
"because it is blending the texture between the three axes, it is unsuitable "
"when you are trying to achieve crisp texturing."
msgstr ""
-"如果 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找"
-"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹"
-"理中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这"
-"通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多"
-"的纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混合"
-"纹理,所以当你试图实现清晰的纹理时,它是不合适的。"
+"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查"
+"找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源"
+"纹理中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。"
+"这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更"
+"多的纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混"
+"合纹理,所以当你试图实现清晰的纹理时,它是不合适的。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67194,7 +71897,7 @@ msgid ""
"added to [code]UV2[/code] in the vertex function. This can be used to offset "
"a texture."
msgstr ""
-"[code]UV2[/code]坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV2[/code] "
+"[code]UV2[/code] 坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV2[/code] "
"中。这可以用来偏移纹理。"
#: doc/classes/SpatialMaterial.xml
@@ -67202,7 +71905,7 @@ msgid ""
"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
"[code]UV2[/code] in the vertex function."
msgstr ""
-"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的[code]UV[/code]。"
+"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的 [code]UV[/code]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67217,21 +71920,21 @@ msgid ""
"because it is blending the texture between the three axes, it is unsuitable "
"when you are trying to achieve crisp texturing."
msgstr ""
-"如果 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找"
-"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹"
-"理中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。"
-"这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更"
-"多的纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴之间"
-"混合纹理,所以当你试图实现清晰的纹理时,它是不合适的。"
+"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查"
+"找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源"
+"纹理中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混"
+"合。这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需"
+"要更多的纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴"
+"之间混合纹理,所以当你试图实现清晰的纹理时,它是不合适的。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the model's vertex colors are processed as sRGB mode."
-msgstr "如果[code]true[/code],则模型的顶点颜色将作为 sRGB 模式处理。"
+msgstr "如果为 [code]true[/code],则模型的顶点颜色将作为 sRGB 模式处理。"
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the vertex color is used as albedo color."
-msgstr "如果[code]true[/code],则使用顶点颜色作为反射率颜色。"
+msgstr "如果为 [code]true[/code],则使用顶点颜色作为反射率颜色。"
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel color."
@@ -67265,7 +71968,7 @@ msgstr "指定每像素清漆值的纹理。"
msgid ""
"Texture specifying per-pixel flowmap direction for use with [member "
"anisotropy]."
-msgstr "指定每个像素流图方向的纹理,用于[member anisotropy]。"
+msgstr "指定每个像素流图方向的纹理,用于 [member anisotropy]。"
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel ambient occlusion value."
@@ -67301,15 +72004,15 @@ msgstr "指定每个像素细节法线的纹理。"
#: doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum TextureParam] enum."
-msgstr "表示[enum TextureParam]枚举的大小。"
+msgstr "表示 [enum TextureParam] 枚举的大小。"
#: doc/classes/SpatialMaterial.xml
msgid "Use [code]UV[/code] with the detail texture."
-msgstr "使用[code]UV[/code]与细节纹理。"
+msgstr "使用 [code]UV[/code] 与细节纹理。"
#: doc/classes/SpatialMaterial.xml
msgid "Use [code]UV2[/code] with the detail texture."
-msgstr "使用[code]UV2[/code]与细节纹理。"
+msgstr "使用 [code]UV2[/code] 与细节纹理。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member flags_transparent]."
@@ -67317,19 +72020,19 @@ msgstr "用于设置 [member flags_transparent] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member emission_enabled]."
-msgstr "用于设置[member emission_enabled]的常量。"
+msgstr "用于设置 [member emission_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member normal_enabled]."
-msgstr "用于设置[member normal_enabled]的常量。"
+msgstr "用于设置 [member normal_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member rim_enabled]."
-msgstr "用于设置[member rim_enabled]的常量。"
+msgstr "用于设置 [member rim_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member clearcoat_enabled]."
-msgstr "用于设置[member clearcoat_enabled]的常量。"
+msgstr "用于设置 [member clearcoat_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member anisotropy_enabled]."
@@ -67337,7 +72040,7 @@ msgstr "用于设置 [member anisotropy_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member ao_enabled]."
-msgstr "用于设置[member ao_enabled]的常量。"
+msgstr "用于设置 [member ao_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member depth_enabled]."
@@ -67345,7 +72048,7 @@ msgstr "用于设置 [member depth_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member subsurf_scatter_enabled]."
-msgstr "用于设置[member subsurf_scatter_enabled]的常量。"
+msgstr "用于设置 [member subsurf_scatter_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member transmission_enabled]."
@@ -67353,11 +72056,11 @@ msgstr "用于设置 [member transmission_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member refraction_enabled]."
-msgstr "用于设置[member refraction_enabled]的常量。"
+msgstr "用于设置 [member refraction_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member detail_enabled]."
-msgstr "用于设置[member detail_enabled]的常量。"
+msgstr "用于设置 [member detail_enabled] 的常量。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67422,14 +72125,6 @@ msgstr ""
"度。"
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它"
-"之后绘制的对象可能会覆盖它。"
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。"
@@ -67437,7 +72132,7 @@ msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。"
msgid ""
"Vertex color is in sRGB space and needs to be converted to linear. Only "
"applies in the GLES3 renderer."
-msgstr "顶点颜色在sRGB空间,需要转成线性。仅适用于 GLES3 渲染器。"
+msgstr "顶点颜色在 sRGB 空间,需要转成线性。仅适用于 GLES3 渲染器。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67445,7 +72140,7 @@ msgid ""
"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
"code]."
msgstr ""
-"使用点大小来改变原始点的大小。同时改变反射率纹理查找,使用 "
+"使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 "
"[code]POINT_COORD[/code] 而不是 [code]UV[/code]。"
#: doc/classes/SpatialMaterial.xml
@@ -67466,28 +72161,28 @@ msgstr ""
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV[/code]."
-msgstr "对所有通常会使用[code]UV[/code]的纹理查找使用三平面纹理查找。"
+msgstr "对所有通常会使用 [code]UV[/code] 的纹理查找使用三平面纹理查找。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV2[/code]."
-msgstr "对所有通常会使用[code]UV2[/code]的纹理查找使用三平面纹理查找。"
+msgstr "对所有通常会使用 [code]UV2[/code] 的纹理查找使用三平面纹理查找。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
-msgstr "使用[code]UV2[/code]坐标从[member ao_texture]中查找。"
+msgstr "使用 [code]UV2[/code] 坐标从 [member ao_texture] 中查找。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member "
"emission_texture]."
-msgstr "使用[code]UV2[/code]坐标,从[member emission_texture]中查找。"
+msgstr "使用 [code]UV2[/code] 坐标从 [member emission_texture] 中查找。"
#: doc/classes/SpatialMaterial.xml
msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]."
-msgstr "使用alpha剪刀。由 [member params_use_alpha_scissor] 设置。"
+msgstr "使用 Alpha 裁剪。由 [member params_use_alpha_scissor] 设置。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -67497,7 +72192,7 @@ msgstr "在三平面纹理查找中使用世界坐标而不是局部坐标。"
#: doc/classes/SpatialMaterial.xml
msgid "Forces the shader to convert albedo from sRGB space to linear space."
-msgstr "强制着色器将反射率从sRGB空间转换为线性空间。"
+msgstr "强制着色器将反射率从 sRGB 空间转换为线性空间。"
#: doc/classes/SpatialMaterial.xml
msgid "Disables receiving shadows from other objects."
@@ -67525,7 +72220,7 @@ msgstr "漫散射忽略了粗糙度。"
#: doc/classes/SpatialMaterial.xml
msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
-msgstr "当粗糙度增加时,将Lambert延伸到90度以上。"
+msgstr "当粗糙度增加时,将 Lambert 延伸到 90 度以上。"
#: doc/classes/SpatialMaterial.xml
msgid "Attempts to use roughness to emulate microsurfacing."
@@ -67537,11 +72232,11 @@ msgstr "使用硬切口进行照明,平滑度受粗糙度影响。"
#: doc/classes/SpatialMaterial.xml
msgid "Default specular blob."
-msgstr "默认镜面反射Blob。"
+msgstr "默认镜面反射斑点。"
#: doc/classes/SpatialMaterial.xml
msgid "Older specular algorithm, included for compatibility."
-msgstr "旧的镜面算法,为了兼容而加入。"
+msgstr "旧的镜面反射算法,为了兼容而加入。"
#: doc/classes/SpatialMaterial.xml
msgid "Toon blob which changes size based on roughness."
@@ -67549,7 +72244,7 @@ msgstr "基于粗糙度更改大小的 Toon 斑点。"
#: doc/classes/SpatialMaterial.xml
msgid "No specular blob."
-msgstr "无镜面斑点。"
+msgstr "无镜面反射斑点。"
#: doc/classes/SpatialMaterial.xml
msgid "Billboard mode is disabled."
@@ -67570,10 +72265,10 @@ msgid ""
"The [member ParticlesMaterial.anim_speed] or [member CPUParticles."
"anim_speed] should also be set to a positive value for the animation to play."
msgstr ""
-"当分配给[Particles]和[CPUParticles]节点时用于粒子系统。启用"
-"[code]particles_anim_*[/code]属性。\n"
-"为了播放动画,[member ParticlesMaterial.anim_speed]或[member CPUParticles."
-"anim_speed]也应该被设置为正值。"
+"当分配给 [Particles] 和 [CPUParticles] 节点时用于粒子系统。启用 "
+"[code]particles_anim_*[/code] 属性。\n"
+"为了播放动画,[member ParticlesMaterial.anim_speed] 或 [member CPUParticles."
+"anim_speed] 也应该被设置为正值。"
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the red channel of a texture."
@@ -67589,7 +72284,7 @@ msgstr "用来读取纹理的蓝色通道。"
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the alpha channel of a texture."
-msgstr "用来读取纹理的alpha通道。"
+msgstr "用来读取纹理的 Alpha 通道。"
#: doc/classes/SpatialMaterial.xml
msgid "Adds the emission color to the color from the emission texture."
@@ -67670,8 +72365,8 @@ msgid ""
"[b]Note:[/b] To get a regular hemisphere, the height and radius of the "
"sphere must be equal."
msgstr ""
-"如果 [code]true[/code],则创建一个半球而不是一个完整的球体。\n"
-"[b]注:[/b]要得到一个规则的半球,球体的高度和半径必须相等。"
+"如果为 [code]true[/code],则创建一个半球而不是一个完整的球体。\n"
+"[b]注意:[/b]要得到一个规则的半球,球体的高度和半径必须相等。"
#: doc/classes/SphereMesh.xml
msgid "Number of radial segments on the sphere."
@@ -67721,9 +72416,12 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
-"SpinBox是一个数字输入文本字段。它允许输入整数和浮点数。\n"
+"SpinBox 是输入数字的文本字段。允许输入整数和浮点数。\n"
"[b]例子:[/b]\n"
"[codeblock]\n"
"var spin_box = SpinBox.new()\n"
@@ -67732,11 +72430,12 @@ msgstr ""
"line_edit.context_menu_enabled = false\n"
"spin_box.align = LineEdit.ALIGN_RIGHT\n"
"[/codeblock]\n"
-"上面的代码将创建一个[SpinBox],禁用其上的上下文菜单,并将文本对齐方式设置为右"
-"对齐。\n"
-"参阅[Range]类,以获得更多关于[SpinBox]的选项。\n"
-"[b]注意:[/b] [SpinBox] 依赖于底层的[LineEdit]节点。要为[SpinBox]的背景设置主"
-"题,请为[LineEdit]添加主题项,并对其进行定制。"
+"上面的代码将创建一个 [SpinBox]、禁用其上下文菜单,并将文本设置为右对齐。\n"
+"更多关于 [SpinBox] 的选项请参阅 [Range] 类。\n"
+"[b]注意:[/b][SpinBox] 依赖于内部的 [LineEdit] 节点。要为 [SpinBox] 的背景设"
+"置主题,请为 [LineEdit] 添加主题项,并对其进行定制。\n"
+"[b]注意:[/b]如果你想为内部的 [LineEdit] 节点实现拖放操作,可以在 [method "
+"get_line_edit] 返回的节点上使用 [method Control.set_drag_forwarding]。"
#: doc/classes/SpinBox.xml
msgid "Applies the current value of this [SpinBox]."
@@ -67750,10 +72449,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
-"返回这个[SpinBox]中的[LineEdit]实例。你可以用它来访问[LineEdit]的属性和方"
-"法。\n"
-"[b]警告:[/b] 这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐"
-"藏它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。"
+"返回这个 [SpinBox] 中的 [LineEdit] 实例。你可以用它来访问 [LineEdit] 的属性和"
+"方法。\n"
+"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
+"它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/SpinBox.xml
msgid "Sets the text alignment of the [SpinBox]."
@@ -67764,7 +72463,7 @@ msgid ""
"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
"read only."
msgstr ""
-"如果 [code]true[/code],则 [SpinBox] 将是可编辑的。否则,它将是只读的。"
+"如果为 [code]true[/code],则 [SpinBox] 将是可编辑的。否则,它将是只读的。"
#: doc/classes/SpinBox.xml
msgid ""
@@ -67804,7 +72503,7 @@ msgid ""
"If [code]true[/code], the area of the first [Control] will be collapsed and "
"the dragger will be disabled."
msgstr ""
-"如果 [code]true[/code],第一个 [Control] 的区域将被折叠并且拖动器将被禁用。"
+"如果为 [code]true[/code],第一个 [Control] 的区域将被折叠并且拖动器将被禁用。"
#: doc/classes/SplitContainer.xml
msgid ""
@@ -68022,12 +72721,12 @@ msgid ""
msgstr ""
"如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 "
"[code]false[/code]。\n"
-"[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回"
+"[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回 "
"[code]false[/code]。"
#: doc/classes/Sprite.xml
msgid "If [code]true[/code], texture is centered."
-msgstr "如果 [code]true[/code],纹理居中。"
+msgstr "如果为 [code]true[/code],纹理居中。"
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid ""
@@ -68068,19 +72767,19 @@ msgid ""
"If [code]true[/code], texture is cut from a larger atlas texture. See "
"[member region_rect]."
msgstr ""
-"如果 [code]true[/code],则从较大的图集纹理中剪切纹理。参阅 [member "
+"如果为 [code]true[/code],则从较大的图集纹理中剪切纹理。见 [member "
"region_rect]。"
#: doc/classes/Sprite.xml
msgid "If [code]true[/code], the outermost pixels get blurred out."
-msgstr "如果 [code]true[/code],最外面的像素会变得模糊。"
+msgstr "如果为 [code]true[/code],最外面的像素会变得模糊。"
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid ""
"The region of the atlas texture to display. [member region_enabled] must be "
"[code]true[/code]."
msgstr ""
-"要显示的图集纹理区域。 [member region_enabled] 必须是 [code]true[/code]。"
+"要显示的图集纹理区域。[member region_enabled] 必须是 [code]true[/code]。"
#: doc/classes/Sprite.xml
msgid "[Texture] object to draw."
@@ -68116,7 +72815,7 @@ msgid ""
"If [code]true[/code], texture will be cut from a larger atlas texture. See "
"[member region_rect]."
msgstr ""
-"如果 [code]true[/code],纹理将从较大的图集纹理中剪切。参阅 [member "
+"如果为 [code]true[/code],纹理将从较大的图集纹理中剪切。参阅 [member "
"region_rect]。"
#: doc/classes/Sprite3D.xml
@@ -68141,7 +72840,7 @@ msgstr "返回表示此精灵的矩形。"
#: doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], the specified flag will be enabled."
-msgstr "如果[code]true[/code],指定的标志将被启用。"
+msgstr "如果为 [code]true[/code],指定的标志将被启用。"
#: doc/classes/SpriteBase3D.xml
msgid "The direction in which the front of the texture faces."
@@ -68152,8 +72851,8 @@ msgid ""
"If [code]true[/code], texture can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
-"如果[code]true[/code],从后面也可以看到纹理,如果[code]false[/code],从后面看"
-"它是不可见的。"
+"如果为 [code]true[/code],则从后面也可以看到纹理,如果为 [code]false[/code],"
+"则从后面看它是不可见的。"
#: doc/classes/SpriteBase3D.xml
msgid ""
@@ -68164,9 +72863,16 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
+"用于与该纹理颜色[i]相乘[/i]的颜色值。可用于渲染情绪,或者模拟灯光的颜色。\n"
+"[b]注意:[/b]如果 [SpriteBase3D] 定义了 [member GeometryInstance."
+"material_override],则必须对该材质覆盖项进行配置,让其在反照率中考虑顶点颜"
+"色。否则会忽略 [member modulate] 中所定义的颜色。对于 [SpatialMaterial],必须"
+"让 [member SpatialMaterial.vertex_color_use_as_albedo] 为 [code]true[/code]。"
+"对于 [ShaderMaterial],着色器的 [code]fragment()[/code] 函数中必须插入 "
+"[code]ALBEDO *= COLOR.rgb;[/code]。"
#: doc/classes/SpriteBase3D.xml
msgid ""
@@ -68178,26 +72884,52 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
+"该纹理的可见性,从 [code]0[/code](完全不可见)到 [code]1[/code](完全可"
+"见)。[member opacity] 是 [member modulate] 颜色的 Alpha 通道。\n"
+"[b]注意:[/b]如果 [SpriteBase3D] 定义了 [member GeometryInstance."
+"material_override],则必须对该材质覆盖项进行配置,让其在反照率中考虑顶点颜"
+"色。否则会忽略 [member opacity] 中所定义的不透明度。对于 [SpatialMaterial],"
+"必须让 [member SpatialMaterial.vertex_color_use_as_albedo] 为 [code]true[/"
+"code]。对于 [ShaderMaterial],着色器的 [code]fragment()[/code] 函数中必须插"
+"入 [code]ALPHA *= COLOR.a;[/code]。"
#: doc/classes/SpriteBase3D.xml
msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
#: doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"设置精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
+"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
+"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
+
+#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
-msgstr "如果 [code]true[/code],则 [Environment] 中的 [Light] 对精灵有影响。"
+msgstr "如果为 [code]true[/code],则 [Environment] 中的 [Light] 对精灵有影响。"
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], the texture's transparency and the opacity are used to "
"make those parts of the sprite invisible."
msgstr ""
-"如果 [code]true[/code],纹理的透明度和不透明度用于使精灵的这些部分不可见。"
+"如果为 [code]true[/code],纹理的透明度和不透明度用于使精灵的这些部分不可见。"
#: doc/classes/SpriteBase3D.xml
msgid ""
@@ -68216,8 +72948,9 @@ msgid ""
msgstr "如果设置,从后面也可以看到纹理,如果没有,从后面看它是不可见的。"
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
-msgstr "代表[enum DrawFlags]枚举的大小。"
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
+msgstr "精灵会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。"
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
@@ -68509,8 +73242,8 @@ msgid ""
msgstr ""
"从流中获取一个 Variant。如果 [code]allow_object[/code] 为 [code]true[/code],"
"则会允许解码出对象。\n"
-"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不可"
-"信的来源,请勿使用该选项,以免造成远程代码执行等安全威胁。"
+"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不可信"
+"的来源,请勿使用该选项,以免造成远程代码执行等安全威胁。"
#: doc/classes/StreamPeer.xml
msgid "Puts a signed 16-bit value into the stream."
@@ -68567,7 +73300,7 @@ msgid ""
msgstr ""
"向流中放入一个以零结尾的 ASCII 字符串,前缀一个表示其长度的 32 位无符号整"
"数。\n"
-"[b]注意:[/b] 如果想发送不包含长度前缀的 ASCII 字符串,可以使用 [method "
+"[b]注意:[/b]如果想发送不包含长度前缀的 ASCII 字符串,可以使用 [method "
"put_data]:\n"
"[codeblock]\n"
"put_data(\"Hello world\".to_ascii())\n"
@@ -68601,7 +73334,7 @@ msgid ""
msgstr ""
"向流中放入一个以零结尾的 UTF-8 字符串,前缀一个表示其长度的 32 位无符号整"
"数。\n"
-"[b]注意:[/b] 如果想发送不包含长度前缀的 UTF-8 字符串,可以使用 [method "
+"[b]注意:[/b]如果想发送不包含长度前缀的 UTF-8 字符串,可以使用 [method "
"put_data]:\n"
"[codeblock]\n"
"put_data(\"Hello world\".to_utf8())\n"
@@ -68622,9 +73355,8 @@ msgid ""
msgstr "为 [code]true[/code] 时,该 [StreamPeer] 进行编解码时会使用大端格式。"
#: doc/classes/StreamPeerBuffer.xml
-#, fuzzy
msgid "Data buffer stream peer."
-msgstr "SSL流对等体。"
+msgstr "数据缓冲区流对等体。"
#: doc/classes/StreamPeerBuffer.xml
msgid ""
@@ -68635,43 +73367,47 @@ msgid ""
"bytes to the start of the buffer. Get and put operations are performed at "
"the cursor position and will move the cursor accordingly."
msgstr ""
+"使用字节数组作为流的数据缓冲区流对等体。该对象可用于处理来自网络会话的二进制"
+"数据。要处理保存在文件中的二进制数据,可以直接使用 [File]。\n"
+"[StreamPeerBuffer] 对象会保存一个内部指针,是距离该缓冲区开头的字节偏移量。"
+"Get 和 put 操作都在该指针处进行,并会将其进行对应的移动。"
#: doc/classes/StreamPeerBuffer.xml
msgid "Clears the [member data_array] and resets the cursor."
-msgstr ""
+msgstr "清除 [member data_array] 并重置指针。"
#: doc/classes/StreamPeerBuffer.xml
msgid ""
"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
-msgstr ""
+msgstr "返回新的 [StreamPeerBuffer],具有相同的 [member data_array] 内容。"
#: doc/classes/StreamPeerBuffer.xml
-#, fuzzy
msgid "Returns the current cursor position."
-msgstr "返回当前的滚动位置。"
+msgstr "返回当前的指针位置。"
#: doc/classes/StreamPeerBuffer.xml
-#, fuzzy
msgid "Returns the size of [member data_array]."
-msgstr "返回参数的正弦值。"
+msgstr "返回 [member data_array] 的大小。"
#: doc/classes/StreamPeerBuffer.xml
msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
-msgstr ""
+msgstr "调整 [member data_array] 的大小。[i]不会[/i]更新指针。"
#: doc/classes/StreamPeerBuffer.xml
msgid ""
"Moves the cursor to the specified position. [code]position[/code] must be a "
"valid index of [member data_array]."
msgstr ""
+"将指针移动到指定的位置。[code]position[/code] 必须是 [member data_array] 的有"
+"效索引。"
#: doc/classes/StreamPeerBuffer.xml
msgid "The underlying data buffer. Setting this value resets the cursor."
-msgstr ""
+msgstr "内部的数据缓冲。设置该值会重置指针。"
#: doc/classes/StreamPeerSSL.xml
msgid "SSL stream peer."
-msgstr "SSL流对等体。"
+msgstr "SSL 流对等体。"
#: doc/classes/StreamPeerSSL.xml
msgid ""
@@ -68702,7 +73438,7 @@ msgstr ""
"使用底层 [StreamPeer] [code]stream[/code] 连接到对等点。如果 "
"[code]validate_certs[/code] 是 [code]true[/code],[StreamPeerSSL] 将验证对等"
"方提供的证书是否与 [code]for_hostname[/code] 匹配。\n"
-"[b]注意:[/b] 由于浏览器限制,HTML5 导出不支持指定自定义 "
+"[b]注意:[/b]由于浏览器限制,HTML5 导出不支持指定自定义 "
"[code]valid_certificate[/code]。"
#: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml
@@ -68741,7 +73477,7 @@ msgstr "一种错误状态,显示主机提交的SSL证书域与请求验证的
#: doc/classes/StreamPeerTCP.xml
msgid "TCP stream peer."
-msgstr "TCP流对等体。"
+msgstr "TCP 流对等体。"
#: doc/classes/StreamPeerTCP.xml
msgid ""
@@ -68792,8 +73528,8 @@ msgstr ""
"[code]enabled[/code] 为 [code]false[/code] 时(默认如此),数据包会延迟发送,"
"使用 [url=https://zh.wikipedia.org/wiki/%E7%B4%8D%E6%A0%BC%E7%AE%97%E6%B3%95]"
"纳格算法[/url]合并。\n"
-"[b]注意:[/b] 如果你的应用所传输的数据包很大,或者需要传输大量数据,建议将本"
-"属性保持禁用,因为启用后可能降低总体可用带宽。"
+"[b]注意:[/b]如果你的应用所传输的数据包很大,或者需要传输大量数据,建议将本属"
+"性保持禁用,因为启用后可能降低总体可用带宽。"
#: doc/classes/StreamPeerTCP.xml
msgid ""
@@ -68815,11 +73551,11 @@ msgstr "表示处于错误状态的 [StreamPeerTCP] 的状态。"
#: doc/classes/StreamTexture.xml
msgid "A [code].stex[/code] texture."
-msgstr "[code].stex[/code]纹理."
+msgstr "[code].stex[/code] 纹理。"
#: doc/classes/StreamTexture.xml
msgid "A texture that is loaded from a [code].stex[/code] file."
-msgstr "从[code].stex[/code]文件加载的纹理。"
+msgstr "从 [code].stex[/code] 文件加载的纹理。"
#: doc/classes/StreamTexture.xml
msgid "Loads the texture from the given path."
@@ -68945,8 +73681,17 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr "该字符串以指定字符串开头时,返回 [code]true[/code]。"
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
-msgstr "返回此字符串的二元组(连续字母对)。"
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
+msgstr ""
+"返回包含该字符串的双字母组(连续字母的组合)的数组。\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # 输出“[Bi, ig, gr, ra, am, ms]”\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -69078,7 +73823,7 @@ msgid ""
msgstr ""
"查找首次出现的子字符串。返回该子字符串的起始位置,未找到时则返回 [code]-1[/"
"code]。还可以传入查找的起始位置。\n"
-"[b]注意:[/b] 如果只想知道字符串是否包含子字符串,请使用 [code]in[/code] 运算"
+"[b]注意:[/b]如果只想知道字符串是否包含子字符串,请使用 [code]in[/code] 运算"
"符,如下所示:\n"
"[codeblock]\n"
"# 判断结果将为 `false`。\n"
@@ -69106,9 +73851,55 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
-"格式化字符串,将所有的 [code]placeholder[/code] 替换为 [code]values[/code]。"
+"格式化字符串,将所有的 [code]placeholder[/code] 替换为 [code]values[/code] 中"
+"的元素。\n"
+"[code]values[/code] 可以是 [Dictionary] 或 [Array]。[code]placeholder[/code] "
+"中的下划线都会事先被替换为对应的键。数组元素使用其索引号作为键。\n"
+"[codeblock]\n"
+"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n"
+"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得"
+"名。\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# 输出:第 42 号用户是 Godot。\n"
+"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": "
+"\"Godot\"}))\n"
+"[/codeblock]\n"
+"[code]values[/code] 为数组时还会进行一些额外的处理。如果 [code]placeholder[/"
+"code] 中不包含下划线,该数组中的元素会依次对出现的占位符进行替换;如果数组元"
+"素是一个包含两个元素的数组,那么它就会被解释为键值对。\n"
+"[codeblock]\n"
+"# 输出:第 42 号用户是 Godot。\n"
+"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
@@ -69182,6 +73973,10 @@ msgid ""
"does [i]not[/i] imply the strings are equal, because different strings can "
"have identical hash values due to hash collisions."
msgstr ""
+"返回代表该字符串内容的 32 位哈希值。\n"
+"[b]注意:[/b]内容相同的 [String] 会得到一致的哈希值。然而,反之不然。返回一致"
+"的哈希值[i]并不[/i]意味着字符串相等,因为不同的字符串可能因为哈希碰撞而得到一"
+"致的哈希值。"
#: doc/classes/String.xml
msgid ""
@@ -69308,8 +74103,24 @@ msgstr ""
"[code]: / \\ ? * \" | % < >[/code]"
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
-msgstr "该字符串包含有效浮点数时,返回 [code]true[/code]。"
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
+msgstr ""
+"如果该字符串包含有效的浮点数,则返回 [code]true[/code]。包含整数,也支持指数"
+"幂:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # 输出“True”\n"
+"print(\"24\".is_valid_float()) # 输出“True”\n"
+"print(\"7e3\".is_valid_float()) # 输出“True”\n"
+"print(\"Hello\".is_valid_float()) # 输出“False”\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -69337,14 +74148,40 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
"该字符串为有效标识符时,返回 [code]true[/code]。有效标识符仅能够包含字母、数"
-"字、下划线([code]_[/code]),并且不能以数字开头。"
+"字、下划线([code]_[/code]),并且不能以数字开头。\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # 输出“True”\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # 输出“False”\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # 输出“False”\n"
+"[/codeblock]"
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
-msgstr "该字符串包含有效整数时,返回 [code]true[/code]。"
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
+msgstr ""
+"如果该字符串包含有效的整数,则返回 [code]true[/code]\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # 输出“True”\n"
+"print(\"14.6\".is_valid_integer()) # 输出“False”\n"
+"print(\"L\".is_valid_integer()) # 输出“False”\n"
+"print(\"+3\".is_valid_integer()) # 输出“True”\n"
+"print(\"-12\".is_valid_integer()) # 输出“True”\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -69398,34 +74235,38 @@ msgid ""
msgstr ""
"返回该字符串从左侧删除若干字符后的副本。参数 [code]chars[/code] 为包含所需删"
"除字符的字符串。\n"
-"[b]注意:[/b] [code]chars[/code] 不是前缀。如果不想删除一组字符,而是想删除单"
+"[b]注意:[/b][code]chars[/code] 不是前缀。如果不想删除一组字符,而是想删除单"
"一的前缀字符串,请参阅 [method trim_prefix]。"
#: doc/classes/String.xml
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
-"判断表达式是否匹配(区分大小写),其中 [code]\"*\"[/code] 匹配零个或多个任意字"
-"符并且 [code]\"?\"[/code] 匹配除句点( [code]\".\"[/code] )外的任意字符。"
+"判断表达式是否匹配,区分大小写,其中 [code]\"*\"[/code] 匹配零个或多个任意字"
+"符并且 [code]\"?\"[/code] 匹配除句点( [code]\".\"[/code] )外的任意字符。如果"
+"字符串或表达式为空,则始终返回 [code]false[/code]。"
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
-"判断表达式是否匹配(不区分大小写),其中 [code]\"*\"[/code] 匹配零个或多个任意"
-"字符并且 [code]\"?\"[/code] 匹配除句点( [code]\".\"[/code] )外的任意字符。"
+"判断表达式是否匹配,不区分大小写,其中 [code]\"*\"[/code] 匹配零个或多个任意"
+"字符并且 [code]\"?\"[/code] 匹配除句点( [code]\".\"[/code] )外的任意字符。如"
+"果字符串或表达式为空,则始终返回 [code]false[/code]。"
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as an array of bytes."
-msgstr "以一个字节数组的形式返回字符串的MD5哈希值。"
+msgstr "以字节数组的形式返回该字符串的 MD5 哈希值。"
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as a string."
-msgstr "以一个字符串的形式返回字符串的MD5哈希值。"
+msgstr "以字符串的形式返回该字符串的 MD5 哈希值。"
#: doc/classes/String.xml
msgid ""
@@ -69519,7 +74360,7 @@ msgstr "格式化数字,在小数点前具有 [code]digits[/code] 的确切数
#: doc/classes/String.xml
msgid "Decode a percent-encoded string. See [method percent_encode]."
-msgstr "解码一个百分比编码的字符串。参阅[method percent_encode]。"
+msgstr "解码一个百分比编码的字符串。见 [method percent_encode]。"
#: doc/classes/String.xml
msgid ""
@@ -69535,7 +74376,7 @@ msgid ""
"the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == "
"\"this/is/path\"[/code]."
msgstr ""
-"如果字符串是路径,则在字符串末尾连接 [code]file[/code] 作为子路径。例如。 "
+"如果字符串是路径,则在字符串末尾连接 [code]file[/code] 作为子路径。例如。"
"[code]\"this/is\".plus_file(\"path\") == \"this/is/path\"[/code]。"
#: doc/classes/String.xml
@@ -69587,8 +74428,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
"从右侧开始,通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数"
@@ -69601,8 +74442,8 @@ msgstr ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # 打印 2\n"
-"print(some_array[0]) # 打印 \"Four\"\n"
-"print(some_array[1]) # 打印 \"Three,Two,One\"\n"
+"print(some_array[0]) # 打印 \"One,Two,Three\"\n"
+"print(some_array[1]) # 打印 \"Four\"\n"
"[/codeblock]"
#: doc/classes/String.xml
@@ -69616,7 +74457,7 @@ msgid ""
msgstr ""
"返回该字符串从右侧删除若干字符后的副本。参数 [code]chars[/code] 为包含所需删"
"除字符的字符串。\n"
-"[b]注意:[/b] [code]chars[/code] 不是后缀。如果不想删除一组字符,而是想删除单"
+"[b]注意:[/b][code]chars[/code] 不是后缀。如果不想删除一组字符,而是想删除单"
"一的前缀字符串,请参阅 [method trim_suffix]。"
#: doc/classes/String.xml
@@ -69637,9 +74478,26 @@ msgstr "以字符串形式返回字符串的 SHA-256 哈希值。"
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
-msgstr "返回与此字符串相比的文本的相似度指数。 1表示完全相似,0表示完全不同。"
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
+msgstr ""
+"返回该字符串与另一个字符串的相似指数([url=https://zh.wikipedia.org/wiki/"
+"Dice%E7%B3%BB%E6%95%B0]索伦森-骰子系数[/url])。结果为 1.0 表示完全相似,0.0 "
+"表示完全不相似。\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # 输出“1”\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # 输出“0”\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # 输出“0.8”\n"
+"print(\"ABC123\".similarity(\"abc123\")) # 输出“0.4”\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "Returns a simplified canonical path."
@@ -69665,7 +74523,7 @@ msgid ""
"If you need to split strings with more complex rules, use the [RegEx] class "
"instead."
msgstr ""
-"通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数组。 "
+"通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数组。"
"[code]delimiter[/code] 可以是任意长度。\n"
"如果指定了 [code]maxsplit[/code],它定义了从左边到 [code]maxsplit[/code] 的分"
"割次数。默认值 [code]0[/code] 表示所有项目都被拆分。\n"
@@ -69743,6 +74601,15 @@ msgid ""
"print(\"1e3\".to_float()) # 1000\n"
"[/codeblock]"
msgstr ""
+"将包含十进制数字的字符串转换为 [code]float[/code]。该方法会在首个非数字字符处"
+"停止,除非是首次遇到 [code].[/code](小数点)以及表示指数的 [code]e[/"
+"code]。\n"
+"[codeblock]\n"
+"print(\"12.3\".to_float()) # 12.3\n"
+"print(\"1.2.3\".to_float()) # 1.2\n"
+"print(\"12ab3\".to_float()) # 12\n"
+"print(\"1e3\".to_float()) # 1000\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -69755,6 +74622,13 @@ msgid ""
"print(\"1.2.3\".to_int()) # 1\n"
"[/codeblock]"
msgstr ""
+"将包含证书的字符串转换为 [code]int[/code]。该方法会删除任何非数字字符,并在遇"
+"到 [code].[/code] 后停止。\n"
+"[codeblock]\n"
+"print(\"123\".to_int()) # 123\n"
+"print(\"a1b2c3\".to_int()) # 123\n"
+"print(\"1.2.3\".to_int()) # 1\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "Returns the string converted to lowercase."
@@ -69832,23 +74706,26 @@ msgid ""
"[code]focus[/code] [StyleBox] more reusable across different nodes."
msgstr ""
"样式盒 StyleBox 是一种 [Resource],它提供了一个抽象基类,用于为 UI 绘制风格化"
-"的框。 StyleBox 被用于绘制按钮的样式、行编辑框的背景、树的背景等,也被用作测"
-"试指针信号的透明掩码。将 StyleBox 指定为控件的掩码时,如果在掩码测试失败,点"
-"击和运动信号将透过它传递至下层控件。\n"
-"[b]注意:[/b] 对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/"
+"的框。StyleBox 被用于绘制按钮的样式、行编辑框的背景、树的背景等,也被用作测试"
+"指针信号的透明掩码。将 StyleBox 指定为控件的掩码时,如果在掩码测试失败,点击"
+"和运动信号将透过它传递至下层控件。\n"
+"[b]注意:[/b]对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/"
"code] 的 [StyleBox] 会显示在名为 [code]normal[/code]、[code]hover[/code]、"
"[code]pressed[/code] 的 [StyleBox]之上。这样的行为有助于 [code]focus[/code] "
"[StyleBox] 在不同节点上复用。"
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
-"使用具有给定 [RID] 的 [CanvasItem] 绘制此StyleBox。\n"
-"您可以在 [CanvasItem] 派生节点上使用 [method Object.get_instance_id] 获取 "
-"[RID] 值。"
+"使用由给定的 [RID] 标识的画布项绘制这个样式盒。\n"
+"[RID] 值既可以通过对现有的基于 [CanvasItem] 节点调用 [method CanvasItem."
+"get_canvas_item] 获得,也可以通过 [method VisualServer.canvas_item_create] 直"
+"接在 [VisualServer] 上创建画布项获得。"
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
@@ -70007,8 +74884,7 @@ msgid ""
"Returns the given [code]margin[/code]'s border width. See [enum Margin] for "
"possible values."
msgstr ""
-"返回给定的 [code]margin[/code] 的边框宽度。有关可能的值,请参阅 [enum "
-"Margin]。"
+"返回给定的 [code]margin[/code] 的边框宽度。可能的取值见 [enum Margin]。"
#: doc/classes/StyleBoxFlat.xml
msgid "Returns the smallest border width out of all four borders."
@@ -70018,23 +74894,22 @@ msgstr "返回所有四个边界中最小的边框宽度。"
msgid ""
"Returns the given [code]corner[/code]'s radius. See [enum Corner] for "
"possible values."
-msgstr ""
-"返回给定的 [code]corner[/code] 的半径。有关可能的值,请参阅 [enum Corner]。"
+msgstr "返回给定的 [code]corner[/code] 的半径。可能的取值见 [enum Corner]。"
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid ""
"Returns the size of the given [code]margin[/code]'s expand margin. See [enum "
"Margin] for possible values."
msgstr ""
-"返回给定的[code]margin[/code]的扩展边距的大小。可能的值见[enum Margin]。"
+"返回给定的 [code]margin[/code] 的扩展边距的大小。可能的取值见 [enum Margin]。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Sets the border width to [code]width[/code] pixels for the given "
"[code]margin[/code]. See [enum Margin] for possible values."
msgstr ""
-"用给定的[code]margin[/code]设置边界宽度为[code]width[/code]像素。可能的值见"
-"[enum Margin]。"
+"用给定的 [code]margin[/code] 设置边界宽度为 [code]width[/code] 像素。可能的取"
+"值见 [enum Margin]。"
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the border width to [code]width[/code] pixels for all margins."
@@ -70045,8 +74920,8 @@ msgid ""
"Sets the corner radius to [code]radius[/code] pixels for the given "
"[code]corner[/code]. See [enum Corner] for possible values."
msgstr ""
-"用给定的[code]corner[/code]设置角的半径为[code]radius[/code]像素。可能的值见"
-"[enum Corner]。"
+"用给定的 [code]corner[/code] 设置角的半径为 [code]radius[/code] 像素。可能的"
+"取值见 [enum Corner]。"
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the corner radius to [code]radius[/code] pixels for all corners."
@@ -70067,8 +74942,8 @@ msgid ""
"Sets the expand margin to [code]size[/code] pixels for the given "
"[code]margin[/code]. See [enum Margin] for possible values."
msgstr ""
-"将给定的 [code]margin[/code] 的扩展边距设置为 [code]size[/code] 像素。有关可"
-"能的值,请参阅 [enum Margin]。"
+"将给定的 [code]margin[/code] 的扩展边距设置为 [code]size[/code] 像素。可能的"
+"取值见 [enum Margin]。"
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid "Sets the expand margin to [code]size[/code] pixels for all margins."
@@ -70087,15 +74962,15 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
"glitches."
msgstr ""
"抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在"
-"使用圆角时才明显。\n"
-"[b]注意:[/b] 使用 45 度倒角([member corner_detail] = 1)时,建议将 [member "
+"使用圆角或 [member skew] 时才明显。\n"
+"[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1)时,建议将 [member "
"anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问"
"题。"
@@ -70111,7 +74986,7 @@ msgstr "StyleBox的背景颜色。"
#: doc/classes/StyleBoxFlat.xml
msgid "If [code]true[/code], the border will fade into the background color."
-msgstr "如果[code]true[/code],边框会淡入背景色。"
+msgstr "如果为 [code]true[/code],边框会淡入背景色。"
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the color of the border."
@@ -70119,7 +74994,7 @@ msgstr "设置边框的颜色。"
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the bottom border."
-msgstr "底部边框的宽度。"
+msgstr "底边框的宽度。"
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the left border."
@@ -70131,7 +75006,7 @@ msgstr "右边框的宽度。"
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the top border."
-msgstr "顶部边框的宽度。"
+msgstr "顶边框的宽度。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -70155,63 +75030,95 @@ msgstr ""
msgid ""
"The bottom-left corner's radius. If [code]0[/code], the corner is not "
"rounded."
-msgstr "左下角的半径。如果[code]0[/code],则角不圆滑。"
+msgstr "左下角的半径。如果为 [code]0[/code],则该角不圆滑。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The bottom-right corner's radius. If [code]0[/code], the corner is not "
"rounded."
-msgstr "右下角的半径。如果[code]0[/code],则角不圆滑。"
+msgstr "右下角的半径。如果为 [code]0[/code],则该角不圆滑。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
-msgstr "左上角的半径。如果[code]0[/code],则角不圆滑。"
+msgstr "左上角的半径。如果为 [code]0[/code],则该角不圆滑。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
-msgstr "右上角的半径。如果[code]0[/code],则角不圆滑。"
+msgstr "右上角的半径。如果为 [code]0[/code],则该角不圆滑。"
#: doc/classes/StyleBoxFlat.xml
msgid "Toggles drawing of the inner part of the stylebox."
-msgstr "切换绘制StyleBox的内部部分。"
+msgstr "切换绘制 StyleBox 的内部部分。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
-msgstr ""
-"在底部边缘的控件矩形之外扩展StyleBox。与 [member border_width_bottom] 结合使"
-"用可在控件 rect 外绘制边框。"
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+"将该样式盒扩展到该控件矩形的底边。可以与 [member border_width_bottom] 组合,"
+"在该控件矩形之外绘制边框。\n"
+"[b]注意:[/b]与 [member StyleBox.content_margin_bottom] 不同,[member "
+"expand_margin_bottom] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会"
+"对可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区"
+"域。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
-msgstr ""
-"在左边缘的控件矩形之外扩展StyleBox。与 [member border_width_left] 结合使用可"
-"在控件矩形外绘制边框。"
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+"将该样式盒扩展到该控件矩形的左边。可以与 [member border_width_left] 组合,在"
+"该控件矩形之外绘制边框。\n"
+"[b]注意:[/b]与 [member StyleBox.content_margin_left] 不同,[member "
+"expand_margin_left] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对"
+"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
-msgstr ""
-"在右边缘的控件矩形之外扩展StyleBox。与 [member border_width_right] 结合使用可"
-"在控件矩形外绘制边框。"
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+"将该样式盒扩展到该控件矩形的右边。可以与 [member border_width_right] 组合,在"
+"该控件矩形之外绘制边框。\n"
+"[b]注意:[/b]与 [member StyleBox.content_margin_right] 不同,[member "
+"expand_margin_right] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对"
+"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
-msgstr ""
-"在顶部边缘的控件矩形之外扩展StyleBox。与 [member border_width_top] 结合使用可"
-"在控件 rect 外绘制边框。"
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
+msgstr ""
+"将该样式盒扩展到该控件矩形的顶边。可以与 [member border_width_top] 组合,在该"
+"控件矩形之外绘制边框。\n"
+"[b]注意:[/b]与 [member StyleBox.content_margin_top] 不同,[member "
+"expand_margin_top] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对可"
+"用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
#: doc/classes/StyleBoxFlat.xml
msgid ""
@@ -70229,6 +75136,28 @@ msgstr "以像素为单位的阴影偏移。相对于StyleBox调整阴影的位
msgid "The shadow size in pixels."
msgstr "以像素为单位的阴影大小。"
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+"如果任何轴被设为了非零值,[member skew] 就会将该 StyleBox 进行横向和/或纵向变"
+"形。可用于实现“未来风”的 UI。正值会让该 StyleBox 朝右(X 轴)上(Y 轴)偏斜,"
+"负值会让该 StyleBox 朝左(X 轴)下(Y 轴)偏斜。\n"
+"[b]注意:[/b]为了让文本不触碰到该 StyleBox 的边缘,请考虑增大该 [StyleBox] 的"
+"内容边距(见 [member StyleBox.content_margin_bottom])。增大内容边距比增大扩"
+"展边距(见 [member expand_margin_bottom])更好,因为增大扩展边距并不会增大 "
+"[Control] 的可点击区域。"
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr "显示单线的 [StyleBox] 。"
@@ -70270,12 +75199,12 @@ msgid ""
"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
"line will be horizontal."
msgstr ""
-"如果 [code]true[/code],则该线将是垂直的。如果 [code]false[/code],该线将是水"
-"平的。"
+"如果为 [code]true[/code],则该线将是垂直的。如果 [code]false[/code],该线将是"
+"水平的。"
#: doc/classes/StyleBoxTexture.xml
msgid "Texture-based nine-patch [StyleBox]."
-msgstr "基于纹理的九宫格[StyleBox]。"
+msgstr "基于纹理的九宫格 [StyleBox]。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -70292,37 +75221,34 @@ msgstr ""
msgid ""
"Returns the size of the given [code]margin[/code]. See [enum Margin] for "
"possible values."
-msgstr ""
-"返回给定 [code]margin[/code] 的大小。有关可能的值,请参阅 [enum Margin]。"
+msgstr "返回给定 [code]margin[/code] 的大小。可能的取值见 [enum Margin]。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Sets the margin to [code]size[/code] pixels for the given [code]margin[/"
"code]. See [enum Margin] for possible values."
msgstr ""
-"将给定的 [code]margin[/code] 的边距设置为 [code]size[/code] 像素。有关可能的"
-"值,请参阅 [enum Margin]。"
+"将给定的 [code]margin[/code] 的边距设置为 [code]size[/code] 像素。可能的取值"
+"见 [enum Margin]。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Controls how the stylebox's texture will be stretched or tiled horizontally. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
-"控制如何水平拉伸或平铺样式盒的纹理。有关可能的值,请参阅 [enum "
-"AxisStretchMode]。"
+"控制如何水平拉伸或平铺样式盒的纹理。可能的取值见 [enum AxisStretchMode]。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Controls how the stylebox's texture will be stretched or tiled vertically. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
-"控制如何垂直拉伸或平铺StyleBox的纹理。有关可能的值,请参阅 [enum "
-"AxisStretchMode]。"
+"控制如何垂直拉伸或平铺 StyleBox 的纹理。可能的取值见 [enum AxisStretchMode]。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
"If [code]true[/code], the nine-patch texture's center tile will be drawn."
-msgstr "如果[code]true[/code],将绘制九宫格纹理的中心瓦片。"
+msgstr "如果为 [code]true[/code],将绘制九宫格纹理的中心图块。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -70356,9 +75282,10 @@ msgid ""
"This is also the value used as fallback for [member StyleBox."
"content_margin_bottom] if it is negative."
msgstr ""
-"增加3×3 StyleBox的底边距。\n"
-"更高的值意味着更多的源纹理被认为是3×3 box的底边的一部分。\n"
-"如果[member StyleBox.content_margin_bottom]为负值,这个值也是作为后备值使用。"
+"增加 3×3 StyleBox 的底边距。\n"
+"更高的值意味着更多的源纹理被认为是 3×3 box的底边的一部分。\n"
+"如果 [member StyleBox.content_margin_bottom] 为负值,这个值也是作为后备值使"
+"用。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -70368,9 +75295,9 @@ msgid ""
"This is also the value used as fallback for [member StyleBox."
"content_margin_left] if it is negative."
msgstr ""
-"增加 3×3 StyleBox的左边距。\n"
+"增加 3×3 StyleBox 的左边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box左边框的一部分。\n"
-"如果[member StyleBox.content_margin_left]为负值,这个值也是作为后备值使用。"
+"如果 [member StyleBox.content_margin_left] 为负值,这个值也是作为后备值使用。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -70380,9 +75307,10 @@ msgid ""
"This is also the value used as fallback for [member StyleBox."
"content_margin_right] if it is negative."
msgstr ""
-"增加 3×3 StyleBox的右边距。\n"
+"增加 3×3 StyleBox 的右边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box右边框的一部分。\n"
-"如果[member StyleBox.content_margin_right]为负值,这个值也是作为后备值使用。"
+"如果 [member StyleBox.content_margin_right] 为负值,这个值也是作为后备值使"
+"用。"
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -70392,9 +75320,9 @@ msgid ""
"This is also the value used as fallback for [member StyleBox."
"content_margin_top] if it is negative."
msgstr ""
-"增加 3×3 StyleBox的上边距。\n"
+"增加 3×3 StyleBox 的上边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box上边框的一部分。\n"
-"如果[member StyleBox.content_margin_top]为负值,这个值也是作为后备值使用。"
+"如果 [member StyleBox.content_margin_top] 为负值,这个值也是作为后备值使用。"
#: doc/classes/StyleBoxTexture.xml
msgid "Modulates the color of the texture when this style box is drawn."
@@ -70505,7 +75433,7 @@ msgstr ""
"顶点添加 UV,你就不能为任何后续的顶点添加颜色。\n"
"参阅 [ArrayMesh]、[ImmediateGeometry] 和 [MeshDataTool] 以了解程序式几何体的"
"生成。\n"
-"[b]注意:[/b]Godot 对三角形基本模式的正面使用顺时针[url=https://learnopengl."
+"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl."
"com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。"
#: doc/classes/SurfaceTool.xml
@@ -70513,8 +75441,7 @@ msgid ""
"Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/"
"code] must contain 4 integers."
msgstr ""
-"指定[i]下一个[/i]顶点所使用的骨骼数组。 [code]bones[/code] 必须包含 4 个整"
-"数。"
+"指定[i]下一个[/i]顶点所使用的骨骼数组。[code]bones[/code] 必须包含 4 个整数。"
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -70568,7 +75495,7 @@ msgid ""
"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"将一个由数组数据组成的三角扇插入正在构建的 [Mesh] 中。\n"
-"需要将基本类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
+"需要将图元类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -70601,9 +75528,9 @@ msgid ""
"set and you fail to submit it for the first vertex, this information may not "
"be used at all."
msgstr ""
-"指定[i]下一个[/i]顶点所使用的权重值。 [code]weights[/code] 必须包含 4 个值。"
-"如果每个顶点都需要设置此信息,而您未能为第一个顶点提交此信息,此信息可能根本"
-"就不会被使用。"
+"指定[i]下一个[/i]顶点所使用的权重值。[code]weights[/code] 必须包含 4 个值。如"
+"果每个顶点都需要设置此信息,而您未能为第一个顶点提交此信息,此信息可能根本就"
+"不会被使用。"
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -70616,7 +75543,7 @@ msgid ""
"instead."
msgstr ""
"将指定 [Mesh] 表面的顶点应用 [Transform] 后,追加到当前的顶点数组中。\n"
-"[b]注意:[/b] 在 [Thread] 中使用 [method append_from] 会更慢,因为 GPU 必须将"
+"[b]注意:[/b]在 [Thread] 中使用 [method append_from] 会更慢,因为 GPU 必须将"
"数据送回 CPU,会把主线程暂停(因为 OpenGL 是线程不安全的)。请考虑先把该网格"
"复制一份,转成 [ArrayMesh] 后再手动添加顶点。"
@@ -70625,8 +75552,8 @@ msgid ""
"Called before adding any vertices. Takes the primitive type as an argument "
"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
msgstr ""
-"在添加任何顶点之前被调用。接收原始类型作为参数(例如:原始三角形[constant "
-"Mesh.PRIMITIVE_TRIANGLES])。"
+"在添加任何顶点之前被调用。接收图元类型作为参数(例如:[constant Mesh."
+"PRIMITIVE_TRIANGLES])。"
#: doc/classes/SurfaceTool.xml
msgid "Clear all information passed into the surface tool so far."
@@ -70686,11 +75613,11 @@ msgid ""
"be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"从顶点生成法线,因此您不必手动执行。如果 [code]flip[/code] 为 [code]true[/"
-"code],则生成的法线将被反转。 [method generate_normals] 应在生成几何体[i]之后"
+"code],则生成的法线将被反转。[method generate_normals] 应在生成几何体[i]之后"
"[/i] 调用,在[i]之前[/i]使用 [method commit] 或 [method commit_to_arrays] 提"
"交网格。为了正确显示法线贴图表面,您还必须使用 [method generate_tangents] 生"
"成切线。\n"
-"[b]注意:[/b] [method generate_normals] 仅当基本类型设置为 [constant Mesh."
+"[b]注意:[/b][method generate_normals] 仅当图元类型设置为 [constant Mesh."
"PRIMITIVE_TRIANGLES] 时才有效。"
#: doc/classes/SurfaceTool.xml
@@ -70745,8 +75672,8 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"如果已通过 [method set_popup] 设置 [Popup] 节点实例,则返回该实例。\n"
-"[b]警告:[/b] 该节点为必要的内部节点,将其移除或释放可能造成崩溃。如果你希望"
-"将其或其子节点隐藏,请使用对应节点的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]该节点为必要的内部节点,将其移除或释放可能造成崩溃。如果你希望将"
+"其或其子节点隐藏,请使用对应节点的 [member CanvasItem.visible] 属性。"
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Returns the previously active tab index."
@@ -70867,7 +75794,7 @@ msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
-msgstr "如果 [code]true[/code],可以通过鼠标拖动重新排列选项卡。"
+msgstr "如果为 [code]true[/code],可以通过鼠标拖动重新排列选项卡。"
#: doc/classes/TabContainer.xml
msgid ""
@@ -70881,8 +75808,8 @@ msgid ""
"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
"and titles are hidden."
msgstr ""
-"如果 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和标"
-"题被隐藏。"
+"如果为 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和"
+"标题被隐藏。"
#: doc/classes/TabContainer.xml
msgid ""
@@ -70890,8 +75817,8 @@ msgid ""
"minimum size take into account in the total, instead of only the currently "
"visible one."
msgstr ""
-"如果 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不是"
-"仅考虑当前可见的一个。"
+"如果为 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不"
+"是仅考虑当前可见的一个。"
#: doc/classes/TabContainer.xml
msgid ""
@@ -70981,13 +75908,13 @@ msgstr ""
#: doc/classes/TabContainer.xml
msgid "The icon for the menu button (see [method set_popup])."
-msgstr "菜单按钮的图标(见[method set_popup])。"
+msgstr "菜单按钮的图标(见 [method set_popup])。"
#: doc/classes/TabContainer.xml
msgid ""
"The icon for the menu button (see [method set_popup]) when it's being "
"hovered with the cursor."
-msgstr "当光标悬停时菜单按钮的图标(参阅 [method set_popup])。"
+msgstr "当光标悬停时菜单按钮的图标(见 [method set_popup])。"
#: doc/classes/TabContainer.xml
msgid "The style for the background fill."
@@ -71014,7 +75941,7 @@ msgid ""
"Simple tabs control, similar to [TabContainer] but is only in charge of "
"drawing tabs, not interacting with children."
msgstr ""
-"简单的选项卡控制,类似于[TabContainer],但只负责绘制选项卡,不与子节点互动。"
+"简单的选项卡控制,类似于 [TabContainer],但只负责绘制选项卡,不与子节点互动。"
#: doc/classes/Tabs.xml
msgid "Adds a new tab."
@@ -71063,7 +75990,7 @@ msgstr "删除索引 [code]tab_idx[/code] 处的选项卡。"
#: doc/classes/Tabs.xml
msgid ""
"If [code]true[/code], enables selecting a tab with the right mouse button."
-msgstr "如果 [code]true[/code],启用鼠标右键选择选项卡。"
+msgstr "如果为 [code]true[/code],启用鼠标右键选择选项卡。"
#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
@@ -71090,7 +76017,7 @@ msgstr "选择索引 [code]tab_idx[/code] 处的选项卡。"
msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
-msgstr "如果 [code]true[/code],鼠标的滚轮可用于导航滚动视图。"
+msgstr "如果为 [code]true[/code],鼠标的滚轮可用于导航滚动视图。"
#: doc/classes/Tabs.xml
msgid "The alignment of all tabs. See [enum TabAlign] for details."
@@ -71154,7 +76081,7 @@ msgstr "选项卡之间的水平间隔。"
#: doc/classes/Tabs.xml
msgid "The icon for the close button (see [member tab_close_display_policy])."
-msgstr "关闭按钮的图标(参阅 [member tab_close_display_policy])。"
+msgstr "关闭按钮的图标(见 [member tab_close_display_policy])。"
#: doc/classes/Tabs.xml
msgid "Background of the close button when it's being hovered with the cursor."
@@ -71174,19 +76101,19 @@ msgstr "禁用选项卡的样式"
#: doc/classes/TCP_Server.xml
msgid "A TCP server."
-msgstr "TCP服务器。"
+msgstr "TCP 服务器。"
#: doc/classes/TCP_Server.xml
msgid ""
"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
"when it gets an incoming connection."
msgstr ""
-"一个TCP服务器。在一个端口上监听连接,当它得到一个传入的连接时返回一个"
+"TCP 服务器。会在某个端口上监听连接,并在有连接连入时返回一个 "
"[StreamPeerTCP]。"
#: doc/classes/TCP_Server.xml
msgid "Returns [code]true[/code] if a connection is available for taking."
-msgstr "如果有一个连接可用,返回[code]true[/code]。"
+msgstr "如果有连接可供获取,则返回 [code]true[/code]。"
#: doc/classes/TCP_Server.xml
msgid ""
@@ -71238,10 +76165,10 @@ msgid ""
"will scroll 5 times as fast as it would normally do. This also works in the "
"Godot script editor."
msgstr ""
-"TextEdit是用来编辑大型多行文本的。它也有编辑代码的功能,如支持语法高亮和多级"
+"TextEdit 是用来编辑大型多行文本的。它也有编辑代码的功能,如支持语法高亮和多级"
"撤销/重做。\n"
-"[b]注意:[/b]当按住[code]Alt[/code]时,垂直滚轮的滚动速度是平时的5倍。这在"
-"Godot脚本编辑器中也适用。"
+"[b]注意:[/b]当按住 [code]Alt[/code] 时,垂直滚轮的滚动速度是平时的 5 倍。这"
+"在 Godot 脚本编辑器中也适用。"
#: doc/classes/TextEdit.xml
msgid "Adds color region (given the delimiters) and its colors."
@@ -71249,7 +76176,7 @@ msgstr "添加给定分隔符划分区域的颜色。"
#: doc/classes/TextEdit.xml
msgid "Adds a [code]keyword[/code] and its [Color]."
-msgstr "添加一个关键字[code]keyword[/code]和它的颜色[Color]。"
+msgstr "添加一个关键字 [code]keyword[/code] 和它的颜色 [Color]。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -71262,7 +76189,7 @@ msgid ""
"Centers the viewport on the line the editing cursor is at. This also resets "
"the [member scroll_horizontal] value to [code]0[/code]."
msgstr ""
-"将视窗置于编辑光标所在的线上。这也会将 [member scroll_horizontal] 值重置为 "
+"将视区置于编辑光标所在的行上。这也会将 [member scroll_horizontal] 值重置为 "
"[code]0[/code]。"
#: doc/classes/TextEdit.xml
@@ -71270,8 +76197,8 @@ msgid ""
"Clears all custom syntax coloring information previously added with [method "
"add_color_region] or [method add_keyword_color]."
msgstr ""
-"清除之前用[method add_color_region]或[method add_keyword_color]添加的所有自定"
-"义语法着色信息。"
+"清除之前用 [method add_color_region] 或 [method add_keyword_color] 添加的所有"
+"自定义语法着色信息。"
#: doc/classes/TextEdit.xml
msgid "Clears the undo history."
@@ -71323,11 +76250,11 @@ msgstr "取消当前选择。"
#: doc/classes/TextEdit.xml
msgid "Folds all lines that are possible to be folded (see [method can_fold])."
-msgstr "折叠所有可能被折叠的行(参阅 [method can_fold])。"
+msgstr "折叠所有可能被折叠的行(见 [method can_fold])。"
#: doc/classes/TextEdit.xml
msgid "Folds the given line, if possible (see [method can_fold])."
-msgstr "如果可能,折叠给定的行(参阅 [method can_fold])。"
+msgstr "如果可能,折叠给定的行(见 [method can_fold])。"
#: doc/classes/TextEdit.xml
msgid "Returns an array containing the line number of each breakpoint."
@@ -71335,7 +76262,7 @@ msgstr "返回一个包含每个断点行号的数组。"
#: doc/classes/TextEdit.xml
msgid "Returns the [Color] of the specified [code]keyword[/code]."
-msgstr "返回指定的关键字[code]keyword[/code]的颜色[Color]。"
+msgstr "返回指定的关键字 [code]keyword[/code] 的颜色 [Color]。"
#: doc/classes/TextEdit.xml
msgid "Returns the text of a specific line."
@@ -71379,10 +76306,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
-"返回此[TextEdit]的[PopupMenu]。默认情况下,这个菜单在右键点击[TextEdit]的时候"
-"显示。\n"
-"[b]警告:[/b] 这是一个必要的内部节点,删除和释放它可能会导致崩溃。如果你想隐"
-"藏它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。"
+"返回此 [TextEdit] 的 [PopupMenu]。默认情况下,这个菜单在右键点击 [TextEdit] "
+"的时候显示。\n"
+"[b]警告:[/b]这是一个必要的内部节点,删除和释放它可能会导致崩溃。如果你想隐藏"
+"它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -71416,10 +76343,6 @@ msgstr ""
"则是底部位置。"
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr "返回选择的开始列。"
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr "返回选择开始行。"
@@ -71428,10 +76351,6 @@ msgid "Returns the text inside the selection."
msgstr "返回选择内的文本。"
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr "返回选择结束列。"
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr "返回选择结束行。"
@@ -71440,6 +76359,14 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "返回所有栏位及内部边距的总宽度。"
#: doc/classes/TextEdit.xml
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "返回可绘制的总行数。"
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "返回可见行数,包括自动换行。"
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr "返回一个 [String] 文本,该文本中的单词位于 caret(文本光标)的位置。"
@@ -71492,6 +76419,14 @@ msgid "Returns if the given line is wrapped."
msgstr "返回给定的行是否换行。"
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+"返回鼠标是否位于选区之上。如果 [code]edges[/code] 为 [code]true[/code],则边"
+"界会被认为是选区的一部分。"
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr "如果选择处于活动状态,则返回 [code]true[/code]。"
@@ -71564,9 +76499,10 @@ msgid "Sets the text for a specific line."
msgstr "设置特定行的文本。"
#: doc/classes/TextEdit.xml
+#, fuzzy
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
"如果 [code]bookmark[/code] 为 true,则为行 [code]line[/code] 设置书签。如果 "
@@ -71583,7 +76519,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], hides the line of the specified index."
-msgstr "如果 [code]true[/code],隐藏指定索引的行。"
+msgstr "如果为 [code]true[/code],隐藏指定索引的行。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -71642,46 +76578,50 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。"
#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "如果为 [code]true[/code],则允许拖放选中的文本。"
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
-msgstr "如果 [code]true[/code],“空格”字符将具有可见表示形式。"
+msgstr "如果为 [code]true[/code],“空格”字符将具有可见表示形式。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"tab\" character will have a visible "
"representation."
-msgstr "如果 [code]true[/code],“制表符”字符将具有可见表示形式。"
+msgstr "如果为 [code]true[/code],“制表符”字符将具有可见表示形式。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the fold gutter is visible. This enables folding "
"groups of indented lines."
-msgstr "如果 [code]true[/code],则折叠栏可见。这允许折叠缩进行。"
+msgstr "如果为 [code]true[/code],则折叠栏可见。这允许折叠缩进行。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], all lines that have been set to hidden by [method "
"set_line_as_hidden], will not be visible."
msgstr ""
-"如果 [code]true[/code],所有已被 [method set_line_as_hidden] 设置为隐藏的行将"
-"不可见。"
+"如果为 [code]true[/code],所有已被 [method set_line_as_hidden] 设置为隐藏的行"
+"将不可见。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], all occurrences of the selected text will be "
"highlighted."
-msgstr "如果 [code]true[/code],所选文本的所有匹配项都将突出显示。"
+msgstr "如果为 [code]true[/code],所选文本的所有匹配项都将突出显示。"
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the line containing the cursor is highlighted."
-msgstr "如果 [code]true[/code],则包含光标的行会突出显示。"
+msgstr "如果为 [code]true[/code],则包含光标的行会突出显示。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], a minimap is shown, providing an outline of your "
"source code."
-msgstr "如果 [code]true[/code],则显示小地图,提供源代码的概要。"
+msgstr "如果为 [code]true[/code],则显示小地图,提供源代码的概要。"
#: doc/classes/TextEdit.xml
msgid "The width, in pixels, of the minimap."
@@ -71692,16 +76632,16 @@ msgid ""
"If [code]true[/code], custom [code]font_color_selected[/code] will be used "
"for selected text."
msgstr ""
-"如果 [code]true[/code],自定义 [code]font_color_selected[/code] 将用于所选文"
-"本。"
+"如果为 [code]true[/code],自定义 [code]font_color_selected[/code] 将用于所选"
+"文本。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], read-only mode is enabled. Existing text cannot be "
"modified and new text cannot be added."
msgstr ""
-"如果[code]true[/code],启用只读模式。现有的文本不能被修改,新的文本不能被添"
-"加。"
+"如果为 [code]true[/code],启用只读模式。现有的文本不能被修改,新的文本不能被"
+"添加。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -71722,9 +76662,9 @@ msgid ""
"If [code]false[/code], text can not be selected by the user or by the "
"[method select] or [method select_all] methods."
msgstr ""
-"如果[code]true[/code],文本可以被选择。\n"
-"如果[code]false[/code],用户或使用[method select]或[method select_all]方法都"
-"不能选择文本。"
+"如果为 [code]true[/code],文本可以被选择。\n"
+"如果为 [code]false[/code],用户或使用[method select]或[method select_all]方法"
+"都不能选择文本。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -71737,22 +76677,22 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], line numbers are displayed to the left of the text."
-msgstr "如果 [code]true[/code],行号显示在文本的左侧。"
+msgstr "如果为 [code]true[/code],行号显示在文本的左侧。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], sets the [code]step[/code] of the scrollbars to "
"[code]0.25[/code] which results in smoother scrolling."
msgstr ""
-"如果 [code]true[/code],将滚动条的步长 [code]step[/code] 设置为 [code]0.25[/"
-"code],从而使滚动更加平滑。"
+"如果为 [code]true[/code],将滚动条的步长 [code]step[/code] 设置为 "
+"[code]0.25[/code],从而使滚动更加平滑。"
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], any custom color properties that have been set for "
"this [TextEdit] will be visible."
msgstr ""
-"如果 [code]true[/code],为此 [TextEdit] 设置的任何自定义颜色属性都将可见。"
+"如果为 [code]true[/code],为此 [TextEdit] 设置的任何自定义颜色属性都将可见。"
#: doc/classes/TextEdit.xml
msgid "String value of the [TextEdit]."
@@ -71766,7 +76706,7 @@ msgstr "垂直滚动的灵敏度。"
msgid ""
"If [code]true[/code], enables text wrapping when it goes beyond the edge of "
"what is visible."
-msgstr "如果 [code]true[/code],当文本超出可见边缘时启用文本换行。"
+msgstr "如果为 [code]true[/code],当文本超出可见边缘时启用文本换行。"
#: doc/classes/TextEdit.xml
msgid "Emitted when a breakpoint is placed via the breakpoint gutter."
@@ -71893,6 +76833,59 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr "当 [member readonly] 启用时,设置这个 [TextEdit] 的 [StyleBox]。"
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr "从文本生成 [PrimitiveMesh]。"
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+"根据文本生成 [PrimitiveMesh]。\n"
+"使用了矢量字形轮廓的动态字体才能用于生成 TextMesh。不支持位图字体(包括 "
+"TrueType/OpenType 容器中的位图数据,例如彩色 Emoji 字体)。\n"
+"UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度,"
+"外面占 10% 的高度,内侧面占 10% 的高度。"
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr "用于近似贝塞尔曲线的步长(单位为像素)。"
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+"生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正"
+"面占据整张纹理。"
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr "该 [TextMesh] 的文本所使用的 [Font]。"
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+"控制文本的水平对齐。支持左对齐、居中、右对齐。把它设置为 [enum Align] 常量之"
+"一。"
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr "文本上一个像素宽度的大小,以 3D 缩放。"
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr "用于生成网格的文本。"
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr "用于 2D 和 3D 的纹理。"
@@ -71921,16 +76914,16 @@ msgid ""
"canvas_item_add_texture_rect] with a rect at [code]position[/code] and the "
"size of this [Texture]."
msgstr ""
-"在指定的位置[code]position[/code]使用[VisualServer]API的[CanvasItem]来绘制纹"
-"理。相当于[method VisualServer.canvas_item_add_texture_rect],在位置"
-"[code]position[/code]有一个矩形,尺寸为这个[Texture]。"
+"在指定的位置 [code]position[/code] 使用 [VisualServer] API 的 [CanvasItem] 来"
+"绘制纹理。相当于 [method VisualServer.canvas_item_add_texture_rect],在位置 "
+"[code]position[/code] 有一个矩形,尺寸为这个 [Texture]。"
#: doc/classes/Texture.xml
msgid ""
"Draws the texture using a [CanvasItem] with the [VisualServer] API. "
"Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
msgstr ""
-"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理。相当于方法 [method "
+"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理。相当于 [method "
"VisualServer.canvas_item_add_texture_rect]。"
#: doc/classes/Texture.xml
@@ -71938,16 +76931,16 @@ msgid ""
"Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
msgstr ""
-"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理的一个部分。相当于方法 "
-"[method VisualServer.canvas_item_add_texture_rect_region]。"
+"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理的一个部分。相当于 [method "
+"VisualServer.canvas_item_add_texture_rect_region]。"
#: doc/classes/Texture.xml
msgid ""
"Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
"be accessed and manipulated directly."
msgstr ""
-"返回一个 [Image],它是此 [Texture] 中数据的副本。 [Image] 图像可以直接访问和"
-"操作。"
+"返回一个 [Image],它是此 [Texture] 中数据的副本。[Image] 图像可以直接访问和操"
+"作。"
#: doc/classes/Texture.xml
msgid "Returns the texture height."
@@ -72095,8 +77088,8 @@ msgid ""
"backend. In GLES2, their data can be accessed via scripting, but there is no "
"way to render them in a hardware-accelerated manner."
msgstr ""
-"[TextureArray] 在单个 [Texture] 基本单元中存储一个 [Image] 数组。纹理数组的每"
-"一层都有自己的多级渐远纹理链。这使得它成为纹理图集很好的替代品。另请参阅 "
+"[TextureArray] 在单个 [Texture] 基元中存储 [Image] 数组。纹理数组的每一层都有"
+"自己的多级渐远纹理链。这使得它成为纹理图集很好的替代品。另请参阅 "
"[Texture3D]。\n"
"[TextureArray] 必须使用着色器来显示。在把你的文件导入为 [TextureArray] 并设置"
"适当的水平和垂直切片后,通过把它设置为着色器 uniform 来显示它,例如(2D):\n"
@@ -72184,14 +77177,14 @@ msgid ""
"white pixels represent the button's clickable area. Use it to create buttons "
"with curved shapes."
msgstr ""
-"用于点击检测的纯黑白[BitMap]图像。在遮罩上,白色像素代表按钮的可点击区域。可"
-"用它来创建具有弯曲形状的按钮。"
+"用于点击检测的纯黑白 [BitMap] 图像。在遮罩上,白色像素代表按钮的可点击区域。"
+"可用它来创建具有弯曲形状的按钮。"
#: doc/classes/TextureButton.xml
msgid ""
"Texture to display when the node is disabled. See [member BaseButton."
"disabled]."
-msgstr "节点被禁用时显示的纹理。参阅[member BaseButton.disabled]。"
+msgstr "节点被禁用时显示的纹理。参阅 [member BaseButton.disabled]。"
#: doc/classes/TextureButton.xml
msgid "Texture to display when the node has mouse or keyboard focus."
@@ -72268,7 +77261,7 @@ msgid ""
msgstr ""
"是 [Texture3D] 和 [TextureArray] 的基类。不能直接使用,但包含访问和使用 "
"[Texture3D] 和 [TextureArray] 的所有必要功能。数据是以每层为单位设置的。对于 "
-"[Texture3D],层指定了深度或 Z-index,它们可以被视为一堆二维切片。同样地,对"
+"[Texture3D],层指定了深度或 Z-index,它们可以被视为一堆 2D 切片。同样地,对"
"于 [TextureArray],层指定了数组层。"
#: doc/classes/TextureLayered.xml
@@ -72281,7 +77274,7 @@ msgstr "返回纹理的深度。深度是第三个维度(通常是 Z 轴)。
msgid ""
"Returns the current format being used by this texture. See [enum Image."
"Format] for details."
-msgstr "返回纹理当前使用的格式。详情见[enum Image.Format]。"
+msgstr "返回纹理当前使用的格式。详情见 [enum Image.Format]。"
#: doc/classes/TextureLayered.xml
msgid ""
@@ -72308,14 +77301,14 @@ msgid ""
"the texture. The [code]image[/code] must fit within the texture."
msgstr ""
"通过使用指定的[code]image[/code]的数据覆盖来部分设置指定的[code]layer[/code]"
-"的数据。 [code]x_offset[/code] 和 [code]y_offset[/code] 确定 [Image] 在纹理上"
-"\"stamped\" 标记的位置。 [code]image[/code] 必须适合纹理。"
+"的数据。[code]x_offset[/code] 和 [code]y_offset[/code] 确定 [Image] 在纹理上"
+"\"stamped\" 标记的位置。[code]image[/code] 必须适合纹理。"
#: doc/classes/TextureLayered.xml
msgid ""
"Sets the data for the specified layer. Data takes the form of a 2-"
"dimensional [Image] resource."
-msgstr "设置指定图层的数据。数据的形式是二维的[Image]资源。"
+msgstr "设置指定图层的数据。数据的形式是二维的 [Image] 资源。"
#: doc/classes/TextureLayered.xml
msgid "Returns a dictionary with all the data used by this texture."
@@ -72330,7 +77323,7 @@ msgid ""
"Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant "
"FLAG_REPEAT] and [constant FLAG_FILTER] are enabled."
msgstr ""
-"[TextureArray] 的默认标记。 启用 [constant FLAG_MIPMAPS]、[constant "
+"[TextureArray] 的默认标记。启用 [constant FLAG_MIPMAPS]、[constant "
"FLAG_REPEAT] 和 [constant FLAG_FILTER]。"
#: doc/classes/TextureLayered.xml
@@ -72343,7 +77336,7 @@ msgstr "纹理将在创建时生成多级渐远纹理。"
#: doc/classes/TextureLayered.xml
msgid "Texture will repeat when UV used is outside the 0-1 range."
-msgstr "当使用的UV超出0-1范围时,纹理将重复。"
+msgstr "当使用的 UV 超出 0-1 范围时,纹理将重复。"
#: doc/classes/TextureLayered.xml
msgid ""
@@ -72366,12 +77359,12 @@ msgid ""
"of Godot's [Theme] resource. It can be used to create horizontal, vertical "
"and radial progress bars."
msgstr ""
-"TextureProgress的工作原理与[ProgressBar]类似,但最多使用3个纹理,而不是Godot"
-"的[Theme]资源。它可以用来创建水平、垂直和径向的进度条。"
+"TextureProgress 的工作原理与 [ProgressBar] 类似,但最多使用 3 个纹理,而不是 "
+"Godot 的 [Theme] 资源。它可以用来创建水平、垂直和径向的进度条。"
#: doc/classes/TextureProgress.xml
msgid "The fill direction. See [enum FillMode] for possible values."
-msgstr "填充方向。有关可能的值,参阅[enum FillMode]。"
+msgstr "填充方向。可能的取值见 [enum FillMode]。"
#: doc/classes/TextureProgress.xml
msgid ""
@@ -72380,9 +77373,10 @@ msgid ""
"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
"using a radial [member fill_mode], this setting will enable stretching."
msgstr ""
-"如果[code]true[/code],Godot会像在[NinePatchRect]中那样处理条形纹理。使用"
-"[code]stretch_margin_*[/code]属性,如[member stretch_margin_bottom]来设置九宫"
-"格的3×3网格。当使用径向的[member fill_mode]时,这个设置将启用拉伸功能。"
+"如果为 [code]true[/code],Godot 会像在 [NinePatchRect] 中那样处理条形纹理。使"
+"用 [code]stretch_margin_*[/code] 属性,如 [member stretch_margin_bottom] 来设"
+"置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功"
+"能。"
#: doc/classes/TextureProgress.xml
msgid ""
@@ -72425,8 +77419,8 @@ msgid ""
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
-"九宫格底行的高度。边距为16意味着九宫格的底角和侧面将有16像素的高度。你可以单"
-"独设置所有4个边距值,来创建具有非统一边框的面板。"
+"九宫格底行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你可"
+"以单独设置所有 4 个边距值,来创建具有非统一边框的面板。"
#: doc/classes/TextureProgress.xml
msgid "The width of the 9-patch's left column."
@@ -72457,12 +77451,12 @@ msgid ""
"The [code]value[/code] property comes from [Range]. See [member Range."
"value], [member Range.min_value], [member Range.max_value]."
msgstr ""
-"基于节点的[code]value[/code]和[member fill_mode]进行裁剪[Texture]。随着"
-"[code]value[/code]的增加,纹理会被填满。当[code]value[/code]达到"
-"[code]max_value[/code]时,它完全显示。如果[code]value[/code]等于"
+"基于节点的 [code]value[/code] 和 [member fill_mode] 进行裁剪 [Texture]。随着 "
+"[code]value[/code] 的增加,纹理会被填满。当 [code]value[/code] 达到 "
+"[code]max_value[/code] 时,它完全显示。如果 [code]value[/code] 等于 "
"[code]min_value[/code],它就完全不显示了。\n"
-"[code]value[/code]属性来自[Range]。参阅[member Range.value], [member Range."
-"min_value], [member Range.max_value]。"
+"[code]value[/code] 属性来自 [Range]。见 [member Range.value]、[member Range."
+"min_value]、[member Range.max_value]。"
#: doc/classes/TextureProgress.xml
msgid ""
@@ -72470,12 +77464,12 @@ msgid ""
"and [member texture_under] with fancy borders, to avoid transparent margins "
"in your progress texture."
msgstr ""
-"[member texture_progress]的偏移量。对于带有花哨的边框的[member texture_over]"
-"和[member texture_under]很有用,可以避免进度纹理的边缘透明。"
+"[member texture_progress] 的偏移量。对于带有花哨的边框的 [member "
+"texture_over] 和 [member texture_under] 很有用,可以避免进度纹理的边缘透明。"
#: doc/classes/TextureProgress.xml
msgid "[Texture] that draws under the progress bar. The bar's background."
-msgstr "在进度条下面绘制的[Texture]。即背景。"
+msgstr "在进度条下面绘制的 [Texture]。即背景。"
#: doc/classes/TextureProgress.xml
msgid ""
@@ -72497,7 +77491,7 @@ msgstr "将条形的 [code]texture_under[/code] 纹理的颜色相乘。"
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from left to right."
-msgstr "[member texture_progress]从左到右填充。"
+msgstr "[member texture_progress] 从左到右填充。"
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from right to left."
@@ -72572,7 +77566,7 @@ msgstr ""
"用于在用户界面上绘制图标和精灵。纹理的位置可以通过 [member stretch_mode] 属性"
"来控制。它可以缩放、平铺,或者在其边界矩形内保持居中。\n"
"[b]注意:[/b]当使用 TextureRect 来显示 [ViewportTexture] 时,你应该启用 "
-"[member flip_v]。或者,你也可以在视窗上启用 [member Viewport."
+"[member flip_v]。或者,你也可以在 Viewport 上启用 [member Viewport."
"render_target_v_flip]。否则,图像会出现上下颠倒的情况。"
#: doc/classes/TextureRect.xml
@@ -72583,7 +77577,7 @@ msgstr "如果为 [code]true[/code],纹理缩放以适合其边界矩形。"
msgid ""
"Controls the texture's behavior when resizing the node's bounding rectangle. "
"See [enum StretchMode]."
-msgstr "控件纹理在调整节点边界矩形时的行为。参阅[enum StretchMode]。"
+msgstr "控件纹理在调整节点边界矩形时的行为。见 [enum StretchMode]。"
#: doc/classes/TextureRect.xml
msgid "The node's [Texture] resource."
@@ -72596,9 +77590,9 @@ msgid ""
"compatibility. Until you set [code]expand[/code] to [code]true[/code], the "
"texture will behave like [constant STRETCH_KEEP]."
msgstr ""
-"缩放以适应节点的边界矩形,只有当[code]expand[/code]为[code]true[/code]时生"
-"效。默认为[code]stretch_mode[/code],用于向后兼容。在你将[code]expand[/code]"
-"设置为[code]true[/code]之前,纹理会表现得像[constant STRETCH_KEEP]。"
+"缩放以适应节点的边界矩形,只有当 [code]expand[/code] 为 [code]true[/code] 时"
+"生效。默认为 [code]stretch_mode[/code],用于向后兼容。在你将 [code]expand[/"
+"code] 设置为 [code]true[/code] 之前,纹理会表现得像 [constant STRETCH_KEEP]。"
#: doc/classes/TextureRect.xml
msgid ""
@@ -72625,6 +77619,17 @@ msgstr ""
"还可以通过编写 [code].theme[/code] 文件加载主题资源,更多信息见文档。"
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+"为每一个有效的数据类型都添加一个空主题类型。\n"
+"[b]注意:[/b]空类型不会随该主题保存。这个方法的存在是为了对资源执行内存中的更"
+"改。请使用 [code]set_*[/code] 方法添加主题项目。"
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr "清除主题上的所有值。"
@@ -72674,6 +77679,14 @@ msgstr ""
"[code]data_type[/code] 主题项。"
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+"取消将主题类型 [code]theme_type[/code] 标记为任何主题类型的变种。见 [method "
+"set_type_variation]。"
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr "将主题的取值设置为默认主题的副本。"
@@ -72685,7 +77698,7 @@ msgstr "将主题的取值设置为指定主题的副本。"
msgid ""
"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
-msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的[Color]。"
+msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的[Color]。"
#: doc/classes/Theme.xml
msgid ""
@@ -72700,14 +77713,14 @@ msgid ""
"Returns all the [Color] types as a [PoolStringArray] filled with unique type "
"names, for use in [method get_color] and/or [method get_color_list]."
msgstr ""
-"返回所有的[Color]类型为[PoolStringArray],其中填充了唯一类型名称,供[method "
-"get_color]和/或[method get_color_list]使用。"
+"返回所有的 [Color] 类型为 [PoolStringArray],其中填充了唯一类型名称,供 "
+"[method get_color] 和/或 [method get_color_list] 使用。"
#: doc/classes/Theme.xml
msgid ""
"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
"code]."
-msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的常量。"
+msgstr "如果主题有 [code]node_type[/code],返回 [code]name[/code] 处的常量。"
#: doc/classes/Theme.xml
msgid ""
@@ -72715,8 +77728,8 @@ msgid ""
"name, for use in [method get_constant], if the theme has [code]node_type[/"
"code]."
msgstr ""
-"如果主题有[code]node_type[/code],将所有常量作为[PoolStringArray]返回,并填充"
-"每个常量的名称,以供[method get_constant]使用。"
+"如果主题有 [code]node_type[/code],将所有常量作为 [PoolStringArray] 返回,并"
+"填充每个常量的名称,以供 [method get_constant] 使用。"
#: doc/classes/Theme.xml
msgid ""
@@ -72728,22 +77741,22 @@ msgstr ""
"get_constant]和/或[method get_constant_list]使用。"
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
-"如果主题有[code]node_type[/code],则将[code]old_name[/code]的[Font]重命名为"
-"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。"
+"如果主题有 [code]node_type[/code],则返回名为 [code]name[/code] 的 [Font]。如"
+"果不存在这样的项目,而该主题设置了 [member default_font],则会返回该默认字"
+"体。"
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
"name, for use in [method get_font], if the theme has [code]node_type[/code]."
msgstr ""
-"如果主题有[code]node_type[/code],将所有的[Font]作为[PoolStringArray]返回,并"
-"填入每个[Font]的名称,以供[method get_font]使用。"
+"如果主题有 [code]node_type[/code],将所有的 [Font] 作为 [PoolStringArray] 返"
+"回,并填入每个 [Font] 的名称,以供 [method get_font] 使用。"
#: doc/classes/Theme.xml
msgid ""
@@ -72758,7 +77771,7 @@ msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
"[code]node_type[/code]."
msgstr ""
-"如果主题有[code]node_type[/code],返回[code]name[/code]处的图标[Texture]。"
+"如果主题有[code]node_type[/code],返回 [code]name[/code]处的图标[Texture]。"
#: doc/classes/Theme.xml
msgid ""
@@ -72783,7 +77796,7 @@ msgid ""
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
msgstr ""
-"如果主题有[code]node_type[/code],返回[code]name[/code]处的[StyleBox]。\n"
+"如果主题有[code]node_type[/code],返回 [code]name[/code]处的[StyleBox]。\n"
"可以使用[method get_stylebox_list]找到有效的[code]name[/code]。可以通过"
"[method get_stylebox_types]来找到有效的[code]node_type[/code]。"
@@ -72858,13 +77871,26 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+"如果主题类型 [code]theme_type[/code] 为有效的变种类型,则返回其基础主题类型的"
+"名称。否则返回空字符串。"
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "返回给定的基础类型 [code]base_type[/code] 的所有类型变种。"
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回"
+"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -72872,16 +77898,16 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回[code]true[/"
-"code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回 "
+"[code]true[/code]。\n"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if this theme has a valid [member default_font] "
"value."
msgstr ""
-"如果这个主题有一个有效的[member default_font]值,返回[code]true[/code]。"
+"如果这个主题有一个有效的[member default_font]值,返回 [code]true[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -72889,9 +77915,9 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回"
+"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -72899,9 +77925,9 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回"
+"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -72909,9 +77935,9 @@ msgid ""
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回"
+"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -72919,9 +77945,17 @@ msgid ""
"[code]name[/code] is in [code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
-"如果一个[code]data_type[/code]的主题项目与[code]name[/code]在"
-"[code]node_type[/code]中,则返回[code]true[/code]。\n"
-"如果该主题没有[code]node_type[/code],则返回[code]false[/code]。"
+"如果一个 [code]data_type[/code] 的主题项目与 [code]name[/code] 在 "
+"[code]node_type[/code] 中,则返回 [code]true[/code]。\n"
+"如果该主题没有 [code]node_type[/code],则返回 [code]false[/code]。"
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+"如果主题类型 [code]theme_type[/code] 被标记为基础类型 [code]base_type[/code] "
+"的变种,则返回 [code]true[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -72931,9 +77965,18 @@ msgid ""
"themes together without modifying either one, create a new empty theme and "
"merge the other two into it one after another."
msgstr ""
-"用[code]other[/code][Theme]的值添加缺失的,和覆盖现有的定义。\n"
-"[b]注意:[/b] 这将修改当前的主题。如果你想在不修改任何一个主题的情况下将两个"
-"主题合并在一起,请创建一个新的空主题,然后将另外两个主题逐个合并到其中。"
+"用 [code]other[/code] [Theme]的值添加缺失的,和覆盖现有的定义。\n"
+"[b]注意:[/b]这将修改当前的主题。如果你想在不修改任何一个主题的情况下将两个主"
+"题合并在一起,请创建一个新的空主题,然后将另外两个主题逐个合并到其中。"
+
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+"移除该主题类型,优雅地丢弃其中定义的主题项目。如果该类型为变种,则该信息也会"
+"被消除。如果该类型为类型变种的基础类型,则那些变种会失去其基础类型。"
#: doc/classes/Theme.xml
msgid ""
@@ -72941,8 +77984,8 @@ msgid ""
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有[code]node_type[/code],则将[code]old_name[/code]的[Color]重命名为"
-"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法将失败。"
+"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的 [Color] 重命"
+"名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法将失败。"
#: doc/classes/Theme.xml
msgid ""
@@ -72950,8 +77993,8 @@ msgid ""
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有[code]node_type[/code],则将[code]old_name[/code]的常量重命名为"
-"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。"
+"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的常量重命名为 "
+"[code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。"
#: doc/classes/Theme.xml
msgid ""
@@ -72959,8 +78002,8 @@ msgid ""
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有[code]node_type[/code],则将[code]old_name[/code]的[Font]重命名为"
-"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。"
+"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的 [Font] 重命"
+"名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。"
#: doc/classes/Theme.xml
msgid ""
@@ -72968,8 +78011,8 @@ msgid ""
"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
-"如果主题有[code]node_type[/code],将[code]old_name[/code]的图标重命名为"
-"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。"
+"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的图标重命名为 "
+"[code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。"
#: doc/classes/Theme.xml
msgid ""
@@ -72977,8 +78020,8 @@ msgid ""
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有[code]node_type[/code],则将[StyleBox]在[code]old_name[/code]重命名"
-"为[code]name[/code]。如果[code]name[/code]已经被占用,此方法会失败。"
+"如果主题有 [code]node_type[/code],则将 [StyleBox] 在 [code]old_name[/code] "
+"重命名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,此方法会失败。"
#: doc/classes/Theme.xml
msgid ""
@@ -72996,7 +78039,7 @@ msgid ""
"[code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
-"在[code]node_type[/code]中的[code]name[/code]处,设置主题的[Color]为"
+"在 [code]node_type[/code] 中的 [code]name[/code] 处,设置主题的[Color]为"
"[code]color[/code]。\n"
"如果主题没有[code]node_type[/code],则创建该节点。"
@@ -73006,7 +78049,7 @@ msgid ""
"[code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
-"在[code]node_type[/code]中的[code]name[/code]处,将主题的常量设置为"
+"在 [code]node_type[/code] 中的 [code]name[/code] 处,将主题的常量设置为"
"[code]constant[/code]。\n"
"如果主题没有,则创建[code]node_type[/code]。"
@@ -73016,7 +78059,7 @@ msgid ""
"[code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
-"在[code]node_type[/code]中的[code]name[/code]处将主题的 [Font] 设置为"
+"在 [code]node_type[/code] 中的 [code]name[/code] 处将主题的 [Font] 设置为"
"[code]font[/code]。\n"
"如果主题没有[code]node_type[/code],则创建该节点。"
@@ -73026,7 +78069,7 @@ msgid ""
"in [code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
-"在[code]node_type[/code]中的[code]name[/code]处设置主题的图标[Texture]为"
+"在 [code]node_type[/code] 中的 [code]name[/code] 处设置主题的图标[Texture]为"
"[code]texture[/code]。\n"
"如果主题没有[code]node_type[/code],则创建该节点。"
@@ -73055,6 +78098,29 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+"将主题类型 [code]theme_type[/code] 标记为基础类型 [code]base_type[/code] 的变"
+"种。\n"
+"这会将 [code]theme_type[/code] 添加为 [code]base_type[/code] 类的 [Control] "
+"的 [member Control.theme_type_variation] 的建议选项。\n"
+"变种可以嵌套,即 [code]base_type[/code] 也可以是变种。如果 [code]base_type[/"
+"code] 与该 [Control] 相匹配,且存在以它结尾的变种链,则整条链上的变种都会作为"
+"建议选项。\n"
+"[b]注意:[/b]只有该主题资源被设为项目默认主题时才会出现建议。见 [member "
+"ProjectSettings.gui/theme/custom]。"
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -73078,11 +78144,11 @@ msgstr "主题的 [Font] 字体项类型。"
#: doc/classes/Theme.xml
msgid "Theme's icon [Texture] item type."
-msgstr "主题的图标[Texture]项类型。"
+msgstr "主题的图标 [Texture] 项类型。"
#: doc/classes/Theme.xml
msgid "Theme's [StyleBox] item type."
-msgstr "主题的[StyleBox]项目类型。"
+msgstr "主题的 [StyleBox] 项目类型。"
#: doc/classes/Theme.xml
msgid "Maximum value for the DataType enum."
@@ -73102,16 +78168,16 @@ msgid ""
msgstr ""
"进程中的执行单元。可以同时在 [Object] 上运行方法。如果使用共享对象,建议通过 "
"[Mutex] 或 [Semaphore] 使用同步。\n"
-"[b]注意:[/b] 如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前"
-"限制。"
+"[b]注意:[/b]如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前限"
+"制。"
#: doc/classes/Thread.xml
msgid "Using multiple threads"
-msgstr ""
+msgstr "使用多线程"
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
-msgstr ""
+msgstr "线程安全的 API"
#: doc/classes/Thread.xml
msgid ""
@@ -73175,12 +78241,12 @@ msgstr ""
"[Thread] 的实例之前。\n"
"如果想确定调用本方法是否会阻塞调用线程,请检查 [method is_alive] 是否为 "
"[code]false[/code]。\n"
-"[b]注意:[/b] [Thread] 在完成合并后将被销毁。如果要再次使用它,则必须创建它的"
+"[b]注意:[/b][Thread] 在完成合并后将被销毁。如果要再次使用它,则必须创建它的"
"新实例。"
#: doc/classes/Thread.xml
msgid "A thread running with lower priority than normally."
-msgstr "一个线程以比正常情况下更低的优先级运行。"
+msgstr "线程以比正常情况下更低的优先级运行。"
#: doc/classes/Thread.xml
msgid "A thread with a standard priority."
@@ -73213,11 +78279,11 @@ msgstr ""
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "Using Tilemaps"
-msgstr ""
+msgstr "使用图块地图"
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Hexagonal Demo"
-msgstr ""
+msgstr "2D 六边形演示"
#: doc/classes/TileMap.xml
msgid "Clears all cells."
@@ -73281,15 +78347,15 @@ msgstr "返回一个包围着地图中已使用非空图块的矩形。"
msgid ""
"Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y "
"axes are swapped."
-msgstr "如果指定单元格被转置,即X轴和Y轴互换,则返回[code]true[/code]。"
+msgstr "如果指定单元格被转置,即X轴和Y轴互换,则返回 [code]true[/code]。"
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given cell is flipped in the X axis."
-msgstr "如果指定单元格在X轴上被翻转,则返回[code]true[/code]。"
+msgstr "如果指定单元格在X轴上被翻转,则返回 [code]true[/code]。"
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis."
-msgstr "如果指定单元格在Y轴上被翻转,则返回[code]true[/code]。"
+msgstr "如果指定单元格在Y轴上被翻转,则返回 [code]true[/code]。"
#: doc/classes/TileMap.xml
msgid ""
@@ -73341,7 +78407,7 @@ msgstr ""
"[codeblock]\n"
"func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, "
"autotile_coord=Vector2()):\n"
-" # 在这里写下你的自定义逻辑。 \n"
+" # 在这里写下你的自定义逻辑。\n"
" # 调用默认方法:\n"
" .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
"[/codeblock]"
@@ -73414,18 +78480,22 @@ msgstr ""
"[/codeblock]"
#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "如果为 [code]true[/code],这个 TileMap 会烘焙导航地区。"
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
-msgstr "如果[code]true[/code],单元格的UV将被剪裁。"
+msgstr "如果为 [code]true[/code],单元格的 UV 将被剪裁。"
#: doc/classes/TileMap.xml
msgid "The custom [Transform2D] to be applied to the TileMap's cells."
-msgstr "将应用到图块地图的,单元格的自定义[Transform2D]。"
+msgstr "将应用到 TileMap 的,单元格的自定义 [Transform2D]。"
#: doc/classes/TileMap.xml
msgid ""
"Amount to offset alternating tiles. See [enum HalfOffset] for possible "
"values."
-msgstr "依次排列的图块的偏移量。有关可能的值,参阅[enum HalfOffset]。"
+msgstr "依次排列的图块的偏移量。可能的取值见 [enum HalfOffset]。"
#: doc/classes/TileMap.xml
msgid ""
@@ -73439,13 +78509,13 @@ msgstr "图块地图的单元大小。"
#: doc/classes/TileMap.xml
msgid "Position for tile origin. See [enum TileOrigin] for possible values."
-msgstr "图块原点的坐标。有关可能的值,参阅[enum TileOrigin]。"
+msgstr "图块原点的坐标。可能的取值见 [enum TileOrigin]。"
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], the TileMap's direct children will be drawn in order "
"of their Y coordinate."
-msgstr "如果[code]true[/code],图块地图的直接子节点将按其Y坐标顺序绘制。"
+msgstr "如果为 [code]true[/code],TileMap 的直接子节点将按其 Y 坐标顺序绘制。"
#: doc/classes/TileMap.xml
msgid ""
@@ -73457,12 +78527,12 @@ msgid ""
"If [code]false[/code], the texture position start in the top-left corner "
"unless [member compatibility_mode] is enabled."
msgstr ""
-"如果[code]true[/code],纹理将被集中在每个图块的中间。这对某些等距或上帝视角的"
-"模式很有用,当纹理被做得比图块大或小时,例如,为了避免瓷砖边缘的闪烁。偏移量"
-"仍被应用,但从瓦片的中心开始。如果使用,[member compatibility_mode]会被忽"
-"略。\n"
-"如果[code]false[/code],纹理坐标从左上角开始,除非[member compatibility_mode]"
-"被启用。"
+"如果为 [code]true[/code],纹理将被集中在每个图块的中间。这对某些等距或上帝视"
+"角的模式很有用,当纹理被做得比图块大或小时,例如,为了避免图块边缘的闪烁。偏"
+"移量仍被应用,但从图块的中心开始。如果使用,[member compatibility_mode] 会被"
+"忽略。\n"
+"如果为 [code]false[/code],纹理坐标从左上角开始,除非 [member "
+"compatibility_mode] 被启用。"
#: doc/classes/TileMap.xml
msgid ""
@@ -73503,16 +78573,16 @@ msgid ""
"If [code]true[/code], TileMap collisions will be handled as a kinematic "
"body. If [code]false[/code], collisions will be handled as static body."
msgstr ""
-"如果[code]true[/code],图块地图的碰撞将被当作运动体处理。如果[code]false[/"
-"code],碰撞将被当作静态体来处理。"
+"如果为 [code]true[/code],图块地图的碰撞将被当作运动体处理。如果为 "
+"[code]false[/code],碰撞将被当作静态体来处理。"
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], this tilemap's collision shape will be added to the "
"collision shape of the parent. The parent has to be a [CollisionObject2D]."
msgstr ""
-"如果[code]true[/code],这个图块地图的碰撞形状将被添加到父级的碰撞形状中。父级"
-"必须是一个[CollisionObject2D]。"
+"如果为 [code]true[/code],这个图块地图的碰撞形状将被添加到父级的碰撞形状中。"
+"父级必须是一个[CollisionObject2D]。"
#: doc/classes/TileMap.xml
msgid ""
@@ -73543,7 +78613,11 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "The TileMap orientation mode. See [enum Mode] for possible values."
-msgstr "图块地图的方向模式。有关可能的值,参阅[enum Mode]。"
+msgstr "图块地图的方向模式。可能的取值见 [enum Mode]。"
+
+#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr "TileMap 生成其导航地区的导航层。"
#: doc/classes/TileMap.xml
msgid ""
@@ -73561,13 +78635,13 @@ msgid ""
"runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu "
"instead."
msgstr ""
-"如果[code]true[/code],碰撞形状在编辑器中是可见的。不影响碰撞形状在运行时的可"
-"见性。要在运行时显示碰撞形状,请在[b]调试[/b]菜单中启用[b]可见的碰撞形状[/"
-"b]。"
+"如果为 [code]true[/code],碰撞形状在编辑器中是可见的。不影响碰撞形状在运行时"
+"的可见性。要在运行时显示碰撞形状,请在[b]调试[/b]菜单中启用[b]可见的碰撞形状"
+"[/b]。"
#: doc/classes/TileMap.xml
msgid "The assigned [TileSet]."
-msgstr "指定的[TileSet]图块集。"
+msgstr "指定的 [TileSet] 图块集。"
#: doc/classes/TileMap.xml
msgid "Emitted when a tilemap setting has changed."
@@ -73642,9 +78716,9 @@ msgid ""
"[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant "
"TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile."
msgstr ""
-"确定什么时候自动图块器应该考虑将两个不同的自动图块器ID绑定在一起。\n"
-"[b]注意:[/b] [code]neighbour_id[/code]当检查一个图块与一个空的相邻图块时,将"
-"是[code]-1[/code],即[constant TileMap.INVALID_CELL]。"
+"确定什么时候自动图块器应该考虑将两个不同的自动图块器 ID 绑定在一起。\n"
+"[b]注意:[/b]当检查一个图块与一个空的相邻图块时,[code]neighbour_id[/code] 将"
+"是 [code]-1[/code],即 [constant TileMap.INVALID_CELL]。"
#: doc/classes/TileSet.xml
msgid "Clears all bitmask information of the autotile."
@@ -73727,7 +78801,7 @@ msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the [enum BitmaskMode] of the autotile."
-msgstr "设置自动图块的[enum BitmaskMode]位掩码模式。"
+msgstr "设置自动图块的 [enum BitmaskMode] 位掩码模式。"
#: doc/classes/TileSet.xml
msgid ""
@@ -73862,7 +78936,7 @@ msgstr "返回图块形状的单向碰撞值。"
#: doc/classes/TileSet.xml
msgid "Returns the [Transform2D] of a tile's shape."
-msgstr "返回图块形状的[Transform2D]。"
+msgstr "返回图块形状的 [Transform2D]。"
#: doc/classes/TileSet.xml
msgid ""
@@ -73900,11 +78974,11 @@ msgstr "返回图块的纹理偏移量。"
#: doc/classes/TileSet.xml
msgid "Returns the tile's [enum TileMode]."
-msgstr "返回图块的[enum TileMode]。"
+msgstr "返回图块的 [enum TileMode]。"
#: doc/classes/TileSet.xml
msgid "Returns the tile's Z index (drawing layer)."
-msgstr "返回图块的Z索引,即绘制层。"
+msgstr "返回图块的 Z 索引(绘制层)。"
#: doc/classes/TileSet.xml
msgid "Sets a light occluder for the tile."
@@ -73922,6 +78996,10 @@ msgid ""
"code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] "
"property)."
msgstr ""
+"设置该图块的调制颜色。\n"
+"[b]注意:[/b]调制是通过设置该图块的顶点颜色实现的。要在着色器中访问,请使用 "
+"[code]COLOR[/code] 而不是 [code]MODULATE[/code](访问的是 [TileMap] 的 "
+"[member CanvasItem.modulate] 属性)。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's name."
@@ -73972,7 +79050,7 @@ msgstr "启用图块形状上的单向碰撞。"
#: doc/classes/TileSet.xml
msgid "Sets a [Transform2D] on a tile's shape."
-msgstr "在图块的形状上设置[Transform2D]。"
+msgstr "在图块的形状上设置 [Transform2D]。"
#: doc/classes/TileSet.xml
msgid "Sets an array of shapes for the tile, enabling collision."
@@ -73988,7 +79066,7 @@ msgstr "设置图块的纹理偏移。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's [enum TileMode]."
-msgstr "设置图块的[enum TileMode]。"
+msgstr "设置图块的 [enum TileMode]。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's drawing index."
@@ -74077,13 +79155,16 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
"将给定的 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)转换为字典,包含的键"
"为:[code]year[/code]、[code]month[/code]、[code]day[/code]、[code]weekday[/"
"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。\n"
"[code]weekday[/code] 为假时,不包含 [code]weekday[/code] 记录(计算花费相对较"
-"大)。"
+"大)。\n"
+"[b]注意:[/b]时间字符串中的小数会被静默忽略。"
#: doc/classes/Time.xml
msgid ""
@@ -74104,7 +79185,7 @@ msgid ""
"with the exception of Daylight Savings Time as it cannot be determined from "
"the epoch."
msgstr ""
-"将给定的 Unix 时间戳转换为字典,包含的键为: [code]year[/code]、[code]month[/"
+"将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/"
"code]、[code]day[/code]、[code]weekday[/code]。\n"
"如果 Unix 时间戳为当前时间,返回的 Dictionary 的值与 [method "
"get_datetime_dict_from_system] 相同,区别是无法根据纪元推定夏令时。"
@@ -74124,7 +79205,7 @@ msgid ""
"the middle."
msgstr ""
"将给定的时间值字典转换为 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)。\n"
-"给定的字典可以包含以下键: [code]year[/code]、[code]month[/code]、[code]day[/"
+"给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/"
"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记"
"录(包括 [code]dst[/code])都会被忽略。\n"
"字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0"
@@ -74158,6 +79239,15 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+"将给定的时区偏移分钟数转换为时区偏移字符串。例如,-480 返回 \"-08:00\"、345 "
+"返回 \"+05:45\"、0 返回 \"+00:00\"。"
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -74213,7 +79303,7 @@ msgid ""
"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
"minutes, since not all time zones are multiples of an hour from UTC."
msgstr ""
-"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏倚)和 "
+"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏置)和 "
"[code]name[/code](名称)。[code]bias[/code] 的值是从 UTC 的偏移量,单位为"
"分,因为并不是所有时区与 UTC 的时间差都是整数倍小时。"
@@ -74234,7 +79324,7 @@ msgid ""
"given datetime dictionary."
msgstr ""
"将时间值字典转换为 Unix 时间戳。\n"
-"给定的字典可以包含以下键: [code]year[/code]、[code]month[/code]、[code]day[/"
+"给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/"
"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记"
"录(包括 [code]dst[/code])都会被忽略。\n"
"字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0"
@@ -74250,21 +79340,28 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
"将给定的 ISO 8601 日期和/或时间字符串转换为 Unix 时间戳。字符串中可以只包含日"
"期、只包含时间,也可以两者都包含。\n"
"[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的"
-"时区与给定的日期时间字符串相同。"
+"时区与给定的日期时间字符串相同。\n"
+"[b]注意:[/b]时间字符串中的小数会被静默忽略。"
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
"返回当前的 Unix 时间戳,以秒为单位,基于 UTC 系统时间。本方法由操作系统实现,"
-"返回的时间总是 UTC 的。"
+"返回的时间总是 UTC 的。\n"
+"[b]注意:[/b]与其他使用整数时间戳的方法不同,这个方法返回的是 [float] 类型的"
+"时间戳,可以表示比秒更高的精度。"
#: doc/classes/Time.xml
msgid "The month of January, represented numerically as [code]01[/code]."
@@ -74362,7 +79459,7 @@ msgstr ""
#: doc/classes/Timer.xml
msgid "Returns [code]true[/code] if the timer is stopped."
-msgstr "如果定时器被停止,返回[code]true[/code]。"
+msgstr "如果定时器被停止,返回 [code]true[/code]。"
#: doc/classes/Timer.xml
msgid ""
@@ -74371,9 +79468,9 @@ msgid ""
"[code]wait_time[/code].\n"
"[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
msgstr ""
-"启动定时器。如果[code]time_sec>0[/code],将[code]wait_time[/code]设置为"
-"[code]time_sec[/code]。这也会将剩余时间重置为[code]wait_time[/code]。\n"
-"[b]注意:[/b] 这个方法不会恢复一个暂停的定时器。参阅 [member paused]。"
+"启动定时器。如果 [code]time_sec > 0[/code],将 [code]wait_time[/code] 设置为 "
+"[code]time_sec[/code]。这也会将剩余时间重置为 [code]wait_time[/code]。\n"
+"[b]注意:[/b]这个方法不会恢复已暂停的定时器。见 [member paused]。"
#: doc/classes/Timer.xml
msgid "Stops the timer."
@@ -74386,8 +79483,8 @@ msgid ""
"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
"the timer enters the scene tree and starts."
msgstr ""
-"如果[code]true[/code],定时器将在进入场景树时自动启动。\n"
-"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为[code]false[/"
+"如果为 [code]true[/code],定时器将在进入场景树时自动启动。\n"
+"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为 [code]false[/"
"code]。"
#: doc/classes/Timer.xml
@@ -74395,20 +79492,20 @@ msgid ""
"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
"code], it will restart."
msgstr ""
-"如果[code]true[/code],定时器将在达到0时停止。 如果[code]false[/code],它将重"
-"新启动。"
+"如果为 [code]true[/code],定时器将在达到 0 时停止。如果为 [code]false[/"
+"code],它将重新启动。"
#: doc/classes/Timer.xml
msgid ""
"If [code]true[/code], the timer is paused and will not process until it is "
"unpaused again, even if [method start] is called."
msgstr ""
-"如果[code]true[/code],定时器会被暂停,并且不再处理,即使调用[method start],"
-"直到它被取消暂停。"
+"如果为 [code]true[/code],定时器会被暂停,并且不再处理,即使调用 [method "
+"start],直到它被取消暂停。"
#: doc/classes/Timer.xml
msgid "Processing mode. See [enum TimerProcessMode]."
-msgstr "处理模式。参阅[enum TimerProcessMode]。"
+msgstr "处理模式。见 [enum TimerProcessMode]。"
#: doc/classes/Timer.xml
msgid ""
@@ -74416,8 +79513,8 @@ msgid ""
"[b]Note:[/b] You cannot set this value. To change the timer's remaining "
"time, use [method start]."
msgstr ""
-"定时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回0。\n"
-"[b]注意:[/b] 你不能设置这个值。要改变定时器的剩余时间,请使用[method "
+"定时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回 0。\n"
+"[b]注意:[/b]你不能设置这个值。要改变定时器的剩余时间,请使用 [method "
"start]。"
#: doc/classes/Timer.xml
@@ -74431,7 +79528,7 @@ msgid ""
"process loop in a script instead of using a Timer node."
msgstr ""
"等待的秒数。\n"
-"[b]注意:[/b] 计时器在一个渲染帧中最多只能触发一次(如果 [member "
+"[b]注意:[/b]计时器在一个渲染帧中最多只能触发一次(如果 [member "
"process_mode] 为 [constant TIMER_PROCESS_PHYSICS],则是在一个物理帧中最多一"
"次)。也就是说,非常低的等待时间(小于 0.05 秒)会根据渲染帧率的不同而产生不"
"同的行为。如果等待时间非常小,建议在脚本中使用 process 循环,不要用 Timer 节"
@@ -74460,8 +79557,8 @@ msgid ""
"btn.flat = true\n"
"[/codeblock]"
msgstr ""
-"这是一个辅助类,用于生成一个扁平的[Button],参阅 [member Button.flat],创建一"
-"个[ToolButton]就相当于:\n"
+"这是一个辅助类,用于生成一个扁平的 [Button](见 [member Button.flat]),创建"
+"一个 [ToolButton] 就相当于:\n"
"[codeblock]\n"
"var btn = Button.new()\n"
"btn.flat = true\n"
@@ -74469,11 +79566,11 @@ msgstr ""
#: doc/classes/ToolButton.xml
msgid "Default text [Color] of the [ToolButton]."
-msgstr "[ToolButton] 的默认文本 [Color]颜色。"
+msgstr "[ToolButton] 的默认文本 [Color] 颜色。"
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is disabled."
-msgstr "禁用 [ToolButton] 时使用的文本 [Color]颜色。"
+msgstr "禁用 [ToolButton] 时使用的文本 [Color] 颜色。"
#: doc/classes/ToolButton.xml
msgid ""
@@ -74486,11 +79583,11 @@ msgstr ""
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being hovered."
-msgstr "[ToolButton] 悬停时使用的文本 [Color]颜色。"
+msgstr "[ToolButton] 悬停时使用的文本 [Color] 颜色。"
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being pressed."
-msgstr "按下 [ToolButton] 时使用的文本 [Color]颜色。"
+msgstr "按下 [ToolButton] 时使用的文本 [Color] 颜色。"
#: doc/classes/ToolButton.xml
msgid "The horizontal space between [ToolButton]'s icon and text."
@@ -74498,11 +79595,11 @@ msgstr "[ToolButton] 的图标和文本之间的水平间距。"
#: doc/classes/ToolButton.xml
msgid "[Font] of the [ToolButton]'s text."
-msgstr "[ToolButton]的文本的[Font]字体。"
+msgstr "[ToolButton] 的文本的 [Font] 字体。"
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is disabled."
-msgstr "当[ToolButton]被禁用时使用的[StyleBox]。"
+msgstr "当 [ToolButton] 被禁用时使用的 [StyleBox]。"
#: doc/classes/ToolButton.xml
msgid ""
@@ -74515,7 +79612,7 @@ msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being hovered."
-msgstr "当[ToolButton]被悬停时使用的[StyleBox]。"
+msgstr "当 [ToolButton] 被悬停时使用的 [StyleBox]。"
#: doc/classes/ToolButton.xml
msgid "Default [StyleBox] for the [ToolButton]."
@@ -74523,7 +79620,7 @@ msgstr "[ToolButton] 的默认 [StyleBox]。"
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being pressed."
-msgstr "当[ToolButton]被按下时使用的[StyleBox]。"
+msgstr "当 [ToolButton] 被按下时使用的 [StyleBox]。"
#: doc/classes/TouchScreenButton.xml
msgid "Button for touch screen devices for gameplay use."
@@ -74543,26 +79640,26 @@ msgid ""
"You can configure TouchScreenButton to be visible only on touch devices, "
"helping you develop your game both for desktop and mobile devices."
msgstr ""
-"TouchScreenButton允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须触"
-"摸才能移动的设备。与[Button]不同,TouchScreenButton原生支持多点触摸。几个"
-"TouchScreenButton可以通过触摸输入同时被按下。\n"
-"这个节点继承自[Node2D]。与[Control]节点不同,你不能在它上面设置锚点。如果要创"
-"建菜单或用户界面,可用[Button]节点代替。为了使按钮节点对触摸事件作出反应,可"
-"在项目设置中启用模拟鼠标选项。\n"
-"可将TouchScreenButton配置为只在触摸设备上可见,有助你同时为桌面和移动设备开发"
-"游戏。"
+"TouchScreenButton 允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须"
+"触摸才能移动的设备。与 [Button] 不同,TouchScreenButton 原生支持多点触摸。几"
+"个 TouchScreenButton 可以通过触摸输入同时被按下。\n"
+"这个节点继承自 [Node2D]。与 [Control] 节点不同,你不能在它上面设置锚点。如果"
+"要创建菜单或用户界面,可用 [Button] 节点代替。为了使按钮节点对触摸事件作出反"
+"应,可在项目设置中启用模拟鼠标选项。\n"
+"可将 TouchScreenButton 配置为只在触摸设备上可见,有助你同时为桌面和移动设备开"
+"发游戏。"
#: doc/classes/TouchScreenButton.xml
msgid "Returns [code]true[/code] if this button is currently pressed."
-msgstr "如果这个按钮当前被按下,则返回[code]true[/code]。"
+msgstr "如果这个按钮当前被按下,则返回 [code]true[/code]。"
#: doc/classes/TouchScreenButton.xml
msgid "The button's action. Actions can be handled with [InputEventAction]."
-msgstr "按钮的动作。动作可以用[InputEventAction]来处理。"
+msgstr "按钮的动作。动作可以用 [InputEventAction] 来处理。"
#: doc/classes/TouchScreenButton.xml
msgid "The button's bitmask."
-msgstr "按钮的bit位掩码。"
+msgstr "按钮的位掩码。"
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the normal state."
@@ -74575,9 +79672,9 @@ msgid ""
"pressure started outside the active area of the button.\n"
"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
msgstr ""
-"如果[code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] 和"
-"[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n"
-"[b]注意:[/b]这是一种 \"pass-by\" 的按压模式 ,而不是 \"bypass\"。"
+"如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] "
+"和[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n"
+"[b]注意:[/b]这是一种“pass-by”的按压模式 ,而不是“bypass”。"
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the pressed state."
@@ -74592,17 +79689,17 @@ msgid ""
"If [code]true[/code], the button's shape is centered in the provided "
"texture. If no texture is used, this property has no effect."
msgstr ""
-"如果[code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理,这个"
-"属性就没有效果。"
+"如果为 [code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理,"
+"这个属性就没有效果。"
#: doc/classes/TouchScreenButton.xml
msgid "If [code]true[/code], the button's shape is visible."
-msgstr "如果[code]true[/code],按钮的形状是可见的。"
+msgstr "如果为 [code]true[/code],按钮的形状是可见的。"
#: doc/classes/TouchScreenButton.xml
msgid ""
"The button's visibility mode. See [enum VisibilityMode] for possible values."
-msgstr "按钮的可见性模式。有关可能的值,参阅[enum VisibilityMode]。"
+msgstr "按钮的可见性模式。可能的取值见 [enum VisibilityMode]。"
#: doc/classes/TouchScreenButton.xml
msgid "Emitted when the button is pressed (down)."
@@ -74678,7 +79775,7 @@ msgid ""
"given [code]weight[/code] (on the range of 0.0 to 1.0)."
msgstr ""
"返回在此变换和另一个变换之间通过给定的[code]weight[/code]插值的变换,范围为"
-"0.0到1.0。"
+"0.0 到 1.0。"
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
@@ -74696,7 +79793,7 @@ msgid ""
"component."
msgstr ""
"如果这个变换和[code]transform[/code]近似相等,通过对每个分量调用"
-"[code]is_equal_approx[/code],而返回[code]true[/code]。"
+"[code]is_equal_approx[/code],而返回 [code]true[/code]。"
#: doc/classes/Transform.xml
msgid ""
@@ -74707,9 +79804,9 @@ msgid ""
"perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n"
"Operations take place in global space."
msgstr ""
-"返回一个旋转后的变换副本,使其-Z轴指向[code]target[/code]位置。\n"
-"变换将首先围绕给定的[code]up[/code]向量旋转,然后进一步通过围绕垂直于"
-"[code]target[/code]和[code]up[/code]向量的轴旋转,来完全与目标对齐。\n"
+"返回一个旋转后的变换副本,使其 -Z 轴指向 [code]target[/code] 位置。\n"
+"变换将首先围绕给定的 [code]up[/code] 向量旋转,然后进一步通过围绕垂直于 "
+"[code]target[/code] 和 [code]up[/code] 向量的轴旋转,来完全与目标对齐。\n"
"操作是在全局空间进行的。"
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
@@ -74720,26 +79817,31 @@ msgstr "返回使用正交基(90 度)以及归一化的轴向量(缩放为
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
-"使用矩阵乘法,将变换围绕给定的轴旋转给定的角度(单位为弧度)。轴必须是归一化"
-"的向量。"
+"返回该变换的副本,使用矩阵乘法将其围绕给定的轴 [code]axis[/code] 旋转给定的角"
+"度 [code]angle[/code](单位为弧度)。轴 [code]axis[/code] 必须是归一化的向"
+"量。"
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
-msgstr "使用矩阵乘法,通过给定的缩放系数,对变换的基和原点进行缩放。"
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
+msgstr ""
+"返回该变换的副本,使用矩阵乘法,通过给定的缩放系数 [code]scale[/code],对它的"
+"基和原点进行缩放。"
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
-"相对于变换的基向量,将变换按给定的偏移量进行平移。\n"
+"返回该变换的副本,将其相对于该变换的基向量按给定的偏移量 [code]offset[/code] "
+"进行平移。\n"
"与 [method rotated] 和 [method scaled] 不同,它不使用矩阵乘法。"
#: doc/classes/Transform.xml
@@ -74760,7 +79862,7 @@ msgid ""
"method."
msgstr ""
"将给定的 [Vector3]、[Plane]、[AABB]、[PoolVector3Array] 做该变换的逆变换,前"
-"提假设是该变换仅由旋转和平移构成(不包括缩放)。等价于调用该变换的 "
+"提假设是该变换仅由旋转和平移构成(不包括缩放)。相当于调用该变换的 "
"[code]inverse().xform(v)[/code]。仿射变换(即包含缩放)请参阅 [method "
"affine_inverse] 方法。"
@@ -74777,7 +79879,7 @@ msgstr ""
msgid ""
"The translation offset of the transform (column 3, the fourth column). "
"Equivalent to array index [code]3[/code]."
-msgstr "变换的平移偏移量,即第3、4列。相当于数组索引[code]3[/code]。"
+msgstr "变换的平移偏移量,即第 3、4 列。相当于数组索引 [code]3[/code]。"
#: doc/classes/Transform.xml
msgid ""
@@ -74818,7 +79920,7 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid "Constructs the transform from a 3D [Transform]."
-msgstr "从一个 3D [Transform] 构建变换。"
+msgstr "从 3D [Transform] 构建变换。"
#: doc/classes/Transform2D.xml
msgid ""
@@ -74862,14 +79964,26 @@ msgstr "返回缩放。"
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
-msgstr "使用矩阵乘法,将变换旋转给定的角度,即弧度。"
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
+msgstr ""
+"返回该变换的副本,使用矩阵乘法将其旋转给定的角度 [code]angle[/code](单位为弧"
+"度)。"
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
-msgstr "使用矩阵乘法,用给定的缩放系数来缩放变换。"
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
+msgstr ""
+"返回该变换在使用给定的 [code]scale[/code] 缩放系统进行矩阵乘法后的副本。\n"
+"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变"
+"换矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度"
+"的旋转。"
#: doc/classes/Transform2D.xml
msgid ""
@@ -74886,7 +80000,7 @@ msgid ""
"scaling) see [method affine_inverse] method."
msgstr ""
"将给定的 [Vector2]、[Rect2]、[PoolVector2Array] 做该变换的逆变换,前提假设是"
-"该变换仅由旋转和平移构成(不包括缩放)。等价于调用该变换的 [code]inverse()."
+"该变换仅由旋转和平移构成(不包括缩放)。相当于调用该变换的 [code]inverse()."
"xform(v)[/code]。仿射变换(即包含缩放)请参阅 [method affine_inverse] 方法。"
#: doc/classes/Transform2D.xml
@@ -74954,17 +80068,17 @@ msgstr "翻译的区域设置。"
#: doc/classes/TranslationServer.xml
msgid "Server that manages all translations."
-msgstr "管理所有翻译的服务。"
+msgstr "管理所有翻译的服务器。"
#: doc/classes/TranslationServer.xml
msgid ""
"Server that manages all translations. Translations can be set to it and "
"removed from it."
-msgstr "管理所有翻译的服务。翻译可被设置,也可从中删除。"
+msgstr "管理所有翻译的服务器。可以将翻译设给它,也可从中删除翻译。"
#: doc/classes/TranslationServer.xml
msgid "Adds a [Translation] resource."
-msgstr "添加一个[Translation]翻译资源。"
+msgstr "添加一个 [Translation] 资源。"
#: doc/classes/TranslationServer.xml
msgid "Clears the server from all translations."
@@ -74994,7 +80108,7 @@ msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Removes the given translation from the server."
-msgstr "从服务中删除给定的翻译。"
+msgstr "从服务器中删除给定的翻译。"
#: doc/classes/TranslationServer.xml
msgid ""
@@ -75005,16 +80119,16 @@ msgid ""
"applied."
msgstr ""
"设置项目的区域设置。[code]locale[/code] 字符串将被标准化,以匹配已知的区域。"
-"例如,[code]en-US[/code]将被匹配到[code]en_US[/code]。\n"
+"例如,[code]en-US[/code] 将被匹配到 [code]en_US[/code]。\n"
"如果事先已经加载了新区域的翻译,其将被应用。"
#: doc/classes/TranslationServer.xml
msgid "Returns the current locale's translation for the given message (key)."
-msgstr "返回当前区域设置对指定信息(key)的翻译。"
+msgstr "返回当前区域设置对指定消息(key)的翻译。"
#: doc/classes/Tree.xml
msgid "Control to show a tree of items."
-msgstr "控件显示项目树。"
+msgstr "以树状形式显示项目的控件。"
#: doc/classes/Tree.xml
msgid ""
@@ -75038,12 +80152,23 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"这展示了一个可以选择、展开和折叠的项目树。该树可以有多列的自定义控件,如文本"
"编辑、按钮和弹出窗口。它对于结构化显示和互动很有用。\n"
-"树通过代码建立,使用[TreeItem]对象来构建结构。它们有一个单独根节点,但如果添"
-"加一个虚拟的隐藏根节点,就可以模拟多个根。\n"
+"树通过代码建立,使用 [TreeItem] 对象来构建结构。它们有一个单独根节点,但如果"
+"添加一个虚拟的隐藏根节点,就可以模拟多个根。\n"
"[codeblock]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
@@ -75054,16 +80179,23 @@ msgstr ""
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/codeblock]\n"
-"要遍历一个[Tree]对象中的所有[TreeItem]对象,在通过[method get_root]获得根之"
-"后,使用[method TreeItem.get_next]和[method TreeItem.get_children]方法。你可"
-"以对一个[TreeItem]使用[method Object.free]来把它从[Tree]中移除。"
+"要遍历一个 [Tree] 对象中的所有 [TreeItem] 对象,在通过 [method get_root] 获得"
+"根之后,使用 [method TreeItem.get_next] 和 [method TreeItem.get_children] 方"
+"法。你可以对一个 [TreeItem] 使用 [method Object.free] 来把它从 [Tree] 中移"
+"除。\n"
+"[b]增量搜索:[/b]与 [ItemList] 和 [PopupMenu] 类似,[Tree] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/Tree.xml
msgid "Clears the tree. This removes all items."
msgstr "清除树。这将删除所有项目。"
#: doc/classes/Tree.xml
-#, fuzzy
msgid ""
"Creates an item in the tree and adds it as a child of [code]parent[/code], "
"which can be either a valid [TreeItem] or [code]null[/code].\n"
@@ -75072,11 +80204,12 @@ msgid ""
"The new item will be the [code]idx[/code]th child of parent, or it will be "
"the last child if there are not enough siblings."
msgstr ""
-"在树中创建一个项目,并将其作为[code]parent[/code]的一个子项。\n"
-"如果[code]parent[/code]是[code]null[/code],根项将是父项,如果树是空的,新项"
-"将是根本身。\n"
-"新项将是父项的[code]idx[/code]个子顶,如果没有足够的兄弟姐妹,它将是最后一个"
-"子项。"
+"在树中创建一个项目,并将其作为父项 [code]parent[/code] 的子项。该父项可以是有"
+"效的 [TreeItem] 或 [code]null[/code]。\n"
+"如果 [code]parent[/code] 是 [code]null[/code],将使用根项作为父项,如果树是空"
+"的,新项将是根本身。\n"
+"新项将是父项的第 [code]idx[/code] 个子项目,如果没有足够的兄弟姐妹,它将是最"
+"后一个子项。"
#: doc/classes/Tree.xml
msgid ""
@@ -75084,8 +80217,9 @@ msgid ""
"editable with [method TreeItem.set_editable]. Returns [code]true[/code] if "
"the item could be edited. Fails if no item is selected."
msgstr ""
-"编辑选中的树项,就像它被点击一样。该项必须通过[method TreeItem.set_editable]"
-"设置为可编辑。其可被编辑,则返回[code]true[/code]。如果没有项被选中,则失败。"
+"编辑选中的树项,就像它被点击一样。该项必须通过 [method TreeItem."
+"set_editable] 设置为可编辑。其可被编辑,则返回 [code]true[/code]。如果没有项"
+"被选中,则失败。"
#: doc/classes/Tree.xml
msgid ""
@@ -75097,21 +80231,20 @@ msgid ""
"only visible in [constant SELECT_MULTI] mode."
msgstr ""
"使当前获得焦点的单元可见。\n"
-"如果有必要,将滚动树。在[constant SELECT_ROW]模式下,不会做水平滚动,因为所选"
-"行中的所有单元都按逻辑获得焦点。\n"
+"如果有必要,将滚动树。在 [constant SELECT_ROW] 模式下,不会做水平滚动,因为所"
+"选行中的所有单元都按逻辑获得焦点。\n"
"[b]注意:[/b]尽管这个方法的名称是这样的,但焦点光标本身只在 [constant "
"SELECT_MULTI] 模式下可见。"
#: doc/classes/Tree.xml
-#, fuzzy
msgid ""
"Returns the button id at [code]position[/code], or -1 if no button is there."
-msgstr "返回在[code]position[/code]的列索引,如果那里没有项目,则返回-1。"
+msgstr "返回在 [code]position[/code] 的按钮 ID,如果那里没有按钮,则返回 -1。"
#: doc/classes/Tree.xml
msgid ""
"Returns the column index at [code]position[/code], or -1 if no item is there."
-msgstr "返回在[code]position[/code]的列索引,如果那里没有项目,则返回-1。"
+msgstr "返回在 [code]position[/code] 的列索引,如果那里没有项目,则返回 -1。"
#: doc/classes/Tree.xml
msgid "Returns the column's title."
@@ -75126,7 +80259,7 @@ msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
-"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。参阅[method "
+"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。见 [method "
"TreeItem.set_cell_mode]。"
#: doc/classes/Tree.xml
@@ -75139,10 +80272,10 @@ msgid ""
"To get the item which the returned drop section is relative to, use [method "
"get_item_at_position]."
msgstr ""
-"返回位于[code]position[/code]的放置部分,如果没有项目,则返回-100。\n"
-"在 \"项目上方\"、\"项目之上\"和 \"项目下方\"的放置部分将分别返回-1、0或1的"
-"值。请参阅[enum DropModeFlags]以了解每个放置部分的描述。\n"
-"要获得返回的放置部分相对项,请使用[method get_item_at_position]。"
+"返回位于 [code]position[/code] 的放置部分,如果没有项目,则返回 -100。\n"
+"在“项目上方”“项目之上”和“项目下方”的放置部分将分别返回 -1、0 或 1 的值。请参"
+"阅 [enum DropModeFlags] 以了解每个放置部分的描述。\n"
+"要获得返回的放置部分相对项,请使用 [method get_item_at_position]。"
#: doc/classes/Tree.xml
msgid ""
@@ -75150,19 +80283,19 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
"[/codeblock]"
msgstr ""
-"返回当前被编辑的项。可以和[signal item_edited]一起使用,获得被修改的项。\n"
+"返回当前被编辑的项。可以和 [signal item_edited] 一起使用,获得被修改的项。\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
-" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
+" print($Tree.get_edited()) # 这个项目刚刚被编辑(例如勾选)。\n"
"[/codeblock]"
#: doc/classes/Tree.xml
@@ -75170,14 +80303,13 @@ msgid "Returns the column for the currently edited item."
msgstr "返回当前编辑项的列。"
#: doc/classes/Tree.xml
-#, fuzzy
msgid ""
"Returns the rectangle area for the specified [TreeItem]. If [code]column[/"
"code] is specified, only get the position and size of that column, otherwise "
"get the rectangle containing all columns."
msgstr ""
-"返回指定项目的矩形区域。如果[code]column[/code]被指定,只得到该列的位置和大"
-"小,否则得到包含所有列的矩形。"
+"返回指定 [TreeItem] 的矩形区域。如果指定了 [code]column[/code],则只得到该列"
+"的位置和大小,否则会得到包含所有列的矩形。"
#: doc/classes/Tree.xml
msgid ""
@@ -75186,15 +80318,15 @@ msgid ""
msgstr "返回指定位置,即相对于树的原点位置的树中项。"
#: doc/classes/Tree.xml
-#, fuzzy
msgid ""
"Returns the next selected [TreeItem] after the given one, or [code]null[/"
"code] if the end is reached.\n"
"If [code]from[/code] is [code]null[/code], this returns the first selected "
"item."
msgstr ""
-"返回指定项后的下一个选择项,如果到达终点则返回[code]null[/code]。\n"
-"如果[code]from[/code]是[code]null[/code],将返回第一个被选中的项。"
+"返回指定的 [TreeItem] 之后的下一个选中项,如果到达终点则返回 [code]null[/"
+"code]。\n"
+"如果 [code]from[/code] 是 [code]null[/code],将返回第一个被选中的项。"
#: doc/classes/Tree.xml
msgid "Returns the last pressed button's index."
@@ -75203,7 +80335,7 @@ msgstr "返回最后按下的按钮的索引。"
#: doc/classes/Tree.xml
msgid ""
"Returns the tree's root item, or [code]null[/code] if the tree is empty."
-msgstr "返回树的根项,如果树是空的,则返回[code]null[/code]。"
+msgstr "返回树的根项,如果树是空的,则返回 [code]null[/code]。"
#: doc/classes/Tree.xml
msgid "Returns the current scrolling position."
@@ -75218,10 +80350,11 @@ msgid ""
"focused item is the item under the focus cursor, not necessarily selected.\n"
"To get the currently selected item(s), use [method get_next_selected]."
msgstr ""
-"返回当前的焦点项,如果没有焦点项,则返回[code]null[/code]。\n"
-"在[constant SELECT_ROW]和[constant SELECT_SINGLE]模式下,焦点项与选择项相同。"
-"在[constant SELECT_MULTI]模式下,焦点项是焦点光标下的项目,不一定被选中。\n"
-"要获得当前选中项,请使用[method get_next_selected]。"
+"返回当前的焦点项,如果没有焦点项,则返回 [code]null[/code]。\n"
+"在 [constant SELECT_ROW] 和 [constant SELECT_SINGLE] 模式下,焦点项与选择项相"
+"同。在 [constant SELECT_MULTI] 模式下,焦点项是焦点光标下的项目,不一定被选"
+"中。\n"
+"要获得当前选中项,请使用 [method get_next_selected]。"
#: doc/classes/Tree.xml
msgid ""
@@ -75233,16 +80366,15 @@ msgid ""
"To tell whether a column of an item is selected, use [method TreeItem."
"is_selected]."
msgstr ""
-"返回当前获得焦点的列,如果没有焦点列,则返回-1。\n"
-"在[constant SELECT_SINGLE]模式下,焦点列是被选中的列。在[constant SELECT_ROW]"
-"模式下,如果有任意项被选中,焦点列总是0。在[constant SELECT_MULTI]模式下,焦"
-"点列是焦点光标下的列,但不一定有列被选中。\n"
-"要判断一个项的某一列是否被选中,请使用[method TreeItem.is_selected]。"
+"返回当前获得焦点的列,如果没有焦点列,则返回 -1。\n"
+"在 [constant SELECT_SINGLE] 模式下,焦点列是被选中的列。在 [constant "
+"SELECT_ROW] 模式下,如果有任意项被选中,焦点列总是 0。在 [constant "
+"SELECT_MULTI] 模式下,焦点列是焦点光标下的列,但不一定有列被选中。\n"
+"要判断一个项的某一列是否被选中,请使用 [method TreeItem.is_selected]。"
#: doc/classes/Tree.xml
-#, fuzzy
msgid "Causes the [Tree] to jump to the specified [TreeItem]."
-msgstr "使 [Tree] 跳转到指定的项。"
+msgstr "使 [Tree] 跳转到指定的 [TreeItem]。"
#: doc/classes/Tree.xml
msgid ""
@@ -75250,8 +80382,8 @@ msgid ""
"Columns that have the \"Expand\" flag will use their \"min_width\" in a "
"similar fashion to [member Control.size_flags_stretch_ratio]."
msgstr ""
-"如果 [code]true[/code],该列将拥有 [Control] 的“Expand”标志。拥有“Expand”标志"
-"的列,将以类似于 [member Control.size_flags_stretch_ratio] 的方式使用"
+"如果为 [code]true[/code],该列将拥有 [Control] 的“Expand”标志。拥有“Expand”标"
+"志的列,将以类似于 [member Control.size_flags_stretch_ratio] 的方式使用"
"其“min_width”最小宽度。"
#: doc/classes/Tree.xml
@@ -75260,25 +80392,25 @@ msgid ""
"will use their \"min_width\" in a similar fashion to [member Control."
"size_flags_stretch_ratio]."
msgstr ""
-"设置一个列的最小宽度。拥有“Expand”标志的列将以类似于 [member Control."
+"设置某一列的最小宽度。拥有“Expand”标志的列将以类似于 [member Control."
"size_flags_stretch_ratio] 的方式使用其“min_width”最小宽度。"
#: doc/classes/Tree.xml
msgid "Sets the title of a column."
-msgstr "设置一个列的标题。"
+msgstr "设置某一列的标题。"
#: doc/classes/Tree.xml
msgid ""
"If [code]true[/code], the currently selected cell may be selected again."
-msgstr "如果[code]true[/code],可以再次选择当前选定的单元。"
+msgstr "如果为 [code]true[/code],可以再次选择当前选定的单元。"
#: doc/classes/Tree.xml
msgid "If [code]true[/code], a right mouse button click can select items."
-msgstr "如果[code]true[/code],鼠标右键点击可以选择项目。"
+msgstr "如果为 [code]true[/code],鼠标右键点击可以选择项目。"
#: doc/classes/Tree.xml
msgid "If [code]true[/code], column titles are visible."
-msgstr "如果[code]true[/code],列标题可见。"
+msgstr "如果为 [code]true[/code],列标题可见。"
#: doc/classes/Tree.xml
msgid "The number of columns."
@@ -75292,29 +80424,29 @@ msgid ""
"This controls the drop sections, i.e. the decision and drawing of possible "
"drop locations based on the mouse position."
msgstr ""
-"作为一个标志的OR组合的放置模式。参阅[enum DropModeFlags]常量。一旦拖动完成,"
-"将恢复到[constant DROP_MODE_DISABLED]。建议在[method Control.can_drop_data]中"
-"设置这个。\n"
+"作为一个标志的 OR 组合的放置模式。见 [enum DropModeFlags] 常量。一旦拖动完"
+"成,将恢复到 [constant DROP_MODE_DISABLED]。建议在 [method Control."
+"can_drop_data] 中设置这个。\n"
"控件放置部分,即根据鼠标位置决定和绘制可能的放置位置。"
#: doc/classes/Tree.xml
msgid "If [code]true[/code], the folding arrow is hidden."
-msgstr "如果[code]true[/code],隐藏折叠箭头。"
+msgstr "如果为 [code]true[/code],隐藏折叠箭头。"
#: doc/classes/Tree.xml
msgid "If [code]true[/code], the tree's root is hidden."
-msgstr "如果[code]true[/code],则隐藏树的根节点。"
+msgstr "如果为 [code]true[/code],则隐藏树的根节点。"
#: doc/classes/Tree.xml
msgid ""
"Allows single or multiple selection. See the [enum SelectMode] constants."
-msgstr "允许单选或多选。参阅[enum SelectMode]常量。"
+msgstr "允许单选或多选。见 [enum SelectMode] 常量。"
#: doc/classes/Tree.xml
msgid ""
"Emitted when a button on the tree was pressed (see [method TreeItem."
"add_button])."
-msgstr "当树中按钮被按下时触发,参阅[method TreeItem.add_button]。"
+msgstr "当树中按钮被按下时触发(见 [method TreeItem.add_button])。"
#: doc/classes/Tree.xml
msgid "Emitted when a cell is selected."
@@ -75329,7 +80461,7 @@ msgid ""
"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
"to be edited."
msgstr ""
-"当具有[constant TreeItem.CELL_MODE_CUSTOM]的单元格被点击,进行编辑时触发。"
+"当具有 [constant TreeItem.CELL_MODE_CUSTOM] 的单元格被点击,进行编辑时触发。"
#: doc/classes/Tree.xml
msgid ""
@@ -75356,8 +80488,8 @@ msgid ""
"Emitted when a custom button is pressed (i.e. in a [constant TreeItem."
"CELL_MODE_CUSTOM] mode cell)."
msgstr ""
-"当自定义按钮被按下时触发,即在[constant TreeItem.CELL_MODE_CUSTOM]模式单元格"
-"中。"
+"当自定义按钮被按下时触发(即在 [constant TreeItem.CELL_MODE_CUSTOM] 模式单元"
+"格中)。"
#: doc/classes/Tree.xml
msgid "Emitted when an item's icon is double-clicked."
@@ -75384,7 +80516,7 @@ msgid ""
"Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
"[constant SELECT_MULTI]."
msgstr ""
-"如果[code]select_mode[/code]是[constant SELECT_MULTI],则触发代替"
+"如果 [code]select_mode[/code] 是 [constant SELECT_MULTI],则触发代替 "
"[code]item_selected[/code]。"
#: doc/classes/Tree.xml
@@ -75438,8 +80570,8 @@ msgid ""
"[b]Note:[/b] This is the default flag, it has no effect when combined with "
"other flags."
msgstr ""
-"禁用所有放置部分,但仍然允许通过[method get_drop_section_at_position]检测 "
-"\"物品上\" 的放置部分。\n"
+"禁用所有放置部分,但仍然允许通过 [method get_drop_section_at_position] 检"
+"测“项目上”的放置部分。\n"
"[b]注意:[/b]这是默认的标志,当与其他标志结合时,它没有效果。"
#: doc/classes/Tree.xml
@@ -75449,9 +80581,9 @@ msgid ""
"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
"the height and stays centered vertically."
msgstr ""
-"启用 \"项目上\" 的放置部分。这个放置部分覆盖整个项。\n"
-"当与[constant DROP_MODE_INBETWEEN]结合使用时,这个放置部分的高度减半,并保持"
-"垂直居中。"
+"启用“项目上”的放置部分。这个放置部分覆盖整个项。\n"
+"当与 [constant DROP_MODE_INBETWEEN] 结合使用时,这个放置部分的高度减半,并保"
+"持垂直居中。"
#: doc/classes/Tree.xml
msgid ""
@@ -75461,48 +80593,49 @@ msgid ""
"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
"the height and stays on top / bottom accordingly."
msgstr ""
-"启用 \"项目上方\" 和 \"项目下方\" 的放置部分。\"项目上方\" 的放置部分覆盖项目"
-"的上半部分,\"项目下方\" 的放置部分覆盖下半部分。\n"
-"当与[constant DROP_MODE_ON_ITEM]结合时,这些放置部分的高度减半,并相应地停留"
-"在顶部或底部。"
+"启用“项目上方”和“项目下方”的放置部分。“项目上方”的放置部分覆盖项目的上半部"
+"分,“项目下方”的放置部分覆盖下半部分。\n"
+"当与 [constant DROP_MODE_ON_ITEM] 结合时,这些放置部分的高度减半,并相应地停"
+"留在顶部或底部。"
#: doc/classes/Tree.xml
msgid ""
"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
-"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被悬停时的文本[Color]颜色。"
+"当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被悬停时的文本 [Color] 颜"
+"色。"
#: doc/classes/Tree.xml
msgid ""
"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
"constants for further description of drop locations."
msgstr ""
-"用于绘制可能的放置位置的[Color]颜色。有关放置位置的描述,参阅[enum "
-"DropModeFlags]常量。"
+"用于绘制可能的放置位置的 [Color] 颜色。有关放置位置的描述,参阅 [enum "
+"DropModeFlags] 常量。"
#: doc/classes/Tree.xml
msgid "[Color] of the guideline."
-msgstr "参考线的[Color]颜色。"
+msgstr "参考线的 [Color] 颜色。"
#: doc/classes/Tree.xml
msgid "[Color] of the relationship lines."
-msgstr "关系线的[Color]颜色。"
+msgstr "关系线的 [Color] 颜色。"
#: doc/classes/Tree.xml
msgid "Default text [Color] of the title button."
-msgstr "标题按钮的默认文本[Color]颜色。"
+msgstr "标题按钮的默认文本 [Color] 颜色。"
#: doc/classes/Tree.xml
msgid "The horizontal space between each button in a cell."
-msgstr "一个单元中每个按钮之间的水平空间。"
+msgstr "单元格中按钮之间的水平间距。"
#: doc/classes/Tree.xml
msgid ""
"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
"horizontal line drawn at the bottom of each item."
msgstr ""
-"如果不为零就绘制参考线,这作为一个布尔值。参考线是在每个项的底部画的一条水平"
+"如果不为零就绘制参考线,行为类似于布尔值。参考线是在每个项的底部画的一条水平"
"线。"
#: doc/classes/Tree.xml
@@ -75510,8 +80643,8 @@ msgid ""
"Draws the relationship lines if not zero, this acts as a boolean. "
"Relationship lines are drawn at the start of child items to show hierarchy."
msgstr ""
-"如果不为零,则绘制关系线,这作为一个布尔值。关系线在子项的开始处绘制,以显示"
-"层次结构。"
+"如果不为零就绘制关系线,行为类似于布尔值。关系线在子项的开始处绘制,以显示层"
+"次结构。"
#: doc/classes/Tree.xml
msgid ""
@@ -75543,7 +80676,7 @@ msgstr "每个项内的垂直填充,即项内容与上或下边框之间的距
#: doc/classes/Tree.xml
msgid "[Font] of the title button's text."
-msgstr "标题按钮文本的[Font]字体。"
+msgstr "标题按钮文本的 [Font] 字体。"
#: doc/classes/Tree.xml
msgid "The arrow icon used when a foldable item is not collapsed."
@@ -75558,89 +80691,89 @@ msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is checked."
msgstr ""
-"当[constant TreeItem.CELL_MODE_CHECK]模式单元格被选中时,显示的选中图标。"
+"当 [constant TreeItem.CELL_MODE_CHECK] 模式单元格被选中时,显示的选中图标。"
#: doc/classes/Tree.xml
msgid ""
"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
"cell."
-msgstr "为[constant TreeItem.CELL_MODE_RANGE]模式单元显示的箭头图标。"
+msgstr "为 [constant TreeItem.CELL_MODE_RANGE] 模式单元显示的箭头图标。"
#: doc/classes/Tree.xml
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is unchecked."
msgstr ""
-"当[constant TreeItem.CELL_MODE_CHECK]模式单元未被选中时,要显示的选中图标。"
+"当 [constant TreeItem.CELL_MODE_CHECK] 模式单元未被选中时,要显示的选中图标。"
#: doc/classes/Tree.xml
msgid ""
"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
"mode cell."
-msgstr "为[constant TreeItem.CELL_MODE_RANGE]模式单元显示的向下箭头图标。"
+msgstr "为 [constant TreeItem.CELL_MODE_RANGE] 模式单元显示的向下箭头图标。"
#: doc/classes/Tree.xml
msgid ""
"Default [StyleBox] for the [Tree], i.e. used when the control is not being "
"focused."
-msgstr "[Tree]的默认[StyleBox],即在控件没有获得焦点时使用。"
+msgstr "[Tree] 的默认 [StyleBox],即在控件没有获得焦点时使用。"
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the [Tree] is being focused."
-msgstr "当[Tree]获得焦点时使用的[StyleBox]。"
+msgstr "当 [Tree] 获得焦点时使用的 [StyleBox]。"
#: doc/classes/Tree.xml
msgid "[StyleBox] used when a button in the tree is pressed."
-msgstr "当树中的按钮被按下时使用的[StyleBox]。"
+msgstr "当树中的按钮被按下时使用的 [StyleBox]。"
#: doc/classes/Tree.xml
msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
-msgstr "当[Tree]获得焦点时,用于光标的[StyleBox]。"
+msgstr "当 [Tree] 获得焦点时,用于光标的 [StyleBox]。"
#: doc/classes/Tree.xml
msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
-msgstr "当[Tree]未获聚焦时,用于光标的[StyleBox]。"
+msgstr "当 [Tree] 未获聚焦时,用于光标的 [StyleBox]。"
#: doc/classes/Tree.xml
msgid ""
"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
-msgstr "为[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格默认的[StyleBox]。"
+msgstr "[constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格默认的 [StyleBox]。"
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
-"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被悬停时的[StyleBox]。"
+"当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被悬停时的 [StyleBox]。"
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"pressed."
msgstr ""
-"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被按下时的[StyleBox]。"
+"当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被按下时的 [StyleBox]。"
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is not being focused."
-msgstr "所选项的[StyleBox],当[Tree]没有获得焦点时使用。"
+msgstr "所选项目的 [StyleBox],在 [Tree] 没有获得焦点时使用。"
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is being focused."
-msgstr "所选项目的[StyleBox],在[Tree]获得焦点时使用。"
+msgstr "所选项目的 [StyleBox],在 [Tree] 获得焦点时使用。"
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the title button is being hovered."
-msgstr "当标题按钮被悬停时使用的[StyleBox]。"
+msgstr "当标题按钮被悬停时使用的 [StyleBox]。"
#: doc/classes/Tree.xml
msgid "Default [StyleBox] for the title button."
-msgstr "标题按钮的默认[StyleBox]。"
+msgstr "标题按钮的默认 [StyleBox]。"
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the title button is being pressed."
-msgstr "当标题按钮被按下时使用的[StyleBox]。"
+msgstr "当标题按钮被按下时使用的 [StyleBox]。"
#: doc/classes/TreeItem.xml
msgid "Control for a single item inside a [Tree]."
@@ -75652,30 +80785,29 @@ msgid ""
"styled as well as contain buttons.\n"
"You can remove a [TreeItem] by using [method Object.free]."
msgstr ""
-"控件[Tree]中的单个项目。可以有子级[TreeItem], 样式, 以及包含按钮。\n"
-"您可以使用[method Object.free]删除[TreeItem]。"
+"控件 [Tree] 中的单个项目。可以有子级 [TreeItem]、样式、包含按钮。\n"
+"您可以使用 [method Object.free] 删除 [TreeItem]。"
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
-"在 [code]column[/code] 列添加一个带有 [Texture] [code]button[/code] 的按钮。 "
-"[code]button_idx[/code] 索引用于在调用其他方法时标识按钮。如果未指定,则使用"
-"下一个可用索引,可以通过在此方法之后调用 [method get_button_count] 来检索该索"
-"引。可选,该按钮可以 [code]disabled[/code] 和具有 [code]tooltip[/code]。"
+"在 [code]column[/code] 列添加一个带有 [Texture] [code]button[/code] 的按钮。"
+"[code]id[/code] 用于标识按钮。如果未指定,则使用下一个可用索引,可以在此方法"
+"之前调用 [method get_button_count] 来获取该索引。另外,该按钮还可以通过 "
+"[code]disabled[/code] 禁用、通过 [code]tooltip[/code] 设置工具提示。"
#: doc/classes/TreeItem.xml
msgid ""
"Calls the [code]method[/code] on the actual TreeItem and its children "
"recursively. Pass parameters as a comma separated list."
msgstr ""
-"在实际的TreeItem树项及其子项上递归地调用[code]method[/code]。以逗号分隔的列表"
-"形式传递参数。"
+"在实际的 TreeItem 树项及其子项上递归地调用 [code]method[/code]。以逗号分隔的"
+"列表形式传递参数。"
#: doc/classes/TreeItem.xml
msgid "Resets the background color for the given column to default."
@@ -75693,45 +80825,42 @@ msgstr "取消选择指定列。"
msgid ""
"Removes the button at index [code]button_idx[/code] in column [code]column[/"
"code]."
-msgstr "删除列[code]column[/code]中索引[code]button_idx[/code]处的按钮。"
+msgstr "删除列 [code]column[/code] 中索引 [code]button_idx[/code] 处的按钮。"
#: doc/classes/TreeItem.xml
msgid ""
"Returns the [Texture] of the button at index [code]button_idx[/code] in "
"column [code]column[/code]."
msgstr ""
-"返回在[code]column[/code]中索引[code]button_idx[/code]按钮的[Texture]。"
+"返回在 [code]column[/code] 列中索引为 [code]button_idx[/code] 的按钮的 "
+"[Texture]。"
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the button index if there is a button with id [code]id[/code] in "
"column [code]column[/code], otherwise returns -1."
msgstr ""
-"返回在[code]column[/code]中索引[code]button_idx[/code]按钮的提示信息字符串。"
+"如果在 [code]column[/code] 列中存在 ID 为 [code]id[/code] 的按钮,则返回其索"
+"引号,否则返回 -1。"
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
-"返回[code]column[/code]中按钮的数量。如果没有指定索引,可以用来获取最近添加的"
-"按钮的索引。"
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "返回在 [code]column[/code] 列中按钮的数量。"
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid ""
"Returns the id for the button at index [code]button_idx[/code] in column "
"[code]column[/code]."
msgstr ""
-"返回在[code]column[/code]中索引[code]button_idx[/code]按钮的提示信息字符串。"
+"返回在 [code]column[/code] 列中索引为 [code]button_idx[/code] 的按钮的 ID。"
#: doc/classes/TreeItem.xml
msgid ""
"Returns the tooltip string for the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
msgstr ""
-"返回在[code]column[/code]中索引[code]button_idx[/code]按钮的提示信息字符串。"
+"返回在 [code]column[/code] 列中索引为 [code]button_idx[/code] 的按钮的提示信"
+"息字符串。"
#: doc/classes/TreeItem.xml
msgid "Returns the column's cell mode."
@@ -75740,19 +80869,19 @@ msgstr "返回该列的单元格模式。"
#: doc/classes/TreeItem.xml
msgid ""
"Returns the TreeItem's first child item or a null object if there is none."
-msgstr "返回TreeItem树项的第一个子项,如果没有,则返回一个空对象。"
+msgstr "返回 TreeItem 树项的第一个子项,如果没有,则返回一个空对象。"
#: doc/classes/TreeItem.xml
msgid "Returns the custom background color of column [code]column[/code]."
-msgstr "返回列[code]column[/code]的自定义背景颜色。"
+msgstr "返回列 [code]column[/code] 的自定义背景颜色。"
#: doc/classes/TreeItem.xml
msgid "Returns the custom color of column [code]column[/code]."
-msgstr "返回列[code]column[/code]的自定义颜色。"
+msgstr "返回列 [code]column[/code] 的自定义颜色。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
-msgstr "如果设置了[code]expand_right[/code],返回[code]true[/code]。"
+msgstr "如果设置了 [code]expand_right[/code],则返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns the given column's icon [Texture]. Error if no icon is set."
@@ -75764,7 +80893,7 @@ msgstr "返回列的图标的最大宽度。"
#: doc/classes/TreeItem.xml
msgid "Returns the [Color] modulating the column's icon."
-msgstr "返回调制列的图标的[Color]颜色。"
+msgstr "返回调制列的图标的 [Color] 颜色。"
#: doc/classes/TreeItem.xml
msgid "Returns the icon [Texture] region as [Rect2]."
@@ -75777,42 +80906,48 @@ msgid ""
msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。"
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
-msgstr "返回树中的下一个TreeItem树项,如果没有,则返回一个空对象。"
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
+msgstr "返回树中的下一个 TreeItem,如果没有,则返回一个空对象。"
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
-"返回树中下一个可见的TreeItem树项,如果没有,则返回空对象。\n"
-"如果[code]wrap[/code]被启用,当在最后一个可见元素上调用时,该方法将环绕到树中"
-"的第一个可见元素,否则它将返回[code]null[/code]。"
+"返回树中下一个可见的 TreeItem,如果没有,则返回空对象。\n"
+"如果 [code]wrap[/code] 被启用,当在最后一个可见元素上调用时,该方法将环绕到树"
+"中的第一个可见元素,否则它将返回 [code]null[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns the parent TreeItem or a null object if there is none."
-msgstr "返回父级TreeItem树项,如果没有,则返回一个空对象。"
+msgstr "返回父级 TreeItem,如果没有,则返回一个空对象。"
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
-msgstr "返回树中的前一个TreeItem树项,如果没有,则返回一个空对象。"
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
+msgstr "返回树中的前一个 TreeItem,如果没有,则返回一个空对象。"
#: doc/classes/TreeItem.xml
+#, fuzzy
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
-"返回树中前一个可见的TreeItem树项,如果没有,则返回null对象。\n"
-"如果[code]wrap[/code]被启用,当在第一个可见元素上调用时,该方法将环绕到树中最"
-"后一个可见元素,否则它将返回[code]null[/code]。"
+"返回树中前一个可见的 TreeItem,如果没有,则返回 null 对象。\n"
+"如果 [code]wrap[/code] 被启用,当在第一个可见元素上调用时,该方法将环绕到树中"
+"最后一个可见元素,否则它将返回 [code]null[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
@@ -75822,8 +80957,7 @@ msgstr "返回 [constant CELL_MODE_RANGE] 列的值。"
msgid ""
"Returns a dictionary containing the range parameters for a given column. The "
"keys are \"min\", \"max\", \"step\", and \"expr\"."
-msgstr ""
-"返回包含给定列的范围参数的字典。键是 \"min\"、\"max\"、\"step \"和 \"expr\"。"
+msgstr "返回包含给定列的范围参数的字典。键是“min”、“max”、“step”和“expr”。"
#: doc/classes/TreeItem.xml
msgid "Gets the suffix string shown after the column value."
@@ -75846,32 +80980,32 @@ msgid ""
"Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
"the given column is disabled."
msgstr ""
-"如果给定列的索引[code]button_idx[/code]处的按钮被禁用,返回[code]true[/"
+"如果给定列的索引 [code]button_idx[/code] 处的按钮被禁用,返回 [code]true[/"
"code]。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if the given column is checked."
-msgstr "如果给定的列被选中,返回[code]true[/code]。"
+msgstr "如果给定的列被选中,返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is editable."
-msgstr "如果列[code]column[/code]是可编辑的,则返回[code]true[/code]。"
+msgstr "如果列 [code]column[/code] 是可编辑的,则返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
-msgstr "如果列[code]column[/code]是可选择的,则返回[code]true[/code]。"
+msgstr "如果列 [code]column[/code] 是可选择的,则返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
-msgstr "如果列[code]column[/code]被选中,返回[code]true[/code]。"
+msgstr "如果列 [code]column[/code] 被选中,返回 [code]true[/code]。"
#: doc/classes/TreeItem.xml
msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
-msgstr "将此TreeItem树项移动到[Tree]层次结构的底部。"
+msgstr "将这个 TreeItem 移动到 [Tree] 层次结构的底部。"
#: doc/classes/TreeItem.xml
msgid "Moves this TreeItem to the top in the [Tree] hierarchy."
-msgstr "将此TreeItem树项移动到[Tree]树层次结构的顶部。"
+msgstr "将这个 TreeItem 移动到 [Tree] 层次结构的顶部。"
#: doc/classes/TreeItem.xml
msgid ""
@@ -75879,27 +81013,28 @@ msgid ""
"Note that it doesn't free the item from memory, so it can be reused later. "
"To completely remove a [TreeItem] use [method Object.free]."
msgstr ""
-"将给定的子项[TreeItem]和它的所有子项从[Tree]中移除。注意,它并未从内存中释放"
-"该项,所以之后可重新使用。要完全删除一个[TreeItem],请使用[method Object."
-"free]。"
+"将给定的子项 [TreeItem] 和它的所有子项从 [Tree] 中移除。注意,它并未从内存中"
+"释放该项,所以之后可重新使用。要完全删除一个 [TreeItem],请使用 [method "
+"Object.free]。"
#: doc/classes/TreeItem.xml
msgid "Selects the column [code]column[/code]."
-msgstr "选择列[code]column[/code]。"
+msgstr "选择列 [code]column[/code]。"
#: doc/classes/TreeItem.xml
msgid ""
"Sets the given column's button [Texture] at index [code]button_idx[/code] to "
"[code]button[/code]."
msgstr ""
-"设置索引[code]button_idx[/code]的给定列的按钮[code]button[/code]的[Texture]。"
+"设置索引 [code]button_idx[/code] 的给定列的按钮 [code]button[/code] 的 "
+"[Texture]。"
#: doc/classes/TreeItem.xml
msgid ""
"If [code]true[/code], disables the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
msgstr ""
-"如果[code]true[/code],则禁用列[code]column[/code]中索引[code]button_idx[/"
+"如果为 [code]true[/code],则禁用列[code]column[/code]中索引[code]button_idx[/"
"code]的按钮。"
#: doc/classes/TreeItem.xml
@@ -75907,11 +81042,11 @@ msgid ""
"Sets the given column's cell mode to [code]mode[/code]. See [enum "
"TreeCellMode] constants."
msgstr ""
-"设置给定列的单元格模式为[code]mode[/code]。参阅[enum TreeCellMode]常量。"
+"设置给定列的单元格模式为 [code]mode[/code]。见 [enum TreeCellMode] 常量。"
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the column [code]column[/code] is checked."
-msgstr "如果[code]true[/code],则选中[code]column[/code]。"
+msgstr "如果为 [code]true[/code],则选中 [code]column[/code]。"
#: doc/classes/TreeItem.xml
msgid ""
@@ -75930,10 +81065,10 @@ msgid ""
"The [code]callback[/code] should accept two arguments: the [TreeItem] that "
"is drawn and its position and size as a [Rect2]."
msgstr ""
-"设置给定列的自定义绘制回调到[code]object[/code]上的[code]callback[/code]回调"
-"方法。\n"
-"[code]callback[/code]应该接受两个参数:被绘制的[TreeItem]树项以及它的位置和大"
-"小是一个[Rect2]。"
+"设置给定列的自定义绘制回调到 [code]object[/code] 上的 [code]callback[/code] "
+"回调方法。\n"
+"[code]callback[/code] 应该接受两个参数:被绘制的 [TreeItem] 以及它的位置和大"
+"小是一个 [Rect2]。"
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], column [code]column[/code] is editable."
@@ -75954,7 +81089,7 @@ msgstr "设置给定列图标的最大宽度。"
#: doc/classes/TreeItem.xml
msgid "Modulates the given column's icon with [code]modulate[/code]."
-msgstr "用[code]modulate[/code]调制给定列的图标。"
+msgstr "用 [code]modulate[/code] 调制给定列的图标。"
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon's texture region."
@@ -75981,18 +81116,18 @@ msgid ""
"exponential scale as with [member Range.exp_edit]."
msgstr ""
"设置列的可接受值的范围。该列必须处于 [constant CELL_MODE_RANGE] 模式。\n"
-"如果 [code]expr[/code] 是 [code]true[/code],编辑模式滑块将使用指数刻度,与 "
+"如果 [code]expr[/code] 为 [code]true[/code],编辑模式滑块将使用指数刻度,与 "
"[member Range.exp_edit] 一样。"
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the given column is selectable."
-msgstr "如果[code]true[/code],给定的列是可选择的。"
+msgstr "如果为 [code]true[/code],给定的列是可选中的。"
#: doc/classes/TreeItem.xml
msgid ""
"Sets a string to be shown after a column's value (for example, a unit "
"abbreviation)."
-msgstr "设置字符串,显示在列的值之后,例如,单位的缩写。"
+msgstr "设置字符串,显示在列的值之后(例如,单位的缩写)。"
#: doc/classes/TreeItem.xml
msgid "Sets the given column's text value."
@@ -76002,7 +81137,7 @@ msgstr "设置给定列的文本值。"
msgid ""
"Sets the given column's text alignment. See [enum TextAlign] for possible "
"values."
-msgstr "设置给定列的文本对齐方式。可能的值,参阅[enum TextAlign]。"
+msgstr "设置给定列的文本对齐方式。可能的取值见 [enum TextAlign]。"
#: doc/classes/TreeItem.xml
msgid "Sets the given column's tooltip text."
@@ -76010,7 +81145,7 @@ msgstr "设置给定列的工具提示文本。"
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the TreeItem is collapsed."
-msgstr "如果[code]true[/code],TreeItem树项被折叠。"
+msgstr "如果为 [code]true[/code],则该 TreeItem 被折叠。"
#: doc/classes/TreeItem.xml
msgid "The custom minimum height."
@@ -76018,7 +81153,7 @@ msgstr "自定义最小高度。"
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], folding is disabled for this TreeItem."
-msgstr "如果[code]true[/code],则TreeItem树项禁用折叠。"
+msgstr "如果为 [code]true[/code],则这个 TreeItem 禁用折叠。"
#: doc/classes/TreeItem.xml
msgid "Cell contains a string."
@@ -76038,15 +81173,15 @@ msgstr "单元包含图标。"
#: doc/classes/TreeItem.xml
msgid "Align text to the left. See [code]set_text_align()[/code]."
-msgstr "将文本向左对齐。参阅[code]set_text_align()[/code]。"
+msgstr "将文本向左对齐。见 [code]set_text_align()[/code]。"
#: doc/classes/TreeItem.xml
msgid "Center text. See [code]set_text_align()[/code]."
-msgstr "将文本居中。参阅[code]set_text_align()[/code]。"
+msgstr "将文本居中。见 [code]set_text_align()[/code]。"
#: doc/classes/TreeItem.xml
msgid "Align text to the right. See [code]set_text_align()[/code]."
-msgstr "将文本向右对齐。参阅[code]set_text_align()[/code]。"
+msgstr "将文本向右对齐。见 [code]set_text_align()[/code]。"
#: doc/classes/TriangleMesh.xml
msgid "Internal mesh type."
@@ -76096,7 +81231,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
"需要让数值属性在一定范围内做插值的动画可以使用 Tween。[i]Tween[/i] 这个名字来"
"自动画技术 [i]in-betweening[/i](补间动画):你指定[i]关键帧[/i],而计算机则"
@@ -76121,11 +81258,13 @@ msgstr ""
"[url=https://easings.net/]easings.net[/url] 的一些例子)。后者接受 [enum "
"EaseType] 常量,控制 [code]trans_type[/code] 应用于插值的位置(开头、结尾、或"
"两处都是)。如果你不知道该选哪个过渡和缓动,你可以用 [constant EASE_IN_OUT] "
-"尝试不同的 [enum TransitionType] 常数,然后使用看起来最好的那个。\n"
+"尝试不同的 [enum TransitionType] 常量,然后使用看起来最好的那个。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween 缓动与过渡类型速查表[/url]\n"
"[b]注意:[/b]如果无法完成所请求的操作,Tween 的方法会返回 [code]false[/"
-"code]。"
+"code]。\n"
+"[b]注意:[/b]如果想要使用另一种形式的不需要使用节点的补间动画,请参阅 "
+"[SceneTreeTween]。"
#: doc/classes/Tween.xml
msgid ""
@@ -76258,10 +81397,10 @@ msgstr "停止动画,并删除所有补间。"
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
"将补间重置到它的初始值,即给定的值,而不是补间之前的值,指定其对象和属性或方"
-"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都被移除。"
+"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都会被重置。"
#: doc/classes/Tween.xml
msgid ""
@@ -76352,7 +81491,7 @@ msgstr "返回补间的当前时间。"
#: doc/classes/Tween.xml
msgid "The tween's animation process thread. See [enum TweenProcessMode]."
-msgstr "补间动画处理线程。参阅[enum TweenProcessMode]。"
+msgstr "补间动画处理线程。见 [enum TweenProcessMode]。"
#: doc/classes/Tween.xml
msgid ""
@@ -76367,7 +81506,7 @@ msgstr ""
#: doc/classes/Tween.xml
msgid "If [code]true[/code], the tween loops."
-msgstr "如果[code]true[/code],补间循环。"
+msgstr "如果为 [code]true[/code],则补间循环。"
#: doc/classes/Tween.xml
msgid "Emitted when all processes in a tween end."
@@ -76391,7 +81530,7 @@ msgstr "补间通过 [code]_physics_process[/code] 回调进行更新。"
#: doc/classes/Tween.xml
msgid "The tween updates with the [code]_process[/code] callback."
-msgstr "补间通过[code]_process[/code]回调进行更新。"
+msgstr "补间通过 [code]_process[/code] 回调进行更新。"
#: doc/classes/Tween.xml
msgid "The animation is interpolated linearly."
@@ -76404,23 +81543,23 @@ msgstr "动画使用正弦函数进行插值。"
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quintic (to the power of 5) function."
-msgstr "动画是用五次方,即5的幂函数进行插值的。"
+msgstr "动画是用五次方,即 5 的幂函数进行插值的。"
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quartic (to the power of 4) function."
-msgstr "动画是用一个四次方,即4的幂函数插值的。"
+msgstr "动画是用一个四次方,即 4 的幂函数插值的。"
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quadratic (to the power of 2) function."
-msgstr "动画是用二次方,即2的幂函数插值的。"
+msgstr "动画是用二次方,即 2 的幂函数插值的。"
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with an exponential (to the power of x) "
"function."
-msgstr "动画是用一个指数,即x的幂函数插值的。"
+msgstr "动画是用一个指数,即 x 的幂函数插值的。"
#: doc/classes/Tween.xml
msgid ""
@@ -76430,7 +81569,7 @@ msgstr "动画弹性插值,在边缘摆动。"
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a cubic (to the power of 3) function."
-msgstr "动画是用一个立方,即3的幂函数插值的。"
+msgstr "动画是用一个立方,即 3 的幂函数插值的。"
#: doc/classes/Tween.xml
msgid "The animation is interpolated with a function using square roots."
@@ -76462,11 +81601,29 @@ msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is fastest at both ends."
-msgstr "[constant EASE_IN] and [constant EASE_OUT]的组合。两端的插值最快。"
+msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值最快。"
+
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr "[SceneTreeTween] 所使用的所有 Tweener(补间器)的抽象类。"
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+"Tweener 是执行特定动画任务的对象,例如对属性进行插值、在给定的时刻调用某个方"
+"法。[Tweener] 无法手动创建,你需要使用 [SceneTreeTween] 中的专用方法。"
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr "当该 [Tweener] 刚刚完成其任务时触发。"
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
-msgstr "用于实现UDP服务的辅助类。"
+msgstr "用于实现 UDP 服务器的辅助类。"
#: doc/classes/UDPServer.xml
msgid ""
@@ -76524,8 +81681,8 @@ msgid ""
" connected = true\n"
"[/codeblock]"
msgstr ""
-"一个简单的服务器,它打开一个 UDP 套接字,并在收到新的数据包时,返回连接的 "
-"[PacketPeerUDP]。请参阅 [method PacketPeerUDP.connect_to_host]。\n"
+"简单的服务器,它打开一个 UDP 套接字,并在收到新的数据包时,返回连接的 "
+"[PacketPeerUDP]。另请参阅 [method PacketPeerUDP.connect_to_host]。\n"
"启动服务器后([method listen]),你将需要定期 [method poll] 它(例如在 "
"[method Node._process] 内),才会处理新的数据包、将它们传递给适当的 "
"[PacketPeerUDP]、接受新连接。\n"
@@ -76581,12 +81738,13 @@ msgid ""
"Returns [code]true[/code] if a packet with a new address/port combination "
"was received on the socket."
msgstr ""
-"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回[code]true[/code]。"
+"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回 [code]true[/"
+"code]。"
#: doc/classes/UDPServer.xml
msgid ""
"Returns [code]true[/code] if the socket is open and listening on a port."
-msgstr "如果套接字是打开的,并且在监听端口,则返回[code]true[/code]。"
+msgstr "如果套接字是打开的,并且在监听端口,则返回 [code]true[/code]。"
#: doc/classes/UDPServer.xml
msgid ""
@@ -76594,8 +81752,8 @@ msgid ""
"can optionally specify a [code]bind_address[/code] to only listen for "
"packets sent to that address. See also [method PacketPeerUDP.listen]."
msgstr ""
-"通过在给定的端口上打开一个UDP套接字来启动服务。你可以选择指定一个"
-"[code]bind_address[/code],只监听发送到该地址的数据包。参阅[method "
+"通过在给定的端口上打开一个 UDP 套接字来启动服务器。你可以选择指定一个 "
+"[code]bind_address[/code],只监听发送到该地址的数据包。参阅 [method "
"PacketPeerUDP.listen]。"
#: doc/classes/UDPServer.xml
@@ -76619,8 +81777,8 @@ msgid ""
"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
"be notified)."
msgstr ""
-"停止服务,如果UDP套接字是打开的,就关闭它。将关闭所有通过[method "
-"take_connection]接受连接的[PacketPeerUDP],注,不会通知远程对等体。"
+"停止服务器,如果 UDP 套接字处于打开状态,就关闭它。将关闭所有通过 [method "
+"take_connection] 接受连接的 [PacketPeerUDP](不会通知远程对等体)。"
#: doc/classes/UDPServer.xml
msgid ""
@@ -76629,8 +81787,8 @@ msgid ""
"also [method is_connection_available], [method PacketPeerUDP."
"connect_to_host]."
msgstr ""
-"返回第一个挂起的连接,注,连接到适当的地址及端口。如果没有新的连接可用,将返"
-"回[code]null[/code]。参阅[method is_connection_available], [method "
+"返回第一个挂起的连接(连接到适当的地址及端口)。如果没有新的连接可用,将返回 "
+"[code]null[/code]。另请参阅 [method is_connection_available]、[method "
"PacketPeerUDP.connect_to_host]。"
#: doc/classes/UDPServer.xml
@@ -76686,9 +81844,9 @@ msgstr ""
"在编辑器或自定义工具中管理撤销及重做操作的辅助工具。它的工作原理是"
"在“action”(动作)中注册方法和属性的变化。\n"
"常见的行为是首先创建一个动作,然后添加用于 do/undo(执行/撤销)的方法调用或属"
-"性更改,然后提交动作。 \n"
+"性更改,然后提交动作。\n"
"下面是一个插件中例子,展示如何在 Godot 编辑器自己的 [UndoRedo] 中添加一个动"
-"作。 \n"
+"作。\n"
"[codeblock]\n"
"var undo_redo = get_undo_redo() # EditorPlugin 的方法。\n"
"\n"
@@ -76797,7 +81955,7 @@ msgid ""
"action, i.e. running its \"do\" method or property change (see [method "
"commit_action])."
msgstr ""
-"如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回"
+"如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回 "
"[code]true[/code](请参阅 [method commit_action])。"
#: doc/classes/UndoRedo.xml
@@ -76988,10 +82146,10 @@ msgid ""
"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
"return values."
msgstr ""
-"删除默认网关上给定端口和协议组合的端口映射,如果存在的话。[code]port[/code]必"
-"须是1到65535之间的有效端口,[code]proto[/code]可以是[code]TCP[/code]或"
-"[code]UDP[/code]。可能的返回值,参阅[enum UPNPResult]。参阅[method "
-"get_gateway]。"
+"如果默认网关上存在给定的端口和协议组合的端口映射(见 [method get_gateway]),"
+"则将其删除。[code]port[/code] 必须是 1 到 65535 之间的有效端口,[code]proto[/"
+"code] 可以是 [code]TCP[/code] 或 [code]UDP[/code]。可能的返回值见 [enum "
+"UPNPResult]。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -77011,11 +82169,11 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
-msgstr "返回给定[code]index[/code]处的[UPNPDevice]。"
+msgstr "返回给定 [code]index[/code] 处的 [UPNPDevice]。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the number of discovered [UPNPDevice]s."
-msgstr "返回已发现的[UPNPDevice]的数量。"
+msgstr "返回已发现的 [UPNPDevice] 的数量。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -77030,24 +82188,25 @@ msgid ""
"Returns the external [IP] address of the default gateway (see [method "
"get_gateway]) as string. Returns an empty string on error."
msgstr ""
-"返回默认网关的外部[IP]地址字符串。错误时返回一个空字符串。参阅[method "
-"get_gateway]。"
+"返回默认网关的外部 [IP] 地址字符串(见 [method get_gateway])。错误时返回空字"
+"符串。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Removes the device at [code]index[/code] from the list of discovered devices."
-msgstr "将[code]index[/code]处的设备从已发现的设备列表中移除。"
+msgstr "将 [code]index[/code] 处的设备从已发现的设备列表中移除。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Sets the device at [code]index[/code] from the list of discovered devices to "
"[code]device[/code]."
msgstr ""
-"将[code]index[/code]处的设备从已发现的设备列表中设置为[code]device[/code]。"
+"将 [code]index[/code] 处的设备从已发现的设备列表中设置为 [code]device[/"
+"code]。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
-msgstr "如果[code]true[/code],则IPv6用于[UPNPDevice]发现。"
+msgstr "如果为 [code]true[/code],则 IPv6 用于 [UPNPDevice] 发现。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -77056,8 +82215,8 @@ msgid ""
"the source port 1900 (same as destination port). Otherwise, the value will "
"be used as the port."
msgstr ""
-"如果[code]0[/code],系统会自动选择用于发现的本地端口。如果[code]1[/code],将"
-"从源端口1900进行发现,注,与目的端口相同。否则,将使用该值作为端口。"
+"如果为 [code]0[/code],系统会自动选择用于发现的本地端口。如果为 [code]1[/"
+"code],将从源端口 1900 进行发现(与目的端口相同)。否则,将使用该值作为端口。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -77067,21 +82226,21 @@ msgstr "用于发现的多播接口。如果为空,则使用默认的多播接
#: modules/upnp/doc_classes/UPNP.xml
msgid "UPNP command or discovery was successful."
-msgstr "UPNP命令或发现成功。"
+msgstr "UPNP 命令或发现成功。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Not authorized to use the command on the [UPNPDevice]. May be returned when "
"the user disabled UPNP on their router."
msgstr ""
-"未授权在[UPNPDevice]上使用该命令。当用户在其路由器上禁用UPNP时,可能会被返"
-"回。"
+"未授权在 [UPNPDevice] 上使用该命令。当用户在其路由器上禁用 UPNP 时,可能会被"
+"返回。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No port mapping was found for the given port, protocol combination on the "
"given [UPNPDevice]."
-msgstr "在给定的[UPNPDevice]上没有找到给定端口、协议组合的端口映射。"
+msgstr "在给定的 [UPNPDevice] 上没有找到给定端口、协议组合的端口映射。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "Inconsistent parameters."
@@ -77092,8 +82251,8 @@ msgid ""
"No such entry in array. May be returned if a given port, protocol "
"combination is not found on an [UPNPDevice]."
msgstr ""
-"数组中没有此条目。如果在[UPNPDevice]上没有找到给定的端口、协议组合,可能会被"
-"返回。"
+"数组中没有此条目。如果在 [UPNPDevice] 上没有找到给定的端口、协议组合,可能会"
+"被返回。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "The action failed."
@@ -77102,15 +82261,15 @@ msgstr "操作失败。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"The [UPNPDevice] does not allow wildcard values for the source IP address."
-msgstr "[UPNPDevice]不允许源IP地址的通配符值。"
+msgstr "[UPNPDevice] 不允许源 IP 地址的通配符值。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "The [UPNPDevice] does not allow wildcard values for the external port."
-msgstr "[UPNPDevice]不允许外部端口的通配符值。"
+msgstr "[UPNPDevice] 不允许外部端口的通配符值。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
-msgstr "[UPNPDevice]不允许内部端口的通配符值。"
+msgstr "[UPNPDevice] 不允许内部端口的通配符值。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "The remote host value must be a wildcard."
@@ -77147,7 +82306,8 @@ msgstr "外部和内部端口值必须相同。"
msgid ""
"Only permanent leases are supported. Do not use the [code]duration[/code] "
"parameter when adding port mappings."
-msgstr "只支持永久租用。在添加端口映射时,不要使用[code]duration[/code]参数。"
+msgstr ""
+"只支持永久租用。在添加端口映射时,不要使用 [code]duration[/code] 参数。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid gateway."
@@ -77179,7 +82339,7 @@ msgstr "无效参数。"
#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
msgid "HTTP error."
-msgstr "HTTP错误。"
+msgstr "HTTP 错误。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "Socket error."
@@ -77194,16 +82354,16 @@ msgid ""
"No gateway available. You may need to call [method discover] first, or "
"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
msgstr ""
-"没有可用的网关。你可能需要先调用[method discover] ,否则发现没有检测到任何有"
-"效的IGD(InternetGatewayDevices)。"
+"没有可用的网关。你可能需要先调用 [method discover] ,否则发现没有检测到任何有"
+"效的 IGD(InternetGatewayDevices)。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No devices available. You may need to call [method discover] first, or "
"discovery didn't detect any valid [UPNPDevice]s."
msgstr ""
-"没有可用的设备。你可能需要先调用[method discover],或者发现没有检测到任何有效"
-"的[UPNPDevice]。"
+"没有可用的设备。你可能需要先调用 [method discover],或者发现没有检测到任何有"
+"效的 [UPNPDevice]。"
#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
msgid "Unknown error."
@@ -77221,9 +82381,9 @@ msgid ""
"and external IP address and status). Note that methods on this class are "
"synchronous and block the calling thread."
msgstr ""
-"UPNP设备。参阅 [UPNP] 了解UPNP发现和实用功能。提供对UPNP控制命令的低层访问。"
-"允许管理端口映射(端口转发)和查询设备的网络信息,如本地和外部IP地址和状态。"
-"请注意,这个类的方法是同步的,会阻塞调用线程。"
+"UPNP 设备。参阅 [UPNP] 了解 UPNP 发现和实用功能。提供对 UPNP 控制命令的低层访"
+"问。允许管理端口映射(端口转发)和查询设备的网络信息,如本地和外部IP地址和状"
+"态。请注意,这个类的方法是同步的,会阻塞调用线程。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
@@ -77231,15 +82391,15 @@ msgid ""
"for the given protocol to the local machine. See [method UPNP."
"add_port_mapping]."
msgstr ""
-"添加一个端口映射,将这个[UPNPDevice]上给定的外部端口转发到本地机器上,以给定"
-"的协议。参阅 [method UPNP.add_port_mapping]。"
+"添加一个端口映射,将这个 [UPNPDevice] 上给定的外部端口转发到本地机器上,以给"
+"定的协议。见 [method UPNP.add_port_mapping]。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Deletes the port mapping identified by the given port and protocol "
"combination on this device. See [method UPNP.delete_port_mapping]."
msgstr ""
-"删除该设备上由给定的端口和协议组合确定的端口映射。参阅[method UPNP."
+"删除该设备上由给定的端口和协议组合确定的端口映射。见 [method UPNP."
"delete_port_mapping]。"
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -77247,35 +82407,35 @@ msgid ""
"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
"which potentially supports port forwarding."
msgstr ""
-"如果这是一个有效的IGD(InternetGatewayDevice),可能支持端口转发,则返回"
+"如果这是一个有效的 IGD(InternetGatewayDevice),可能支持端口转发,则返回 "
"[code]true[/code]。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Returns the external IP address of this [UPNPDevice] or an empty string."
-msgstr "返回这个[UPNPDevice]的外部IP地址或空字符串。"
+msgstr "返回这个 [UPNPDevice] 的外部 IP 地址或空字符串。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "URL to the device description."
-msgstr "设备描述的URL。"
+msgstr "设备描述的 URL。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "IDG control URL."
-msgstr "IDG控件URL。"
+msgstr "IDG 控件 URL。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Address of the local machine in the network connecting it to this "
"[UPNPDevice]."
-msgstr "将其连接到该[UPNPDevice]的网络中的本地机器的地址。"
+msgstr "将其连接到该 [UPNPDevice] 的网络中的本地机器的地址。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "IGD service type."
-msgstr "IGD服务类型。"
+msgstr "IGD 服务类型。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "IGD status. See [enum IGDStatus]."
-msgstr "IGD状态。参阅[enum IGDStatus]。"
+msgstr "IGD 状态。见 [enum IGDStatus]。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Service type."
@@ -77287,11 +82447,11 @@ msgstr "OK。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Empty HTTP response."
-msgstr "空的HTTP响应。"
+msgstr "空的 HTTP 响应。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Returned response contained no URLs."
-msgstr "返回的响应不包含任何URL。"
+msgstr "返回的响应不包含任何 URL。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Not a valid IGD."
@@ -77477,11 +82637,11 @@ msgstr "垂直盒式容器。请参阅 [BoxContainer]。"
#: doc/classes/VBoxContainer.xml
msgid "The vertical space between the [VBoxContainer]'s elements."
-msgstr "[VBoxContainer]的元素之间的垂直空间。"
+msgstr "[VBoxContainer] 的元素之间的垂直空间。"
#: doc/classes/Vector2.xml
msgid "Vector used for 2D math."
-msgstr "用于二维数学的向量。"
+msgstr "用于 2D 数学的向量。"
#: doc/classes/Vector2.xml
msgid ""
@@ -77497,7 +82657,7 @@ msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "3Blue1Brown Essence of Linear Algebra"
-msgstr ""
+msgstr "3Blue1Brown《线性代数的本质》"
#: doc/classes/Vector2.xml
msgid ""
@@ -77522,14 +82682,15 @@ msgid ""
"Equivalent to the result of [method @GDScript.atan2] when called with the "
"vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
msgstr ""
-"返回这个向量相对于正X轴的角度,或[code](1, 0)[/code]向量,单位为弧度。\n"
-"例如,[code]Vector2.RIGHT.angle()[/code]将返回0,[code]Vector2.DOWN.angle()[/"
-"code]将返回[code]PI / 2[/code](四分之一转,或90度),[code]Vector2(1, -1)."
-"angle()[/code]将返回[code]-PI / 4[/code] (负八分之一转,或-45度)。\n"
+"返回这个向量相对于正 X 轴的角度,或 [code](1, 0)[/code] 向量,单位为弧度。\n"
+"例如,[code]Vector2.RIGHT.angle()[/code] 将返回 0,[code]Vector2.DOWN.angle()"
+"[/code] 将返回 [code]PI / 2[/code](四分之一转,或 90 度),[code]Vector2(1, "
+"-1).angle()[/code] 将返回 [code]-PI / 4[/code] (负八分之一转,或 -45 "
+"度)。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle.png]返回角度的说明。[/url]\n"
-"相当于以向量的[member y] 和 [member x]为参数调用[method @GDScript.atan2]时的"
-"结果。[code]atan2(y, x)[/code]。"
+"相当于以向量的 [member y] 和 [member x] 为参数调用 [method @GDScript.atan2] "
+"时的结果。[code]atan2(y, x)[/code]。"
#: doc/classes/Vector2.xml
msgid ""
@@ -77545,18 +82706,18 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
-"返回连接两点的直线与X轴的夹角,单位为弧度。\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"返回连接两点的直线与 X 轴的夹角,单位为弧度。\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]返回角度的图示。[/url]"
#: doc/classes/Vector2.xml
msgid ""
"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
"y]."
-msgstr "返回这个向量的长宽比,即[member x] 与[member y]的比例。"
+msgstr "返回这个向量的长宽比,即 [member x] 与 [member y] 的比例。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -77605,14 +82766,14 @@ msgid ""
msgstr ""
"用[code]pre_a[/code]和[code]post_b[/code]作为句柄,在这个向量和[code]b[/code]"
"之间进行三次插值,并在[code]weight[/code]位置返回结果。[code]weight[/code]的"
-"范围是0.0到1.0,表示插值的量。"
+"范围是0.0 到 1.0,表示插值的量。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the normalized vector pointing from this vector to [code]b[/code]. "
"This is equivalent to using [code](b - a).normalized()[/code]."
msgstr ""
-"返回从这个向量指向[code]b[/code]的归一化向量。这相当于使用[code](b-a)."
+"返回从这个向量指向 [code]b[/code] 的归一化向量。相当于使用 [code](b-a)."
"normalized()[/code]。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -77621,9 +82782,9 @@ msgid ""
"This method runs faster than [method distance_to], so prefer it if you need "
"to compare vectors or need the squared distance for some formula."
msgstr ""
-"返回这个向量与[code]b[/code]之间的平方距离。\n"
-"这个方法比[method distance_to]运行得更快,所以如果你需要比较向量或需要一些公"
-"式的平方距离,则更喜欢它。"
+"返回这个向量与 [code]b[/code] 之间的平方距离。\n"
+"这个方法比 [method distance_to] 运行得更快,所以如果你需要比较向量或需要一些"
+"公式的平方距离,则更喜欢它。"
#: doc/classes/Vector2.xml
msgid "Returns the distance between this vector and [code]to[/code]."
@@ -77643,13 +82804,13 @@ msgid ""
"aligned.\n"
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
-"返回此向量与[code]with[/code]的点积。这可以用来比较两个向量之间的角度。例如,"
-"这可以用来确定一个敌人是否正朝向玩家。\n"
-"对于直角90度,点积将是[code]0[/code],对于窄于90度的角度,点积大于0,对于宽于"
-"90度的角度,点积小于0。\n"
-"当使用归一化单位向量时,当向量朝向相反方向时,结果总是在[code]-1.0[/code]"
-"(180度角)和[code]1.0[/code](0度角)之间,当向量对齐。\n"
-"[b]注意:[/b][code]a.dot(b)[/code]等同于[code]b.dot(a)[/code]。"
+"返回此向量与 [code]with[/code] 的点积。这可以用来比较两个向量之间的角度。例"
+"如,这可以用来确定一个敌人是否正朝向玩家。\n"
+"对于直角 90 度,点积将是 [code]0[/code],对于窄于 90 度的角度,点积大于 0,对"
+"于宽于 90 度的角度,点积小于 0。\n"
+"当使用归一化单位向量时,当向量朝向相反方向时,结果总是在 [code]-1.0[/code]"
+"(180 度角)和 [code]1.0[/code](0 度角)之间,当向量对齐。\n"
+"[b]注意:[/b][code]a.dot(b)[/code] 与 [code]b.dot(a)[/code] 等价。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -77663,14 +82824,15 @@ msgid ""
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"通过对每个分量运行[method @GDScript.is_equal_approx],如果这个向量和[code]v[/"
-"code]近似相等,返回[code]true[/code]。"
+"通过对每个分量运行 [method @GDScript.is_equal_approx],如果这个向量和 "
+"[code]v[/code] 近似相等,返回 [code]true[/code]。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
-msgstr "如果向量被归一化,返回[code]true[/code],否则返回[code]false[/code]。"
+msgstr ""
+"如果向量被归一化,返回 [code]true[/code],否则返回 [code]false[/code]。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns the length (magnitude) of this vector."
@@ -77683,14 +82845,14 @@ msgid ""
"compare vectors or need the squared distance for some formula."
msgstr ""
"返回这个向量的平方长度,即平方大小。\n"
-"这个方法比[method length]运行得更快,所以如果你需要比较向量或需要一些公式的平"
-"方距离时,更喜欢用它。"
+"这个方法比 [method length] 运行得更快,所以如果你需要比较向量或需要一些公式的"
+"平方距离时,更喜欢用它。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the vector with a maximum length by limiting its length to "
"[code]length[/code]."
-msgstr "通过限制其长度为[code]length[/code],返回具有最大长度的向量。"
+msgstr "通过限制其长度为 [code]length[/code],返回具有最大长度的向量。"
#: doc/classes/Vector2.xml
msgid ""
@@ -77698,8 +82860,8 @@ msgid ""
"[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the "
"range of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
-"返回这个向量与[code]to[/code]之间线性插值的结果,插值量为[code]weight[/"
-"code]。[code]weight[/code]的范围是0.0到1.0,表示插值的数量。"
+"返回这个向量与 [code]to[/code] 之间线性插值的结果,插值量为 [code]weight[/"
+"code]。[code]weight[/code] 的范围是 0.0 到 1.0,表示插值的数量。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -77713,15 +82875,15 @@ msgstr ""
msgid ""
"Returns the vector scaled to unit length. Equivalent to [code]v / v.length()"
"[/code]."
-msgstr "返回缩放为单位长度的向量。相当于[code]v/v.length()[/code]。"
+msgstr "返回缩放为单位长度的向量。相当于 [code]v/v.length()[/code]。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
"components and [code]mod[/code]."
msgstr ""
-"返回一个由这个向量分量的[method @GDScript.fposmod]和[code]mod[/code]组成的向"
-"量。"
+"返回一个由这个向量分量的 [method @GDScript.fposmod] 和 [code]mod[/code] 组成"
+"的向量。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -77745,9 +82907,11 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
-msgstr "返回旋转了[code]phi[/code]弧度的向量。参阅[method @GDScript.deg2rad]。"
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
+msgstr ""
+"返回旋转了 [code]angle[/code] 的向量(单位为弧度)。另请参阅 [method "
+"@GDScript.deg2rad]。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -77773,7 +82937,7 @@ msgid ""
"[b]Note:[/b] Both vectors must be normalized."
msgstr ""
"返回这个向量与[code]to[/code]之间的球面线性插值的结果,按[code]weight[/code]"
-"的数量。[code]weight[/code]的范围是0.0到1.0,表示插值的数量。\n"
+"的数量。[code]weight[/code]的范围是0.0 到 1.0,表示插值的数量。\n"
"[b]注意:[/b]两个向量都必须被归一化。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -77852,14 +83016,14 @@ msgstr "用于 3D 数学的向量。"
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
msgstr ""
-"可用于表示 3D 空间中的位置或任何其他数值对的 3 元素结构。\n"
-"[b]注意:[/b] 在布尔上下文中,如果 Vector3 等于 [code]Vector3(0, 0, 0)[/"
-"code],将评估为 [code]false[/code]。否则, Vector3 将始终评估为 [code]true[/"
+"3 元素结构,可用于表示 3D 空间中的位置或任何其他数值三元组。\n"
+"[b]注意:[/b]在布尔上下文中,如果 Vector3 等于 [code]Vector3(0, 0, 0)[/"
+"code],将评估为 [code]false[/code]。否则,Vector3 将始终评估为 [code]true[/"
"code]。"
#: doc/classes/Vector3.xml
@@ -77909,7 +83073,7 @@ msgstr ""
"于宽于 90 度的角度,点积小于 0。\n"
"当使用归一化单位向量,向量朝向相反方向时,结果总是在 [code]-1.0[/code](180 "
"度角)和 [code]1.0[/code](0 度角)之间,当向量对齐。\n"
-"[b]注意:[/b][code]a.dot(b)[/code] 等同于 [code]b.dot(a)[/code]。"
+"[b]注意:[/b][code]a.dot(b)[/code] 与 [code]b.dot(a)[/code] 等价。"
#: doc/classes/Vector3.xml
msgid ""
@@ -77956,9 +83120,11 @@ msgstr "返回从给定法线定义的平面上反射的向量。"
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
-msgstr "将此向量绕给定的轴旋转 [code]phi[/code] 弧度。该轴必须是归一化的向量。"
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
+msgstr ""
+"将此向量绕给定的轴旋转 [code]angle[/code](单位为弧度)。该轴必须是归一化的向"
+"量。"
#: doc/classes/Vector3.xml
msgid ""
@@ -77977,7 +83143,7 @@ msgid ""
"components set as the scale."
msgstr ""
"返回一个以该向量为主对角线的对角线矩阵。\n"
-"这相当于一个没有旋转或剪切的 Basis,这个向量的分量被设定为缩放。"
+"相当于一个没有旋转或剪切的 Basis,这个向量的分量被设定为缩放。"
#: doc/classes/Vector3.xml
msgid ""
@@ -78059,10 +83225,11 @@ msgid ""
"[PhysicsBody] class."
msgstr ""
"此节点实现了模拟汽车所需的所有物理逻辑。它是基于物理引擎中常见的射线投射的车"
-"辆系统。你需要为车的主体添加一个[CollisionShape],并为车轮添加[VehicleWheel]"
-"节点。还应该为汽车的三维模型添加一个[MeshInstance]节点,但这个模型不应该包括"
-"车轮的网格。你应该通过使用[member brake]、[member engine_force]和 [member "
-"steering] 属性来控制车辆,而不是直接改变这个节点的位置或方向。\n"
+"辆系统。你需要为车的主体添加一个 [CollisionShape],并为车轮添加 "
+"[VehicleWheel] 节点。还应该为汽车的 3D 模型添加一个 [MeshInstance] 节点,但这"
+"个模型不应该包括车轮的网格。你应该通过使用 [member brake]、[member "
+"engine_force] 和 [member steering] 属性来控制车辆,而不是直接改变这个节点的位"
+"置或方向。\n"
"[b]注意:[/b]你的 VehicleBody 的原点将决定你的车辆的重心,所以最好保持低位,"
"并将 [CollisionShape] 和 [MeshInstance] 往上移。\n"
"[b]注意:[/b]这个类有已知的问题,并不是为了提供真实的 3D 车辆物理而设计。如果"
@@ -78084,11 +83251,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -78108,7 +83275,7 @@ msgid ""
"rotated."
msgstr ""
"车辆的转向角。将此设置为非零值将导致车辆在移动时转向。将[member VehicleWheel."
-"use_as_steering]设置为[code]true[/code]的车轮会自动旋转。"
+"use_as_steering]设置为 [code]true[/code]的车轮会自动旋转。"
#: doc/classes/VehicleWheel.xml
msgid "Physics object that simulates the behavior of a wheel."
@@ -78124,10 +83291,10 @@ msgid ""
"probably have to write your own physics integration using another "
"[PhysicsBody] class."
msgstr ""
-"此节点需要作为[VehicleBody]的子节点使用,并模拟其车轮的行为。其节点也作为碰撞"
-"器来检测车轮是否接触到表面。\n"
-"[b]注意:[/b] 这个类有已知的问题,并不是为了提供真实的三维车辆物理而设计的。"
-"如果你想要先进的车辆物理,须使用另一个[PhysicsBody]类来编写你自己的物理集成。"
+"此节点需要作为 [VehicleBody] 的子节点使用,并模拟其车轮的行为。其节点也作为碰"
+"撞器来检测车轮是否接触到表面。\n"
+"[b]注意:[/b]这个类有已知的问题,并不是为了提供真实的 3D 车辆物理而设计的。如"
+"果你想要先进的车辆物理,须使用另一个 [PhysicsBody] 类来编写你自己的物理集成。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -78195,8 +83362,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -78242,7 +83409,7 @@ msgid ""
"0.1 and 0.3 depending on the type of car."
msgstr ""
"这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。"
-"根据汽车的类型,试试0.1和0.3之间的值。"
+"根据汽车的类型,试试 0.1 和 0.3 之间的值。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -78250,7 +83417,7 @@ msgid ""
"value is used in conjunction with [member VehicleBody.steering] and ignored "
"if you are using the per-wheel [member steering] value instead."
msgstr ""
-"如果[code]true[/code],当汽车转向时,其轮子将被转动。此值和[member "
+"如果为 [code]true[/code],当汽车转向时,其轮子将被转动。此值和[member "
"VehicleBody.steering]一起使用,如果使用每个轮子的[member steering]值来代替,"
"则会被忽略。"
@@ -78261,9 +83428,9 @@ msgid ""
"VehicleBody.engine_force] and ignored if you are using the per-wheel [member "
"engine_force] value instead."
msgstr ""
-"如果[code]true[/code],此轮子将引擎力传递给地面,推动车辆前进。此值和[member "
-"VehicleBody.engine_force]一起使用,如果使用每个轮子的[member engine_force]"
-"值,则忽略该值。"
+"如果为 [code]true[/code],此轮子将引擎力传递给地面,推动车辆前进。此值和"
+"[member VehicleBody.engine_force]一起使用,如果使用每个轮子的[member "
+"engine_force]值,则忽略该值。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -78305,14 +83472,12 @@ msgstr ""
"阻止车身侧倾。"
#: doc/classes/VFlowContainer.xml
-#, fuzzy
msgid "Vertical flow container."
-msgstr "垂直盒式容器。"
+msgstr "垂直流式容器。"
#: doc/classes/VFlowContainer.xml
-#, fuzzy
msgid "Vertical version of [FlowContainer]."
-msgstr "[Separator]的垂直版本。"
+msgstr "[FlowContainer] 的垂直版本。"
#: doc/classes/VideoPlayer.xml
msgid "Control for playing video streams."
@@ -78335,8 +83500,8 @@ msgstr ""
"code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] "
"([code].ogv[/code], [VideoStreamTheora] ) 以及任何通过GDNative插件使用"
"[VideoStreamGDNative]公开的格式。\n"
-"[b]注意:[/b] 由于一个错误,VideoPlayer还不支持本地化重映射。\n"
-"[b]警告:[/b] 在HTML5上,视频播放[i]将[/i]表现不佳,因为缺少特定架构的汇编优"
+"[b]注意:[/b]由于一个错误,VideoPlayer还不支持本地化重映射。\n"
+"[b]警告:[/b]在HTML5上,视频播放[i]将[/i]表现不佳,因为缺少特定架构的汇编优"
"化,特别是对于VP8/VP9。"
#: doc/classes/VideoPlayer.xml
@@ -78344,7 +83509,7 @@ msgid ""
"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
"stream is assigned."
msgstr ""
-"返回视频流的名称,如果没有指定视频流,则返回[code]\"<No Stream>\"[/code]。"
+"返回视频流的名称,如果没有指定视频流,则返回 [code]\"<No Stream>\"[/code]。"
#: doc/classes/VideoPlayer.xml
msgid "Returns the current frame as a [Texture]."
@@ -78355,8 +83520,8 @@ msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
-"如果视频正在播放,返回[code]true[/code] 。\n"
-"[b]注意:[/b] 如果在播放过程中暂停,视频仍被认为在播放。"
+"如果视频正在播放,返回 [code]true[/code] 。\n"
+"[b]注意:[/b]如果在播放过程中暂停,视频仍被认为在播放。"
#: doc/classes/VideoPlayer.xml
msgid ""
@@ -78371,7 +83536,7 @@ msgid ""
"of the video stream won't become the current frame."
msgstr ""
"停止视频播放并将视频流位置设置为0。\n"
-"[b]注意:[/b] 虽然视频流位置将被设置为0,但视频流的第一帧不会成为当前帧。"
+"[b]注意:[/b]虽然视频流位置将被设置为0,但视频流的第一帧不会成为当前帧。"
#: doc/classes/VideoPlayer.xml
msgid "The embedded audio track to play."
@@ -78379,7 +83544,7 @@ msgstr "要播放的嵌入式音轨。"
#: doc/classes/VideoPlayer.xml
msgid "If [code]true[/code], playback starts when the scene loads."
-msgstr "如果[code]true[/code],当场景加载时开始播放。"
+msgstr "如果为 [code]true[/code],当场景加载时开始播放。"
#: doc/classes/VideoPlayer.xml
msgid "Amount of time in milliseconds to store in buffer while playing."
@@ -78395,12 +83560,12 @@ msgid ""
"control minimum size will be automatically adjusted to match the video "
"stream's dimensions."
msgstr ""
-"如果[code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自动调"
-"整以匹配视频流的尺寸。"
+"如果为 [code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自"
+"动调整以匹配视频流的尺寸。"
#: doc/classes/VideoPlayer.xml
msgid "If [code]true[/code], the video is paused."
-msgstr "如果[code]true[/code],则暂停视频。"
+msgstr "如果为 [code]true[/code],则暂停视频。"
#: doc/classes/VideoPlayer.xml
msgid "The assigned video stream. See description for supported formats."
@@ -78413,8 +83578,8 @@ msgid ""
"implemented yet, except in video formats implemented by a GDNative add-on."
msgstr ""
"流的当前位置,以秒为单位。\n"
-"[b]注意:[/b] 更改此值不会产生任何影响,因为搜索尚未实现,除了由 GDNative 附"
-"加组件实现的视频格式。"
+"[b]注意:[/b]更改此值不会产生任何影响,因为搜索尚未实现,除了由 GDNative 附加"
+"组件实现的视频格式。"
#: doc/classes/VideoPlayer.xml
msgid "Audio volume as a linear value."
@@ -78442,19 +83607,20 @@ msgstr ""
"[VideoPlayer]中播放视频。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
-msgstr "[VideoStream] 用于通过GDNative实现的视频格式的资源。"
+msgid "[VideoStream] resource for video formats implemented via GDNative."
+msgstr "通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
msgstr ""
-"[VideoStream]资源用于通过GDNative实现的视频格式。\n"
-"它可以通过[url=https://github.com/KidRigger/godot-videodecoder]godot-"
-"videodecoder[/url]使用[url=https://ffmpeg.org]FFmpeg[/url]库来使用。"
+"通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。\n"
+"它可以通过 [url=https://github.com/KidRigger/godot-videodecoder]godot-"
+"videodecoder[/url] 使用,内部使用的是 [url=https://ffmpeg.org]FFmpeg[/url] "
+"库。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
@@ -78483,15 +83649,16 @@ msgid ""
"extension, you will have to rename the extension to [code].ogv[/code] to use "
"those videos within Godot."
msgstr ""
-"[VideoStream]资源处理[url=https://www.theora.org/]Ogg Theora[/url]视频格式,"
-"扩展名为[code].ogv[/code]。Theora编解码器比[VideoStreamWebm]的VP8和VP9效率"
-"低,但它以较少的CPU资源来解码。Theora编解码器是在CPU上解码。\n"
-"[b]注意:[/b] 虽然Ogg Theora视频也可以有[code].ogg[/code]扩展名,但必须将扩展"
-"名改为[code].ogv[/code],以便在Godot内使用。"
+"[VideoStream] 资源处理 [url=https://www.theora.org/]Ogg Theora[/url] 视频格"
+"式,扩展名为 [code].ogv[/code]。Theora 编解码器比 [VideoStreamWebm] 的 VP8 "
+"和 VP9 效率低,但它以较少的 CPU 资源来解码。Theora 编解码器是在 CPU 上解"
+"码。\n"
+"[b]注意:[/b]虽然 Ogg Theora 视频也可以有 [code].ogg[/code] 扩展名,但必须将"
+"扩展名改为 [code].ogv[/code],以便在 Godot 内使用。"
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]."
-msgstr "返回由这个[VideoStreamTheora]处理的Ogg Theora视频文件。"
+msgstr "返回由这个 [VideoStreamTheora] 处理的 Ogg Theora 视频文件。"
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid ""
@@ -78499,12 +83666,12 @@ msgid ""
"handles. The [code]file[/code] name should have the [code].ogv[/code] "
"extension."
msgstr ""
-"设置该[VideoStreamTheora]资源处理的Ogg Theora视频文件。[code]file[/code]的名"
-"称应该有[code].ogv[/code]扩展名。"
+"设置该 [VideoStreamTheora] 资源处理的 Ogg Theora 视频文件。[code]file[/code] "
+"的名称应该有 [code].ogv[/code] 扩展名。"
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid "[VideoStream] resource for WebM videos."
-msgstr "[VideoStream] WebM视频的资源。"
+msgstr "[VideoStream] WebM 视频的资源。"
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid ""
@@ -78524,26 +83691,26 @@ msgstr ""
"org/]WebM[/url] 视频格式的 [VideoStream] 资源。支持 VP8 和 VP9 编解码器。VP8 "
"和 VP9 编解码器比 [VideoStreamTheora] 更高效,但其需要更多的 CPU 资源来解码,"
"尤其是 VP9。VP8 和 VP9 编解码器是在 CPU 上解码的。\n"
-"[b]注意:[/b] 不支持 Alpha 通道(也称为不透明度)。视频将始终显示为黑色背景,"
+"[b]注意:[/b]不支持 Alpha 通道(也称为不透明度)。视频将始终显示为黑色背景,"
"即使它最初包含 Alpha 通道。\n"
-"[b]注意:[/b] Godot 中的 WebM 视频播放存在已知的错误和性能问题。如果你遇到问"
+"[b]注意:[/b]Godot 中的 WebM 视频播放存在已知的错误和性能问题。如果你遇到问"
"题,可以尝试用 Ogg Theora 格式代替:[VideoStreamTheora]"
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid "Returns the WebM video file handled by this [VideoStreamWebm]."
-msgstr "返回由这个[VideoStreamWebm]处理的WebM视频文件。"
+msgstr "返回由这个 [VideoStreamWebm] 处理的 WebM 视频文件。"
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid ""
"Sets the WebM video file that this [VideoStreamWebm] resource handles. The "
"[code]file[/code] name should have the [code].webm[/code] extension."
msgstr ""
-"设置这个[VideoStreamWebm]资源处理的WebM视频文件。[code]file[/code]名称具有"
-"[code].webm[/code]扩展名。"
+"设置这个 [VideoStreamWebm] 资源处理的 WebM 视频文件。文件名 [code]file[/"
+"code] 具有 [code].webm[/code] 扩展名。"
#: doc/classes/Viewport.xml
msgid "Creates a sub-view into the screen."
-msgstr "在屏幕中创建一个子视图。"
+msgstr "在屏幕中创建子视图。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78564,8 +83731,8 @@ msgid ""
"to be upside down. Enabling [member render_target_v_flip] will display the "
"Viewport with the correct orientation."
msgstr ""
-"视窗在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会在其上"
-"显示,子代 3D 摄像机节点也会在其上渲染。\n"
+"Viewport 会在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会"
+"在其上显示,子代 3D 摄像机节点也会在其上渲染。\n"
"另外,视窗可以有自己的 2D 或 3D 世界,所以它们不会与其他视窗共享其所绘制的内"
"容。\n"
"如果视窗是 [ViewportContainer] 的子节点,它将自动占用其大小,否则必须手动设"
@@ -78580,23 +83747,23 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Viewports tutorial index"
-msgstr ""
+msgstr "Viewport 教程索引"
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
msgid "3D in 2D Demo"
-msgstr ""
+msgstr "2D 中的 3D 演示"
#: doc/classes/Viewport.xml
msgid "Screen Capture Demo"
-msgstr ""
+msgstr "屏幕捕捉演示"
#: doc/classes/Viewport.xml
msgid "Dynamic Split Screen Demo"
-msgstr ""
+msgstr "动态分屏演示"
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
msgid "3D Viewport Scaling Demo"
-msgstr ""
+msgstr "3D Viewport 缩放演示"
#: doc/classes/Viewport.xml
msgid ""
@@ -78616,7 +83783,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the active 3D camera."
-msgstr "返回激活的3D相机。"
+msgstr "返回激活的 3D 相机。"
#: doc/classes/Viewport.xml
msgid "Returns the total transform of the viewport."
@@ -78627,11 +83794,10 @@ msgid "Returns the topmost modal in the stack."
msgstr "返回堆栈中最顶层的模型。"
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"Returns the mouse's position in this [Viewport] using the coordinate system "
"of this [Viewport]."
-msgstr "返回相对于视窗的鼠标位置。"
+msgstr "返回该 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。"
#: doc/classes/Viewport.xml
msgid "Returns information about the viewport from the rendering pipeline."
@@ -78639,11 +83805,11 @@ msgstr "返回渲染管道中关于视窗的信息。"
#: doc/classes/Viewport.xml
msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
-msgstr "返回指定象限的[enum ShadowAtlasQuadrantSubdiv]。"
+msgstr "返回指定象限的 [enum ShadowAtlasQuadrantSubdiv]。"
#: doc/classes/Viewport.xml
msgid "Returns the size override set with [method set_size_override]."
-msgstr "返回用[method set_size_override]设置的尺寸重写。"
+msgstr "返回用 [method set_size_override] 设置的尺寸覆盖。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78656,10 +83822,10 @@ msgid ""
"img.flip_y()\n"
"[/codeblock]"
msgstr ""
-"返回视窗的纹理。\n"
-"[b]注意:[/b] 由于OpenGL的工作方式,产生的[ViewportTexture]是垂直翻转的。你可"
-"以在[method Texture.get_data]的结果上使用[method Image.flip_y]来将其翻转回"
-"去,例如。\n"
+"返回该视窗的纹理。\n"
+"[b]注意:[/b]由于 OpenGL 的工作方式,产生的 [ViewportTexture] 是垂直翻转的。"
+"你可以在 [method Texture.get_data] 的结果上使用 [method Image.flip_y] 来将其"
+"翻转回去,例如:\n"
"[codeblock]\n"
"var img = get_viewport().get_texture().get_data()\n"
"img.flip_y()\n"
@@ -78667,7 +83833,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the viewport's RID from the [VisualServer]."
-msgstr "从[VisualServer]返回视窗的RID。"
+msgstr "从 [VisualServer] 返回该视窗的 RID。"
#: doc/classes/Viewport.xml
msgid "Returns the visible rectangle in global screen coordinates."
@@ -78678,24 +83844,34 @@ msgid ""
"Returns the drag data from the GUI, that was previously returned by [method "
"Control.get_drag_data]."
msgstr ""
-"返回GUI中的拖动数据,该数据之前由 [method Control.get_drag_data] 返回。"
+"返回 GUI 中的拖动数据,该数据之前由 [method Control.get_drag_data] 返回。"
#: doc/classes/Viewport.xml
msgid "Returns [code]true[/code] if there are visible modals on-screen."
-msgstr "如果屏幕上有可见的模型,返回[code]true[/code]。"
+msgstr "如果屏幕上有可见的模型,返回 [code]true[/code]。"
+
+#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "如果拖拽操作成功,则返回 [code]true[/code]。"
#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
-msgstr "如果当前视窗正在执行拖动操作,则返回[code]true[/code]。"
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
+msgstr ""
+"如果该视区目前正在执行拖拽操作,则返回 [code]true[/code]。\n"
+"如果你更倾向于对其进行轮询,那么就可以作为 [constant Node."
+"NOTIFICATION_DRAG_BEGIN] 和 [constant Node.NOTIFICATION_DRAG_END] 的替代品。"
#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the size override is enabled. See [method "
"set_size_override]."
msgstr ""
-"如果启用了尺寸重写,返回[code]true[/code]。参阅[method set_size_override]。"
+"如果启用了尺寸覆盖,则返回 [code]true[/code]。请参阅 [method "
+"set_size_override]。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78704,12 +83880,12 @@ msgid ""
"[Viewport] but makes you responsible for updating the position of this "
"[Viewport] manually."
msgstr ""
-"用指定的矩形将这个[Viewport]附加到根[Viewport]视窗上。这就绕过了另一个节点来"
-"显示这个[Viewport]的需要,但让你负责手动更新这个[Viewport]的坐标。"
+"用指定的矩形将这个 [Viewport] 附加到根 [Viewport] 上。这就绕过了另一个节点来"
+"显示这个 [Viewport] 的需要,但让你负责手动更新这个 [Viewport] 的坐标。"
#: doc/classes/Viewport.xml
msgid "Stops the input from propagating further down the [SceneTree]."
-msgstr "阻止输入继续向下传播[SceneTree]。"
+msgstr "阻止输入沿着 [SceneTree] 继续向下传播。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78730,9 +83906,9 @@ msgid ""
"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
"size."
msgstr ""
-"设置视窗的尺寸重写。如果[code]enable[/code]参数是[code]true[/code],就会使用"
-"重写,否则就使用默认尺寸。如果尺寸参数是[code](-1, -1)[/code],它将不会更新尺"
-"寸。"
+"设置该视窗的尺寸覆盖。如果 [code]enable[/code] 参数是 [code]true[/code],就会"
+"使用覆盖,否则就使用默认尺寸。如果尺寸参数是 [code](-1, -1)[/code],它将不会"
+"更新尺寸。"
#: doc/classes/Viewport.xml
msgid "Forces update of the 2D and 3D worlds."
@@ -78743,18 +83919,19 @@ msgid ""
"Moves the mouse pointer to the specified position in this [Viewport] using "
"the coordinate system of this [Viewport]."
msgstr ""
+"将鼠标指针移动到该 [Viewport] 中的指定位置,使用该 [Viewport] 的坐标系。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will be used in AR/VR process."
-msgstr "如果[code]true[/code],视窗将用于AR/VR进程。"
+msgstr "如果为 [code]true[/code],该视窗将用于AR/VR进程。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
-msgstr "如果[code]true[/code],视窗将处理2D音频流。"
+msgstr "如果为 [code]true[/code],该视窗将处理 2D 音频流。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 3D audio streams."
-msgstr "如果[code]true[/code],视窗将处理3D音频流。"
+msgstr "如果为 [code]true[/code],该视窗将处理 3D 音频流。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78762,8 +83939,8 @@ msgid ""
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
-"视窗的画布变换,对改变所有子[CanvasItem]的屏幕位置很有用。这与视窗的全局画布"
-"变换有关。"
+"该视窗的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视窗的"
+"全局画布变换。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78775,11 +83952,11 @@ msgid ""
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
-"如果[code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减少。在"
-"某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启用去"
-"带,因为抖动模式会使无损压缩的屏幕截图变大。\n"
-"[b]注意:[/b] 仅在GLES3后端可用。[member hdr]也必须是[code]true[/code]才能使"
-"debanding去带生效。"
+"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减"
+"少。在某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启"
+"用去带,因为抖动模式会使无损压缩的屏幕截图变大。\n"
+"[b]注意:[/b]仅在 GLES3 后端可用。[member hdr] 也必须是 [code]true[/code] 才"
+"能使去色带生效。"
#: doc/classes/Viewport.xml
msgid "The overlay mode for test rendered geometry in debug purposes."
@@ -78790,8 +83967,8 @@ msgid ""
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
"disabling use [code]usage[/code]."
msgstr ""
-"如果[code]true[/code],视窗将禁用3D渲染。对于实际禁用,使用[code]usage[/"
-"code]。"
+"如果为 [code]true[/code],该视窗将禁用 3D 渲染。对于实际禁用,使用 "
+"[code]usage[/code]。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78802,26 +83979,26 @@ msgid ""
"recovered by enabling contrast-adaptive sharpening (see [member "
"sharpen_intensity])."
msgstr ""
-"启用快速近似抗锯齿。FXAA是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使"
-"图像看起来很模糊,特别是在较低的分辨率。在1440p和4K这样的大分辨率下,它仍然可"
-"以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅[member "
-"sharpen_intensity]。"
+"启用快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使"
+"图像看起来很模糊,特别是在较低的分辨率。在 1440p 和 4K 这样的大分辨率下,它仍"
+"然可以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅 "
+"[member sharpen_intensity]。"
#: doc/classes/Viewport.xml
msgid ""
"The global canvas transform of the viewport. The canvas transform is "
"relative to this."
-msgstr "视窗的全局画布变换。画布变换是相对于这个的。"
+msgstr "该视窗的全局画布变换。画布变换是相对于这个的。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will not receive input events."
-msgstr "如果[code]true[/code],视窗将不接收输入事件。"
+msgstr "如果为 [code]true[/code],该视窗将不接收输入事件。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
-msgstr "如果[code]true[/code],视窗上的GUI控件将完美地放置像素。"
+msgstr "如果为 [code]true[/code],该视窗上的 GUI 控件将完美地放置像素。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78853,12 +84030,12 @@ msgid ""
"the sRGB output to linear, this should only be used for VR plugins that "
"require input in linear color space!"
msgstr ""
-"如果[code]true[/code],3D渲染后的结果将不会应用线性到sRGB的颜色转换。当视窗被"
-"用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的三维物体的"
-"纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很重要。"
-"当视窗被用作2D对象的纹理时,或者视窗是你的最终输出时,请不要启用这个功能。对"
-"于GLES2驱动来说,这将把sRGB输出转换为线性输出,这应该只用于需要线性色彩空间输"
-"入的VR插件!"
+"如果为 [code]true[/code],3D 渲染后的结果将不会应用线性到 sRGB 的颜色转换。当"
+"视窗被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D "
+"物体的纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很"
+"重要。当视窗被用作 2D 对象的纹理时,或者视窗是你的最终输出时,请不要启用这个"
+"功能。对于 GLES2 驱动来说,这将把 sRGB 输出转换为线性输出,这应该只用于需要线"
+"性色彩空间输入的VR插件!"
#: doc/classes/Viewport.xml
msgid ""
@@ -78871,16 +84048,17 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
-"如果[code]true[/code],视窗将使用[code]world[/code]属性中定义的[World]。"
+"如果为 [code]true[/code],该视窗将使用 [member world] 中定义的 [World] 的唯一"
+"副本。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process."
-msgstr "如果[code]true[/code],则视窗渲染的对象将成为鼠标拾取过程的对象。"
+msgstr "如果为 [code]true[/code],该视窗渲染的对象将成为鼠标拾取过程的对象。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78890,10 +84068,10 @@ msgid ""
"Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more "
"information see [method VisualServer.viewport_set_render_direct_to_screen]."
msgstr ""
-"如果[code]true[/code],直接将视窗渲染到屏幕上,而不是渲染到根视窗上。只在"
-"GLES2中可用。这是一个低级别的优化,在大多数情况下不应该使用。如果使用,从视窗"
-"或从[code]SCREEN_TEXTURE[/code]读取将变得不可用。更多信息参阅[method "
-"VisualServer.viewport_set_render_direct_to_screen]。"
+"如果为 [code]true[/code],会直接将 Viewport 渲染到屏幕上,而不是渲染到根视窗"
+"上。只在 GLES2 中可用。这是一个低级别的优化,在大多数情况下不应该使用。如果使"
+"用,从 Viewport 或从 [code]SCREEN_TEXTURE[/code] 读取将变得不可用。更多信息参"
+"阅 [method VisualServer.viewport_set_render_direct_to_screen]。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78901,7 +84079,7 @@ msgid ""
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
"视窗用作渲染目标时的清除模式。\n"
-"[b]注意:[/b] 此属性适用于 2D 使用。"
+"[b]注意:[/b]此属性适用于 2D 使用。"
#: doc/classes/Viewport.xml
msgid "The update mode when viewport used as a render target."
@@ -78936,13 +84114,15 @@ msgstr "阴影图集上第四象限的细分量。"
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
-"阴影图集的分辨率,注,用于泛光灯和聚光灯。该值将四舍五入到最接近的 2 的幂。\n"
-"[b]注意:[/b]如果设置为0,阴影将不可见。由于用户创建的视窗默认值为 0,因此必"
-"须手动将此值设置为大于 0。"
+"阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n"
+"[b]注意:[/b]如果设置为 [code]0[/code],点阴影和方向阴影[i]都[/i]将不可见。由"
+"于用户创建的视区默认值为 [code]0[/code],因此必须手动将此值设置为大于 "
+"[code]0[/code](一般至少是 [code]256[/code])。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78966,17 +84146,24 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well."
-msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。"
+msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
-msgstr "如果 [code]true[/code],视窗应使其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],该视区应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
-msgstr "视窗的渲染模式。"
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
+msgstr ""
+"视区的渲染模式。\n"
+"[b]注意:[/b]如果设为 [constant USAGE_2D] 或 [constant "
+"USAGE_2D_NO_SAMPLING],则启用 [member hdr] 不会生效,因为 2D 不支持 HDR。"
#: doc/classes/Viewport.xml
msgid ""
@@ -78998,11 +84185,11 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "The custom [World] which can be used as 3D environment source."
-msgstr "自定义的[World],可以作为3D环境源。"
+msgstr "自定义的 [World],可以作为 3D 环境源。"
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
-msgstr "自定义的[World2D],可以作为2D环境源。"
+msgstr "自定义的 [World2D],可以作为 2D 环境源。"
#: doc/classes/Viewport.xml
msgid "Emitted when a Control node grabs keyboard focus."
@@ -79157,7 +84344,7 @@ msgid ""
"are not available when using this mode."
msgstr ""
"分配绘制 2D 场景所需的所有缓冲区。这比 3D 使用模式占用更少的 VRAM。请注意,使"
-"用这种模式时,诸如辉光和 HDR 等 3D 渲染效果是不可用的。"
+"用这种模式时,辉光和 HDR 等 3D 渲染效果是不可用的。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79167,8 +84354,8 @@ msgid ""
"such as glow and HDR are not available when using this mode."
msgstr ""
"分配 2D 场景所需的缓冲区,而不分配屏幕拷贝的缓冲区。相应地,你不能从屏幕上读"
-"取。在 [enum Usage] 类型中,这需要最少的 VRAM。注意,使用这种模式时,诸如辉光"
-"和 HDR 等 3D 渲染效果是不可用的。"
+"取。在 [enum Usage] 类型中,这需要最少的 VRAM。注意,使用这种模式时,辉光和 "
+"HDR 等 3D 渲染效果是不可用的。"
#: doc/classes/Viewport.xml
msgid ""
@@ -79305,11 +84492,11 @@ msgstr "设置由给定的[enum Enabler]常量识别的启用程序的活动状
#: doc/classes/VisibilityEnabler.xml
msgid "If [code]true[/code], [RigidBody] nodes will be paused."
-msgstr "如果[code]true[/code],[RigidBody]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[RigidBody]节点将被暂停。"
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
-msgstr "如果[code]true[/code],[AnimationPlayer]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[AnimationPlayer]节点将被暂停。"
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will pause [AnimationPlayer] nodes."
@@ -79340,54 +84527,56 @@ msgstr ""
"VisibilityEnabler2D会在[RigidBody2D]、[AnimationPlayer]和其他节点不可见时禁用"
"它们。它只会影响与VisibilityEnabler2D的根节点相同的节点,以及根节点本身。\n"
"如果你只想接收通知,请使用[VisibilityNotifier2D]代替。\n"
-"[b]注意:[/b] 由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精"
+"[b]注意:[/b]由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精"
"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性"
"检查,请使用另一种方法,例如添加一个[Area2D]节点作为[Camera2D]节点的子节"
"点。\n"
-"[b]注意:[/b] VisibilityEnabler2D不会影响场景初始化后添加的节点。"
+"[b]注意:[/b]VisibilityEnabler2D不会影响场景初始化后添加的节点。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
-msgstr "如果[code]true[/code],[RigidBody2D]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[RigidBody2D]节点将被暂停。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
-msgstr "如果[code]true[/code],[AnimatedSprite]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[AnimatedSprite]节点将被暂停。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [Particles2D] nodes will be paused."
-msgstr "如果[code]true[/code],[Particles2D]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[Particles2D]节点将被暂停。"
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"If [code]true[/code], the parent's [method Node._physics_process] will be "
"stopped."
-msgstr "如果[code]true[/code],父级的[method Node._physics_process]将被停止。"
+msgstr ""
+"如果为 [code]true[/code],父级的[method Node._physics_process]将被停止。"
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"If [code]true[/code], the parent's [method Node._process] will be stopped."
-msgstr "如果[code]true[/code],父级的[method Node._process]将被停止。"
+msgstr "如果为 [code]true[/code],父级的[method Node._process]将被停止。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will freeze [RigidBody2D] nodes."
-msgstr "这个启用程序将冻结[RigidBody2D]节点。"
+msgstr "这个启用程序将冻结 [RigidBody2D] 节点。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will stop [Particles2D] nodes."
-msgstr "这个启用程序将停止[Particles2D]节点。"
+msgstr "这个启用程序将停止 [Particles2D] 节点。"
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
-msgstr "这个启用程序将停止父类的_process函数。"
+msgid "This enabler will stop the parent's [method Node._process] function."
+msgstr "这个启用程序将停止父类的 [method Node._process] 函数。"
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
-msgstr "这个启用程序将停止父类的_physics_process函数。"
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
+msgstr "这个启用程序将停止父类的 [method Node._physics_process] 函数。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will stop [AnimatedSprite] nodes animations."
-msgstr "这个启用程序将停止[AnimatedSprite]节点的动画。"
+msgstr "这个启用程序将停止 [AnimatedSprite] 节点的动画。"
#: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml
msgid "Detects approximately when the node is visible on screen."
@@ -79423,15 +84612,29 @@ msgid ""
"right after it is instantiated, even if it will be on screen in the draw "
"pass."
msgstr ""
-"如果[code]true[/code],则边界框在屏幕上。\n"
+"如果为 [code]true[/code],则边界框在屏幕上。\n"
"[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在"
-"它被实例化后立即返回[code]false[/code],即使屏幕在绘制过程中。"
+"它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。"
#: doc/classes/VisibilityNotifier.xml
msgid "The VisibilityNotifier's bounding box."
msgstr "VisibilityNotifier的边界框。"
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+"除了检查节点是否在屏幕内或在 [Camera] 的视野内,VisibilityNotifier 还可以在使"
+"用透视投影的 [Camera] 时对节点是否在指定的最大距离内进行检测。可用于限制远距"
+"离节点的性能需求。\n"
+"[b]注意:[/b]如果设为 0.0 则会禁用这个特性。"
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr "当VisibilityNotifier进入[Camera]的视图时触发。"
@@ -79462,9 +84665,9 @@ msgstr ""
"VisibilityNotifier2D检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或视"
"窗时,它也会发出通知。\n"
"如果你想让节点在退出屏幕时自动禁用,请使用[VisibilityEnabler2D]代替。\n"
-"[b]注意:[/b] 由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其"
-"精度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见"
-"性检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。"
+"[b]注意:[/b]由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其精"
+"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性"
+"检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。"
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
@@ -79474,9 +84677,9 @@ msgid ""
"right after it is instantiated, even if it will be on screen in the draw "
"pass."
msgstr ""
-"如果[code]true[/code],则边界矩形在屏幕上。\n"
+"如果为 [code]true[/code],则边界矩形在屏幕上。\n"
"[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在"
-"它被实例化后立即返回[code]false[/code],即使屏幕在绘制过程中。"
+"它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "The VisibilityNotifier2D's bounding rectangle."
@@ -79548,7 +84751,7 @@ msgid ""
"Returns [code]true[/code] when the specified layer is enabled in [member "
"layers] and [code]false[/code] otherwise."
msgstr ""
-"当指定的层在 [member layers] 中被启用时,返回[code]true[/code],否则返回"
+"当指定的层在 [member layers] 中被启用时,返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
#: doc/classes/VisualInstance.xml
@@ -79568,8 +84771,8 @@ msgid ""
"changes how the engine handles the [VisualInstance] under the hood. "
"Equivalent to [method VisualServer.instance_set_base]."
msgstr ""
-"设置由该[VisualInstance]实例化的资源,这将改变引擎对该[VisualInstance]的处理"
-"方式。相当于[method VisualServer.instance_set_base]。"
+"设置由该 [VisualInstance] 实例化的资源,这将改变引擎对该 [VisualInstance] 的"
+"处理方式。相当于 [method VisualServer.instance_set_base]。"
#: doc/classes/VisualInstance.xml
msgid "Enables a particular layer in [member layers]."
@@ -79800,7 +85003,7 @@ msgstr "当节点端口更改时触发。"
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "A Visual Script node representing a constant from the base types."
-msgstr "一个 Visual Script 节点,表示基本类型中的一个常量。"
+msgstr "Visual Script 节点,表示基本类型中的一个常量。"
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid ""
@@ -79953,8 +85156,8 @@ msgid ""
"ease-in, 1+ is ease out. Negative values are in-out/out in."
msgstr ""
"缓动函数,基于指数。[code]s[/code]是函数的x值,[code]curve[/code]为0时,函数"
-"为常量函数,1是线性函数,0到1是缓入,1+是缓出。0到-1是缓出再缓入,低于-1是缓"
-"入再缓出。"
+"为常量函数,1是线性函数,0 到 1是缓入,1+是缓出。0到-1是缓出再缓入,低于-1是"
+"缓入再缓出。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -79983,7 +85186,7 @@ msgid ""
"Return the result of [code]value[/code] decreased by [code]step[/code] * "
"[code]amount[/code]."
msgstr ""
-"返回[code]value[/code]减少[code]step[/code]*[code]amount[/code]的结果。"
+"返回 [code]value[/code]减少[code]step[/code]*[code]amount[/code]的结果。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
@@ -80007,8 +85210,8 @@ msgid ""
"Return a random floating-point value between 0 and 1. To obtain a random "
"value between 0 to N, you can use it with multiplication."
msgstr ""
-"返回一个介于0到1之间的随机浮点值。要获得一个介于0到N之间的随机值,可以将其与"
-"乘法结合使用。"
+"返回一个介于0 到 1之间的随机浮点值。要获得一个介于0到N之间的随机值,可以将其"
+"与乘法结合使用。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return a random floating-point value between the two inputs."
@@ -80052,7 +85255,7 @@ msgid ""
"never outside it. Equivalent to [code]min(max(input, range_low), range_high)"
"[/code]."
msgstr ""
-"返回限定在给定范围内的输入,确保结果永远不会超出该范围。相当于"
+"返回限定在给定范围内的输入,确保结果永远不会超出该范围。相当于 "
"[code]min(max(input, range_low), range_high)[/code]。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
@@ -80617,7 +85820,7 @@ msgstr ""
msgid ""
"If [code]false[/code], call errors (e.g. wrong number of arguments) will be "
"ignored."
-msgstr "如果[code]false[/code],调用错误将被忽略,例如参数数量错误。"
+msgstr "如果为 [code]false[/code],调用错误将被忽略,例如参数数量错误。"
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on this [Object]."
@@ -80789,8 +85992,7 @@ msgstr "图内可编辑节点的 Visual Script 虚类。"
msgid ""
"A Visual Script virtual class that defines the shape and the default "
"behavior of the nodes that have to be in-graph editable nodes."
-msgstr ""
-"一个 Visual Script 可视化类,用于定义必须是图形内可编辑节点的形状和默认行为。"
+msgstr "Visual Script 虚类,用于定义必须是图形内可编辑节点的形状和默认行为。"
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Adds an input port to the Visual Script node."
@@ -80974,7 +86176,7 @@ msgstr "当可用的输入/输出端口更改时触发。"
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
msgid "A Visual Script node that performs an operation on two values."
-msgstr "一个 Visual Script 节点,对两个值执行操作。"
+msgstr "Visual Script 节点,对两个值执行操作。"
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
msgid ""
@@ -81026,7 +86228,7 @@ msgstr "要加载的[Resource]资源。"
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid "A Visual Script node returning a value of a property from an [Object]."
-msgstr "一个Visual Script节点,从[Object]返回属性值。"
+msgstr "Visual Script 节点,返回 [Object] 的某个属性的值。"
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
@@ -81476,8 +86678,8 @@ msgid ""
"- Sequence: [code]repeat[/code]\n"
"- Sequence: [code]exit[/code]"
msgstr ""
-"当一个条件为[code]true[/code]时进行循环。当循环结束时,执行继续从[code]exit[/"
-"code]序列端口出来。\n"
+"当一个条件为 [code]true[/code] 时进行循环。当循环结束时,执行继续从"
+"[code]exit[/code]序列端口出来。\n"
"[b]输入端口:[/b]\n"
"- 序列:[code]while(cond)[/code]\n"
"- Data (bool): [code]cond[/code]\n"
@@ -81487,7 +86689,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "A Visual Script node used to pause a function execution."
-msgstr "一个Visual Script节点,用于暂停函数的执行。"
+msgstr "Visual Script 节点,用于暂停函数的执行。"
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid ""
@@ -81516,11 +86718,11 @@ msgstr "物理帧期间Yield。"
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "Yields a function and waits the given time."
-msgstr "一个函数Yields并等待给定的时间。"
+msgstr "将函数 Yield 并等待给定的时间。"
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A Visual Script node yielding for a signal."
-msgstr "一个Visual Script节点yield信号。"
+msgstr "Visual Script 节点,用于 yield 信号。"
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
@@ -81585,25 +86787,26 @@ msgid ""
"viewport, or it needs to be the child of another canvas item that is "
"eventually attached to the canvas."
msgstr ""
-"任何可见对象的服务。VisualServer是所有可见对象的API后端。整个场景系统安装在它"
-"上面来显示。\n"
-"VisualServer是完全不透明的,它的内部结构的完全的具体实现不能被访问。\n"
-"VisualServer可以用来完全绕过场景系统。\n"
-"可使用[code]*_create[/code]函数创建资源。\n"
-"所有的对象都被绘制到视窗中。你可以使用附在[SceneTree]上的[Viewport],或者用"
-"[method viewport_create]自己创建一个。当使用自定义场景或画布时,需要使用"
-"[method viewport_set_scenario]或[method viewport_attach_canvas]将场景或画布附"
-"加到视窗上。\n"
-"在3D中,所有的视觉对象都必须与一个场景相关联。场景是世界的一个视觉表现。如果"
-"从一个正在运行的游戏中访问视觉服务,场景可以通过[method Spatial.get_world]从"
-"场景树中的任何[Spatial]节点访问。另外,可以用[method scenario_create]创建一个"
-"场景。\n"
+"任何可见对象的服务器。VisualServer 是所有可见对象的 API 后端。整个场景系统安"
+"装在它上面来显示。\n"
+"VisualServer 是完全不透明的,它的内部结构的完全的具体实现不能被访问。\n"
+"VisualServer 可以用来完全绕过场景系统。\n"
+"可使用 [code]*_create[/code] 函数创建资源。\n"
+"所有的对象都被绘制到视窗中。你可以使用附在 [SceneTree] 上的 [Viewport],或者"
+"用 [method viewport_create] 自己创建一个。当使用自定义场景或画布时,需要使用 "
+"[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画"
+"布附加到视窗上。\n"
+"在 3D 中,所有的视觉对象都必须与一个场景相关联。场景是世界的一个视觉表现。如"
+"果从一个正在运行的游戏中访问视觉服务,场景可以通过 [method Spatial."
+"get_world] 从场景树中的任何 [Spatial] 节点访问。另外,可以用 [method "
+"scenario_create] 创建一个场景。\n"
"相类似地,在2D中,需要一个画布来绘制所有的画布项目。\n"
-"在3D中,所有可见的对象都是由资源和实例组成。资源可以是网格、粒子系统、光或任"
-"何其他3D对象。为了使资源可见,必须使用[method instance_set_base]连接到一个实"
-"例。实例也必须使用[method instance_set_scenario]附加到场景中,以便可见。\n"
-"在2D中,所有可见对象都是某种形式的画布项目。为了可见,一个画布项需要是连接到"
-"视窗的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。"
+"在 3D 中,所有可见的对象都是由资源和实例组成。资源可以是网格、粒子系统、光或"
+"任何其他 3D 对象。为了使资源可见,必须使用 [method instance_set_base] 连接到"
+"一个实例。实例也必须使用 [method instance_set_scenario] 附加到场景中,以便可"
+"见。\n"
+"在 2D 中,所有可见对象都是某种形式的画布项目。为了可见,一个画布项需要是连接"
+"到视窗的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。"
#: doc/classes/VisualServer.xml
msgid "Sets images to be rendered in the window margin."
@@ -81625,8 +86828,8 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个相机并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID"
-"将用于所有[code]camera_*[/code] VisualServer函数。\n"
+"创建一个相机并将其添加到 VisualServer 中。它可以通过返回的RID进行访问。这个"
+"RID将用于所有[code]camera_*[/code] VisualServer函数。\n"
"一旦完成了对RID的处理,你将需要使用VisualServer的[method free_rid]静态方法释"
"放RID。"
@@ -81636,14 +86839,14 @@ msgid ""
"which 3D layers are rendered by this camera. Equivalent to [member Camera."
"cull_mask]."
msgstr ""
-"设置与此相机相关的剔除遮罩。剔除遮罩描述了此相机渲染的 3D 层。相当于[member "
+"设置与此相机相关的剔除遮罩。剔除遮罩描述了此相机渲染的 3D 层。相当于 [member "
"Camera.cull_mask]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the environment used by this camera. Equivalent to [member Camera."
"environment]."
-msgstr "设置此相机所使用的环境。等同于[member Camera.environment]。"
+msgstr "设置此相机所使用的环境。相当于 [member Camera.environment]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -81679,8 +86882,9 @@ msgid ""
"the vertical aspect ratio which is equivalent to [constant Camera."
"KEEP_HEIGHT]."
msgstr ""
-"如果 [code]true[/code], 保留水平长宽比,相当于 [constant Camera.KEEP_WIDTH]。"
-"如果[code]false[/code],保留垂直长宽比,相当于[constant Camera.KEEP_HEIGHT]。"
+"如果 [code]true[/code],保留水平长宽比,相当于 [constant Camera.KEEP_WIDTH]。"
+"如果为 [code]false[/code],保留垂直长宽比,相当于 [constant Camera."
+"KEEP_HEIGHT]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -81743,7 +86947,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a primitive to the [CanvasItem]'s draw commands."
-msgstr "向 [CanvasItem] 的绘图指令添加一个基本网格。"
+msgstr "向 [CanvasItem] 的绘图指令中添加一个图元。"
#: doc/classes/VisualServer.xml
msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
@@ -81803,7 +87007,7 @@ msgstr "为 [CanvasItem] 定义一个自定义的绘图矩形。"
msgid ""
"Enables the use of distance fields for GUI elements that are rendering "
"distance field based fonts."
-msgstr "为正在渲染基于距离字段的字体的GUI元素,启用距离字段。"
+msgstr "为正在渲染基于距离字段的字体的 GUI 元素,启用距离场。"
#: doc/classes/VisualServer.xml
msgid "Sets [CanvasItem] to be drawn behind its parent."
@@ -81816,7 +87020,7 @@ msgstr "设置 [CanvasItem] 的索引。"
#: doc/classes/VisualServer.xml
msgid ""
"The light mask. See [LightOccluder2D] for more information on light masks."
-msgstr "光线遮罩。关于其更多信息,请参阅[LightOccluder2D]。"
+msgstr "光线遮罩。详情请参阅 [LightOccluder2D]。"
#: doc/classes/VisualServer.xml
msgid "Sets a new material to the [CanvasItem]."
@@ -81897,8 +87101,8 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建灯光遮挡器并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可"
-"用于所有[code]canvas_light_ocluder_*[/code] VisualServer函数。\n"
+"创建灯光遮挡器并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID"
+"可用于所有[code]canvas_light_ocluder_*[/code] VisualServer函数。\n"
"一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。"
#: doc/classes/VisualServer.xml
@@ -81982,13 +87186,13 @@ msgstr "使阴影变得平滑。数值越低越光滑。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets texture to be used by light. Equivalent to [member Light2D.texture]."
-msgstr "设置灯光使用的纹理。等同于[member Light2D.texture]。"
+msgstr "设置灯光使用的纹理。相当于 [member Light2D.texture]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the offset of the light's texture. Equivalent to [member Light2D."
"offset]."
-msgstr "设置灯光纹理的偏移量。等同于[member Light2D.offset]。"
+msgstr "设置灯光纹理的偏移量。相当于 [member Light2D.offset]。"
#: doc/classes/VisualServer.xml
msgid "Sets the canvas light's [Transform2D]."
@@ -82010,8 +87214,8 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建新的光遮蔽器多边形并将其添加到VisualServer中。可以用返回的RID来访问它。这"
-"个RID可用于所有[code]canvas_occluder_polygon_*[/code] VisualServer函数。\n"
+"创建新的光遮蔽器多边形并将其添加到 VisualServer 中。可以用返回的RID来访问它。"
+"这个RID可用于所有[code]canvas_occluder_polygon_*[/code] VisualServer函数。\n"
"一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。"
#: doc/classes/VisualServer.xml
@@ -82048,12 +87252,12 @@ msgid ""
"To place in a scene, attach this directional light to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"创建定向灯并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可用于"
-"大多数[code]light_*[/code] VisualServer函数。\n"
-"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放"
-"RID。\n"
-"要在场景中放置,使用返回的RID,用[method instance_set_base]将这个定向灯附加到"
-"一个实例上。"
+"创建平行光并将其添加到 VisualServer 中。可以用返回的 RID 来访问。这个 RID 可"
+"用于大多数 [code]light_*[/code] VisualServer 函数。\n"
+"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释"
+"放 RID。\n"
+"要在场景中放置,使用返回的 RID,用 [method instance_set_base] 将这个平行光附"
+"加到一个实例上。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82069,8 +87273,8 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个环境并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可在"
-"所有[code]environment_*[/code]VisualServer函数中使用。\n"
+"创建一个环境并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID可"
+"在所有[code]environment_*[/code]VisualServer函数中使用。\n"
"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。"
#: doc/classes/VisualServer.xml
@@ -82087,7 +87291,8 @@ msgstr "设置环境光参数。详情请参阅 [Environment]。"
msgid ""
"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
"background_mode]."
-msgstr "设置环境的[i]BGMode[/i]。相当于[member Environment.background_mode]。"
+msgstr ""
+"设置环境的 [i]BGMode[/i]。相当于 [member Environment.background_mode]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82137,14 +87342,14 @@ msgstr "设置用于雾化高度效果的变量。参阅[Environment]以了解
msgid ""
"Sets the variables to be used with the \"glow\" post-process effect. See "
"[Environment] for more details."
-msgstr "设置用于 \"glow\" 后处理效果的变量。参阅[Environment]。"
+msgstr "设置用于“辉光”后处理效果的变量。详情请参阅 [Environment]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Sky] to be used as the environment's background when using "
"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]."
msgstr ""
-"当使用[i]BGMode[/i]天空时,设置[Sky]作为环境的背景。相当于[member "
+"当使用 [i]BGMode[/i] 天空时,设置 [Sky] 作为环境的背景。相当于 [member "
"Environment.background_sky]。"
#: doc/classes/VisualServer.xml
@@ -82168,20 +87373,20 @@ msgid ""
"Sets the variables to be used with the \"Screen Space Ambient Occlusion "
"(SSAO)\" post-process effect. See [Environment] for more details."
msgstr ""
-"设置用于 \"屏幕空间环境遮蔽(SSAO)\"后处理效果的变量。参阅[Environment]。"
+"设置用于“屏幕空间环境遮蔽(SSAO)”后处理效果的变量。详情请参阅 "
+"[Environment]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"screen space reflections\" post-"
"process effect. See [Environment] for more details."
-msgstr "设置用于 \"屏幕空间反射 \"后处理效果的变量。更多细节见[Environment]。"
+msgstr "设置用于“屏幕空间反射”后处理效果的变量。详情请参阅 [Environment]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"tonemap\" post-process effect. See "
"[Environment] for more details."
-msgstr ""
-"设置用于 \"tonemap \"后处理效果的变量。参阅[Environment]以了解更多细节。"
+msgstr "设置用于“色调映射”后处理效果的变量。详情请参阅 [Environment]。"
#: doc/classes/VisualServer.xml
msgid "Removes buffers and clears testcubes."
@@ -82222,7 +87427,7 @@ msgid ""
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
-"返回视频适配器的名称(例如:\"GeForce GTX 1080/PCIe/SSE2\")。\n"
+"返回视频适配器的名称(例如 \"GeForce GTX 1080/PCIe/SSE2\")。\n"
"[b]注意:[/b]当运行一个精简或服务器可执行文件时,这个函数返回一个空字符串。"
#: doc/classes/VisualServer.xml
@@ -82231,12 +87436,12 @@ msgid ""
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
-"返回视频适配器的供应商(例如,\"NVIDIA Corporation\")。\n"
-"[b]注意:[/b] 当运行精简或服务器可执行文件时,该函数返回一个空字符串。"
+"返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n"
+"[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。"
#: doc/classes/VisualServer.xml
msgid "Returns the id of a white texture. Creates one if none exists."
-msgstr "返回白色纹理的id。如果不存在,则创建一个。"
+msgstr "返回白色纹理的 id。如果不存在,则创建一个。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82252,7 +87457,7 @@ msgstr ""
"于所有 [code]gi_probe_*[/code] VisualServer 函数。\n"
"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 "
"RID。\n"
-"要放置在场景中,请使用返回的 RID, 使用 [method instance_set_base] 将此 GI 探"
+"要放置在场景中,请使用返回的 RID,使用 [method instance_set_base] 将此 GI 探"
"针附加到实例。"
#: doc/classes/VisualServer.xml
@@ -82260,81 +87465,81 @@ msgid ""
"Returns the bias value for the GI probe. Bias is used to avoid self "
"occlusion. Equivalent to [member GIProbeData.bias]."
msgstr ""
-"返回GI探针的偏置值。偏置是用来避免自我遮挡的。相当于[member GIProbeData."
+"返回该 GI 探针的偏置值。偏置是用来避免自我遮挡的。相当于 [member GIProbeData."
"bias]。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns the axis-aligned bounding box that covers the full extent of the GI "
"probe."
-msgstr "返回覆盖GI探针全部范围的轴对齐的边界框。"
+msgstr "返回覆盖该 GI 探针全部范围的轴对齐的边界框。"
#: doc/classes/VisualServer.xml
msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
-msgstr "返回由[method gi_probe_set_cell_size]设置的单元大小。"
+msgstr "返回由 [method gi_probe_set_cell_size] 设置的单元大小。"
#: doc/classes/VisualServer.xml
msgid "Returns the data used by the GI probe."
-msgstr "返回GI探针所使用的数据。"
+msgstr "返回该 GI 探针所使用的数据。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns the dynamic range set for this GI probe. Equivalent to [member "
"GIProbe.dynamic_range]."
-msgstr "返回该GI探针的动态范围设置。相当于[member GIProbe.dynamic_range]。"
+msgstr "返回该 GI 探针的动态范围设置。相当于 [member GIProbe.dynamic_range]。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns the energy multiplier for this GI probe. Equivalent to [member "
"GIProbe.energy]."
-msgstr "返回这个GI探针的能量乘数。相当于[member GIProbe.energy]。"
+msgstr "返回这个 GI 探针的能量乘数。相当于 [member GIProbe.energy]。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns the normal bias for this GI probe. Equivalent to [member GIProbe."
"normal_bias]."
-msgstr "返回该GI探针的法线偏置。相当于[member GIProbe.normal_bias]。"
+msgstr "返回这个 GI 探针的法线偏置。相当于 [member GIProbe.normal_bias]。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns the propagation value for this GI probe. Equivalent to [member "
"GIProbe.propagation]."
-msgstr "返回这个GI探针的传播值。相当于[member GIProbe.propagation]。"
+msgstr "返回这个 GI 探针的传播值。相当于 [member GIProbe.propagation]。"
#: doc/classes/VisualServer.xml
msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
-msgstr "返回由[method gi_probe_set_to_cell_xform]设置的变换。"
+msgstr "返回由 [method gi_probe_set_to_cell_xform] 设置的变换。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if the GI probe data associated with this GI probe "
"is compressed. Equivalent to [member GIProbe.compress]."
msgstr ""
-"如果与此GI探针相关的数据被压缩,返回[code]true[/code]。相当于[member GIProbe."
-"compress]。"
+"如果与该 GI 探针相关的数据被压缩,返回 [code]true[/code]。相当于 [member "
+"GIProbe.compress]。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if the GI probe is set to interior, meaning it "
"does not account for sky light. Equivalent to [member GIProbe.interior]."
msgstr ""
-"如果 GI 探针设置为内部,则返回 [code]true[/code],这意味着它不考虑天空光。相"
-"当于[member GIProbe.interior]。"
+"如果该 GI 探针设置为内部,则返回 [code]true[/code],这意味着它不考虑天空光。"
+"相当于 [member GIProbe.interior]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe."
"bias]."
-msgstr "设置偏置值以避免自遮挡。相当于[member GIProbe.bias]。"
+msgstr "设置偏置值以避免自遮挡。相当于 [member GIProbe.bias]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the axis-aligned bounding box that covers the extent of the GI probe."
-msgstr "设置覆盖 GI 探针范围的轴对齐边界框。"
+msgstr "设置覆盖该 GI 探针范围的轴对齐边界框。"
#: doc/classes/VisualServer.xml
msgid "Sets the size of individual cells within the GI probe."
-msgstr "设置 GI 探针内单个单元的大小。"
+msgstr "设置该 GI 探针内单个单元的大小。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82342,8 +87547,8 @@ msgid ""
"take up less space but may look worse. Equivalent to [member GIProbe."
"compress]."
msgstr ""
-"设置GI探针数据的压缩设置。压缩后的数据将占用更少的空间,但可能看起来更糟糕。"
-"相当于[member GIProbe.compress]。"
+"设置该 GI 探针数据的压缩设置。压缩后的数据将占用更少的空间,但可能看起来更糟"
+"糕。相当于 [member GIProbe.compress]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82351,8 +87556,8 @@ msgid ""
"this is created and called internally within the [GIProbe] node. You should "
"not try to set this yourself."
msgstr ""
-"设置用于照明计算的GI探针的数据。通常这是在[GIProbe]节点内部创建和调用的。你不"
-"应该尝试自己设置。"
+"设置用于照明计算的 GI 探针的数据。通常这是在 [GIProbe] 节点内部创建和调用的。"
+"你不应该尝试自己设置。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82360,8 +87565,8 @@ msgid ""
"bright lights can be. A smaller range captures greater detail but limits how "
"bright lights can be. Equivalent to [member GIProbe.dynamic_range]."
msgstr ""
-"设定GI探针的动态范围。动态范围设定了灯光的亮度限制。较小的范围可以捕捉到更多"
-"的细节,但是限制了灯光的亮度。相当于[member GIProbe.dynamic_range]。"
+"设置该 GI 探针的动态范围。动态范围设定了灯光的亮度限制。较小的范围可以捕捉到"
+"更多的细节,但是限制了灯光的亮度。相当于 [member GIProbe.dynamic_range]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82369,7 +87574,7 @@ msgid ""
"indirect light from the GI probe brighter. Equivalent to [member GIProbe."
"energy]."
msgstr ""
-"设置该GI探针的能量乘数。较高的能量使GI探针的间接光更亮。相当于[member "
+"设置这个 GI 探针的能量乘数。较高的能量使 GI 探针的间接光更亮。相当于 [member "
"GIProbe.energy]。"
#: doc/classes/VisualServer.xml
@@ -82378,7 +87583,7 @@ msgid ""
"not include the sky when calculating lighting. Equivalent to [member GIProbe."
"interior]."
msgstr ""
-"设置该 GI 探针的内部值。设置为内部的 GI 探针在计算照明时不包括天空。相当于 "
+"设置这个 GI 探针的内部值。设置为内部的 GI 探针在计算照明时不包括天空。相当于 "
"[member GIProbe.interior]。"
#: doc/classes/VisualServer.xml
@@ -82387,18 +87592,18 @@ msgid ""
"other form of bias and may help reduce self-occlusion. Equivalent to [member "
"GIProbe.normal_bias]."
msgstr ""
-"设置该GI探针的法线偏置。法线偏置的行为类似于其他形式的偏置,可有助于减少自我"
-"遮挡。相当于[member GIProbe.normal_bias]。"
+"设置这个 GI 探针的法线偏置。法线偏置的行为类似于其他形式的偏置,可有助于减少"
+"自我遮挡。相当于 [member GIProbe.normal_bias]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the propagation of light within this GI probe. Equivalent to [member "
"GIProbe.propagation]."
-msgstr "设置光在这个GI探针中的传播。相当于[member GIProbe.propagation]。"
+msgstr "设置光在这个 GI 探针中的传播。相当于 [member GIProbe.propagation]。"
#: doc/classes/VisualServer.xml
msgid "Sets the to cell [Transform] for this GI probe."
-msgstr "为这个GI探针设置单元[Transform]。"
+msgstr "为这个 GI 探针设置单元 [Transform]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82408,10 +87613,14 @@ msgid ""
"shaders), this function takes an optional argument to query either low or "
"high priority changes, or any changes."
msgstr ""
+"如果 VisualServer 的数据存在修改,则返回 [code]true[/code]。发生该情况时,通"
+"常会调用 [method draw]。\n"
+"因为修改会被注册为高优先级或低优先级(例如动态着色器),该函数接受可选的参"
+"数,用于查询低优先级或高优先级的修改,或者任何修改。"
#: doc/classes/VisualServer.xml
msgid "Not yet implemented. Always returns [code]false[/code]."
-msgstr "还没有实现。总是返回[code]false[/code]。"
+msgstr "还没有实现。总是返回 [code]false[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82422,18 +87631,18 @@ msgid ""
"[code]skinning_fallback[/code] in case the hardware doesn't support the "
"default GPU skinning process."
msgstr ""
-"如果操作系统支持某项功能,则返回[code]true[/code]。特性可能是[code]s3tc[/"
-"code], [code]etc[/code], [code]etc2[/code], [code]pvrtc[/code] 和 "
+"如果操作系统支持某项功能,则返回 [code]true[/code]。特性可能是 [code]s3tc[/"
+"code]、[code]etc[/code]、[code]etc2[/code]、[code]pvrtc[/code] 和 "
"[code]skinning_fallback[/code]。\n"
-"当使用GLES2渲染时,在硬件不支持默认的GPU蒙皮过程的情况下,返回[code]true[/"
-"code]与[code]skinning_fallback[/code]。"
+"当使用 GLES2 渲染时,在硬件不支持默认的 GPU 蒙皮过程的情况下,返回 "
+"[code]true[/code] 与 [code]skinning_fallback[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
"[method ImmediateGeometry.begin]."
msgstr ""
-"设置[ImmediateGeometry]的内部结构,为绘图做准备。相当于[method "
+"设置 [ImmediateGeometry] 的内部结构,为绘图做准备。相当于 [method "
"ImmediateGeometry.begin]。"
#: doc/classes/VisualServer.xml
@@ -82448,7 +87657,8 @@ msgstr ""
msgid ""
"Sets the color to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_color]."
-msgstr "设置用于下一个顶点的颜色。相当于[method ImmediateGeometry.set_color]。"
+msgstr ""
+"设置用于下一个顶点的颜色。相当于 [method ImmediateGeometry.set_color]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82460,60 +87670,61 @@ msgid ""
"To place in a scene, attach this immediate geometry to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"创建直接几何图形并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个"
-"RID可在所有[code]immediate_*[/code]VisualServer函数中使用。\n"
-"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放"
-"RID。\n"
-"要在场景中放置,使用返回的RID用[method instance_set_base]将这个直接几何体附加"
-"到一个实例上。"
+"创建直接几何图形并将其添加到 VisualServer 中。它可以通过返回的 RID 进行访问。"
+"这个 RID 可在所有 [code]immediate_*[/code] VisualServer 函数中使用。\n"
+"一旦完成了对 RID 的处理,可使用 VisualServer 的 [method free_rid] 静态方法释"
+"放 RID。\n"
+"要在场景中放置,使用返回的 RID 用 [method instance_set_base] 将这个直接几何体"
+"附加到一个实例上。"
#: doc/classes/VisualServer.xml
msgid ""
"Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
"ImmediateGeometry.end]."
msgstr ""
-"结束绘制[ImmediateGeometry]并显示它。相当于[method ImmediateGeometry.end]。"
+"结束绘制 [ImmediateGeometry] 并进行显示。相当于 [method ImmediateGeometry."
+"end]。"
#: doc/classes/VisualServer.xml
msgid "Returns the material assigned to the [ImmediateGeometry]."
-msgstr "返回分配给[ImmediateGeometry]的材质。"
+msgstr "返回分配给该 [ImmediateGeometry] 的材质。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the normal to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_normal]."
msgstr ""
-"设置用于下一个顶点的法线。相当于[method ImmediateGeometry.set_normal]。"
+"设置用于下一个顶点的法线。相当于 [method ImmediateGeometry.set_normal]。"
#: doc/classes/VisualServer.xml
msgid "Sets the material to be used to draw the [ImmediateGeometry]."
-msgstr "设置用于绘制[ImmediateGeometry]的材质。"
+msgstr "设置用于绘制该 [ImmediateGeometry] 的材质。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the tangent to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_tangent]."
msgstr ""
-"设置用于下一个顶点的切线。相当于[method ImmediateGeometry.set_tangent]。"
+"设置用于下一个顶点的切线。相当于 [method ImmediateGeometry.set_tangent]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the UV to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_uv]."
-msgstr "设置用于下一个顶点的UV。相当于[method ImmediateGeometry.set_uv]。"
+msgstr "设置用于下一个顶点的 UV。相当于 [method ImmediateGeometry.set_uv]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the UV2 to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_uv2]."
-msgstr "设置用于下一个顶点的UV2。相当于[method ImmediateGeometry.set_uv2]。"
+msgstr "设置用于下一个顶点的 UV2。相当于 [method ImmediateGeometry.set_uv2]。"
#: doc/classes/VisualServer.xml
msgid ""
"Adds the next vertex using the information provided in advance. Equivalent "
"to [method ImmediateGeometry.add_vertex]."
msgstr ""
-"使用预先提供的信息添加下一个顶点。相当于[method ImmediateGeometry."
+"使用预先提供的信息添加下一个顶点。相当于 [method ImmediateGeometry."
"add_vertex]。"
#: doc/classes/VisualServer.xml
@@ -82522,8 +87733,8 @@ msgid ""
"helper class that calls [method immediate_vertex] under the hood. Equivalent "
"to [method ImmediateGeometry.add_vertex]."
msgstr ""
-"使用预先提供的信息添加下一个顶点。这是一个辅助类,它在后台调用[method "
-"immediate_vertex]。相当于[method ImmediateGeometry.add_vertex]。"
+"使用预先提供的信息添加下一个顶点。这是一个辅助类,它在后台调用 [method "
+"immediate_vertex]。相当于 [method ImmediateGeometry.add_vertex]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82531,8 +87742,8 @@ msgid ""
"platform-dependent code during engine initialization. If called from a "
"running game, it will not do anything."
msgstr ""
-"初始化visual server.。这个函数是在引擎初始化过程中由依赖平台的代码内部调用。"
-"如果从一个正在运行的游戏中调用,它将不会做任何事情。"
+"初始化 VisualServer。这个函数是在引擎初始化过程中由依赖平台的代码内部调用。如"
+"果从一个正在运行的游戏中调用,它将不会做任何事情。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82540,9 +87751,9 @@ msgid ""
"instance for proper culling with [method instances_cull_aabb], [method "
"instances_cull_convex], and [method instances_cull_ray]."
msgstr ""
-"将唯一的对象ID附加到实例上。必须将对象ID附加到实例上,以便通过[method "
-"instances_cull_aabb]、[method instances_cull_convex]和[method "
-"instances_cull_ray]进行正确的筛除。"
+"将唯一的对象 ID 附加到实例上。必须将对象 ID 附加到实例上,以便通过 [method "
+"instances_cull_aabb]、[method instances_cull_convex] 和 [method "
+"instances_cull_ray] 进行正确的筛除。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82561,7 +87772,7 @@ msgid ""
"particles, meshes, and reflection probes need to be associated with an "
"instance to be visible in the scenario using [method instance_set_base]."
msgstr ""
-"创建一个可视化实例并将其添加到VisualServer中。可以用返回的RID来访问它。这个"
+"创建一个可视化实例并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个"
"RID可在所有[code]instance_*[/code]VisualServer函数中使用。\n"
"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放"
"RID。\n"
@@ -82576,8 +87787,9 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个可视化实例,将其添加到VisualServer中,并设置基本和效果。可以用返回的"
-"RID来访问它。这个RID可在所有[code]instance_*[/code]VisualServer函数中使用。\n"
+"创建一个可视化实例,将其添加到 VisualServer 中,并设置基本和效果。可以用返回"
+"的RID来访问它。这个RID可在所有[code]instance_*[/code]VisualServer函数中使"
+"用。\n"
"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。"
#: doc/classes/VisualServer.xml
@@ -82597,7 +87809,7 @@ msgid ""
"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
"more details."
msgstr ""
-"设置给定的[enum InstanceFlags]标志。更多细节请参阅[enum InstanceFlags]。"
+"设置给定的 [enum InstanceFlags] 标志。更多细节请参阅 [enum InstanceFlags]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82605,7 +87817,7 @@ msgid ""
"materials for the mesh associated with this instance. Equivalent to [member "
"GeometryInstance.material_overlay]."
msgstr ""
-"为该实例的网格设置材质,将在所有表面的活动材质上层进行渲染。等价于 [member "
+"为该实例的网格设置材质,将在所有表面的活动材质上层进行渲染。相当于 [member "
"GeometryInstance.material_overlay]。"
#: doc/classes/VisualServer.xml
@@ -82614,7 +87826,7 @@ msgid ""
"associated with this instance. Equivalent to [member GeometryInstance."
"material_override]."
msgstr ""
-"设置一个材质,覆盖与此实例关联的网格上的所有表面的材质。相当于[member "
+"设置一个材质,覆盖与此实例关联的网格上的所有表面的材质。相当于 [member "
"GeometryInstance.material_override]。"
#: doc/classes/VisualServer.xml
@@ -82625,9 +87837,9 @@ msgid ""
"reflection probe, lightmap capture, and the GI probe are all types that can "
"be set as the base of an instance in order to be displayed in the scenario."
msgstr ""
-"设置实例的基类。基类可以是VisualServer中创建的任何可以显示的3D对象。例如,光"
-"照类型、网格、多网格、基本几何、粒子系统、反射探针、光照图捕捉和GI探针等类型"
-"都可以被设置为实例的基类,以便在场景中显示。"
+"设置实例的基类。基类可以是 VisualServer 中创建的任何可以显示的3D对象。例如,"
+"光照类型、网格、多网格、基本几何、粒子系统、反射探针、光照图捕捉和GI探针等类"
+"型都可以被设置为实例的基类,以便在场景中显示。"
#: doc/classes/VisualServer.xml
msgid "Sets the weight for a given blend shape associated with this instance."
@@ -82638,12 +87850,12 @@ msgid ""
"Sets a custom AABB to use when culling objects from the view frustum. "
"Equivalent to [method GeometryInstance.set_custom_aabb]."
msgstr ""
-"设置自定义的AABB,当从视图中剔除对象时使用。相当于[method GeometryInstance."
+"设置自定义的 AABB,当从视图中剔除对象时使用。相当于 [method GeometryInstance."
"set_custom_aabb]。"
#: doc/classes/VisualServer.xml
msgid "Function not implemented in Godot 3.x."
-msgstr "在Godot 3.x中没有实现的功能。"
+msgstr "在 Godot 3.x 中没有实现的功能。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82651,14 +87863,14 @@ msgid ""
"view frustum. This allows you to avoid culling objects that fall outside the "
"view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]."
msgstr ""
-"设置边距,在剔除视域范围内的对象时增加AABB的大小。这可以让你避免剔除落在视域"
-"范围外的物体。相当于[member GeometryInstance.extra_cull_margin]。"
+"设置边距,在剔除视域范围内的对象时增加 AABB 的大小。这可以让你避免剔除落在视"
+"域范围外的物体。相当于 [member GeometryInstance.extra_cull_margin]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the render layers that this instance will be drawn to. Equivalent to "
"[member VisualInstance.layers]."
-msgstr "设置该实例将被绘制的渲染层。相当于[member VisualInstance.layers]。"
+msgstr "设置该实例将被绘制的渲染层。相当于 [member VisualInstance.layers]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82670,13 +87882,14 @@ msgstr "设置实例所在的场景。场景是对象将在其中显示的 3D
msgid ""
"Sets the material of a specific surface. Equivalent to [method MeshInstance."
"set_surface_material]."
-msgstr "设置特定表面的材质。相当于[method MeshInstance.set_surface_material]。"
+msgstr ""
+"设置特定表面的材质。相当于 [method MeshInstance.set_surface_material]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the world space transform of the instance. Equivalent to [member "
"Spatial.transform]."
-msgstr "设置实例的世界空间变换。相当于[member Spatial.transform]。"
+msgstr "设置实例的世界空间变换。相当于 [member Spatial.transform]。"
#: doc/classes/VisualServer.xml
msgid "Sets the lightmap to use with this instance."
@@ -82699,11 +87912,11 @@ msgid ""
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
-"返回一个与所提供的AABB相交的物体ID数组。只考虑可视化的3D节点,例如"
-"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来"
-"获取实际节点。这必须提供一个场景的RID,该RID在你想查询的[World]中是可用的。这"
-"将强制更新所有排队等待更新的资源。\n"
-"[b]警告:[/b] 这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰"
+"返回一个与所提供的 AABB 相交的物体 ID 数组。只考虑可视化的 3D 节点,例如 "
+"[MeshInstance] 或 [DirectionalLight]。使用 [method @GDScript."
+"instance_from_id] 来获取实际节点。这必须提供一个场景的 RID,该 RID 在你想查询"
+"的 [World] 中是可用的。这将强制更新所有排队等待更新的资源。\n"
+"[b]警告:[/b]这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰"
"撞。"
#: doc/classes/VisualServer.xml
@@ -82717,11 +87930,11 @@ msgid ""
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
-"返回一个与所提供的凸形相交的物体ID数组。只考虑可视化的3D节点,如"
-"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来"
-"获取实际节点。必须提供一个场景的RID,这个RID在你想查询的[World]中是可用的。这"
-"将强制更新所有排队等待更新的资源。\n"
-"[b]警告:[/b] 这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰"
+"返回一个与所提供的凸形相交的物体 ID 数组。只考虑可视化的 3D 节点,如 "
+"[MeshInstance] 或 [DirectionalLight]。使用 [method @GDScript."
+"instance_from_id] 来获取实际节点。必须提供一个场景的 RID,这个 RID 在你想查询"
+"的 [World] 中是可用的。这将强制更新所有排队等待更新的资源。\n"
+"[b]警告:[/b]这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰"
"撞。"
#: doc/classes/VisualServer.xml
@@ -82735,12 +87948,12 @@ msgid ""
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
-"返回一个与所提供的3D射线相交的物体ID数组。只考虑可视化的3D节点,例如"
-"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来"
-"获取实际节点。必须提供一个场景的RID,这个RID在你想查询的[World]中是可用的。这"
-"将强制更新所有排队等待更新的资源。\n"
-"[b]警告:[/b] 这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好是物理"
-"碰撞。"
+"返回一个与所提供的 3D 射线相交的物体 ID 数组。只考虑可视化的 3D 节点,例如 "
+"[MeshInstance] 或 [DirectionalLight]。使用 [method @GDScript."
+"instance_from_id] 来获取实际节点。必须提供一个场景的 RID,这个 RID 在你想查询"
+"的 [World] 中是可用的。这将强制更新所有排队等待更新的资源。\n"
+"[b]警告:[/b]这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好是物理碰"
+"撞。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82748,8 +87961,9 @@ msgid ""
"splits resulting in a smoother transition between them. Equivalent to "
"[member DirectionalLight.directional_shadow_blend_splits]."
msgstr ""
-"如果[code]true[/code],这个平行光会在阴影贴图分割之间混合,以使它们之间的过渡"
-"更加平滑。相当于[member DirectionalLight.directional_shadow_blend_splits]。"
+"如果为 [code]true[/code],这个平行光会在阴影贴图分割之间混合,以使它们之间的"
+"过渡更加平滑。相当于 [member DirectionalLight."
+"directional_shadow_blend_splits]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82757,9 +87971,9 @@ msgid ""
"[member DirectionalLight.directional_shadow_depth_range]. See [enum "
"LightDirectionalShadowDepthRangeMode] for options."
msgstr ""
-"设置这个平行光源的阴影深度范围模式。相当于[member DirectionalLight."
-"directional_shadow_depth_range]。参阅[enum "
-"LightDirectionalShadowDepthRangeMode]的选项。"
+"设置这个平行光的阴影深度范围模式。相当于 [member DirectionalLight."
+"directional_shadow_depth_range]。参阅 [enum "
+"LightDirectionalShadowDepthRangeMode] 的选项。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82767,8 +87981,8 @@ msgid ""
"DirectionalLight.directional_shadow_mode]. See [enum "
"LightDirectionalShadowMode] for options."
msgstr ""
-"设置此平行光源的阴影模式。相当于[member DirectionalLight."
-"directional_shadow_mode]。参阅[enum LightDirectionalShadowMode]的选项。"
+"设置此平行光的阴影模式。相当于 [member DirectionalLight."
+"directional_shadow_mode]。参阅 [enum LightDirectionalShadowMode] 的选项。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82776,7 +87990,7 @@ msgid ""
"can be used to alleviate artifacts in the shadow map. Equivalent to [member "
"OmniLight.omni_shadow_detail]."
msgstr ""
-"设置是否为此泛光灯使用垂直或水平细节。这可用于减轻阴影贴图中的伪影。相当于 "
+"设置是否为此全向光使用垂直或水平细节。这可用于减轻阴影贴图中的伪影。相当于 "
"[member OmniLight.omni_shadow_detail]。"
#: doc/classes/VisualServer.xml
@@ -82799,14 +88013,14 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color of the light. Equivalent to [member Light.light_color]."
-msgstr "设置灯光的颜色。相当于[member Light.light_color]。"
+msgstr "设置灯光的颜色。相当于 [member Light.light_color]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the cull mask for this Light. Lights only affect objects in the "
"selected layers. Equivalent to [member Light.light_cull_mask]."
msgstr ""
-"设置此灯光的剔除遮罩。灯光仅影响选定图层中的对象。相当于[member Light."
+"设置此灯光的剔除遮罩。灯光仅影响选定图层中的对象。相当于 [member Light."
"light_cull_mask]。"
#: doc/classes/VisualServer.xml
@@ -82814,7 +88028,7 @@ msgid ""
"If [code]true[/code], light will subtract light instead of adding light. "
"Equivalent to [member Light.light_negative]."
msgstr ""
-"如果[code]true[/code],光将减去光而不是增加光。相当于[member Light."
+"如果为 [code]true[/code],光将减去光而不是增加光。相当于 [member Light."
"light_negative]。"
#: doc/classes/VisualServer.xml
@@ -82822,7 +88036,7 @@ msgid ""
"Sets the specified light parameter. See [enum LightParam] for options. "
"Equivalent to [method Light.set_param]."
msgstr ""
-"设置指定的灯光参数。参阅[enum LightParam]的选项。相当于[method Light."
+"设置指定的灯光参数。参阅 [enum LightParam] 的选项。相当于 [method Light."
"set_param]。"
#: doc/classes/VisualServer.xml
@@ -82833,8 +88047,8 @@ msgid ""
"shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
"to [member Light.shadow_reverse_cull_face]."
msgstr ""
-"如果[code]true[/code],反转网格的背面剔除。当你有一个平面网格后面有灯光时,这"
-"可能很有用。如果你需要在网格的两面都投下阴影,可以用[method "
+"如果为 [code]true[/code],反转网格的背面剔除。当你有一个平面网格后面有灯光"
+"时,这可能很有用。如果你需要在网格的两面都投下阴影,可以用[method "
"instance_geometry_set_cast_shadows_setting]将网格设置为使用双面阴影。相当于"
"[member Light.shadow_reverse_cull_face]。"
@@ -82843,13 +88057,14 @@ msgid ""
"If [code]true[/code], light will cast shadows. Equivalent to [member Light."
"shadow_enabled]."
msgstr ""
-"如果[code]true[/code],光线会投射阴影。相当于[member Light.shadow_enabled]。"
+"如果为 [code]true[/code],光线会投射阴影。相当于 [member Light."
+"shadow_enabled]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the color of the shadow cast by the light. Equivalent to [member Light."
"shadow_color]."
-msgstr "设置灯光投射阴影的颜色。相当于[member Light.shadow_color]。"
+msgstr "设置灯光投射阴影的颜色。相当于 [member Light.shadow_color]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82875,8 +88090,8 @@ msgid ""
"To place in a scene, attach this lightmap capture to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"创建一个光照贴图捕获并将其添加到VisualServer中。可以用返回的RID来访问它。这个"
-"RID可用于所有[code]lightmap_capture_*[/code] VisualServer函数。\n"
+"创建一个光照贴图捕获并将其添加到 VisualServer 中。可以用返回的RID来访问它。这"
+"个RID可用于所有[code]lightmap_capture_*[/code] VisualServer函数。\n"
"一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。\n"
"要在场景中放置,使用返回的RID,用[method instance_set_base]将这个lightmap "
"capture附加到一个实例上。"
@@ -82918,7 +88133,7 @@ msgid ""
"Sets the energy multiplier for this lightmap capture. Equivalent to [member "
"BakedLightmapData.energy]."
msgstr ""
-"设置此光照贴图捕获的能量乘数。相当于[member BakedLightmapData.energy]。"
+"设置此光照贴图捕获的能量乘数。相当于 [member BakedLightmapData.energy]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -82935,14 +88150,14 @@ msgid ""
"BakedLightmapData.octree]."
msgstr ""
"设置此光照贴图捕获要使用的八叉树。该函数通常由 [BakedLightmap] 节点使用。相当"
-"于[member BakedLightmapData.octree]。"
+"于 [member BakedLightmapData.octree]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the subdivision level of this lightmap capture's octree. Equivalent to "
"[member BakedLightmapData.cell_subdiv]."
msgstr ""
-"设置此光照贴图捕获八叉树的细分级别。相当于[member BakedLightmapData."
+"设置此光照贴图捕获八叉树的细分级别。相当于 [member BakedLightmapData."
"cell_subdiv]。"
#: doc/classes/VisualServer.xml
@@ -82950,7 +88165,7 @@ msgid ""
"Sets the octree cell transform for this lightmap capture's octree. "
"Equivalent to [member BakedLightmapData.cell_space_transform]."
msgstr ""
-"设置此光照贴图捕获的八叉树的八叉树单元变换。相当于[member BakedLightmapData."
+"设置此光照贴图捕获的八叉树的八叉树单元变换。相当于 [member BakedLightmapData."
"cell_space_transform]。"
#: doc/classes/VisualServer.xml
@@ -82977,9 +88192,9 @@ msgstr "返回特定材质的参数值。"
#: doc/classes/VisualServer.xml
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
-msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。"
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr "如果可用,返回参数的默认值。否则返回 [code]null[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83011,9 +88226,7 @@ msgstr "设置着色器材质的着色器。"
msgid ""
"Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] "
"constants for types."
-msgstr ""
-"将从Arrays数组生成的表面添加到网格。有关类型,请参阅 [enum PrimitiveType] 常"
-"量。"
+msgstr "将从数组生成的表面添加到网格。类型请参阅 [enum PrimitiveType] 常量。"
#: doc/classes/VisualServer.xml
msgid "Removes all surfaces from a mesh."
@@ -83110,7 +88323,7 @@ msgstr "返回网格表面的材质。"
#: doc/classes/VisualServer.xml
msgid "Returns the primitive type of a mesh's surface."
-msgstr "返回网格表面的基本网格类型。"
+msgstr "返回网格表面的图元类型。"
#: doc/classes/VisualServer.xml
msgid "Returns the aabb of a mesh's surface's skeleton."
@@ -83161,22 +88374,20 @@ msgstr ""
msgid ""
"Calculates and returns the axis-aligned bounding box that encloses all "
"instances within the multimesh."
-msgstr ""
-"计算并返回轴对齐的边界框(包围盒),该边界框(包围盒)将所有的实例都包含在"
-"multimesh中。"
+msgstr "计算并返回轴对齐的包围盒,该包围盒将所有的实例都包含在 multimesh 中。"
#: doc/classes/VisualServer.xml
msgid "Returns the number of instances allocated for this multimesh."
-msgstr "返回分配给这个multimesh的实例的数量。"
+msgstr "返回分配给这个 multimesh 的实例的数量。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns the RID of the mesh that will be used in drawing this multimesh."
-msgstr "返回用于绘制此multimesh的RID。"
+msgstr "返回用于绘制此 multimesh 的 RID。"
#: doc/classes/VisualServer.xml
msgid "Returns the number of visible instances for this multimesh."
-msgstr "返回此multimesh的可见实例数。"
+msgstr "返回此 multimesh 的可见实例数。"
#: doc/classes/VisualServer.xml
msgid "Returns the color by which the specified instance will be modulated."
@@ -83188,19 +88399,20 @@ msgstr "返回与指定实例相关的自定义数据。"
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform] of the specified instance."
-msgstr "返回指定实例的[Transform]。"
+msgstr "返回指定实例的 [Transform]。"
#: doc/classes/VisualServer.xml
msgid ""
"Returns the [Transform2D] of the specified instance. For use when the "
"multimesh is set to use 2D transforms."
-msgstr "返回指定实例的 [Transform2D]。只在multimesh设置为使用 2D 变换时使用。"
+msgstr ""
+"返回指定实例的 [Transform2D]。只在 multimesh 设置为使用 2D 变换时使用。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the color by which this instance will be modulated. Equivalent to "
"[method MultiMesh.set_instance_color]."
-msgstr "设置这个实例的调制颜色。等同于[method MultiMesh.set_instance_color]。"
+msgstr "设置这个实例的调制颜色。相当于 [method MultiMesh.set_instance_color]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83208,22 +88420,22 @@ msgid ""
"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
"[method MultiMesh.set_instance_custom_data]."
msgstr ""
-"为这个实例设置自定义数据。自定义数据以[Color]的形式传递,但在着色器中会被解释"
-"为[code]vec4[/code]。等同于[method MultiMesh.set_instance_custom_data]。"
+"为这个实例设置自定义数据。自定义数据以 [Color] 的形式传递,但在着色器中会被解"
+"释为 [code]vec4[/code]。相当于 [method MultiMesh.set_instance_custom_data]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform] for this instance. Equivalent to [method MultiMesh."
"set_instance_transform]."
msgstr ""
-"设置此实例的 [Transform]。相当于[method MultiMesh.set_instance_transform]。"
+"设置此实例的 [Transform]。相当于 [method MultiMesh.set_instance_transform]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform2D] for this instance. For use when multimesh is used in "
"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
msgstr ""
-"为此实例设置 [Transform2D]。用于在 2D 中使用multimesh时。相当于[method "
+"为此实例设置 [Transform2D]。用于在 2D 中使用 multimesh 时。相当于 [method "
"MultiMesh.set_instance_transform_2d]。"
#: doc/classes/VisualServer.xml
@@ -83255,7 +88467,7 @@ msgstr ""
msgid ""
"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
"mesh]."
-msgstr "设置Multimesh所要绘制的网格。等同于 [member MultiMesh.mesh]。"
+msgstr "设置 Multimesh 所要绘制的网格。相当于 [member MultiMesh.mesh]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83263,8 +88475,8 @@ msgid ""
"that have been allocated are drawn. Equivalent to [member MultiMesh."
"visible_instance_count]."
msgstr ""
-"设置在给定时间内可见的实例的数量。如果是-1,所有被分配的实例都会被画出来。等"
-"同于[member MultiMesh.visible_instance_count]。"
+"设置在给定时间内可见的实例的数量。如果是 -1,所有被分配的实例都会被画出来。相"
+"当于 [member MultiMesh.visible_instance_count]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83276,11 +88488,11 @@ msgid ""
"To place in a scene, attach this omni light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"创建一个新的泛光灯并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 "
-"RID 可用于大多数 [code]light_*[/code] VisualServer 函数。\n"
-"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 "
+"新建全向光并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 RID 可用于"
+"大多数 [code]light_*[/code] VisualServer 函数。\n"
+"完成 RID 处理后,可使用 VisualServer 的静态方法 [method free_rid] 释放 "
"RID。\n"
-"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此泛光灯附"
+"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此全向光附"
"加到实例。"
#: doc/classes/VisualServer.xml
@@ -83304,11 +88516,12 @@ msgid ""
"Calculates and returns the axis-aligned bounding box that contains all the "
"particles. Equivalent to [method Particles.capture_aabb]."
msgstr ""
-"计算并返回包含所有粒子的轴对齐边界框。相当于[method Particles.capture_aabb]。"
+"计算并返回包含所有粒子的轴对齐边界框。相当于 [method Particles."
+"capture_aabb]。"
#: doc/classes/VisualServer.xml
msgid "Returns [code]true[/code] if particles are currently set to emitting."
-msgstr "如果当前粒子被设置发射,则返回[code]true[/code]。"
+msgstr "如果当前粒子被设置发射,则返回 [code]true[/code]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83331,14 +88544,14 @@ msgstr ""
msgid ""
"Reset the particles on the next update. Equivalent to [method Particles."
"restart]."
-msgstr "在下次更新时重置粒子。相当于[method Particles.restart]。"
+msgstr "在下次更新时重置粒子。相当于 [method Particles.restart]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the number of particles to be drawn and allocates the memory for them. "
"Equivalent to [member Particles.amount]."
msgstr ""
-"设置要绘制的粒子的数量,并为其分配内存。相当于[member Particles.amount]。"
+"设置要绘制的粒子的数量,并为其分配内存。相当于 [member Particles.amount]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83383,8 +88596,8 @@ msgid ""
"not reset the particles, but only stops their emission. Equivalent to "
"[member Particles.emitting]."
msgstr ""
-"如果[code]true[/code],粒子会随着时间的推移而发射出来。设置为false不会重置粒"
-"子,而只是停止其发射。相当于[member Particles.emitting]。"
+"如果为 [code]true[/code],粒子会随着时间的推移而发射出来。设置为false不会重置"
+"粒子,而只是停止其发射。相当于[member Particles.emitting]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83402,7 +88615,7 @@ msgid ""
"If [code]true[/code], uses fractional delta which smooths the movement of "
"the particles. Equivalent to [member Particles.fract_delta]."
msgstr ""
-"如果 [code]true[/code],则使用分数增量来平滑粒子的运动。相当于 [member "
+"如果为 [code]true[/code],则使用分数增量来平滑粒子的运动。相当于 [member "
"Particles.fract_delta]。"
#: doc/classes/VisualServer.xml
@@ -83416,7 +88629,7 @@ msgid ""
"If [code]true[/code], particles will emit once and then stop. Equivalent to "
"[member Particles.one_shot]."
msgstr ""
-"如果 [code]true[/code],粒子将发射一次然后停止。相当于 [member Particles."
+"如果为 [code]true[/code],粒子将发射一次然后停止。相当于 [member Particles."
"one_shot]。"
#: doc/classes/VisualServer.xml
@@ -83435,7 +88648,7 @@ msgid ""
"to [member Particles.process_material]."
msgstr ""
"设置用于处理粒子的材质。\n"
-"[b]注意:[/b] 这不是用于绘制材质的材质。相当于[member Particles."
+"[b]注意:[/b]这不是用于绘制材质的材质。相当于[member Particles."
"process_material]。"
#: doc/classes/VisualServer.xml
@@ -83457,8 +88670,8 @@ msgid ""
"If [code]true[/code], particles use local coordinates. If [code]false[/code] "
"they use global coordinates. Equivalent to [member Particles.local_coords]."
msgstr ""
-"如果 [code]true[/code],粒子使用局部坐标。如果 [code]false[/code] 其使用全局"
-"坐标。相当于 [member Particles.local_coords]。"
+"如果为 [code]true[/code],粒子使用局部坐标。如果 [code]false[/code] 其使用全"
+"局坐标。相当于 [member Particles.local_coords]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83470,8 +88683,8 @@ msgid ""
"To place in a scene, attach this reflection probe to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"创建一个反射探针并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID"
-"可用于所有[code]reflection_probe_*[/code] VisualServer函数。\n"
+"创建一个反射探针并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个"
+"RID可用于所有[code]reflection_probe_*[/code] VisualServer函数。\n"
"一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。\n"
"要在场景中放置,使用返回的RID,用[method instance_set_base]将这个反射探针附加"
"到一个实例上。"
@@ -83481,8 +88694,8 @@ msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
"to [member ReflectionProbe.interior_enable]."
msgstr ""
-"如果 [code]true[/code],反射将忽略天空的贡献。相当于 [member ReflectionProbe."
-"interior_enable]。"
+"如果为 [code]true[/code],反射将忽略天空的贡献。相当于 [member "
+"ReflectionProbe.interior_enable]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83490,8 +88703,8 @@ msgid ""
"matching cull mask will be rendered by this probe. Equivalent to [member "
"ReflectionProbe.cull_mask]."
msgstr ""
-"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。等"
-"同于[member ReflectionProbe.cull_mask]。"
+"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。相"
+"当于 [member ReflectionProbe.cull_mask]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83499,7 +88712,7 @@ msgid ""
"more correct in certain situations. Equivalent to [member ReflectionProbe."
"box_projection]."
msgstr ""
-"如果 [code]true[/code],则使用箱体投影。这可以使反射在某些情况下看起来更正"
+"如果为 [code]true[/code],则使用箱体投影。这可以使反射在某些情况下看起来更正"
"确。相当于 [member ReflectionProbe.box_projection]。"
#: doc/classes/VisualServer.xml
@@ -83508,22 +88721,22 @@ msgid ""
"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
"enable_shadows]."
msgstr ""
-"如果 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得多。"
-"相当于 [member ReflectionProbe.enable_shadows]。"
+"如果为 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得"
+"多。相当于 [member ReflectionProbe.enable_shadows]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the size of the area that the reflection probe will capture. Equivalent "
"to [member ReflectionProbe.extents]."
msgstr ""
-"设置反射探针将捕获的区域的大小。等效于 [member ReflectionProbe.extents]。"
+"设置反射探针将捕获的区域的大小。相当于 [member ReflectionProbe.extents]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the intensity of the reflection probe. Intensity modulates the strength "
"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
msgstr ""
-"设置反射探针的强度。强度调节反射的强度。等效于 [member ReflectionProbe."
+"设置反射探针的强度。强度调节反射的强度。相当于 [member ReflectionProbe."
"intensity]。"
#: doc/classes/VisualServer.xml
@@ -83531,7 +88744,7 @@ msgid ""
"Sets the ambient light color for this reflection probe when set to interior "
"mode. Equivalent to [member ReflectionProbe.interior_ambient_color]."
msgstr ""
-"设置为内部模式时,为此反射探针设置环境光颜色。相当于[member ReflectionProbe."
+"设置为内部模式时,为此反射探针设置环境光颜色。相当于 [member ReflectionProbe."
"interior_ambient_color]。"
#: doc/classes/VisualServer.xml
@@ -83540,7 +88753,7 @@ msgid ""
"contribution when set to interior mode. Equivalent to [member "
"ReflectionProbe.interior_ambient_energy]."
msgstr ""
-"当设置为内部模式时,设置此反射探针环境光贡献的能量乘数。相当于[member "
+"当设置为内部模式时,设置此反射探针环境光贡献的能量乘数。相当于 [member "
"ReflectionProbe.interior_ambient_energy]。"
#: doc/classes/VisualServer.xml
@@ -83559,7 +88772,7 @@ msgid ""
"Sets the max distance away from the probe an object can be before it is "
"culled. Equivalent to [member ReflectionProbe.max_distance]."
msgstr ""
-"设置物体在被删除前与探针的最大距离。等同于[member ReflectionProbe."
+"设置物体在被删除前与探针的最大距离。相当于 [member ReflectionProbe."
"max_distance]。"
#: doc/classes/VisualServer.xml
@@ -83567,7 +88780,7 @@ msgid ""
"Sets the origin offset to be used when this reflection probe is in box "
"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
msgstr ""
-"设置当此反射探针处于框项目模式时要使用的源偏移。相当于[member "
+"设置当此反射探针处于框项目模式时要使用的源偏移。相当于 [member "
"ReflectionProbe.origin_offset]。"
#: doc/classes/VisualServer.xml
@@ -83575,8 +88788,8 @@ msgid ""
"Sets how often the reflection probe updates. Can either be once or every "
"frame. See [enum ReflectionProbeUpdateMode] for options."
msgstr ""
-"设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅[enum "
-"ReflectionProbeUpdateMode]选项。"
+"设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅 [enum "
+"ReflectionProbeUpdateMode] 选项。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83585,9 +88798,9 @@ msgid ""
"The callback method must use only 1 argument which will be called with "
"[code]userdata[/code]."
msgstr ""
-"在画完一帧后,在[code]where[/code]上安排一个回调给相应的命名的[code]method[/"
-"code]。\n"
-"回调方法必须只使用1个参数,它将与[code]userdata[/code]一起被调用。"
+"在画完一帧后,在 [code]where[/code] 上安排一个回调给相应的命名的 "
+"[code]method[/code]。\n"
+"回调方法必须只使用 1 个参数,它将与 [code]userdata[/code] 一起被调用。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83598,17 +88811,17 @@ msgid ""
"VisualServer's [method free_rid] static method.\n"
"The scenario is the 3D world that all the visual instances exist in."
msgstr ""
-"创建一个场景并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID"
-"可在所有[code]scenario_*[/code]VisualServer函数中使用。\n"
-"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放"
-"RID。\n"
-"场景是所有视觉实例所存在的三维世界。"
+"创建一个场景并将其添加到 VisualServer 中。它可以通过返回的 RID 进行访问。这"
+"个 RID 可在所有 [code]scenario_*[/code] VisualServer 函数中使用。\n"
+"一旦完成了对 RID 的处理,可使用 VisualServer 的 [method free_rid] 静态方法释"
+"放 RID。\n"
+"场景是所有视觉实例所存在的 3D 世界。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [enum ScenarioDebugMode] for this scenario. See [enum "
"ScenarioDebugMode] for options."
-msgstr "设置该场景的[enum ScenarioDebugMode]。"
+msgstr "设置该场景的 [enum ScenarioDebugMode]。"
#: doc/classes/VisualServer.xml
msgid "Sets the environment that will be used with this scenario."
@@ -83637,16 +88850,16 @@ msgid ""
"with linear interpolation. If [code]use_filter[/code] is [code]false[/code], "
"the image will be scaled with nearest-neighbor interpolation."
msgstr ""
-"设置一个启动图像。颜色定义了背景颜色。如果[code]scale[/code]是[code]true[/"
-"code],图像将被缩放以适应屏幕尺寸。如果[code]use_filter[/code]是[code]true[/"
-"code],图像将以线性插值进行缩放。如果[code]use_filter[/code]是[code]false[/"
-"code],图像将以近邻插值的方式缩放。"
+"设置一个启动图像。颜色定义了背景颜色。如果 [code]scale[/code] 是 [code]true[/"
+"code],图像将被缩放以适应屏幕尺寸。如果 [code]use_filter[/code] 是 "
+"[code]true[/code],图像将以线性插值进行缩放。如果 [code]use_filter[/code] 是 "
+"[code]false[/code],图像将以近邻插值的方式缩放。"
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the engine will generate wireframes for use with the "
"wireframe debug mode."
-msgstr "如果 [code]true[/code],引擎将生成用于线框调试模式的线框。"
+msgstr "如果为 [code]true[/code],引擎将生成用于线框调试模式的线框。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83678,8 +88891,8 @@ msgid ""
"count the real time as it goes by, without narrowing or stretching it."
msgstr ""
"设置应用于着色器 [code]TIME[/code] 内置时间流逝的比例。\n"
-"默认值是[code]1.0[/code],表示[code]TIME[/code]会随着时间的推移计算实时时间,"
-"不会缩小或拉伸它。"
+"默认值是 [code]1.0[/code],表示 [code]TIME[/code] 会随着时间的推移计算实时时"
+"间,不会缩小或拉伸它。"
#: doc/classes/VisualServer.xml
msgid "Enables or disables occlusion culling."
@@ -83723,19 +88936,19 @@ msgstr "为这个骨架分配 GPU 缓冲区。"
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform] set for a specific bone of this skeleton."
-msgstr "返回这个骨架的特定骨骼的[Transform]集合。"
+msgstr "返回这个骨架的特定骨骼的 [Transform]。"
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
-msgstr "返回此骨架的特定骨骼的[Transform2D]集合。"
+msgstr "返回这个骨架的特定骨骼的 [Transform2D]。"
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform] for a specific bone of this skeleton."
-msgstr "设置此骨架特定骨骼的 [Transform]集合。"
+msgstr "设置这个骨架的特定骨骼的 [Transform]。"
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
-msgstr "设置此骨架特定骨骼的 [Transform2D]集合。"
+msgstr "设置这个骨架的特定骨骼的 [Transform2D]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83745,9 +88958,10 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个骨架并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID"
-"可用于所有[code]skeleton_*[/code] VisualServer函数。\n"
-"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。"
+"创建一个骨架并将其添加到 VisualServer 中。它可以通过返回的 RID 进行访问。这"
+"个 RID 可用于所有 [code]skeleton_*[/code] VisualServer 函数。\n"
+"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释"
+"放 RID。"
#: doc/classes/VisualServer.xml
msgid "Returns the number of bones allocated for this skeleton."
@@ -83761,8 +88975,8 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个空的天空并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID"
-"可用于所有[code]sky_*[/code] VisualServer函数。\n"
+"创建一个空的天空并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个"
+"RID可用于所有[code]sky_*[/code] VisualServer函数。\n"
"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。"
#: doc/classes/VisualServer.xml
@@ -83779,12 +88993,12 @@ msgid ""
"To place in a scene, attach this spot light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"创建一个聚光灯并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可"
-"用于大多数[code]light_*[/code] VisualServer函数。\n"
-"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放"
-"RID。\n"
-"要在场景中放置,请使用返回的RID,用[method instance_set_base]将该聚光灯附加到"
-"一个实例上。"
+"创建一个聚光并将其添加到 VisualServer 中。可以用返回的 RID 来访问它。这个 "
+"RID 可用于大多数 [code]light_*[/code] VisualServer 函数。\n"
+"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释"
+"放 RID。\n"
+"要在场景中放置,请使用返回的 RID,用 [method instance_set_base] 将该聚光附加"
+"到一个实例上。"
#: doc/classes/VisualServer.xml
msgid "Allocates the GPU memory for the texture."
@@ -83802,8 +89016,8 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个空纹理并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可"
-"用于所有[code]texture_*[/code] VisualServer函数中。\n"
+"创建一个空纹理并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID"
+"可用于所有[code]texture_*[/code] VisualServer函数中。\n"
"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。"
#: doc/classes/VisualServer.xml
@@ -83829,7 +89043,7 @@ msgstr "返回纹理的深度。"
#: doc/classes/VisualServer.xml
msgid "Returns the flags of a texture."
-msgstr "返回一个纹理的标志flags。"
+msgstr "返回纹理的标志。"
#: doc/classes/VisualServer.xml
msgid "Returns the format of the texture's image."
@@ -83849,7 +89063,7 @@ msgstr "返回纹理图像的opengl id。"
#: doc/classes/VisualServer.xml
msgid "Returns the type of the texture, can be any of the [enum TextureType]."
-msgstr "返回纹理的类型,可以是[enum TextureType]中的任何一种。"
+msgstr "返回纹理的类型,可以是 [enum TextureType] 中的任何一种。"
#: doc/classes/VisualServer.xml
msgid "Returns the texture's width."
@@ -83872,7 +89086,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the texture's flags. See [enum TextureFlags] for options."
-msgstr "设置纹理的标志flags。选项见[enum TextureFlags]。"
+msgstr "设置纹理的标志。可选项见 [enum TextureFlags]。"
#: doc/classes/VisualServer.xml
msgid "Sets the texture's path."
@@ -83880,15 +89094,61 @@ msgstr "设置纹理的路径。"
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+"在两个纹理之间创建更新链,与 [ViewportTexture] 的原理类似。基础纹理为 "
+"[Viewport] 的纹理时,视区每新渲染一帧,代理纹理就会自动收到更新。\n"
+"例如,此处的代码会利用 VisualServer API 将一张通用的 [ImageTexture] 链接到 "
+"[Viewport] 的纹理输出上:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
-msgstr "如果为[code]true[/code],设置内部进程,将所有图像数据缩小到一半大小。"
+msgstr "如果为 [code]true[/code],设置内部进程,将所有图像数据缩小到一半大小。"
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the image will be stored in the texture's images array "
"if overwritten."
-msgstr "如果为[code]true[/code],如果被覆盖,图像将存储在纹理的图像数组中。"
+msgstr "如果为 [code]true[/code],如果被覆盖,图像将存储在纹理的图像数组中。"
#: doc/classes/VisualServer.xml
msgid "Sets a viewport's camera."
@@ -83916,13 +89176,13 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
-"将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport."
-"render_direct_to_screen]是[code]true[/code],那么视窗就不会使用帧缓冲器,视窗"
+"将视窗复制到屏幕上由 [code]rect[/code] 指定的区域。如果 [member Viewport."
+"render_direct_to_screen] 为 [code]true[/code],那么视窗就不会使用帧缓冲,视窗"
"的内容会直接渲染到屏幕上。然而,请注意,根视窗是最后绘制的,因此它将在屏幕上"
-"绘制。因此,你必须将根视窗设置为一个不覆盖你所附加的这个视窗的区域。\n"
+"绘制。相应地,你就必须将根视窗设置为一个不覆盖你所附加的这个视窗的区域。\n"
"例如,你可以用以下代码将根视窗设置为完全不渲染。\n"
"[codeblock]\n"
"func _ready():\n"
@@ -83930,7 +89190,7 @@ msgstr ""
" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/codeblock]\n"
"使用这个方法可以带来明显的优化,特别是在低端设备上。然而,它的代价是必须手动"
-"管理你的视窗。对于进一步的优化,请看,[method "
+"管理你的视窗。进一步的优化请参阅 [method "
"viewport_set_render_direct_to_screen]。"
#: doc/classes/VisualServer.xml
@@ -83941,8 +89201,8 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"创建一个空视窗并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID将"
-"用于所有[code]viewport_*[/code] 的VisualServer函数。\n"
+"创建一个空视窗并将其添加到 VisualServer 中。可以用返回的RID来访问它。这个RID"
+"将用于所有[code]viewport_*[/code] 的VisualServer函数。\n"
"一旦你用完了RID,你要使用VisualServer的[method free_rid]静态方法释放RID。"
#: doc/classes/VisualServer.xml
@@ -83966,7 +89226,7 @@ msgstr "从画布分离视窗,反之亦然。"
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
msgstr ""
-"如果 [code]true[/code],则将视窗设置为活动状态,否则将其设置为非活动状态。"
+"如果为 [code]true[/code],则将视窗设置为活动状态,否则将其设置为非活动状态。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -83975,8 +89235,8 @@ msgid ""
"specifies the stacking order of the canvas among those in the same layer."
msgstr ""
"设置视窗画布的堆叠顺序。\n"
-"[code]layer[/code]是实际的画布层,而[code]sublayer[/code]则指定画布在同一层中"
-"的堆叠顺序。"
+"[code]layer[/code] 是实际的画布层,而 [code]sublayer[/code] 则指定画布在同一"
+"层中的堆叠顺序。"
#: doc/classes/VisualServer.xml
msgid "Sets the transformation of a viewport's canvas."
@@ -83985,13 +89245,13 @@ msgstr "设置视窗画布的变换。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
-msgstr "设置视窗的清除模式。详见[enum ViewportClearMode]。"
+msgstr "设置视窗的清除模式。可选项见 [enum ViewportClearMode]。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
"options."
-msgstr "设置视窗的调试绘图模式。详见[enum ViewportDebugDraw]。"
+msgstr "设置视窗的调试绘图模式。可选项见 [enum ViewportDebugDraw]。"
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
@@ -84000,19 +89260,23 @@ msgstr "如果为 [code]true[/code],则视窗的 3D 渲染将禁用。"
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], rendering of a viewport's environment is disabled."
-msgstr "如果 [code]true[/code],则禁用视窗环境的渲染。"
+msgstr "如果为 [code]true[/code],则禁用视窗环境的渲染。"
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's global transformation matrix."
msgstr "设置视窗的全局变换矩阵。"
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "如果 [code]true[/code],视窗将呈现为 hdr。"
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
-msgstr "如果 [code]true[/code],则不渲染视窗的画布。"
+msgstr "如果为 [code]true[/code],则不渲染视窗的画布。"
#: doc/classes/VisualServer.xml
msgid "Currently unimplemented in Godot 3.x."
@@ -84020,7 +89284,7 @@ msgstr "目前在 Godot 3.x 中未实现。"
#: doc/classes/VisualServer.xml
msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options."
-msgstr "设置抗锯齿模式。详见[enum ViewportMSAA]。"
+msgstr "设置抗锯齿模式。可选项见 [enum ViewportMSAA]。"
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's parent to another viewport."
@@ -84041,8 +89305,8 @@ msgid ""
"will be drawn, no automatic scaling is possible, even if your game scene is "
"significantly larger than the window size."
msgstr ""
-"如果[code]true[/code],直接将视窗的内容渲染到屏幕上。这允许一个低级别的优化,"
-"你可以跳过绘制视窗到根视窗。虽然这种优化可以显著提高速度(特别是在旧设备"
+"如果为 [code]true[/code],直接将视窗的内容渲染到屏幕上。这允许一个低级别的优"
+"化,你可以跳过绘制视窗到根视窗。虽然这种优化可以显著提高速度(特别是在旧设备"
"上),但它是以牺牲可用性为代价的。当启用这个功能时,你不能从视窗或"
"[code]SCREEN_TEXTURE[/code]中读取。你也会失去某些窗口设置的好处,比如各种拉伸"
"模式。另一个需要注意的后果是,在2D中,渲染是以窗口坐标进行的,所以如果你有一"
@@ -84056,7 +89320,7 @@ msgid ""
"environment information, reflection atlas etc."
msgstr ""
"设置一个视窗的场景。\n"
-"场景包含[enum ScenarioDebugMode]的信息、环境信息、反射图集等。"
+"场景包含 [enum ScenarioDebugMode] 的信息、环境信息、反射图集等。"
#: doc/classes/VisualServer.xml
msgid "Sets the shadow atlas quadrant's subdivision."
@@ -84067,8 +89331,8 @@ msgid ""
"Sets the size of the shadow atlas's images (used for omni and spot lights). "
"The value will be rounded up to the nearest power of 2."
msgstr ""
-"设置阴影图集的图像大小(用于泛光灯和聚光灯)。该值将被四舍五入到最接近的2的n"
-"次方。"
+"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的"
+"幂。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84091,13 +89355,13 @@ msgstr "设置视窗的宽度和高度。"
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the viewport renders its background as transparent."
-msgstr "如果 [code]true[/code],视窗将其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],视窗将其背景渲染为透明。"
#: doc/classes/VisualServer.xml
msgid ""
"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
"constants for options."
-msgstr "设置应更新视窗的时间。请参阅 [enum ViewportUpdateMode] 。"
+msgstr "设置应更新视窗的时间。可选项请参阅 [enum ViewportUpdateMode] 。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84106,11 +89370,27 @@ msgid ""
msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。"
#: doc/classes/VisualServer.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+"如果为 [code]true[/code],分配该视窗的帧缓冲时将使用完整浮点数精度(32 位)而"
+"不是半浮点数精度(16 位)。仅在同时启用 [member hdr] 时有效。\n"
+"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要"
+"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member "
+"debanding]。\n"
+"[b]注意:[/b]仅在 GLES3 后端中可用。"
+
+#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
-"如果 [code]true[/code],则视窗使用增强或虚拟现实技术。参阅 [ARVRInterface]。"
+"如果为 [code]true[/code],则视窗使用增强或虚拟现实技术。见 [ARVRInterface]。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84137,14 +89417,14 @@ msgid ""
"recovered by enabling contrast-adaptive sharpening (see [method "
"viewport_set_sharpen_intensity])."
msgstr ""
-"启用该视窗的快速近似抗锯齿。FXAA是一种流行的屏幕空间抗锯齿方法,它速度快,但"
-"会使图像看起来很模糊,特别是在低分辨率下。在大的分辨率下,如1440p和4K,它仍然"
-"可以工作得比较好。一些损失的锐度可以通过启用对比度适应性锐化来恢复(见"
+"启用该视窗的快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它速度快,但"
+"会使图像看起来很模糊,特别是在低分辨率下。在 1440p 和 4K 等高分辨率下,它仍然"
+"可以工作得比较好。一些损失的锐度可以通过启用对比度适应性锐化来恢复(见 "
"[method viewport_set_sharpen_intensity])。"
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
-msgstr "如果 [code]true[/code],则视窗的渲染垂直翻转。"
+msgstr "如果为 [code]true[/code],则视窗的渲染垂直翻转。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84152,20 +89432,20 @@ msgid ""
"is still being processed. You can call [method force_draw] to draw a frame "
"even with rendering disabled."
msgstr ""
-"如果[code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲染,"
-"您也可以调用 [method force_draw] 来绘制帧。"
+"如果为 [code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲"
+"染,您也可以调用 [method force_draw] 来绘制帧。"
#: doc/classes/VisualServer.xml
msgid ""
"Emitted at the end of the frame, after the VisualServer has finished "
"updating all the Viewports."
-msgstr "在VisualServer完成更新所有视窗后,在帧的最后发出。"
+msgstr "在 VisualServer 完成更新所有 Viewport 后,在帧的最后发出。"
#: doc/classes/VisualServer.xml
msgid ""
"Emitted at the beginning of the frame, before the VisualServer updates all "
"the Viewports."
-msgstr "在VisualServer更新所有视窗之前,在帧的开始发出。"
+msgstr "在 VisualServer 更新所有 Viewport 之前,在帧的开始发出。"
#: doc/classes/VisualServer.xml
msgid "Marks an error that shows that the index array is empty."
@@ -84186,11 +89466,11 @@ msgstr "帆布项目的最大 Z 层。"
#: doc/classes/VisualServer.xml
msgid ""
"Max number of glow levels that can be used with glow post-process effect."
-msgstr "可用于发光后期处理效果的最大发光级别数。"
+msgstr "可用于辉光后处理效果的最大辉光级别数。"
#: doc/classes/VisualServer.xml
msgid "Unused enum in Godot 3.x."
-msgstr "在Godot 3.x中未使用的枚举。"
+msgstr "在 Godot 3.x 中未使用的枚举。"
#: doc/classes/VisualServer.xml
msgid "The minimum renderpriority of all materials."
@@ -84206,15 +89486,15 @@ msgstr "标记立方体贴图的左侧。"
#: doc/classes/VisualServer.xml
msgid "Marks the right side of a cubemap."
-msgstr "标记立方体贴图cubemap的右侧。"
+msgstr "标记立方体贴图的右侧。"
#: doc/classes/VisualServer.xml
msgid "Marks the bottom side of a cubemap."
-msgstr "标记立方体图cubemap的底部。"
+msgstr "标记立方体贴图的底部。"
#: doc/classes/VisualServer.xml
msgid "Marks the top side of a cubemap."
-msgstr "标记cubemap的顶面。"
+msgstr "标记立方体贴图的顶部。"
#: doc/classes/VisualServer.xml
msgid "Marks the front side of a cubemap."
@@ -84236,7 +89516,7 @@ msgstr "由六个面组成的纹理,可以在着色器中使用 [code]vec3[/co
#: doc/classes/VisualServer.xml
msgid "An array of 2-dimensional textures."
-msgstr "一组二维纹理。"
+msgstr "二维纹理的数组。"
#: doc/classes/VisualServer.xml
msgid "A 3-dimensional texture with width, height, and depth."
@@ -84355,44 +89635,47 @@ msgid ""
"ARRAY_COMPRESS_WEIGHTS], and [constant "
"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
msgstr ""
-"用于快速设置标志[constant ARRAY_COMPRESS_NORMAL]、[constant "
+"用于快速设置标志 [constant ARRAY_COMPRESS_NORMAL]、[constant "
"ARRAY_COMPRESS_TANGENT]、[constant ARRAY_COMPRESS_COLOR]、[constant "
"ARRAY_COMPRESS_TEX_UV]、[constant ARRAY_COMPRESS_TEX_UV2]、[constant "
-"ARRAY_COMPRESS_WEIGHTS] 和[constant ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。"
+"ARRAY_COMPRESS_WEIGHTS] 和 [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。"
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of points."
-msgstr "基本网格绘制由点组成。"
+msgstr "绘制的图元由点组成。"
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of lines."
-msgstr "基本网格绘制由线条组成。"
+msgstr "绘制的图元由线组成。"
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of a line strip from start to end."
-msgstr "基本网格的绘制由一条首尾闭合的线条组成。"
+msgstr "绘制的图元由单条线带组成。"
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a line loop (a line strip with a line between "
"the last and the first vertex)."
-msgstr "绘制的图元包括一个线环,即在最后一个和第一个顶点之间有一条线的线条。"
+msgstr ""
+"绘制的图元由单个线环组成(第一个顶点与最后一个顶点之间有线相连的线带)。"
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of triangles."
-msgstr "基本网格的绘制由三角形组成。"
+msgstr "绘制的图元由三角形组成。"
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a triangle strip (the last 3 vertices are "
"always combined to make a triangle)."
-msgstr "基本网格绘制由一个三角形条组成(最后3个顶点总是组合成一个三角形)。"
+msgstr "绘制的图元由单条三角形带组成(最后 3 个顶点总是会构成三角形)。"
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a triangle strip (the last 2 vertices are "
"always combined with the first to make a triangle)."
-msgstr "图元绘制由三角形条组成,最后3个顶点总是组合成一个三角形。"
+msgstr ""
+"绘制的图元由单条三角形带组成(最后 2 个顶点总是会与第一个顶点构成三角形)。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum PrimitiveType] enum."
@@ -84400,15 +89683,15 @@ msgstr "表示 [enum PrimitiveType] 枚举的大小。"
#: doc/classes/VisualServer.xml
msgid "Is a directional (sun) light."
-msgstr "是定向(日光)灯。"
+msgstr "是平行光(日光)。"
#: doc/classes/VisualServer.xml
msgid "Is an omni light."
-msgstr "是泛光灯。"
+msgstr "是全向光。"
#: doc/classes/VisualServer.xml
msgid "Is a spot light."
-msgstr "是聚光灯。"
+msgstr "是聚光。"
#: doc/classes/VisualServer.xml
msgid "The light's energy."
@@ -84469,17 +89752,17 @@ msgstr "第三次拆分所占用的阴影图集的比例。第四个拆分占据
msgid ""
"Normal bias used to offset shadow lookup by object normal. Can be used to "
"fix self-shadowing artifacts."
-msgstr "法线偏移,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
+msgstr "法线偏置,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
#: doc/classes/VisualServer.xml
msgid "Bias the shadow lookup to fix self-shadowing artifacts."
-msgstr "对阴影查找进行偏移,以修复自我阴影的假象。"
+msgstr "对阴影查找进行偏置,以修复自我阴影的假象。"
#: doc/classes/VisualServer.xml
msgid ""
"Increases bias on further splits to fix self-shadowing that only occurs far "
"away from the camera."
-msgstr "增加对进一步分割的偏差,以修复仅在远离相机的地方发生的自身阴影。"
+msgstr "增加对进一步分割的偏置,以修复仅在远离相机的地方发生的自身阴影。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum LightParam] enum."
@@ -84487,13 +89770,13 @@ msgstr "代表[enum LightParam]枚举的大小。"
#: doc/classes/VisualServer.xml
msgid "Use a dual paraboloid shadow map for omni lights."
-msgstr "对泛光灯使用双抛物面阴影贴图。"
+msgstr "对全向光使用双抛物面阴影贴图。"
#: doc/classes/VisualServer.xml
msgid ""
"Use a cubemap shadow map for omni lights. Slower but better quality than "
"dual paraboloid."
-msgstr "对泛光灯使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。"
+msgstr "对全向光使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。"
#: doc/classes/VisualServer.xml
msgid "Use more detail vertically when computing shadow map."
@@ -84594,19 +89877,19 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "The Viewport does not render 3D but samples."
-msgstr "视窗并不渲染3D,而是渲染采样。"
+msgstr "Viewport 不渲染 3D 内容,但进行采样。"
#: doc/classes/VisualServer.xml
msgid "The Viewport does not render 3D and does not sample."
-msgstr "视窗并不渲染3D,也不进行采样。"
+msgstr "Viewport 不渲染 3D 内容,不进行采样。"
#: doc/classes/VisualServer.xml
msgid "The Viewport renders 3D with effects."
-msgstr "视窗渲染 3D 效果。"
+msgstr "Viewport 渲染 3D 内容,带特效。"
#: doc/classes/VisualServer.xml
msgid "The Viewport renders 3D but without effects."
-msgstr "视窗渲染的是3D,但没有效果。"
+msgstr "Viewport 渲染 3D 内容,不带特效。"
#: doc/classes/VisualServer.xml
msgid "Number of objects drawn in a single frame."
@@ -84642,7 +89925,7 @@ msgstr "在这一帧中,2d绘制所调用的数量。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
-msgstr "代表[enum ViewportRenderInfo]枚举的大小。"
+msgstr "代表 [enum ViewportRenderInfo] 枚举的大小。"
#: doc/classes/VisualServer.xml
msgid "Debug draw is disabled. Default setting."
@@ -84650,15 +89933,15 @@ msgstr "调试绘制被禁用。默认设置。"
#: doc/classes/VisualServer.xml
msgid "Debug draw sets objects to unshaded."
-msgstr "调试绘制将对象设置为无阴影。"
+msgstr "调试绘制,不使用着色流程绘制对象。"
#: doc/classes/VisualServer.xml
msgid "Overwrites clear color to [code](0,0,0,0)[/code]."
-msgstr "将清除颜色覆盖为[code](0,0,0,0)[/code]。"
+msgstr "将清除颜色覆盖为 [code](0,0,0,0)[/code]。"
#: doc/classes/VisualServer.xml
msgid "Debug draw draws objects in wireframe."
-msgstr "调试绘制 在线框中绘制对象。"
+msgstr "调试绘制,将对象用线框形式绘制。"
#: doc/classes/VisualServer.xml
msgid "Do not use a debug mode."
@@ -84682,7 +89965,8 @@ msgid ""
"Draw all objects without shading. Equivalent to setting all objects shaders "
"to [code]unshaded[/code]."
msgstr ""
-"绘制没有阴影的所有物体。相当于将所有物体的着色器设置为[code]unshaded[/code]。"
+"不使用着色流程绘制对象。相当于将所有物体的着色器设置为 [code]unshaded[/"
+"code]。"
#: doc/classes/VisualServer.xml
msgid "The instance does not have a type."
@@ -84722,7 +90006,7 @@ msgstr "该实例是一个光照贴图捕获。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum InstanceType] enum."
-msgstr "代表[enum InstanceType]枚举的大小。"
+msgstr "代表 [enum InstanceType] 枚举的大小。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84740,7 +90024,7 @@ msgstr "当设置时,手动请求在下一帧绘制几何图形。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum InstanceFlags] enum."
-msgstr "代表[enum InstanceFlags]枚举的大小。"
+msgstr "代表 [enum InstanceFlags] 枚举的大小。"
#: doc/classes/VisualServer.xml
msgid "Disable shadows from this instance."
@@ -84768,13 +90052,13 @@ msgstr "九宫格在需要的地方被拉伸。"
#: doc/classes/VisualServer.xml
msgid "The nine patch gets filled with tiles where needed."
-msgstr "九宫格在需要的地方填充瓷砖。"
+msgstr "九宫格在需要的地方填充图块。"
#: doc/classes/VisualServer.xml
msgid ""
"The nine patch gets filled with tiles where needed and stretches them a bit "
"if needed."
-msgstr "九宫格在需要的地方填充瓷砖,并在需要时将它们拉伸一点。"
+msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸一点。"
#: doc/classes/VisualServer.xml
msgid "Adds light color additive to the canvas."
@@ -84798,23 +90082,23 @@ msgstr "不要对画布上的光影应用滤镜。"
#: doc/classes/VisualServer.xml
msgid "Use PCF3 filtering to filter canvas light shadows."
-msgstr "使用PCF3过滤法来过滤画布的光影。"
+msgstr "使用 PCF3 过滤法来过滤画布的光影。"
#: doc/classes/VisualServer.xml
msgid "Use PCF5 filtering to filter canvas light shadows."
-msgstr "使用PCF5过滤法来过滤画布的光影。"
+msgstr "使用 PCF5 过滤法来过滤画布的光影。"
#: doc/classes/VisualServer.xml
msgid "Use PCF7 filtering to filter canvas light shadows."
-msgstr "使用PCF7过滤法来过滤画布的光影。"
+msgstr "使用 PCF7 过滤法来过滤画布的光影。"
#: doc/classes/VisualServer.xml
msgid "Use PCF9 filtering to filter canvas light shadows."
-msgstr "使用PCF9过滤法来过滤画布的光影。"
+msgstr "使用 PCF9 过滤法来过滤画布的光影。"
#: doc/classes/VisualServer.xml
msgid "Use PCF13 filtering to filter canvas light shadows."
-msgstr "使用PCF13过滤法来过滤画布的光影。"
+msgstr "使用 PCF13 过滤法来过滤画布的光影。"
#: doc/classes/VisualServer.xml
msgid "Culling of the canvas occluder is disabled."
@@ -84845,6 +90129,21 @@ msgid "The amount of shader rebinds in the frame."
msgstr "帧中重新绑定的着色器数量。"
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+"在该帧中,处于编译状态的着色器数量峰值。\n"
+"可用于检查屏幕上当前着色器的异步编译是否完成。\n"
+"[b]注意:[/b]要真正确定完成,请在这个值至少连续两帧都为零时才认为没有其他东西"
+"需要编译。\n"
+"GLES2 渲染后端中尚未实现,始终返回 0。"
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr "帧中的表面更改量。"
@@ -84862,12 +90161,12 @@ msgstr "帧中2d绘制调用数量。"
#: doc/classes/VisualServer.xml
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
-msgstr "硬件支持着色器。这个枚举目前在Godot 3.x中没有使用。"
+msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。"
#: doc/classes/VisualServer.xml
msgid ""
"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
-msgstr "硬件支持多线程。这个枚举目前在Godot 3.x中没有使用。"
+msgstr "硬件支持多线程。这个枚举目前在 Godot 3.x 中没有使用。"
#: doc/classes/VisualServer.xml
msgid "Use [Transform2D] to store MultiMesh transform."
@@ -84951,7 +90250,7 @@ msgid ""
"Use a specified canvas layer as the background. This can be useful for "
"instantiating a 2D scene in a 3D world."
msgstr ""
-"使用一个指定的画布层作为背景。这对在三维世界中实例化一个二维场景很有用。"
+"使用一个指定的画布层作为背景。这对在 3D 世界中实例化一个 2D 场景很有用。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -84993,24 +90292,60 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr "在没有底层场景的情况下,单独显示辉光效果。"
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
-msgstr "颜色怎么进来就怎么输出。"
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
+msgstr ""
+"按照输入原样输出颜色。较亮的光照会导致过曝、输出的颜色中会有可见的截断。"
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
-msgstr "使用 Reinhard 色调映射器。"
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
+msgstr ""
+"使用 Reinhard 色调映射器。对渲染后的像素颜色进行调整,使用的是这个公式:"
+"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像"
+"可能看上去有些寡淡。"
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
-msgstr "使用电影色调映射器。"
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
+msgstr ""
+"使用电影级色调映射器。可以避免对高光的截断,最终的图像一般比 [constant "
+"ENV_TONE_MAPPER_REINHARD] 看上去更鲜艳。"
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
-msgstr "使用 ACES 色调映射器。"
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
+msgstr ""
+"使用旧有的 Godot 版本的学院色彩编码系统(Academy Color Encoding System)色调"
+"映射器。与 [constant ENV_TONE_MAPPER_ACES_FITTED] 不同,这个版本的 ACES 对较"
+"亮的光照的处理从物理角度看并不精确。ACES 的输出在对比度方面通常比 [constant "
+"ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 更高。\n"
+"[b]注意:[/b]Godot 4.0 中会移除这个色调映射运算子,使用更精确的 [constant "
+"ENV_TONE_MAPPER_ACES_FITTED]。"
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
-msgstr "使用ACES的拟合色调图。"
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
+msgstr ""
+"使用学院色彩编码系统(Academy Color Encoding System)色调映射器。与其他选项相"
+"比,ACES 的消耗略高,但对于较亮的光照的处理更真实,越亮饱和度越低。ACES 的输"
+"出在对比度方面通常比 [constant ENV_TONE_MAPPER_REINHARD] 和 [constant "
+"ENV_TONE_MAPPER_FILMIC] 更高。"
#: doc/classes/VisualServer.xml
msgid "Lowest quality of screen space ambient occlusion."
@@ -85043,7 +90378,7 @@ msgstr "对SSAO输出执行3x3模糊。使用它可以获得最平滑的SSAO。"
#: doc/classes/VisualServer.xml
msgid ""
"Used to query for any changes that request a redraw, whatever the priority."
-msgstr ""
+msgstr "用于查询任何要求重绘的修改,无论优先级。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -85051,10 +90386,12 @@ msgid ""
"causing editor redraws. Examples might include dynamic shaders (typically "
"using the [code]TIME[/code] built-in)."
msgstr ""
+"注册为低优先级的修改,可以被屏蔽防止造成编辑器重绘。例如动态着色器(一般会使"
+"用 [code]TIME[/code] 内置变量)。"
#: doc/classes/VisualServer.xml
msgid "Registered changes which can cause a redraw default to high priority."
-msgstr ""
+msgstr "注册为高优先级的修改,会引起重绘。"
#: doc/classes/VisualShader.xml
msgid "A custom shader program with a visual editor."
@@ -85077,7 +90414,7 @@ msgstr "将指定节点添加到着色器中。"
msgid ""
"Returns [code]true[/code] if the specified nodes and ports can be connected "
"together."
-msgstr "如果指定节点和端口可以连接在一起,则返回[code]true[/code]。"
+msgstr "如果指定节点和端口可以连接在一起,则返回 [code]true[/code]。"
#: doc/classes/VisualShader.xml
msgid "Connects the specified nodes and ports."
@@ -85111,7 +90448,7 @@ msgstr "返回指定节点在着色器图中的位置。"
#: doc/classes/VisualShader.xml
msgid ""
"Returns [code]true[/code] if the specified node and port connection exist."
-msgstr "如果指定的节点和端口连接存在,返回[code]true[/code]。"
+msgstr "如果指定的节点和端口连接存在,返回 [code]true[/code]。"
#: doc/classes/VisualShader.xml
msgid "Removes the specified node from the shader."
@@ -85165,12 +90502,12 @@ msgid ""
"Returns an [Array] containing default values for all of the input ports of "
"the node in the form [code][index0, value0, index1, value1, ...][/code]."
msgstr ""
-"返回一个包含节点所有输入端口默认值的[Array],形式为[code][index0, value0, "
+"返回一个包含节点所有输入端口默认值的 [Array],形式为 [code][index0, value0, "
"index1, value1, ...][/code]。"
#: doc/classes/VisualShaderNode.xml
msgid "Returns the default value of the input [code]port[/code]."
-msgstr "返回输入[code]port[/code]的默认值。"
+msgstr "返回输入 [code]port[/code] 的默认值。"
#: doc/classes/VisualShaderNode.xml
msgid ""
@@ -85178,8 +90515,8 @@ msgid ""
"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
msgstr ""
-"使用[code][index0, value0, index1, value1, ...][/code]形式的[Array]设置默认输"
-"入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。"
+"使用 [code][index0, value0, index1, value1, ...][/code] 形式的 [Array] 设置默"
+"认输入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。"
#: doc/classes/VisualShaderNode.xml
msgid "Sets the default value for the selected input [code]port[/code]."
@@ -85228,12 +90565,12 @@ msgid ""
"Sampler type. Translated to reference of sampler uniform in shader code. Can "
"only be used for input ports in non-uniform nodes."
msgstr ""
-"采样器类型。转换为着色器代码中的采样器uniform引用。只能用于non-uniform节点中"
-"的输入端口。"
+"采样器类型。转换为着色器代码中的采样器 uniform 引用。只能用于非 uniform 节点"
+"中的输入端口。"
#: doc/classes/VisualShaderNode.xml
msgid "Represents the size of the [enum PortType] enum."
-msgstr "表示[enum PortType]枚举的大小。"
+msgstr "表示 [enum PortType] 枚举的大小。"
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid "A boolean constant to be used within the visual shader graph."
@@ -85245,19 +90582,19 @@ msgid ""
"Translated to [code]bool[/code] in the shader language."
msgstr ""
"只有一个输出端口,没有输入。\n"
-"在着色器语言中被转换成[code]bool[/code]。"
+"在着色器语言中被转换成 [code]bool[/code]。"
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid "A boolean constant which represents a state of this node."
-msgstr "一个布尔常量,表示该节点的状态。"
+msgstr "布尔常量,表示该节点的状态。"
#: doc/classes/VisualShaderNodeBooleanUniform.xml
msgid "A boolean uniform to be used within the visual shader graph."
-msgstr "一个在可视化着色器图中使用的布尔uniform。"
+msgstr "在可视化着色器图中使用的布尔 uniform。"
#: doc/classes/VisualShaderNodeBooleanUniform.xml
msgid "Translated to [code]uniform bool[/code] in the shader language."
-msgstr "在着色器语言中被转换成[code]uniform bool[/code]。"
+msgstr "在着色器语言中被转换成 [code]uniform bool[/code]。"
#: doc/classes/VisualShaderNodeBooleanUniform.xml
#: doc/classes/VisualShaderNodeColorUniform.xml
@@ -85277,7 +90614,7 @@ msgstr "启用 [member default_value]。"
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid "A [Color] constant to be used within the visual shader graph."
-msgstr "一个[Color]常量,在可视化着色器图中使用。"
+msgstr "[Color] 常量,在可视化着色器图中使用。"
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid ""
@@ -85290,22 +90627,22 @@ msgstr ""
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid "A [Color] constant which represents a state of this node."
-msgstr "一个[Color]常量,表示这个节点的状态。"
+msgstr "[Color] 常量,表示这个节点的状态。"
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid "A [Color] function to be used within the visual shader graph."
-msgstr "一个[Color]函数,在可视化着色器图中使用。"
+msgstr "[Color] 函数,在可视化着色器图中使用。"
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
"Accept a [Color] to the input port and transform it according to [member "
"function]."
-msgstr "接受一个[Color]到输入端口,并根据 [member function] 对其进行转换。"
+msgstr "接受一个 [Color] 到输入端口,并根据 [member function] 对其进行转换。"
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
"A function to be applied to the input color. See [enum Function] for options."
-msgstr "要应用于输入颜色的函数。参阅[enum Function]的选项。"
+msgstr "要应用于输入颜色的函数。参阅 [enum Function] 的选项。"
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
@@ -85349,7 +90686,7 @@ msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid "A [Color] operator to be used within the visual shader graph."
-msgstr "在可视化着色器图中使用的[Color]运算符。"
+msgstr "在可视化着色器图中使用的 [Color] 运算符。"
#: doc/classes/VisualShaderNodeColorOp.xml
msgid "Applies [member operator] to two color inputs."
@@ -85358,7 +90695,7 @@ msgstr "将 [member operator] 应用于两个颜色输入。"
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"An operator to be applied to the inputs. See [enum Operator] for options."
-msgstr "要应用于输入的运算符。参阅[enum Operator]的选项。"
+msgstr "要应用于输入的运算符。参阅 [enum Operator] 的选项。"
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
@@ -85379,7 +90716,7 @@ msgid ""
"result = abs(a - b);\n"
"[/codeblock]"
msgstr ""
-"用下面的公式产生差异效果。\n"
+"用以下公式产生差异效果。\n"
"[codeblock]\n"
"result = abs(a - b);\n"
"[/codeblock]"
@@ -85391,7 +90728,7 @@ msgid ""
"result = min(a, b);\n"
"[/codeblock]"
msgstr ""
-"用以下公式产生变暗的效果。\n"
+"用以下公式产生变暗效果。\n"
"[codeblock]\n"
"result = min(a, b);\n"
"[/codeblock]"
@@ -85475,7 +90812,7 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
-"用以下公式产生柔和的光线效果。\n"
+"用以下公式产生柔光效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
@@ -85503,7 +90840,7 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
-"用下面的公式产生一个硬光效果。\n"
+"用以下公式产生硬光效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
@@ -85518,11 +90855,11 @@ msgstr ""
#: doc/classes/VisualShaderNodeColorUniform.xml
msgid "A [Color] uniform to be used within the visual shader graph."
-msgstr "在可视化着色器图中使用的一个[Color]uniform。"
+msgstr "在可视化着色器图中使用的一个 [Color] uniform。"
#: doc/classes/VisualShaderNodeColorUniform.xml
msgid "Translated to [code]uniform vec4[/code] in the shader language."
-msgstr "在着色器语言中被转换成[code]uniform vec4[/code]。"
+msgstr "在着色器语言中被转换成 [code]uniform vec4[/code]。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A comparison function for common types within the visual shader graph."
@@ -85566,23 +90903,23 @@ msgstr "布林类型。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A transform ([code]mat4[/code]) type."
-msgstr "变换类型,即[code]mat4[/code]。"
+msgstr "变换类型,即 [code]mat4[/code]。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid "Comparison for equality ([code]a == b[/code])."
-msgstr "相等比较,即[code]a == b[/code]。"
+msgstr "相等比较,即 [code]a == b[/code]。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid "Comparison for inequality ([code]a != b[/code])."
-msgstr "不等比较,即[code]a != b[/code]。"
+msgstr "不等比较,即 [code]a != b[/code]。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
-"大于比较,即[code]a > b[/code]。如果 [member type] 设置为 [constant "
-"CTYPE_BOOLEAN]或 [constant CTYPE_TRANSFORM]则不能使用。"
+"大于比较,即 [code]a > b[/code]。如果 [member type] 设置为 [constant "
+"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
@@ -85590,24 +90927,24 @@ msgid ""
"if [member type] set to [constant CTYPE_BOOLEAN] or [constant "
"CTYPE_TRANSFORM]."
msgstr ""
-"大于或等于的比较,即[code]a >= b[/code]。如果[member type]设置为 [constant "
-"CTYPE_BOOLEAN] 或[constant CTYPE_TRANSFORM]则不能使用。"
+"大于或等于的比较,即 [code]a >= b[/code]。如果 [member type] 设置为 "
+"[constant CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
-"小于比较,即[code]a < b[/code]。如果 [member type] 设置为[constant "
-"CTYPE_BOOLEAN]或 [constant CTYPE_TRANSFORM]则不能使用。"
+"小于比较,即 [code]a < b[/code]。如果 [member type] 设置为 [constant "
+"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Comparison for less than or equal ([code]a < b[/code]). Cannot be used if "
"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
-"小于或等于的比较,即[code]a < b[/code]。如果[member type] 设置为[constant "
-"CTYPE_BOOLEAN]或[constant CTYPE_TRANSFORM]则不能使用。"
+"小于或等于的比较,即 [code]a < b[/code]。如果 [member type] 设置为 [constant "
+"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
@@ -85623,7 +90960,7 @@ msgstr "如果向量中的任意分量满足比较条件,则结果为真。"
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid "A [CubeMap] sampling node to be used within the visual shader graph."
-msgstr "[CubeMap]采样节点,在可视化着色器图形中使用。"
+msgstr "[CubeMap] 采样节点,在可视化着色器图形中使用。"
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
@@ -85638,8 +90975,8 @@ msgid ""
"The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as "
"[member source]."
msgstr ""
-"当使用[constant SOURCE_TEXTURE]作为 [member source] 时,要采样的[CubeMap]纹"
-"理。"
+"当使用 [constant SOURCE_TEXTURE] 作为 [member source] 时,要采样的 [CubeMap] "
+"纹理。"
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
@@ -85684,7 +91021,8 @@ msgid ""
"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
-"将[code]hint_albedo[/code]作为提示添加到uniform声明中,以便将sRGB转换为线性。"
+"将 [code]hint_albedo[/code] 作为提示添加到 uniform 声明中,以便将 sRGB 转换为"
+"线性。"
#: doc/classes/VisualShaderNodeCubeMap.xml
#: doc/classes/VisualShaderNodeTexture.xml
@@ -85693,8 +91031,8 @@ msgid ""
"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
"internally converts the texture for proper usage as normal map."
msgstr ""
-"将[code]hint_normal[/code]作为提示添加到uniform声明中,该声明在内部将纹理转换"
-"为法线贴图。"
+"将 [code]hint_normal[/code] 作为提示添加到 uniform 声明中,该声明在内部将纹理"
+"转换为法线贴图。"
#: doc/classes/VisualShaderNodeCubeMapUniform.xml
msgid "A [CubeMap] uniform node to be used within the visual shader graph."
@@ -85938,7 +91276,7 @@ msgstr "计算可视化着色器图中两个向量的点积。"
#: doc/classes/VisualShaderNodeDotProduct.xml
msgid "Translates to [code]dot(a, b)[/code] in the shader language."
-msgstr "在着色器语言中转换成[code]dot(a, b)[/code]。"
+msgstr "在着色器语言中转换成 [code]dot(a, b)[/code]。"
#: doc/classes/VisualShaderNodeExpression.xml
msgid ""
@@ -85955,10 +91293,10 @@ msgid ""
"global constants. See [VisualShaderNodeGlobalExpression] for such global "
"definitions."
msgstr ""
-"自定义Godot着色器语言表达式,有自定义数量的输入和输出端口。\n"
-"所提供的代码直接注入到图形匹配着色器函数中,即[code]vertex[/code], "
-"[code]fragment[/code], or [code]light[/code],所以它不能用于声明函数、变体、"
-"uniforms或全局常量。请参阅[VisualShaderNodeGlobalExpression]以了解此类全局定"
+"自定义 Godot 着色器语言表达式,有自定义数量的输入和输出端口。\n"
+"所提供的代码直接注入到图形匹配着色器函数中([code]vertex[/code]、"
+"[code]fragment[/code] 或 [code]light[/code]),所以它不能用于声明函数、变体、"
+"uniform 或全局常量。请参阅[VisualShaderNodeGlobalExpression]以了解此类全局定"
"义。"
#: doc/classes/VisualShaderNodeExpression.xml
@@ -85969,8 +91307,8 @@ msgid ""
"declare functions, varyings, uniforms, or global constants."
msgstr ""
"Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/"
-"code], [code]fragment[/code], or [code]light[/code])的开头,因此不能用于声明"
-"函数、varyings、uniforms或全局常量。"
+"code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明"
+"函数、varying、uniform 或全局常量。"
#: doc/classes/VisualShaderNodeFaceForward.xml
msgid ""
@@ -85987,10 +91325,10 @@ msgid ""
"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-"
"N[/code] is returned."
msgstr ""
-"在着色器语言中翻译为[code]faceforward(N, I, Nref)[/code]。该函数有三个向量参"
-"数。[code]N[/code],定向矢量,[code]I[/code],入射矢量,以及[code]Nref[/"
-"code],参考矢量。如果[code]I[/code]和[code]Nref[/code]的点积小于零,返回值为"
-"[code]N[/code]。否则,将返回[code]-N[/code]。"
+"在着色器语言中翻译为 [code]faceforward(N, I, Nref)[/code]。该函数有三个向量参"
+"数。[code]N[/code],定向向量,[code]I[/code],入射向量,以及[code]Nref[/"
+"code],参考矢量。如果 [code]I[/code] 和 [code]Nref[/code] 的点积小于零,返回"
+"值为 [code]N[/code]。否则,将返回 [code]-N[/code]。"
#: doc/classes/VisualShaderNodeFresnel.xml
msgid "A Fresnel effect to be used within the visual shader graph."
@@ -86094,18 +91432,18 @@ msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Returns [code]true[/code] if the specified input port exists."
-msgstr "如果指定的输入端口存在,返回[code]true[/code]。"
+msgstr "如果指定的输入端口存在,返回 [code]true[/code]。"
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Returns [code]true[/code] if the specified output port exists."
-msgstr "如果指定的输出端口存在,返回[code]true[/code]。"
+msgstr "如果指定的输出端口存在,返回 [code]true[/code]。"
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns [code]true[/code] if the specified port name does not override an "
"existed port name and is valid within the shader."
msgstr ""
-"如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回"
+"如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回 "
"[code]true[/code]。"
#: doc/classes/VisualShaderNodeGroupBase.xml
@@ -86161,7 +91499,7 @@ msgid ""
"type (check [code]Tutorials[/code] section for link)."
msgstr ""
"提供对着色器可用的输入变量(内置)的访问。关于每种着色器类型的可用内置变量列"
-"表,请参阅着色器参考,即查看[code]Tutorials[/code]教程部分的链接。"
+"表,请参阅着色器参考(查看[code]教程[/code]部分的链接)。"
#: doc/classes/VisualShaderNodeInput.xml
msgid ""
@@ -86180,7 +91518,8 @@ msgstr "布尔比较运算符,在可视化着色器图中使用。"
msgid ""
"Returns the boolean result of the comparison between [code]INF[/code] or "
"[code]NaN[/code] and a scalar parameter."
-msgstr "返回[code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。"
+msgstr ""
+"返回 [code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。"
#: doc/classes/VisualShaderNodeIs.xml
msgid "The comparison function. See [enum Function] for options."
@@ -86276,7 +91615,7 @@ msgstr "在可视化着色器图中的两个标量之间进行线性插值。"
#: doc/classes/VisualShaderNodeScalarInterp.xml
msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
-msgstr "在着色器语言中转换为[code]mix(a, b, weight)[/code]。"
+msgstr "在着色器语言中转换为 [code]mix(a, b, weight)[/code]。"
#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
msgid "Calculates a scalar SmoothStep function within the visual shader graph."
@@ -86291,10 +91630,10 @@ msgid ""
"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
"and [code]1.0[/code] using Hermite polynomials."
msgstr ""
-"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code]。\n"
-"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code];如果[code]x[/"
-"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/"
-"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
+"在着色器语言中转换成 [code]smoothstep(edge0, edge1, x)[/code]。\n"
+"如果 [code]x[/code] 小于 [code]edge0[/code],返回 [code]0.0[/code];如果 "
+"[code]x[/code] 大于 [code]edge1[/code],返回 [code]1.0[/code]。否则返回值在 "
+"[code]0.0[/code] 和 [code]1.0[/code] 之间使用 Hermite 多项式进行插值。"
#: doc/classes/VisualShaderNodeScalarSwitch.xml
msgid "A boolean/scalar function for use within the visual shader graph."
@@ -86429,23 +91768,23 @@ msgstr "将输入端口中提供的纹理用于此函数。"
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "Performs a uniform texture lookup within the visual shader graph."
-msgstr "在可视化着色器图中执行uniform的纹理查找。"
+msgstr "在可视化着色器图中执行 uniform 的纹理查找。"
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader."
-msgstr "对作为uniform着色器提供的纹理进行查找操作。"
+msgstr "对作为 uniform 着色器提供的纹理进行查找操作。"
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "Sets the default color if no texture is assigned to the uniform."
-msgstr "如果没有给uniform分配纹理,则设置默认颜色。"
+msgstr "如果没有给 uniform 分配纹理,则设置默认颜色。"
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid ""
"Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a "
"flowmap."
-msgstr "将[code]hint_aniso[/code]作为提示添加到uniform声明中,用于流程图。"
+msgstr "将 [code]hint_aniso[/code] 作为提示添加到 uniform 声明中,用于流向图。"
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "Defaults to white color."
@@ -86459,7 +91798,7 @@ msgstr "默认为黑色。"
msgid ""
"Performs a uniform texture lookup with triplanar within the visual shader "
"graph."
-msgstr "在可视化着色器图中用三角面进行uniform纹理查找。"
+msgstr "在可视化着色器图中用三角面进行 uniform 纹理查找。"
#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
msgid ""
@@ -86470,7 +91809,7 @@ msgstr "对作为uniform着色器提供的纹理进行查找操作,并支持
#: doc/classes/VisualShaderNodeTransformCompose.xml
msgid ""
"Composes a [Transform] from four [Vector3]s within the visual shader graph."
-msgstr "从可视化着色器图中的四个[Vector3]组成一个[Transform]。"
+msgstr "从可视化着色器图中的四个 [Vector3] 组成一个 [Transform]。"
#: doc/classes/VisualShaderNodeTransformCompose.xml
msgid ""
@@ -86478,25 +91817,25 @@ msgid ""
"Each vector is one row in the matrix and the last column is a [code]vec4(0, "
"0, 0, 1)[/code]."
msgstr ""
-"使用四个类型为[code]vec3[/code]的向量创建一个4x4变换矩阵。每个向量是矩阵中的"
-"一行,最后一列是一个[code]vec4(0, 0, 0, 1)[/code]。"
+"使用四个类型为 [code]vec3[/code] 的向量创建一个 4x4 变换矩阵。每个向量是矩阵"
+"中的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。"
#: doc/classes/VisualShaderNodeTransformConstant.xml
msgid "A [Transform] constant for use within the visual shader graph."
-msgstr "一个[Transform]常量,在可视化着色器图中使用。"
+msgstr "[Transform] 常量,在可视化着色器图中使用。"
#: doc/classes/VisualShaderNodeTransformConstant.xml
msgid "A constant [Transform], which can be used as an input node."
-msgstr "一个常量[Transform],可以作为一个输入节点使用。"
+msgstr "常量 [Transform],可以作为一个输入节点使用。"
#: doc/classes/VisualShaderNodeTransformConstant.xml
msgid "A [Transform] constant which represents the state of this node."
-msgstr "一个[Transform]常量,表示这个节点的状态。"
+msgstr "[Transform] 常量,表示这个节点的状态。"
#: doc/classes/VisualShaderNodeTransformDecompose.xml
msgid ""
"Decomposes a [Transform] into four [Vector3]s within the visual shader graph."
-msgstr "将一个[Transform]分解为可视化着色器图中的四个[Vector3]。"
+msgstr "将一个 [Transform] 分解为可视化着色器图中的四个 [Vector3]。"
#: doc/classes/VisualShaderNodeTransformDecompose.xml
msgid ""
@@ -86542,47 +91881,47 @@ msgstr "要对变换进行的乘法类型。参阅[enum Operator]的选项。"
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
-msgstr "将变换[code]a[/code]乘以变换[code]b[/code]。"
+msgstr "将变换 [code]a[/code] 乘以变换 [code]b[/code]。"
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
-msgstr "将变换[code]b[/code]乘以变换[code]a[/code]。"
+msgstr "将变换 [code]b[/code] 乘以变换 [code]a[/code]。"
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
"Performs a component-wise multiplication of transform [code]a[/code] by the "
"transform [code]b[/code]."
-msgstr "对变换[code]a[/code]与变换[code]b[/code]进行分量明智的乘法。"
+msgstr "对变换 [code]a[/code] 与变换 [code]b[/code] 进行分量明智的乘法。"
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
"Performs a component-wise multiplication of transform [code]b[/code] by the "
"transform [code]a[/code]."
-msgstr "对变换[code]b[/code]与变换[code]a[/code]进行分量明智的乘法。"
+msgstr "对变换 [code]b[/code] 与变换 [code]a[/code] 进行分量明智的乘法。"
#: doc/classes/VisualShaderNodeTransformUniform.xml
msgid "A [Transform] uniform for use within the visual shader graph."
-msgstr "在可视化着色器图中使用的[Transform]uniform。"
+msgstr "在可视化着色器图中使用的 [Transform] uniform。"
#: doc/classes/VisualShaderNodeTransformUniform.xml
msgid "Translated to [code]uniform mat4[/code] in the shader language."
-msgstr "在着色器语言中被转换成[code]uniform mat4[/code]。"
+msgstr "在着色器语言中被转换成 [code]uniform mat4[/code]。"
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"Multiplies a [Transform] and a [Vector3] within the visual shader graph."
-msgstr "在可视化着色器图中,将一个[Transform]和一个[Vector3]相乘。"
+msgstr "在可视化着色器图中,将一个 [Transform] 和一个 [Vector3] 相乘。"
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"A multiplication operation on a transform (4x4 matrix) and a vector, with "
"support for different multiplication operators."
-msgstr "对一个变换(4x4矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。"
+msgstr "对一个变换(4x4 矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。"
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"The multiplication type to be performed. See [enum Operator] for options."
-msgstr "要执行的乘法类型。参阅[enum Operator]的选项。"
+msgstr "要执行的乘法类型。参阅 [enum Operator] 的选项。"
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
@@ -86643,23 +91982,23 @@ msgstr "该引用所指向的 uniform 的名称。"
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A [Vector3] constant to be used within the visual shader graph."
-msgstr "一个 [Vector3] 常量,用于可视化着色器图中。"
+msgstr "[Vector3] 常量,用于可视化着色器图中。"
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A constant [Vector3], which can be used as an input node."
-msgstr "一个常量 [Vector3],它可以作为输入节点使用。"
+msgstr "常量 [Vector3],它可以作为输入节点使用。"
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A [Vector3] constant which represents the state of this node."
-msgstr "一个 [Vector3] 常量,表示该节点的状态。"
+msgstr "[Vector3] 常量,表示该节点的状态。"
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "A [Vector3] uniform to be used within the visual shader graph."
-msgstr "一个 [Vector3] 的 uniform,在可视化着色器图中使用。"
+msgstr "[Vector3] 的 uniform,在可视化着色器图中使用。"
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "Translated to [code]uniform vec3[/code] in the shader language."
-msgstr "在着色器语言中被转换成[code]uniform vec3[/code]。"
+msgstr "在着色器语言中被转换成 [code]uniform vec3[/code]。"
#: doc/classes/VisualShaderNodeVectorClamp.xml
msgid "Clamps a vector value within the visual shader graph."
@@ -86671,30 +92010,30 @@ msgid ""
"values. The operation is performed on each component of the vector "
"individually."
msgstr ""
-"将一个值限制在[code]min[/code]和[code]max[/code]之间。该操作是对向量的每个分"
-"量单独执行的。"
+"将一个值限制在 [code]min[/code] 和 [code]max[/code] 之间。该操作是对向量的每"
+"个分量单独执行的。"
#: doc/classes/VisualShaderNodeVectorCompose.xml
msgid "Composes a [Vector3] from three scalars within the visual shader graph."
-msgstr "从可视化着色器图中的三个标量组成一个[Vector3]。"
+msgstr "从可视化着色器图中的三个标量组成一个 [Vector3]。"
#: doc/classes/VisualShaderNodeVectorCompose.xml
msgid ""
"Creates a [code]vec3[/code] using three scalar values that can be provided "
"from separate inputs."
msgstr ""
-"使用三个标量值创建一个[code]vec3[/code],这些标量值可以由单独的输入提供。"
+"使用三个标量值创建一个 [code]vec3[/code],这些标量值可以由单独的输入提供。"
#: doc/classes/VisualShaderNodeVectorDecompose.xml
msgid ""
"Decomposes a [Vector3] into three scalars within the visual shader graph."
-msgstr "将一个[Vector3]分解为可视化着色器图中的三个标量。"
+msgstr "将一个 [Vector3] 分解为可视化着色器图中的三个标量。"
#: doc/classes/VisualShaderNodeVectorDecompose.xml
msgid ""
"Takes a [code]vec3[/code] and decomposes it into three scalar values that "
"can be used as separate inputs."
-msgstr "取一个[code]vec3[/code]并将其分解为三个标量值,可作为单独的输入。"
+msgstr "取一个 [code]vec3[/code] 并将其分解为三个标量值,可作为单独的输入。"
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Calculates a vector derivative within the visual shader graph."
@@ -86702,7 +92041,7 @@ msgstr "在可视化着色器图中计算一个向量导数。"
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "A derivative type. See [enum Function] for options."
-msgstr "派生类型。选项参阅[enum Function]。"
+msgstr "派生类型。选项参阅 [enum Function]。"
#: doc/classes/VisualShaderNodeVectorDistance.xml
msgid ""
@@ -86716,8 +92055,8 @@ msgid ""
"vector [code]p1[/code].\n"
"Translated to [code]distance(p0, p1)[/code] in the shader language."
msgstr ""
-"计算从向量[code]p0[/code]表示的点到向量[code]p1[/code]的距离。\n"
-"在着色器语言中被转换成[code]distance(p0, p1)[/code]。"
+"计算从向量 [code]p0[/code] 表示的点到向量 [code]p1[/code] 的距离。\n"
+"在着色器语言中被转换成 [code]distance(p0, p1)[/code]。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "A vector function to be used within the visual shader graph."
@@ -86729,7 +92068,7 @@ msgstr "可视化着色器节点,能够使用向量执行不同的函数。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "The function to be performed. See [enum Function] for options."
-msgstr "要执行的函数。参阅[enum Function]的选项。"
+msgstr "要执行的函数。参阅 [enum Function] 的选项。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid ""
@@ -86747,7 +92086,7 @@ msgstr "返回参数的相反值。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1/vector[/code]."
-msgstr "返回[code]1/vector[/code]。"
+msgstr "返回 [code]1/vector[/code]。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts RGB vector to HSV equivalent."
@@ -86848,8 +92187,8 @@ msgid ""
"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
"otherwise."
msgstr ""
-"提取参数的符号,即如果参数是负的,返回[code]-1[/code],如果是正的,返回"
-"[code]1[/code],否则返回[code]0[/code]。"
+"提取参数的符号,即如果参数是负的,返回 [code]-1[/code],如果是正的,返回 "
+"[code]1[/code],否则返回 [code]0[/code]。"
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the sine of the parameter."
@@ -86879,7 +92218,7 @@ msgstr "返回一个等于与参数最接近的整数的值,该值的绝对值
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1.0 - vector[/code]."
-msgstr "返回[code]1.0 - vector[/code]。"
+msgstr "返回 [code]1.0 - vector[/code]。"
#: doc/classes/VisualShaderNodeVectorInterp.xml
msgid ""
@@ -86891,8 +92230,8 @@ msgid ""
"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
"[code]weight[/code] is a [Vector3] with weights for each component."
msgstr ""
-"在着色器语言中转换成[code]mix(a, b, weight)[/code],其中[code]weight[/code]是"
-"一个[Vector3],每个分量的权重。"
+"在着色器语言中转换成 [code]mix(a, b, weight)[/code],其中 [code]weight[/"
+"code] 是一个 [Vector3],每个分量的权重。"
#: doc/classes/VisualShaderNodeVectorLen.xml
msgid "Returns the length of a [Vector3] within the visual shader graph."
@@ -86972,8 +92311,8 @@ msgid ""
"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
"than [code]b[/code] and [code]1.0[/code] otherwise."
msgstr ""
-"向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回[code]0.0[/code],"
-"否则返回[code]1.0[/code]。"
+"向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回 [code]0.0[/code],"
+"否则返回 [code]1.0[/code]。"
#: doc/classes/VisualShaderNodeVectorRefract.xml
msgid ""
@@ -86987,8 +92326,8 @@ msgid ""
"[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
"and [code]eta[/code] is the ratio of the indices of the refraction."
msgstr ""
-"在着色器语言中转换成[code]refract(I, N, eta)[/code],其中[code]I[/code]是入射"
-"向量,[code]N[/code]是法线向量,[code]eta[/code]是折射的比率。"
+"在着色器语言中转换成 [code]refract(I, N, eta)[/code],其中 [code]I[/code] 是"
+"入射向量,[code]N[/code] 是法线向量,[code]eta[/code] 是折射的比率。"
#: doc/classes/VisualShaderNodeVectorScalarMix.xml
msgid ""
@@ -87002,8 +92341,8 @@ msgid ""
"[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a "
"scalar."
msgstr ""
-"在着色器语言中转换成[code]mix(a, b, weight)[/code],其中[code]a[/code]和"
-"[code]b[/code]是向量,[code]weight[/code]是标量。"
+"在着色器语言中转换成 [code]mix(a, b, weight)[/code],其中 [code]a[/code] 和 "
+"[code]b[/code] 是向量,[code]weight[/code] 是标量。"
#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
msgid ""
@@ -87020,11 +92359,11 @@ msgid ""
"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
"and [code]1.0[/code] using Hermite polynomials."
msgstr ""
-"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code],其中[code]x[/"
-"code]是一个标量。\n"
-"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code],如果[code]x[/"
-"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/"
-"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
+"在着色器语言中转换成 [code]smoothstep(edge0, edge1, x)[/code],其中 [code]x[/"
+"code] 是一个标量。\n"
+"如果 [code]x[/code] 小于 [code]edge0[/code],返回 [code]0.0[/code],如果 "
+"[code]x[/code] 大于 [code]edge1[/code],返回 [code]1.0[/code]。否则返回值在"
+"[code]0.0[/code] 和 [code]1.0[/code] 之间使用 Hermite 多项式进行插值。"
#: doc/classes/VisualShaderNodeVectorScalarStep.xml
msgid "Calculates a vector Step function within the visual shader graph."
@@ -87036,8 +92375,8 @@ msgid ""
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
"and [code]1.0[/code] otherwise."
msgstr ""
-"在着色器语言中转换成[code]step(edge, x)[/code]。\n"
-"如果[code]x[/code]小于[code]edge[/code],返回[code]0.0[/code],否则返回"
+"在着色器语言中转换成 [code]step(edge, x)[/code]。\n"
+"如果 [code]x[/code] 小于 [code]edge[/code],返回 [code]0.0[/code],否则返回 "
"[code]1.0[/code]。"
#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
@@ -87053,11 +92392,11 @@ msgid ""
"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
"and [code]1.0[/code] using Hermite polynomials."
msgstr ""
-"在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code],其中[code]x[/"
-"code]是一个向量。\n"
-"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code],如果[code]x[/"
-"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/"
-"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。"
+"在着色器语言中转换成 [code]smoothstep(edge0, edge1, x)[/code],其中 [code]x[/"
+"code] 是一个向量。\n"
+"如果 [code]x[/code] 小于 [code]edge0[/code],返回 [code]0.0[/code],如果 "
+"[code]x[/code] 大于 [code]edge1[/code],返回 [code]1.0[/code]。否则返回值在 "
+"[code]0.0[/code] 和 [code]1.0[/code] 之间使用 Hermite 多项式进行插值。"
#: doc/classes/VScrollBar.xml
msgid "Vertical scroll bar."
@@ -87105,8 +92444,8 @@ msgid ""
"The style for the separator line. Works best with [StyleBoxLine] (remember "
"to enable [member StyleBoxLine.vertical])."
msgstr ""
-"分隔线的样式。与[StyleBoxLine]一起使用效果最好,记得要启用[member "
-"StyleBoxLine.vertical]。"
+"分隔线的样式。与 [StyleBoxLine] 一起使用效果最好(记得要启用 [member "
+"StyleBoxLine.vertical])。"
#: doc/classes/VSlider.xml
msgid "Vertical slider."
@@ -87119,7 +92458,7 @@ msgid ""
"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
"signals are part of the [Range] class which this class inherits from."
msgstr ""
-"垂直滑动条。请参阅 [Slider]。这个控件是从底部(最小)滑到顶部(最大)的。\n"
+"垂直滑动条。见 [Slider]。这个控件是从底部(最小)滑到顶部(最大)的。\n"
"[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 "
"[Range] 类的一部分,该类继承自它。"
@@ -87140,7 +92479,7 @@ msgstr "垂直拆分容器。"
#: doc/classes/VSplitContainer.xml
msgid ""
"Vertical split container. See [SplitContainer]. This goes from top to bottom."
-msgstr "垂直拆分容器。参阅[SplitContainer]。这是从上到下的。"
+msgstr "垂直拆分容器。见 [SplitContainer]。这是从上到下的。"
#: doc/classes/WeakRef.xml
msgid ""
@@ -87188,8 +92527,8 @@ msgid ""
"after the connection is established (will return [code]65535[/code] until "
"then)."
msgstr ""
-"返回创建时分配给该通道的ID,或在协商时自动分配。\n"
-"如果该通道没有进行带外协商,那么该ID将只在连接建立后可用,在此之前将返回"
+"返回创建时分配给该通道的 ID,或在协商时自动分配。\n"
+"如果该通道没有进行带外协商,那么该 ID 将只在连接建立后可用,在此之前将返回 "
"[code]65535[/code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -87202,8 +92541,8 @@ msgid ""
"during creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
-"返回创建时分配给这个通道的[code]maxPacketLifeTime[/code]值。\n"
-"如果没有指定,将是[code]65535[/code]。"
+"返回创建时分配给这个通道的 [code]maxPacketLifeTime[/code] 值。\n"
+"如果没有指定,将是 [code]65535[/code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
@@ -87211,8 +92550,8 @@ msgid ""
"during creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
-"返回创建时分配给这个通道的[code]maxRetransmits[/code]值。\n"
-"如果没有指定,将是[code]65535[/code]。"
+"返回创建时分配给这个通道的 [code]maxRetransmits[/code] 值。\n"
+"如果没有指定,将是 [code]65535[/code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
@@ -87222,19 +92561,19 @@ msgstr "返回创建时分配给这个通道的子协议。如果没有指定,
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Returns the current state of this channel, see [enum ChannelState]."
-msgstr "返回该通道的当前状态,参阅[enum ChannelState]。"
+msgstr "返回该通道的当前状态,见 [enum ChannelState]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns [code]true[/code] if this channel was created with out-of-band "
"configuration."
-msgstr "如果这个通道是用带外配置创建的,返回[code]true[/code]。"
+msgstr "如果这个通道是用带外配置创建的,返回 [code]true[/code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns [code]true[/code] if this channel was created with ordering enabled "
"(default)."
-msgstr "如果这个通道在创建时启用了排序功能,则默认返回[code]true[/code]。"
+msgstr "如果这个通道在创建时启用了排序功能,则默认返回 [code]true[/code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Reserved, but not used for now."
@@ -87245,7 +92584,7 @@ msgid ""
"Returns [code]true[/code] if the last received packet was transferred as "
"text. See [member write_mode]."
msgstr ""
-"如果最后收到的数据包是以文本形式传输,则返回[code]true[/code]。参阅[member "
+"如果最后收到的数据包是以文本形式传输,则返回 [code]true[/code]。见 [member "
"write_mode]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -87258,16 +92597,16 @@ msgid ""
"Tells the channel to send data over this channel as text. An external peer "
"(non-Godot) would receive this as a string."
msgstr ""
-"告诉通道以文本形式在这个通道上发送数据。外部对等体(非Godot)会以字符串的形式"
-"接收。"
+"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot)会以字符串的形"
+"式接收。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Tells the channel to send data over this channel as binary. An external peer "
"(non-Godot) would receive this as array buffer or blob."
msgstr ""
-"告诉通道以二进制形式在此通道上发送数据。外部对等体(非Godot)将以数组缓冲区或"
-"blob的形式接收。"
+"告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Godot)将以数组缓冲区"
+"或 blob 的形式接收。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "The channel was created, but it's still trying to connect."
@@ -87292,8 +92631,8 @@ msgid ""
"A simple interface to create a peer-to-peer mesh network composed of "
"[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
msgstr ""
-"简单的接口,用于创建由[WebRTCPeerConnection]组成的点对点网状网络,与"
-"[MultiplayerAPI]兼容。"
+"简单的接口,用于创建由 [WebRTCPeerConnection] 组成的点对点网状网络,与 "
+"[MultiplayerAPI] 兼容。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
@@ -87310,16 +92649,17 @@ msgid ""
"initialize]. Beside that data transfer works like in a "
"[NetworkedMultiplayerPeer]."
msgstr ""
-"这个类构建了一个完整的[WebRTCPeerConnection]网状结构(每个对等体有一个连"
-"接),可以作为[member MultiplayerAPI.network_peer]使用。\n"
-"你可以通过[method add_peer]添加每个[WebRTCPeerConnection],或者通过[method "
-"remove_peer]删除它们。对等体必须在[constant WebRTCPeerConnection.STATE_NEW]状"
-"态下添加,以允许它创建适当的通道。这个类不会创建提交也不会设置描述,它只会轮"
-"询,并通知连接和断开。\n"
-"除非在[method initialize]中[code]server_compatibility[/code]为[code]true[/"
-"code],否则[signal NetworkedMultiplayerPeer.connection_succeeded]和[signal "
-"NetworkedMultiplayerPeer.server_disconnected]将不会被触发。除此之外,数据传输"
-"的工作方式类似于 [NetworkedMultiplayerPeer]。"
+"这个类构建了一个完整的 [WebRTCPeerConnection] 网状结构(每个对等体有一个连"
+"接),可以作为 [member MultiplayerAPI.network_peer] 使用。\n"
+"你可以通过 [method add_peer] 添加每个 [WebRTCPeerConnection],或者通过 "
+"[method remove_peer] 删除它们。对等体必须在 [constant WebRTCPeerConnection."
+"STATE_NEW] 状态下添加,以允许它创建适当的通道。这个类不会创建提交也不会设置描"
+"述,它只会轮询,并通知连接和断开。\n"
+"除非在 [method initialize] 中 [code]server_compatibility[/code] 为 "
+"[code]true[/code],否则不会触发 [signal NetworkedMultiplayerPeer."
+"connection_succeeded] 和 [signal NetworkedMultiplayerPeer."
+"server_disconnected]。除此之外,数据传输的工作方式类似于 "
+"[NetworkedMultiplayerPeer]。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
@@ -87331,12 +92671,12 @@ msgid ""
"the [code]maxPacketLifetime[/code] option when creating unreliable and "
"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
msgstr ""
-"以给定的[code]peer_id[/code]添加一个新的对等体到网状结构。该"
-"[WebRTCPeerConnection]必须处于[constant WebRTCPeerConnection.STATE_NEW]状"
+"以给定的 [code]peer_id[/code] 添加一个新的对等体到网状结构。该 "
+"[WebRTCPeerConnection] 必须处于 [constant WebRTCPeerConnection.STATE_NEW] 状"
"态。\n"
"将为可靠的、不可靠的和有序的传输创建三个通道。在创建不可靠和有序通道时,"
-"[code]unreliable_lifetime[/code]的值将被传递给[code]maxPacketLifetime[/code]"
-"选项,参阅[method WebRTCPeerConnection.create_data_channel]。"
+"[code]unreliable_lifetime[/code] 的值将被传递给 [code]maxPacketLifetime[/"
+"code]选项(见 [method WebRTCPeerConnection.create_data_channel])。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid "Close all the add peer connections and channels, freeing all resources."
@@ -87350,25 +92690,25 @@ msgid ""
"[WebRTCDataChannel], and [code]connected[/code] a boolean representing if "
"the peer connection is currently connected (all three channels are open)."
msgstr ""
-"返回一个具有给定[code]peer_id[/code]的对等体的字典表示,有三个键。"
-"[code]connection[/code]包含到这个对等体的[WebRTCPeerConnection],"
-"[code]channels[/code]三个[WebRTCDataChannel]的数组,以及[code]connected[/"
-"code]一个布尔值,表示对等体连接是否当前已连接,注,所有三个通道都打开。"
+"返回一个具有给定 [code]peer_id[/code] 的对等体的字典表示,有三个键。"
+"[code]connection[/code] 包含到这个对等体的 [WebRTCPeerConnection],"
+"[code]channels[/code] 三个 [WebRTCDataChannel] 的数组,以及 [code]connected[/"
+"code] 一个布尔值,表示对等体连接是否当前已连接(所有三个通道都打开)。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"Returns a dictionary which keys are the peer ids and values the peer "
"representation as in [method get_peer]."
msgstr ""
-"返回一个字典,其键是对等体的id,其值是对等体的表示,如[method get_peer]。"
+"返回一个字典,其键是对等体的 id,其值是对等体的表示,如 [method get_peer]。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers "
"map (it might not be connected though)."
msgstr ""
-"如果给定的[code]peer_id[/code]在对等体映射中,则返回[code]true[/code],尽管它"
-"可能没有连接。"
+"如果给定的 [code]peer_id[/code] 在对等体映射中,则返回 [code]true[/code],尽"
+"管它可能没有连接。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
@@ -87389,18 +92729,18 @@ msgid ""
"server_disconnected] will be emitted and state will become [constant "
"NetworkedMultiplayerPeer.CONNECTION_CONNECTED]."
msgstr ""
-"用给定的[code]peer_id[/code](必须在1和2147483647之间)初始化多人游戏对等"
-"体。\n"
-"如果[code]server_compatibilty[/code]是[code]false[/code](默认),多人对等体"
-"将立即处于[constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED]状态,"
-"[signal NetworkedMultiplayerPeer.connection_succeeded]将不会被发射出来。\n"
-"如果[code]server_compatibilty[/code]为[code]true[/code],对等体将抑制所有"
-"[signal NetworkedMultiplayerPeer.peer_connected]信号,直到一个id为[constant "
-"NetworkedMultiplayerPeer.TARGET_PEER_SERVER]的对等体连接,然后发出[signal "
-"NetworkedMultiplayerPeer.connection_succeeded]。之后将对每个已经连接的对等体"
-"和可能连接的任何新对等体发出[signal NetworkedMultiplayerPeer.peer_connected]"
-"的信号。如果服务器对等体在此之后断开连接,信号[signal "
-"NetworkedMultiplayerPeer.server_disconnected]将被发出,状态将变成[constant "
+"用给定的 [code]peer_id[/code](必须在 1 和 2147483647 之间)初始化多人游戏对"
+"等体。\n"
+"如果[code]server_compatibilty[/code] 是 [code]false[/code](默认),多人对等"
+"体将立即处于 [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED] 状态,"
+"[signal NetworkedMultiplayerPeer.connection_succeeded] 将不会被发射出来。\n"
+"如果[code]server_compatibilty[/code] 为 [code]true[/code],对等体将抑制所有 "
+"[signal NetworkedMultiplayerPeer.peer_connected] 信号,直到一个 id 为 "
+"[constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] 的对等体连接,然后发"
+"出 [signal NetworkedMultiplayerPeer.connection_succeeded]。之后将对每个已经连"
+"接的对等体和可能连接的任何新对等体发出 [signal NetworkedMultiplayerPeer."
+"peer_connected] 的信号。如果服务器对等体在此之后断开连接,信号 [signal "
+"NetworkedMultiplayerPeer.server_disconnected] 将被发出,状态将变成 [constant "
"NetworkedMultiplayerPeer.CONNECTION_CONNECTED]。"
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
@@ -87410,13 +92750,13 @@ msgid ""
"emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] "
"will be emitted."
msgstr ""
-"从网格中移除给定的[code]peer_id[/code]的对等体。如果对等体是连接的,并为其发"
-"出[signal NetworkedMultiplayerPeer.peer_connected],那么[signal "
-"NetworkedMultiplayerPeer.peer_disconnected]将被发出。"
+"从网格中移除给定的 [code]peer_id[/code] 的对等体。如果对等体是连接的,并为其"
+"发出 [signal NetworkedMultiplayerPeer.peer_connected],那么 [signal "
+"NetworkedMultiplayerPeer.peer_disconnected] 将被发出。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "Interface to a WebRTC peer connection."
-msgstr "与WebRTC对等体连接的接口。"
+msgstr "与 WebRTC 对等体连接的接口。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -87434,14 +92774,14 @@ msgid ""
"After these steps, the connection should become connected. Keep on reading "
"or look into the tutorial for more information."
msgstr ""
-"本地计算机和远程对等体之间的WebRTC连接。提供一个接口来连接、维护和监控连"
+"本地计算机和远程对等体之间的 WebRTC 连接。提供一个接口来连接、维护和监控连"
"接。\n"
-"从当前开始,在两个对等体之间建立WebRTC连接,这不是一项简单的任务,但它可以分"
-"解为3个主要步骤。\n"
+"从当前开始,在两个对等体之间建立 WebRTC 连接,这不是一项简单的任务,但它可以"
+"分解为 3 个主要步骤。\n"
"- 想要启动连接的对等体([code]A[/code]从现在开始)创建一个提交,并将其发送给"
"另一个对等体([code]B[/code]从现在开始)。\n"
-"- [code]B[/code]收到要约,生成和回答,并将其发送给[code]A[/code])。\n"
-"- [code]A[/code]和[code]B[/code]然后生成并相互交换ICE候选。\n"
+"- [code]B[/code] 收到要约,生成和回答,并将其发送给 [code]A[/code])。\n"
+"- [code]A[/code] 和 [code]B[/code] 然后生成并相互交换 ICE 候选。\n"
"在这些步骤之后,连接应该成功建立。继续阅读或查看教程以了解更多信息。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
@@ -87459,7 +92799,7 @@ msgid ""
"call [method initialize]."
msgstr ""
"关闭对等体连接和与之相关的所有数据通道。\n"
-"[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用[method "
+"[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用 [method "
"initialize]。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
@@ -87538,14 +92878,14 @@ msgid ""
"session_description_created] will be called when the session is ready to be "
"sent."
msgstr ""
-"创建一个新的SDP提交,以开始与远程对等体的WebRTC连接。在调用此方法之前,至少要"
-"创建一个[WebRTCDataChannel]。\n"
-"如果这个函数返回[constant OK],当会话准备好被发送时,[signal "
-"session_description_created]将被调用。"
+"创建一个新的 SDP 提交,以开始与远程对等体的 WebRTC 连接。在调用此方法之前,至"
+"少要创建一个 [WebRTCDataChannel]。\n"
+"如果这个函数返回 [constant OK],当会话准备好被发送时,[signal "
+"session_description_created] 将被调用。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "Returns the connection state. See [enum ConnectionState]."
-msgstr "返回连接状态。参阅[enum ConnectionState]。"
+msgstr "返回连接状态。见 [enum ConnectionState]。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -87572,21 +92912,21 @@ msgid ""
"}\n"
"[/codeblock]"
msgstr ""
-"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态[constant "
-"STATE_NEW]。可以通过[code]options[/code]的字典来配置对等连接。\n"
-"有效的[code]options[/code]是:\n"
+"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态 [constant "
+"STATE_NEW]。可以通过 [code]options[/code] 的字典来配置对等连接。\n"
+"有效的 [code]options[/code] 是:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
-" \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个STUN服"
-"务。\n"
+" \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个 STUN 服务"
+"器。\n"
" },\n"
" {\n"
-" \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个TURN服"
-"务。\n"
-" \"username\":\"a_username\", # TURN服务的可选用户名。\n"
-" \"credential\":\"a_password\", # TURN服务的可选密码。\n"
+" \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个 TURN 服务"
+"器。\n"
+" \"username\":\"a_username\", # TURN 服务器的可选用户名。\n"
+" \"credential\":\"a_password\", # TURN 服务器的可选密码。\n"
" }\n"
" ]\n"
"}\n"
@@ -87597,8 +92937,8 @@ msgid ""
"Call this method frequently (e.g. in [method Node._process] or [method Node."
"_physics_process]) to properly receive signals."
msgstr ""
-"经常调用这个方法以正确接收信号,例如在[method Node._process]或[method Node."
-"_physics_process]中。"
+"经常调用这个方法以正确接收信号,例如在 [method Node._process] 或 [method "
+"Node._physics_process] 中。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -87608,10 +92948,10 @@ msgid ""
"ice_candidate_created] (unless an [enum Error] different from [constant OK] "
"is returned)."
msgstr ""
-"设置本地对等体的SDP描述。这应是在响应[signal session_description_created]时调"
-"用的。\n"
-"调用此函数后,对等体将开始发出[signal ice_candidate_created],除非返回与"
-"[constant OK]不同的[enum Error]。"
+"设置本地对等体的 SDP 描述。这应是在响应 [signal session_description_created] "
+"时调用的。\n"
+"调用此函数后,对等体将开始发出 [signal ice_candidate_created],除非返回与 "
+"[constant OK] 不同的 [enum Error]。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -87622,11 +92962,11 @@ msgid ""
"If [code]type[/code] is [code]answer[/code] the peer will start emitting "
"[signal ice_candidate_created]."
msgstr ""
-"设置远程对等体的SDP描述。应用远程对等体产生的值来调用,并通过信号服务器接"
+"设置远程对等体的 SDP 描述。应用远程对等体产生的值来调用,并通过信号服务器接"
"收。\n"
-"如果[code]type[/code]是[code]offer[/code],对等体将发出[signal "
-"session_description_created]并给出适当的答案。\n"
-"如果[code]type[/code]是[code]answer[/code],对等体将开始发出[signal "
+"如果 [code]type[/code] 是 [code]offer[/code],对等体将发出 [signal "
+"session_description_created] 并给出适当的答案。\n"
+"如果 [code]type[/code] 是 [code]answer[/code],对等体将开始发出 [signal "
"ice_candidate_created]。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
@@ -87647,7 +92987,8 @@ msgid ""
"Emitted when a new ICE candidate has been created. The three parameters are "
"meant to be passed to the remote peer over the signaling server."
msgstr ""
-"当新的ICE候选者被创建时触发。这三个参数是为了通过信号服务器传递给远程对等体。"
+"当新的 ICE 候选者被创建时触发。这三个参数是为了通过信号服务器传递给远程对等"
+"体。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
@@ -87656,8 +92997,8 @@ msgid ""
"meant to be passed to [method set_local_description] on this object, and "
"sent to the remote peer over the signaling server."
msgstr ""
-"在成功调用[method create_offer]或[method set_remote_description]后触发,当它"
-"产生一个应答时。这些参数是为了传递给这个对象上的[method "
+"在成功调用 [method create_offer] 或 [method set_remote_description] 后触发,"
+"当它产生一个应答时。这些参数是为了传递给这个对象上的 [method "
"set_local_description],并通过信号服务器发送给远程对等体。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
@@ -87670,28 +93011,28 @@ msgstr "连接是新的,数据通道和提交可以在这种状态下创建。
msgid ""
"The peer is connecting, ICE is in progress, none of the transports has "
"failed."
-msgstr "对等体正在连接,ICE正在进行中,没有任何传输失败。"
+msgstr "对等体正在连接,ICE 正在进行中,没有任何传输失败。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "The peer is connected, all ICE transports are connected."
-msgstr "对等体已连接,所有的ICE传输都已连接。"
+msgstr "对等体已连接,所有的 ICE 传输都已连接。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "At least one ICE transport is disconnected."
-msgstr "至少有一个ICE传输被断开连接。"
+msgstr "至少有一个 ICE 传输被断开连接。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "One or more of the ICE transports failed."
-msgstr "一个或更多的ICE传输失败。"
+msgstr "一个或更多的 ICE 传输失败。"
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"The peer connection is closed (after calling [method close] for example)."
-msgstr "对等连接已关闭,例如在调用[method close]后。"
+msgstr "对等连接已关闭,例如在调用 [method close] 后。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "A WebSocket client implementation."
-msgstr "WebSocket客户端的实现。"
+msgstr "WebSocket 客户端的实现。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
@@ -87705,12 +93046,13 @@ msgid ""
"You will receive appropriate signals when connecting, disconnecting, or when "
"new data is available."
msgstr ""
-"该类实现了一个与任何符合RFC 6455的WebSocket服务器兼容的WebSocket客户端。\n"
-"这个客户端可以选择性地作为[MultiplayerAPI]的网络对等体使用。\n"
-"在启动客户端后([method connect_to_url]),你需要[method "
-"NetworkedMultiplayerPeer.poll]它以固定的时间间隔,例如在[method Node."
-"_process]内。\n"
-"当连接、断开连接或有新数据时,你将收到适当的信号。"
+"该类实现了一个 WebSocket 客户端,与任何符合 RFC 6455 的 WebSocket 服务器兼"
+"容。\n"
+"这个客户端可以选择性地作为 [MultiplayerAPI] 的网络对等体使用。\n"
+"在启动客户端后([method connect_to_url]),你需要以固定的时间间隔调用 "
+"[method NetworkedMultiplayerPeer.poll](例如在 [method Node._process] "
+"内)。\n"
+"当连接、断开连接或有新数据时,你将收到相应的信号。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
@@ -87736,38 +93078,38 @@ msgid ""
"[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in "
"HTML5 exports due to browsers restrictions."
msgstr ""
-"连接到给定的URL,请求给定的[code]protocols[/code]之一作为子协议。如果列表为"
-"空,默认为空,将不请求子协议。\n"
-"如果[code]true[/code]作为[code]gd_mp_api[/code]被传递,客户端将表现得像"
-"[MultiplayerAPI]的网络对等体,与非Godot服务器的连接将不工作,并且[signal "
+"连接到给定的 URL,请求给定的 [code]protocols[/code] 之一作为子协议。如果列表"
+"为空,默认为空,将不请求子协议。\n"
+"如果 [code]true[/code] 作为 [code]gd_mp_api[/code] 被传递,客户端将表现得像 "
+"[MultiplayerAPI] 的网络对等体,与非 Godot 服务器的连接将不工作,并且[signal "
"data_received]将不被触发。\n"
-"如果[code]false[/code]被传递,默认传递,你必须调用[PacketPeer]函数,"
-"[code]put_packet[/code], [code]get_packet[/code]等,对通过[code]get_peer(1)[/"
-"code]返回的[WebSocketPeer],而不是直接对该对象,例如,[code]get_peer(1)."
+"如果 [code]false[/code] 被传递,默认传递,你必须调用 [PacketPeer]函数,"
+"[code]put_packet[/code], [code]get_packet[/code] 等,对通过[code]get_peer(1)"
+"[/code] 返回的 [WebSocketPeer],而不是直接对该对象,例如 [code]get_peer(1)."
"put_packet(data)[/code]。\n"
-"你可以选择传递一个[code]custom_headers[/code]的列表,以添加到握手的HTTP请求"
-"中。\n"
-"[b]注意:[/b] 为了避免HTML5中的混合内容警告或错误,须使用以[code]wss://[/"
-"code](安全)开头的[code]url[/code],而不是[code]ws://[/code]。这样做时,确保"
-"使用与服务器的SSL证书中定义的完全合格的域名。不要直接通过IP地址进行"
-"[code]wss://[/code]连接,因为它不会与SSL证书相匹配。\n"
-"[b]注意:[/b]由于浏览器的限制,指定[code]custom_headers[/code]在HTML5导出中不"
-"被支持。"
+"你可以选择传递一个 [code]custom_headers[/code] 的列表,以添加到握手的 HTTP 请"
+"求中。\n"
+"[b]注意:[/b]为了避免 HTML5 中的混合内容警告或错误,须使用以 [code]wss://[/"
+"code](安全)开头的 [code]url[/code],而不是 [code]ws://[/code]。这样做时,确"
+"保使用与服务器的 SSL 证书中定义的完全合格的域名。不要直接通过 IP 地址进行 "
+"[code]wss://[/code] 连接,因为它不会与 SSL 证书相匹配。\n"
+"[b]注意:[/b]由于浏览器的限制,指定 [code]custom_headers[/code] 在 HTML5 导出"
+"中不被支持。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"Disconnects this client from the connected host. See [method WebSocketPeer."
"close] for more information."
msgstr ""
-"断开此客户端与所连接主机的连接。更多信息参阅[method WebSocketPeer.close]。"
+"断开此客户端与所连接主机的连接。详情请参阅 [method WebSocketPeer.close]。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "Return the IP address of the currently connected host."
-msgstr "返回当前连接的主机的IP地址。"
+msgstr "返回当前连接的主机的 IP 地址。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "Return the IP port of the currently connected host."
-msgstr "返回当前连接的主机的IP端口。"
+msgstr "返回当前连接的主机的 IP 端口。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
@@ -87777,9 +93119,9 @@ msgid ""
"[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not "
"supported in HTML5 exports due to browsers restrictions."
msgstr ""
-"如果指定,该[X509Certificate]将是连接到SSL主机时唯一接受的证书。任何由服务器"
-"提供的其他证书将被视为无效。\n"
-"[b]注意:[/b]由于浏览器的限制,在HTML5导出中不支持指定一个自定义的"
+"如果指定,该 [X509Certificate] 将是连接到 SSL 主机时唯一接受的证书。任何由服"
+"务器提供的其他证书将被视为无效。\n"
+"[b]注意:[/b]由于浏览器的限制,在 HTML5 导出中不支持指定一个自定义的 "
"[code]trusted_ssl_certificate[/code]。"
#: modules/websocket/doc_classes/WebSocketClient.xml
@@ -87788,15 +93130,15 @@ msgid ""
"[b]Note:[/b] You must specify the certificates to be used in the Project "
"Settings for it to work when exported."
msgstr ""
-"如果 [code]true[/code],则启用 SSL 证书验证。\n"
-"[b]注意:[/b] 你必须在项目设置中指定要使用的证书,以便在导出时发挥作用。"
+"如果为 [code]true[/code],则启用 SSL 证书验证。\n"
+"[b]注意:[/b]你必须在项目设置中指定要使用的证书,以便在导出时发挥作用。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"Emitted when the connection to the server is closed. [code]was_clean_close[/"
"code] will be [code]true[/code] if the connection was shutdown cleanly."
msgstr ""
-"当与服务器的连接被关闭时触发。[code]was_clean_close[/code] 将是[code]true[/"
+"当与服务器的连接被关闭时触发。[code]was_clean_close[/code] 将是 [code]true[/"
"code] 如果连接完全关闭。"
#: modules/websocket/doc_classes/WebSocketClient.xml
@@ -87808,8 +93150,8 @@ msgid ""
"Emitted when a connection with the server is established, [code]protocol[/"
"code] will contain the sub-protocol agreed with the server."
msgstr ""
-"当与服务器建立连接时触发,[code]protocol[/code]协议将包含与服务器达成一致的子"
-"协议。"
+"当与服务器建立连接时触发,[code]protocol[/code] 将包含与服务器达成一致的子协"
+"议。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
@@ -87817,8 +93159,8 @@ msgid ""
"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
"multiplayer peer."
msgstr ""
-"当收到WebSocket消息时触发。\n"
-"[b]注意:[/b]当作为高级别的多人对等体使用时,这个信号[i]not[/i]不发射。"
+"当收到 WebSocket 消息时触发。\n"
+"[b]注意:[/b]当被用作高级多人对等体使用时,[i]不会[/i]触发这个信号。"
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
@@ -87826,25 +93168,26 @@ msgid ""
"until you get a [signal connection_closed] signal to achieve the clean "
"close. See [method WebSocketPeer.close] for more details."
msgstr ""
-"当服务器请求完全关闭时触发。你应该继续进行轮询,直到获得[signal "
-"connection_closed]信号,以实现彻底的关闭。更多细节参阅[method WebSocketPeer."
-"close]。"
+"当服务器请求完全关闭时触发。你应该继续进行轮询,直到获得 [signal "
+"connection_closed] 信号,以实现彻底的关闭。更多细节参阅 [method "
+"WebSocketPeer.close]。"
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid "Base class for WebSocket server and client."
-msgstr "WebSocket服务器和客户端的基类。"
+msgstr "WebSocket 服务器和客户端的基类。"
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
"Base class for WebSocket server and client, allowing them to be used as "
"network peer for the [MultiplayerAPI]."
msgstr ""
-"WebSocket服务器和客户端的基类,允许它们作为[MultiplayerAPI]的网络对等体使用。"
+"WebSocket 服务器和客户端的基类,允许它们作为 [MultiplayerAPI] 的网络对等体使"
+"用。"
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
"Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]."
-msgstr "返回与给定[code]peer_id[/code]关联的[WebSocketPeer]。"
+msgstr "返回与给定 [code]peer_id[/code] 关联的 [WebSocketPeer]。"
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
@@ -87858,13 +93201,13 @@ msgid ""
"[b]Note:[/b] HTML5 exports only use the input buffer since the output one is "
"managed by browsers."
msgstr ""
-"配置该WebSocket对等体的缓冲区大小。默认值可以在项目设置中的[code]network/"
-"limits[/code]下指定。对于服务器,数值是指每个连接的对等体。\n"
+"配置该 WebSocket 对等体的缓冲区大小。默认值可以在项目设置中的 [code]network/"
+"limits[/code] 下指定。对于服务器,数值是指每个连接的对等体。\n"
"前两个参数定义了输入缓冲区的大小和排队数据包的限制,后两个参数定义了输出缓冲"
"区。\n"
-"缓冲区的大小以KiB为单位,所以[code]4=2^12=4096字节[/code]。所有的参数都将被四"
-"舍五入到最接近的2的幂。\n"
-"[b]注意:[/b] HTML5输出只使用输入缓冲区,因为输出缓冲区是由浏览器管理的。"
+"缓冲区的大小以 KiB 为单位,所以 [code]4=2^12=4096字节[/code]。所有的参数都将"
+"被四舍五入到最接近的 2 的幂。\n"
+"[b]注意:[/b]HTML5 输出只使用输入缓冲区,因为输出缓冲区是由浏览器管理的。"
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
@@ -87873,8 +93216,8 @@ msgid ""
"configured to use Godot multiplayer API."
msgstr ""
"当收到来自对等体的数据包时触发的信号。\n"
-"[b]注意:[/b] 这个信号只有在客户端或服务器被配置为使用Godot多人游戏API时才会"
-"发出。"
+"[b]注意:[/b]这个信号只有在客户端或服务器被配置为使用Godot多人游戏API时才会发"
+"出。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "A class representing a specific WebSocket connection."
@@ -87902,13 +93245,13 @@ msgid ""
"[b]Note:[/b] The HTML5 export might not support all status codes. Please "
"refer to browser-specific documentation for more details."
msgstr ""
-"关闭此WebSocket连接。[code]code[/code]是关闭的状态代码,有效状态代码的列表参"
-"阅RFC 6455第7.4节。[code]reason[/code] 是关闭连接的只读原因(可以是任何小于"
-"123字节的UTF-8字符串)。\n"
-"[b]注意:[/b]为了实现彻底的关闭,你需要继续轮询,直到收到[signal "
-"WebSocketClient.connection_closed]或[signal WebSocketServer."
+"关闭此 WebSocket 连接。[code]code[/code] 是关闭的状态代码,有效状态代码的列表"
+"参阅 RFC 6455 第 7.4 节。[code]reason[/code] 是关闭连接的只读原因(可以是任何"
+"小于 123 字节的 UTF-8 字符串)。\n"
+"[b]注意:[/b]为了实现彻底的关闭,你需要继续轮询,直到收到 [signal "
+"WebSocketClient.connection_closed] 或 [signal WebSocketServer."
"client_disconnected]。\n"
-"[b]注意:[/b] HTML5导出可能不支持所有状态代码。请参考特定浏览器的文档以了解更"
+"[b]注意:[/b]HTML5 导出可能不支持所有状态代码。请参考特定浏览器的文档以了解更"
"多细节。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
@@ -87933,16 +93276,16 @@ msgid ""
"[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use "
"an internal buffer."
msgstr ""
-"返回输出的websocket缓冲区中的当前数据量。[b]注意:[/b] HTML5导出使用"
+"返回输出的 websocket 缓冲区中的当前数据量。[b]注意:[/b]HTML5 导出使用 "
"WebSocket.bufferedAmount,而其他平台使用内部缓冲区。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Gets the current selected write mode. See [enum WriteMode]."
-msgstr "获取当前选择的写入模式。参阅[enum WriteMode]。"
+msgstr "获取当前选择的写入模式。见 [enum WriteMode]。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Returns [code]true[/code] if this peer is currently connected."
-msgstr "如果该对等体当前已连接,则返回[code]true[/code]。"
+msgstr "如果该对等体当前已连接,则返回 [code]true[/code]。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
@@ -87952,7 +93295,7 @@ msgid ""
msgstr ""
"在底层的TCP套接字上禁用Nagle算法(默认)。参阅[method StreamPeerTCP."
"set_no_delay]以了解更多信息。\n"
-"[b]注意:[/b] 在HTML5导出中不可用。"
+"[b]注意:[/b]在HTML5导出中不可用。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Sets the socket to use the given [enum WriteMode]."
@@ -87963,24 +93306,24 @@ msgid ""
"Returns [code]true[/code] if the last received packet was sent as a text "
"payload. See [enum WriteMode]."
msgstr ""
-"如果最后收到的数据包是作为文本有效载荷发送的,返回[code]true[/code]。参阅"
+"如果最后收到的数据包是作为文本有效载荷发送的,返回 [code]true[/code]。见 "
"[enum WriteMode]。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Specifies that WebSockets messages should be transferred as text payload "
"(only valid UTF-8 is allowed)."
-msgstr "指定WebSockets消息应作为文本有效载荷传输(只允许有效的UTF-8)。"
+msgstr "指定 WebSockets 消息应作为文本有效载荷传输(只允许有效的 UTF-8)。"
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Specifies that WebSockets messages should be transferred as binary payload "
"(any byte combination is allowed)."
-msgstr "指定WebSockets消息应以二进制有效载荷的形式传输(允许任何字节组合)。"
+msgstr "指定 WebSockets 消息应以二进制有效载荷的形式传输(允许任何字节组合)。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "A WebSocket server implementation."
-msgstr "WebSocket服务器的实现。"
+msgstr "WebSocket 服务器的实现。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -87996,24 +93339,24 @@ msgstr ""
"在启动服务器后,[method listen],你需要[method NetworkedMultiplayerPeer.poll]"
"它以固定的时间间隔,例如在[method Node._process]内。当客户端连接、断开或发送"
"数据时,你会收到相应的信号。\n"
-"[b]注意:[/b] 在HTML5导出中不可用。"
+"[b]注意:[/b]在HTML5导出中不可用。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Disconnects the peer identified by [code]id[/code] from the server. See "
"[method WebSocketPeer.close] for more information."
msgstr ""
-"断开由[code]id[/code]标识的对等体与服务器的连接。更多信息参阅[method "
+"断开由 [code]id[/code] 标识的对等体与服务器的连接。详情请参阅 [method "
"WebSocketPeer.close]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns [code]true[/code] if a peer with the given ID is connected."
-msgstr "如果一个具有给定ID的对等体被连接,则返回[code]true[/code]。"
+msgstr "如果一个具有给定ID的对等体被连接,则返回 [code]true[/code]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Returns [code]true[/code] if the server is actively listening on a port."
-msgstr "如果服务器正在监听某个端口,返回[code]true[/code]。"
+msgstr "如果服务器正在监听某个端口,返回 [code]true[/code]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -88031,15 +93374,21 @@ msgid ""
"[code]get_peer(id).get_available_packet_count[/code])."
msgstr ""
"在给定的端口上开始监听。\n"
-"你可以通过 \"协议\" 数组指定所需的子协议。如果列表为空(默认情况下),将不请"
+"你可以通过“protocols”数组指定所需的子协议。如果列表为空(默认情况下),将不请"
"求任何子协议。\n"
-"如果[code]true[/code]作为[code]gd_mp_api[/code]传递,服务器将表现得像"
-"[MultiplayerAPI]的网络对等体,来自非Godot客户端的连接将不工作,并且[signal "
-"data_received]将不被触发。\n"
-"如果[code]false[/code]被传递(默认),你必须调用[PacketPeer]函数"
-"([code]put_packet[/code], [code]get_packet[/code], etc.),在通过"
-"[code]get_peer(id)[/code]返回的[WebSocketPeer]上,与具有给定[code]id[/code]的"
-"对等体进行通信,例如,[code]get_peer(id).get_available_packet_count[/code]。"
+"如果传递的 [code]gd_mp_api[/code] 为 [code]true[/code],服务器将表现得像 "
+"[MultiplayerAPI] 的网络对等体,来自非 Godot 客户端的连接将不工作,并且 "
+"[signal data_received] 将不被触发。\n"
+"如果传递的是 [code]false[/code](默认),你必须调用 [PacketPeer] 函数"
+"([code]put_packet[/code]、[code]get_packet[/code] 等),在通过 "
+"[code]get_peer(id)[/code] 返回的 [WebSocketPeer] 上,与具有给定 [code]id[/"
+"code] 的对等体进行通信(例如 [code]get_peer(id).get_available_packet_count[/"
+"code])。"
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr "设置在 HTTP 握手期间发送给客户端的额外报头。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
@@ -88051,8 +93400,9 @@ msgid ""
"specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] "
"will cause the server to listen only to the local host."
msgstr ""
-"当不设置为[code]*[/code]时,将限制进入的连接到指定的IP地址。将[code]bind_ip[/"
-"code]设置为[code]127.0.0.1[/code]将导致服务器只监听本地主机。"
+"当不设置为 [code]*[/code] 时,将限制进入的连接到指定的 IP 地址。将 "
+"[code]bind_ip[/code] 设置为 [code]127.0.0.1[/code] 将导致服务器只监听本地主"
+"机。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -88060,8 +93410,9 @@ msgid ""
"can set this to a valid [X509Certificate] to be provided as additional CA "
"chain information during the SSL handshake."
msgstr ""
-"当使用SSL时,你可以将其设置为一个有效的[X509Certificate],作为SSL握手过程中额"
-"外的CA链信息提供。参阅[member private_key]和[member ssl_certificate]。"
+"当使用 SSL 时,你可以将其设置为一个有效的 [X509Certificate],作为 SSL 握手过"
+"程中额外的 CA 链信息提供。请参阅 [member private_key] 和 [member "
+"ssl_certificate]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -88077,8 +93428,8 @@ msgid ""
"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
"[/code] protocol)."
msgstr ""
-"当设置为有效的[CryptoKey]时,与[member ssl_certificate]一起,将导致服务器需要"
-"SSL而不是普通的TCP,即[code]wss://[/code]协议。"
+"当设置为有效的 [CryptoKey] 时,与 [member ssl_certificate] 一起,将导致服务器"
+"需要 SSL 而不是普通的 TCP,即 [code]wss://[/code] 协议。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -88086,8 +93437,8 @@ msgid ""
"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
"[/code] protocol)."
msgstr ""
-"当设置为有效的[X509Certificate]时,连同[member private_key],将导致服务器需要"
-"SSL而不是普通的TCP,即[code]wss://[/code]协议。"
+"当设置为有效的 [X509Certificate] 时,连同 [member private_key],将导致服务器"
+"需要 SSL 而不是普通的 TCP,即 [code]wss://[/code] 协议。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -88096,23 +93447,23 @@ msgid ""
"to achieve the clean close. See [method WebSocketPeer.close] for more "
"details."
msgstr ""
-"当一个客户端要求彻底关闭时触发。你应该继续轮询,直到你得到一个具有相同"
-"[code]id[/code]的[signal client_disconnected]信号,以实现彻底关闭。请参阅"
-"[method WebSocketPeer.close]以了解更多细节。"
+"当一个客户端要求彻底关闭时触发。你应该继续轮询,直到你得到一个具有相同 "
+"[code]id[/code] 的 [signal client_disconnected] 信号,以实现彻底关闭。更多细"
+"节请参阅 [method WebSocketPeer.close]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Emitted when a new client connects. \"protocol\" will be the sub-protocol "
"agreed with the client."
-msgstr "当新的客户端连接时触发。\"协议\" 将是与客户端达成的子协议。"
+msgstr "当新的客户端连接时触发。“protocol”将是与客户端达成的子协议。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Emitted when a client disconnects. [code]was_clean_close[/code] will be "
"[code]true[/code] if the connection was shutdown cleanly."
msgstr ""
-"当客户端断开连接时触发。如果连接被彻底关闭[code]was_clean_close[/code] 将是"
-"[code]true[/code] 。"
+"当客户端断开连接时触发。如果连接被彻底关闭,[code]was_clean_close[/code] 将"
+"是 [code]true[/code] 。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -88121,14 +93472,13 @@ msgid ""
"multiplayer peer."
msgstr ""
"当收到一个新消息时触发。\n"
-"[b]注意:[/b]这个信号在用作高级多人对等的时候,[i]不[/i]触发。"
+"[b]注意:[/b]这个信号在用作高级多人对等的时候,[i]不会[/i]触发。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "AR/VR interface using WebXR."
msgstr "使用 WebXR 的 AR/VR 接口。"
#: modules/webxr/doc_classes/WebXRInterface.xml
-#, fuzzy
msgid ""
"WebXR is an open standard that allows creating VR and AR applications that "
"run in the web browser.\n"
@@ -88155,6 +93505,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -88253,15 +93606,15 @@ msgid ""
"a wider or narrower set of devices and input methods, or to allow more "
"advanced interactions with more advanced devices."
msgstr ""
-"WebXR是一个开放标准,允许创建在网络浏览器中运行的VR和AR应用程序。\n"
-"因此,这个界面只有在HTML5导出中运行时才能使用。\n"
-"WebXR支持广泛的设备,从能力很强的设备(如Valve Index、HTC Vive、Oculus Rift和"
-"Quest)到能力较弱的设备(如Google Cardboard、Oculus Go、GearVR或普通智能手"
-"机)。\n"
-"由于WebXR是基于Javascript的,它大量使用回调,这意味着[WebXRInterface]被迫使用"
-"信号,而其他AR/VR界面会使用立即返回结果的函数。这使得[WebXRInterface]的初始化"
-"比其他AR/VR接口要复杂很多。\n"
-"下面是启动一个沉浸式VR会话所需的最小代码。\n"
+"WebXR 是一个开放标准,允许创建在网络浏览器中运行的 VR 和 AR 应用程序。\n"
+"因此,这个界面只有在 HTML5 导出中运行时才能使用。\n"
+"WebXR 支持广泛的设备,从能力很强的设备(如 Valve Index、HTC Vive、Oculus "
+"Rift 和 Quest)到能力较弱的设备(如 Google Cardboard、Oculus Go、GearVR 或普"
+"通智能手机)。\n"
+"由于 WebXR 是基于 Javascript 的,它大量使用回调,这意味着 [WebXRInterface] 被"
+"迫使用信号,而其他 AR/VR 界面会使用立即返回结果的函数。这使得 "
+"[WebXRInterface] 的初始化比其他 AR/VR 接口要复杂很多。\n"
+"下面是启动一个沉浸式 VR 会话所需的最小代码。\n"
"[codeblock]\n"
"extends Spatial\n"
"\n"
@@ -88275,8 +93628,11 @@ msgstr ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # 尽可能映射到标准按钮/轴\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR使用了大量的异步回调,\n"
-" # 所以我们要连接各种信号来接收它们。 \n"
+" # 所以我们要连接各种信号来接收它们。 \n"
" webxr_interface.connect(\"session_supported\", self, "
"\"_webxr_session_supported\")\n"
" webxr_interface.connect(\"session_started\", self, "
@@ -88288,7 +93644,7 @@ msgstr ""
"\n"
" # 这将立即返回——自身的_webxr_session_supported()方法\n"
" # (我们在上面连接了'session_supported' 信号)将在稍后被调用\n"
-" # 让我们知道它是否被支持。 \n"
+" # 让我们知道它是否被支持。 \n"
" webxr_interface.is_session_supported(\"immersive-vr\")\n"
"\n"
"func _webxr_session_supported(session_mode, supported):\n"
@@ -88297,11 +93653,11 @@ msgstr ""
"\n"
"func _on_Button_pressed():\n"
" if not vr_supported:\n"
-" OS.alert(\"Your browser doesn't support VR\")\n"
+" OS.alert(\"你的浏览器不支持 VR\")\n"
" return\n"
"\n"
" # 获得沉浸式的VR体验,而不是AR('immersive-ar')\n"
-" # 或一个简单的3DoF查看器('viewer')。 \n"
+" # 或一个简单的3DoF查看器('viewer')。 \n"
" webxr_interface.session_mode = 'immersive-vr'\n"
" # 'bounded-floor'是房间大小,'local-floor'是站着或坐着的\n"
" # 体验(如果你有3DoF耳机,它会让你离地面1.6米)。\n"
@@ -88322,16 +93678,16 @@ msgstr ""
" # _webxr_session_started()或_webxr_session_failed()方法被调用时,才知道它"
"是否真的成功或失败。\n"
" if not webxr_interface.initialize():\n"
-" OS.alert(\"Failed to initialize\")\n"
+" OS.alert(\"初始化失败\")\n"
" return\n"
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
-" # 这告诉Godot开始进行渲染。\n"
+" # 让 Godot 开始进行渲染。\n"
" get_viewport().arvr = true\n"
" # 这将是您从上面请求的类型中最终得到的引用空间类型。\n"
" # 如果你想让游戏在'bounded-floor'和 'local-floor' 中有一点不同,\n"
-" # 这是很有用的。 \n"
+" # 这是很有用的。 \n"
" print (\"Reference space type: \" + webxr_interface."
"reference_space_type)\n"
"\n"
@@ -88342,29 +93698,30 @@ msgstr ""
" get_viewport().arvr = false\n"
"\n"
"func _webxr_session_failed(message):\n"
-" OS.alert(\"Failed to initialize: \" + message)\n"
+" OS.alert(\"初始化失败:\" + message)\n"
"[/codeblock]\n"
-"有几种方法来处理 \"controller\" 控制器的输入。\n"
-"- 使用[ARVRController]节点和它们的[signal ARVRController.button_pressed]和"
-"[signal ARVRController.button_release]信号。这是Godot的AR/VR应用中通常处理控"
-"制器的方式,然而,这只适用于高级VR控制器,例如Oculus Touch或Index控制器。按钮"
-"代码由[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-"
-"standard-gamepad-mapping]WebXR Gamepads模块[/url]的3.3节定义。\n"
-"- 使用[method Node._unhandled_input]和[InputEventJoypadButton]或"
-"[InputEventJoypadMotion]。这和普通的游戏手柄工作原理一样,只是[member "
-"InputEvent.device]从100开始,所以左边的控制器是100,右边的控制器是101,按钮代"
-"码由[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-"
-"gamepad-mapping]WebXR Gamepads模块[/url]的3.3节定义。\n"
-"- 使用[signal select]、[signal squeeze]和相关信号。这种方法既适用于高级的VR控"
-"制器,也适用于非传统的 \"controller\" 控制器,如在屏幕上的点击、口语化的语音"
-"命令或设备本身的按键。传递给这些信号的[code]controller_id[/code]是与[member "
-"ARVRController.controller_id]中使用的id相同。\n"
+"有几种方法来处理“controller”控制器的输入。\n"
+"- 使用 [ARVRController] 节点和它们的 [signal ARVRController.button_pressed] "
+"和 [signal ARVRController.button_release] 信号。这是 Godot 的 AR/VR 应用中通"
+"常处理控制器的方式,然而,这只适用于高级 VR 控制器,例如 Oculus Touch 或 "
+"Index 控制器。按钮代码由 [url=https://immersive-web.github.io/webxr-gamepads-"
+"module/#xr-standard-gamepad-mapping]WebXR Gamepads 模块[/url]的 3.3 节定"
+"义。\n"
+"- 使用 [method Node._unhandled_input]和[InputEventJoypadButton]或"
+"[InputEventJoypadMotion]。这和普通的游戏手柄工作原理一样,只是 [member "
+"InputEvent.device] 从 100 开始,所以左边的控制器是 100,右边的控制器是 101,"
+"按钮代码由 [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-"
+"standard-gamepad-mapping]WebXR Gamepads模块[/url]的 3.3 节定义。\n"
+"- 使用 [signal select]、[signal squeeze] 和相关信号。这种方法既适用于高级的VR"
+"控制器,也适用于非传统的“controller”控制器,如在屏幕上的点击、口语化的语音命"
+"令或设备本身的按键。传递给这些信号的 [code]controller_id[/code] 是与 [member "
+"ARVRController.controller_id] 中使用的 id 相同。\n"
"你可以使用这些方法中的一个或全部,让你的游戏或应用程序支持更广泛或更窄的设备"
"和输入方法,或者允许与更高级的设备进行更高级的交互。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "How to make a VR game for WebXR with Godot"
-msgstr ""
+msgstr "如何使用 Godot 制作 WebXR 的 VR 游戏"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -88385,10 +93742,10 @@ msgid ""
"- [signal squeezestart]"
msgstr ""
"获取给定 [code]controller_id[/code] 的 [ARVRPositionalTracker]。\n"
-"在 WebXR 的上下文中, \"controller\"控制器可以是高级 VR 控制器,如 Oculus "
-"Touch 或 Index 控制器,甚至可以是屏幕上的点击、语音命令或设备本身的按钮按下。"
-"当使用非传统控制器时,将 [ARVRPositionalTracker] 的位置和方向解释为指向用户希"
-"望与之交互的对象的射线。\n"
+"在 WebXR 的上下文中,“controller”控制器可以是高级 VR 控制器,如 Oculus Touch "
+"或 Index 控制器,甚至可以是屏幕上的点击、语音命令或设备本身的按钮按下。当使用"
+"非传统控制器时,将 [ARVRPositionalTracker] 的位置和方向解释为指向用户希望与之"
+"交互的对象的射线。\n"
"使用此方法获取有关触发以下信号之一的控制器的信息:\n"
"- [signal selectstart]\n"
"- [signal select]\n"
@@ -88404,6 +93761,10 @@ msgid ""
"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
msgstr ""
+"返回给定的 [code]controller_id[/code] 控制器的目标射线模式。\n"
+"可用于帮助解析来自该控制器的输入。详情请参阅 [url=https://developer.mozilla."
+"org/en-US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource."
+"targetRayMode[/url]。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -88415,11 +93776,11 @@ msgid ""
"This method returns nothing, instead it emits the [signal session_supported] "
"signal with the result."
msgstr ""
-"检查给定的[code]session_mode[/code]是否被用户的浏览器支持。\n"
-"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/"
-"XRSessionMode]WebXR的XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
-"code], [code]\"immersive-ar\"[/code], 和[code]\"inline\"[/code]。\n"
-"此方法不返回任何东西,而是将结果发送给[signal session_supported]信号。"
+"检查给定的 [code]session_mode[/code] 是否被用户的浏览器支持。\n"
+"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
+"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
+"code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。\n"
+"此方法不返回任何东西,而是将结果发送给 [signal session_supported] 信号。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -88468,12 +93829,13 @@ msgid ""
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
-"引用空间类型,来自[member requested_reference_space_types]属性中设置的请求类"
-"型列表,最终由[method ARVRInterface.initialize]在设置WebXR会话时使用。\n"
-"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/"
-"XRReferenceSpaceType]WebXR的XRReferenceSpaceType[/url]。如果你想使用一个特定"
-"的引用空间类型,它必须被列入[member required_features]或[member "
-"optional_features]中。"
+"引用空间类型,来自 [member requested_reference_space_types] 属性中设置的请求"
+"类型列表,最终由 [method ARVRInterface.initialize] 在设置 WebXR 会话时使"
+"用。\n"
+"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
+"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果你想使用一个特"
+"定的引用空间类型,它必须被列入 [member required_features] 或 [member "
+"optional_features] 中。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -88491,7 +93853,7 @@ msgid ""
msgstr ""
"[method ARVRInterface.initialize] 设置 WebXR 会话时使用的引用空间类型的逗号分"
"隔列表。\n"
-"按顺序请求引用空间类型,将使用用户设备或浏览器支持的第一个。 [member "
+"按顺序请求引用空间类型,将使用用户设备或浏览器支持的第一个。[member "
"reference_space_type] 属性包含最终使用的引用空间类型。\n"
"这对已经初始化的接口没有任何影响。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
@@ -88530,11 +93892,11 @@ msgid ""
"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
msgstr ""
-"设置WebXR会话时,[method ARVRInterface.initialize]所使用的会话模式。\n"
+"设置 WebXR 会话时,[method ARVRInterface.initialize] 所使用的会话模式。\n"
"在已经初始化的情况下,这对接口没有任何影响。\n"
-"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/"
-"XRSessionMode]WebXR的XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
-"code], [code]\"immersive-ar\"[/code], 和[code]\"inline\"[/code]。"
+"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
+"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
+"code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -88547,7 +93909,17 @@ msgstr ""
"指示用户是否可以看到 WebXR 会话的图像。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRVisibilityState]WebXR 的 XRVisibilityState[/url],包括 [code]\"hidden\"[/"
-"code], [code]\"visible\"[/code], 和 [code]\"visible-blurred\"[/code]。"
+"code]、[code]\"visible\"[/code] 和 [code]\"visible-blurred\"[/code]。"
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+"如果设为真,会尽可能将按钮及轴的 ID 进行转换,以匹配其他 AR/VR 接口所使用的标"
+"准 ID。\n"
+"否则,会直接传递来自 WebXR 的 ID,不进行修改。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -88610,9 +93982,9 @@ msgid ""
"[code]message[/code] may optionally contain an error message from WebXR, or "
"an empty string if no message is available."
msgstr ""
-"如果会话启动失败,由[method ARVRInterface.initialize]触发。\n"
-"[code]message[/code]可以选择包含一个来自WebXR的错误信息,如果没有信息,则为空"
-"字符串。"
+"如果会话启动失败,由 [method ARVRInterface.initialize] 触发。\n"
+"[code]message[/code] 可以选择包含一个来自 WebXR 的错误信息,如果没有信息,则"
+"为空字符串。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -88621,17 +93993,17 @@ msgid ""
"At this point, it's safe to do [code]get_viewport().arvr = true[/code] to "
"instruct Godot to start rendering to the AR/VR device."
msgstr ""
-"如果会话成功启动,由[method ARVRInterface.initialize]触发。\n"
-"此时,应该执行[code]get_viewport().arvr = true[/code]来指示Godot开始向AR/VR设"
-"备进行渲染是安全的。"
+"如果会话成功启动,由 [method ARVRInterface.initialize] 触发。\n"
+"此时,应该执行 [code]get_viewport().arvr = true[/code] 来指示 Godot 开始向 "
+"AR/VR 设备进行渲染是安全的。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted by [method is_session_supported] to indicate if the given "
"[code]session_mode[/code] is supported or not."
msgstr ""
-"由[method is_session_supported]触发,表示是否支持指定的[code]session_mode[/"
-"code]。"
+"由 [method is_session_supported] 触发,表示是否支持指定的 "
+"[code]session_mode[/code]。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -88665,25 +94037,25 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "Emitted when [member visibility_state] has changed."
-msgstr "当[member visibility_state]已更改时触发。"
+msgstr "当 [member visibility_state] 已更改时触发。"
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
-msgstr ""
+msgid "We don't know the target ray mode."
+msgstr "不知道目标射线的模式。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Target ray originates at the viewer's eyes and points in the direction they "
"are looking."
-msgstr ""
+msgstr "目标射线从观察者的眼睛出发,指向所观察的方向。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "Target ray from a handheld pointer, most likely a VR touch controller."
-msgstr ""
+msgstr "目标射线由手持指示器发射,很可能是 VR 触摸控制器。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "Target ray from touch screen, mouse or other tactile input device."
-msgstr ""
+msgstr "目标射线由触摸屏、鼠标等触觉输入设备发射。"
#: doc/classes/WindowDialog.xml
msgid "Base class for window dialogs."
@@ -88695,8 +94067,8 @@ msgid ""
"default toplevel [Control] that draws a window decoration and allows motion "
"and resizing."
msgstr ""
-"Windowdialog是所有基于窗口的对话框的基类。它是一个默认的顶层[Control]控件,可"
-"以绘制一个窗口装饰,并允许移动和调整大小。"
+"Windowdialog 是所有基于窗口的对话框的基类。它是一个默认的顶层 [Control] 控"
+"件,可以绘制一个窗口装饰,并允许移动和调整大小。"
#: doc/classes/WindowDialog.xml
msgid ""
@@ -88706,12 +94078,12 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回关闭的 [TextureButton]。\n"
-"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望"
-"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
+"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
+"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/WindowDialog.xml
msgid "If [code]true[/code], the user can resize the window."
-msgstr "如果[code]true[/code],用户可以调整窗口大小。"
+msgstr "如果为 [code]true[/code],用户可以调整窗口大小。"
#: doc/classes/WindowDialog.xml
msgid "The text displayed in the window's title bar."
@@ -88729,7 +94101,7 @@ msgstr "关闭按钮的水平偏移。"
msgid ""
"The thickness of the border that can be dragged when scaling the window (if "
"[member resizable] is enabled)."
-msgstr "缩放窗口时可以拖动的边框的粗细,如果启用了[member resizable]。"
+msgstr "缩放窗口时可以拖动的边框的粗细,如果启用了 [member resizable]。"
#: doc/classes/WindowDialog.xml
msgid "The vertical offset of the title text."
@@ -88764,11 +94136,11 @@ msgstr "拥有与世界相关的一切的类。"
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
-"拥有与世界相关的一切的类。物理空间、视觉场景和声音空间。空间节点将其资源注册"
-"到当前世界中。"
+"拥有与世界相关的一切的类。物理空间、视觉场景、导航地图和声音空间。空间节点将"
+"其资源注册到当前世界中。"
#: doc/classes/World.xml
msgid ""
@@ -88778,15 +94150,18 @@ msgstr "直接访问世界物理 3D 空间状态。用于查询当前和潜在
#: doc/classes/World.xml
msgid "The World's [Environment]."
-msgstr "World的[Environment]环境。"
+msgstr "World 的 [Environment] 环境。"
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
-msgstr ""
-"如果 World 的 [Environment] 失败或丢失,将使用 World 的 "
-"fallback_environment。"
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr "该 World 的回退环境会在 [member environment] 失败或丢失时使用。"
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "这个世界的导航地图的 [RID]。会被 [NavigationServer] 使用。"
#: doc/classes/World.xml
msgid "The World's visual scenario."
@@ -88803,11 +94178,11 @@ msgstr "拥有与 2D 世界有关的所有内容的类。"
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
-"拥有与 2D 世界有关一切的类。一个物理空间、一个可视化场景和一个声音空间。2D 节"
-"点将其资源注册到当前的 2D 世界中。"
+"拥有与 2D 世界有关一切的类。物理空间、视觉场景、导航地图和声音空间。2D 节点将"
+"其资源注册到当前的 2D 世界中。"
#: doc/classes/World2D.xml
msgid ""
@@ -88821,15 +94196,20 @@ msgid ""
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [code]_physics_process(delta)[/code] in the main thread."
msgstr ""
-"直接访问世界物理二维空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访"
+"直接访问世界物理 2D 空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访"
"问仅限于主线程中的 [code]_physics_process(delta)[/code]。"
#: doc/classes/World2D.xml
msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "这个世界的导航地图的 [RID]。会被 [Navigation2DServer] 使用。"
+
+#: doc/classes/World2D.xml
+msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
-"这个世界物理空间资源的[RID]。 [Physics2DServer] 用于 2D 物理,将其视为空间和"
+"这个世界物理空间资源的 [RID]。[Physics2DServer] 用于 2D 物理,将其视为空间和"
"区域。"
#: doc/classes/WorldEnvironment.xml
@@ -88877,15 +94257,13 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
"X509Certificate 类表示一个 X509 证书。证书可以像其他的 [Resource] 资源一样被"
"加载和保存。\n"
"它们可以作为 [method StreamPeerSSL.accept_stream] 中的服务器证书,与适当的 "
"[CryptoKey] 一起使用,并指定通过 [method StreamPeerSSL.connect_to_stream] 连"
-"接到 SSL 服务器时应该接受的唯一证书。\n"
-"[b]注意:[/b]在 HTML5 导出中不可用。"
+"接到 SSL 服务器时应该接受的唯一证书。"
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
@@ -88922,13 +94300,13 @@ msgstr "获取当前元素中的属性数量。"
msgid ""
"Gets the name of the attribute specified by the index in [code]idx[/code] "
"argument."
-msgstr "获取由[code]idx[/code]参数中的索引指定的属性名称。"
+msgstr "获取由 [code]idx[/code] 参数中的索引指定的属性名称。"
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument."
-msgstr "获取由[code]idx[/code]参数中的索引指定的属性值。"
+msgstr "获取由 [code]idx[/code] 参数中的索引指定的属性值。"
#: doc/classes/XMLParser.xml
msgid "Gets the current line in the parsed file (currently not implemented)."
@@ -88938,21 +94316,20 @@ msgstr "获取被解析文件中的当前行(目前未实现)。"
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
-msgstr ""
-"通过名称获取当前元素的某个属性的值。如果该元素没有该属性,将引发一个错误。"
+msgstr "通过名称获取当前元素的某个属性的值。如果该元素没有该属性,将引发错误。"
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will return an empty [String] if the attribute is not found."
msgstr ""
-"通过名称获取当前元素的某个属性值。如果没有找到该属性,将返回空的[String]。"
+"通过名称获取当前元素的某个属性值。如果没有找到该属性,将返回空的 [String]。"
#: doc/classes/XMLParser.xml
msgid ""
"Gets the contents of a text node. This will raise an error in any other type "
"of node."
-msgstr "获取文本节点的内容。若在任何其他类型的节点中,这将引发一个错误。"
+msgstr "获取文本节点的内容。若在任何其他类型的节点中,将引发错误。"
#: doc/classes/XMLParser.xml
msgid ""
@@ -88960,8 +94337,8 @@ msgid ""
"current node type is neither [constant NODE_ELEMENT] nor [constant "
"NODE_ELEMENT_END]."
msgstr ""
-"获取当前元素节点的名称。如果当前节点类型既不是[constant NODE_ELEMENT]也不是"
-"[constant NODE_ELEMENT_END],将引发一个错误。"
+"获取当前元素节点的名称。如果当前节点类型既不是 [constant NODE_ELEMENT] 也不"
+"是 [constant NODE_ELEMENT_END],将引发一个错误。"
#: doc/classes/XMLParser.xml
msgid ""
@@ -88987,23 +94364,23 @@ msgstr ""
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
-msgstr "打开一个 XML 文件进行解析。这将返回一个错误代码。"
+msgstr "打开一个 XML 文件进行解析。返回的是错误码。"
#: doc/classes/XMLParser.xml
msgid "Opens an XML raw buffer for parsing. This returns an error code."
-msgstr "打开一个 XML 原始缓冲区进行解析。这将返回一个错误代码。"
+msgstr "打开一个 XML 原始缓冲区进行解析。返回的是错误码。"
#: doc/classes/XMLParser.xml
msgid "Reads the next node of the file. This returns an error code."
-msgstr "读取文件的下一个节点。这将返回一个错误代码。"
+msgstr "读取文件的下一个节点。返回的是错误码。"
#: doc/classes/XMLParser.xml
msgid ""
"Moves the buffer cursor to a certain offset (since the beginning) and read "
"the next node there. This returns an error code."
msgstr ""
-"将缓冲区光标移动到某一偏移量(相对于开始位置)并在那里读取下一个节点。这将返"
-"回一个错误代码。"
+"将缓冲区光标移动到某一偏移量(相对于开始位置)并在那里读取下一个节点。返回的"
+"是错误码。"
#: doc/classes/XMLParser.xml
msgid ""
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index 6fb4ff9eb2..59cd8b199b 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -10,12 +10,16 @@
# Lihan Zhu <lihan@proctorio.com>, 2021.
# jixun <jingshinglai@gmail.com>, 2021.
# Nick Chu <nickchu35@gmail.com>, 2021.
+# Number18 <secretemail7730@gmail.com>, 2022.
+# 曹恩逢 <nelson22768384@gmail.com>, 2022.
+# Otis Kao <momoslim@gmail.com>, 2022.
+# YuChiang Chang <chiang.c.tw@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-10-10 14:03+0000\n"
-"Last-Translator: Nick Chu <nickchu35@gmail.com>\n"
+"PO-Revision-Date: 2022-05-31 22:35+0000\n"
+"Last-Translator: YuChiang Chang <chiang.c.tw@gmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -23,7 +27,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.9-dev\n"
+"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -51,7 +55,7 @@ msgstr "訊號"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "列舉類型"
+msgstr "列舉"
#: doc/tools/make_rst.py
msgid "Constants"
@@ -66,17 +70,16 @@ msgid "Method Descriptions"
msgstr "方法說明"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "屬性說明"
+msgstr "主題屬性說明"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "繼承:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "繼承自:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
@@ -88,11 +91,11 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr ""
+msgstr "值"
#: doc/tools/make_rst.py
msgid "Getter"
@@ -101,13 +104,13 @@ msgstr ""
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr ""
+msgstr "此方法通常應由用戶覆蓋以產生任何效果。"
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
-msgstr ""
+msgstr "這種方法沒有副作用。它不會修改任何實例的成員變量。"
#: doc/tools/make_rst.py
msgid ""
@@ -425,7 +428,7 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
-"`Array` or `Dictionary` up to its deepest level.\n"
+"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
@@ -479,7 +482,7 @@ msgid ""
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
@@ -727,7 +730,13 @@ msgid ""
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -939,7 +948,14 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-msgid "Like [method print], but prints only when used in debug mode."
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1027,11 +1043,12 @@ msgstr "aasd"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Random range, any floating point value between [code]from[/code] and "
-"[code]to[/code].\n"
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1075,37 +1092,36 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array with the given range. Range can be 1 argument [code]N[/"
-"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
-"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
-"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
-"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
-"5, 1)[/code]).\n"
-"Returns an array with the given range. [code]range()[/code] can have 1 "
-"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
-"([code]initial[/code], [code]final - 1[/code]) or three arguments "
-"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
-"[code]increment[/code] can be negative. If [code]increment[/code] is "
-"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
-"the initial value must be greater than the final value for the loop to run.\n"
-"[codeblock]\n"
-"print(range(4))\n"
-"print(range(2, 5))\n"
-"print(range(0, 6, 2))\n"
-"[/codeblock]\n"
-"Output:\n"
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
"[codeblock]\n"
-"[0, 1, 2, 3]\n"
-"[2, 3, 4]\n"
-"[0, 2, 4]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
-"var i := array.size() - 1\n"
-"while i >= 0:\n"
-" print(array[i])\n"
-" i -= 1\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
@@ -1194,7 +1210,7 @@ msgid ""
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
@@ -3429,8 +3445,21 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
-"pick in a list specified via a hint string such as [code]\"Hello,Something,"
-"Else\"[/code]."
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -3466,6 +3495,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
@@ -3478,6 +3513,12 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
@@ -3562,7 +3603,7 @@ msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
@@ -4194,17 +4235,24 @@ msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
-msgid "Sprite node that can use multiple textures for animation."
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
-"Animations are created using a [SpriteFrames] resource, which can be "
-"configured in the editor via the SpriteFrames panel.\n"
-"[b]Note:[/b] You can associate a set of normal maps by creating additional "
-"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
-"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
-"code] will make it so the [code]run[/code] animation uses the normal map."
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
@@ -4232,9 +4280,9 @@ msgstr ""
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+#: doc/classes/AnimatedSprite.xml
msgid ""
-"The current animation from the [code]frames[/code] resource. If this value "
+"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
@@ -4258,8 +4306,11 @@ msgstr ""
msgid "The displayed animation frame's index."
msgstr ""
-#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
-msgid "The [SpriteFrames] resource containing the animation(s)."
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
@@ -4311,6 +4362,16 @@ msgid ""
"provided, the current animation is played."
msgstr ""
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
@@ -4827,11 +4888,11 @@ msgstr ""
msgid "No interpolation (nearest value)."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
-#: doc/classes/Animation.xml
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
@@ -4946,8 +5007,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Returns [code]true[/code] whether a given path is filtered."
-msgstr ""
+#, fuzzy
+msgid "Returns whether the given path is filtered."
+msgstr "回傳參數的正切值。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -4971,7 +5033,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Sets a custom parameter. These are used as local storage, because resources "
+"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@@ -4980,7 +5042,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Called when the node was removed from the graph."
+msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5334,8 +5396,11 @@ msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
-"This node may contain a sub-tree of any other blend type nodes, such as mix, "
-"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
@@ -5863,7 +5928,10 @@ msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
-"[code]seconds[/code] are skipped."
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7056,7 +7124,10 @@ msgid ""
"[code]0[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
@@ -7080,8 +7151,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
@@ -7090,8 +7162,24 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
-"not found. Optionally, the initial search index can be passed."
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
@@ -7229,11 +7317,15 @@ msgid ""
"[code]null[/code]."
msgstr ""
-#: doc/classes/Array.xml
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
-"the array."
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
@@ -7443,7 +7535,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
-msgid "Default value used for index_array_len when no indices are present."
+msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -7713,8 +7805,8 @@ msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
-"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
-"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
@@ -8232,6 +8324,16 @@ msgid ""
"accordingly without losing proportions."
msgstr ""
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
@@ -8358,7 +8460,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8397,7 +8499,7 @@ msgid ""
"[/codeblock]"
msgstr ""
-#: doc/classes/AStar.xml
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
@@ -8580,7 +8682,7 @@ msgstr ""
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
-"be 1 or larger.\n"
+"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
@@ -8596,7 +8698,10 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Returns whether there is a connection/segment between the given points."
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
@@ -8613,10 +8718,6 @@ msgid ""
msgstr ""
#: doc/classes/AStar2D.xml
-msgid "Deletes the segment between the given points."
-msgstr ""
-
-#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
@@ -8801,7 +8902,9 @@ msgid ""
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network."
+"transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9595,26 +9698,10 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Name of the current device for audio input (see [method "
-"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
-"system-wide default audio input is currently used."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
-msgid ""
-"Sets which audio input device is used for audio capture. On systems with "
-"multiple audio inputs (such as analog and USB), this can be used to select "
-"the audio input device. Setting the value [code]\"Default\"[/code] will "
-"record audio from the system-wide default audio input. If an invalid device "
-"name is set, the value will be reverted back to [code]\"Default\"[/code]."
-msgstr ""
-
-#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@@ -9772,6 +9859,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
+"Name of the current device for audio input (see [method get_device_list]). "
+"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio input device. The value "
+"[code]\"Default\"[/code] will record audio on the system-wide default audio "
+"input. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
@@ -9990,7 +10087,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10155,7 +10258,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -10464,8 +10573,15 @@ msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
-"When enabled, the lightmapper will merge the textures for all meshes into a "
-"single large layered texture. Not supported in GLES2."
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -10890,7 +11006,7 @@ msgstr ""
#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
msgid "Using 3D transforms"
-msgstr ""
+msgstr "使用 3D 變換(transforms)"
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -10930,7 +11046,7 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
-"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
@@ -11000,8 +11116,8 @@ msgstr ""
#: doc/classes/Basis.xml
msgid ""
-"Introduce an additional rotation around the given axis by phi (radians). The "
-"axis must be a normalized vector."
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
@@ -11592,6 +11708,29 @@ msgstr ""
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
@@ -11671,17 +11810,17 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
-"point on the [Viewport] rectangle by the camera projection. This is useful "
-"for casting rays in the form of (origin, normal) for object intersection or "
-"picking."
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
@@ -11739,7 +11878,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
@@ -11811,8 +11955,8 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
@@ -12137,10 +12281,12 @@ msgid ""
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
@@ -12352,7 +12498,16 @@ msgstr ""
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
-"draw_circle]."
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12363,22 +12518,42 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Draws a colored, unfilled circle. See also [method draw_arc], [method "
-"draw_polyline] and [method draw_polygon]."
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
-"polygon."
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
-"draw_polyline]."
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12394,7 +12569,12 @@ msgid ""
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12406,7 +12586,12 @@ msgid ""
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
-"not implemented and have no effect."
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12420,7 +12605,13 @@ msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
-"draw_polyline_colors]."
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12429,7 +12620,13 @@ msgid ""
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
-"[method draw_polygon]."
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12439,7 +12636,13 @@ msgid ""
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
-"draw_multiline_colors] instead. See also [method draw_polygon]."
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12457,10 +12660,16 @@ msgid ""
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
-"[code]antialiased[/code] is [code]true[/code], the lines will be "
-"antialiased.\n"
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
-"effective if [code]filled[/code] is [code]false[/code]."
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12615,20 +12824,24 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"local transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"If [code]enable[/code] is [code]true[/code], children will be updated with "
-"global transform data."
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12742,9 +12955,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"The [CanvasItem]'s transform has changed. This notification is only received "
-"if enabled by [method set_notify_transform] or [method "
-"set_notify_local_transform]."
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12855,6 +13073,18 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
@@ -13545,8 +13775,7 @@ msgid ""
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
-#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
@@ -13688,7 +13917,10 @@ msgid ""
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
@@ -13849,7 +14081,9 @@ msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
-"[CollisionPolygon2D]'s rotation, will collide with other objects."
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
@@ -13945,7 +14179,9 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
-"(top or bottom)."
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
@@ -14008,7 +14244,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
-"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
@@ -14046,9 +14282,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
-"var c = Color(0.3, 0.4, 0.9)\n"
-"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
-"255)\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
"[/codeblock]"
msgstr ""
@@ -14067,8 +14303,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
-"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
-"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
@@ -14084,8 +14320,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
-"var c = Color(0.2, 0.45, 0.82)\n"
-"var gray = c.gray() # A value of 0.466667\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
@@ -14176,9 +14412,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
-"var c = Color(1, 1, 1, 0.5)\n"
-"var s1 = c.to_html() # Returns \"7fffffff\"\n"
-"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
@@ -15692,8 +15928,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
-"name of the current control is used as the type. If the type is a class name "
-"its parent classes are also checked, in order of inheritance.\n"
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@@ -15954,6 +16191,13 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
@@ -16379,8 +16623,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
-"[member rect_scale], it will scale around this pivot. Set this property to "
-"[member rect_size] / 2 to center the pivot in the node's rectangle."
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
@@ -16450,6 +16695,25 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@@ -16589,14 +16853,14 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
-"Show the system's wait mouse cursor, often an hourglass, when the user "
-"hovers the node."
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
-"hourglass."
+"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
@@ -17750,8 +18014,7 @@ msgid ""
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
-"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
@@ -18705,10 +18968,10 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#: doc/classes/Curve2D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code], with control points "
-"[code]in[/code] and [code]out[/code].\n"
+"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
@@ -18860,6 +19123,18 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
+msgid ""
+"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
+"position, with control points [code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "回傳參數的反正弦值。"
@@ -18985,11 +19260,15 @@ msgid ""
msgstr ""
#: doc/classes/CurveTexture.xml
-msgid "The [code]curve[/code] rendered onto the texture."
-msgstr ""
+#, fuzzy
+msgid "The [Curve] that is rendered onto the texture."
+msgstr "回傳參數的正弦值。"
#: doc/classes/CurveTexture.xml
-msgid "The width of the texture."
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
@@ -19133,7 +19412,7 @@ msgid ""
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
-"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
@@ -19275,6 +19554,13 @@ msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "回傳參數的正弦值。"
@@ -19299,13 +19585,17 @@ msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19315,7 +19605,11 @@ msgid ""
msgstr ""
#: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19332,23 +19626,23 @@ msgstr ""
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
@@ -19551,9 +19845,11 @@ msgstr ""
#: doc/classes/Directory.xml
msgid ""
-"Deletes the target file or an empty directory. The argument can be relative "
-"to the current directory, or an absolute path. If the target directory is "
-"not empty, the operation will fail.\n"
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
@@ -19668,9 +19964,8 @@ msgid ""
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
-"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
-"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
-"supported.\n"
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
@@ -20016,7 +20311,7 @@ msgstr ""
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
-"[method load_from_file] button."
+"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
@@ -20262,8 +20557,9 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
-msgid "Returns [code]true[/code] of the filesystem is being scanned."
-msgstr ""
+#, fuzzy
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "回傳參數的餘弦值。"
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
@@ -20537,18 +20833,34 @@ msgid ""
msgstr ""
#: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
@@ -21189,7 +21501,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the Editor's dialogue used for making scripts.\n"
+"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
@@ -21197,9 +21509,23 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the state of your plugin editor. This is used when saving the scene (so "
-"state is kept when opening it again) and for switching tabs (so state can be "
-"restored when the tab returns)."
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21210,9 +21536,18 @@ msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
-"Gets the GUI layout of the plugin. This is used to save the project's editor "
-"layout when [method queue_save_layout] is called or the editor layout was "
-"changed(For example changing the position of a dock)."
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21325,11 +21660,30 @@ msgid ""
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the state saved by [method get_state]."
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
-msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
@@ -21723,6 +22077,14 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
@@ -22296,6 +22658,11 @@ msgid ""
"same behavior."
msgstr ""
+#: doc/classes/EditorSpinSlider.xml
+#, fuzzy
+msgid "If [code]true[/code], the slider is hidden."
+msgstr "回傳參數的餘弦值。"
+
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
@@ -22461,12 +22828,13 @@ msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
-"the commit message of the commit. [code]author[/code] is a human-readable "
-"string containing the author's details, e.g. the email and name configured "
-"in the VCS. [code]id[/code] is the identifier of the commit, in whichever "
-"format your VCS may provide an identifier to commits. [code]date[/code] is "
-"directly added to the commit item and displayed in the editor, and hence, it "
-"shall be a well-formatted, human-readable date string."
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
@@ -22722,7 +23090,7 @@ msgid ""
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
-"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running "
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
@@ -23129,7 +23497,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-msgid "If [code]true[/code], the glow effect is enabled."
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
msgstr ""
#: doc/classes/Environment.xml
@@ -23320,7 +23703,7 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
-"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
@@ -23332,10 +23715,13 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Keeps on screen every pixel drawn in the background. This is the fastest "
-"background mode, but it can only be safely used in fully-interior scenes (no "
-"visible sky or sky reflections). If enabled in a scene where the background "
-"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
@@ -23399,33 +23785,43 @@ msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
-"unmodified."
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
-"colors by this formula: [code]color = color / (1 + color)[/code]."
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Filmic tonemapper operator."
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"Academy Color Encoding System tonemapper operator. Performs an approximation "
-"of the ACES tonemapping curve."
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
-"High quality Academy Color Encoding System tonemapper operator that matches "
-"the industry standard. Performs a more physically accurate curve fit which "
-"better simulates how light works in the real world. The color of lights and "
-"emissive materials will become lighter as the emissive energy increases, and "
-"will eventually become white if the light is bright enough to saturate the "
-"camera sensor."
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
@@ -23461,11 +23857,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect."
+msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
-msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
@@ -24284,12 +24680,49 @@ msgstr ""
#: doc/classes/Font.xml
msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns resource id of the cache texture containing the char."
+msgstr "回傳參數的雙曲正弦值。"
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the cache texture containing the char."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns char offset from the baseline."
+msgstr "回傳參數的餘弦值。"
+
+#: doc/classes/Font.xml
+#, fuzzy
+msgid "Returns size of the char."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
@@ -24320,6 +24753,22 @@ msgid ""
"function to propagate changes to controls that might use it."
msgstr ""
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
@@ -25084,14 +25533,14 @@ msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
-"an empty [Variant].\n"
+"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
-"returned dictionary has two keys: [code]points[/code] is a vector of "
+"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
@@ -25195,8 +25644,8 @@ msgstr ""
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
-"of intersection as [Vector2]. If no intersection takes place, returns an "
-"empty [Variant]."
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25233,8 +25682,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
-"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
-"returned."
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@@ -25504,7 +25954,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
-"Reducing [member subdiv] can speed up baking."
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@@ -25598,6 +26053,50 @@ msgstr ""
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25647,6 +26146,49 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
@@ -25762,9 +26304,22 @@ msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
@@ -25775,7 +26330,8 @@ msgid ""
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
-"at fixed steps (see [member width])."
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
@@ -25797,7 +26353,8 @@ msgid ""
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
-"[member width] and [member height])."
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
@@ -26072,7 +26629,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
-msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
@@ -26608,6 +27168,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
@@ -26658,6 +27224,10 @@ msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
@@ -26732,8 +27302,7 @@ msgid ""
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
@@ -26791,14 +27360,14 @@ msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Depth of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
-"Width of the height map data. Changing this will resize the [member "
-"map_data]."
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
@@ -26820,7 +27389,8 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
-#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
@@ -27881,7 +28451,7 @@ msgid ""
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -27985,7 +28555,11 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum allowed size for response bodies."
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -27997,11 +28571,33 @@ msgid ""
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "The file to download into. Will output any received file into it."
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
-msgid "Maximum number of allowed redirects."
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -28080,34 +28676,42 @@ msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"at coordinates [code]dest[/code]."
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
-"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
-"channels are required for both [code]src[/code] and [code]mask[/code]. "
-"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
-"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
-"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
-"but they can have different formats."
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
-"coordinates [code]dst[/code]."
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
-"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
-"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
-"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
-"[b]must[/b] have the same size (width and height) but they can have "
-"different formats."
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
@@ -29017,7 +29621,7 @@ msgstr ""
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
-"([method set_use_accumulated_input]) or agile input flushing ([member "
+"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
@@ -29042,9 +29646,9 @@ msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29054,9 +29658,9 @@ msgid ""
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29166,10 +29770,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Returns the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
@@ -29189,9 +29789,9 @@ msgid ""
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29203,9 +29803,9 @@ msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events."
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
@@ -29214,9 +29814,9 @@ msgid ""
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
-"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
-"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
-"for [InputEventJoypadMotion] events.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29363,24 +29963,6 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-msgid "Sets the mouse mode. See the constants for more information."
-msgstr ""
-
-#: doc/classes/Input.xml
-msgid ""
-"Enables or disables the accumulation of similar input events sent by the "
-"operating system. When input accumulation is enabled, all input events "
-"generated during a frame will be merged and emitted when the frame is done "
-"rendering. Therefore, this limits the number of input method calls per "
-"second to the rendering FPS.\n"
-"Input accumulation is enabled by default. It can be disabled to get slightly "
-"more precise/reactive input at the cost of increased CPU usage. In "
-"applications where drawing freehand lines is required, input accumulation "
-"should generally be disabled while the user is drawing the line to get "
-"results that closely follow the actual input."
-msgstr ""
-
-#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
@@ -29400,8 +29982,10 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate Android and iOS devices.\n"
-"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
-"settings. iOS does not support duration."
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later."
msgstr ""
#: doc/classes/Input.xml
@@ -29414,6 +29998,27 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
@@ -29462,15 +30067,15 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application is still usable during the "
-"operation."
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
-"This cursor shape denotes that the application isn't usable during the "
-"operation (e.g. something is blocking its main thread)."
+"This cursor shape denotes that the application is still usable during the "
+"operation."
msgstr ""
#: doc/classes/Input.xml
@@ -29566,18 +30171,18 @@ msgstr ""
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29586,9 +30191,9 @@ msgid ""
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
@@ -29600,9 +30205,9 @@ msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29633,9 +30238,9 @@ msgid ""
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
@@ -29721,8 +30326,8 @@ msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
-"Represents the pressure the user puts on the button with his finger, if the "
-"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
@@ -29984,10 +30589,14 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, call [method Input."
-"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
-"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -29999,6 +30608,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -30166,13 +30781,18 @@ msgid ""
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
-"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events."
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
-msgid "Returns an array of [InputEvent]s associated with a given action."
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
@@ -30306,6 +30926,11 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
@@ -30314,6 +30939,19 @@ msgstr ""
msgid "The target's [NodePath]."
msgstr ""
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
@@ -30457,7 +31095,18 @@ msgid ""
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
@@ -31820,11 +32469,11 @@ msgid ""
"screen. Useful to animate the text in a dialog box."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
@@ -31838,35 +32487,35 @@ msgstr ""
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
-#: doc/classes/Label.xml
+#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
@@ -31908,6 +32557,194 @@ msgstr ""
msgid "Background [StyleBox] for the [Label]."
msgstr ""
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+#, fuzzy
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr "回傳參數的餘弦值。"
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+#, fuzzy
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr "回傳參數的餘弦值。"
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
@@ -32053,7 +32890,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
-msgid "Attempts to reduce [member shadow_bias] gap."
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@@ -32351,7 +33193,8 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"A line through several points in 2D space.\n"
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
@@ -32395,8 +33238,17 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"If [code]true[/code], the line's border will be anti-aliased.\n"
-"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32433,8 +33285,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"The smoothness of the rounded joints and caps. This is only used if a cap or "
-"joint is set as round."
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@@ -32565,7 +33421,7 @@ msgid ""
"be within the text's length."
msgstr ""
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
@@ -32584,6 +33440,19 @@ msgid ""
"characters."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "回傳參數的餘弦值。"
+
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
@@ -32633,6 +33502,13 @@ msgstr ""
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
@@ -32668,6 +33544,13 @@ msgid ""
"[/codeblock]"
msgstr ""
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
@@ -33975,15 +34858,57 @@ msgid ""
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -34014,9 +34939,10 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
-"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
-"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
-"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
@@ -34172,6 +35098,41 @@ msgstr ""
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
@@ -34275,6 +35236,15 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
@@ -34288,6 +35258,18 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
@@ -34330,6 +35312,16 @@ msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@@ -34381,6 +35373,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@@ -34703,6 +35707,9 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -34743,7 +35750,15 @@ msgid ""
msgstr ""
#: doc/classes/Navigation.xml
+#, fuzzy
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/Navigation.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
@@ -34765,16 +35780,31 @@ msgstr ""
#: doc/classes/Navigation.xml
msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
@@ -34794,6 +35824,9 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
@@ -34803,6 +35836,12 @@ msgstr ""
msgid "The XY plane cell size to use for fields."
msgstr ""
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
@@ -34812,11 +35851,19 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
-"Together, they define the navigable areas in the 2D world. For two regions "
-"to be connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -34834,11 +35881,27 @@ msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Callback called at the end of the RVO process."
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34899,10 +35962,56 @@ msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "回傳參數的反正弦值。"
@@ -34926,7 +36035,16 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
-msgid "Returns the navigation path to reach the destination from the origin."
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
@@ -34939,6 +36057,12 @@ msgstr "回傳參數的餘弦值。"
msgid "Sets the map active."
msgstr "回傳參數的反正弦值。"
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
@@ -34953,10 +36077,79 @@ msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the region's navigation layers."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "回傳參數的正弦值。"
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
@@ -34967,6 +36160,11 @@ msgstr "回傳參數的相反值。"
msgid "Sets the global transformation for the region."
msgstr "計算兩個向量的外積。"
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+#, fuzzy
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr "計算兩個向量的外積。"
+
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
@@ -34976,9 +36174,16 @@ msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationAgent] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -34996,7 +36201,15 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "Returns the path from start to finish in global coordinates."
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35012,13 +36225,31 @@ msgid ""
"system."
msgstr ""
-#: doc/classes/NavigationAgent.xml
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"Returns a [Vector3] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the origin of the agent's parent."
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr "回傳參數的正弦值。"
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
@@ -35053,6 +36284,12 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
@@ -35065,7 +36302,23 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent.xml
-msgid "The agent height offset to match the navigation mesh height."
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
@@ -35082,26 +36335,53 @@ msgstr ""
msgid "The maximum speed that an agent can move."
msgstr ""
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -35144,9 +36424,16 @@ msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
-"navigation data to work correctly. This can be done by having the agent as a "
-"child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationAgent2D] is physics safe."
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -35163,11 +36450,9 @@ msgid ""
msgstr ""
#: doc/classes/NavigationAgent2D.xml
-msgid ""
-"Returns a [Vector2] in global coordinates, that can be moved to, making sure "
-"that there are no static objects in the way. If the agent does not have a "
-"navigation path, it will return the position of the agent's parent."
-msgstr ""
+#, fuzzy
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr "回傳參數的正弦值。"
#: doc/classes/NavigationAgent2D.xml
msgid ""
@@ -35175,6 +36460,31 @@ msgid ""
"to make the agent a child of a [Navigation2D] node."
msgstr ""
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
@@ -35205,8 +36515,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"Returns whether the specified [code]bit[/code] of the [member geometry/"
-"collision_mask] is set."
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35229,9 +36539,9 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the [member geometry/collision_mask].\n"
+"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the [member geometry/collision_mask]."
+"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
@@ -35245,14 +36555,14 @@ msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
-"multiple of [member cell/height]."
+"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35264,7 +36574,7 @@ msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35292,13 +36602,17 @@ msgstr ""
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
-"multiple of [member cell/size]."
+"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
-"If [code]true[/code], marks walkable spans as not walkable if the clearance "
-"above the span is less than [member agent/height]."
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35308,13 +36622,19 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
-"is within [member agent/max_climb] of a walkable neighbor."
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
-"Only used when [member geometry/parsed_geometry_type] is [constant "
+"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
@@ -35333,7 +36653,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
-"Only used when [member geometry/source_geometry_mode] is [constant "
+"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
@@ -35396,7 +36716,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
-"the layers specified by [member geometry/collision_mask]."
+"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35418,13 +36738,13 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
-"group is specified by [member geometry/source_group_name]."
+"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
-"geometry/source_group_name]."
+"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
@@ -35432,19 +36752,68 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "This class is responsible for creating and clearing navigation meshes."
+msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
-"Bakes the navigation mesh. This will allow you to use pathfinding with the "
-"navigation system."
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
-msgid "Clears the navigation mesh."
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
msgstr ""
+#: doc/classes/NavigationMeshGenerator.xml
+#, fuzzy
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr "計算兩個向量的外積。"
+
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
@@ -35452,15 +36821,42 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
-"be navigated and what cannot, based on the [NavigationMesh] resource. This "
-"should be a child of a [Navigation] node."
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
-"Bakes the [NavigationMesh]. The baking is done in a separate thread because "
-"navigation baking is not a cheap operation. This can be done at runtime. "
-"When it is completed, it automatically sets the new [NavigationMesh]."
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
@@ -35468,10 +36864,34 @@ msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
@@ -35488,7 +36908,9 @@ msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
-"[NavigationObstacle] is physics safe."
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
@@ -35498,6 +36920,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
@@ -35524,7 +36951,9 @@ msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
-"[NavigationObstacle2D] is physics safe."
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
@@ -35534,6 +36963,11 @@ msgid ""
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
+#, fuzzy
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
@@ -35600,6 +37034,14 @@ msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
@@ -35635,6 +37077,54 @@ msgid ""
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
@@ -35644,11 +37134,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
-"they define the navigable areas in the 3D world. For two regions to be "
-"connected to each other, they must share a similar edge. An edge is "
-"considered connected to another if both of its two vertices are at a "
-"distance less than [member Navigation.edge_connection_margin] to the "
-"respective other edge's vertex.\n"
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
@@ -35710,9 +37204,61 @@ msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647)."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
@@ -35888,7 +37434,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
-"Enable or disable certificate verification when [member use_dtls] "
+"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
@@ -36267,7 +37813,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "節點與場景"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -36419,12 +37965,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
-"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
-"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
-"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
-"plugins[/url]. If [method add_child] is called without setting [member "
-"owner], the newly added [Node] will not be visible in the scene tree, though "
-"it will be visible in the 2D/3D view."
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -36460,6 +38006,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
@@ -36704,6 +38259,25 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
@@ -36874,14 +38448,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
-"See also [method rset] and [method rset_config] for properties. Returns an "
-"empty [Variant].\n"
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
@@ -36903,21 +38492,20 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
-"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
-"[Variant]."
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Sends a [method rpc] using an unreliable protocol. Returns an empty "
-"[Variant]."
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
-"set_target_peer]). Returns an empty [Variant]."
+"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
@@ -37089,7 +38677,15 @@ msgid ""
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
-"subinstancing."
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
@@ -37098,6 +38694,15 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
@@ -37107,14 +38712,29 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
@@ -37126,7 +38746,10 @@ msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
@@ -37136,15 +38759,21 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
@@ -37192,11 +38821,18 @@ msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag begins."
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
-msgid "Notification received when a drag ends."
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
@@ -37224,6 +38860,12 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
@@ -37237,6 +38879,24 @@ msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
@@ -37374,7 +39034,13 @@ msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
-msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
@@ -37498,7 +39164,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
-"get_name_count]).\n"
+"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
@@ -37679,7 +39345,13 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Called when the object is initialized."
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
@@ -37767,7 +39439,7 @@ msgid ""
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
-"It will throw an error if already connected, unless the signal was connected "
+"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
@@ -37798,7 +39470,7 @@ msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
-"throw an error. Use [method is_connected] to ensure that the connection "
+"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
@@ -37875,7 +39547,10 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
@@ -38211,8 +39886,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
-"Specifies whether the occluder should operate one way only, or from both "
-"sides."
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@@ -38281,7 +39956,13 @@ msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
-msgid "See [enum ShadowMode]."
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38293,7 +39974,8 @@ msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
-"SHADOW_DUAL_PARABOLOID], but higher-quality."
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -38463,8 +40145,13 @@ msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/OptionButton.xml
msgid ""
-"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
@@ -38486,7 +40173,8 @@ msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
-"if the item is disabled."
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
@@ -38516,6 +40204,11 @@ msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
+#, fuzzy
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
@@ -38799,6 +40492,10 @@ msgid ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
@@ -38868,6 +40565,16 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
@@ -39005,7 +40712,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-msgid "Returns the number of threads available on the host machine."
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
msgstr ""
#: doc/classes/OS.xml
@@ -39063,6 +40782,23 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
@@ -39323,6 +41059,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
@@ -39405,6 +41150,21 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
@@ -39583,9 +41343,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
-"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
-"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
-"that can be added.\n"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
@@ -39748,79 +41508,79 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Sunday."
-msgstr ""
+msgstr "星期日。"
#: doc/classes/OS.xml
msgid "Monday."
-msgstr ""
+msgstr "星期一。"
#: doc/classes/OS.xml
msgid "Tuesday."
-msgstr ""
+msgstr "星期二。"
#: doc/classes/OS.xml
msgid "Wednesday."
-msgstr ""
+msgstr "星期三。"
#: doc/classes/OS.xml
msgid "Thursday."
-msgstr ""
+msgstr "星期四。"
#: doc/classes/OS.xml
msgid "Friday."
-msgstr ""
+msgstr "星期五。"
#: doc/classes/OS.xml
msgid "Saturday."
-msgstr ""
+msgstr "星期六。"
#: doc/classes/OS.xml
msgid "January."
-msgstr ""
+msgstr "一月。"
#: doc/classes/OS.xml
msgid "February."
-msgstr ""
+msgstr "二月。"
#: doc/classes/OS.xml
msgid "March."
-msgstr ""
+msgstr "三月。"
#: doc/classes/OS.xml
msgid "April."
-msgstr ""
+msgstr "四月。"
#: doc/classes/OS.xml
msgid "May."
-msgstr ""
+msgstr "五月。"
#: doc/classes/OS.xml
msgid "June."
-msgstr ""
+msgstr "六月。"
#: doc/classes/OS.xml
msgid "July."
-msgstr ""
+msgstr "七月。"
#: doc/classes/OS.xml
msgid "August."
-msgstr ""
+msgstr "八月。"
#: doc/classes/OS.xml
msgid "September."
-msgstr ""
+msgstr "九月。"
#: doc/classes/OS.xml
msgid "October."
-msgstr ""
+msgstr "十月。"
#: doc/classes/OS.xml
msgid "November."
-msgstr ""
+msgstr "十一月。"
#: doc/classes/OS.xml
msgid "December."
-msgstr ""
+msgstr "十二月。"
#: doc/classes/OS.xml
msgid ""
@@ -40052,6 +41812,14 @@ msgid ""
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
@@ -42907,7 +44675,10 @@ msgid ""
msgstr ""
#: doc/classes/PhysicsServer.xml
-msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
@@ -43605,7 +45376,15 @@ msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
-msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
@@ -43680,14 +45459,31 @@ msgid ""
msgstr ""
#: doc/classes/PoolByteArray.xml
-msgid "A pooled [Array] of bytes."
+msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
-"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
@@ -43731,6 +45527,16 @@ msgid ""
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
@@ -43748,6 +45554,15 @@ msgid ""
"should always be preferred."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
@@ -43790,6 +45605,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -43798,14 +45620,32 @@ msgid ""
msgstr ""
#: doc/classes/PoolColorArray.xml
-msgid "A pooled [Array] of [Color]."
+msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
-"An [Array] specifically designed to hold [Color]. Optimized for memory "
-"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
@@ -43835,14 +45675,31 @@ msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
-msgid "A pooled [Array] of integers ([int])."
+msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
-"An [Array] specifically designed to hold integer values ([int]). Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
@@ -43871,14 +45728,31 @@ msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
-msgid "A pooled [Array] of reals ([float])."
+msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
-"An [Array] specifically designed to hold floating-point values. Optimized "
-"for memory usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
@@ -43903,14 +45777,31 @@ msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
-msgid "A pooled [Array] of [String]."
+msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
-"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
@@ -43938,14 +45829,32 @@ msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
-msgid "A pooled [Array] of [Vector2]."
+msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
@@ -43972,14 +45881,32 @@ msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
-msgid "A pooled [Array] of [Vector3]."
+msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
-"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
-"[b]Note:[/b] This type is passed by value and not by reference."
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
@@ -44097,7 +46024,18 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -44302,10 +46240,10 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
+#, fuzzy
msgid ""
-"Returns the tooltip associated with the specified index index [code]idx[/"
-"code]."
-msgstr ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -44542,6 +46480,10 @@ msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
@@ -45442,6 +47384,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
@@ -45597,7 +47545,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Message to be displayed before the backtrace when the engine crashes."
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45619,6 +47576,16 @@ msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
@@ -45766,7 +47733,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -45832,6 +47799,18 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
@@ -45865,6 +47844,19 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
@@ -46044,6 +48036,198 @@ msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
@@ -46252,6 +48436,198 @@ msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
@@ -46400,7 +48776,7 @@ msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -46519,6 +48895,49 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
@@ -46834,6 +49253,16 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
@@ -46870,6 +49299,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
@@ -46880,8 +49320,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
-"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47169,20 +49611,28 @@ msgid ""
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47190,19 +49640,28 @@ msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47234,6 +49693,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
@@ -47394,14 +49869,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
-"than 1.\n"
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
-"devices, due to performance concerns or driver support."
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47530,8 +50010,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
-"code] will not be available in shaders and post-processing effects will not "
-"be available in the [Environment]."
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47634,16 +50114,24 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47674,8 +50162,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -47860,8 +50348,181 @@ msgid ""
"situations where a change has been made."
msgstr ""
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
#: doc/classes/ProximityGroup.xml
-msgid "General-purpose proximity detection node."
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
@@ -48155,19 +50816,20 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
-"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
-"i] and [i]page[/i], for example a [ScrollBar]."
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
-"Binds two ranges together along with any ranges previously grouped with "
+"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
-msgid "Stops range from sharing its member variables with any other."
+msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
@@ -48234,7 +50896,14 @@ msgid ""
msgstr ""
#: doc/classes/Range.xml
-msgid "Emitted when [member value] changes."
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
@@ -49647,14 +52316,15 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
-"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
-"the result of the parsing, [constant OK] if successful.\n"
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
-"[method append_bbcode]."
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49672,6 +52342,11 @@ msgid ""
msgstr ""
#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
@@ -49694,8 +52369,9 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
-"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
-"successfully."
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -49937,6 +52613,22 @@ msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
@@ -50013,7 +52705,7 @@ msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
-msgid "The background The background used when the [RichTextLabel] is focused."
+msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
@@ -50146,7 +52838,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
-"Damps RigidBody's rotational forces.\n"
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50245,8 +52938,8 @@ msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
-"from -1.0, any linear damp derived from the world or areas will be "
-"overridden.\n"
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -50460,7 +53153,8 @@ msgstr ""
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
-"Settings > Physics > 2d[/b].\n"
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
@@ -50542,7 +53236,8 @@ msgstr ""
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
-"Physics > 2d[/b].\n"
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
@@ -51295,6 +53990,10 @@ msgid ""
msgstr ""
#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
@@ -51319,6 +54018,12 @@ msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
@@ -51376,13 +54081,6 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application automatically accepts quitting. "
-"Enabled by default.\n"
-"For mobile platforms, see [method set_quit_on_go_back]."
-msgstr ""
-
-#: doc/classes/SceneTree.xml
-msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
@@ -51399,16 +54097,14 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"If [code]true[/code], the application quits automatically on going back (e."
-"g. on Android). Enabled by default.\n"
-"To handle 'Go Back' button when this option is disabled, use [constant "
-"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
-"Configures screen stretching to the given [enum StretchMode], [enum "
-"StretchAspect], minimum size and [code]scale[/code]."
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -51469,6 +54165,21 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
@@ -51655,7 +54366,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
-"The timer will be automatically freed after its time elapses."
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
@@ -51666,6 +54378,406 @@ msgstr ""
msgid "Emitted when the timer reaches 0."
msgstr ""
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
@@ -51956,14 +55068,23 @@ msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
@@ -52134,8 +55255,15 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape touches another. If there are "
-"no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
@@ -52156,8 +55284,16 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
-"Returns a list of the points where this shape would touch another, if a "
-"given movement was applied. If there are no collisions the list is empty.\n"
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
@@ -52715,7 +55851,7 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid "Introduction to 3D"
-msgstr ""
+msgstr "3D 簡介"
#: doc/classes/Spatial.xml doc/classes/Vector3.xml
msgid "All 3D Demos"
@@ -52723,6 +55859,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
@@ -52920,11 +56068,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -52943,7 +56110,12 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
-msgid "Scale part of the local transformation."
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative."
msgstr ""
#: doc/classes/Spatial.xml
@@ -53342,6 +56514,10 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
@@ -53366,12 +56542,6 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
-"If [code]true[/code], depth testing is disabled and the object will be drawn "
-"in render order."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
-msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
@@ -53398,7 +56568,21 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -53471,10 +56655,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid "Threshold at which the alpha scissor will discard values."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
@@ -53929,12 +57109,6 @@ msgid ""
msgstr ""
#: doc/classes/SpatialMaterial.xml
-msgid ""
-"Disables the depth test, so this object is drawn on top of all others. "
-"However, objects drawn after it in the draw order may cover it."
-msgstr ""
-
-#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
@@ -54202,7 +57376,10 @@ msgid ""
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
@@ -54559,7 +57736,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54573,7 +57750,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
-"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@@ -54583,6 +57760,18 @@ msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
@@ -54610,7 +57799,8 @@ msgid ""
msgstr ""
#: doc/classes/SpriteBase3D.xml
-msgid "Represents the size of the [enum DrawFlags] enum."
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
@@ -55248,7 +58438,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
-msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55364,7 +58559,31 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55511,7 +58730,15 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid float."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55534,11 +58761,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
-"and the first character may not be a digit."
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
-msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55587,14 +58827,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
-"single character except a period ([code]\".\"[/code])."
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@@ -55731,8 +58973,8 @@ msgid ""
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
-"print(some_array[0]) # Prints \"Four\"\n"
-"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
@@ -55764,8 +59006,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
-"Returns the similarity index of the text compared to this string. 1 means "
-"totally similar and 0 means totally dissimilar."
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@@ -55930,9 +59180,11 @@ msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
@@ -56119,7 +59371,7 @@ msgstr ""
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
-"when using rounded corners.\n"
+"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
@@ -56203,28 +59455,47 @@ msgstr ""
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
-"the control rect."
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
-"control rect."
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
@@ -56243,6 +59514,21 @@ msgstr ""
msgid "The shadow size in pixels."
msgstr ""
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
@@ -57235,10 +60521,6 @@ msgid ""
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
@@ -57247,10 +60529,6 @@ msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
-#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
@@ -57260,6 +60538,16 @@ msgid "Returns the total width of all gutters and internal padding."
msgstr "回傳參數的正切值。"
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the total amount of lines that could be drawn."
+msgstr "回傳參數的相反值。"
+
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
@@ -57313,6 +60601,12 @@ msgid "Returns if the given line is wrapped."
msgstr "回傳參數的正切值。"
#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
@@ -57370,8 +60664,8 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
-"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
-"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
@@ -57436,6 +60730,11 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "回傳參數的餘弦值。"
+
+#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
@@ -57666,6 +60965,50 @@ msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
@@ -58259,6 +61602,14 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
@@ -58298,6 +61649,12 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@@ -58439,6 +61796,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/Theme.xml
+msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
@@ -58486,6 +61855,13 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
@@ -58496,6 +61872,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
@@ -58582,6 +61965,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
@@ -58865,6 +62262,11 @@ msgid ""
msgstr ""
#: doc/classes/TileMap.xml
+#, fuzzy
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr "回傳參數的餘弦值。"
+
+#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
@@ -58971,6 +62373,10 @@ msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
@@ -59437,7 +62843,9 @@ msgid ""
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
-"excluded (the calculation is relatively expensive)."
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
@@ -59492,6 +62900,13 @@ msgstr ""
#: doc/classes/Time.xml
msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
@@ -59560,14 +62975,18 @@ msgid ""
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
-"given datetime string."
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
-"the time in UTC."
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
@@ -59962,20 +63381,21 @@ msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Rotates the transform around the given axis by the given angle (in radians), "
-"using matrix multiplication. The axis must be a normalized vector."
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
-"Scales basis and origin of the transform by the given scale factor, using "
-"matrix multiplication."
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
-"Translates the transform by the given offset, relative to the transform's "
-"basis vectors.\n"
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
@@ -60081,13 +63501,19 @@ msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Rotates the transform by the given angle (in radians), using matrix "
-"multiplication."
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
-"Scales the transform by the given scale factor, using matrix multiplication."
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
@@ -60243,7 +63669,18 @@ msgid ""
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
@@ -60318,7 +63755,7 @@ msgid ""
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
-" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
@@ -60758,7 +64195,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
-"get_button_count] immediately after this method. Optionally, the button can "
+"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@@ -60800,10 +64237,9 @@ msgid ""
msgstr "計算兩個向量的外積。"
#: doc/classes/TreeItem.xml
-msgid ""
-"Returns the number of buttons in column [code]column[/code]. May be used to "
-"get the most recently added button's index, if no index was specified."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -60863,13 +64299,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next TreeItem in the tree or a null object if there is none."
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the next visible TreeItem in the tree or a null object if there is "
-"none.\n"
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
@@ -60881,13 +64318,14 @@ msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous TreeItem in the tree or a null object if there is none."
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
-"Returns the previous visible TreeItem in the tree or a null object if there "
-"is none.\n"
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
@@ -61156,7 +64594,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
-"operation cannot be completed."
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
@@ -61250,7 +64690,7 @@ msgstr ""
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
-"are removed, unless [code]key[/code] is specified."
+"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
@@ -61433,6 +64873,22 @@ msgid ""
"interpolation is fastest at both ends."
msgstr ""
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
@@ -62041,7 +65497,7 @@ msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "OK."
-msgstr ""
+msgstr "OK。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Empty HTTP response."
@@ -62225,7 +65681,7 @@ msgstr ""
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
@@ -62387,8 +65843,8 @@ msgstr ""
#: doc/classes/Vector2.xml
msgid ""
-"Returns the vector rotated by [code]phi[/code] radians. See also [method "
-"@GDScript.deg2rad]."
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
@@ -62486,7 +65942,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
-"any other pair of numeric values.\n"
+"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
@@ -62571,8 +66027,8 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid ""
-"Rotates this vector around a given axis by [code]phi[/code] radians. The "
-"axis must be a normalized vector."
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
@@ -62682,11 +66138,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -62766,8 +66222,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -62965,12 +66421,12 @@ msgid ""
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
-msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
-"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
@@ -63161,9 +66617,16 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "回傳參數的餘弦值。"
+
+#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
-"operation."
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63311,8 +66774,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
-"code] property."
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63367,9 +66830,10 @@ msgstr ""
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63398,7 +66862,11 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
@@ -63749,11 +67217,12 @@ msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _process function."
+msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
-msgid "This enabler will stop the parent's _physics_process function."
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
@@ -63793,6 +67262,16 @@ msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
@@ -66861,10 +70340,11 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
-"Returns the default value for the param if available. Otherwise returns an "
-"empty [Variant]."
-msgstr ""
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr "計算兩個向量的外積。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -67626,6 +71106,32 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
@@ -67662,7 +71168,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
-"manually. For a further optimization see, [method "
+"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
@@ -67733,7 +71239,11 @@ msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "If [code]true[/code], the viewport renders to hdr."
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -67818,6 +71328,15 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
@@ -68530,6 +72049,16 @@ msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
@@ -68675,23 +72204,43 @@ msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Output color as they came in."
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the Reinhard tonemapper."
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the filmic tonemapper."
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES tonemapper."
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
-msgid "Use the ACES Fitted tonemapper."
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
@@ -71198,6 +74747,11 @@ msgid ""
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
@@ -71293,6 +74847,9 @@ msgid ""
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
@@ -71518,6 +75075,13 @@ msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
@@ -71603,7 +75167,7 @@ msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
-msgid "We don't know the the target ray mode."
+msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
@@ -71692,8 +75256,8 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
-"scenario and a sound space. Spatial nodes register their resources into the "
-"current world."
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
msgstr ""
#: doc/classes/World.xml
@@ -71708,11 +75272,17 @@ msgstr ""
#: doc/classes/World.xml
msgid ""
-"The World's fallback_environment will be used if the World's [Environment] "
-"fails or is missing."
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
msgstr ""
#: doc/classes/World.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
@@ -71727,8 +75297,8 @@ msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
-"visual scenario and a sound space. 2D nodes register their resources into "
-"the current 2D world."
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
@@ -71745,6 +75315,12 @@ msgid ""
msgstr ""
#: doc/classes/World2D.xml
+#, fuzzy
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr "回傳參數的正弦值。"
+
+#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
@@ -71787,8 +75363,7 @@ msgid ""
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
-"[method StreamPeerSSL.connect_to_stream].\n"
-"[b]Note:[/b] Not available in HTML5 exports."
+"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml